Author Topic: MAD-NS, Marauder C spin-off  (Read 1953 times)

Sabelkatten

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MAD-NS, Marauder C spin-off
« on: 21 December 2019, 08:27:27 »
OK, so this isn't a serious design by any means. The design sequence went something like "LB5s and LLs in the arms... can't fit an ERPPC... wait, LGR doesn't take up so much space... oh, needs more weight savings... WTH, it's shooty!". ;D

Code: [Select]
Marauder MAD-NS

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3070
Cost: 16,159,500 C-Bills
Battle Value: 1,508

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
    2  ER Large Lasers
    1  Light Gauss Rifle
    2  LB 5-X ACs
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   114 points                4.00
    Internal Locations: 6 LT, 2 LA, 2 RA, 2 LL, 2 RL
Engine:             XL Fusion Engine             300                       9.50
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             14(28)                    4.00
    Heat Sink Locations: 1 LT, 1 RT
Gyro:               XL                                                     1.50
Cockpit:            Small                                                  2.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA
Armor:              Standard Armor               AV - 208                 13.00

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           35       
                                 Center Torso (rear)                  10       
                                           L/R Torso     16           24       
                                    L/R Torso (rear)                  8         
                                             L/R Arm     12           21       
                                             L/R Leg     16           24       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Light Gauss Rifle                            RT        1         5        12.00
LB 5-X AC                                    RA        1         5         8.00
ER Large Laser                               RA        12        2         5.00
LB 5-X AC                                    LA        1         5         8.00
ER Large Laser                               LA        12        2         5.00
@LB 5-X (Cluster) (20)                       HD        -         1         1.00
@LB 5-X (Slug) (20)                          HD        -         1         1.00
@Light Gauss Rifle (16)                      RT        -         1         1.00
                                            Free Critical Slots: 0

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 15
4          3       3       3       0      3     0   Structure:  3
Special Abilities: SRCH, ES, SEAL, SOA, FLK 0/1/1

Karack Blackstone

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Re: MAD-NS, Marauder C spin-off
« Reply #1 on: 23 December 2019, 20:02:20 »
Ammo somewhere else.

ANYwhere else!

Side torsos even.

Firesprocket

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  • 3601 S Broad St. Phila. PA 19148
Re: MAD-NS, Marauder C spin-off
« Reply #2 on: 23 December 2019, 22:46:09 »
Ammo somewhere else.

ANYwhere else!

Side torsos even.
Why?  It's the least likely place to get hit and auto eject will likely save the pilot if it's an issue.

Crimson Dawn

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Re: MAD-NS, Marauder C spin-off
« Reply #3 on: 23 December 2019, 22:49:00 »
Also damage to the head does nto transfer so you can salvage the mech too if it explodes.

Sabelkatten

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Re: MAD-NS, Marauder C spin-off
« Reply #4 on: 24 December 2019, 04:00:36 »
Why?  It's the least likely place to get hit and auto eject will likely save the pilot if it's an issue.
This. It's got enough problems anyway! ;D

appodictic

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Re: MAD-NS, Marauder C spin-off
« Reply #5 on: 01 February 2020, 10:54:32 »
Why?  It's the least likely place to get hit and auto eject will likely save the pilot if it's an issue.

It seems likea quirk in the rules but if a laser hit a bin of ammo the explosion would be instant in many cases. It is hard for me to believe you a system could eject you faster then the blast radius of an explosion

Sabelkatten

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Re: MAD-NS, Marauder C spin-off
« Reply #6 on: 01 February 2020, 13:42:38 »
There's a lot of rules that doesn't make sense if you think about realism. Better to just look at head-mounted ammo as a boosted ejection system! 8)

Dave Talley

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Re: MAD-NS, Marauder C spin-off
« Reply #7 on: 01 February 2020, 17:41:25 »
simple
drop one sink, leaves you with 3 slots open and one ton
add case to both torsos, rearranging as needed, put gauss ammo in the head
Resident Smartass since 1998
“Toe jam in training”

Because while the other Great Houses of the Star League thought they were playing chess, House Cameron was playing Paradox-Billiards-Vostroyan-Roulette-Fourth Dimensional-Hypercube-Chess-Strip Poker the entire time.
JA Baker

packhntr

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Re: MAD-NS, Marauder C spin-off
« Reply #8 on: 01 February 2020, 21:00:34 »
simple
drop one sink, leaves you with 3 slots open and one ton
add case to both torsos, rearranging as needed, put gauss ammo in the head

What he said
If at first you don't succeed, make it worth the repairman's time!

Sabelkatten

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Re: MAD-NS, Marauder C spin-off
« Reply #9 on: 02 February 2020, 06:39:37 »
With house rules, I'd probably do that. But RAW the CASE is pretty much useless and the head is the safest place for ammo - no matter how stupid it would be IRL. ::)

Dave Talley

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Re: MAD-NS, Marauder C spin-off
« Reply #10 on: 02 February 2020, 13:28:40 »
CASE is only useless in one off games
Resident Smartass since 1998
“Toe jam in training”

Because while the other Great Houses of the Star League thought they were playing chess, House Cameron was playing Paradox-Billiards-Vostroyan-Roulette-Fourth Dimensional-Hypercube-Chess-Strip Poker the entire time.
JA Baker

Daryk

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Re: MAD-NS, Marauder C spin-off
« Reply #11 on: 02 February 2020, 13:31:08 »
Well said!  :thumbsup:

Sabelkatten

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Re: MAD-NS, Marauder C spin-off
« Reply #12 on: 02 February 2020, 13:53:30 »
CASE is only useless in one off games
It's just as useless in campaigns, unfortunately. If the mech is out of action after an explosion it's 50/50 if you or the enemy get it, so it's a net zero - but you still have to pay for it. The exception is if ejecting is not an option, such as fighting in a hostile environment.

Daryk

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Re: MAD-NS, Marauder C spin-off
« Reply #13 on: 02 February 2020, 13:55:52 »
CASE alters the chance of the 'mech being out of action though, so I wouldn't call it 50/50 overall in a campaign.

Sabelkatten

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Re: MAD-NS, Marauder C spin-off
« Reply #14 on: 02 February 2020, 15:25:29 »
CASE alters the chance of the 'mech being out of action though, so I wouldn't call it 50/50 overall in a campaign.
Not with an XL, the chance of an ammo explosion NOT taking out a side torso is pretty much nil... :(

Daryk

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  • The Double Deuce II/II-σ
Re: MAD-NS, Marauder C spin-off
« Reply #15 on: 02 February 2020, 15:26:30 »
It depends on what you're protecting, of course.

 

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