BattleMech Technical Readout
Name/Model: Marauder MAD-5M
Designer: Catalyst Game Labs
Source(s): Battle of Tukayyid Supplemental
Recognition Guide: ilClan, Vol. 06
Record Sheets: Clan Invasion
Record Sheets: 3085 Unabridged, Project Phoenix
Record Sheets: Phoenix Upgrade, Complete
Record Sheets: Phoenix Upgrade, Mercenary
Record Sheets: Phoenix Upgrade, ComStar & Word of Blake
Record Sheets: Phoenix Upgrade, Marik
Record Sheets: 3050
Technology: Inner Sphere
Technology Rating: E
Tonnage: 75
Role: Skirmisher
Configuration: Biped BattleMech
Era/Year: Clan Invasion / 3051
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 15,620,500 C-Bills
Battle Value: 1,471
Chassis: Standard
Power Plant: 300 XL
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Standard
Jump Capacity: 120 meters
Armor: Standard with CASE
Armament:
1 LB 10-X AC
2 Large Pulse Lasers
2 Medium Pulse Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
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Equipment Mass
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Internal Structure: Standard 7.50
Engine: 300 XL 9.50
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks (Double): 16 [32] 6.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 184 11.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 35
Center Torso (rear): 10
R/L Torso: 16 17
R/L Torso (rear): 8
R/L Arm: 12 22
R/L Leg: 16 18
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Weapons and Ammo Location Critical Tonnage
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LB 10-X AC RT 6 11.00
CASE LT 1 0.50
LB 10-X AC (Ammo 10) LT 1 1.00
Large Pulse Laser RA 2 7.00
Medium Pulse Laser RA 1 2.00
Large Pulse Laser LA 2 7.00
Medium Pulse Laser LA 1 2.00
2 Jump Jets RL 2 2.00
2 Jump Jets LL 2 2.00
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Alpha Strike Statistics
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Point Value (PV): 33
TP: BM, SZ: 3, TMM: 1, MV: 8"j
Damage: (S) 4 / (M) 4 / (L) 1, OV: 0
Armor (A): 6, Structure (S): 3
Specials: CASE, FLK1/1/1
Distribution
Name/Model: Marauder MAD-5M
Technology: Inner Sphere
Tonnage: 75
Configuration: Biped BattleMech
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Left ArmHeadRight Arm
1. Shoulder 1. Life Support 1. Shoulder
2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator
3. Lower Arm Actuator 3. Cockpit 3. Lower Arm Actuator
4.Double Heat Sink 4. Roll Again 4.Large Pulse Laser
5.Double Heat Sink 5. Sensors 5.Large Pulse Laser
6.Double Heat Sink 6. Life Support 6. Medium Pulse Laser
1.Large Pulse Laser 1. Roll Again
2.Large Pulse Laser 2. Roll Again
3. Medium Pulse Laser 3. Roll Again
4. Roll Again 4. Roll Again
5. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
Left TorsoCenter TorsoRight Torso
1. XL Engine 1. XL Engine 1. XL Engine
2. XL Engine 2. XL Engine 2. XL Engine
3. XL Engine 3. XL Engine 3. XL Engine
4.Double Heat Sink 4. Gyro 4.Double Heat Sink
5.Double Heat Sink 5. Gyro 5.Double Heat Sink
6.Double Heat Sink 6. Gyro 6.Double Heat Sink
1.Double Heat Sink 1. Gyro 1.LB 10-X AC
2.Double Heat Sink 2. XL Engine 2.LB 10-X AC
3.Double Heat Sink 3. XL Engine 3.LB 10-X AC
4. LB 10-X AC (Ammo 10) 4. XL Engine 4.LB 10-X AC
5. CASE 5. Roll Again 5.LB 10-X AC
6. Roll Again 6. Roll Again 6.LB 10-X AC
Left LegRight Leg
1. Hip 1. Hip
2. Upper Leg Actuator 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Lower Leg Actuator
4. Foot Actuator 4. Foot Actuator
5. Jump Jet 5. Jump Jet
6. Jump Jet 6. Jump Jet
Battle Value Breakdown
Name/Model: Marauder MAD-5M
Technology: Inner Sphere
Tonnage: 75
Configuration: Biped BattleMech
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Defensive Battle Rating
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Armor (Standard): 184 x 2.5 x 1 460.000
Internal Structure (Standard w/ XL Engine): 114 x 1.5 x 1 x 0.5 (+) 85.500 = 545.500
Gyro (Standard): 75 x 0.5 (+) 37.500 = 583.000
Explosive Ammunition: 1 Critical Space (-) 15.000 = 568.000
Defensive Movement Factor: +2 (*) 1.20 = 681.600
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Final Defensive Battle Rating: 681.600
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Offensive Battle Rating
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Heat Efficiency: Unit is efficient
6 (Base) + 32 (Heat Sinks) - 4 (Movement) - 30 (Weapons) = 4
Offensive Equipment:
LB 10-X AC 148.000
Large Pulse Laser (+) 119.000 = 267.000
Large Pulse Laser (+) 119.000 = 386.000
Medium Pulse Laser (+) 48.000 = 434.000
Medium Pulse Laser (+) 48.000 = 482.000
LB 10-X AC (Ammo 10) (+) 19.000 = 501.000
Total 'Mech Tonnage: (+) 75.000 = 576.000
Speed Factor: 6 (Run) + 2 (Jump) (*) 1.370 = 789.120
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Final Offensive Battle Rating: 789.120
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BattleMech Battle Value
----------------------------------------------------------------------------------------------
Defensive Battle Rating: 681.600
Offensive Battle Rating: (+) 789.120 = 1,470.720
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Final BattleMech Battle Value: 1,471
Alpha Strike Conversion
Name/Model: Marauder MAD-5M
Technology: Inner Sphere
Tonnage: 75
Configuration: Biped BattleMech
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Determine Unit Type
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Ground Units: BattleMech = BM
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Final Unit Type: BM
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Determine Weight/Size Class
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Tonnage: 75 (greater than or equal to 60 and less than 80) = 3
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Final Weight/Size Class: 3
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Convert Movement and Movement Modes
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Ground Movement: 4 (Walk) = 8"
Ground Target Movement Modifier at 8" is 1
Jumping Movement: 4 (Jump) = 8"j
Jumping Target Movement Modifier at 8" is 1
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Final Movement and Movement Modes: 8"j
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Determine Short Range Damage Value
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Heat Efficiency: Unit is efficient
32 (Heat Sinks) = 32
4 (Movement) + 30 (Weapons) - 4 (Base) (-) 30 = 2
Offensive Equipment: = 0.000
LB 10-X AC (+) 0.630 = 0.630
Medium Pulse Laser (+) 0.660 = 1.290
Medium Pulse Laser (+) 0.660 = 1.950
Large Pulse Laser (+) 0.990 = 2.940
Large Pulse Laser (+) 0.990 = 3.930
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 4.0
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Final Short Range Damage Value: 4
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Determine Medium Range Damage Value
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Heat Efficiency: Unit is efficient
32 (Heat Sinks) = 32
4 (Movement) + 30 (Weapons) - 4 (Base) (-) 30 = 2
Offensive Equipment: = 0.000
LB 10-X AC (+) 0.630 = 0.630
Medium Pulse Laser (+) 0.660 = 1.290
Medium Pulse Laser (+) 0.660 = 1.950
Large Pulse Laser (+) 0.990 = 2.940
Large Pulse Laser (+) 0.990 = 3.930
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 4.0
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Final Medium Range Damage Value: 4
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Determine Long Range Damage Value
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Heat Efficiency: Unit is efficient
32 (Heat Sinks) = 32
4 (Movement) + 2 (Weapons) - 4 (Base) (-) 2 = 30
Offensive Equipment: = 0.000
LB 10-X AC (+) 0.630 = 0.630
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 0.7
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Final Long Range Damage Value: 1
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Convert Armor
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Standard: 184 armor points x 1 184.000 = 184.000
Armor Factor Conversion (/) 30 = 6.133
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Final Armor Value: 6
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Convert Structure
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Engine: Inner Sphere XL on a 75 ton BattleMech = 3.0
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Final Structure Value: 3
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Determine Special Abilities
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Unit is equipped with CASE = CASE
Unit is equipped with forward facing Flak-capable weapons = FLK1/1/1
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 4 (Short) + 4 (Medium) + 4 (Medium) + 1 (Long) = 13.000
Unit Size Factor 3 (Weight/Size Class) / 2 (+) 1.500 = 14.500
Overheat Factor 0 (Overheat) (+) 0.000 = 14.500
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 14.500
Defensive Interaction Rating:
Armor Factor 6 (Armor) x 2.0 (Non-Vehicle Unit) = 12.000
Structure Factor 3 (Structure) x 1.0 (Other Unit) (+) 3.000 = 15.000
Defense Factor 1 + {[1 (8" Move)] x 0.1} (*) 1.100 = 16.500
Final DIR Round to nearest half point = 16.500
Unit's Defensive Value:
Movement Factor 1 (0.25 per 2") + 0.5 (Jump-capable) = 1.500
Final DIR Defensive Interaction Rating (+) 16.500 = 18.000
Unit's Final Point Value:
Offensive Value = 14.500
Defensive Value (+) 18.000 = 32.500
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Final Point Value: 33
Cost Breakdown
Name/Model: Marauder MAD-5M
Technology: Inner Sphere
Tonnage: 75
Configuration: Biped BattleMech
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Structural Cost
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Armor (Standard): (184 pts) 11.5 x 10,000 115,000.00
Internal Structure (Standard): 75 x 400 x 1 (+) 30,000.00 = 145,000.00
Myomer (Standard): 75 x 2,000 (+) 150,000.00 = 295,000.00
Engine (XL): (20,000 x 300 x 75) / 75 (+) 6,000,000.00 = 6,295,000.00
Gyro (Standard): 3.0 x 300,000 (+) 900,000.00 = 7,195,000.00
Cockpit (Standard): 200,000 (+) 200,000.00 = 7,395,000.00
Life Support: 50,000 (+) 50,000.00 = 7,445,000.00
Sensors: 75 x 2,000 (+) 150,000.00 = 7,595,000.00
Heat Sinks (Double): 16 x 6,000 (+) 96,000.00 = 7,691,000.00
Arm Actuators: 75 x ((100 x 2) + (50 x 2) + (80 x 0)) (+) 22,500.00 = 7,713,500.00
Leg Actuators: 75 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 52,500.00 = 7,766,000.00
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Total Structural Cost: 7,766,000.00
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Weapons and Equipment Cost
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CASE 50,000 50,000.00
Jump Jets 75 x (4 x 4) x 200 (+) 240,000.00 = 290,000.00
Large Pulse Laser 175,000 (+) 175,000.00 = 465,000.00
Large Pulse Laser 175,000 (+) 175,000.00 = 640,000.00
LB 10-X AC 400,000 (+) 400,000.00 = 1,040,000.00
LB 10-X AC (Ammo 10) [Empty Bin] 0 (+) 0.00 = 1,040,000.00
Medium Pulse Laser 60,000 (+) 60,000.00 = 1,100,000.00
Medium Pulse Laser 60,000 (+) 60,000.00 = 1,160,000.00
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Total Weapons and Equipment Cost 1,160,000.00
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BattleMech Cost
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Structural Cost: 7,766,000.00
Weapons and Equipment Cost: (+) 1,160,000.00 = 8,926,000.00
BattleMech Cost Multiplier: 1 + (75 / 100) (*) 1.75 = 15,620,500.00
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Final BattleMech Cost 15,620,500.00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.50
Comment:
A good and hardhitting cityfighter. The pulse lasers and JJ´s give it the ability to search and take down its prey. The armor is somewhat light for its mission profile though and it has to mother its shots for the only longer range weapon. The pilot isn´t able to switch between slug and cluster rounds and so has to choose his ammo before each mission. But its „main flaw“ is, that its fighting style is completly different from its fellow MAD´s.
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Member Review - Sleeping Dragon : 03-Nov-2013 08:35
0 out of 0 users (0.00%) have found this review useful
Rating:
2.00
Comment:
This MAD variant is sub-par. It did nothing to improve the armour, but now there is a much more vulnerable engine right under that armour. It can't take an AC/20 hit in side torso or leg without breach and yet the new weapon configuration forces you right in that weapon's range. Running through a PPC and gauss barrage is also not a thing I'd like to undertake. I'm not sure whether the amount of AC ammo is actually a curse or a blessing, but if you pick the cluster rounds the order in which they are applied is all wrong as they should follow some big hits, not come before them. Jump jets are a nice touch that make the 5M an ambush predator, but still I think it's a dangerous tactic to try with this chassis as it can backfire easily. Standard PPCs could have made this into an interesting medium range weapons platform, but what this 'Mech really need is removal of the MPLs for standard weapons and throwing in a few more armour plates on side torsoes (and perhaps some ammo or TAG as FWL has tons of semi-guided LRMs around).
To sum it up the 5M ismore expensive and yet it didn't cover any MAD flaws. It mostly aggravated them. It's not entirely a stupid refit, but it's certainly not far from that.
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Member Review - bladewind : 14-Aug-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
1.50
Comment:
What an insult to the MAD line, this mech certainly has the heat cap to use dual ERPPCs. I don't see any reason why we should not use it.
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Member Review - Blackhand : 24-Mar-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.00
Comment:
Take a long range beast, who scares many people.
Now double its cost, and make it an infighter only useful for cities.
Thats more a recipe for uselessness and waste of money than anything else in my mind.
Course, its not completely useless, if you roll it remember to pair it with long range fighters/missile boats. Because its a dedicated in fighter and can do some serious damage when someone is forced to close with it.
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Member Review - DarkAdder : 13-Feb-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.50
Comment:
Medium pulse, OK. LB 10-X, Alright. Large pulse lasers....not sure.
The large pulse lasers produce the same heat, but dont have the same damage as the standard PPCs, nor do they have the same range as a standard PPC. This seems like not much of a trade off. Less range, less damage, same heat....but you get a break on your to-hit rolls. Table that vote for now....
The other weapons are natural choices for upgrades. The medium pluse lasers are fantastic for close in work, which many people do almost by habbit, remembering that PPCs have a minimum range. Old habits, and all that. THe extra damage and easier hits will come as a rude surprise.
I like the 10-X rather than the old AC5 as well. For some reason, while it was good, the AC 5 seemed a bit small for the mech. Not quite CGR & Small lasers, but it didnt miss by much.
Using cluster ammo will let the mech sand armor off the target before moving in for the kill with the pulse lasers.
Are jump jets truly vital to this design, is another question. THey might come in handy in certain situations...cities, heavy forests, mountains and such. But for day to day use, I cant see them being relied upon all that often.
A moderate upgrade, this makes a good close up brawler, and an effective ambusher. Its woefully under armed for ranged fights though, despite the 18-hex range on the LBX.
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