BattleMech Technical Readout
Name/Model: Marauder MAD-5L
Designer: Catalyst Game Labs
Source(s): Record Sheets: Clan Invasion
Record Sheets: 3085 Unabridged, Project Phoenix
Record Sheets: Phoenix Upgrade, Complete
Record Sheets: Phoenix Upgrade, Periphery
Record Sheets: Phoenix Upgrade, ComStar & Word of Blake
Record Sheets: Phoenix Upgrade, Liao
Record Sheets: 3067
Technology: Inner Sphere
Technology Rating: E
Tonnage: 75
Role: Sniper
Configuration: Biped BattleMech
Era/Year: Civil War / 3067
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 10,452,750 C-Bills
Battle Value: 2,244
Chassis: Ceres Marauder Lite
Power Plant: Rawlings 300
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph [86.4 kph]
Jump Jets: None
Jump Capacity: None
Armor: Ceres Metals Heavy Stealth
Armament:
1 Ceres Arms Warrior ER PPC
2 Martell ER Large Lasers
2 Ceres Arms ER Medium Lasers
Manufacturer: Ceres Metals Industries
Primary Factory: Capella, Warlock
Communications: Ceres Metals Model 666 with Guardian ECM Suite
Targeting & Tracking: Ceres Bullseye
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Equipment Mass
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Internal Structure: Standard 7.50
Engine: 300 Fusion 19.00
Walking MP: 4
Running MP: 6 [8]
Jumping MP: 0
Heat Sinks (Double): 18 [36] 8.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 224 14.00
Type: Stealth
Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 33
Center Torso (rear): 10
R/L Torso: 16 24
R/L Torso (rear): 8
R/L Arm: 12 24
R/L Leg: 16 30
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Weapons and Ammo Location Critical Tonnage
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Guardian ECM Suite CT 2 1.50
ER PPC RT 3 7.00
ER Large Laser RA 2 5.00
ER Medium Laser RA 1 1.00
ER Large Laser LA 2 5.00
ER Medium Laser LA 1 1.00
Triple-Strength Myomer -- 6 0.00
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Alpha Strike Statistics
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Point Value (PV): 42
TP: BM, SZ: 3, TMM: 1, MV: 8"
Damage: (S) 3 / (M) 3 / (L) 2, OV: 1
Armor (A): 7, Structure (S): 6
Specials: ECM, ENE, OVL, STL, TSM
Distribution
Name/Model: Marauder MAD-5L
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.ER Large Laser 4. Roll Again 4.Double Heat Sink
5.ER Large Laser 5. Sensors 5.Double Heat Sink
6. ER Medium Laser 6. Life Support 6.Double Heat Sink
1. Triple-Strength Myomer 1.ER Large Laser
2. Triple-Strength Myomer 2.ER Large Laser
3. Triple-Strength Myomer 3. ER Medium Laser
4. Roll Again 4. Triple-Strength Myomer
5. Stealth 5. Stealth
6. Stealth 6. Stealth
Left TorsoCenter TorsoRight Torso
1.Double Heat Sink 1. Fusion Engine 1.Double Heat Sink
2.Double Heat Sink 2. Fusion Engine 2.Double Heat Sink
3.Double Heat Sink 3. Fusion Engine 3.Double Heat Sink
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.ER PPC
2.Double Heat Sink 2. Fusion Engine 2.ER PPC
3.Double Heat Sink 3. Fusion Engine 3.ER PPC
4. Triple-Strength Myomer 4. Fusion Engine 4. Triple-Strength Myomer
5. Stealth 5.Guardian ECM Suite 5. Stealth
6. Stealth 6.Guardian ECM Suite 6. Stealth
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. Stealth 5. Stealth
6. Stealth 6. Stealth
Battle Value Breakdown
Name/Model: Marauder MAD-5L
Technology: Inner Sphere
Tonnage: 75
Configuration: Biped BattleMech
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Defensive Battle Rating
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Armor (Stealth): 224 x 2.5 x 1 560.000
Internal Structure (Standard w/ Fusion Engine): 114 x 1.5 x 1 x 1 (+) 171.000 = 731.000
Gyro (Standard): 75 x 0.5 (+) 37.500 = 768.500
Defensive Equipment:
Guardian ECM Suite (+) 61.000 = 829.500
Defensive Movement Factor: +3 (w/ Stealth) (*) 1.50 = 1,244.250
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Final Defensive Battle Rating: 1,244.250
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Offensive Battle Rating
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Heat Efficiency: Unit is inefficient
6 (Base) + 36 (Heat Sinks) - 2 (Movement) - 10 (Stealth) - 49 (Weapons) = -19
Offensive Equipment:
ER PPC 229.000
ER Large Laser (+) 163.000 = 392.000
ER Large Laser (+) 163.000 = 555.000
ER Medium Laser [Inefficient] (+) 31.000 = 586.000
ER Medium Laser [Inefficient] (+) 31.000 = 617.000
Total 'Mech Tonnage: (+) 112.500 = 729.500
Speed Factor: 8 (Run) + 0 (Jump) (*) 1.370 = 999.415
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Final Offensive Battle Rating: 999.415
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BattleMech Battle Value
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Defensive Battle Rating: 1,244.250
Offensive Battle Rating: (+) 999.415 = 2,243.665
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Final BattleMech Battle Value: 2,244
Alpha Strike Conversion
Name/Model: Marauder MAD-5L
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
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Final Movement and Movement Modes: 8"
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Determine Short Range Damage Value
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Heat Efficiency: Unit is inefficient
36 (Heat Sinks) = 36
2 (Movement) + 49 (Weapons) + 10 (Stealth) - 4 (Base) (-) 57 = -21
Offensive Equipment: = 0.000
ER Medium Laser (+) 0.500 = 0.500
ER Medium Laser (+) 0.500 = 1.000
ER Large Laser (+) 0.800 = 1.800
ER Large Laser (+) 0.800 = 2.600
ER PPC (+) 1.000 = 3.600
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 36 = 129.600
Divided by the maximum heat output - 4 (/) 57 = 2.274
Rounded up to the nearest tenth = 2.3
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Final Short Range Damage Value: 3
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Determine Medium Range Damage Value
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Heat Efficiency: Unit is inefficient
36 (Heat Sinks) = 36
2 (Movement) + 49 (Weapons) + 10 (Stealth) - 4 (Base) (-) 57 = -21
Offensive Equipment: = 0.000
ER Medium Laser (+) 0.500 = 0.500
ER Medium Laser (+) 0.500 = 1.000
ER Large Laser (+) 0.800 = 1.800
ER Large Laser (+) 0.800 = 2.600
ER PPC (+) 1.000 = 3.600
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 36 = 129.600
Divided by the maximum heat output - 4 (/) 57 = 2.274
Rounded up to the nearest tenth = 2.3
Unit receives Overheat (OV) value of 1
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Final Medium Range Damage Value: 3
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Determine Long Range Damage Value
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Heat Efficiency: Unit is inefficient
36 (Heat Sinks) = 36
2 (Movement) + 49 (Weapons) + 10 (Stealth) - 4 (Base) (-) 57 = -21
Offensive Equipment: = 0.000
ER Large Laser (+) 0.800 = 0.800
ER Large Laser (+) 0.800 = 1.600
ER PPC (+) 1.000 = 2.600
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 36 = 93.600
Divided by the maximum heat output - 4 (/) 57 = 1.642
Rounded up to the nearest tenth = 1.7
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Final Long Range Damage Value: 2
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Convert Armor
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Stealth: 224 armor points x 1 224.000 = 224.000
Armor Factor Conversion (/) 30 = 7.467
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Final Armor Value: 7
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Convert Structure
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Engine: Inner Sphere Fusion on a 75 ton BattleMech = 6.0
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Final Structure Value: 6
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Determine Special Abilities
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Unit is equipped with Guardian ECM Suite = ECM
Unit contains no explosive components = ENE
Base long-range damage is at least 1 more than the heat-modified damage = OVL
Unit is equipped with Stealth = STL
Unit is equipped with Triple-Strength Myomer = TSM
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 3 (Short) + 3 (Medium) + 3 (Medium) + 2 (Long) = 11.000
Unit Size Factor 3 (Weight/Size Class) / 2 (+) 1.500 = 12.500
Overheat Factor 1 (Overheat) (+) 1.000 = 13.500
Special Ability Factor [OVL] 1 (Overheat) x 0.25 (+) 0.250 = 13.750
Special Ability Factor [TSM] Triple-Strength Myomer (+) 1.000 = 14.750
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 14.750
Defensive Interaction Rating:
Armor Factor 7 (Armor) x 2.0 (Non-Vehicle Unit) = 14.000
Structure Factor 6 (Structure) x 1.0 (Other Unit) (+) 6.000 = 20.000
Defense Factor 1 + {[1 (8" Move) + 1 (Stealth)] x 0.1} (*) 1.200 = 24.000
Final DIR Round to nearest half point = 24.000
Unit's Defensive Value:
Movement Factor 1 (0.25 per 2") = 1.000
Final DIR Defensive Interaction Rating (+) 24.000 = 25.000
Unit's Final Point Value:
Offensive Value = 14.750
Defensive Value (+) 25.000 = 39.750
Force Bonus [ECM] Electronic Countermeasures (+) 2.000 = 41.750
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Final Point Value: 42
Cost Breakdown
Name/Model: Marauder MAD-5L
Technology: Inner Sphere
Tonnage: 75
Configuration: Biped BattleMech
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Structural Cost
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Armor (Stealth): (224 pts) 14.0 x 50,000 700,000.00
Internal Structure (Standard): 75 x 400 x 1 (+) 30,000.00 = 730,000.00
Myomer (Triple-Strength): 75 x 16,000 (+) 1,200,000.00 = 1,930,000.00
Engine (Fusion): (5,000 x 300 x 75) / 75 (+) 1,500,000.00 = 3,430,000.00
Gyro (Standard): 3.0 x 300,000 (+) 900,000.00 = 4,330,000.00
Cockpit (Standard): 200,000 (+) 200,000.00 = 4,530,000.00
Life Support: 50,000 (+) 50,000.00 = 4,580,000.00
Sensors: 75 x 2,000 (+) 150,000.00 = 4,730,000.00
Heat Sinks (Double): 18 x 6,000 (+) 108,000.00 = 4,838,000.00
Arm Actuators: 75 x ((100 x 2) + (50 x 2) + (80 x 0)) (+) 22,500.00 = 4,860,500.00
Leg Actuators: 75 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 52,500.00 = 4,913,000.00
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Total Structural Cost: 4,913,000.00
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Weapons and Equipment Cost
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ER Large Laser 200,000 200,000.00
ER Large Laser 200,000 (+) 200,000.00 = 400,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 480,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 560,000.00
ER PPC 300,000 (+) 300,000.00 = 860,000.00
Guardian ECM Suite 200,000 (+) 200,000.00 = 1,060,000.00
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Total Weapons and Equipment Cost 1,060,000.00
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BattleMech Cost
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Structural Cost: 4,913,000.00
Weapons and Equipment Cost: (+) 1,060,000.00 = 5,973,000.00
BattleMech Cost Multiplier: 1 + (75 / 100) (*) 1.75 = 10,452,750.00
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Final BattleMech Cost 10,452,750.00
0 out of 0 users (0.00%) have found this review useful
Rating:
5.00
Comment:
Uh,Oh! This one is one of the best upgrades of the venerable MAD-3R!
A good choice of ranged weapons with no ammo so just overheat to kick the TSM in. Strong armor, stealth and a standard engine will make it hard to take down and the heat sinks allow it to deliver respectable firepower even with stealth activated.
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Member Review - Looter : 23-Apr-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
5.00
Comment:
Well being a large beatstick designed to make other mechs miss it this is just about perfect. Keeping that TSM up to allow for faster movement should not be a problem for this monster. Its Damage output is only average but there is not an assualt mech out there that can really keep up with this mech in a firefight so anything that signifigantly outguns this can be ran away from. Range is the key on this and being able to keep the range open and deal damage at range is what this mech is designed to do. Best new MAD.
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Member Review - bladewind : 23-Apr-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
4.50
Comment:
This thing is ridiculously dangerous !
The standard engine and plentiful of Sealth armor means it will just keep on going and going.
This machine can leave Sealth on with zilch heat problems while zapping those 2 ERLarges back at you at range and you still havent got a shot on him. And if u DO HIT, he will not go down, easily.
Nice.
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Member Review - DarkAdder : 29-Jan-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.50
Comment:
I never saw the MAD as being a 'stealthy' mech. Although I suppose people tend to target it most when you use them. Price of fame, I suppose.
THe no-ammo weapons load means that this thing can run hot enough for the TSM to work, and not have to risk ammo explosions, although heat shutdowns are a risk.
I cant say as Im surprised that this thing has the TSM's in it. For some reason, Liao has been in love with them ever since the Fourth Succession war. Pathological, I suppose.
Not bad for a guerrilla mech. Could be good for lightning raids as well.
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Member Review - js : 17-Jan-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
4.50
Comment:
Deadly in skilled hands. Too bad it's a Cappy 'Mech.
The good:
It's hard to say where to begin.
Stealth armor - a wonderful item. Never get into long range duels with a stealth armored 'Mech. It will eat you alive. This one can fire twin ER large lasers all day with its stealth armor on. If it turns it off, it can switch in an ERPPC for an overheat of 3 (assuming no movement).
Should things get closer, it can run the overheat and and pick up on its triple strength myomer. Hope it doesn't manage to kick you when the TSM is on. If so, you may have just lost your leg.
Suvivability - 14 tons of standard armor (224 pts.) is close to max - and then it has a standard engine. It doesn't get much better.
The bad:
Yes, this 'Mech does have some bad features, namely, firepower. Total firepower is modest. Effective firepower is limited to 26 points of damage when the stealth armor is off and you're unwilling to overheat (which may not be the case since it has TSM).
Heat management can also be a bit of a pain if you want to keep the TSM running. It's possible, but you have to be careful to keep it at the sweet spot where the TSM is active and no other penalities apply.
The average:
Mobility, I guess. Until the TSM kicks in, this just has average mobility for a heavy. However, if you can keep the TSM in the sweet spot, you get above-average mobility. I could equally well list this under "The good".
All in all, the best of the Marauders.
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"Fear is that little darkroom where negatives are developed." - Michael Pritchard