BattleMech Technical Readout
Name/Model: Marauder II MAD-4S
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, Mercenary
Record Sheets: Phoenix Upgrade, Clans
Record Sheets: Phoenix Upgrade, Steiner
Record Sheets: Phoenix Upgrade, Marik
Record Sheets: Phoenix Upgrade, Kurita
Record Sheets: Phoenix Upgrade, Davion
Record Sheets: 3067
Technology: Inner Sphere
Technology Rating: E
Tonnage: 100
Role: Juggernaut
Configuration: Biped BattleMech
Era/Year: Civil War / 3064
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 18,842,000 C-Bills
Battle Value: 2,623
Chassis: GM Marauder
Power Plant: GM 300 Light Fusion
Walking Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: Chilton 850 Mk. II
Jump Capacity: 90 meters
Armor: Valiant Lamellor
Armament:
1 Blackwell Arms "Thunderfist" Heavy Gauss Rifle
2 Magna Firestar ER PPCs
2 Diverse Optics ER Medium Lasers
Manufacturer: Blackwell Heavy Industries, General Motors
Primary Factory: Outreach (BHI), New Valencia (GM)
Communications: Blackwell Multi-Linq 55
Targeting & Tracking: Dalban HiRez IV
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Equipment Mass
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Internal Structure: Standard 10.00
Engine: 300 Light Fusion 14.50
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks (Double): 16 [32] 6.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 307 19.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 31 46
Center Torso (rear): 16
R/L Torso: 21 32
R/L Torso (rear): 10
R/L Arm: 17 34
R/L Leg: 21 42
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Weapons and Ammo Location Critical Tonnage
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Heavy Gauss Rifle CT/RT 11 18.00
Jump Jet CT 1 2.00
Heavy Gauss Rifle (Ammo 16) LT 4 4.00
ER Medium Laser RA 1 1.00
ER PPC RA 3 7.00
ER Medium Laser LA 1 1.00
ER PPC LA 3 7.00
Jump Jet RL 1 2.00
Jump Jet LL 1 2.00
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Alpha Strike Statistics
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Point Value (PV): 47
TP: BM, SZ: 4, TMM: 1, MV: 6"j
Damage: (S) 4 / (M) 4 / (L) 3, OV: 1
Armor (A): 10, Structure (S): 5
Specials:
Distribution
Name/Model: Marauder II MAD-4S
Technology: Inner Sphere
Tonnage: 100
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.Double Heat Sink
5.Double Heat Sink 5. Sensors 5.Double Heat Sink
6.Double Heat Sink 6. Life Support 6.Double Heat Sink
1.ER PPC 1.ER PPC
2.ER PPC 2.ER PPC
3.ER PPC 3.ER PPC
4. ER Medium Laser 4. ER Medium Laser
5. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
Left TorsoCenter TorsoRight Torso
1. Light Fusion Engine 1. Light Fusion Engine 1. Light Fusion Engine
2. Light Fusion Engine 2. Light Fusion Engine 2. Light Fusion Engine
3.Double Heat Sink 3. Light Fusion Engine 3.Heavy Gauss Rifle
4.Double Heat Sink 4. Gyro 4.Heavy Gauss Rifle
5.Double Heat Sink 5. Gyro 5.Heavy Gauss Rifle
6.Double Heat Sink 6. Gyro 6.Heavy Gauss Rifle
1.Double Heat Sink 1. Gyro 1.Heavy Gauss Rifle
2.Double Heat Sink 2. Light Fusion Engine 2.Heavy Gauss Rifle
3. Heavy Gauss Rifle (Ammo 4) 3. Light Fusion Engine 3.Heavy Gauss Rifle
4. Heavy Gauss Rifle (Ammo 4) 4. Light Fusion Engine 4.Heavy Gauss Rifle
5. Heavy Gauss Rifle (Ammo 4) 5. Heavy Gauss Rifle 5.Heavy Gauss Rifle
6. Heavy Gauss Rifle (Ammo 4) 6. Jump Jet 6.Heavy Gauss Rifle
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. Roll Again 6. Roll Again
Battle Value Breakdown
Name/Model: Marauder II MAD-4S
Technology: Inner Sphere
Tonnage: 100
Configuration: Biped BattleMech
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Defensive Battle Rating
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Armor (Standard): 307 x 2.5 x 1 767.500
Internal Structure (Standard w/ Light Fusion Engine): 152 x 1.5 x 1 x 0.75 (+) 171.000 = 938.500
Gyro (Standard): 100 x 0.5 (+) 50.000 = 988.500
Explosive Equipment: 11 Critical Spaces (-) 11.000 = 977.500
Defensive Movement Factor: +2 (*) 1.20 = 1,173.000
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Final Defensive Battle Rating: 1,173.000
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Offensive Battle Rating
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Heat Efficiency: Unit is inefficient
6 (Base) + 32 (Heat Sinks) - 3 (Movement) - 42 (Weapons) = -7
Offensive Equipment:
Heavy Gauss Rifle 346.000
ER PPC (+) 229.000 = 575.000
ER PPC (+) 229.000 = 804.000
ER Medium Laser (+) 62.000 = 866.000
Heavy Gauss Rifle (Ammo 4) (+) 43.000 = 909.000
Heavy Gauss Rifle (Ammo 4) (+) 43.000 = 952.000
Heavy Gauss Rifle (Ammo 4) (+) 43.000 = 995.000
Heavy Gauss Rifle (Ammo 4) (+) 43.000 = 1,038.000
ER Medium Laser [Inefficient] (+) 31.000 = 1,069.000
Total 'Mech Tonnage: (+) 100.000 = 1,169.000
Speed Factor: 5 (Run) + 2 (Jump) (*) 1.240 = 1,449.560
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Final Offensive Battle Rating: 1,449.560
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BattleMech Battle Value
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Defensive Battle Rating: 1,173.000
Offensive Battle Rating: (+) 1,449.560 = 2,622.560
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Final BattleMech Battle Value: 2,623
Alpha Strike Conversion
Name/Model: Marauder II MAD-4S
Technology: Inner Sphere
Tonnage: 100
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: 100 (greater than or equal to 80 and less than or equal to 100) = 4
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Final Weight/Size Class: 4
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Convert Movement and Movement Modes
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Ground Movement: 3 (Walk) = 6"
Ground Target Movement Modifier at 6" is 1
Jumping Movement: 3 (Jump) = 6"j
Jumping Target Movement Modifier at 6" is 1
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Final Movement and Movement Modes: 6"j
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Determine Short Range Damage Value
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Heat Efficiency: Unit is inefficient
32 (Heat Sinks) = 32
3 (Movement) + 42 (Weapons) - 4 (Base) (-) 41 = -9
Offensive Equipment: = 0.000
ER Medium Laser (+) 0.500 = 0.500
ER Medium Laser (+) 0.500 = 1.000
ER PPC (+) 1.000 = 2.000
ER PPC (+) 1.000 = 3.000
Heavy Gauss Rifle (+) 1.650 = 4.650
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 32 = 148.800
Divided by the maximum heat output - 4 (/) 41 = 3.629
Rounded up to the nearest tenth = 3.7
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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 inefficient
32 (Heat Sinks) = 32
3 (Movement) + 42 (Weapons) - 4 (Base) (-) 41 = -9
Offensive Equipment: = 0.000
ER Medium Laser (+) 0.500 = 0.500
ER Medium Laser (+) 0.500 = 1.000
ER PPC (+) 1.000 = 2.000
ER PPC (+) 1.000 = 3.000
Heavy Gauss Rifle (+) 2.000 = 5.000
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 32 = 160.000
Divided by the maximum heat output - 4 (/) 41 = 3.902
Rounded up to the nearest tenth = 4.0
Unit receives Overheat (OV) value of 1
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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
3 (Movement) + 32 (Weapons) - 4 (Base) (-) 31 = 1
Offensive Equipment: = 0.000
ER PPC (+) 1.000 = 1.000
ER PPC (+) 1.000 = 2.000
Heavy Gauss Rifle (+) 1.000 = 3.000
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 3.0
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Final Long Range Damage Value: 3
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Convert Armor
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Standard: 307 armor points x 1 307.000 = 307.000
Armor Factor Conversion (/) 30 = 10.233
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Final Armor Value: 10
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Convert Structure
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Engine: Inner Sphere Light Fusion on a 100 ton BattleMech = 5.0
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Final Structure Value: 5
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Determine Special Abilities
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No special abilities identified for this unit
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Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 4 (Short) + 4 (Medium) + 4 (Medium) + 3 (Long) = 15.000
Unit Size Factor 4 (Weight/Size Class) / 2 (+) 2.000 = 17.000
Overheat Factor 1 (Overheat) (+) 1.000 = 18.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 18.000
Defensive Interaction Rating:
Armor Factor 10 (Armor) x 2.0 (Non-Vehicle Unit) = 20.000
Structure Factor 5 (Structure) x 1.0 (Other Unit) (+) 5.000 = 25.000
Defense Factor 1 + {[1 (6" Move)] x 0.1} (*) 1.100 = 27.500
Final DIR Round to nearest half point = 27.500
Unit's Defensive Value:
Movement Factor 0.75 (0.25 per 2") + 0.5 (Jump-capable) = 1.250
Final DIR Defensive Interaction Rating (+) 27.500 = 28.750
Unit's Final Point Value:
Offensive Value = 18.000
Defensive Value (+) 28.750 = 46.750
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Final Point Value: 47
Cost Breakdown
Name/Model: Marauder II MAD-4S
Technology: Inner Sphere
Tonnage: 100
Configuration: Biped BattleMech
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Structural Cost
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Armor (Standard): (307 pts) 19.5 x 10,000 195,000.00
Internal Structure (Standard): 100 x 400 x 1 (+) 40,000.00 = 235,000.00
Myomer (Standard): 100 x 2,000 (+) 200,000.00 = 435,000.00
Engine (Light Fusion): (15,000 x 300 x 100) / 75 (+) 6,000,000.00 = 6,435,000.00
Gyro (Standard): 3.0 x 300,000 (+) 900,000.00 = 7,335,000.00
Cockpit (Standard): 200,000 (+) 200,000.00 = 7,535,000.00
Life Support: 50,000 (+) 50,000.00 = 7,585,000.00
Sensors: 100 x 2,000 (+) 200,000.00 = 7,785,000.00
Heat Sinks (Double): 16 x 6,000 (+) 96,000.00 = 7,881,000.00
Arm Actuators: 100 x ((100 x 2) + (50 x 2) + (80 x 0)) (+) 30,000.00 = 7,911,000.00
Leg Actuators: 100 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 70,000.00 = 7,981,000.00
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Total Structural Cost: 7,981,000.00
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Weapons and Equipment Cost
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ER Medium Laser 80,000 80,000.00
ER Medium Laser 80,000 (+) 80,000.00 = 160,000.00
ER PPC 300,000 (+) 300,000.00 = 460,000.00
ER PPC 300,000 (+) 300,000.00 = 760,000.00
Heavy Gauss Rifle 500,000 (+) 500,000.00 = 1,260,000.00
Heavy Gauss Rifle (Ammo 4) [Empty Bin] 0 (+) 0.00 = 1,260,000.00
Heavy Gauss Rifle (Ammo 4) [Empty Bin] 0 (+) 0.00 = 1,260,000.00
Heavy Gauss Rifle (Ammo 4) [Empty Bin] 0 (+) 0.00 = 1,260,000.00
Heavy Gauss Rifle (Ammo 4) [Empty Bin] 0 (+) 0.00 = 1,260,000.00
Jump Jets 100 x (3 x 3) x 200 (+) 180,000.00 = 1,440,000.00
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Total Weapons and Equipment Cost 1,440,000.00
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BattleMech Cost
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Structural Cost: 7,981,000.00
Weapons and Equipment Cost: (+) 1,440,000.00 = 9,421,000.00
BattleMech Cost Multiplier: 1 + (100 / 100) (*) 2.00 = 18,842,000.00
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Final BattleMech Cost 18,842,000.00
0 out of 0 users (0.00%) have found this review useful
Rating:
4.00
Comment:
Finally the Marauder II got its double heat-sinks. The light engine gives it more survivability while still being able to enhance its firepower. The HGR is a strong addition at ranges up to 13 hexes and the twin PPC's make it difficult to outrange it. All in all that much better than the -5A.
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Member Review - bladewind : 19-Aug-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.50
Comment:
Oh man, that HGauss is simply a waste on this design. If you want a close range hard hitter use an Ultra AC20. At least you have no mins.
Plus the freed tonnage can be used for extra goodies too.
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Member Review - Erenon : 20-Apr-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.00
Comment:
For crying out loud, that Light Engine could have allowed for a far more imaginative weapon loadout that this..
With the very singular addition of a Heavy Gauss RIfle in place of the LB-10X this barely gains anything on the MAD-5A maruader II.
The only advantage here is somewhat better heat venting ability and lower vulnerability to critical hits.. other than that, the LB-10X might actually be more useful..
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Member Review - DarkAdder : 03-Feb-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.50
Comment:
When youge tirhg down to it, this mech isnt all that different from the original MAD design. The ER PPCs and ER mediums copy the original weapons load, and just add more range to them. The heavy gauss rifle is similar to the original AC, in that you have to be in close to use it. All in all, a pretty vanilla upgrade.
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