BattleMech Technical Readout
Name/Model: Marauder MAD-2S
Designer: Ruger
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 75
Configuration: Biped BattleMech
Era/Year: Star League / 2780
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 7,922,250 C-Bills
Battle Value: 1,903
Chassis: Standard
Power Plant: 225 Fusion
Walking Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: Standard
Jump Capacity: 90 meters
Armor: Ferro-Fibrous with CASE
Armament:
2 PPCs
1 LB 10-X AC
2 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown with Guardian ECM Suite
Targeting & Tracking: Unknown with Beagle Active Probe
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Overview:
The Marauder has a long proud history as a warrior's and a commander's 'Mech throughout the
Succession Wars. One model that has been forgotten about over the centuries of fighting is
the relatively rare 3S version (and the even rarer 2S from which it was downgraded). This
model was once built at Defiance Industries on Hesperus, but that line was destroyed during
one of the many battles fought for the 'Mech manufacturer, with all examples destroyed by
the end of the 3rd Succession War.
Capabilities:
Although slower than a standard 3R model Marauder, the 3S version increases overall mobility
by adding jump jets to the design. The ability to clear 90 meter gaps was thought to provide
more options than a few kilometers more an hour ground speed. The only issue is that the
jump jets tended to be a bit temperamental at times, and were difficult to repair due to
some rare components. Fortunately, the weight freed up in the decreased engine mass allowed
for the armor to maximized on the frame, meaning that an opponent had to chew through even
more armor to get to the jets.
Offensively, the Marauder's firepower didn't change between the 3R and the 3S models, but
the latter does have an additional ton of autocannon ammunition (often used for flak ammo),
and the 'Mech could make better use of what firepower it did have thanks to the addition of
two more heat sinks. Its abilities as a command 'Mech were also improved due to the use of
the Tek Battlecom system.
(note: in addition to the standard Marauder quirks, this model has the Improved
Communications positive quirk and the Nonstandard Parts negative quirk.
Variants:
The MAD-2S Marauder was a variant produced at Defiance Industries of Hesperus II under
special contract during the late Star League and early Succession War eras. Like its later
downgraded cousin, the MAD-3S, it built on the standard model MAD-1R model, but downgraded
its engine to add more armor and make the 'Mech more mobile with the inclusion of jump jets
to enable it to make leaps of up to 90 meters at a time. The primary difference between
those older models (and its later cousin, the 3S), the MAD-2S actually upgraded the
firepower and other capabilities as well.
In place of the standard GM Whirlwind type Five 120 mm autocannon that fired 3 round bursts,
this model mounted a Luballin type 10 dual purpose autocannon that could switch between
standard HEAP rounds and a cluster round that fired a shotgun-like blast. This made the
autocannon even more effective at findings holes in its opponents, especially armor and
aircraft. To enable the 'Mech to detect its enemies as early as possible in combat, a Beagle
Active Probe was added to the design. Another addition that added to its offensive
possibilities was the Target Acquisition Gear (TAG) system that was mounted in the head of
the 'Mech. This piece of equipment allowed the 'Mech to spot for incoming artillery fire. To
enable this design to make the most of its firepower and mobility, double heat sinks were
installed, although mass considerations required the removal of several heat sinks in
comparison to the later MAD-3R and MAD-3S models.
Definsively, the MAD-2S set the standard for the later MAD-3S by mounting as much armor as
its frame would hold, but in this case, armored shell is composed of advanced ferro-fibrous
plating. Although this armor plate consumed much of the internal space of the 'Mech, it also
freed up enough space to mount another defensive improvement in the form of a Guardian ECM
suite. Finally, should the armored hull be breached, the ammunition stores for the
autocannon in the LT were encapsulated in a Cellular Ammunition Storage Equipment system to
protect the 'Mech from ammo explosions.
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Equipment Mass
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Internal Structure: Standard 7.50
Engine: 225 Fusion 10.00
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks (Double): 12 [24] 2.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 231 13.00
Type: Ferro-Fibrous
Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 36
Center Torso (rear): 10
R/L Torso: 16 24
R/L Torso (rear): 8
R/L Arm: 12 24
R/L Leg: 16 32
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Weapons and Ammo Location Critical Tonnage
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TAG H 1 1.00
Jump Jet CT 1 1.00
Guardian ECM Suite RT 2 1.50
Jump Jet RT 1 1.00
LB 10-X AC RT 6 11.00
Beagle Active Probe LT 2 1.50
CASE LT 1 0.50
Jump Jet LT 1 1.00
LB 10-X AC (Ammo 10) LT 1 1.00
LB 10-X AC (Ammo 10) [Cluster] LT 1 1.00
Medium Laser RA 1 1.00
PPC RA 3 7.00
Medium Laser LA 1 1.00
PPC LA 3 7.00
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Alpha Strike Statistics
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Point Value (PV): 46
TP: BM, SZ: 3, TMM: 1, MV: 6"j
Damage: (S) 3 / (M) 4 / (L) 3, OV: 0
Armor (A): 8, Structure (S): 6
Specials: CASE, ECM, FLK1/1/1, PRB, RCN, TAG
Distribution
Name/Model: Marauder MAD-2S
Technology: Inner Sphere
Tonnage: 75
Configuration: Biped BattleMech
==============================================================================================
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.PPC 4. TAG 4.PPC
5.PPC 5. Sensors 5.PPC
6.PPC 6. Life Support 6.PPC
1. Medium Laser 1. Medium Laser
2.Double Heat Sink 2.Double Heat Sink
3.Double Heat Sink 3.Double Heat Sink
4.Double Heat Sink 4.Double Heat Sink
5. Ferro-Fibrous 5. Ferro-Fibrous
6. Ferro-Fibrous 6. Ferro-Fibrous
Left TorsoCenter TorsoRight Torso
1. Jump Jet 1. Fusion Engine 1. Jump Jet
2.Beagle Active Probe 2. Fusion Engine 2.LB 10-X AC
3.Beagle Active Probe 3. Fusion Engine 3.LB 10-X AC
4. LB 10-X AC (Ammo 10) 4. Gyro 4.LB 10-X AC
5. LB 10-X AC (Ammo 10) [Cluster] 5. Gyro 5.LB 10-X AC
6. CASE 6. Gyro 6.LB 10-X AC
1.Double Heat Sink 1. Gyro 1.LB 10-X AC
2.Double Heat Sink 2. Fusion Engine 2.Guardian ECM Suite
3.Double Heat Sink 3. Fusion Engine 3.Guardian ECM Suite
4. Ferro-Fibrous 4. Fusion Engine 4. Ferro-Fibrous
5. Ferro-Fibrous 5. Jump Jet 5. Ferro-Fibrous
6. Ferro-Fibrous 6. Roll Again 6. Ferro-Fibrous
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. Ferro-Fibrous 5. Ferro-Fibrous
6. Ferro-Fibrous 6. Ferro-Fibrous
Battle Value Breakdown
Name/Model: Marauder MAD-2S
Technology: Inner Sphere
Tonnage: 75
Configuration: Biped BattleMech
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Defensive Battle Rating
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Armor (Ferro-Fibrous): 231 x 2.5 x 1 577.500
Internal Structure (Standard w/ Fusion Engine): 114 x 1.5 x 1 x 1 (+) 171.000 = 748.500
Gyro (Standard): 75 x 0.5 (+) 37.500 = 786.000
Defensive Equipment:
Beagle Active Probe (+) 10.000 = 796.000
Guardian ECM Suite (+) 61.000 = 857.000
Defensive Movement Factor: +2 (*) 1.20 = 1,028.400
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Final Defensive Battle Rating: 1,028.400
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Offensive Battle Rating
-------------------------------------------------------------------------------------------------
Heat Efficiency: Unit is inefficient
6 (Base) + 24 (Heat Sinks) - 3 (Movement) - 28 (Weapons) = -1
Offensive Equipment:
PPC 176.000
PPC (+) 176.000 = 352.000
LB 10-X AC (+) 148.000 = 500.000
Medium Laser (+) 46.000 = 546.000
Medium Laser (+) 46.000 = 592.000
LB 10-X AC (Ammo 10) (+) 19.000 = 611.000
LB 10-X AC (Ammo 10) [Cluster] (+) 19.000 = 630.000
Total 'Mech Tonnage: (+) 75.000 = 705.000
Speed Factor: 5 (Run) + 2 (Jump) (*) 1.240 = 874.200
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Final Offensive Battle Rating: 874.200
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BattleMech Battle Value
-------------------------------------------------------------------------------------------------
Defensive Battle Rating: 1,028.400
Offensive Battle Rating: (+) 874.200 = 1,902.600
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Final BattleMech Battle Value: 1,903
Alpha Strike Conversion
Name/Model: Marauder MAD-2S
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: 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
24 (Heat Sinks) = 24
3 (Movement) + 28 (Weapons) - 4 (Base) (-) 27 = -3
Offensive Equipment: = 0.000
Medium Laser (+) 0.500 = 0.500
Medium Laser (+) 0.500 = 1.000
LB 10-X AC (+) 0.630 = 1.630
PPC (+) 0.750 = 2.380
PPC (+) 0.750 = 3.130
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 24 = 75.120
Divided by the maximum heat output - 4 (/) 27 = 2.782
Rounded up to the nearest tenth = 2.8
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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
24 (Heat Sinks) = 24
3 (Movement) + 28 (Weapons) - 4 (Base) (-) 27 = -3
Offensive Equipment: = 0.000
Medium Laser (+) 0.500 = 0.500
Medium Laser (+) 0.500 = 1.000
LB 10-X AC (+) 0.630 = 1.630
PPC (+) 1.000 = 2.630
PPC (+) 1.000 = 3.630
Heat-modified damage value:
Damage subtotal multiplied by the total heat dissipation (*) 24 = 87.120
Divided by the maximum heat output - 4 (/) 27 = 3.227
Rounded up to the nearest tenth = 3.3
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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
24 (Heat Sinks) = 24
3 (Movement) + 22 (Weapons) - 4 (Base) (-) 21 = 3
Offensive Equipment: = 0.000
LB 10-X AC (+) 0.630 = 0.630
PPC (+) 1.000 = 1.630
PPC (+) 1.000 = 2.630
Heat-modified damage value:
Damage subtotal rounded up to the nearest tenth = 2.7
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Final Long Range Damage Value: 3
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Convert Armor
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Ferro-Fibrous: 231 armor points x 1 231.000 = 231.000
Armor Factor Conversion (/) 30 = 7.700
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Final Armor Value: 8
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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 CASE = CASE
Unit is equipped with Guardian ECM Suite = ECM
Unit is equipped with forward facing Flak-capable weapons = FLK1/1/1
Unit is equipped with Beagle Active Probe = PRB
Unit is equipped with Beagle Active Probe = RCN
Unit is equipped with TAG = TAG
=====================================================================================================================
Determine Point Value
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Unit's Offensive Value:
Attack Damage Factor 3 (Short) + 4 (Medium) + 4 (Medium) + 3 (Long) = 14.000
Unit Size Factor 3 (Weight/Size Class) / 2 (+) 1.500 = 15.500
Overheat Factor 0 (Overheat) (+) 0.000 = 15.500
Special Ability Factor [TAG] Standard TAG (+) 0.500 = 16.000
Blanket Offensive Modifier 1 (Base) (*) 1.000 = 16.000
Defensive Interaction Rating:
Armor Factor 8 (Armor) x 2.0 (Non-Vehicle Unit) = 16.000
Structure Factor 6 (Structure) x 1.0 (Other Unit) (+) 6.000 = 22.000
Defense Factor 1 + {[1 (6" Move)] x 0.1} (*) 1.100 = 24.200
Final DIR Round to nearest half point = 24.000
Unit's Defensive Value:
Movement Factor 0.75 (0.25 per 2") + 0.5 (Jump-capable) = 1.250
Final DIR Defensive Interaction Rating (+) 24.000 = 25.250
Unit's Final Point Value:
Offensive Value = 16.000
Defensive Value (+) 25.250 = 41.250
Force Bonus [ECM] Electronic Countermeasures (+) 2.000 = 43.250
Force Bonus [PRB] Active Probe (+) 1.000 = 44.250
Force Bonus [RCN] Recon (+) 2.000 = 46.250
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Final Point Value: 46
Cost Breakdown
Name/Model: Marauder MAD-2S
Technology: Inner Sphere
Tonnage: 75
Configuration: Biped BattleMech
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Structural Cost
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Armor (Ferro-Fibrous): (231 pts) 13.0 x 20,000 260,000.00
Internal Structure (Standard): 75 x 400 x 1 (+) 30,000.00 = 290,000.00
Myomer (Standard): 75 x 2,000 (+) 150,000.00 = 440,000.00
Engine (Fusion): (5,000 x 225 x 75) / 75 (+) 1,125,000.00 = 1,565,000.00
Gyro (Standard): 3.0 x 300,000 (+) 900,000.00 = 2,465,000.00
Cockpit (Standard): 200,000 (+) 200,000.00 = 2,665,000.00
Life Support: 50,000 (+) 50,000.00 = 2,715,000.00
Sensors: 75 x 2,000 (+) 150,000.00 = 2,865,000.00
Heat Sinks (Double): 12 x 6,000 (+) 72,000.00 = 2,937,000.00
Arm Actuators: 75 x ((100 x 2) + (50 x 2) + (80 x 0)) (+) 22,500.00 = 2,959,500.00
Leg Actuators: 75 x ((150 x 2) + (80 x 2) + (120 x 2)) (+) 52,500.00 = 3,012,000.00
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Total Structural Cost: 3,012,000.00
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Weapons and Equipment Cost
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Beagle Active Probe 200,000 200,000.00
CASE 50,000 (+) 50,000.00 = 250,000.00
Guardian ECM Suite 200,000 (+) 200,000.00 = 450,000.00
Jump Jets 75 x (3 x 3) x 200 (+) 135,000.00 = 585,000.00
LB 10-X AC 400,000 (+) 400,000.00 = 985,000.00
LB 10-X AC (Ammo 10) [Cluster] [Empty Bin] 0 (+) 0.00 = 985,000.00
LB 10-X AC (Ammo 10) [Empty Bin] 0 (+) 0.00 = 985,000.00
Medium Laser 40,000 (+) 40,000.00 = 1,025,000.00
Medium Laser 40,000 (+) 40,000.00 = 1,065,000.00
PPC 200,000 (+) 200,000.00 = 1,265,000.00
PPC 200,000 (+) 200,000.00 = 1,465,000.00
TAG 50,000 (+) 50,000.00 = 1,515,000.00
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Total Weapons and Equipment Cost 1,515,000.00
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BattleMech Cost
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Structural Cost: 3,012,000.00
Weapons and Equipment Cost: (+) 1,515,000.00 = 4,527,000.00
BattleMech Cost Multiplier: 1 + (75 / 100) (*) 1.75 = 7,922,250.00
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Final BattleMech Cost 7,922,250.00