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                 BattleMech Technical Readout

Name/Model:         Marauder II MAD-6R
Designer:           Techpriest
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere (Mixed)
Technology Rating:  F
Tonnage:            100
Role:               Juggernaut
Configuration:      Biped BattleMech
Era/Year:           Dark Age / 3150
Rules (Current):    Standard
Rules (Era):        Standard
Rules (Year):       Standard
Total Cost:         24,532,000 C-Bills
Battle Value:       2,197

Chassis:              Standard
Power Plant:          300 XL
Walking Speed:        32.4 kph  
Maximum Speed:        54 kph    
Jump Jets:            Chilton 600 
    Jump Capacity:    90 meters
Armor:                Standard with CASE II
    1 LB 20-X AC (C)
    2 Large VSP Lasers
    2 Medium VSP Lasers
Manufacturer:         General Motors
    Primary Factory:  New Valencia
Communications:       Dalban Micronics
Targeting & Tracking: Unknown

    A powerful battlemech intended to dominate urban assaults and operate as a deadly defender
    of Terra by the Republic of the Sphere, the Marauder II MAD-6R is a supremely expensive and
    supremely tough mech in a brawl. Coming in at 24.5 million C-Bills, the MAD-6R features the
    ultimate in city fighting equipment - two Large Variable Speed Pulse Lasers shred through
    armor and can with a single shot decapitate mechs with lower than maximum head armor, while
    another two Medium Variable Speed Pulse Lasers create a scenario where fighting a King Crab
    might be preferable within 150 meters. As back up and to exploit the holes blasted into
    enemy machines by the primary weaponry, the 6R mounts a deadly clan grade LB-20 X Autocannon
    loaded with two tons each of slug and cluster rounds protected by a CASE II system to
    maximize pilot survivability. With a jump radius of 90 meters, the MAD-6R makes use of a
    clan grade XL Fusion Engine to mount all this equipment plus 19.5 tons of armor and 16
    double heat sinks. Still, it cannot fire all of its weapons and deal with the heat build up,
    especially when jumping -although a smart pilot can easily jump over a building, and unleash
    a deadly blast of cluster munitions and the large variable speed pulse lasers for a nasty
    knock out punch.

Equipment                                                             Mass                      
Internal Structure:                          Standard                 10.00                     
Engine:                                     300 XL (C)                 9.50                     
    Walking MP:                                 3                                               
    Running MP:                                 5                                               
    Jumping MP:                                 3                                               
Heat Sinks (Double):                       16 [32] (C)                 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             31       
    R/L Torso (rear):                                 11       
    R/L Arm:                           17             34       
    R/L Leg:                           21             42       

Weapons and Ammo                                       Location          Critical     Tonnage   
Jump Jet                                                  CT                1          2.00             
Jump Jet                                                  RT                1          2.00             
LB 20-X AC (C)                                            RT                9         12.00             
CASE II                                                   LT                1          1.00             
Jump Jet                                                  LT                1          2.00             
LB 20-X AC (Ammo 10) (C)                                  LT                2          2.00             
LB 20-X AC (Ammo 10) [Cluster] (C)                        LT                2          2.00             
Large VSP Laser                                           RA                4          9.00             
Medium VSP Laser                                          RA                2          4.00             
Large VSP Laser                                           LA                4          9.00             
Medium VSP Laser                                          LA                2          4.00             

Alpha Strike Statistics                                             
Point Value (PV): 45
TP: BM,  SZ: 4,  TMM: 1,  MV: 6"j
Damage: (S) 5 / (M) 4 / (L) 0,  OV: 1
Armor (A): 10,  Structure (S): 5
Specials: CASEII, FLK1/1/-