BattleMech Technical Readout
Name/Model: Marshal MHL-X1
Designer: Catalyst Game Labs
Source(s): Record Sheets: 3060 Unabridged
Record Sheets: 3060
Technology: Inner Sphere
Technology Rating: E
Tonnage: 55
Role: Skirmisher
Configuration: Biped BattleMech
Era/Year: Clan Invasion / 3059
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 4,498,048 C-Bills
Battle Value: 1,163
Chassis: Earthwerks MHL
Power Plant: Magna 220
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Rawlings 55
Jump Capacity: 120 meters
Armor: Durallex Medium Ferro-Fibrous
Armament:
1 Sunglow Type 2 Large Laser
1 Diverse Optics Type 27P Medium Pulse Laser
1 Diverse Optics Type 18 Medium Laser
1 Delta Dart LRM 5
1 Hotshot Flamer
2 Sperry Browning Machine Guns
Manufacturer: Taurus Territorial Industries
Primary Factory: Taurus
Communications: Neil 9000-A
Targeting & Tracking: Octagon Tartrac System C
================================================================================================
Overview:
Production of the Marshal began in 3059. Barring any major delays, all Colonial Marshal
units are expected to be fully equipped with the new BattleMechs by the end of 3060. After
that, newly produced Marshals will be issued to the Taurian Defense Force. All of the
Marshal's components are manufactured in or near the Concordat, virtually ensuring that
spare parts for Marshals will be readily available.
Capabilities:
The Marshal is a versatile medium-weight 'Mech with exceptional armor, endurance and
firepower. It is somewhat slow for a 'Mech of its class, though its leg-mounted jump jets
enable it to traverse difficult terrain with ease. Ten tons of ferro-fibrous armor give the
'Mech excellent protection, though some critics complain that the difficulty of repairing
ferro-fibrous armor in the field makes the armor a poor choice.
In recognition of the scarcity of ammunition on the worlds patrolled by the Colonial
Marshals, the new 'Mech's arsenal features a broad spectrum of energy weapons favored for
their reliability. Large and medium lasers and medium pulse lasers comprise the core of the
Marshal's armament, which also features a torso-mounted flamer that is ideal for non-combat
uses as well.
Both arms of the Marshal are equipped with fully articulated hand actuators, which make
the 'Mech a helpful construction vehicle in peacetime. For anti-personnel and riot duty, the
'Mech is equipped with a pair of lethal SperryBrowning machine guns. A single LRM-5 rack
provides the Marshal with long-range firepower.
Deployment:
Production of the Marshal began in 3059. Barring any major delays, all Colonial Marshal
units are expected to be fully equipped with the new BattleMechs by the end of 3060. After
that, newly produced Marshals will be issued to the Taurian Defense Force. All of the
Marshal's components are manufactured in or near the Concordat, virtually ensuring that
spare parts for Marshals will be readily available.
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Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Standard 5.50
Engine: 220 Fusion 10.00
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks (Single): 18 8.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 179 10.00
Type: Ferro-Fibrous
Internal Armor
Structure Value
Head: 3 9
Center Torso: 18 26
Center Torso (rear): 8
R/L Torso: 13 20
R/L Torso (rear): 6
R/L Arm: 9 18
R/L Leg: 13 24
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
Flamer CT 1 1.00
LRM 5 RT 1 2.00
LRM 5 (Ammo 24) RT 1 1.00
Medium Pulse Laser RT 1 2.00
2 Machine Guns LT 2 1.00
Machine Gun (Ammo 100) LT 1 0.50
Large Laser RA 2 5.00
Medium Laser LA 1 1.00
2 Jump Jets RL 2 1.00
2 Jump Jets LL 2 1.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 31
TP: BM, SZ: 2, TMM: 1, MV: 8"j
Damage: (S) 3 / (M) 3 / (L) 0*, OV: 0
Armor (A): 6, Structure (S): 5
Specials: IF0*
Distribution
Name/Model: Marshal MHL-X1
Technology: Inner Sphere
Tonnage: 55
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. Hand Actuator 4. Ferro-Fibrous 4. Hand Actuator
5. Medium Laser 5. Sensors 5.Large Laser
6. Ferro-Fibrous 6. Life Support 6.Large Laser
1. Ferro-Fibrous 1. Ferro-Fibrous
2. Roll Again 2. Ferro-Fibrous
3. Roll Again 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. Heat Sink 1. Fusion Engine 1. Heat Sink
2. Heat Sink 2. Fusion Engine 2. Heat Sink
3. Heat Sink 3. Fusion Engine 3. Heat Sink
4. Heat Sink 4. Gyro 4. Heat Sink
5. Heat Sink 5. Gyro 5. Heat Sink
6. Machine Gun 6. Gyro 6. Medium Pulse Laser
1. Machine Gun 1. Gyro 1. LRM 5
2. Machine Gun (Ammo 100) 2. Fusion Engine 2. LRM 5 (Ammo 24)
3. Ferro-Fibrous 3. Fusion Engine 3. Ferro-Fibrous
4. Ferro-Fibrous 4. Fusion Engine 4. Ferro-Fibrous
5. Ferro-Fibrous 5. Flamer 5. Ferro-Fibrous
6. Ferro-Fibrous 6. Ferro-Fibrous 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. Jump Jet 5. Jump Jet
6. Jump Jet 6. Jump Jet
0 out of 0 users (0.00%) have found this review useful
Rating:
4.00
Comment:
The Colonial Marshals are th only Battle Mech force on colonized backwater planets, seldom more than one or two on one spot. And this Mech is almost perfect for them. Heavy enough to be a threat but light enough and built of time proven and affordable equipment to keep the price down. Good armor to protect this vital guardian, a standard engine for ease of maintenance and survivability, low tech heat sinks that can be repaired without much afford, JJ's to traverse difficult terrain and a good mix of weapons.
The large laser is a good main weapon backed up by two medium lasers: a standard and a pulse (useful against fast Mechs and vehicles like hovers), all without reloading problems. The LRM-5 makes it hard for pirate units to stay out of range and it can even fire indirectly with the help of some militia (though the damage isn't that great). When dealing with infantry two MG's and a flamer will mean death to many infantrists.
A minor problem is the relatively slow speed but as the pirates tend to come to the main village the Marshal can still wait for them. (If the pirates choose to hit a remote village the Marshal will need ad minimum a few hours or even days to get there regardless if he sits in a Marshal or a Locust.) Some more problems will emerge due to the lack of CASE as an ammo explosion will consume the whole Mech with nothing left to build up again.
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Member Review - DarkAdder : 03-Jun-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.00
Comment:
This is another fantastic National Guard mech. A little bit of something for everything.
Flamer and machine guns for infantry. LRM for light fire support. Medium pulse laser for something 'fancy'. And a couple of straightforward lasers for the reliabiltiy.
Nothing fancy with the structure or engine, either, meaning that they can be repaired fairly quickly and relatively cheaply, too.
A nice nod to durability with the Ferro Fibrous armor, moderately thick but not incredibly heavy for the protection.
I can see lots of periphery states using this mech, and National Guard units. I would also be amazed if mercenary companies DIDNT buy a few of these. Low cost, easy to repair with available materials for not too much, and fairly well rounded for any situation.
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Member Review - mud : 31-Oct-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.50
Comment:
This would make a nice urban defense vehicle, but I'd want more speed if I were tasked with tracking down bandits. It needs more speed if you plan on hunting down raiders with it. It would also do alright as a line 'mech.
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