BattleMech Technical Readout
Name/Model: Marshal MHL-2L
Designer: Catalyst Game Labs
Source(s): Record Sheets: 3060 Unabridged
Record Sheets: 3067
Field Manual: Capellan Confederation
Technology: Inner Sphere
Technology Rating: E
Tonnage: 55
Role: Skirmisher
Configuration: Biped BattleMech
Era/Year: Civil War / 3063
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 4,800,298 C-Bills
Battle Value: 1,313
Chassis: Standard
Power Plant: 220 Fusion
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Standard
Jump Capacity: 120 meters
Armor: Ferro-Fibrous
Armament:
1 LRM 15
1 Large Laser
1 Medium Pulse Laser
1 Medium Laser
1 Flamer
2 Machine Guns
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
================================================================================================
Overview:
The Treaty of Taurus, recently signed with the Magistracy of Canopus, requires the Taurian
Concordat to provide members of its Colonial Marshals force with BattleMechs and technical
support. The Concordat's initial practice of issuing each marshal the 'Mech most
conveniently available at the time of his posting, however, meant that many marshals
received substandard machines. To remedy this problem, Concordat leader Jeffrey Calderon
commissioned Taurus Technical Industries to develop a 'Mech specially suited to the Colonial
Marshals' needs. The MHL-1X Marshal promises to be an exceptional boon to the marshals and
the Taurian military.
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.
The Capellan Confederation's alliance with the Taurian Concordat has netted them the
Concordat's most recent 'Mech design which the Confederation has retrofitted with new
technology.
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.
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Standard 5.50
Engine: 220 Fusion 10.00
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks (Double): 11 [22] 1.00
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 15 RT 3 7.00
LRM 15 (Ammo 24) RT 3 3.00
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): 32
TP: BM, SZ: 2, TMM: 1, MV: 8"j
Damage: (S) 3 / (M) 3 / (L) 1, OV: 0
Armor (A): 6, Structure (S): 5
Specials: IF1
Distribution
Name/Model: Marshal MHL-2L
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. Ferro-Fibrous 2. Ferro-Fibrous
3. Ferro-Fibrous 3. Ferro-Fibrous
4. Roll Again 4. Roll Again
5. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
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. Medium Pulse Laser
5.Double Heat Sink 5. Gyro 5.LRM 15
6.Double Heat Sink 6. Gyro 6.LRM 15
1. Machine Gun 1. Gyro 1.LRM 15
2. Machine Gun 2. Fusion Engine 2. LRM 15 (Ammo 8)
3. Machine Gun (Ammo 100) 3. Fusion Engine 3. LRM 15 (Ammo 8)
4. Ferro-Fibrous 4. Fusion Engine 4. LRM 15 (Ammo 8)
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:
4.50
Comment:
A consistent upgrade of the -X1.
The change from 18 single heat sinks to 11 double is not that problematic even in the periphery (and even less in the CC.).
But now it carries a potent long range weapon.
All the rest i've said regarding the MHL-X1 still holds true for this variant.
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Member Review - cytobelovx1 : 30-Oct-2007 21:17
0 out of 0 users (0.00%) have found this review useful
Rating:
2.50
Comment:
Like most periphery units, this thing should use endo steel instead of ferro-fibrous armor. You could max the armor, and if you put all of the ammo in one spot you'd be able to CASE it, too. Heck, you could just throw on another machine gun or a small laser instead.
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Member Review - Blackhand : 28-Mar-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
1.00
Comment:
Take an under gunned, but well supplied perphery guard unit with heavy armour. Then give it an XL because you can afford to have these spread all over the place... Yeah right.
Its a good machine I won't diss that. Its just the XL doesn't make sense for anyone to do for its tasked use.
Even if it is heavily armoured.
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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:
1.50
Comment:
An XL engine for a 'mech meant for long deployments in the deep periphery does not seem like a very good idea, and the upgrades they gave this hardly justify the increased vulnerability.
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Member Review - DarkAdder : 31-Jan-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.00
Comment:
Another National Guard mech. Still, its got its strong points. They wantedt to let this thing handle just about any situation, and for the most part they got it right. The weapons let the mech announce its presence at just about any range, but it seems to lack the solid knockdwon punch that some other mechs have. Still, use it right and this thing will surprise you and your opponent.
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