Marauder MAD-Max

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Rotwang
08/22/13 06:13 PM
94.227.126.162

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Marauder MAD-Max

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-E
Production Year: 3132
Cost: 6.832.000 C-Bills
Battle Value: 1.483

Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion Engine
Walking Speed: 43,2 km/h
Maximum Speed: 64,8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
2 PPCs
1 Light PPC
2 ER Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
When Project Developer Max Mirales found a long lost Marauder 3R buried under
rubble dating back to the 1st Succession War he thought he had hit the jackpot.
He spent part of his fortune restoring the mech. He joined the local militia
and retired a full colonel. His mech ended in the hands of Max Mirales III,
his grandson who got a comission in the Prosperina Hussars. Max's grandfather
had the Marauder completely refurbished creating the Marauder Max.



Capabilities:
The Marauder Max removes the AC/5 and replaces it with a light PPC which has a
similar range and damage profile. It also swaps the medium lasers for ER
versions. The weight save allows it to bring up the heat sink total to 22.


The Marauder Max has better cooling ability than its 3R counterpart but runs
somewhat hotter, but gains the extra range of the ER Lasers. DCMS engineers
have suggested swapping the heat sinks for double strength ones and replacing
the PPC's with ER versions.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 114 points 7,50
Engine: Fusion Engine 300 19,00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Single Heat Sink 22 12,00
Heat Sink Locations: 2 LT, 2 RT, 1 LA, 1 RA, 2 LL, 2 RL
Gyro: Standard 3,00
Cockpit: Standard 3,00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Standard Armor AV - 184 11,50

Internal Armor
Structure Factor
Head 3 9
Center Torso 23 28
Center Torso (rear) 7
L/R Torso 16 24
L/R Torso (rear) 6
L/R Arm 12 17
L/R Leg 16 23

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER Medium Laser RA 5 1 1,00
PPC RA 10 3 7,00
ER Medium Laser LA 5 1 1,00
PPC LA 10 3 7,00
Light PPC CT 5 2 3,00
Free Critical Slots: 29

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 15
4 2 3 2 0 3 0 Structure: 6
Special Abilities: ENE, SRCH, ES, SEAL, SOA
Accords12
09/04/13 09:57 PM
90.218.232.99

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Single sinks in 3132... do they even produce those thing for mechs at that point?
Karagin
09/04/13 10:29 PM
72.178.85.122

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Why would they not? Not every design needs double heat sinks and vehicles can't use them so yes they would still be making them and mechs would still be using them.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Accords12
09/05/13 12:31 AM
90.218.232.99

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. With vehicles they lack the options to do otherwise but mechs, man, its an era of jamming xxl engines and other previously experimental craziness (daft as the price tag gets) into everything they can, I'd just take it as a given that developers simply sprung for freezers on an energy boat, and as for my earlier comment, its not that single sinks don't exist, its just that so few mechs use them will there be active facilities producing sinks capable of being fit in mechs? I mean heck, I could imagine there being more facilities producing compact sinks by 3132 than mech mounted singles.

Admitted, speaking of advanced tech, I could see refitting the cooling system down to 17 freezers, adding PPC capacitors and 2 tons more armor as the stock 'upgraded' variant of this mech.
Rotwang
09/05/13 08:05 PM
94.227.126.162

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This is a typical non-intrusive refit. You replace some weapons and the free tonnage can be used to make improvements. You have to understand that this is a militia mech so they would not have access to clan spec PPC's or XXL engines and neither would they have the tech to easily replace an engine or skeleton so most updates would be limited. The people who oversaw the mods figured that even with extra heat sinks ER PPC's would not be a good idea. As said in the blurb it's suggested that the Hussars have better techs and resources to bring up the design to a frontline level, probably with a mix of DHS and FF armour and you'd have some spare weight to put in stuff like ECM or even capacitators.

The heat sinks could easily be found on the surplus market, with all the old mechs that switched to DHS, there would be whole warehouses full of them still kicking around. I did a 50-ton Kurita militia mech that used components from old Dragons and Panthers that received upgrades.

Bottom line, not all mechs are going to be converted into 2500+ BV killing machines with perfectly Target Computer RAC, HAGS and ER Large Pulse Lasers ...
Accords12
09/05/13 11:05 PM
90.218.232.99

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Personally I actually think the XXL engine is an awful thing that should never be put anywhere ever... EVER! (unlike some *cough*JadeFalcons*cough* I like having money and resources so no xxl for me.)
And I dont suggest adding anything resembling clantech to an IS chassis, good lord no, the logistical and technical issues alone, damn...

Though you do have a point, not every mech is fitted for ubertech frontline service, its just a Marauder energyboat man... limited upgrades like DHS would be my first port of call as soon as possible. (The capacitors were me just messing with current era tech, if anything simply due to my lack of playing around in the Dark Age stuff.)
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