Marauder MAD-3S

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Maurer
06/25/13 06:24 PM
142.11.67.185

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Code:
               BattleMech Technical Readout

Type/Model: Marauder MAD-3S
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Standard design

Mass: 75 tons
Chassis: GM Marauder Standard
Power Plant: 300 Vlar Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Valiant Lamellor Standard
Armament:
2 Large Lasers
2 Small Lasers
1 LRM 10
Manufacturer: General Motors
Location: (Unknown)
Communications System: Dalban Micronics
Targeting & Tracking System: Dalban HiRez

------------------------------------------------------------------------------
==Overview:==
The MAD-3S is an attempt by House Marik to overcome flaws of the Marauder. The
Magna Hellstar PPC's are replaced by a pair of large lasers. The Magna Mk. II
Medium lasers are replaced with simple small lasers. The most drastic change
is replacing the GM Whirlwind AC/5 with an LRM-10 rack, supplied by 36 rounds
of ammo. Finally, the heatsink count is brought up to 20.

This is new model, while lacking some firepower compared to the original, runs
much cooler then most mechs and excels as an endurance fighter in guerrilla
warfare or a siege situation.

--------------------------------------------------------
Type/Model: Marauder MAD-3S
Mass: 75 tons

Equipment: Crits Mass
Int. Struct.: 114 pts Standard 0 7.50
Engine: 300 Fusion 6 19.00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: 20 Single 8 10.00
(Heat Sink Loc: 1 HD, 1 LT, 2 CT, 2 LL, 2 RL)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA R: Sh+UA+LA 14 .00
Armor Factor: 216 pts Standard 0 13.50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 35
Center Torso (Rear): 10
L/R Side Torso: 16 23/23
L/R Side Torso (Rear): 8/8
L/R Arm: 12 24/24
L/R Leg: 16 26/26

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Large Laser RA 8 2 5.00
1 Small Laser RA 1 1 .50
1 Large Laser LA 8 2 5.00
1 Small Laser LA 1 1 .50
1 LRM 10 RT 4 36 5 8.00
(Ammo Locations: 3 RT)
--------------------------------------------------------
TOTALS: 22 48 75.00
Crits & Tons Left: 30 .00

Calculated Factors:
Total Cost: 6,339,375 C-Bills
Battle Value: 1,117
Cost per BV: 5,675.36
Weapon Value: 1,439 / 1,439 (Ratio = 1.29 / 1.29)
Damage Factors: SRDmg = 19; MRDmg = 13; LRDmg = 4
BattleForce2: MP: 4, Armor/Structure: 5/6
Damage PB/M/L: 4/2/1, Overheat: 0
Class: MH; Point Value: 11
Specials: if



I was trying to keep the damage low and heat threshold high to make the marauder into an endurance fighter compared to most level 1 mechs. And it also has half the appearance of a MADCAT
"Captain! We're completely surrounded on all sides." - Kiff, Futurama
..."Excellent, then we may attack in any direction." - Zapp Brannigan, Futurama

"A fool fights a war on two fronts; only an idiot defends on one." - Fusilier
His_Most_Royal_Highass_Donkey
06/26/13 03:23 PM
173.185.122.250

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I would have ditched the AC5 to upgrade the heat sinks and would have left it at that.

I am not all that sure that yours is much of an improvement. The range of the large lasers are less than the AC5 and PPCs and a LRM10 does not have that much of a punch. The small lasers are basically useless.
Why argue if the glass is half full or half empty, when you know someone is going to knock it over and spill it anyways.

I was a Major *pain* before
But I got a promotion.
I am now a General *pain*
Yay for promotions!!!
Maurer
06/26/13 04:27 PM
142.11.67.185

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Not ment to be an improvement, but a different way of thinking. Having a much higher heat threshold, this thing could just keep firing past the point where just about every original mech would start shutting down. I kept the damage low as a semi-balance point
"Captain! We're completely surrounded on all sides." - Kiff, Futurama
..."Excellent, then we may attack in any direction." - Zapp Brannigan, Futurama

"A fool fights a war on two fronts; only an idiot defends on one." - Fusilier
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