Marauder II

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Marauder II
Marauder II
Production information
Manufacturer General Motors/Blackwell Industries,
Independence Weaponry,
Marian Arms Incorporated
Production Year 3012[1][2]
Model MAD-5A
Class Assault
Cost 22,544,000 C-bills
Technical specifications
Mass 100 tons
Chassis GM Marauder
Armor Valiant Lamellor
Engine GM 300 XL
Communications System Blackwell Multi-Linq 55
Targeting Tracking System Dalban HiRez II
Heat Sinks 29
Speed 54.0 km/h
Jump Jets Chilton 600
Armament
BV (1.0) 1,725
BV (2.0) 2,058[3]


Description

The Marauder II was first built in 3012 in an attempt to take the firepower of the Marauder and combine it with the reliability and ruggedness of an assault chassis. This was achieved by generally upgrading the entire 'Mech's chassis to allow it to carry a much heavier armor and weapons load. The 'Mech was then armored with nineteen tons of armor, giving it protection that rivals that of the Atlas. Finally, to make up for the reduced mobility of the Marauder II, the 'Mech was outfitted with jump jets that give it a jumping capability of up to ninety meters. Blackwell Heavy Industries produced the design exclusively for Wolf's Dragoons until the end of the Fourth Succession War, when Jaime Wolf allowed them to sell to others.

Weapons and Equipment

The Marauder II carries as its primary weapons a pair of Magna Firestar ER PPCs which give it a powerful long range punch. The ER PPCs are backed up by a Mydron Excel LB-X Autocannon/10 which gives the Marauder II the tactical flexibility of using both solid and cluster rounds. Finally, for close range combat, the Marauder II carries two Magna Mk II Medium Lasers.

Variants

  • MAD-4A 
    The 4A Marauder II is built using technology available in 3012 when the design was first constructed. The 'Mech carries as its primary weapons two PPCs and replaces the Autocannon/5 of the original Marauder with a Large Laser. For close combat, the 'Mech carries a pair of Medium Lasers. Additionally, the 'Mech is built using a standard fusion engine as the XL Engine used on the 5A was not available at the time. BV (1.0) = 1,769, BV (2.0) = 2,073[2][4]
  • MAD-4K 
    The 4K is a variant based mostly on the 4S. Though it retains the GM 300 Light Engine of its predecessor, the 4K has a Lord's Light 3 Heavy PPC mounted in each arm. Under each PPC is an Diverse Optics ER Small Laser. In order to make room for the larger cannons, the Heavy Gauss Rifle is replaced with a lighter, standard Poland Main Model A Gauss Rifle. BV (2.0) = 2,626[6]
  • MAD-4L 
    This Dark Age-era variant was created by the Capellan Confederation. It uses a light fusion engine to reduce vulnerability to engine destruction, and carries a Gauss Rifle in each arm. These are supported by a single torso mounted ER PPC. A Guardian ECM Suite powers the Stealth Armor that encases this design. It retains the ability to jump 90 meters at a time. BV (2.0) = 2,839[7]
  • MAD-4S 
    The 3064 4S Marauder II uses the new Light Fusion Engine to make it less vulnerable to a side torso destruction. The visual aesthetic of the design was also altered to make it look even more intimidating. The 'Mech carries two ER PPCs as its primary weapons and two ER Medium Lasers for close ranges. For added punch at medium to short ranges, the 4S carries a Heavy Gauss Rifle. BV (1.0) = 2,249, BV (2.0) = 2,623[8]
  • MAD-5B 
    This 3050 variant carries the same weaponry as the standard Marauder II, but replaces the LB 10-X autocannon with a Gauss Rifle. To make room for this weapon, the MAD-5B only carries sixteen double heat sinks. BV (2.0) = 2,589[9]
  • MAD-5C 
    This version carries 32 single heat sinks. The weapons are those of a standard Marauder II but this time an Ultra Autocannon/5 is carried instead of the LB 10-X. BV (2.0) = 2,024[10]
  • MAD-6D 
    Based on the standard MAD-5A Marauder II, this variant uses an XL Engine to provide power. The weapons have been replaced with Snub-Nose PPCs, Light PPCs, and a Rotary AC/5. Three tons of ammunition in a CASE protected bay provides plenty of endurance. The single heat sinks were traded out for double heat sinks, and Improved Jump Jets provide a 150 meter jump radius. BV (2.0) = 2,378[13]
  • MAD-6S 
    This variant was introduced in the Dark Age. It has a top speed of 54 km/h and a 90 meter jump radius. Powered by a Light Fusion Engine it carries an ER PPC and Medium Pulse Laser in each arm. A Gauss Rifle is carried in the right torso, and is protected by CASE. It also carries a forward facing ER Small Laser and a head mounted AMS that covers the 'Mech's rear. Seventeen double heat sinks deal with the heat. BV (2.0) = 2,546[15]
  • Marauder II
    Not to be confused with the Marauder IIC, the Marauder II C is a variant specially built for Wolf's Dragoons using Clan technology. The 'Mech is powered by a 400 rated XL Engine, which gives it a maximum speed of 64.8 km/h, matching the original Marauder. Additionally, the 'Mech is armed with two ER PPCs, two ER Medium Lasers, and an LB-X Autocannon/10. Finally, the Marauder II C has excellent mobility provided by its jump jets with a jumping distance of one hundred and twenty meters. BV (1.0) = 2,991, BV (2.0) = 2,916[16]

Custom Variants

  • Marauder II Bounty Hunter 
    This version is built with Clan technology similar to the Marauder II C. It uses a standard Fusion Engine with sixteen tons of Ferro Fibrous armor and Endo Steel internal structure. It is armed with an ER PPC and two Medium Pulse Lasers in each arm. A Gauss Rifle sits in the right torso with two tons of ammunition, and a Targeting Computer is in the left torso for increased accuracy. It has a Clan-tech CASE system to protect the Gauss Rifle, and can jump 90 meters at a time. BV (1.0) = 3,305 BV (2.0) = 3,767[17][18]

Notable Pilots

  • The infamous Bounty Hunter owns a Marauder II customized with Clan technology, painted all green with credit symbols.

Gallery

References

  1. Wolf's Dragoons, p. 109
  2. 2.0 2.1 Technical Readout: 3039, p. 302
  3. Record Sheets: 3085 Unabridged — Project Phoenix, p. 223
  4. Record Sheets: 3039 Unabridged, p. 500
  5. Record Sheets: 3085 Unabridged — Project Phoenix, p. 220
  6. Record Sheets: 3085 Unabridged — Project Phoenix, p. 221
  7. Record Sheets: 3145 New Tech, New Upgrades, p. 197
  8. Record Sheets: 3085 Unabridged — Project Phoenix, p. 222
  9. Record Sheets: 3085 Unabridged — Project Phoenix, p. 224
  10. Record Sheets: 3085 Unabridged — Project Phoenix, p. 225
  11. Technical Readout: 3085, p. 268
  12. Record Sheets: Phoenix Upgrade Complete, p. 264
  13. Technical Readout: 3085, p. 269
  14. Record Sheets: 3085 Unabridged — Project Phoenix, p. 228
  15. Turning Points: Irian, p. 32
  16. Record Sheets: 3085 Unabridged — Project Phoenix, p. 230
  17. Record Sheets: 3085 Unabridged — Project Phoenix, p. 229
  18. Turning Points: Arcturus, p. 20
  19. Blood Legacy, p.[citation needed]
  20. Field Manual: Mercenaries p. 36

Bibliography