Marauder II

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MAD-4A
Marauder II.png
General Data
'Mech Type BattleMech
Class ASSAULT
Weight 100T
Stock Role Sniper & Ranged Assault
Stock Specifications
Hardpoints Energy: 9
Speed 3/5/3
Firepower Max Damage: 190
Max Stability: 40
Max Heat: 0
Durability Armor: 1520
Structure: 761
Heat Efficiency Sinking: 93
Alpha: 88
Melee Kick: 100
Punch: 50
Stock Equipment
Engine Standard Engine
Core 300
Heat Sinks Heat Sink Kit (SHS)
E-Cooling +2
Gyro Standard Gyro
Structure Standard Structure (Fixed)
Armor Standard Armor
Head Marauder II Combat Computer (Fixed)
Center Torso Jump Jet (A)
Left Torso Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Right Torso Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink
L Laser
Left Arm M Laser
PPC
Right Arm M Laser
PPC
Left Leg Jump Jet (A)
Heat Sink
Right Leg Jump Jet (A)
Heat Sink


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.


Bonuses

Mech Quirk: Combat Computer

-6 heat per turn


Pilot Affinity: Ice Cold

Adds 9 bonus heat sinking


Factions

  • Local Government
  • Mercenaries


Stock Loadout
Stock Loadout
MAD-4B
Marauder II.png
General Data
'Mech Type BattleMech
Class ASSAULT
Weight 100T
Stock Role Sniper & Ranged Assault
Stock Specifications
Hardpoints Ballistic: 6
Energy: 5
Speed 3/5/3
Firepower Max Damage: 200
Max Stability: 60
Max Heat: 0
Durability Armor: 1520
Structure: 761
Heat Efficiency Sinking: 51
Alpha: 56
Melee Kick: 100
Punch: 50
Stock Equipment
Engine Standard Engine
Core 300
Heat Sinks Heat Sink Kit (SHS)
E-Cooling +2
Gyro Standard Gyro
Structure Standard Structure (Fixed)
Armor Standard Armor
Head Marauder II Combat Computer (Fixed)
Center Torso Jump Jet (A)
Left Torso Ammo AC/10
Ammo AC/10
Ammo AC/10
Ammo AC/10
Heat Sink
Heat Sink
Heat Sink
Right Torso L Laser
Left Arm AC/10
M Laser
Right Arm AC/10
M Laser
Left Leg Jump Jet (A)
Right Leg Jump Jet (A)


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 variant of the Marauder II, the -4B, is a rare introtech variant that carries a ballistic-heavy load out while maintaining the -4A's armor and speed profile. The -4B carries a pair of AC/10s for its main firepower with 4 tons of ammo while a Large Laser and a pair of Medium Lasers back the autocannons up.


Bonuses

Mech Quirk: Combat Computer

-6 heat per turn


Pilot Affinity: Ice Cold

Adds 9 bonus heat sinking


Factions

  • Local Government
  • Mercenaries


Stock Loadout
Stock Loadout
MAD-4HB
Marauder II.png
General Data
'Mech Type BattleMech
Class ASSAULT
Weight 100T
Stock Role Rocket Brawler
Stock Specifications
Hardpoints Energy: 4
Missile: 9
Speed 3/5/3
Firepower Max Damage: 830
Max Stability: 380
Max Heat: 0
Durability Armor: 1560
Structure: 761
Heat Efficiency Sinking: 69
Alpha: 199
Melee Kick: 100
Punch: 50
Stock Equipment
Engine Standard Engine
Core 300
Heat Sinks Heat Sink Kit (SHS)
E-Cooling +2
Gyro Standard Gyro
Structure Standard Structure (Fixed)
Armor Standard Armor
Head Marauder II Combat Computer (Fixed)
RL10
Center Torso Jump Jet (A)
Heat Sink
Left Torso RL20
RL20
RL20
RL20
Right Torso RL20
RL20
RL20
RL20
Left Arm Heat Sink
Heat Sink
Heat Sink
Heat Sink
M Laser
PPC
Right Arm Heat Sink
Heat Sink
Heat Sink
Heat Sink
M Laser
PPC
Left Leg Jump Jet (A)
Right Leg Jump Jet (A)


Description

While the standard Marauder II, the MAD-5A, was built to spec for the Wolf's Dragoons to be a line combat unit and a traditional assault mech, the MAD-4HB is only one step removed from being a pirate design. Constructed by pirates after stealing a shipment of Marauder IIs meant for someone else, they removed the fancy equipment they couldn't maintain and filled in the holes with a frankly ungodly number of rockets, allowing the -4HB a punch that can instantly delete lesser mechs and even seriously damage mechs of its own caliber. After the rockets though, the -4HB has little firepower for an assault mech.


Bonuses

Mech Quirk: Combat Computer

-6 heat per turn


Pilot Affinity: Ice Cold

Adds 9 bonus heat sinking


Factions


Stock Loadout
Stock Loadout
MAD-5A
Marauder II.png
General Data
'Mech Type BattleMech
Class ASSAULT
Weight 100T
Stock Role Sniper & Ranged Assault
Stock Specifications
Hardpoints Ballistic: 3
Energy: 7
Speed 3/5/3
Firepower Max Damage: 220
Max Stability: 55
Max Heat: 0
Durability Armor: 1520
Structure: 761
Heat Efficiency Sinking: 93
Alpha: 108
Melee Kick: 100
Punch: 50
Stock Equipment
Engine XL Engine
Core 300
Heat Sinks Heat Sink Kit (SHS)
E-Cooling +2
Gyro Standard Gyro
Structure Standard Structure (Fixed)
Armor Standard Armor
Head Heat Sink
Marauder II Combat Computer (Fixed)
Center Torso Jump Jet (A)
Left Torso Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Ammo LBX/10 CLUSTER
Ammo LBX/10 CLUSTER
Ammo LBX/10 SLUG
Right Torso CASE
Heat Sink
Heat Sink
LBX AC/10
Left Arm ER PPC
Heat Sink
Heat Sink
Heat Sink
M Laser
Right Arm ER PPC
Heat Sink
Heat Sink
Heat Sink
M Laser
Left Leg Jump Jet (A)
Heat Sink
Right Leg Jump Jet (A)
Heat Sink


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. The Marauder II carries as its primary weapons a pair of ER PPCs which give it a powerful long range punch. The ER PPCs are backed up by a LB-X Autocannon/10. Finally, for close range combat, the Marauder II carries two Medium Lasers. 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.


Bonuses

Mech Quirk: Combat Computer

-6 heat per turn


Pilot Affinity: Ice Cold

Adds 9 bonus heat sinking


Factions

  • Local Government
  • Mercenaries


Stock Loadout
Stock Loadout
MAD-5B
Marauder II.png
General Data
'Mech Type BattleMech
Class ASSAULT
Weight 100T
Stock Role Sniper & Ranged Assault
Stock Specifications
Hardpoints Ballistic: 3
Energy: 7
Speed 3/5/3
Firepower Max Damage: 235
Max Stability: 70
Max Heat: 0
Durability Armor: 1520
Structure: 761
Heat Efficiency Sinking: 102
Alpha: 105
Melee Kick: 100
Punch: 50
Stock Equipment
Engine Standard Engine
Core 300
Heat Sinks Heat Sink Kit (DHS)
E-Cooling +2
Gyro Standard Gyro
Structure Standard Structure (Fixed)
Armor Standard Armor
Head Marauder II Combat Computer (Fixed)
Center Torso Jump Jet (A)
Ammo Gauss
Left Torso Heat Sink (D)
Right Torso Ammo Gauss
Ammo Gauss
Gauss Rifle
Heat Sink (D)
Left Arm ER PPC
Heat Sink (D)
M Laser
Right Arm ER PPC
Heat Sink (D)
M Laser
Left Leg Jump Jet (A)
Right Leg Jump Jet (A)


Description

The MAD-5B 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.


Bonuses

Mech Quirk: Combat Computer

-6 heat per turn


Pilot Affinity: Ice Cold

Adds 9 bonus heat sinking


Factions

  • Local Government
  • Mercenaries


Stock Loadout
Stock Loadout
MAD-5C
Marauder II.png
General Data
'Mech Type BattleMech
Class ASSAULT
Weight 100T
Stock Role Sniper & Ranged Assault
Stock Specifications
Hardpoints Ballistic: 3
Energy: 7
Speed 3/5/3
Firepower Max Damage: 195
Max Stability: 50
Max Heat: 0
Durability Armor: 1520
Structure: 761
Heat Efficiency Sinking: 102
Alpha: 108
Melee Kick: 100
Punch: 50
Stock Equipment
Engine XL Engine
Core 300
Heat Sinks Heat Sink Kit (SHS)
E-Cooling +2
Gyro Standard Gyro
Structure Standard Structure (Fixed)
Armor Standard Armor
Head Heat Sink
Marauder II Combat Computer (Fixed)
Center Torso Jump Jet (A)
Heat Sink
Left Torso Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Right Torso CASE
Heat Sink
UAC/5
Ammo UAC/5
Ammo UAC/5
Left Arm ER PPC
Heat Sink
Heat Sink
Heat Sink
M Laser
Right Arm ER PPC
Heat Sink
Heat Sink
Heat Sink
M Laser
Left Leg Jump Jet (A)
Heat Sink
Right Leg Jump Jet (A)
Heat Sink


Description

The MAD-5C carries the same weaponry as the standard Marauder II, but replaces the LB 10-X autocannon with an Ultra Autocannon/5. With the extra space, the MAD-5C carries 32 single heat sinks.


Bonuses

Mech Quirk: Combat Computer

-6 heat per turn


Pilot Affinity: Ice Cold

Adds 9 bonus heat sinking


Factions

  • Local Government
  • Mercenaries


Stock Loadout
Stock Loadout
MAD-5J
Marauder II.png
General Data
'Mech Type BattleMech
Class ASSAULT
Weight 100T
Stock Role Sniper & Ranged Assault
Stock Specifications
Hardpoints Ballistic: 4
Missile: 4
Support: 1
Speed 3/5/5
Firepower Max Damage: 216
Max Stability: 78
Max Heat: 0
Durability Armor: 1520
Structure: 761
Heat Efficiency Sinking: 78
Alpha: 44
Melee Kick: 100
Punch: 50
Stock Equipment
Engine Standard Engine
Core 300
Heat Sinks Heat Sink Kit (DHS)
E-Cooling +2
Gyro Standard Gyro
Structure Endo-Steel Structure (Fixed)
Armor Standard Armor
Head Marauder II Combat Computer (Fixed)
Left Torso CASE
Improved Jump Jet (A)
Ammo LBX/10 SLUG
Ammo SRM
SRM6
Right Torso CASE
Improved Jump Jet (A)
Ammo LBX/10 CLUSTER
Ammo LBX/10 SLUG
SRM6
Left Arm LBX AC/10
Right Arm LBX AC/10
Left Leg Improved Jump Jet (A)
Right Leg Improved Jump Jet (A)


Description

Entirely designed for close-range brawling with a twist, the Marauder II-5J is a brutal and very surprising design. Armed with a fairly paltry loadout for its tonnage with just a pair of LB-10X Autocannons and a pair of SRM-6s, what makes the MAD-5J so dangerous is its four Improved Jump Jets. The IJJs give the -5J an unexpected range that can catch enemies unaware. Should you face one, be cautious of its capabilities.


Bonuses

Mech Quirk: Combat Computer

-6 heat per turn


Pilot Affinity: Ice Cold

Adds 9 bonus heat sinking


Factions


Stock Loadout
Stock Loadout
MAD-5W
Marauder II.png
General Data
'Mech Type BattleMech
Class ASSAULT
Weight 100T
Stock Role Mobile Close Quarters Assault
Stock Specifications
Hardpoints Energy: 10
Speed 3/5/5
Firepower Max Damage: 205
Max Stability: 44
Max Heat: 0
Durability Armor: 1800
Structure: 761
Heat Efficiency Sinking: 108
Alpha: 105
Melee Kick: 100
Punch: 50
Stock Equipment
Engine Standard Engine
Core 300
Heat Sinks Heat Sink Kit (DHS)
E-Cooling +2
Gyro Standard Gyro
Structure Endo-Steel Structure (Fixed)
Armor Standard Armor
Head Marauder II Combat Computer (Fixed)
Center Torso C3i
Left Torso Improved Jump Jet (A)
Improved Jump Jet (A)
Right Torso Heat Sink (D)
Heavy PPC
Improved Jump Jet (A)
Improved Jump Jet (A)
Left Arm Heat Sink (D)
Heat Sink (D)
Snub-Nose PPC
Right Arm Heat Sink (D)
Heat Sink (D)
Snub-Nose PPC


Description

A Word of Blake model of the Marauder II that is also in use with ComStar, the -5W carries a pair of Snub Nose PPCs as well as a Heavy PPC, with a C3i Computer for Level II coordination. A quintet of Improved Jump Jets give this variant extreme mobility, while 16 Double Heat Sinks help it keep cool.


Bonuses

Mech Quirk: Combat Computer

-6 heat per turn


Pilot Affinity: Ice Cold

Adds 9 bonus heat sinking


Factions


Stock Loadout
Stock Loadout
MAD-6S
Marauder II.png
General Data
'Mech Type BattleMech
Class ASSAULT
Weight 100T
Stock Role Heavy Knife-Fighter
Stock Specifications
Hardpoints Ballistic: 2
Energy: 5
Missile: 2
Speed 3/5/3
Firepower Max Damage: 290
Max Stability: 50
Max Heat: 0
Durability Armor: 1520
Structure: 761
Heat Efficiency Sinking: 102
Alpha: 105
Melee Kick: 100
Punch: 50
Stock Equipment
Engine Light Engine
Core 300
Heat Sinks Heat Sink Kit (DHS)
E-Cooling +2
Gyro Standard Gyro
Structure Standard Structure (Fixed)
Armor Standard Armor
Head Marauder II Combat Computer (Fixed)
Center Torso Jump Jet (A)
Left Torso CASE
Ammo LRM
Ammo LRM
LRM20
Ammo UAC/20
Ammo UAC/20
Right Torso UAC/20
Left Arm Heat Sink (D)
Heat Sink (D)
Medium X-Pulse
Medium X-Pulse
Ammo UAC/20
Right Arm Heat Sink (D)
Heat Sink (D)
Medium X-Pulse
Medium X-Pulse
Left Leg Jump Jet (A)
Right Leg Jump Jet (A)


Description

Acquired by Defiance Industries from GM/Blackwell, the Marauder II has seen an overhaul for the LCAF resulting in the -6S variant. Keeping the incredible armor and the jump jets of all other Marauder IIs, the -6S is built around the newly developed Light Fusion Engine. Carrying a loadout mostly meant for knife-fighting, the -6S is a terror in close-quarters. A quartet of Medium X-Pulse Lasers backup a massive Ultra Autocannon/20 that lets the -6S put incredible damage into any target it can catch. For long range defense the -6S is limited to a 20-tube LRM rack only but its armor is expected to let it close with enemies.


Bonuses

Mech Quirk: Combat Computer

-6 heat per turn


Pilot Affinity: Ice Cold

Adds 9 bonus heat sinking


Factions


Stock Loadout
Stock Loadout
MAD-7H
Marauder II.png
General Data
'Mech Type BattleMech
Class ASSAULT
Weight 100T
Stock Role Clantech Refit
Stock Specifications
Hardpoints Ballistic: 2
Energy: 5
Missile: 2
Speed 3/5/3
Firepower Max Damage: 305
Max Stability: 80
Max Heat: 0
Durability Armor: 1565
Structure: 761
Heat Efficiency Sinking: 102
Alpha: 119
Melee Kick: 100
Punch: 50
Stock Equipment
Engine XL Engine (C)
Core 300
Heat Sinks Heat Sink Kit (DHS)
E-Cooling +2
Gyro Standard Gyro
Structure Standard Structure (Fixed)
Armor Ferro-Fibrous Armor
Head Command Console
Marauder II Combat Computer (Fixed)
Center Torso Jump Jet (A)
Left Torso CASE II
Ammo LRM
Ammo LRM
LRM20
Right Torso Ammo Gauss
Ammo Gauss
Gauss Rifle
Left Arm ER PPC (C)
Heat Sink (D)
Heat Sink (D)
Right Arm ER PPC (C)
Heat Sink (D)
Heat Sink (D)
Left Leg Jump Jet (A)
Right Leg Jump Jet (A)


Description

Designed by a Steiner mercenary on the front lines against Clan Jade Falcon, the MAD-7H proved adept enough that it was put in refit production by the Steiner authorities as they acquired the Clantech required to make it. Though it only carries three pieces of Clan technology, they're all critical: a Clan XL engine and a pair of Clan ER PPCs. An Inner Sphere Gauss Rifle and LRM-20 round it out. CASE II protects the ammo bins while a Command Console gives unparalleled battlefield control. The 7H found acceptance, but remains rare because of a lack of Clantech.


Bonuses

Mech Quirk: Combat Computer

-6 heat per turn


Pilot Affinity: Ice Cold

Adds 9 bonus heat sinking


Factions


Stock Loadout
Stock Loadout
MAD-AL
Marauder II.png
General Data
'Mech Type BattleMech
Class ASSAULT
Weight 100T
Stock Role Gladiator
Stock Specifications
Hardpoints Ballistic: 4
Energy: 3
Missile: 3
Speed 3/5/3
Firepower Max Damage: 272
Max Stability: 88
Max Heat: 0
Durability Armor: 1520
Structure: 761
Heat Efficiency Sinking: 90
Alpha: 70
Melee Kick: 100
Punch: 50
Stock Equipment
Engine XL Engine
Core 300
Heat Sinks Heat Sink Kit (DHS)
E-Cooling +2
Gyro Standard Gyro
Structure Standard Structure (Fixed)
Armor Standard Armor
Head Marauder II Combat Computer (Fixed)
Center Torso Jump Jet (A)
Left Torso Beagle Probe
Ammo Streak SRM
Ammo Streak SRM
Streak SRM6
Streak SRM6
Ammo UAC/10
Right Torso Heat Sink (D)
Heat Sink (D)
M Pulse
M Pulse
Ammo UAC/10
Left Arm UAC/10
Right Arm UAC/10
Left Leg Jump Jet (A)
Right Leg Jump Jet (A)
Ammo UAC/10


Description

Armed with a brutal knife-fighting loadout, the Alpha is just that: the alpha of any combat. A pair each Ultra AC/10s, Streak SRM-6s, and Medium Pulse Lasers provide withering firepower while a trio of jump jets keep the Alpha moving and evasive. A Beagle Active Probe ensures nothing escapes its sight in the arena.


Bonuses

Mech Quirk: Combat Computer

-6 heat per turn


Mech Quirk: Hero Mech

+1 accuracy with ranged weapons, -6 heat at the end of the turn, +2 increased resolve gain


Pilot Affinity: Ice Cold

Adds 9 bonus heat sinking


Factions

The MAD-AL can only be found as an enemy duelist in Game Worlds contracts.


Stock Loadout
Stock Loadout
MAD-MR
Marauder II.png
General Data
'Mech Type BattleMech
Class ASSAULT
Weight 100T
Stock Role Sniper & Ranged Assault
Stock Specifications
Hardpoints Ballistic: 8
Energy: 6
Speed 4/6/0
Firepower Max Damage: 260
Max Stability: 40
Max Heat: 0
Durability Armor: 1880
Structure: 761
Heat Efficiency Sinking: 78
Alpha: 112
Melee Kick: 100
Punch: 50
Stock Equipment
Engine XXL Engine (C)
Core 400
Heat Sinks Engine Sink Kit (CDHS)
E-Cooling +3
Gyro XL Gyro
Structure Standard Structure (Fixed)
Armor Ferro-Fibrous Armor (C)
Head Improved Heat Bank
Marauder II Combat Computer (Fixed)
Marauder II Improved Targeting (Fixed)
Center Torso Null Signature System
Streak L Laser
Torso Direct Neural Interface Cockpit
Left Torso Ammo Gauss [Half]
Ammo Gauss [Half]
Ammo Gauss [Half]
Life Support
Right Torso Ammo Gauss [Half]
Ammo Gauss [Half]
Ammo Gauss [Half]
Life Support
Left Arm Gauss Rifle (C)
Streak L Laser
Upper Arm Impede + + (Fixed)
Shoulder Tackle + + (Fixed)
Right Arm Gauss Rifle (C)
Streak L Laser
Upper Arm Impede + + (Fixed)
Shoulder Tackle + + (Fixed)
Left Leg Lower Leg Muay Thai + + (Fixed)
Foot Roundhouse + + (Fixed)
Right Leg Lower Leg Muay Thai + + (Fixed)
Foot Roundhouse + + (Fixed)


Special Note: The Marauder MAD-MR is a custom Community Content 'mech.

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 variant of the Marauder II, the -MR, is a mercenary custom job, armed with a blistering array of salvaged and scavenged weapons and technology. It truly is a terror on the battlefield and to be respected.


Bonuses

Mech Quirk: Combat Computer

-6 heat per turn


Mech Quirk: Improved Targeting

+1 accuracy with ranged weapons


Pilot Affinity: Ice Cold

Adds 9 bonus heat sinking


Factions


Stock Loadout
Stock Loadout