HomeHomeRulesRulesCalendarCalendarLoginLoginRegisterRegisterHelp
 
 
Welcome, Guest. Please login or register.
Did you miss your activation email?
05 Dec, 2008, 02:16:12 am

Login with username, password and session length
In the Trenches
CLASSICBATTLETECH.COM  |  Game Systems  |  Board Game  |  BattleMech Designs  |  Topic: Marauder II MAD-12K « previous next »
Pages: [1] Go DownGo DownPrintPrint
Author Topic: Marauder II MAD-12K  (Read 219 times)
Marauder II MAD-12K
on: 13 Jan, 2007, 20:50:12 pm
Code:
BattleMech Technical Readout

Type/Model:    Marauder II MAD-12W
Tech:          Clan / 3067
Config:        Biped BattleMech
Rules:         Level 3, Standard design

Mass:          100 tons
Chassis:       Endo Steel
Power Plant:   300 Compact Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets:     3 Standard Jump Jets
Jump Capacity: 90 meters
Armor Type:    Ferro-Fibrous
Armament:     
  2 ER PPCs
  1 Gauss Rifle
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

------------------------------------------------------------------------------
==Overview:==
During the Jihad The wolfs Dragoons managed to send schematics for a new
variant of the massive Marauder II to the Kell hounds for development, the
Kell hounds passed it to Phelan Kell who quickly realised the potency of the
design and had it quickly set up on one of the available factory lines.

Packing a compact engine and compact gyro frees up enough space in the centre
torso to fit a Guass Rifle. Along with this an er ppc was added to each arm on
swivel mounts allowing them to fire backwards if neccessary.

Along with that a Targetting computer was added for increased accuracy.

--------------------------------------------------------
Type/Model:    Marauder II MAD-12W
Mass:          100 tons

Equipment:                                 Crits    Mass
Int. Struct.:  152 pts Endo Steel            7      5.00
 (Endo Steel Loc: 1 HD, 1 LA, 1 RA, 1 LT, 1 RT, 1 LL, 1 RL)
Engine:        300 Compact Fusion            3     28.50
   Walking MP:   3
   Running MP:   5
   Jumping MP:   3
Heat Sinks:     16 Double [32]               8      6.00
 (Heat Sink Loc: 1 LA, 1 RA, 2 RT)
Compact Gyro:                                2      4.50
Cockpit, Life Supt.:                         5      3.00
Actuators: L: Sh+UA    R: Sh+UA             12       .00
Armor Factor:  307 pts Ferro-Fibrous         7     16.00
 (Armor Crit Loc: 2 LA, 1 RA, 1 LT, 1 RT, 1 LL, 1 RL)

                          Internal    Armor
                          Structure   Value
   Head:                      3          9     
   Center Torso:             31         46     
   Center Torso (Rear):                 16     
   L/R Side Torso:           21      32/32     
   L/R Side Torso (Rear):            10/10     
   L/R Arm:                  17      34/34     
   L/R Leg:                  21      42/42     

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 ER PPC                 RA     15           2      6.00
1 ER PPC                 LA     15           2      6.00
1 Gauss Rifle            CT      1   16      8     14.00
  (Ammo Locations: 2 RT)
1 Targeting Computer     LT                  5      5.00
3 Standard Jump Jets:                        3      6.00
 (Jump Jet Loc: 1 LT, 1 RT, 1 CT)
--------------------------------------------------------
TOTALS:                         31          64    100.00
Crits & Tons Left:                          14       .00

Calculated Factors:
Total Cost:        16,672,000 C-Bills
Battle Value:      3,009
Cost per BV:       5,540.71
Weapon Value:      4,818 / 4,818 (Ratio = 1.60 / 1.60)
Damage Factors:    SRDmg = 41;  MRDmg = 38;  LRDmg = 27
BattleForce2:      MP: 3J,  Armor/Structure: 8/8
                   Damage PB/M/L: 7/5/5,  Overheat: 0
                   Class: MA;  Point Value: 30
Jihad Campaign using MekWars - www.comstar-hpg.net
 Logged
Re: Marauder II MAD-12K
Reply #1 on: 13 Jan, 2007, 22:00:36 pm
Generally, if I use a compact engine and gyro for survivability, I don't fill that space with a bomb.

While the firepower isn't bad, it is a bit lacking in a Clan 100 tonner.

And the Clans wouldn't put the 12K in the name.  It would be a Marauder II C2.
Life is terminal in all known cases.

And if kids eat lead and get sick, then they maybe they shouldn't eat lead.  Kids are cheap - it's easy to make more. - Darrian Wolffe


 Logged
Re: Marauder II MAD-12K
Reply #2 on: 13 Jan, 2007, 22:10:15 pm
I like ths standard Marauder II with PPCs and LBX, its quicker and got more jump jets.  This one leaves me a bit underwhelmed
May our Visions Guide Us!
Puritfied in Heart and Soul
The Blakists will feel our Wrath for their Crimes
The Nova Cats will Survive this Jihad
The Nova Cat must Survive
Seyla!
 Logged
Re: Marauder II MAD-12K
Reply #3 on: 14 Jan, 2007, 03:01:03 am
Quote
Generally, if I use a compact engine and gyro for survivability, I don't fill that space with a bomb.

Exactly my first thought too, kinda defeats the purpose of pouring all that weight into engine and gyro.
Trust me, I know what I'm doing.
 Logged
Pages: [1] Go UpGo UpPrintPrint
CLASSICBATTLETECH.COM  |  Game Systems  |  Board Game  |  BattleMech Designs  |  Topic: Marauder II MAD-12K « previous next »
Jump to:  

 
CLASSICBATTLETECH.COM - The Official English Language Classic Battletech Website
Forums Powered by SMF 1.1.7 © 2007-2008, Simple Machines LLC. All Rights Reserved.
Original contents of www.classicbattletech.com © 2001-2007 WizKids, Inc.
MechWarrior, BattleMech, ‘Mech and AeroTech are registered trademarks of WizKids, Inc.
All Rights Reserved.
CLASSICBATTLETECH.COM | Powered by SMF 1.1.7.
© 2005, Simple Machines LLC. All Rights Reserved.