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Inner Sphere Mechs
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Marauder
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House: Kurita
Mass: 75 Tons
Height: 10.5 meters
Jump Jets: No
Armor: Heavy
Leg Structure: Reverse Knee
Cruising Speed: 35.6 kph
Overdrive Speed: 54.7 kph
Standard Equipment
- Standard Radar Scanner
- Anti-Missile System
Stock Weaponry
- 2 PPCs
- 2 Medium Pulse Lasers
- 1 Gauss Rifle (8 ammo)
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Basic description
The Marauder is considered one of the most effective BattleMechs in existence. When first built back in the 2600s, its unique design was intended as the precursor of a new generation of Mech, but with the fall of the Star League other Mechs in the Marauder series remained on the drawing board.
Designed as a heavy attack/support Mech, the Marauder is one of the best suited heavy chasses against heavy Clan Mechs. With PPCs mounted on both arms and a Gauss rifle mounted at the top, the Marauder makes even Clan MechWarriors hesitate. However, due to this amount punch behind these weapons, MechWarriors found the reload times of these weapons to be excessively long (especially if they miss against lighter Mechs and vehicles). Recently, the DCMS have upgraded the variant to equip 2 Medium Pulse Lasers to chase pesky vehicles away. But in order to mount them, the Draconis technicians had to take off a few heat sinks in order to fit them in.
With the additional weapons and less heat capacity, MechWarriors need to be extra careful not to overheat their’Mechand shutdown in the middle of a fire fight, let alone over heat the fusion core and blow up!
Outline
Players will find the Marauder to be one of the best direct firepower based Mechs with significant armor. However, due to this much weight the Marauder is as slow as most Assault class Mechs. On top of being slow, the Marauder constantly suffers from heat problems and ammo shortages in the dorsal mounted Gauss rifle.
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