Marauder

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|imagedropdown=File:Marauder.png
|imagedropdown=File:Marauder.png
|name=Marauder
|name=Marauder
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|release=MekPak 1
|tech=Inner Sphere
|tech=Inner Sphere
|class=Heavy
|class=Heavy
|mass=75 tons
|mass=75 tons
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|chassis=Endosteel
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|armortons=14.5 tons
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|armortons=14.5 tons  
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|armor=Ferro Fibrous
|armor=Ferro Fibrous
|heat sinks=12
|heat sinks=12
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}}
}}
{{Mech Description
{{Mech Description
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|Description=First developed near the end of the First Star League, the Marauder served with distinction through the Succession Wars between the great Houses of the Inner Sphere. Partially redesigned with recovered technology just before the Clan invasion, this Mech mounts multiple direct fire weapons such as PPCs, lasers, and autocannon.  
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|Description=First developed near the end of the First Star League, the Marauder served with distinction through the Succession Wars between the great Houses of the Inner Sphere. Partially redesigned with recovered technology just before the Clan invasion, this Mech mounts multiple direct fire weapons such as PPCs, lasers, and autocannon.
|Strengths=The dorsal Gun Rack is especially valuable for sniping as the weapon will have a clear shot whenever the pilot can see the target clearly. It also carries an impressive 54 points of internal armor, making it surprisingly survivable for such an exposed weapon. All weapons normally carried have very high, to light speed velocities, making the chassis valuable as a direct fire sniping platform. It's agility is consistent with other mechs in it's weight class, and depending on the weapons load, it can be effective at close range. The [[Equipment#BAP|BAP]] helps it engage targets out to maximum weapons range even in poor conditions, and the Marauder is highly valuable for patrolling the outskirts of the battlefield, engaging targets of opportunity.<ref>[http://trm.mektek.net/marauder.htm - Technical Reference Manual]</ref>
|Strengths=The dorsal Gun Rack is especially valuable for sniping as the weapon will have a clear shot whenever the pilot can see the target clearly. It also carries an impressive 54 points of internal armor, making it surprisingly survivable for such an exposed weapon. All weapons normally carried have very high, to light speed velocities, making the chassis valuable as a direct fire sniping platform. It's agility is consistent with other mechs in it's weight class, and depending on the weapons load, it can be effective at close range. The [[Equipment#BAP|BAP]] helps it engage targets out to maximum weapons range even in poor conditions, and the Marauder is highly valuable for patrolling the outskirts of the battlefield, engaging targets of opportunity.<ref>[http://trm.mektek.net/marauder.htm - Technical Reference Manual]</ref>
|Weaknesses=The heavy Energy configuration can be a concern in hot environments. The cockpit is prominent and easily identifiable, making it vulnerable to enemy sharpshooters. The unimpressive base speed is little aided by the extensive upgrades required to created a highly mobile configuration and most pilots will opt for firepower over mobility in any case. When operating as a pop up sniper from behind cover, the Gun Rack is exposed well before the pilot has a clear line of sight. Effective counter snipers can eventually pick off this component, severely degrading the performance of the unit and limiting it's attacks to the hot running Energy weapons, most of which are located in the arms.<ref>[http://trm.mektek.net/marauder.htm - Technical Reference Manual]</ref>
|Weaknesses=The heavy Energy configuration can be a concern in hot environments. The cockpit is prominent and easily identifiable, making it vulnerable to enemy sharpshooters. The unimpressive base speed is little aided by the extensive upgrades required to created a highly mobile configuration and most pilots will opt for firepower over mobility in any case. When operating as a pop up sniper from behind cover, the Gun Rack is exposed well before the pilot has a clear line of sight. Effective counter snipers can eventually pick off this component, severely degrading the performance of the unit and limiting it's attacks to the hot running Energy weapons, most of which are located in the arms.<ref>[http://trm.mektek.net/marauder.htm - Technical Reference Manual]</ref>
|Acceleration=6.3
|Acceleration=6.3
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|Best Acceleration=15.74 m/sec [[Ares]]
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|Worst Acceleration=4.75 m/sec [[Yeoman]]
|Deceleration=10.23
|Deceleration=10.23
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|Best Deceleration=23.61 m/sec [[Ares]]
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|Worst Deceleration=8.27 m/sec
|Turn Rate=0.52
|Turn Rate=0.52
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|Torso Twist=100
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|Best Turn Rate=0.79 º/sec
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|Worst Turn Rate=0.44 º/sec
|Twist Speed=60
|Twist Speed=60
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|Best Twist Speed=110 º/sec [[Rifleman]]
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|Worst Twist Speed=45 º/sec
|Elevation=30
|Elevation=30
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|Best Elevation=90º [[Rifleman]]
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|Worst Elevation=30º
|Heat Capacity=67
|Heat Capacity=67
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|Best Heat Capacity=58.0
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|Worst Heat Capacity=37.0 [[Argus]]
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|Torso Twist=100
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|Best Torso Twist=360º
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|Worst Torso Twist=100º
|Damage Multiplier=1.24
|Damage Multiplier=1.24
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|Best Damage Multiplier=1.28
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|Worst Damage Multiplier=1.23 [[Black Knight]]
|Kill Bonus=275
|Kill Bonus=275
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|Best Kill Bonus=275
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|Worst Kill Bonus=275
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|Max Armor=435
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|Best Max Armor=462 points [[Orion IIC]]
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|Worst Max Armor=432
|Second Mech Picture Link=Marauderslots.jpg
|Second Mech Picture Link=Marauderslots.jpg
|Left Arm Slots=4 Slot [[Weapon Hardpoint|Energy]]
|Left Arm Slots=4 Slot [[Weapon Hardpoint|Energy]]

Revision as of 21:41, 6 January 2011