Marauder
This page or section is in the process of an expansion or major restructuring. You are welcome to assist in its construction by editing it as well. If this page has not been edited in several days, please remove this template. |
Marauder | ||
---|---|---|
Class: | Heavy Mech | |
Faction: | Inner Sphere | |
Ticket cost: | 12 upon destruction | |
Tier: | 13 | |
Tonnage: | 75 tons | |
Speed: | 86 km/h | |
Torso yaw: | 220° | |
Torso pitch: | -35° to +40° while standing -35° to +50° while crouching | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 98 000 CBills Total armor: 71 312 Engine Size: XL |
||
A: Price: 110 000 CBills Total armor: 67 024 Engine Size: XL |
||
B: Price: 104 900 CBills Total armor: 71 312 Engine Size: XL |
||
C: Price: 97 000 CBills Total armor: 67 024 Engine Size: XL |
||
D: Price: 107 300 CBills Total armor: 71 312 Engine Size: XL |
||
E: Price: 102 000 CBills Total armor: 69 165 Engine Size: XL |
||
F: Price: 101 400 CBills Total armor: 67 024 Engine Size: XL |
||
G: Price: 95 300 CBills Total armor: 71 312 Engine Size: XL |
||
Armor Points Distribution | ||
|
All stats current as of release 0.15.3
Marauder is an iconic Inner Sphere Heavy Mech. It is such an advanced, forward-thinking design that hundreds of years after it was first introduced, it can still hold its own against the newest mechs.
The Marauder’s profile is so sleek that targeting it is easier said than done. It is far different from the lumbering hulks of other mechs in its class. Its only known weakness is its legs, and its lack of jump capability.
It's twin PPC arrangement is reminiscent of more traditional 'Mechs such as the Rifleman and the Warhammer, the Marauder's unique, more versatile ball-and-socket arm joints give it a faster traverse rate and a greater field of fire.
The Valiant Lamellor armor is another of the Marauder's singular features. Less massive and better able to distribute heat and kinetic energy than other armor types, the secret of its manufacture has been lost. In the present era, the Marauder is one of the few 'Mechs to use it. As blasted patches have to be replaced with conventional armor, some Marauders now resemble metallic patchwork quilts.
Contents
Roles and Gameplay Hints
Prime
This ferocious refit of the Marauder with 3072 tech reminds the newer generation of inner sphere pilots why their ancestors feared this beast during the Star League era. Packing twinlinked AC5s on its dorsal cannon, allowing it to put out respectable firepower out to 800m with minimal exposure, it also has a pair of ERPPCs in its arms. These ensure that the other mech has to play by your rules allowing you to screenshake it as you see fit with staggered fire limiting their ability to fight back. Finally, 4 ERML round out the package giving the Marauder a respectable followup to its initial punch and finish weakened components or BA. 6 DHS are more than suited for the task of cooling this monster of a mech.
Variant A - "Magnum"
The one and only mech to field the diminutive Snub-Nose Thumper artillery cannon, this variant performs best at under 400m due to the steep parabolic trajectory of its main gun, which does not require deployment to fire. ER Large Lasers in each arm can aid in sniping, assuming the pilot has mastered the art of aiming the stubby artillery cannon at beyond brawling range. SRM4s on the side torsos give it a reasonable amount of extra damage output at close range, and a quartet of Heavy Machine Guns provides a constant symphony of whittling fire, capable of shearing off components damaged by the incredible splash radius of its main cannon.
Variant B
Although its weapon loadout appears to be somewhat eccentric at first glance, this variant excels in a variety of roles. A duet of PPCs and a trio of RAC2s provides the Marauder B with a formidable long ranged ensemble capable of expositing a hard hitting shock before recapitulating with an orchestra of autocannon shells. This also gives it a rudimentary amount of suppression capability against poptarters and hillpokers. At close range, the RAC2s are very capable of blowing off arms in mere seconds, especially when aided by the small lasers. The PPCs are best used sparingly purely to induce screenshake when brawling in order to keep heat under control. It should be noted that the performance of the RACs will be severely limited if the pilot cannot focus fire on a single component, as this would spread all of its damage potential across multiple parts.
Variant C
A plain and simple variant meant purely for brawling, it is capable of coring out most mechs in mere seconds, but its lack of range is its Achilles' Heel. Any asset capable of kiting and shooting it beyond 350m is more than likely able to defeat it swiftly. The dorsal UAC20 can relentlessly slam targets while the pair of SRM6s softens their armor and provide some amount of screenshake. A hexad of plain Medium lasers then provides an incredible amount of pinpoint damage, which is perfect for delimbing operations. It should be noted that the UAC20 on this variant is less liable to be shot off or otherwise disabled as compared to most other assets mounting UAC20s, as the dorsal mount has its own hitbox and a formidable amount of armor to get through.
Variant D - "ThunderHorse"
This Variant's "fluff" text is missing or out of date. Please help us fix it by logging in. |
Variant E
This variant excels at applying a blistering amount of pinpoint damage for minimal exposure with its dorsal-mounted Improved Heavy Gauss Rifle. If it's able to expose its entire frame without fear of repercussion or a close combat engagement forces its hand, 2 LPL provide respectable punch and sustain and a whopping 5 Machine Guns are eager to finish off wounded components from the huge holes this thing punches in armor. 4 DHS are overkill for ensuring this mech never yellowlines on anything but the very hottest maps. 2 tons of ammo, while seemingly ample, will run dry quickly in sustained fights. While it has a lot of armor, it's difficult to mitigate the fire the main gun takes with twisting if you don't have access to hard cover and losing it more or less ends your ability to be combat effective.
Variant F
A facsimile of a certain popular Madcat variant, this mech puts all its eggs in one basket to deliver a brutal alpha strike and fade while cooling off. A Gauss Rifle and 2 ERLL make up the bulk of your damage, but 4 ERML add even more pinpoint punch within 600m. While there's a lot of options at this price bracket for this pinpoint damage playstyle, what sets this Marauder apart from its competitors is its GECM, LAMS and ease of use with 5 DHS keeping heat within manageable levels. A single ton of ammo gives you plenty of agency to position comfortably far from supply lines, but take care not to overestimate it. Additionally, while the main gun is well armored, the explosion and combat effectiveness loss from it exploding likely means the end of the rest of the Marauder.
Variant G
This Variant's "fluff" text is missing or out of date. Please help us fix it by logging in. |
History
The Marauder was initially a canceled asset. It did not make it in time to be included in the game before the final beta 0.7.0, and only one render of Marauder 3D model was released. A new model was built and released in version 0.11.3.
Canon
The Marauder was an attack and direct support mech built in the 26th century and was modified numerous times later on. It's the best known type of mech in the galaxy. Prime variant of the Marauder was well prepared for long-range combat with it's 2 PPCs and an Autocannon 5 while two Medium Lasers provided additional firepower at close range. There were at least 19 variants of this common mech, differing not only in weaponry loadout but also in appearance. Between many, the MAD-6L was equipped with an ECM suite, the Stealth Armor, and a pair of Plasma Rifles.
Date Introduced 2819 during the Era known as "Early Succession War" (2781 - 2900) - Unit Role: Sniper