Warhammer WHM-BW “Black Widow” Builds for MechWarrior Online

The Black Widow hero mech, named after Natasha Kerensky, is a very versatile weapon platform. With four energy, four ballistic, and one missile hard points there are many options to configure a dangerous 70 ton machine of death and destruction. One of the previously unseen making a return to MWO. [Read more…]

Warhammer WHM-7S Builds for MechWarrior Online

As previously mentioned, the unseen Warhammer is joining the battle in MechWarrior Online in January of 2016. The WHM-7S is the most missile oriented of the series. Working with the hardpoints provided, here are a few builds to utilize this chassis.

WHM-7S Face Ripper

Focusing on short range combat, this build has 2 Large Lasers, 4 Medium Lasers, and 3 SRM-6 launchers. The armor has also been drastically improved. These changes were made possible by converting the internal structure to Endo Steel. [Read more…]

Warhammer WHM-6D Builds for MechWarrior Online

Warhammer WHM-6D Builds for MechWarrior Online

The Warhammer WHM-6D is an unseen energy based mech with low tech equipment. This has the advantage of making the mech cheaper, but some upgrades should be considered. For example, each of these builds uses Double Heat Sinks for saving tonnage and allowing the mech to do more damage before overheating. A few of these builds will use an XL engine, but for cost reasons most will not.

WHM-6D Pulse Variant

For this build we have traded the PPCs out for Large Pulse Lasers. We have replaced the Medium Lasers with Medium Pulse Lasers. The Heat Sinks have also been upgraded from 20 singles to 19 doubles.

Engine: 280 Standard

Armor: 432 of 434 Standard

Heat Sinks: 19 Double

Structure: Endo Steel

Weapons:

Left Arm: PPC

Left Torso: 2 x Medium Pulse Lasers

Right Torso: 2 x Medium Pulse Lasers

Right Arm: PPC

To be placed: 8 Double Heat Sinks

Notes: Tested with a BL-7-KNT-L as a proxy. The Black Knight does have a laser duration quirk which may affect heat generation.

Caustic Valley: It took 7 volleys with the PPCs to overheat. Similarly, it took 9 barrages with the Medium Pulse Lasers to overheat. Repeatedly firing a full alpha-strike overheats before the 3rd shot is finished.

Frozen City: Firing the Medium Pulse Lasers required 15 volleys to overheat. Firing just the PPCs required 14 shots to overheat. It only requires 3 full alpha-strikes to overheat, however.

Options: There are not enough critical locations to improve the number of heat sinks. This can be modified by increasing the engine size, but to accomplish this the Medium Pulse Lasers would have to be downgraded to Medium Lasers. This would allow an increase from a 280 Standard to a 300 Standard and the addition of one more heat sink.

Switching to an XL engine would allow more speed but it would not help the heat situation, as those critical spaces would be used by the engine.

WHM-6D Large Laser

A popular build for energy heavy mechs focuses on several large lasers. This variation of the Warhammer WHM-6D includes 4 Large Lasers and 2 Medium Lasers. Ghost heat applies with this many large lasers fired simultaneously, but they can be staggered to avoid the effect.

Engine: 280 Standard

Armor: 432 of 434 Standard

Heat Sinks: 19 Double

Structure: Endo Steel

Weapons:

Left Arm: Large Laser

Left Torso: Large Laser, Medium Laser

Right Torso: Large Laser, Medium Laser

Right Arm: Large Laser

To be placed: 8 Double Heat Sinks

Notes: Again tested with a BL-7-KNT-L as the proxy. The Black Knight does have a laser duration quirk which may affect heat generation.

Caustic Valley: The mech will overheat after just two alpha-strikes. Staggering the arm weapons and the torso weapons will overheat the mech in three volleys. Chain firing the Large Lasers allows a total of 15 shots before overheating.

Frozen City: The mech still overheats after just two alpha-strikes. Staggering the weapon systems again overheats after three volleys. However, chain firing the Large Lasers allowed a total of 20 shots before overheating.

Options: Space is limited on this design. The Large Lasers can be traded out for ER Large Lasers, but the heat would be higher. If desired, the torso mounted Large Lasers can be moved to the arms for more flexibility. Or the Large Lasers in the arms can be moved to the torsos, but the Medium Laser from the right torso would have to be moved to one of the arms.

WHM-6D Laser Boat

Shifting the PPCs to Large Lasers and putting a total of five Medium Lasers in the side torsos allows the mech to have

Engine: 300 Standard

Armor: 432 of 434 Standard

Heat Sinks: 19 Double

Structure: Endo Steel

Weapons:

Left Arm: Large Laser, Medium Laser

Left Torso: 3 x Medium Lasers

Center Torso: AMS

Right Torso: 2 x Medium Lasers

Right Arm: Large Laser, Medium Laser

To be Placed: 2 tons of AMS ammo, 7 Double Heat Sinks

Notes: I did not have an effective proxy for this build. With 7 Medium Lasers, ghost heat will be added. I expect the mech will be functional, in regards to heat, as long as the weapon systems of Large Lasers and Medium Lasers are fired separately.

Conclusion:

As can be expected, the WHM-6D variants will run hot. They are, however, manageable. When the Warhammer hits in January, these builds may need to be modified depending on the quirks included on these Unseen mechs in MechWarrior Online.

WHM-6R Warhammer Builds for MechWarrior Online

Warhammer WHM-6R Builds for MechWarrior Online

The goal in the configurations of the WHM-6R Warhammer for MechWarrior Online is to keep the cost at a minimum. The base WHM-6R does not have an XL Engine, upgraded weapons, Endo Steel structure, or Double Heat Sinks. In order to maximize potential, Double Heat Sinks were placed in each chassis. Structure was also upgraded to Endo Steel if there were enough critical spaces to allow it. This does require some C-bills, but as much as an XL Engine would.

WHM-6R (Dual Gauss)

Nothing says loving like a pair of Gauss Rifles. This particular configuration is a little slow, but is designed around long range sniper combat rather than close range hugging. Four Medium Lasers do provide finishing power or the ability to defend against smaller mechs.

Engine: 200 Standard

Armor: 432 of 434 Standard

Heat Sinks: 10 Double (8 Covered by Engine)

Structure: Endo Steel

Jump Jets: None

Weapons:

Left Arm: Medium Laser

Left Torso: Medium Laser, Gauss Rifle

Right Torso: Medium Laser, Gauss Rifle

Right Arm: Medium Laser

To be placed: 2 Double Heat Sinks, 5.5 tons (55 rounds) of Gauss Ammo

Notes: This build was tested with a CPLT-K2. Unfortunately, the K2 has several quirks that made results inaccurate. The mech does run a little hot if constantly firing the Medium Lasers. If your play style uses the lasers often, 2 more heat sinks can be added (see below).

Options: An AMS can be added in exchange for 1.5 tons of ammo. Also, there are critical spaces for 2 more Double Heat Sinks if the Gauss Ammo or Medium Lasers are reduced.

Option Two: The engine can be upgraded to a 280 XL, providing more speed. This build fits more with the WHM-BW philosophy, however, and will be detailed there.

WHM-6R (Dual AC/20)

In MWO, the AC/20 is a formidable weapon. Although a pair of them suffers from ghost heat, they are incredibly devastating. The Warhammer WHM-6R can be fitted with a pair of these beasts. If fired together, they will create a lot of heat, but very little will be standing.

Engine: 225 Standard

Armor: 432 of 434 Standard

Heat Sinks: 12 Double (9 Covered by Engine)

Structure: Endo Steel

Jump Jets: None

Weapons:

Left Arm: Medium Laser

Left Torso: AC/20

Right Torso: AC/20

Right Arm: Medium Laser

To be placed: 3 Double Heat Sinks (in arms), 4 tons (28 rounds) of AC/20 Ammo.

Notes: Due to the ghost heat of paired AC/20s, this mech will run very warm. The heat is manageable, however, either by firing and fading or by alternate firing the AC/20s. There is very little room left on the chassis for other upgrades, but a heat sink could be sacrificed for more ammo if needed.

WHM-6R (Ultra AC/5)

Keeping with the dual ballistic systems, the Ultra AC/5 version has room for several Medium Lasers. These have been all placed in the side torsos to allow the arms to act solely as shields. Of course, one can be moved to each arm if play style supports it.

Engine: 280 Standard

Armor: 432 of 434 Standard

Heat Sinks: 15 Double (11 Covered by Engine)

Structure: Endo Steel

Jump Jets: None

Weapons:

Left Torso: 2 x Medium Lasers, Ultra AC/5

Right Torso: 2 x Medium Lasers, Ultra AC/5

To be placed: 4 Double Heat Sinks, 4 tons (120 rounds) of Ultra AC/5 Ammo

Notes: I used the Catapult CPLT-K2 again to test this configuration. As before, the quirks will make the results less than perfect, but it was better than nothing.

Caustic Valley: The mech can overheat, but heat is also very manageable. The Atlas was destroyed before the mech overheated.

Frozen City: It is possible to overheat, but not easy. Again, this may be partially due to quirks, but the 15 Double Heat Sinks are plenty for most pilots.

Options: The arms are able to be reconfigured. Armor can be shed to allow more ammo. Heat sinks can be replaced with additional Medium Lasers.

WHM-6R (Base Upgrade)

Taking the original concept of the WHM-6R one step further provides better armor, better heat dissipation, and more focus on energy weapons. This particular build works as effectively on the WHM-6D.

Engine: 300 Standard

Armor: 432 of 434 Standard

Heat Sinks: 20 Double (12 Covered by Engine)

Structure: Endo Steel

Jump Jets: None

Weapons:

Left Arm: PPC

Left Torso: 2 x Medium Lasers

Right Torso: 2 x Medium Lasers

Right Arm: PPC

To be placed: 8 Double Heat Sinks

Notes: Using the BL-7-KNT-L Black Knight as a proxy avoided some of the heat quirks. Depending on what quirks the WHM-6R has, it may not be 100% accurate.

Caustic Valley: It is not quite possible to get 3 full alpha-strikes before overheating, but it is also devastating. If you use the PPCs at range and the Medium Lasers against closer targets the heat is more manageable (8 PPC strikes to overheat, 10 Medium Laser strikes).

Frozen City: The third full alpha-strike will overheat the mech. When firing the systems separately, heat is nearly negligible.

Options: ER-PPCs can be used but the heat will go up significantly. Also, the engine could be downgraded (with loss of at least one heat sink) and the lasers can be traded to Medium Pulse Lasers.

Conclusion

The Warhammer WHM-6R has plenty of flexibility. The goal of this list was to minimize the additional cost to customize the mech while allowing the pilot to benefit from more advanced technology, such as Double Heat Sinks. Which builds will be seen in MechWarrior Online? We will find out in January.

Warhammers return to MechWarrior Online

The Unseen Warhammer Enters the Battlefield of MechWarrior Online

In January of 2016, another Unseen mech will again return to the battlefield. The Warhammer is coming to MechWarrior Online! This 70 ton mech has long been a crowd favorite and the pilots of the Inner Sphere are excited to jump back in the cockpit of these beasts. Below is a quick recap of what the default configurations are and what hardpoints they provide. This is based on initial details provided by PGI.

WHM-6R

This is the basic Warhammer from everyone’s childhood memory. It has enough firepower to destroy a small city across several different weapon ranges. It is a little lacking in armor but can be upgraded. It also packs a lot of Single Heat Sinks.

Tonnage: 70

Engine: 280 Standard (340 Max)

Armor: 320 of 434 Standard

Internal Structure: Standard

Heat Sinks: 18 Single (11 Covered by Engine)

Jump Jets: No

ECM Capable: No

MASC Capable: No

Weapons (Hardpoints):

Left Arm: PPC (1 Energy)

Left Torso: Medium Laser, Small Laser, Machine Gun (2 Energy, 1 Ballistic)

Center Torso: (1 AMS)

Right Torso: SRM 6, Medium Laser, Small Laser, Machine Gun (2 Energy, 1 Ballistic, 1 Missile)

Right Arm: PPC (1 Energy)

Total Hardpoints: 6 Energy, 2 Ballistic, 1 Missile, 1 AMS

Pros: This chassis has a good balance of hardpoints. Its tonnage is a little low, but dual Gauss Rifle and dual AC/20 designs are feasible, depending on how high or low the ballistic ports sit. I foresee a lot of brawler builds with this configuration as well as sniper builds.

Cons: Due to the initial low cost (standard engine, single heat sinks), this will be an expensive mech to upgrade. Obviously, we don’t know how susceptible the mech is to losing a side torso, so we cannot predict if upgrading to an XL or keeping with the standard engine is the better option.

WHM-6D

This chassis is designed as a typical laser vomit energy boat. The default configuration has more heat dissipation than the WHM-6R and more armor. With only energy hardpoints, however, the WHM-6D is going to run very warm.

Tonnage: 70

Engine: 280 Standard (340 Max)

Armor: 434 of 434 Standard

Internal Structure: Standard

Heat Sinks: 20 Single (11 Covered by Engine)

Jump Jets: No

ECM Capable: No

MASC Capable: No

Weapons (Hardpoints):

Left Arm: PPC (2 Energy)

Left Torso: Medium Laser, Small Laser (3 Energy)

Center Torso: (1 AMS)

Right Torso: Medium Laser, Small Laser (2 Energy)

Right Arm: PPC (2 Energy)

Total Hardpoints: 9 Energy, 1 AMS

Pros: The base WHM-6D has better heat dissipation and armor than the WHM-6R. By removing the secondary weapons of SRM and Machine Guns, it frees up some tonnage.

Cons: The WHM-6D will suffer from a serious identity crisis. In the heavy mech energy boat arena there are many contenders: the Black Knight (which is heavier), the Grasshopper (which jumps), and some Thunderbolts. It will need either quirks or re-balancing to stand out and find a specific role. And, as mentioned, with only energy hardpoints, the WHM-6D will run hot.

WHM-7S

The Warhammer WHM-7S comes with Double Heat Sinks and advanced weapons. It focuses heavily on missile hardpoints, making it either a nasty SRM or Streak based brawler or an LRM boat.

Tonnage: 70

Engine: 280 Standard (340 Max)

Armor: 320 of 434 Standard

Internal Structure: Standard

Heat Sinks: 18 Double (11 Covered by Engine)

Jump Jets: No

ECM Capable: No

MASC Capable: No

Weapons (Hardpoints):

Left Arm: ER-PPC (1 Energy)

Left Torso: Medium Pulse Laser, Streak SRM-2, Small Laser (2 Energy, 1 Missile)

Center Torso: (1 AMS)

Right Torso: Medium Pulse Laser, Streak SRM-2, Small Laser (2 Energy, 2 Missile)

Right Arm: ER-PPC (1 Energy)

Total Hardpoints: 6 Energy, 3 Missile, 1 AMS

Pros: The mix of hardpoints allows more flexibility than the WHM-6D. Starting with Double Heat Sinks can be an advantage as well, being more heat efficient, but it also requires more careful placement of the heat sinks.

Cons: Purchasing this variation at a later time will be more expensive than the other Warhammers, but not drastically. Without the ballistic ports, all weapons will generate heat, but it should be very manageable.

WHM-BW

Natasha Kerensky, the Black Widow, is one of the best known warriors in the Inner Sphere. In command of the dreaded Black Widow Company of Wolf’s Dragoons, she led her comrades to victory from her Warhammer. The WHM-BW is based on that ‘Mech and provides full armor, upgraded weapons, an XL engine, and a variety of hardpoints.

Tonnage: 70

Engine: 280 XL (340 Max)

Armor: 432 of 434 Standard

Internal Structure: Standard

Heat Sinks: 18 Double (11 Covered by Engine)

Jump Jets: No

ECM Capable: No

MASC Capable: No

Weapons (Hardpoints):

Left Arm: ER-PPC (1 Energy)

Left Torso: Medium Pulse Laser, 2 x Machine Guns (1 Energy, 2 Ballistic)

Center Torso: (1 AMS)

Right Torso: SRM-6, Medium Pulse Laser, 2 x Machine Guns (1 Energy, 2 Ballistic, 1 Missile)

Right Arm: ER-PPC (1 Energy)

Total Hardpoints: 4 Energy, 4 Ballistic, 1 Missile, 1 AMS

Pros: With an XL engine, near full armor (the other two points would cost a half a ton), Double Heat Sinks, and a variety of hardpoints, the WHM-BW will be devastating on the battlefield. There are many different roles that could be embraced.

Cons: Depending on the hit locations, the XL engine may be detrimental. Unfortunately, this cannot be tested until January.

Conclusion:

The Warhammers offer a variety of weapon platforms and potential to fit many roles. The few shortcomings of the variants, such as lack of armor, can easily be addressed. They all have the potential to overheat with the WHM-6D being the most likely, but are also upgradeable and can be managed. When they hit the battlefield of MechWarrior Online in January of 2016, the Warhammer (previously Unseen) will be a fan favorite again.

Marauder MAD-5M for MechWarrior Online

Marauder MAD-5M Builds for MechWarrior Online

Next on our list of Marauder builds for MechWarrior Online is the MAD-5M. The original configuration of this ‘mech is designed for close range fighting. It has 2 Large Pulse Lasers, 2 Medium Pulse Lasers, and an LB-10X Autocannon. Not a bad start, let’s see what we can do with it.

MAD-5M (Sniper Build)

The five energy and two ballistic hardpoints provide several options. For the sniper build, we have replaced the LB-10X with a Gauss Rifle. We have also traded out the Large Pulse Lasers for ER Large Lasers and removed the CASE system (not terribly useful in MWO with an IS XL engine). For additional ammo and a heatsink, the Medium Pulse Lasers have been changed to Medium Lasers.

Engine: 300 XL

Armor: 368 of 462 Standard

Heatsinks: 17 Double

Structure: Standard

Jump Jets: 4 of 4

Weapons

Left Arm: ER Large Laser, Medium Laser

Right Torso: Gauss Rifle

Right Arm: ER Large Laser, Medium Laser

To be placed: 2.5 tons of Gauss ammo (25 shots), 5 Double Heatsinks (12 covered by engine).

Notes: Heat is a minor issue, if all lasers are fired. Testing for this variant was done on the Banshee BNC-3E chassis. If the Medium Lasers are fired sparingly, or as a replacement to the ER Large Lasers when range permits, heat quickly becomes a non-issue.

Caustic Valley: Five alpha-strikes will overheat the mech, barely. I could not test jumping, but that will add heat also.

Frozen City: It took seven alpha-strikes to overheat here. Firing just the ER Large Lasers did slowly build heat, but it only barely.

Possible Changes: Removing the Jump Jets allows for maximum armor and an additional Double Heatsink or another ton of ammo. The effectiveness of this choice depends entirely on the pilot.

MAD-5M (Poptart Build)

Engine: 300 XL

Armor: 368 of 462 Standard

Heatsinks: 17 Double

Structure: Standard

Jump Jets: 3 of 4

Weapons:

Left Arm: ER PPC

Right Torso: Gauss Rifle

Right Arm: ER PPC

To be placed: 1.5 tons of Gauss ammo (15 shots), 5 Double Heat Sinks (12 covered by engine).

Notes: Tested again with the BNC-3E chassis. Heat will be a huge problem with this build, but is manageable. If you are an effective sniper, you can one-shot the head from most mechs or the rear center torso from smaller mechs. This variant is lightly armored which means it will lack lasting power in prolonged fights.

Caustic Valley: Firing four Strikes with the ER-PPCs overheat the mech and cause damage. Due to recharge time on the Jump Jets, this will not be much of an issue with poptarting, but should be watched.

Frozen City: Five strikes with the ER-PPCs will overheat the mech here, but does not cause damage.

Possible Changes: The 300 XL engine can be downgraded to a 250 XL engine. This will still provide enough room for the 3 Jump Jets and 17 Double Heatsinks but will allow for maximum armor.

MAD-5M (Brawler)

The basic configuration of the MAD-5M Marauder provides a great basis for firepower at close range. However, it also lacks full armor. This variant pulls off the two Large Pulse Lasers and replaces them with three Medium Pulse Lasers (5 total). The armor is maximized and the engine is upgraded to a

Engine: 350 XL

Armor: 462 of 462 Standard

Heatsinks: 18 Double

Structure: Endo-Steel

Jump Jets: 4 of 4

Weapons:

Left Arm: 3 Medium Pulse Lasers

Right Torso: LB 10-X Autocannon

Right Arm: 2 Medium Pulse Lasers

To be placed: 4 heatsinks (14 covered by engine), 1.5 tons of LB 10-X ammo (22 rounds).

Notes: Tested with the Misery (STK-M) and the Orion ON1-K (but missing a laser).

Caustic Valley: Fifth Alpha-strike overheats and damages the mech, but that is enough to take out an Atlas center torso from the front. This did not include Jump Jets, which will obviously add more heat.

Frozen City: The Sixth full Alpha-strike will overheat the mech, but the LB fires faster than the medium pulse lasers.

Conclusion:

As always, these are some sample builds I worked out based on the weapon systems the chassis should support. Until we have quirks and when the Marauder becomes available on December 1st, 2015, it is all theorycrafting. If nothing else, hopefully these various builds of the MAD-5M will help inspire something in MechWarrior Online.

Marauder MAD-5D for MechWarrior Online

The Marauder MAD-5D Builds for MechWarrior Online

Continuing with the build theory of the Marauder for Mechwarrior Online (or MWO), today we focus on the MAD-5D. Although the default configuration has been listed on a previous post and is available on MechWarrior Online’s website, it is worth talking about again.

Default Configuration MAD-5D

Engine: 300 XL

Armor: 448 of 462 Standard

Heatsinks: 16 Double

Structure: Standard

Jump Jets: 4 of 4

Weapons:

Left Arm: ER PPC, Medium Pulse Laser

Left Torso: Streak SRM 2

Right Torso: Large Pulse Laser

Right Arm: ER PPC, Medium Pulse Laser

The base configuration has decent heat dissipation, but the weapon systems do not compliment each other very well. This makes it semi-effective at all ranges, but not excelling at any of them. The configurations listed below allow damage at all ranges but focus on a major weapon system.

MAD-5D (ER-PPC Version)

This variation of the MAD-5D focuses on longer ranger sniping. It replaces the Large Pulse Laser with another ER PPC. Additionally, the Medium Pulse Lasers are downgraded to Medium Lasers for extra range and tonnage. The Streak SRM-2 is removed, as is the ammo and CASE, freeing up more weight for heatsinks. Finally, an AMS is added to provide protection from LRM systems.

Engine: 300 XL

Armor: 462 of 462 Standard

Heatsinks: 18 Double

Structure: Standard

Jump Jets: 4 of 4

Weapons:

Left Arm: ER PPC, Medium Laser

Left Torso: AMS

Right Torso: ER PPC

Right Arm: ER PPC, Medium Laser

To be Placed: 6 double heatsinks (12 covered by engine), 2 tons of AMS ammo. The heatsinks fit with 2 in each torso and one in each arm.

Notes: Testing was done with the BL-7-KNT-L Black Knight. This lacked the jump jets of the MAD-5D, but the weapon systems, engine, and heatsinks were matched. One of the Medium Lasers was moved due to the Black Knight’s hard point placement.

Caustic Valley: Firing all 3 ER-PPCs caused the ‘Mech to shutdown, although it did not take damage. They could be fired with a 2/1 stagger but heat was still a huge problem. This will limit the effectiveness of this build as a pop-tart, but it is still functional for long range sniping.

Frozen City: You can fire all 3 ER-PPCs without overheating, barely. Jump Jets may cause it to push over the limit, however. Additionally, after the initial volley of 3 ER-PPCs, it is possible to sustain fire with a single ER-PPC without overheating.

Conclusion: This variant is an effective sniper build if the pilot can fully utilize the ER-PPCs, but it does run very hot.

MAD-5D (Large Pulse Laser Version)

This configuration focuses on shorter range damage. As such, the ER-PPCs have been replaced with Large Pulse Lasers. The SRM, ammo, and CASE have all been removed for additional heatsinks.

Engine: 300 XL

Armor: 462 of 462 Standard

Heatsinks: 17 Double

Structure: Standard

Jump Jets: 4 of 4

Weapons:

Left Arm: Large Pulse Laser, Medium Pulse Laser

Left Torso: AMS

Right Torso: Large Pulse Laser

Right Arm: Large Pulse Laser, Medium Laser

To be placed: 1 ton of AMS ammo, 5 heatsinks (12 covered by engine).

Notes: Testing was again done on the BL-7-KNT-L Black Knight.

Caustic Valley: The ‘Mech was able to perform two alpha-strikes without overheating, but the third caused damage. If firing just only the three Large Pulse Lasers, the ‘Mech overheats on the fifth attack.

Frozen City: On Frozen City, the ‘Mech was able to fire three alpha-strikes and shutdown (with damage) on the fourth. Firing just the three Large Pulse Lasers, the ‘Mech overheated on the sixth volley.

Conclusion: This configuration makes a very nasty brawler, but it is limited in range. One option that can improve the ‘Mechs mobility is to replace the structure with Endo-Steel and upgrade the Engine to a 325 XL. This uses all remaining critical locations, but does allow one more heatsink to be covered by the engine (if you wish to reduce the weight to use it, such as a dropping one Jump Jet).

MAD-5D (Large Laser Version)

The MAD-5D has a total of 6 energy hardpoints. A five Large Laser variant is on option, but heat is a big problem. Here is how it was built.

Engine: 350 XL

Armor: 462 of 462 Standard

Heatsinks: 21 Double

Structure: Standard

Jump Jets: 0 of 4

Weapons:

Left Arm: 2 Large Lasers

Left Torso: None

Right Torso: None

Right Arm: 2 Large Lasers

To be placed: 7 heatsinks (14 covered by engine).

Notes: Testing was again with the Black Knight chassis.

Caustic Valley: Two alpha-strikes did not overheat the ‘Mech, but third caused it to shutdown and take damage. When chain firing the Large Lasers, a total of seventeen shots was needed to overheat.

Frozen City: Again two alpha-strike was possible, but the third overheated the ‘Mech, although not enough to damage it. It took twenty-three chain fired shots to overheat, again with no damage.

Conclusion: This ‘mech can dish damage but it is hot. Alternate configurations could include ER Large Lasers (which will run hotter) or replacing one Large Laser with Medium Lasers.

MAD-5D (LRM Version)

Due to the missile hardpoints on the left torso, an LRM variant of this Marauder is possible. I personally enjoy the occasional missile boat and came up with this configuration. I feel that a missile boat should be able to defend itself and therefore needs some weapons for defense and finishing off enemies.

Engine: 300 XL

Armor: 462 of 462 Standard

Heatsinks: 17 Double

Structure: Standard

Jump Jets: 4 of 4

Weapons:

Left Arm: 2 Medium Lasers

Left Torso: 2 LRM-15s

Right Torso: 1 Medium Laser

Right Arm: 2 Medium Lasers

To be placed: 5 heatsinks (12 covered by engine), 7.5 tons of LRM Ammo.

I did not have a ‘Mech chassis to thoroughly test this build without the quirks coming into play. Based on previous experience, the heat should be very manageable unless all weapons are fired consistently.

MAD-5D (SRM version)

Engine: 350 XL

Armor: 462 of 462 Standard

Heatsinks: 19 Double

Structure: Standard

Jump Jets: 4 of 4

Weapons:

Left Arm: 2 Medium Pulse Lasers

Left Torso: 2 SRM-6

Right Torso: Medium Pulse Laser

Right Arms: 2 Medium Pulse Lasers

To be placed: 5 heat sinks (14 covered by engine), 2 tons of SRM Ammo

Again, I did not have a chance to test this variant. Heat should be a very minor issue and the damage output if the Marauder is able to close range should be significant.

Note: Possible changes would include lowering the number of jump jets for either more ammo or more heatsinks.

Conclusion

The Marauder MAD-5D is designed as an energy platform, but the two missile hardpoints in the left torso allow some flexibility with the design. Either an LRM boat or an SRM brawler are feasible on this chassis. When this unseen ‘mech returns to the battlefield of MechWarrior Online, the MAD-5D will give a lot of options to players.

Marauder MAD-3R Configurations for MechWarrior Online

Marauder MAD-3R Configurations for MechWarrior Online

As has already been mentioned, the unseen Marauder mechs are coming to MechWarrior Online on December 1, 2015. Below are some of my builds for the MAD-3R Marauder, based on what information has been provided regarding hard points and original configurations. These are not fully tested, due to not being released yet, but are theory only and tested with the Banshee BNC-3E as a roughly similar platform (heat, weapon configurations, etc). [Read more…]

The Marauder Enters the Battlefield of MechWarrior Online!

On September 10th, 2015, it was announced that one of the previously unseen ‘Mechs would be returning to MechWarrior Online – the Marauder! Since the announcement, they have become available for purchase with a release date of December 1st, 2015. So, which configurations of Marauders are available and how can we modify them?

Marauder MAD-3R

See https://mwomercs.com/marauder for more details about how to purchase these mechs for your game.

See https://mwomercs.com/marauder for more details about how to purchase these mechs for your game.

The “classic” Marauder is the MAD-3R configuration. Based in 3025 technology, this Marauder uses a standard engine, single heatsinks, and lacks jumpjets. The default configuration is detailed at mwomercs.com, but below are the highlights. [Read more…]

Marauder MAD-3R Build for MechWarrior Online

Throughout the history of BattleTech certain ‘Mechs have stood out as iconic. One of these is the Marauder. Although it has passed into the world of the Unseen (no longer usable in BattleTech due to copyright dispute), it forever strolls the battlefield in our hearts and memories.

Therefore, in an effort to return the Marauder to the MechWarrior universe, I present a conversion from the Cataphract in MechWarrior Online.

Based heavily on the Marauder 3-R, this Cataphract build supports more ammo, AMS, XL Engine, jump jets, and additional speed. These are all possible by the endo steel frame and the XL engine.

Enjoy!

Cataphract CTF-3D
Tonnage: 70
Engine: XL
Rating: 300
Max Engine Rating: 340
Armor: 432
Type: Standard
Head: 18
Left Arm: 44
Left Torso: 42 / 18
Center Torso: 70 / 18
Right Torso: 42 / 18
Right Arm: 44
Left Leg: 59
Right Leg: 59
Weapons & Equipment:
Head:
Left Arm: PPC
Left Torso: AMS, AMS ammo, Medium Laser, Double Heat Sink x 2
Center Torso: AC/5 Ammo x 2
Right Torso: Medium Laser, AC/5, AC/5 Ammo x 2
Right Arm: PPC
Left Leg: Jump Jet x 2
Right Leg: Jump Jet x 2
Hardpoints:
Left Arm: 1 Energy
Left Torso: 1 Energy, 1 AMS
Right Torso: 1 Energy, 1 Ballistic
Right Arm: 1 Energy, 1 Ballistic
Internal Structure: Endo
Heat Sinks: 14 Double
ECM Capable?: No
Max Jump Jets: 4