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Marauder Fact Sheet

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13th Marauder Detatchment
 
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General Information
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As an elite task force Marauders are Mobile Infantrymen specially trained in the use of heavy armour and weapon platforms.

There are many variations of Marauders in cannon, though on the server we have two distinct types; The Aegis Mark II, a personal suit which can be equipped with a shoulder-mounted launcher and Minigun; and the Bipedal Walker, a large mech loaded with an entire arsenal of weaponry and sensors.

Due to their specialised training and equipment costs Marauders are expensive assets to any battalion.
These men and women have served a minimum of two years in the Mobile Infantry, and have also been picked and selected for the training programme based on their performance and adequacy for the role. A single Marauder is able to turn the tide of a fight, taking and dealing back a substantial amount of damage compared to normal Infantry. As such they are more likely granted biotech limbs and should be supported and protected when on the field.
 
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Chain of Command
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  • On Ship:
Marauder ranks up to 'Master Specialist' are considered as 'enlisted'. Only the division's Captain and Technical Sergeant have power (Technical Sergeant being equal to a Staff Sergeant). Marauder promotions up to 'Specialist' rank, NJPs or otherwise by MI NCOs can be carried out as normal, but these changes should be forwarded to the XO and/or CO of the division A.S.A.P.
  • During A Mission:
Marauders do not lead nor give orders. The only command Marauders have is over their suit, and ensuring it returns home in one piece.
Despite whatever rank they may have all should follow the command of whoever is placed in charge. This means that even the Tech Sergeant should follow a Corporal, if said Corporal was assigned as their drop or squad leader. The only exception to this is when the most senior Marauder on the drop exercises their right to call their other Marauders back or belay an order. However, this should only be done when the need for it arises.

I.e. The highest ranking Marauder may recall their comrades to take an alternative route from the Infantry, around otherwise impassable terrain, such as a swamp, or a path that is too narrow / belay an order which may needlessly endanger their Marauder or render their suit unretrieveable.
 
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Additional Notes
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  • Support Role:
Although a Marauder unit can be equipped with a large arsenal of heavy weapons, often used as sentry guns to hold the line and deliver firepower, at the end of the day they are primarily a support faction for the standard MI trooper. As such Marauders should focus on thinking up ways to aid the mission effort, from simply carrying heavy equipment to providing assistance with mobilty and shielding.
In short: Work on supporting the MI more than being a glorified turret. Create entrances, use the winch, screen incoming fire with objects, haul wounded... etc.
  • Repairing / Replacing Equipment:
It must be noted that Marauder equipment is expensive and made to order, so when a piece of equipment is damaged it is often very difficult or outright impossible to 'just replace it' on the fly. Unless specifically requested no supply drops ever will just 'happen to contain' a replacement minigun, part, belts, Y-Racks or even armoured plates. If a Marauder does somehow happen to get replacement parts it would also take time to disassemble and repair the suit.
In short: If your suit is damaged no you can not just 'find' a spare piece of x 'laying around'.
  • Scuttling suits:
Needless to say a lot of money goes into the suits and mechs, which is why the Marauder is trained and tasked with not only being in charge of them but also bringing them back in one piece. This means the desicion to scuttle a suit should not be made lightly. If it can be picked up by friendly units and returned, even in pieces or heavily damaged, Marauders should simply remove the power pack and secure the suit for pickup. If it is absolutely unable to be retrieved the power pack (or alternative) should be used to detonate it and deny the enemy a valuable asset.
In short: Always try to bring the suit home in one piece. Take power packs with you. Complete scuttling should be a last resort.
 

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Aegis Mark II - Overview
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The Aegis Mark II is an air-tight and heavily protected exoframe capable of surviving in enviroments such as both space and underwater for a limited time. The arms, legs, and main body are one whole unit, with the helmet able to be unlocked and detatched. The main chest piece opens out to allow the operator entry and exit. Heavy plates are mounted around the collar, breast, shoulders, forearms, waist, thighs, shins, and boots. A winch is also present on the waist for dragging/lifting objects, other suits, or providing infantry with a line.

Armour :
While the Aegis Mark II suit is well-armoured, and can virtually brush off light-to-medium fire, heavy weapons (i.e emplacements or anti-material) will dent and eventually pierce the suit's plates with sustained fire. Likewise, the Aegis Mark II can survive light anti-personnel grenades and mines, but heavier anti-armour weapons can and will damage it. The same occurs when facing arachnids; while Cliffmites and Blasters will dent the armour, an Elite's acid and a Tanker's flames will damage the suit and endanger the operator. No amount of armour the Aegis Mark II posesses will stop an arachnid's talons if they are allowed to get close enough.

To this end the Aegis Mark II is best used as an infantry support platform, to aid and provide cover, rather than a walking tank that soaks up enemy fire.

Suit Weight : 1 tonne / 1000kg / 2200lbs (About a pallet of bricks or a sports car)
Strength : Can -directly lift- up to their own weight. Can push or pull slightly heavier weights.
Oxygen Supply : 2 Hours
Power Supply : 2-6 days (Useage dependant)

Winch Length: 100 feet


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Aegis Mark II - Equipment
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Minigun & Ammunition Pack

Spoiler

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A standard six-barrel rotary machine gun with a high rate of fire (2,000 to 6,000 rounds of 7.62×51mm per minute) weighing just short of 100lbs (45kg). It features Gatling-style rotating barrels, wired to the suit's power source, and is belt-fed from the ammunition pack with a spin-up and spin-down time of roughly one second. The weapon is carried seperately from the suit, allowing easier maintenance and the ability for the Marauder to switch should the need arise. Each barrel and component (such as de-linker and motor) can be individually removed and replaced.

 

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Set underneath the Storage Unit this pack is a large, detachable magazine box that houses the Minigun's belt-fed ammunition. Belts (the actual linked ammunition) are automatically fed in strips of 240 rounds through a belt feed (the grey metal strip), sacrificing continous rate of fire to allow the operator to eject and load the next belt up the feed should a problem occur**. These automatic packs are powered by the suit featuring an external counter and display, as well as sending this information to the Aegis Mark II helmet for the operator.

 

Should a Belt Feed break the weapon can technically still remain operational if hand-fed the ammunition belts, not too dissimilar to a machine gun crew. However, this would require a second set of hands and would be impractical to perform whilst mobile.

 

**This is a loose IC reason why the minigun SWEP only has 240 rounds, rather than continuous fire.

 

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For those interested, this video from ForgottenWeapons details and explains how a minigun works, as well as talking about its history and firing it.

 

5:10 - How a minigun operates.

13:16 - The feed and ammunition.

15:50 - How it's loaded.

 

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Y-Racks (Specialist +)

Spoiler

 

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Missile : 16 x HEDP / HEAT

 

Currently in the form of the M202 swep under the M9K Specialties tab**, and avaliable only to Specialist rank and above, the Y-Racks are two shoulder-mounted pods on either side of the operator's helmet. One Y-Rack pod can carry 8 missiles, for up to 16 in total, and fires up to 4 missiles in a single volley, for 4 volleys in total. Each pod can also only be loaded with one type of missile: Either HEDP or HEAT. In training Marauders are advised to bring only one type all around, depending on the mission, though if needed they can carry one of each.

Like the M55 launcher Marauders must be aware of and check for back-blast before clearing to fire. For extreme distances use of the helmet's HUD for aim assistance is required. If the helmet and/or visor is damaged long-range Y-Rack strikes will either be impossible or may require the use of /roll or otherwise (ultimately this is at the event runner's discretion).

Marauder Y-Racks cannot load nor fire Nuclear payloads.

** Current rule-of-thumb of Y-Rack deployment is that admins will grant players the M202 upon request. Players are then free to announce that they're "using one volley" before proceeding to fire it multiple times to simulate the actual damage it would inflict. This does not mean, however, that you can constantly fire Y-Racks at everything, all of the time, or simply spam the M202. If you do it can and will be removed at the event runner's discretion and possibly see that your Marauder is banned from having Y-Racks.

 

 

Helmet

Spoiler

 

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The Aegis Mark II has an integrated helmet and display sight system, complete with air filters for when the suit's internal oxygen tanks are not in use. The visor's HUD provides information such as:

 

  • Temperature (Both internally and externally).
  • Range finding for Y-Rack useage.
  • Supply levels, such as power, air, and ammunition.
  • Vital signs.
  • Thermal Imaging**
  • Night vision capabilities***

 

Additionally the helmet has an in-built camera and blackbox for recording engagements, which at the end of each mission are removed and securely archived in the Marauder databanks for future review. Unauthorized tampering with this equipment is strictly prohibited, and will be taken as a criminal offense under Destruction Of Federal Property and possibly Spoilation of Evidence.

** When activated thermal imaging can give a rough bearing of an assailant (i.e Sniper) although buildings, populated areas, and the climate can reduce the effectiveness and make it more difficult (Ultimately this is at the event runner's discretion). Range: 50km

***Flash bangs do not have any effects on the HUD while Night vision is activated or otherwise. The HUD visor processes faster than human eyes, and corrects the flash prior to the Marauder seeing it.

 

 

Power Pack

Spoiler

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Mounted just above the shoulder blades, tucked safely within the suit itself, the power pack of an Aegis Mark II suit provides enough power to the exoframe, helmet, weapons and boots to run anywhere between two days to a week (depending on useage). The unit itself is mostly stable, though under the right circumstances (such as heavy blunt-force trauma) it can blow. Such circumstances usually mean the operator is already dead, however.

In cases where the Aegis Mark II has become immobile and/or irretrievable in the field, the powerpack can also be set to detonate by either the operator or a qualified Mobile Infantry Engineer. This is the standard procedure in order to scuttle the suit and deny capture by an enemy.

 

Jetpack

Spoiler

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Mounted just above the shoulder blades jump jets provide Marauders with a means of scaling 1-story heights or softening high falls. Due to the weight of an Aegis Mark II suit, however, they offer very little horizontal movement. They are not strong enough to propell them on top of entire buildings or over chasms. Excessive and continuous use of the jump jets will quickly deplete the power pack, shortening its lifespan to a few days.

 

Storage Compartment

Spoiler

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An air-tight storage unit mounted on the back just below the bulk of the Jump Jets. These storage units typically contain a Morita Carbine, a set of Mobile Infantry armour, and standard helmet should the operator be forced to abandon their suit (ie. It becomes immobile). Other items may also be stored here, such as extra ammunition, repair tools, or survival supplies.

 

Magnetic Boots

Spoiler

Fitted with magnetic stabilizers an Aegis Mark II suit can anchor down on any metal surface when needed. This can provide stabilization during combat, increased resistance to knock-backs, or can enable them to stick to a metal surface in zero-gravity enviroments. Extended use of the Magnetic stabilizers however can and will deplete the power pack more quickly.

 

Emergency Release

Spoiler

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Two emergency release levers can be found both internally, at the groin, and externally, underneath the ammunition pack. Once pulled it irreversably forces the chest piece to detatch and the power pack to shut down, immobilising the suit and freeing the operator. For safety and security the internal lever is guarded by a slider which must be removed for it to be pulled, while the external requires a secure metal panel to be opened in order to reveal it.

 

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(Senior Specialist +)

M9 ‘ChickenHawk’ - Overview

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chickenhawk.png

( Reference: https://prnt.sc/g5y3y3 )

Operating on a newly developed chassis the M9 ‘ChickenHawk’ is designed as a lightly armoured weapons platform, with four standard hardpoints capable of mounting different weapons, configurable for various mission roles from all-out-assaults to support and reconnaissance. A polar-opposite of the heavier M8 ‘Ape’ with a longer-ranged punch and greater agility, though being unable to stand up to lot of punishment in comparison. Like other Marauder exoframes the M9 ‘ChickenHawk’ is environmentally sealed and can survive the vacuum of space for a limited duration. As one of the newer Marauder projects, the M9 ‘ChickenHawk’ is also outfitted with more up-to-date surveillance technology and a longer-lasting power pack.

 

Armour:

Being a light weapons platform the M9 ‘ChickenHawk’ is under-armoured compared to its brethren. Although it can still brush off light-to-medium, any sustained and/or or heavy weapon fire (i.e. emplacements or anti-material) will damage it. Likewise, anti-personnel grenades and mines will brush off the M9 ‘ChickenHawk’ and heavier anti-armour weapons will damage and possibly destroy it outright. The same occurs when facing arachnids; Attacks from Cliffmites and Blasters can dent, though Elite's acid and a Tanker's flames will most certainly destroy it. If brought in close combat no amount of armour the M9 ‘ChickenHawk’ possess will stop an Arachnid’s talons.

 

Suit Weight : 8 tonne / 8,000kg / 17,600lbs (About an unloaded, car-sized excavator)
Strength : Can lift an additional 0.75 tonne / 750kg / 1,650lbs
Oxygen Supply : 4 Hours
Power Supply : 8-12 days (Usage dependant)
Winch Length : 100 feet

 

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M9 ‘ChickenHawk’ - Equipment

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Sixgun Rotary Cannon

T.B.F.
Y-Rack Missile Launcher

T.B.F.

Hel Flamer

T.B.F.

Jump Jets

T.B.F.

Sensors, Radars & Equipment

T.B.F. (See: Vehicle Equipment. )

 

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(Non-Player / Event Only)

M8 ‘Ape’ Marauder – Overview

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Ape.png

(Reference: https://prnt.sc/g5y3ty )

As a precursor of the Aegis Mark II the M8 ‘Ape’ is one of the oldest and most well-known Marauder projects, deriving its nickname from its elongated arms and slightly hunched hull - One that is both environmentally sealed, able to survive the vacuum of space for a limited duration, and very well armoured. It contains a variety of weapons and systems designed specifically to combat Warrior bugs and related sub-species, though lacks the range and hard-hitting power to deal with larger Arachnid classes. Another drawback is mobility: Tougher than the Aegis Mark II, and equipped with much larger weaponry, the combined weight and size of such puts stress on its older exoframe making it less mobile and unable to lift as much.

 

Armour:

Being a hardened walker the M8 ‘Ape’ is exceptionally armoured, so nothing short of repeated sustained fire from heavy weapons (i.e. emplacements or anti-material) would dent. Likewise light anti-personnel grenades and mines can be brushed off, with only heavier anti-armour weapons able to damage it. The same occurs when facing arachnids to a degree; While the armour can brush off fire from Cliffmites and Blasters, an Elite's acid or Tanker's flames will still damage the 'Ape' and endanger the operator, albeit more slowly. Finally, although the M8 ‘Ape’ armour can survive one or two brief encounters with an Arachnid’s talons, it will eventually give out under prolonged and/or repeated assaults.

 

Suit Weight : 10 tonne / 10,000kg / 22,000lbs (About a small truck that’s fully loaded)
Strength : Can -directly lift- up to 0.5 tonne (About a metal safe or a small boulder).
Oxygen Supply : 4 Hours
Power Supply : 2-4 days (Usage dependant)
Winch Length : 100 feet

 

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M8 ‘Ape’ Marauder – Equipment

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Claws & Ape Special
T.B.F. (Reference: https://prnt.sc/g7695f )
Derringer Light Rotary Cannon
T.B.F.
Hellseed Y-Rack
T.B.F.
Jump Jets
T.B.F.

Sensors, Radars & Equipment

T.B.F. (See: Vehicle Equipment. )

 

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