Marshal MHL-2L



Marshal MHL-2L



BattleMech Technical Readout


Type/Model: Marshal MHL-2L
Tech: Inner Sphere / 3050
Config: Biped BattleMech
Rules: Level 2, Standard design
   
Mass: 55 tons
Chassis: Earthwerk GRF Standard
Power Plant: 220 Magna Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: 4 Rawlings 55 Standard Jump Jets
   Jump Capacity: 120 meters
Armor Type: Durallex Medium Ferro-Fibrous
Armament:
1 Diverse Optics Type 18 Medium Laser
1 Diverse Optics Type 27 Medium Pulse Laser
1 Diverse Optics Type 30 Large Laser
2 Sperry Browning Machine Guns
1 Hotshot Flamer
1 Delta Dart LRM 15
Manufacturer:    Taurus Territorial Industries
   Location:    Taurus
Communications System:    Neil 9000-A
Targeting & Tracking System: Octagon Tartrac System C
Overview:

         The Treaty of Taurus, recently signed with the Magistracy of Canopus, requires the Taurian Concordat to provide members of its Colonial Marshals force with BattleMechs and technical support. The Concordat’s initial practice of issuing each marshal the ‘Mech most conveniently available at the time of his posting, however, meant that many marshals received substandard machines. To remedy this problem, Concordat leader Jeffrey Calderon commissioned Taurus Technical Industries to develop a ‘Mech specially suited to the Colonial Marshals’ needs. The MHL-1X Marshal promises to be an exceptional boon to the marshals and the Taurian military.

Capabilities:

         The Marshal is a versatile medium-weight ‘Mech with exceptional armor, endurance and firepower. It is somewhat slow for a ‘Mech of its class, though its leg-mounted jump jets enable it to traverse difficult terrain with ease. Ten tons of ferro-fibrous armor give the ‘Mech excellent protection, though some critics complain that the difficulty of repairing ferro-fibrous armor in the field makes the armor a poor choice.
         In recognition of the scarcity of ammunition on the worlds patrolled by the Colonial Marshals, the new ‘Mech’s arsenal features a broad spectrum of energy weapons favored for their reliability. Large and medium lasers and medium pulse lasers comprise the core of the Marshal’s armament, which also features a torso-mounted flamer that is ideal for non-combat uses as well.
         Both arms of the Marshal are equipped with fully articulated hand actuators, which make the ‘Mech a helpful construction vehicle in peacetime. For anti-personnel and riot duty, the ‘Mech is equipped with a pair of lethal SperryBrowning machine guns. A single LRM-5 rack provides the Marshal with long-range firepower.

Variants:

         The Capellan Confederation’s alliance with the Taurian Concordat has netted them the Concordat’s most recent ‘Mech design which the Confederation has retrofitted with new technology.

Deployment

         Production of the Marshal began in 3059. Barring any major delays, all Colonial Marshal units are expected to be fully equipped with the new BattleMechs by the end of 3060. After that, newly produced Marshals will be issued to the Taurian Defense Force. All of the Marshal’s components are manufactured in or near the Concordat, virtually ensuring that spare parts for Marshals will be readily available.


Type/Model: Marshal MHL-2L
Mass: 55 tons
Equipment:   Crits Mass
Internal Structure: 91 pts Standard 0 5.50
Engine: 220 6 10.00
   Walking MP: 4    
   Running MP: 6    
   Jumping MP: 4    
Heat Sinks: 11 Double [22] 9 1.00
   (Heat Sink Loc: 2 LT, 1 RT)
Gyro:   4 3.00
Cockpit, Life Support, Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H, R: Sh+UA+LA+H 16 .00
Armor Factor: 179 pts Ferro-Fibrous 14 10.00
   (Armor Crit Loc: 1 HD, 4 LA, 3 RA, 3 LT, 2 RT, 1 CT)

    Internal Armor
    Structure Value
  Head: 3 9
  Center Torso: 18 26
  Center Torso (Rear):   8
  L/R Side Torso: 13 20/20
  L/R Side Torso (Rear):   6/6
  L/R Arm: 9 18/18
  L/R Leg: 13 24/24

Weapons & Equipment: Loc Heat Ammo Crits Mass
1 Medium Laser LA 3   1 1.00
1 Medium Pulse Laser RT 4   1 2.00
1 Large Laser RA 8   2 5.00
2 Machine Guns LT 0 100 3 1.50
   (Ammo Loc: 1 LT)
1 Flamer CT 3   1 1.00
1 LRM 15 RT 5 24 6 10.00
   (Ammo Loc: 3 RT)
4 Standard Jump Jets:     4 2.00
   (Jump Jet Loc: 2 LL, 2 RL)
TOTALS:   23   72 55.00
Crits & Tons Left:       6 .00

Calculated Factors:
Total Cost: 4,940,574 C-Bills
Battle Value: 1,169
Cost per BV: 4,226.33
Weapon Value: 1,206 / 1,206 (Ratio = 1.03 / 1.03)
Damage Factors:    SRDmg = 19; MRDmg = 12; LRDmg = 4
BattleForce2: MP: 4J,   Armor/Structure: 4/5
    Damage PB/M/L: 4/3/1,   Overheat: 0
    Class: MM,   Point Value: 12
    Specials: if

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