MercTech: Marauder II

History:
The Marauder has had a legendary reputation since its introduction in the 27th Century, with its lethal combination of armor and firepower. Wolf's Dragoons, seeking to take the proven design and make into an assault-class mech, contracted Blackwell Industries, then just a components manufacturer, to modify the mech to their specifications. Now a 100 ton chassis, the Marauder II is as heavy as an Atlas, with identical armor load and top speed, while still preserving its predecessor's proven loadout, relying on twin particle cannons and medium-class lasers in its pod-like arms and, seemingly taking cue from the Davions, replacing the autocannon with a large-class laser instead. The lack of an autocannon removes any issue of ammunition dependency or explosions, making the Marauder II a true zombie that can take horrendous damage and still keep fighting. The biggest changes from the original Marauder's loadout are a large amount of additional heat sinks, comparable to an Awesome's, and the presence of Jump Jets, adding a great amount of mobility to the mech and making it the heaviest jump-capable design to exist in the Inner Sphere.

The Marauder II would remain exclusive to the Dragoons for a few decades, until they would give Blackwell permission to sell it to customers that they approve of. The mech would eventually see use within virtually all the Great Houses, and would see new variants with the latest weapons and electronics technologies well into the 32nd Century.

MAD-4A:
Structure: Standard

Armor: Standard 19 tons

Engine: Standard 300

Top Speed: 48 kph

Gyro: Standard

Heat Sinks: 29 Single Heat Sinks

Cockpit: Standard

Equipment: 2x PPCs, 1x Large Laser, 2x Medium Lasers, 3x Jump Jets

MAD-5A:
Structure: Standard

Armor: Standard 19 tons

Engine: Standard 300

Top Speed: 48 kph

Gyro: Standard

Heat Sinks: 29 Single Heat Sinks

Cockpit: Standard

Equipment: 1x LB 10-X w/ 3t ammo, 2x ERPPCs, 2x Medium Lasers