The Magnum performs best in urban environments that offer lots of cover. You'll also have to recognize that leading your relatively slow moving shells to land on mechs past 300m that can dodge is quite difficult! You can lean on your twin ER large lasers somewhat for medium to long range engagements but they'll overheat you quickly when used with the Thumper so be ready to tap that coolant key to avoid unnecessary damage. So ping your radar, quickly cycle through the targets, call out damaged assets to your teammates and only jump down into the fray below if you think you'll be able to finish off a higher value asset than yourself with your close ranged weapons. Chances are that at least some of the enemies with jump jets will come hunting for you and they'll know that your overall sustained DPS isn't the greatest. You might get lucky and get a couple more shells off but don't push it - choose to break off. But you'll already be repositioning yourself for the next shot, again using partial cover to your advantage. Your hapless target will be rocked by the massive concussive force, desperately looking for their tormentor. Exposing only the tip of your high-mounted snub-nose Thumper to possible counter-fire, you mash the fire button and immediately turn away, breaking line-of-sight while your shell satisfyingly impacts seconds later. Picture yourself piloting the Magnum with your radar set to passive on the high bridges of Zoetermeer while carefully flanking a slow moving enemy deathball that's busy trading shots with your team below. 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. 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. The one and only mech to field the diminutive Snub-Nose Thumper artillery cannon, this variant performs best at under 400m due to the somewhat steep parabolic trajectory of its main gun, which does not require deployment to fire. 6 DHS are more than suited for the task of cooling this monster of a mech. Finally, 4 ERML round out the package giving the Marauder a respectable follow up to its initial punch and finish weakened components or BA. These ensure that the other mech has to play by your rules allowing you to screen shake it as you see fit with staggered fire limiting their ability to fight back. Packing twin-linked 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. 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. As blasted patches have to be replaced with conventional armor, some Marauders now resemble metallic patchwork quilts. In the present era, the Marauder is one of the few 'Mechs to use it. Less massive and better able to distribute heat and kinetic energy than other armor types, though the secret of its manufacture has been lost. ![]() The Valiant Lamellor armor is another of the Marauder's singular features. Its 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. ![]() Its only known weakness is its legs, and its lack of jump capability. It is far different from the lumbering hulks of other mechs in its class. The Marauder’s profile is so sleek that targeting it is easier said than done. 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. Marauder is an iconic Inner Sphere Heavy Mech.
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