![]() 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. Publishers use these marks when books are returned to them.Marauder is an iconic Inner Sphere Heavy Mech. Remainder Mark - A remainder mark is usually a small black line or dot written with a felt tip pen or Sharpie on the top, bottom, side page edges and sometimes on the UPC symbol on the back of the book.If excessively worn, they will be marked as "tray worn." Flat trays for SPI games are not graded, and have the usual problems.If excessively worn, they will be marked as "card worn." The cardboard backing of miniature packs is not graded.In most cases, boxed games and box sets do not come with dice.Due to the nature of loose counters, if a game is unplayable it may be returned for a refund of the purchase price. Boardgame counters are punched, unless noted.Major defects and/or missing components are noted separately.Example, EX+ is an item between Excellent and Near Mint condition. A "plus" sign indicates that an item is close to the next highest condition.When only one condition is listed, then the box and contents are in the same condition. Boxed items are listed as "code/code" where the first code represents the box, and the second code describes the contents.
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