Marshal

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This article is about the BattleMech. For the military rank, see Marshal (rank). Template:InfoBoxBattleMech

Description[edit]

When the Treaty of Taurus was signed, it established the New Colony Region in cooperation between the Magistracy of Canopus and the Taurian Concordat and also created the Colonial Marshals to police this area and protect its citizens. Even with the spirit of cooperation, the most that could be provided to the Colonial Marshals were older BattleMechs in various states of disrepair. To remedy the problem, Taurus Territorial Industries was commissioned by Protector Jeffrey Calderon to build the Marshal, which would see service in both the Colonial Marshals and the Taurian Defense Force.[1] [2]

Weapons and Equipment[edit]

The Marshal uses a standard internal structure and a standard Magna 220 fusion engine that gives it a top speed of 64.8 km/h while also giving the 'Mech a great deal of survivability. The Marshal's mobility is augmented with four Rawlings 55 jump jets that let it jump up to 120 meters. For protection, the Marshal carries 10 tons of Durallex Medium ferro-fibrous armor, giving it nearly the maximum amount of protection possible, though some critics have complained about the difficulty of replacing such advanced armor in the field.[1] [2]

With an eye towards long isolated deployments the Marshal carries a weapons mix of mostly energy weapons. The only ammunition dependent weapons carried are two Sperry Browning machine guns for crowd control and anti-infantry combat, and a Delta Dart LRM-5 launcher to give it some long-range firepower. The 'Mech primarily depends on its Sunglow Type 2 large laser for long-range firepower and a Diverse Optics Type 27 medium pulse laser and a Diverse Optics Type 18 medium laser for short-range combat. Finally, for clearing woods and also useful as an anti-infantry weapon, the Marshal has a Hotshot flamer.[1][2]

Variants[edit]

  • MHL-2L
    By switching to double heat sinks, the 2L model of the Marshal is able to upgrade the LRM-5 launcher to a much more powerful LRM-15 launcher, tripling the damage capability of the Marshal's long range missile launcher and greatly increasing its combat effectiveness. BV (1.0) = 1,169[3], BV (2.0) = 1,313[4]

Design Quirks[edit]

The Marshal is subject to the following Design Quirks:[8]


Gallery[edit]

References[edit]

  1. 1.0 1.1 1.2 Cite error: Invalid <ref> tag; no text was provided for refs named TRO:3060
  2. 2.0 2.1 2.2 The Periphery, Second Edition, p. 104 "Rules MHL-1X Marshal"
  3. Cite error: Invalid <ref> tag; no text was provided for refs named CO
  4. Record Sheets: 3060 Unabridged, p. 145
  5. Record Sheets: 3145 New Tech, New Upgrades, p. 130
  6. Record Sheets: 3060 Unabridged, p. 146
  7. Operational Turning Points: Fronc Reaches, p. 40 "Marshal MHL-6FR"
  8. BattleMech Manual, p. 93 BattleMech Quirk Table - Marshal Entry.

Bibliography[edit]