Ship:marauder

| Marauder Class Line-Ship | |
|---|---|
| Point Cost | 375 |
| Mass | 15000 tons |
| Armor Thickness | 20 cm[1] |
| Internal Density | 0.25 cm/m |
| Component DR | 35% |
| Max Repair | 10% |
| Dimensions | 345-473x100x110 m |
| Crew Vulnerability | 75% |
| Structural Integrity[2] | 4000 |
| Radar Signature | 15745.41 m[math]\displaystyle{ ^2 }[/math] |
| Slots | 6 Mounts 6 Compartments 7 Modules |
Modifiers
Repair Team Move Speed: +20% Missile Programming Channels: +1[3]
Mounts

The Marauder has
* 8 Class 4 Mounts * 6 Class 2 Mounts * 2 Class 1 Mount
Compartments
The Marauder's compartments can be divided into 2 groups.
The Front-stack

These Compartments are all clustered right next to each other, and are normally the first compartments exposed to enemy fire as the lineship peaks out of cover, and the last under cover as it peaks back in. Compartment 1 should be Damage Control Complex, Compartment 5 should be Reinforced CIC, and Compartment 4 should be Reinforced Magazine
The Center-stack

Compartments 2 and 3 are your other big compartments; These can be your choice of Large DC Storage, Jury-Rigged Reactor, and Citadel Magazine
Modules

The Marauder has
* 1 Large Drive Module * 1 Small Drive Module * 6 3x3 Modules
Drive Setup
There are many ways to set up a Liner's drive, and the best way will depend on the role you are building the ship for.
CHI-777 Yard Drives and CHI-7700 Drive-Sundrives provide the best linear thrust (LT) and angular thrust (AT), allowing you to quickly accelerate in any direction; this is best for dodging. The AT allows you to orient your broadside mounts faster.
Sundrives and CHI-9100 Long Haul Drive provide the best top speed, allowing you to reposition at reasonable speeds.
BW1500 Drive, to save costs.
BW2000 Drive, for its power generation at the cost of every other useful stat
Civilian Reactor/Boosted Reactors fit into the small drive slots, allowing you to reclaim 3x3 modules for other uses if needed, instead of those modules containing Light Civilian Reactor.
The best drive setups for Marauders that want to move around and take part in battle is CHI-7700 Drive-Sundrives or CHI-9100 Long Haul Drive-CHI-777 Yard Drive for a little extra speed in the short term at the expense of burning down your thrusters and half acceleration buff.
Propulsion Stats
| Base Stats | |
|---|---|
| Top Speed | 23 m/s |
| Flank Speed | 34.5 m/s |
| Flank Damage Probability | 5% |
| Linear Thrust | 32 MN |
| - Side Thrusters | 40% |
| - Fore Thrusters | 100% |
| - Main Thrusters | 100% |
| Acceleration Time | 10.85 s |
| Angular Thrust | 7.5 MN |
| Theoretical Turn Rate | 7.45 deg/s |
| Actual Max Turn Rate | 0.82 deg/s |
| Estimated 180 deg Turn | 230 s |
| Estimated 180 deg Roll | 31 s |
| CHI-7700 Drive-Sundrives | |
|---|---|
| Top Speed | 25.57 m/s (+11.18%) |
| Flank Speed | 38.36 m/s (+11.18%) |
| Flank Damage Probability | 4% (-20%) |
| Linear Thrust | 41.6 MN (+30%) |
| - Side Thrusters | 40% |
| - Fore Thrusters | 100% |
| - Main Thrusters | 100% |
| Acceleration Time | 9.28 s |
| Angular Thrust | 8.4 MN (+11.96%) |
| Theoretical Turn Rate | 10.43 deg/s (+40%) |
| Actual Max Turn Rate | 0.92 deg/s (+11.96%) |
| Estimated 180 deg Turn | 207 s (-10.22%) |
| Estimated 180 deg Roll | 29 s (-7.28%) |
| CHI-9100 Long Haul Drive-CHI-777 Yard Drive | |
|---|---|
| Top Speed | 26.01 m/s (+13.09%) |
| Flank Speed | 39.02 m/s (+13.09%) |
| Flank Damage Probability | 6.25% (+25%) |
| Linear Thrust | 36.8 MN (+15%) |
| - Side Thrusters | 40% |
| - Fore Thrusters | 100% |
| - Main Thrusters | 100% |
| Acceleration Time | 10.67 s |
| Angular Thrust | 9.81 MN (+30.78%) |
| Theoretical Turn Rate | 10.8 deg/s (+45%) |
| Actual Max Turn Rate | 10.07 deg/s (+30.78%) |
| Estimated 180 deg Turn | 178 s (-22.52%) |
| Estimated 180 deg Roll | 26 s (-16.04%) |
Radar Signature: 15745.41 m[math]\displaystyle{ ^2 }[/math]
| Detected by | Detection Range (km) |
|---|---|
| R400 'Bloodhound' LRT Radar | 14 km |
| R550 Early Warning Radar | 17.17 km |
| Bulwark Huntress | 10 km |
| Ithaca Bridgemaster | 8.5 km |
| RM50 'Parallax' Radar | 9.5 km |
| RS41 'Spyglass' Radar | 11.5 km |
| RS35 'Frontline' Radar | 8 km |
| Wake Signature Strength | 600 |
| Fore-Aspect Validated by THERM | VALIDATED |
| Validated After Main Engine Shutoff | 21.25 sec |
Builds
Broadsiders:
450mm Liners
Kyanite's Liners
These consist of a Liner with 4 C65 Cannons
250mm Liners
These consist of a Liner with 4 C56 Cannons. Their salvo throw-weight of 60 250mm Bombshells is devastating to anything smaller than a Keystone, and when paired with T20 Cannon sidearms to follow up, will reliably result in an out-right K-kill.
Chargers
These consist of a Liner with 3 C56 Cannons and 1 C81 Plasma Cannon. The use of the Jury-Rigged Reactor is avoided, due to its significant reload malus for energy weapons. They trade some 250mm RPM[4] in exchange for plasma enhanced anti-capital punch-up. 3 Chargers in formation as a fleet fulfills the same role as 2 250mm Liners and 1 Throngler in a fleet.
MDLNs
These are usually armed with 3 TE45 Mass Drivers, and use a Boosted Reactor, 2 Plant Control Centers, 3 Light Civilian Reactors and 3 Energy Regulator to achieve the maximum RPM per point. Going to 4 TE45 Mass Drivers is possible, but much less point efficient per RPM due to increased use of Plant Control Centers. The use of the Jury-Rigged Reactor is avoided, due to its significant reload malus for energy weapons.
Revolvers
These are liners that use casemate guns on both sides, rotating to alternate broadsides between each reload period.
Obelisks
Zircon's Obelisks An Obelisk uses all 8 C4 mounts for 5-6 T30 Cannons and 2-3 T81 Plasma Cannons, the ratio depending on if they operate in formation or independently.[5]
Thronglers
7 or 8 T81 Plasma Cannons. The choice of 7 turrets is for power and cost reasons, and because frankly you don't need that much plasma.
Cruise Missile Liners:
These run either 8 MLS-2 Launchers or 8 MLS-3 Launchers. Rarely they will run a mix, be aware that this requires separately plotting both missiles if you want to fire them against the same target.
- ↑ With the maximum 2.5 angling multiplier, this reaches 50 cm
- ↑ Damage to Structure hitbox required to break structure
- ↑ This stat is to enable the operation of the TALS-2 'Talisman' Launcher
- ↑ Not enough to stop them from mission killing a Sprinter in one salvo with 250mm Bombshell and killing it when using T20 Cannon sidearms
- ↑ 2 T81 Plasma Cannons for formations, 3 for independent operation.


