’Mech of the Week: MAD-** Marauder
Marauder. A savage warrior, usually in groups, that pillages and destroys as he moves across enemy territory. A World War II two-engine bomber/attack aircraft. A Khadoran heavy warjack that devastates foes with its twin battering rams. And perhaps the most iconic of the Unseen, a 75-ton monster that was singled out for its unique features.
And had a starring role in the first BattleTech novel,
Decision at Thunder Rift. (The main villain counts as a starring role, right?)
I’m sure there are also a number of custom variants rumbling around, as the
Marauder is rather easy to modify. One of my friends even decided to slap a Heavy Gauss Rifle on one. (Now if only I had the pull to get that thing canon. Or any pull for that matter.)
The design first appeared in the original 3025 Technical Readout, as well as the original 3050 document. Since then, it has shown up in the 3039, 3075, Project Phoenix, and 3085 TROs. As well, one variant is in the New Tech, New Upgrades 3145 Record Sheet PDF, another in the XTRO: Succession Wars, a third in
Historical Turning Points: Galtor, and finally a couple in the Bounty Hunter Dossiers.
Hailed as one of the pinnacles of BattleMech design when it arrived, the
Marauder was one of the first to step away from the purely humanoid body type and embraced a more menacing appearance. The design quickly became a favorite of both the SLDF Gunslingers and the Kurita
ronin they faced.
In 2612, the MAD-1R
Marauder entered service. Built around a standard chassis, the design mounts a Vlar 300-rated standard engine, giving it speed equivalent to the older
Black Knight. Eleven tons of ferro-fibrous armor give 85% of maximum protection in a 9, 36/10, 21/8, 22, 20 pattern (head, center front/rear, side front/rear, arms, legs respectively). Each arm mounts a Particle Cannon and a medium laser. Finally, the iconic centerline Class-5 autocannon looms over the cockpit (though placed in the right torso). One ton of ammunition feeds the autocannon, and is stored underneath it in the CASEd torso. Sixteen heat sinks struggle with the heat output (though that is something many early machines had a problem with).
The MAD-1R likely was the
Marauder that spread far and wide across the Inner Sphere and Periphery. As the Star League stumbled towards its end, in 2760 the SLDF acquired a slightly upgraded model, designated the MAD-2R. This variant upgrades the Particle Cannons to extended-models, and replaced the heat sinks with double-strength versions, making it slightly better at heat dissipation.
Now, while a number of these Marauders went on the Exodus (as evidenced by the Klondike RAT tables, as well as the
Marauder IIc), I am unsure as to how many, nor how many were left behind. Likely most, if not all, those left behind were the MAD-1R variants. At least they would have lasted longer. Eventually, the technological level dropped to that enjoyed by the late Succession Wars, and in 2819, the MAD-3R entered the scene. This model loses the CASE of the MAD-1R, and mounts eleven and half tons of standard armor in a 9, 35/10, 17/8, 22, 18 pattern. They also moved the ammunition to the left torso where it sits along waiting to be critted.
Three other variants showed up in that time period. The first was the MAD-3D in 2834, which swapped the autocannon for a large laser and four heat sinks. The second, the MAD-3M arrived in 2873, and swapped the Particle Cannons for large lasers and four heat sinks. Finally, in 2905, the MAD-3L arrived, swapping one Particle Cannon for a large laser and two heat sinks.
As the Third Succession War moved on, the arrival of Wolf’s Dragoons brought a number of Marauders back to the Inner Sphere. After they realized that affairs in the Inner Sphere were at a much lower technological level than expected, they downgraded most of them (they also created the
Marauder II in 3012). One of the few that apparently was not downgraded (much) was that of Natasha Kerensky. During the Marik Civil War (Anton’s Revolt), she was double-crossed by that time’s Bounty Hunter, who took her
Marauder as his prize (she survived, of course, and stole his Warhammer).
The
Marauder Bounty Hunter 3015 drops the engine to a VOX 255-rated model, giving it speeds similar to the ancient
Hammerhands. The addition of three jump jets completes the comparison. Armor is maximized in a 9, 36/10, 24/8, 24, 32 pattern. While retaining the MAD-1R’s arm weapons, this model mounts a third Particle Cannon in place of the autocannon, and adds a medium laser to each torso. Eighteen double-strength heat sinks (though not Clan models) still struggle with the heat output, but the fact you can jump and fire all three Particle Cannons with some dissipation to spare makes this impressive enough.
Now let’s take a trip to Galtor III. In 3025, during the waning days of the Third Succession War, Hanse Davion hatched a plan to draw the Combine to attack a fake Star League depot. Shortly before the Kuritans arrived, the Davionists stumbled on a real depot. Now instead of creating a meat grinder to wear down the DCMS, the battle of Galtor III turned into a slugfest for a real prize. Leading the battle was Margrave Sheridan Douglass of the Twelfth Vegan Rangers, under contract to House Davion. His
Marauder, designated MAD-SD, differs from a MAD-3M, by swapping the autocannon for a pair of 4-pack SRM launchers (one ton of ammunition) and one heat sink. Additionally, maximum armor was installed, differing from above by moving two points of armor from the center front to the center rear.
After the rediscovery of the Helm Core, the return of Star League technology lead to a rush of new concepts. One of the many ideas that didn’t make it all the way to full production was the MAD-4X
Marauder. The design process started in 3039, and uses twelve standard heat sinks, and six experimental freezers. An experimental endo-steel skeleton allows for some weight savings which were put into swapping the arm weaponry for binary laser cannons, and the autocannon for a 6-pack SRM launcher in each torso (with a ton of ammunition allocated for each). Twelve tons of armor provide protection in a 9, 35/10, 20/8, 22, 19 pattern.
The return of LostTech trickled down to many. Among those was the Bounty Hunter, who modified his
Marauder into its 3044 configuration. This swaps the torso-mounted Particle Cannon for a Gauss Rifle, with two tons of ammunition. The arm-mounted Particle Cannons were upgraded to extended-models. The side torso lasers were removed, and the centerline laser was moved to the head. Three heat sinks were also removed. Finally, the engine was upgraded to an extralight model.
Another variant started as a Federated Commonwealth project that, because of the War of 3039, ended up in Kuritan hands as well. Designated the MAD-5D, it seems to be an upgrade of the MAD-3D. It starts with changing the engine for an extralight model, and adding four jump jets. The Particle Cannons were upgraded to extended-models, and the medium lasers and large laser for pulses. A Class-2 Streak SRM launcher was added (one ton of ammunition is CASEd). Sixteen double-strength heat sinks moderate the heat somewhat. Fourteen tons of armor plate provides protection in a 9, 35/10, 24/8, 23, 30 pattern.
According to my records, a Baron Tamborg acquired a
Marauder that he modified into what became the MAD-3T. This design uses an extralight engine, mounts two extended-model large lasers in each arm and a centerline medium laser. Twenty-two double-strength heat sinks provide 80% of maximum heat dissipation, and armor is maximized in a 9, 35/11, 25/7, 24, 32 pattern. Finally, the machine has one ton of cargo space in the center torso. I am unsure if this is even an official design as the only place I have it is Heavy Metal Pro. I am also unsure about the intro date of 3050 (as that is base for the technology).
Speaking of 3050, let’s revisit those Clans. They had just begun their return with much fanfare. And fireworks. Sometime after their arrival, they decided to modify a few of their old machines. Or some captured ones. The
Marauder C is based on the MAD-3R (a variant that didn’t exist Pre-Exodus), and simply adds (IS) CASE, swaps the autocannon for a Clan Ultra model, and the Particle Cannons for Clan large pulses. As with all of the “C” variants from the Tukayyid pack (perhaps Twycross, too) they are underweight. In some cases, by a lot.
Two variants entered service in 3051. The first, the MAD-5M was the configuration that beat the MAD-4X out for production. Like the -5D, this variant has an extralight engine and jump jets. Armor is laid out the same as the MAD-3R, and the design mounts sixteen double-strength heat sinks. Weapons consist of a large and medium pulse laser in each arm and a Class-10 LB-X autocannon in the right torso. One ton of ammunition for the gun is stored in the CASEd left torso.
The other variant is the MAD-5S differs from the MAD-5D by lacking jump jets, mounts the armor of the MAD-3R, and uses a Gauss Rifle in place of the large pulse and Streak launcher. The gun is CASEd, and one ton of ammunition is allocated.
Project Phoenix visited the
Marauder late. It seems everyone was happy with those produced in their realms. Everyone, save House Liao. Since they didn’t have a production site, they likely had to make due with any captured from Davion raids, and any sold to them by the Mariks. And after Isisgate, Sun Tzu needed another way to get Marauders. Through some back-channel negotiations that involved the Federated Suns (who almost certainly regretted it later), he acquired the plans, and gave them to Ceres Metals to be produced.
The MAD-5L entered service in the auspicious year of 3067. This variant is built around a 300-rated standard fusion engine, and uses triple-strength myomer to increase its speed when the heat is just right. An extended-model large and extended-model medium are mounted in each arm. An extended-model Particle Cannon sits in the right torso, and a centerline Guardian ECM suite allows for the use of fourteen tons of stealth armor, laid out in a 9, 33/10, 24/8, 24, 30 pattern. Eighteen double heat sinks struggle with the heat output (heat neutral is both larges, running, and stealth active). One should be glad they got rid of heat-seeking missiles… (They did do that, right?)
At the same time, a factory in the Circinus Federation began producing Marauders on Baltazar III, apparently from WoBble espionage. (Side note: anyone know if the factory survived the Jihad and aftermath? The planet appears to have avoided a glassing by Regulan forces.) No information exists of exactly which variant was being produced.
Now, the creation of the new Liao variant appears to have spurred a slew of new designs. Six new variants finally entered service in 3068, and were immediately put into the fires of the Jihad. The first was the MAD-5R, and uses an extralight engine, seventeen double-strength heat sinks, and mounts an extended-model Particle Cannon and a medium laser in each arm. The dorsal weapon was a Class-5 Rotary autocannon (two tons of ammo in the CASEd left torso). A centerline Guardian ECM suite and a head-mounted C3 Slave unit round out the equipment. Armor is laid out in a 9, 35/10, 24/8, 23, 30 pattern.
The second is the MAD-7D. It differs from the -5R by swapping the PPCs for extended-model larges, and the mediums upgraded to extended-model versions. The Slave unit and one heat sink were removed, and a six-ton targeting computer installed. The third is the MAD-5T, which takes the -7D and swaps the lasers for pulse versions, moves the ammunition to the right torso (the CASE moved too), removes the ECM suite, increases the targeting computer by one ton, drops two heat sinks and uses an endo-steel skeleton.
Fourth is the MAD-9S, built on an endo-steel skeleton and using a light engine. Fourteen double-strength heat sinks struggle with the weapons-load of an extended-model Particle Cannon and extended-model medium laser in each arm, a Class-10 LB-X autocannon in the dorsal position, and a head-mounted flamer. A Guardian ECM suite and a Beagle Active Probe round out the equipment placed on this model. The armor is laid out in a 9, 35/10, 24/8, 22, 23 pattern.
The last two variants to arrive in 3068 came out of Ronin Incorporated on Wallis. The MAD-9M was based on the earlier failed MAD-4X model. This model uses a standard skeleton and an extralight engine. The old Blazer emitter housings were used to install twin extended-model large lasers in each arm. A 6-pack Streak SRM launcher was placed in each side torso. One ton of ammunition is tied to each launcher. Sixteen double heat sinks struggle with the heat output. A TAG system was placed in the head, and a Guardian ECM suite is in the center torso. Ferro-fibrous armor provides protection in a 9, 34/11, 23/8, 23, 31 pattern. Shortly thereafter, the MAD-9M2 was created which swaps the large lasers for a Heavy-class Particle Cannon in each arm.
In 3070, the MAD-6L was introduced. Taking the -5L, the designers removed three heat sinks and all the weaponry, and replaced them with a Plasma Rifle in each arm, and a Particle Cannon in the dorsal slot.
In 3071, the Blakists finally unveiled their variant, the MAD-9W. The design uses a 225-rated light engine with a heavy-duty gyroscope. Five improved jump jets give the design impressive maneuverability. Sixteen double-strength heat sinks struggle with the heat load generated by the extended-model large laser and medium pulse in each arm and the dorsal-mounted Snub-Nose Particle Cannon. An improved C3 unit allows for increased communication. Armor is laid out in a 9, 30/11, 24/6, 21, 24 pattern. When the Jihad finally collapsed, the surviving nations showed much disdain for any Blakist-produced items, and in 3080, the MAD-9W swapped the improved unit for a C3 Slave and a Guardian ECM Suite.
One last variant has made itself known. Several clues seem to indicate it was built by House Davion, though where exactly, and whether that plant is now in other hands is unknown. The MAD-9D is built around an endo-composite skeleton (which is halfway between a standard and endo-steel chassis) and uses the same 300-rated extralight engine as the MAD-7D. An extralight gyroscope provides some weight savings. A Clantech extended-model large laser and an Inner Sphere extended-model medium pulse laser are mounted in each arm. Another medium x-pulse laser is mounted in the head. The dorsal-mounted weapon is a Silver Bullet Gauss Rifle, with two tons of ammunition. Sixteen double heat sinks struggle with the heat output, but a left-torso mounted Radical Heat Sink System provides some assistance. Note, overuse of that system will end badly, as it is as finicky as MASC.
Using one of these does depend on the variant you use. Some are much shorter-ranged than others. The one thing they all seem to have in common is they run hot. So keep an eye on your heat scale, and be smart with your weapons fire. Alpha Strike as a last resort (or if you are in the duct tape stage, as a last act of defiance). Also, look at your weapon ranges. Many are long and short range designs. For the -9W2 and -5R, make sure to pick a good Master unit. He will be key to coordinating your groups. As for the -9W… you are free to bring six of them to make your foe soil himself. (Trust me on this, six far jumpers that are tied together get on people’s nerves.) Be very sparing with using the -9D’s Radical Heat Sink System, as if it fails, your cooling issues become worse.
Fighting one can be a PITA. Besides the intimidating reputation, any
Marauder is a top-end heavy that brings a lot of firepower. Even those with only three guns are not to be laughed at (who laughs at twin plasmas or PPCs?). My first suggestion is to bring a lot of heavy firepower. That way you can crack the armor faster (and possibly remove the head). Secondarily, bring plasma weaponry, flamers, and/or Infernos. All
Marauders have heat issues, so taking advantage of that is always good. And with the -9D, you might even be able to overload that Radical system, causing leakage of his cooling system.
The
Marauder has been around since the beginning of BattleTech. And, at least to this point, it appears it will still be rumbling around until it ends. While some of its reputation and shine has worn off as technology stumbles forward (and at times leaps backwards) in the BattleTech universe, it still is a lethal weapon system. On top of leading directly to the
Marauder IIc and
Marauder II, the
Marauder seemed to inspire part of the
Timber Wolf (or at least part of the Inner Sphere name of
Mad Cat), and there is also a new set of Battle Armor that someone decided to model on it. And that’s without the “
Marauder series” of designs on the drawing boards at the end of the Star League.
If nothing else, the legacy of the
Marauder looms large over BattleTech.
Marauder Bounty Hunter 3015