Marauder II MAD-10D
- Type
- BattleMech
- Tech
- Mixed
- Mass
- 100t
- Role
- Skirmisher
- Intro
- 3141 Dark Age
- Rules
- Advanced
- Cost
- 29.87M C-bills
- Move
- Armor
- 304 pts
ER PPC ×2Medium X-Pulse Laser ×2Large Re-engineered Laser
Technical Readout: RGv1 · Record Sheets: RG05
Compare this unit
Availability by era
2 eras · 1 faction
| Gun | Pilot | Adj BV |
|---|---|---|
| G0 | 1 | 6,332 |
| G1 | 2 | 5,537 |
| G2 | 3 | 4,605 |
| G3 | 4 | 3,618 |
| G4 | 5 | 2,741 |
| G5 | 6 | 2,357 |
| G6 | 7 | 2,111 |
| G7 | 8 | 1,864 |
| G8 | 8 | 1,754 |
Piloting rides one point worse than Gunnery, capped at Piloting 8, the conventional pairing. Regular is Gunnery 4 / Piloting 5.
Recognition notes
The MAD-10D rebuilds the Marauder II around stand-off firepower, trading the MAD-4A's Juggernaut role of 3012 for a Skirmisher's brief in 3141. Where the original mounts a PPC and Medium Laser in each arm, this variant carries an ER PPC and Medium X-Pulse Laser in both the left and right arms, and a Large Re-engineered Laser replaces the Large Laser in the right torso. A 400 Inner Sphere XL fusion engine replaces the 300 fusion engine, lifting cruising speed from 32 to 43 km/h and top speed from 54 to 65 km/h, and jump range extends from 90 to 120 metres. Endo-composite internal structure and 20 Inner Sphere double heat sinks replace the standard structure and 29 single heat sinks of the earlier machine. It remains a command 'Mech with a low, hard-to-target silhouette and hyper-extending arm actuators, built by General Motors at Kathil.
Armor & loadout
| Weapon / Equipment | Loc | Qty | Ammo |
|---|---|---|---|
| Enr | RT | 1 | |
| Enr | RA · LA | 2 | |
| Enr | RA · LA | 2 |