Marauder II MAD-6A
- Type
- BattleMech
- Tech
- Inner Sphere
- Mass
- 100t
- Role
- Sniper
- Intro
- 3134 Dark Age
- Rules
- Standard
- Cost
- 20.6M C-bills
- Move
- Armor
- 307 pts
ER PPC ×2Medium X-Pulse Laser ×2Ultra AC/10
Technical Readout: RGv1 · Record Sheets: RG05
Compare this unit
Availability by era
2 eras · 17 factions
| Gun | Pilot | Adj BV |
|---|---|---|
| G0 | 1 | 5,468 |
| G1 | 2 | 4,781 |
| G2 | 3 | 3,977 |
| G3 | 4 | 3,124 |
| G4 | 5 | 2,367 |
| G5 | 6 | 2,036 |
| G6 | 7 | 1,823 |
| G7 | 8 | 1,610 |
| G8 | 8 | 1,515 |
Piloting rides one point worse than Gunnery, capped at Piloting 8, the conventional pairing. Regular is Gunnery 4 / Piloting 5.
Recognition notes
The MAD-6A is a 3134 rework of the 3012 MAD-4A, shifting the chassis from juggernaut to sniper while keeping the same 32 km/h cruising and 54 km/h top speed and the 90-metre jump. Where the MAD-4A carries a PPC and Medium Laser in each arm, the MAD-6A mounts an ER PPC and a Medium X-Pulse Laser in both the left and right arm, and the right torso's Large Laser is replaced with an Ultra AC/10. A 300 light fusion engine stands in for the earlier 300 fusion engine, and CASE now lines the left torso, absent on the original. The type carries a low, hard-to-target silhouette and hyper-extending arm actuators, and Independence Weaponry builds it at Quentin.
Armor & loadout
| Weapon / Equipment | Loc | Qty | Ammo |
|---|---|---|---|
| Bal | RT | 1 | 30 rds · 3 t in LT |
| Enr | RA · LA | 2 | |
| Enr | RA · LA | 2 |
CASE: Left Torso