Marauder MAD-7R
- Type
- BattleMech
- Tech
- Inner Sphere
- Mass
- 75t
- Role
- Sniper
- Intro
- 3103 Late Republic
- Rules
- Standard
- Cost
- 16.46M C-bills
- Move
- Armor
- 224 pts
ER PPC ×2Medium X-Pulse Laser ×2Light Gauss Rifle
Technical Readout: RGv1 · Record Sheets: RG06
Compare this unit
Availability by era
3 eras · 18 factions
| Gun | Pilot | Adj BV |
|---|---|---|
| G0 | 1 | 4,232 |
| G1 | 2 | 3,701 |
| G2 | 3 | 3,078 |
| G3 | 4 | 2,418 |
| G4 | 5 | 1,832 |
| G5 | 6 | 1,576 |
| G6 | 7 | 1,411 |
| G7 | 8 | 1,246 |
| G8 | 8 | 1,172 |
Piloting rides one point worse than Gunnery, capped at Piloting 8, the conventional pairing. Regular is Gunnery 4 / Piloting 5.
Recognition notes
The MAD-7R is a 75-ton sniper, cruising at 43 km/h and topping out near 65, a 3103 rework of the 2612 MAD-1R original. Where the MAD-1R mounts a PPC and a Medium Laser in each arm, this variant carries an ER PPC and a Medium X-Pulse Laser in the Left Arm and the same pairing in the Right Arm, extending its reach and sharpening close-in accuracy. The AC/5 in the right torso gives way to a Light Gauss Rifle, and a Guardian ECM suite joins CASE II in the same torso, doubling the protection the MAD-1R's single CASE offered against ammunition explosions. A lighter 300 XL fusion engine replaces the standard fusion plant, and the heat-sink count drops from 16 single to 15 double. Like the original, it is a command 'Mech with a low, hard-to-target silhouette and hyper-extending arm actuators, though it comes off the line at Bowie Industries' Carlisle plant rather than the MAD-1R's several manufacturers.
Armor & loadout
| Weapon / Equipment | Loc | Qty | Ammo |
|---|---|---|---|
| Bal | RT | 1 | 32 rds · 2 t in CT |
| Enr | RA · LA | 2 | |
| Enr | RA · LA | 2 | |
| electronicsGuardian ECM SuiteIS | RT |
CASE II: Right Torso