75 tons · Inner Sphere · 36 variants · 2612 to 3146
General Motors put the Marauder out in 2612 and it was not supposed to be a classic. It was supposed to be the start of something. A new generation of BattleMechs, attack and direct fire support, built around long range work in a way nothing else was. Then the Star League fell and the generation it was meant to open never turned up. The Marauder is what the future looked like, left standing on its own after the future was cancelled.
It is twelve metres of nothing you would call humanoid, and that was a feature. The silhouette is genuinely harder to hit than the usual upright designs, which is on the record as a quirk of the chassis and not just pilots talking themselves up.
What is actually on it. Two Magna Hellstar particle cannons in armoured gauntlets, same idea as a Warhammer but on ball-and-socket joints, so it traverses faster and covers more ground with its guns. A General Motors Whirlwind autocannon on the right torso throwing three-round bursts of 120mm. Two Magna Mk II mediums, also in the gauntlets. Every one of those weapons reaches about the same distance, which is the entire design in one sentence: it is built to hurt you before you arrive.
And the part the brochure skips. 16 single heat sinks on the MAD-3R. Two Hellstars cost 20 heat between them, walking costs one more, and you dissipate 16. The old manuals say a competent MechWarrior keeps the heat under control. What they mean is do not fire both. Two turns of the full pair and you are down three movement points with a to-hit penalty and rolling to stay switched on.
If you are choosing a variant: the MAD-3D throws the autocannon away, adds four sinks and fixes the problem for 107 BV. The MAD-5S is the definitive modern sniper. The MAD-11D is the strongest late one. And the MAD-4X and its binary lasers is a trap no matter how good Blazers look written down.
Most heavies in this bracket are built to trade damage inside medium range. The Marauder is not, and you can see it the moment you get the panels off. The two Hellstars and the Whirlwind all reach about the same distance. That is not an accident, it is the whole design: three weapons that work as one set at long range, so you are doing damage through the entire approach rather than waiting to get somewhere.
The gauntlets are the clever part. A Warhammer carries its PPCs the same way, but the Marauder's arms run on ball-and-socket joints, so it swings its guns onto a target faster and covers more of the field without moving its feet. The Hellstars are also built tough enough to survive being used as clubs, and there are enough accounts of Marauders beating something to scrap with them that I believe it.
Now the parts I actually swear about.
The Whirlwind was an afterthought. You can tell by how it is attached: the linkage between the autocannon and the chassis is thin, and one good hit in the right place takes the gun out of the fight without touching anything else. It is temperamental at the best of times. It is on the official quirk list as an exposed weapon linkage, which is the polite way of saying what every tech who has worked one already knows.
The rotation rings where the torso meets the leg assemblies are the other weak point, and enough pilots have welded improvised plate around them over the years that you stop being surprised when one comes in with a home-made collar on it.
And the HiRez tracking gear sits forward in the chassis where it blocks part of the pilot's own view, which is a strange thing to do to a machine built around seeing people a long way off.
One more, and it is a sad one. The original armour was Valiant Lamellor, eleven and a half tons of it, better than standard plate at spreading both kinetic and thermal energy and lighter with it. Nobody remembers how to make it. Every Marauder that has taken damage since has had sections replaced with whatever was going, so the older ones are patchwork now. You can read a machine's whole service history off its plating if you know what you are looking at.
The MAD-3R runs {ctx.hs_prose('MAD-3R')}. Two Hellstars cost 20 heat. Walking costs one more. That is 21 against 16 dissipation, so you are up five a turn doing the thing the machine exists to do.
| Turn | Action | End heat | What it costs you |
|---|---|---|---|
| 1 | Both PPCs, walk | 5 | Minus one walking MP |
| 2 | Both PPCs, walk | 10 | Minus two MP, plus one to hit |
| 3 | Both PPCs, walk | 15 | Minus three MP, plus two to hit, shutdown checks |
So it is two on, one off, or one Hellstar plus the autocannon and lasers as your sustainable output. Decide which before the game rather than on turn three. It is also the best single argument for the MAD-3D: it drops the troublesome Whirlwind entirely, puts four more heat sinks in the space, and lands within a point of heat neutral on the same guns for {mad3d_premium} more BV.
This is the comparison that actually matters in a 3025 game, because both are twin-PPC platforms in the same bracket. There is a full Warhammer write-up if you want the other side of it. Straight off the data: the Warhammer WHM-6R is 70 tons at BV 1299 with 18 single heat sinks. The Marauder MAD-3R is 75 tons at BV 1363 with 16 single heat sinks.
So the Warhammer is cheaper, runs cooler, and carries an SRM 6 for close work. The Marauder is better armoured (6 against 5 on the Alpha Strike card) and hits harder at long range. That is the trade. If you want a twin-PPC mech that can keep shooting, take the Warhammer. If you want one that can absorb the return fire and reach further out, take the Marauder.
Worth naming the third option too. The Black Knight BL-6-KNT is the same 75 tons at BV 1551 with 20 single heat sinks and no ammunition anywhere on the chassis. It is the better sustained energy platform. It just cannot match the Marauder's reach.
In the Star League years it was a Gunslinger Program favourite, because of the firepower, and battalion and regimental commanders liked it for its electronics. It was never common. Massed Marauders broke enemy lines properly when anyone could gather enough of them, and almost nobody could. House Liao fielded several hundred in total in 2828. That is the whole Confederation, all of them, a few hundred machines. So they got paired out with Warhammers and Thunderbolts to make up the numbers, which is why those three keep turning up together in accounts of the Succession Wars.
Then the decline, and this is the part the variant list tells better than any history book. The MAD-2R from 2760 had ER PPCs and 16 double heat sinks. It fires both main guns every turn, forever, and never notices. 59 years later they built the MAD-3R with single sinks, standard cannons and less armour, and that is the one on the box art. It took another 287 years before anyone put double heat sinks back into a production Marauder.
When the Helm Memory Core turned up, the Marauder was an obvious thing to modernise. House Davion got there first and then made the most Davion mistake available: House Kurita took Quentin and the Marauder factory on it during the War of 3039, which handed the Combine the new variant. The Federated Commonwealth had to go away and design a second one with a different loadout because the enemy owned the first.
The Capellans came to it late and sideways. They had never built a Marauder in their lives. Sun-Tzu Liao negotiated with General Motors personally for the rights, and what he traded was permission for HildCo Interplanetary to start exporting to the Federated Suns again. It worked. And not long after, reports started coming out of the Periphery about backwater realms fielding upgraded Marauders that nobody could account for.
Every verdict below is against other Marauders available in the same era, not against the rest of the game. Whether a Marauder beats a Warhammer is a real question and it has its own section above.
Nothing in its era does the chassis's job better for the money.
Does the job competently. Another variant does it better or cheaper, but there is no reason to avoid this one.
Only earns its Battle Value if you specifically need what it carries. C3, stealth, a command console, flak, jump jets.
Another variant in the same era, at no more than 3 percent above its Battle Value, matches or beats it on every Alpha Strike damage band, on armour, on structure, and carries every special ability it has. Nothing gained, something lost, no dearer.
Only the Trap tier is calculated. It is worked out from the variant data rather than decided by me, which means it is falsifiable: to argue with it you only have to name something the cheaper machine gives up. The other three are my opinion and you should treat them that way. 3 of the 36 Marauder variants fail the Trap test. The full rating scale is here, including what it deliberately does not measure.
All 36 are in the table further down. These are the ones that change how you play.
75 tons · BV 1630 · PV 40 · Sniper · 2760
Walk 4 / Run 6 / Jump 0 · 16 IS Double · 300 Fusion Engine
2x ER PPC, 2x Medium Laser, 1x AC/5
They put ER PPCs in it and had to fit double heat sinks to cope, and that accident of engineering produced the only Marauder that can fire its main guns every turn without consequence. Replaced the 1R by 2760 and nothing touched it for centuries.
75 tons · BV 1363 · PV 35 · Sniper · 2819
Walk 4 / Run 6 / Jump 0 · 16 Single · 300 Fusion Engine
2x PPC, 2x Medium Laser, 1x AC/5
The icon. Also the compromise. Tough, well shaped, and permanently one turn away from a heat problem. Field it knowing what it is.
75 tons · BV 1470 · PV 35 · Brawler · 2834
Walk 4 / Run 6 / Jump 0 · 20 Single · 300 Fusion Engine
2x PPC, 2x Medium Laser, 1x Large Laser
The Federated Suns, 2834, getting rid of the ammunition dependency entirely. The troublesome Whirlwind comes off, a large laser goes on, and four more heat sinks fill the space. Nothing to cook off and near enough heat neutral on the main guns. Mechanically the better Succession Wars Marauder.
75 tons · BV 1799 · PV 36 · Sniper · 3051
Walk 4 / Run 6 / Jump 0 · 16 IS Double · 300 XL Engine
2x ER PPC, 2x Medium Pulse Laser, 1x Gauss Rifle
Twin ER PPCs and a Gauss rifle. The best pure sniper in the family for the Clan Invasion, and the build most people picture when they say modern Marauder.
75 tons · BV 2244 · PV 42 · Sniper · 3067
Walk 4 / Run 6 / Jump 0 · 18 IS Double · 300 Fusion Engine
2x ER Large Laser, 2x ER Medium Laser, 1x ER PPC
Stealth armour, ECM, triple-strength myomer, and a standard fusion engine so it actually survives a side torso hit. Expensive, and worth it.
75 tons · BV 1877 · PV 41 · Brawler · 3068
Walk 4 / Run 6 / Jump 0 · 17 IS Double · 300 XL Engine
2x ER PPC, 2x Medium Laser, 1x Rotary AC/5
Rotary AC/5, ECM, CASE and a C3 slave, and it undercuts the 7D on Battle Value while giving up none of what the 7D carries. The pick of the Jihad Marauders whether or not you run a C3 network.
75 tons · BV 2263 · PV 41 · Sniper · 3140
Walk 4 / Run 6 / Jump 0 · 17 IS Double · 300 XL Engine(IS)
2x ER PPC, 2x Medium X-Pulse Laser, 1x Silver Bullet Gauss Rifle
Silver Bullet Gauss, X-pulse lasers, CASE II. The strongest late-era Marauder you can field without reaching for a named machine.
75 tons · BV 1453 · PV 33 · Brawler · 3039
Walk 4 / Run 6 / Jump 0 · 18 Single · 300 Fusion Engine
2x Binary Laser (Blazer) Cannon, 2x SRM 6
Binary laser cannons. Enormous heat for large laser damage, and no long-range punch at all on the Alpha Strike card. The experiment that proves why nobody else fitted Blazers. Beaten outright by the MAD-SD (Douglass), which costs 6 more BV but gives up nothing it carries.
Piloting one. The Marauder wants a long firing lane and a reason for the enemy to come to it. Pick your ground first, because at 4/6 you are not repositioning out of a bad decision. Keep one PPC in reserve on hot turns rather than alphaing and then spending two turns useless. Partial cover suits it well given the armour already on the chassis.
Fighting one. Close the distance and make it move. Every hex it walks is heat it cannot spend on guns, and inside short range the twin PPC fit is doing less work than almost anything it is facing. The arms are the target: both main guns are mounted there, so an arm hit takes half the mech's output off the field. Against XL-engined fits from the Clan Invasion onward, the side torso is the kill.
Common mistakes. Running it forward with the rest of the lance, treating the autocannon as a real weapon rather than incidental damage, and alphaing on turn one. The 3R in particular punishes all three.
Worth knowing if you run solo games with our AI opponent: the Marauder does not have one behaviour, it has several, because the engine reads each variant's role tag rather than the chassis name.
The practical upshot is that swapping a 3R for a 3D in an enemy lance changes the whole shape of the game, not just the damage numbers. If a scenario is feeling static, that is the dial to turn.
Damage figures are the Alpha Strike short, medium and long values. BV is Battle Value 2.0.
| Variant | Intro | BV | PV | Role | Weapons | S/M/L | Verdict |
|---|---|---|---|---|---|---|---|
| Star League | |||||||
| MAD-1R | 2612 | 1420 | 37 | Sniper | 2x PPC, 2x Medium Laser, 1x AC/5 | 2/3/3 | Worth it |
| MAD-2R | 2760 | 1630 | 40 | Sniper | 2x ER PPC, 2x Medium Laser, 1x AC/5 | 4/4/3 | Worth it |
| Early Succession War | |||||||
| MAD-3R | 2819 | 1363 | 35 | Sniper | 2x PPC, 2x Medium Laser, 1x AC/5 | 2/3/3 | Solid |
| C | 2827 | 1711 | 36 | Sniper | 2x Large Pulse Laser, 2x Medium Laser, 1x Ultra AC/5 | 3/3/3 | Situational |
| MAD-3D | 2834 | 1470 | 35 | Brawler | 2x PPC, 2x Medium Laser, 1x Large Laser | 3/3/2 | Worth it |
| MAD-3M | 2873 | 1335 | 34 | Brawler | 2x Large Laser, 2x Medium Laser, 1x AC/5 | 3/3/1 | Situational |
| Late Succession War - LosTech | |||||||
| MAD-3L | 2905 | 1369 | 35 | Brawler | 1x Large Laser, 2x Medium Laser, 1x PPC, 1x AC/5 | 3/3/2 | Situational |
| (Bounty Hunter-3015) | 3015 | 1919 | 45 | Juggernaut | 3x PPC, 5x Medium Laser | 4/5/3 | Situational |
| Late Succession War - Renaissance | |||||||
| MAD-SD (Douglass) | 3025 | 1459 | 39 | Brawler | 2x Large Laser, 2x Medium Laser, 2x SRM 4 | 4/4/0 | Situational |
| MAD-4X | 3039 | 1453 | 33 | Brawler | 2x Binary Laser (Blazer) Cannon, 2x SRM 6 | 3/3/0 | Trapbeaten by MAD-SD (Douglass) |
| (Bounty Hunter-3044) | 3044 | 2103 | 41 | Sniper | 2x ER PPC, 3x Medium Laser, 1x Gauss Rifle | 4/4/4 | Situational |
| MAD-5D | 3047 | 1787 | 37 | Skirmisher | 2x ER PPC, 2x Medium Pulse Laser, 1x Streak SRM 2, 1x Large Pulse Laser | 4/4/2 | Solid |
| Clan Invasion | |||||||
| MAD-5M | 3051 | 1471 | 33 | Skirmisher | 2x Large Pulse Laser, 2x Medium Pulse Laser, 1x LB 10-X AC | 4/4/1 | Solid |
| MAD-5S | 3051 | 1799 | 36 | Sniper | 2x ER PPC, 2x Medium Pulse Laser, 1x Gauss Rifle | 4/4/4 | Worth it |
| MAD-5CS | 3052 | 1648 | 36 | Sniper | 2x ER PPC, 2x Medium Pulse Laser, 1x LB 10-X AC | 4/4/3 | Solid |
| MAD-5D-DC | 3055 | 1787 | 35 | Brawler | 2x ER PPC, 2x Medium Pulse Laser, 1x Large Pulse Laser, 1x Small Pulse Laser | 3/3/2 | Situational |
| Civil War | |||||||
| MAD-5L | 3067 | 2244 | 42 | Sniper | 2x ER Large Laser, 2x ER Medium Laser, 1x ER PPC | 3/3/2 | Worth it |
| Jihad | |||||||
| MAD-5R | 3068 | 1877 | 41 | Brawler | 2x ER PPC, 2x Medium Laser, 1x Rotary AC/5 | 4/4/2 | Worth it |
| MAD-5T | 3068 | 1750 | 37 | Brawler | 2x Large Pulse Laser, 2x Medium Pulse Laser, 1x Rotary AC/5 | 5/5/0 | Solid |
| MAD-7D | 3068 | 1986 | 38 | Brawler | 2x ER Large Laser, 2x ER Medium Laser, 1x Rotary AC/5 | 4/4/2 | Trapbeaten by MAD-5R |
| MAD-9M | 3068 | 1704 | 40 | Brawler | 4x ER Large Laser, 2x Streak SRM 6, 1x TAG | 4/4/2 | Situational |
| MAD-9M2 | 3068 | 1875 | 43 | Brawler | 2x Heavy PPC, 2x Streak SRM 6, 1x TAG | 5/5/3 | Worth it |
| MAD-9S | 3068 | 1786 | 41 | Sniper | 2x ER PPC, 2x ER Medium Laser, 1x LB 10-X AC, 1x Flamer | 3/3/3 | Solid |
| MAD-6L | 3070 | 2322 | 41 | Brawler | 2x Plasma Rifle, 1x PPC | 3/3/1 | Situational |
| MAD-7D (Von Staskov) | 3070 | 2150 | 40 | Skirmisher | 2x ER PPC, 2x Medium Laser, 1x Light AC/5 | 4/4/2 | Situational |
| MAD-9W | 3071 | 1788 | 42 | Skirmisher | 2x ER Large Laser, 2x Medium Pulse Laser, 1x Snub-Nose PPC | 4/3/2 | Solid |
| MAD-7M | 3074 | 1908 | 36 | Brawler | 2x Heavy PPC, 2x ER Medium Laser, 1x LB 5-X AC | 3/4/4 | Solid |
| MAD-9W2 | 3080 | 1868 | 43 | Skirmisher | 2x ER Large Laser, 2x Medium Pulse Laser, 1x Snub-Nose PPC | 4/3/2 | Solid |
| Early Republic | |||||||
| MAD-7S | 3086 | 1903 | 38 | Sniper | 2x ER PPC, 2x Medium X-Pulse Laser, 1x Gauss Rifle | 4/4/4 | Worth it |
| MAD-2T | 3092 | 1646 | 38 | Sniper | 2x ER PPC, 2x ER Medium Laser, 1x LB 5-X AC | 3/3/3 | Solid |
| Late Republic | |||||||
| MAD-7C | 3103 | 1810 | 41 | Sniper | 2x ER PPC, 2x Medium X-Pulse Laser, 1x Light Gauss Rifle | 3/4/3 | Solid |
| MAD-7R | 3103 | 1832 | 38 | Sniper | 2x ER PPC, 2x Medium X-Pulse Laser, 1x Light Gauss Rifle | 3/4/3 | Trapbeaten by MAD-7C |
| MAD-9D | 3125 | 1967 | 38 | Brawler | 2x ER Large Laser, 3x Medium X-Pulse Laser, 1x Silver Bullet Gauss Rifle | 4/4/3 | Solid |
| Dark Age | |||||||
| (Bounty Hunter-3138) | 3138 | 2708 | 45 | Sniper | 2x ER PPC, 2x Medium Laser, 1x Gauss Rifle | 5/5/5 | Worth it |
| MAD-11D | 3140 | 2263 | 41 | Sniper | 2x ER PPC, 2x Medium X-Pulse Laser, 1x Silver Bullet Gauss Rifle | 5/5/4 | Worth it |
| (Red Hunter-3146) | 3146 | 2509 | 44 | Juggernaut | 2x Snub-Nose PPC, 2x ER Medium Laser, 1x Ultra AC/10 | 5/4/2 | Situational |
Availability for the MAD-3R by era, straight off the Master Unit List. Other variants differ, and the Lance Builder filters this properly if you are building to a specific year.
| Era | Available to |
|---|---|
| Early Succession War (2781 - 2900) | Inner Sphere General, Mercenary, Taurian Concordat |
| Late Succession War - LosTech (2901 - 3019) | Inner Sphere General, Kell Hounds, Mercenary, Periphery General, Wolf's Dragoons |
| Late Succession War - Renaissance (3020 - 3049) | Inner Sphere General, Kell Hounds, Mercenary, Periphery General, Wolf's Dragoons |
| Clan Invasion (3050 - 3061) | Inner Sphere General, Kell Hounds, Mercenary, Periphery General, Wolf's Dragoons |
| Civil War (3062 - 3067) | Inner Sphere General, Kell Hounds, Mercenary, Periphery General, Wolf's Dragoons |
| Jihad (3068 - 3080) | Escorpión Imperio, Inner Sphere General, Kell Hounds, Mercenary, Periphery General, Wolf's Dragoons |
| Early Republic (3081 - 3100) | Escorpión Imperio, Inner Sphere General, Mercenary, Periphery General |
| Late Republic (3101 - 3130) | Federated Suns, Lyran Commonwealth, Mercenary, Periphery General |
| Dark Age (3131 - 3150) | Mercenary, Periphery General |
| ilClan (3151 - 9999) | Mercenary, Periphery General |
100 tons · Mixed · 18 variants · BV 2024 to 3767
The 100 ton assault rebuild. Same silhouette, far more of it, and the Bounty Hunter fit is one of the most expensive machines in the game.
85 tons · Clan · 9 variants · BV 2358 to 3447
Clan Wolf built their own from the ground up on Clan tech. Lighter than the Marauder II and considerably nastier than either Inner Sphere version.
75 tons · Inner Sphere · 2 variants · BV 2127 to 2836
The Dark Age omni conversion. Two configurations, both late and both rare.
It depends on era. Before the Clans arrive, the MAD-3D at BV 1470 solves the heat problem that limits the 3R. The MAD-2R at BV 1630 is better still if Star League tech is on the table. For the Clan Invasion and later, the MAD-5S is the definitive sniper fit, and the MAD-11D is the strongest Dark Age option.
The MAD-3R carries 16 single heat sinks and its two PPCs generate 20 heat between them. Add a point for walking and you are running a five point surplus every turn you fire both. The Star League MAD-2R had double heat sinks and does not have this problem at all.
The Marauder is the 75 ton original. The Marauder II is a 100 ton assault-weight rebuild on the same silhouette. The Marauder IIC is Clan Wolf's 85 ton version built on Clan technology, and it is the most dangerous of the three. There are 65 variants across the whole family.
The 3R is close to universal through the Succession Wars, appearing across the Inner Sphere, the Periphery and the major mercenary commands. Late-era variants narrow considerably. The table above has the full per-era breakdown.
Yes, with one caveat. It is forgiving in the sense that it is well armoured and does not ask you to make fast movement decisions. It is unforgiving in that the heat management is real and you will feel it in your first game. That is arguably a good thing to learn early.
Stats on this page are generated directly from our variant database, which is reconciled against the Master Unit List for Battle Value, introduction dates and per-era faction availability. Alpha Strike damage values are the standard card figures. If you spot something wrong, tell me and I will fix it.