75 tons · Inner Sphere · 36 variants · 2612 to 3146
General Motors put the Marauder out in 2612, and it wasn't supposed to be a classic. It was supposed to be the opening act, a new generation of BattleMechs built for long range work in a way nothing else in the Inner Sphere had really bothered to try.
Then the Star League fell, the generation it was meant to open never showed up, and the Marauder was left standing there on its own, still doing the job nobody else had been built for.
Twelve metres of machine that leans forward like it's already decided to hit something, on a silhouette nothing else in this weight class really shares. Harder to hit than the usual upright designs too, and that's on the record as an actual quirk of the chassis, not just pilots talking their own mount up over a beer.
What's actually on it is pretty straightforward.
Two Magna Hellstar particle cannons in armoured gauntlets, the same basic idea as a Warhammer's arms but mounted on ball-and-socket joints, so they can swing onto a target without the legs having to follow them.
A General Motors Whirlwind autocannon in the right torso, throwing three-round bursts of 120mm.
Those three guns are the long range battery, and they're meant to work together.
Then you've got two Magna Mk II medium lasers tucked into the same gauntlets, doing a completely different job.
They're what's left when somebody's closed the distance on you, and pretty much the entire rest of the design exists to make sure that doesn't happen.
And here's the part the brochure never mentions.
The MAD-3R has 16 single heat sinks.
Fire both Hellstars and you've spent 20 heat before you've even walked anywhere. Add the one for moving and you're at 21 against 16 dissipation, so you're already five points behind.
The old manuals phrase this as a competent MechWarrior keeping the heat under control.
What they actually mean is don't fire both.
Do it twice while running and you're three movement points down, eating a to-hit penalty and rolling dice to see if the whole machine just quietly turns itself off.
That's the Marauder in a nutshell really. It has the guns to reach out and ruin somebody's day, the chassis to make itself awkward to hit, and just enough heat management to make you think very carefully about how much of that firepower you actually want to use.
If you're choosing a variant, the MAD-3D throws the autocannon out entirely, adds four sinks and buys the fix for 107 BV.
The MAD-5S is the definitive modern sniper.
The MAD-11D is the strongest of the late builds.
And the MAD-4X with its binary lasers is a trap, no matter how good Blazers look on paper.
Most heavies in this bracket are built to trade damage somewhere in the middle of the field. The Marauder isn't, and you can see it the moment the panels come off. The two Hellstars and the Whirlwind are built to work together at long range, which is the entire point of the machine: you're doing damage through the whole approach instead of waiting for someone to arrive within arm's reach. The autocannon actually outranges the particle cannons, so it opens the account and the Hellstars join once the gap closes.
The two medium lasers are a different animal entirely. Close-in weapons, sitting there for the exact situation the rest of the design exists to prevent. If you're firing them, something has already gone wrong upstream of that decision.
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 its feet ever moving. The Hellstars are also built tough enough to survive being swung as clubs, and there are enough accounts of Marauders finishing a fight by beating something to scrap that I've stopped assuming they're exaggerated.
Now the part I actually swear about.
The Whirlwind was an afterthought, and you can tell by how it's bolted on. The linkage between the autocannon and the chassis is thin enough that one good hit in the right place takes the gun out of the fight without so much as scratching anything else. It's temperamental on a good day. Officially it's on the quirk list as an exposed weapon linkage, which is the polite version of something every tech who's ever worked one already knew before they read the manual.
The rotation rings where the torso meets the leg assemblies are the other soft spot, and I've lost count of the Marauders that have come through the bay wearing a home-welded collar around that joint, added by some tech in the field who'd clearly had the same argument with the same part one too many times.
And the HiRez tracking gear sits forward in the chassis, right where it blocks part of the pilot's own sightline, which is a genuinely strange thing to do to a machine whose entire reason for existing is seeing people a long way off before they see you.
One more, and it's the sad one. The original armour was Valiant Lamellor, eleven and a half tons of it, better than standard plate at spreading kinetic and thermal energy and lighter carrying it. Nobody alive remembers how to make it anymore. Walk down a line of old Marauders in a mercenary bay and you'll see it straight away: one torso panel a shade darker than the rest, a leg that doesn't quite match the arm, wherever the original plate finally gave out and somebody bolted on whatever was actually available that week. You can read a machine's whole service record off its skin if you know where to look, and on a Marauder that record is usually written in mismatched armour.
The MAD-3R runs 16 single heat sinks. Two Hellstars cost 20 heat. Walking costs one more. That's 21 against 16 dissipation, so you're five points up a turn doing the exact 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's two on, one off, or one Hellstar plus the autocannon and lasers as your sustainable output. Decide which before the game starts, not on turn three when the dice are already in your hand. It's also the best single argument for the MAD-3D: drop the troublesome Whirlwind entirely, put four more heat sinks in the space it leaves behind, and land within a point of heat neutral on the same guns for 107 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 for the firepower alone, and battalion and regimental commanders liked it for the electronics on top. It was never common, though. Massed Marauders could break an enemy line properly whenever anyone could actually gather enough of them together, and almost nobody could. House Liao fielded several hundred in total by 2828. That's the whole Confederation's holding, every last one of them, a few hundred machines spread across an entire nation's military. So they got parcelled out alongside Warhammers and Thunderbolts to pad the numbers, which is why those three keep turning up together in every account of the Succession Wars you'll read.
Then came the decline, and the variant list tells that story better than any history book bothers to. The MAD-2R from 2760 carried ER PPCs and 16 double heat sinks. It fires both main guns every single turn, forever, and never so much as notices the heat. 59 years later they built the MAD-3R with single sinks, standard cannons and less armour to carry, and that's the one that ended up on the box art. It took another 287 years before anyone put double heat sinks back into a production Marauder at all. The better part of three centuries is a long time to spend rediscovering something you'd already built once.
When the Helm Memory Core turned up, the Marauder was an obvious candidate for modernising. House Davion got there first, and then made the single most Davion mistake available to them: House Kurita took Quentin, and the Marauder factory sitting on it, during the War of 3039, and simply inherited the new variant along with the planet. The Federated Commonwealth had to go away and design an entirely second modern Marauder with a different loadout, because the enemy now owned the first one outright.
The Capellans came to it late, and sideways, and never quite by the front door. They'd never built a Marauder in their lives. Sun-Tzu Liao negotiated with General Motors personally for the rights, and what he actually paid with was permission for HildCo Interplanetary to start exporting to the Federated Suns again. It worked. And not long after, reports started drifting in from the Periphery about backwater realms fielding upgraded Marauders that nobody in any of the Great Houses could account for. Once a design's out in the world long enough, it stops belonging to whoever built it.
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.
70 tons · Mixed · 31 variants · BV 1299 to 2772
No relation, but the machine Marauders were routinely paired with because there were never enough Marauders. Cheaper, cooler, better in a brawl.
65 tons · Mixed · 30 variants · BV 1231 to 2170
The other half of that pairing. Where the Marauder reaches, the Thunderbolt absorbs.
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.