Marauder II

This article is about the 100-ton Wolf's Dragoons version of the Marauder. For other uses, see Marauder (disambiguation).
Marauder II
Marauder II
Production information
Manufacturer General Motors/Blackwell Industries[1]

Independence Weaponry

Production Year 3012[2][3]
Model MAD-5A
Class Assault
Cost 22,544,000 C-bills
Technical specifications
'Mech type Inner Sphere BattleMech
Mass 100 tons
Chassis GM Marauder
Armor Valiant Lamellor
Engine GM 300 XL
Communications System Blackwell Multi-Linq 55
Targeting Tracking System Dalban HiRez II
Heat Sinks 29 single
Speed 54.0 km/h
Jump Jets Chilton 600
BV (1.0) 1,725
BV (2.0) 2,058[4]


First built in 3012, the Marauder II is a successful attempt to take the firepower of the Marauder and combine it with the reliability and ruggedness of an assault chassis.[5][6]

In 3010 officers of the famous Wolf's Dragoons mercenary unit contracted with Blackwell Industries of New Valencia on the project of modifying the highly successful 75-ton Marauder into a 100-ton assault 'Mech. Working from existing plans the design phase proved to be very short, the process of reinforcing the Marauder chassis turned out to be easier than expected, enhanced by the removal of the finicky and temperamental General Motors Whirlwind Autocannon for a much simpler Large Laser. First appearing with the famous Zeta Battalion before spreading to Alpha Regiment, the Dragoons' enemies soon learned to fear the appearance of Marauder IIs as foreshadowing a major advance, as for the remainder of the Third Succession War it remained the exclusive property of the mysterious Dragoons.[5][6]

This changed after the Fourth Succession War when Colonel Jaime Wolf authorized Blackwell to increase production and allow outside buyers access, on the provision that each sale had to be approved by the Dragoons. Now spreading in limited numbers, the largest buyer outside the Dragoons would be the Miller's Marauders mercenary unit, famed for its almost exclusive use of the Marauder chassis and the secret loan of its DropShips to Zeta Battalion for their climactic rescue of the rest of the Dragoons on Crossing. When new unit commander Major Susan Barber expressed interest in the Marauder II, Colonel Wolf gave Blackwell the go-ahead to supply her with all she needed, by the Clan Invasion the now renamed Barber's Marauder II would boast almost a regiment's worth of the fearsome assault 'Mech.[6][7]

Though Barber's Marauder II would help drive the considerable interest and demand for the powerful assault 'Mech, they would also damage its seeming aura of invincibility following their ignoble destruction by Clan Jade Falcon on Koniz in June 3064. Seeking to rekindle interest in their flagship 'Mech following its disastrous showing on Koniz, GM/Blackwell noted the Vicore Industries triggered refresh of "classic" designs to develop a more powerful and visually refreshed model. The resulting MAD-4S variant was the first widely available Marauder II, Wolf's Dragoons' easing of sale restrictions partly motivated by profit but also as a means to punish the Lyran Alliance for the theft of the Blackwell developed light fusion engine, as of 3067 selling the 'Mech to all interested parties save those the Dragoons were fighting against in the Chaos March; the Word of Blake and the members of Trinity Alliance.[8]

The demand for the Marauder II would only increase in the Jihad following the Blakist destruction of GM and Blackwell's production facilities for the 'Mech as part of their vendetta against the Wolf's Dragoons, with many salvaged examples in use among the nations of the Inner Sphere in a large number of variations following the Blakists' fall, the most notable being the MAD-6D developed by the Federated Suns and shared with the Republic of the Sphere.[9]

As the Dragoons' Marauder II factory on Outreach didn't survive the Jihad, Irian BattleMechs Unlimited purchased the design plans from the Dragoons and, after retooling their Awesome lines on Irian, began producing the newly acquired design. During the Dark Age Era, the Republic of the Sphere ordered Irian to shut down many of their 'Mech production lines, including the Marauder II - however, they never ceased producing them. [10]

Weapons and Equipment[edit]

With the Marauder already a powerful and popular 'Mech, the Dragoons' goals with the Marauder II were to enhance its abilities by strengthening its chassis to carry a much heavier armor and weapons load. The 'Mech was then armored with nineteen tons of Valiant Lamellor armor, giving it protection that rivals that of the Atlas and fitted with thirteen additional heat sinks, a total of twenty-nine, to allow a more ferocious rate of fire. Retaining its progenitor's Vlar 300-rated engine, with the MAD-5A built around an extralight fusion engine to save more weight for weapons. To make up for the reduced mobility, the Marauder II was outfitted with three Chilton 600 jump jets that give it a jumping capability of up to ninety meters.[5][7][6]

Retaining only the two Magna Mk II Medium Lasers, the 5A variant of the Marauder II carries as its primary weapons a pair of Magna Firestar ER PPCs in its arms which give it a powerful long range punch compared to the 4A. The ER PPCs are backed up by a right torso-mounted Mydron Excel LB 10-X Autocannon which gives the Marauder II the tactical flexibility of using both solid and cluster rounds. Curiously the 5A is built with CASE only in its right torso, yet its three ton LB-X Autocannon ammunition bay sits in the left torso, leading some observers to suggest another projectile weapon field kit variant was being contemplated.[7]


  • MAD-4S 
    Introduced in 3064, 4S Marauder II uses the new GM 300 Light light fusion engine to make it less vulnerable to a side torso destruction. The visual aesthetic of the design was also altered to make it look even more intimidating. The 'Mech carries two Magna Firestar ER PPCs as its primary weapons and two Diverse Optics ER medium lasers for close ranges. For added punch at medium to short ranges, the 4S carries a massive Blackwell Arms Thunderfist Heavy Gauss Rifle, the design specs of the Lyran pride and joy stolen by the Dragoons in revenge for the Lyran theft of the light fusion engine technology. The jump jets are upgraded to Chilton 850 Mk. II models and the T&T system to a Dragwell HiRez IV[1] Despite this, following the Jihad the Lyrans adopted it as if it was their own.[9] BV (1.0) = 2,249;[8] BV (2.0) = 2,623[15]
  • MAD-5B 
    This 3050 variant carries the same weaponry as the standard Marauder II, but replaces the LB 10-X autocannon with a Gauss rifle. To make room for this weapon, the MAD-5B only carries sixteen Double Heat Sinks. BV (2.0) = 2,589[16][17]
  • MAD-5C 
    This version carries 32 single heat sinks. The weapons are those of a standard Marauder II but this time an Ultra Autocannon/5 is carried instead of the LB 10-X. BV (2.0) = 2,024[18][19]
  • MAD-5W 
    Developed by the Word of Blake but also used by ComStar, this 3070 variant uses a standard fusion engine. Each arm contains a Snub-Nose PPC that does its best work up close, while a heavy PPC is mounted in the body. A C3i computer helps makes this Marauder II's weapons more accurate. Perhaps the most startling feature is enough improved jump jets to move up to one hundred fifty meters in a single leap.[20] BV (2.0) = 2,383[21]
  • MAD-6A 
    Introduced during the Dark Age this variant carries an ER PPC and Medium X-Pulse Laser in each arm, while the torso weapon mount carries an Ultra AC/10 with three tons of ammunition in a CASE protected bay. Powered by a light fusion engine and equipped with a Compact Gyro, the 'Mech is protected by nineteen tons of armor and carries eighteen double heat sinks. BV (2.0) = 2,367[22]
  • MAD-6C 
    This Marauder II carries three ER PPCs and two ER medium lasers. What truly makes it frightening to opposing pilots is the fact it carries maximum armor and uses a Compact Gyro to carry twenty-two double heat sinks, enough to allow it to fire its main battery with very little heat buildup. BV (2.0) = 2,346[23]
  • MAD-6D 
    Based on the standard MAD-5A Marauder II, this variant uses an XL Engine to provide power. The weapons have been replaced with Snub-Nose PPCs, Light PPCs, and a Rotary AC/5. Three tons of ammunition in a CASE protected bay provides plenty of endurance. The single heat sinks were traded out for double heat sinks, and Improved Jump Jets provide a 150 meter jump radius. BV (2.0) = 2,378[24]
  • MAD-6S 
    This variant was introduced in the Dark Age. It has a top speed of 54 km/h and a 90 meter jump radius. Powered by a light fusion engine it carries an ER PPC and medium pulse laser in each arm. A Gauss rifle is carried in the right torso, and is protected by CASE. It also carries a forward facing ER small laser and a head-mounted anti-missile system that covers the 'Mech's rear. Seventeen double heat sinks deal with the heat. BV (2.0) = 2,546[26]
  • MAD-10D 
    Produced for the AFFS this variant uses an XL Engine, XL Gyro, and Endo-Composite skeleton to save weight. The arms mount a Clan-spec ER PPC and a Medium X-Pulse Laser, while a Large Re-Engineered Laser is fitted to the torso. Four jump jets allow it to cover 120 meters in a jump and the 'Mech can reach a top speed of 64 km/h. Twenty double heat sinks are provided, and the 'Mech carries the maximum amount of armor possible. BV (2.0) = 2,741[28]
  • Marauder II
    Not to be confused with the Marauder IIC, the Marauder II C is a variant specially built for Wolf's Dragoons using Clan technology. The 'Mech is powered by a 400-rated XL Engine, which gives it a maximum speed of 64.8 km/h, matching the original Marauder; an endo steel chassis and ferro-fibrous armor offset the increased engine weight.[1] Additionally, the 'Mech is armed with two ER PPCs, two ER medium lasers, and an LB 10-X Autocannon. Finally, the Marauder II C has excellent mobility provided by its jump jets with a jumping distance of one hundred and twenty meters.[8] BV (1.0) = 2,991; BV (2.0) = 2,916[29]

Apocryphal Variants[edit]

Apocryphal Content Starts

The information after this notice comes from apocryphal sources; the canonicity of such information is uncertain.
Please view the reference page for information regarding their canonicity.

From MechWarrior Online:

  • MAD-4HP 
    PGI's take on the MAD-4H, the 4HP mounts an ER PPC and medium laser in each arm supported by quad Rocket Launcher 20s in each side torso. Built around a 300-rated standard engine and three jump jets, nineteen tons of standard armor, twenty one single heat sinks, giving it a higher heat curve but more survivability in combat than the 4H.
  • MAD-AL "Alpha"
    PGI's Marauder II Hero 'Mech features a unique loadout - an Ultra AC/10 in each arm supported by a pair of left torso-mounted Streak SRM-6 launchers and twin Medium Pulse Lasers in the right torso. Built around a 300-rated XL Engine, the Hero 'Mech features a Beagle Active Probe, three jump jets, nineteen tons of armor, three tons each of Ultra autocannon and Streak missile reloads offer reasonable endurance.

Apocryphal Content Ends

Custom Variants[edit]

  • Marauder II Bounty Hunter 
    This version is built with Clan technology similar to the Marauder II C. It uses a standard 300-rated fusion engine with sixteen tons of ferro-fibrous armor and endo steel internal structure. The 'Mech is equipped with 17 Clan double heat sinks but no lower arm actuators. It is armed with an ER PPC and two medium pulse lasers in each arm. A Gauss rifle sits in the right torso with two tons of ammunition, and a targeting computer is in the left torso for increased accuracy. It has a Clan-tech CASE system to protect the Gauss rifle, and can jump 90 meters at a time. BV (1.0) = 3,305; BV (2.0) = 3,767[30][31]

Design Quirks[edit]

The Marauder II has the following Design Quirks:[32][33]

Notable Pilots[edit]

  • The infamous Bounty Hunter owns a Marauder II customized with Clan technology, painted all green with credit symbols.

Related 'Mechs[edit]

  • Marauder - This venerable BattleMech was used as the inspiration for the Marauder II.


  • In German products, the unit's proper name was translated to Marodeur II. The model code was accordingly changed to MAR-4A.



  1. 1.0 1.1 1.2 1.3 Technical Readout: Clan Invasion, pp. 190–191: "MAD-4S Marauder II"
  2. Wolf's Dragoons, p. 109
  3. 3.0 3.1 Technical Readout: 3039, p. 302
  4. Record Sheets: 3085 Unabridged — Project Phoenix, p. 223
  5. 5.0 5.1 5.2 5.3 Wolf's Dragoons, p. 109: "MAD-4A Marauder II"
  6. 6.0 6.1 6.2 6.3 6.4 Technical Readout: 3039, p. 302: "MAD-4A Marauder II"
  7. 7.0 7.1 7.2 Technical Readout: 3050, pp. 212–213: "MAD-5A Marauder II"
  8. 8.0 8.1 8.2 Technical Readout: Project Phoenix, p. 56: "MAD-4S Marauder II"
  9. 9.0 9.1 9.2 Technical Readout: 3085, p. 268: "MAD-6D Marauder II"
  10. MechWarrior Dark Age Dossiers Pilots and Cards p. 184
  11. Record Sheets: 3039 Unabridged, p. 500
  12. Record Sheets: 3085 Unabridged — Project Phoenix, p. 220
  13. Record Sheets: 3085 Unabridged — Project Phoenix, p. 221
  14. Record Sheets: 3145 New Tech, New Upgrades, p. 197
  15. Record Sheets: 3085 Unabridged — Project Phoenix, p. 222
  16. Record Sheets: 3085 Unabridged — Project Phoenix, p. 224
  17. Recognition Guide: ilClan, vol. 5, p. 26
  18. Record Sheets: 3085 Unabridged — Project Phoenix, p. 225
  19. Recognition Guide: ilClan, vol. 5, p. 27
  20. Technical Readout: 3085, p. 268
  21. Record Sheets: Phoenix Upgrade Complete, p. 264
  22. Recognition Guide: ilClan, vol. 5, p. 28
  23. Recognition Guide: ilClan, vol. 5, p. 29
  24. Technical Readout: 3085, p. 269
  25. Record Sheets: 3085 Unabridged — Project Phoenix, p. 228
  26. Turning Points: Irian, p. 32
  27. Recognition Guide: ilClan, vol. 5, p. 30
  28. Recognition Guide: ilClan, vol. 5, p. 31
  29. Record Sheets: 3085 Unabridged — Project Phoenix, p. 230
  30. Record Sheets: 3085 Unabridged — Project Phoenix, p. 229
  31. Turning Points: Arcturus, p. 20
  32. BattleMech Manual, Fourth Printing, p. 93: "BattleMech Quirk Table"
  33. BattleMech Manual Errata (Version 6.01), p. 9: "BattleMech Quirk Table"
  34. Blood Legacy[citation needed]
  35. The Damocles Sanction ch. 9