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MAD-4A Marauder II
  • Armament: 2 PPC, LL, 2 ML
  • Movement: 3\5\3
  • Armor: 19 tons
  • Heatsinks: 29
Advantages: Mid range firepower- 2 PPC and LL give it excellent damage out to 450 meters (540 for the PPC). All energy weapons. Well armored, rivaled only by the Atlas. Unprecedented mobility for a mech its size. It can jump 90 meters which makes it very effective in rough and urban terrain. A plethora of heatsinks. Is only going to be building heat if it fires everything or fires its main weapons and jumps.

Disadvantages: Manufactured exclusively for Wolf's Dragoons in this time period, making obtaining one, or obtaining the parts or chassis to repair it extremely difficult ( and almost impossible unless you have a very good standing with the Dragoons). Speed restricts it to taking on other assault mechs or attacking or defending a fixed or relatively fixed position.

Tactics: Its tactics are standard assault tactics, use its superior firepower and armor to control the battlefield. Your opponent is either going to need to concentrate the fire of several heavy and assault mechs, or have its own Atlas or Marauder II in order to be able to neutralize this well gunned and well armored mech. The jump jets give it a tactical maneuverability edge , especially for any opponent not expecting it and confusing it with a regular Marauder variant. Heat is still a concern, but much less so than for the standard heavy Marauder it is based off of.

- Packrat's Notes -
MAD-4A: Basically, the writers decided to make a version of the Marauder that actually lived up to the original's fluff reputation, and oh boy did they deliver. Its firepower is a liiiiitle on the light side for a 100 ton mech, but that is honestly the only flaw I can see in the design. Its armor is phenomenal, its mobility is unrivaled amongst 100 tonners, it has the heat sinks to make good use of its arsenal, and its primary weapons have pretty good reach. There are a couple of ways to play to this mech's strengths: You can sit back and provide fire support -- it's notably heat neutral with its long range weapons at a walk -- which is enhanced by its ability to use its jump jets to quickly get to the best sniping spots. But the better use in my mind is to mix it up from medium range, taking advantage of its medium lasers to keep up its firepower when you have to cool down. This thing is an Atlas pilot's worst nightmare, having just as much armor, but also possessing superior ranged firepower and the mobility to maintain the distance. ...Come to think of it, I could have made the entire description that one sentence and it would have done an excellent job of laying out just how fantastic this mech is.
 
I am not planning on moving the vehicles though . . . not right now anyway, in an hour that may change.

Edit: It did change. I did it anyway. [Here] is the thread!
 
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I really liked the content here posted, I would like to know if it is possible to put the photo of each battlemech along with the information

Good suggestion!

There used to be one on the older forums, taken from either the tabletop Technical Reports or artwork. Unfortunately, I have a terrible computer so I can't screenshot them well enough.
 
Good suggestion!

There used to be one on the older forums, taken from either the tabletop Technical Reports or artwork. Unfortunately, I have a terrible computer so I can't screenshot them well enough.
Do you use the Snipping tool.
I find it super convenient for when right click download is not an option.

Google it if curious.
 
Good suggestion!

There used to be one on the older forums, taken from either the tabletop Technical Reports or artwork. Unfortunately, I have a terrible computer so I can't screenshot them well enough.

If you need a hand with photos, I can help with that. I can get them from Sarna, my PDF TRO's and MWO if needed. Let me know if you want help.