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Marauder MAD-3D
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General data
ClassHeavy
Tonnage75 t (32.5 t base)
Cost8,900,000 C-Bills
Weapons
Template:Hardpoints Marauder MAD-3D
Melee95 (+_ Instability)
Death from Above_ (+_ Instability)
Survivability
Template:Armor Marauder MAD-3D
Mobility and detection
Speed120m walk / 200m sprint
max 4 Jump Jets (150m)
StealthVisibility: _
Signature: _
SensorsSpotting distance: _
Sensor range: _

Description[]

The MAD-3D exchanges the Marauder's autocannon for an all-energy loadout, thus sidestepping the risk of ammunition explosions. It also packs on extra heatsinks to help offset the increased heat generation.

Stock Loadout[]

Loadouts[]

The Lance Command Mod on its left torso gives a 10% damage reduction against attacks towards your entire lance. In addition the mod also gives a bonus to accuracy on Called Shots.
The Lance Command Mod does not stack with multiple Marauders in a lance.

  • The 3D's stock loadout has 2 PPCs, a large laser, and two medium lasers. Replacing the stock loadout with 5 large lasers or 3 PPCs turns it into a great long range fighter, capable of dealing Headshots from great distances. Switching to ER PPC++ in the late game, can kill almost any unguarded Mech with one hit in the Head.

Strategy[]

This 'Mech's bonus to called shots allows extremely accurate targeting and should be used to headshot enemies for salvage.

  • Replacing the standard armament of PPCs and medium lasers with all large lasers gives you 5 chances to headshot enemy 'Mechs - at up to a 33% chance to hit/kill with each precise shot depending on the tactical skill of the pilot. Utilize any additional tonnage to include a supplementary TTS to increase the base chance to hit and extra heatsinks to keep it firing longer. A large heat-bank can keep it firing these deadly salvos for four or five rounds without needing to cool off, or simply fire 3 or 4 of the lasers round after round after round... As an alternative to the machinegun oriented head-hunter layouts found in other models, this also lets the 'Mech hold its own as a regular ranged fighter. Definitely a good addition to any lance if you are seeking salvage.
  • Going for 3 PPCs or ER PPCs in the late game allows for a ultra long range Mech. Equipped with a TTS and positioned on high ground gives a high hit chance. Similar to large lasers and precise shot, this setup is meant to destroy enemy Heads for fast kills and more salvage. To climb high ground easily, Jump Jets are advised. A Thermal Exchanger III with Double Heat Sink (D) can keep the Heat in check. The increased damage of ER PPC++ can kill any unguarded Mech with one shot. Using only one PPC in a turn in combination with the ability Breaching Shot ignores the cover/guard and decreases Heat if needed.