Clariont Ensign.
United Galaxies Council.
MAD-03R Marauder Light Destroid.
Clariont Ensign.
United Galaxies Council.
The MAD-069 Timberwolf Heavy Assault Destroid was developed by 104TH Infantry Battalion to give them quick heavy-hitting battle power; While successful in its own respects, it was determined to be hopelessly vulnerable to aerial Mecha and weapons; This understanding only cost the Timberwolves ONE life, Capt Nancy EVERETT. 104TH went to the drawing board the same day.
In order to keep the War effort going, 104TH received Veritech and Centaur Hover Tanks, but immediately began soliciting for a light Destroid to support the Timberwolf. The Marauder is the result.
Like it's bigger brother, the MAD-03R Marauder Light Destroid was based, primarily, on the T'sentraedi Glaug Officer Battle Pod, but also the F-19 fighter. Like the TBP-Z1 Raditzs Regult Tactical
From Marauder Technical Specification
Sheet (©104TH Infantry Battalion).
Maximum Running:50 MPH.
Flying Speed:Mach 2.1.
Range:100,000 miles.
Power Hop:50 FPS.
Maximum Height:100 feet.
Hopping Range:1,000 feet (100 seconds; 1.5 minutes).
Height:100 feet.
Width:40 feet.
Length:60 feet.
Weight:5.7 tones.
Cargo:Pilot's emergency gear only.
Power Systems:Twin JES-01 Hydro-Cell Jet Engines.
Power Hop System:Grav Pods/Leg Actuators.
Cost and Availability:120 millioncredit each/Always.
Battle Pod, the marauder can fly or walk with equal ability, though it's not a fighter-pod, and can not fly and fight at the same time. Nevertheless, the MAD-3R Marauder is considered one of the most effective Mecha in existence, and may well be a precursor of the next generation of Mecha. However, at this time, many of its design elements remain unique.
Originally intended as a light, anti-aircraft attack/support Mecha, the addition of sophisticated Dalban Micronics comgear enabled the Marauder to function as a command vehicle in areas of heavy fighting. It continues so today, with Marauders often appearing in command units.
The Valiant Lamellor armor is one of the Marauder's singular features. Less massive and better able to distribute heat and kinetic energy than other armor types, the secret of its manufacture has been lost with the destruction of the Sirien Factory (since recovered, but highly limited). In the present era, the Marauder is one of the few Mecha to use it. As blasted patches in the field have to be replaced with conventional armor, some Marauders now return from Wars resembling metallic patchwork quilts, which they remain in some cases for years until replacement armor can be obtained.
The Magna Hellstar PPCs that provide the Marauder's main armament are of an advanced design, compact enough to be carried in the Mecha's arms and durable enough to withstand the heavy shocks of hand-to-hand combat. The Marauder's secondary armament, a GM Whirlwind autocannon, was added almost as an afterthought. The cannon's linkage to the chassis has been troublesome (see below), and the gun itself tends to be rather temperamental, often refusing to function at crucial moments.
The Mecha's unusual profile makes it a harder target than other manlike Mecha, but some design flaws plague Marauder pilots. The tenuous linkage between the autocannon and the main chassis is a frequent target of compalint, because a successful hit would disable them. The also applies to the rotation ring between the chassis and the leg assembly. Numerous Marauders now bear improvised armor around these vulnerable areas. Another source of trouble is the Dalban HiRez tracking system located in the Marauder's forward section, which severely limits the operator's field of vision. These problems are comparatively minor, however. The Marauder remains a potent battlefield weapon.
In addition to its command duties, the MAD-3R operates as a dangerous light-attack Mecha. Capable of shooting heavier Mecha to pieces and battling hand-to-hand with more heavily armed and armored opponents, the Marauder is usually deployed in a heavy shock units alongside the Timberwolf. Its PPC and autocannon also enable the Mecha to lay down a tactical support artillery barrage before actual combat. Currently, the Marauder finds ample employment on many worlds around the UGC and beyond.
An early example of the UGC's use of Marauders was in 2530, when General Ilsa LIAO sent Major Jared BARTON'S Third Battalion of the 1ᵟᵀ Regiment, MᶜCARRON'S Armored Cavalry, against rebel MARIK Forces on Pella II. Major BARTON'S Battalion consisted of 90 Marauders massed together with 20 Timberwolf.
This experiment, tantamount to the General placing all her eggs in one basket (she possessed only a few hundred Marauders at this time, and BARTON'S unit represented a large portion of them), was a success. The Marauders annihilated the inferior Mecha placed in their way by the beleaguered MARIKS, while losing only four of their number.
Major BARTON continued to be extremely successful, until MARIK Forces, falling back on Graham VI, caught them in a gorge outside the city of Gijia. Realizing that they had finally cornered the infamous Major, the MARIK'S threw two full battalions of Valiants against them. Unable to close in on the MARIK Mecha, and with their field of fire restricted by the rock walls and the Dalban optical system, the LIAO Marauders withdrew with heavy losses.
Realizing the value of her Marauders and the folly of concentrating them all in individual units, the General dispersed BARTON'S battered Mecha to other units. General LIAO'S noble experiment has yet to be repeated on such a scale, but it is not uncommon for Battalions and Companies to have many of Marauders.
Major Variants: There are now four major variants of the durable and versatile Marauder. The rebellious "DAVION'S House" Marauder-D has dispensed with the troublesome autocannon altogether, replacing it and its vulnerable linkage with a heavy Magna Mark III laser. This modification is not without its problems. The addition of the laser has forced the removal of a heat sink, and the laser's high heat buildup occasionally limits the Marauder-D's effectiveness.
Overheating and the lack of reliable PPCs forced the MARIK'S to replace the Marauder's characteristic twin PPCs with heavy lasers. The reduction in heat has, to some extent, compensated for the concurrent reduction in firepower, and so the Marauder-M is a widely used variant, despite the destruction of the MARIK faction.
A compromise between the two extremes is General LIOA'S Marauder-L, which seems to have satisfied no one. Replacing one PPC with a heavy laser has caused problems, as the Dalban fire control system is unable to coordinate the two different weapons on the same circuit. Attempts to repair or modify the system have been unsuccessful, due to the complexities of the system. Often, Marauder-L pilots will disconnect one of the two weaps from the fire control unit altogether, and simply use a manual switch to shoot.
Name: Marauder.
Model Type: Light Assault Destroid
Class: MAD-03R
Crew: One.
Passengers: None.
M.D.C. By Location:
*Crew Compartment-
Upper Legs (2)-
Lower Legs (2)-
Feet (2)-
100 each
125 each
60 each
Upper Gun Arms (2)-
Lower Gun Arms (2)-
Manipulator Arms (per section; 6 total)-
Wings (2)-
80 each
100 each

25 each
80 each
*Usual conditions apply.

Speed and Statistical Data:
Maximum Running: 50 MPH.
Flying Speed: Mach 2.1.
Range: 100,000 miles.
Power Hop: 50 FPS.
Maximum Height: 100 feet.
Hopping Range: 1,000 feet (100 seconds; 1.5 minutes).
Height: 100 feet.
Width: 40 feet.
Length: 60 feet.
Weight: 5.7 tones.
Cargo: Pilot's emergency gear only. All pilots wear power armor when operating the Marauder.
Power Systems: Twin JES-01 Hydro-Cell Jet Engines.
Power Hop System: Grav Pods/Leg Actuators.
Cost and Availability: 120 millioncredit each/Always.
Black Market Cost and Availability: Between 10 and 150 millioncredit/Black market versions are rarely available.

Weapons Systems:
1. Particle Beam Cannon: These are lighter than normal PBC's, originally designed for the Nousjadeul-Ger (Male Power Armor). These are in the arms.
Purpose: Anti-Mecha
M.D.: 2D4 times 10
Rate Of Fire: Per Pilots attacks per melee.
Range: 4,000 feet
Payload: Unlimited

2. Medium Laser Cannons: These chest mounted lasers are the main weap selected by most pilots. They have a cone of fire of 45 degrees in all directions, and can be set to single or combined operations.
Purpose: Anti-Armor
MD: 2D6 per blast
Rate Of Fire: Per pilot's attacks per melee.
Range: 300 feet
Payload: Unlimited

3. Cobalt Limpet Mines: Mounted on the legs, these mines are used to prevent forced boarding. There's also a ring of explosive packs around the cockpit door. Mecha takes NO damage.
Purpose: Anti-Personnel
Damage: 1D4 times 10
Rate Of Fire: One Time Only
Effective Range: 20 feet
Payload: Each leg can have up to 08 of these mines.
Bonuses/Penalties: Automatic strike against anyone in range.
Cost and Availability: About 500credit per mine; Good availability.
Ammunition/Spare Clip Cost & Availability: N/A

4. Door Packs: A second ring of anti-boarding defenses, these are mounted on the door to prevent entry a little more. Only one door pack could be mounted per door. The Mecha takes NO damage.
Purpose: Anti-Personnel Defense
Damage: 5D6
Rate Of Fire: One time only.
Effective Range: 12 feet
Payload: 1 pack on the door.

5. Forward Auto-Cannon: Originally an L-08 was considered, and in fact was installed on the test Mecha; However, the magazine load kept jamming, and as one pilot put it, "You send me into combat with that, you better make sure I never come back, 'cause that thing jams on me, pure hatred will keep me alive to come back and kill you in painful and creative ways!" So, obviously, something else had to be tried. The auto cannon was selected for its hitting power, despite its limited magazine. No recorded incident of jamming has occurred, but the Army is keeping it's ears open.
Purpose: Anti-Personnel
Damage: 4D4
Blast Radius : 15 feet
Rate Of Fire: Per pilot's attacks per melee.
Effective Range: 200 feet
Payload: 200 rounds.

6. Hand to Hand Combat: A HIGHLY effective option; Unlike the Timberwolf, the Marauder was meant for fist fighting.
Swat- 1D6 M.D.
Kick- 1D6 M.D.
Body Block-1D6 MD
Leap Kick- 2D6 M.D.
Stomp- 1D6 M.D. (only effective against small objects).
  • Radar: Combat grade radar. Range: 200 miles, can track up to 250 individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
  • ESM: Radar Detector. Passively detects other radars being operated.
  • AJP: Active Jamming Pod. Causes -25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.
  • Anti-Jamming System: Reduces Electronics Countermeasure by 3/4 (decrease skill level appropriately).
  • Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2,000 miles for MOST sensors.
  • MRA 6 Radios: Allows real time, continuous radio link up with friendly forces in the area via satellite relay over laser radio signals, preventing jamming, and automatically encrypts/decrypts same to prevent eavesdropping.
  • Type-11 wide band radios: Effective 10 mile range, auto encrypt/decrypt. Works on radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
  • Loudspeaker: Amplifies voice 1 to 100 times. 100' in normal crowds.
  • Smoke Emitters (2): Throws out smoke flares which emits enough smoke to cover an area about 20 cubic feet in calm weather; Special chemicals block IR sensors and radar signals (scatters them so the enemy cant get a good fix), however does not totally interfere with enemy sensors (enemy is -2 strike). Note: The smoke can be replaced by ANY chemical agent, from tear gas and pepper sprays to "Dragon's Breath", a noxious chemical that produces a smell so foul it's been known to cause people to visit the hospital, but is really quite harmless.
  • Combat/Targeting Computer: Records all enemy and friendly activity over the course of time; Can replay that activity for the pilot, assign target designation numbers, and track likely damage based on mathematical formulas (i.e. "Right leg red" badly damaged/destroyed, "head green" not damaged, etc). Displays this information as a pop up in the HUD on request by the pilot. It can also track the status of other police in there area if thier bio-monitor are on line.
  • Electronic Counter Measures (ECM): These systems disrupt enemy radar and tracking systems, making it difficult for them to lock onto the ship with weapons. The countermeasures give the Mecha a +3 to dodge, +2 to strike and +1 on initiative in combat.
  • CBR Protection: Complete chemical, biohazard, and radiological protection.
  • Vacuum Seal: Permits the fighter to be used in hard vacuum (such as outer space), and other hostile environments.
  • Mine Detector (in feet): Gives effective 85% Detect Mine/Trap OR increases skill by 10% for pilots that have that skill (whichever is more). Works on density composition, so non-metallic objects can't hide, and displays a visual assessment and danger probability (based on a mathematical formula) for the pilot on request.
  • Motion Detector: Activates a loud wailing when an object is coming at the user fast, and a soft ringing if it's coming slowly. Activation ranges must be specified by the pilot.
  • LDP (4): Launched Decoy Pods. Located at various locations around the Mecha. The ship carries special pods that carries advanced decoy drones. These drones are launched and fly off in various directions away from the ship. Each is a specially designed radar lure that creates a radar image to mimic the vessel. If decoys are not destroyed, they can be Recovered and repaired. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound), but not against Invid Protoculture sensors. (They will sometimes attract Invid, however.)
    MDC: 5
    Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 90% chance of fooling military grade radars and advanced smart missiles.
    Range: Released to go wherever it wants. Can fly independently for about 30 minutes.
    Rate of Fire: 10 every melee.
    Payload: 16 Decoys each pod.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night.
  • Blue Force Tracker: Identifies Friend from Foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • Video Recorder: Records from sensors and the cockpit itself. 500 hours of recording available.
  • GPS: Standard tracking device.
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Effective land navigation of 85% as updates come. Good to 50 miles. Specific range can be adjusted in 1 mile increments.
  • Survival Pack: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, G.P.S., First aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with M.D.C. Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (250' apogee), 2 white parachute flares (1,500' apogee), 100' of black or brown parachute cord (150 lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit- good for about 10 gallons.
  • Internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings.
  • Heat And Radiation Shielding: Special shielding prevents the penetration of life threatening heat and radiation.
  • Variable Tint Cockpit Canopy: Adjusts tinting to light conditions, up to an including a black dot if the sun is directly on the pilots face (only covers eyes).

Combat Bonuses from Marauder Combat Elite:
  • 4 additional attacks per melee.
  • One additional attack per melee at levels 6 and 11.
  • +2 Parry.
  • +5 Dodge.