MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

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T6Ms Marauder III (YAML/YAW)
   
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3.057 MB
2 Jun, 2022 @ 4:55am
27 Jun, 2022 @ 8:32am
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T6Ms Marauder III (YAML/YAW)

Description
Requires YAML and YAW

Prototyped along side the Marauder-II assault chassis, the Marauder-III is instead built into a medium mech. Built as a cheaper alternative for people looking for Marauders on a budget. Aside from being cheap it is also highly rugged and easy to maintain, offering near the same protection as the standard Marauder with only a small concessions to firepower. While it was popular, for a time, eventually interest wanes with the more capable and heavier original. To an army on a budget, it is nonetheless able to do what a Marauder can, laying down an impressive long-range barrage before its opponents can close the distance.

Adds 26 different variants:

> MAD-4B: The basic Marauder III, while it's firepower is a downgrade of the generic MAD-3R, it is nonetheless as fast and as armored, at 11.5t of armor.

- STD220
- 1x AC5 + 1t ammo
- 2x LL
- 2x SL
- HS: 12

> MAD-4C: A popular refit of the Marauder III, it forgoes the AC5 for an additional large laser in place that does not run out of ammunition, and upgrades the Small Lasers to Medium Lasers. It also has Jump Jets for mobility.

- STD220
- 3x LL
- 2x ML
- 2x JJ
- HS: 16

> MAD-4D: A different approach to the Marauder III, favoring sustained fire, it instead has two AC5s, and 4 Medium Lasers for backup.

- STD220
- 2x AC5 + 2t Ammo
- 4x ML
- HS: 10

> MAD-4E: An ambush and brawling configuration for the Marauder III, it forgoes the large and small lasers for a quartet of Medium Lasers, and adds an additional pair of SRM6s.

- STD220
- 1x AC5 + 2t ammo
- 2x SRM6 + 2t ammo
- 4x ML
- HS: 11

> MAD-4F: A long-range refit for the Marauder III, it sports two LRM10s for long-range with TAG, 4 Medium lasers for mid-range, and an SRM4 for short-range.

- STD220
- 2x LRM10 + 2t Ammo
- 4x ML
- 1x TAG
- 1x SRM4 + 1t Ammo
- HS: 12

> MAD-4G: A straight-up upgrade using lostech, seeking to put this chassis on par of it's heavier cousin. But with a steep price, people would just pay for the heavier cousin.

- XL220
- Endo-Steel
- 1x UAC5 + 1.5t Ammo
- 2x LPL
- 2x SPL
- 2x JJ
- DHS: 12

> MAD-4I: A refit of the 4E geared for long-range support instead, it uses a pair of LRM5s instead with a pair of AMS.

- STD220
- 2x AMS + 1t ammo
- AC5 + 2t ammo
- 2x LRM5 + 1t ammo
- 4x ML
- 2x JJ
- HS: 10

> MAD-4J: A basic long-range refit, geared for extreme long-range with it's Gauss Rifles, with Medium Lasers as secondary, and with jump-jet for mobility.

- STD220
- 1x GR + 2t Ammo
- 4x ML
- 2x JJ
- HS: 10

> MAD-4M: An artillery support refit of the 4J, eschewing the Jump-Jets, sporting a Sniper Cannon able to direct or indirect fire.

- STD 220
- 1x Sniper Cannon + 3t Ammo
- 4x ML
- HS: 10

> MAD-4N: A refit using a different philosophy, it has an AC10 with a quartet of Medium Lasers for support. It has Jump Jets for mobility.

- STD220
- AC10 + 2t ammo
- 4x ML
- 2x JJ
- HS: 13

> MAD-4O: A dedicated long-range refit for the Marauder III, it sports two LRM15s for long-range, 4 Medium lasers for backup.

- STD220
- 2x LRM15 + 2t Ammo
- 4x ML
- HS: 12

> MAD-4P: A powerful refit with the same idea of the 4C, but done at a closer range. It has a staggering array of Medium Lasers, and still has Jump Jets to boot.

- 10x ML
- 4x JJ
- HS: 20

> MAD-4R: A lostech upgrade for the purposes of ultra long-range fire-support, the Extended Range Large Lasers and Gauss-Rifle works well together. For backup it has an array of Small Lasers.

- XL220
- Endo-Steel
- 1x GR + 2t Ammo
- 2x ERLL
- 5x SL
- DHS: 10

> MAD-5H: One of the first full Civil-War Retrofit, made into a true jack of all trades and master of none. It has an LB5X able to switch between Slugs and Cluster, Pair of MML5s able to switch between LRMs and SRMs, two LPPCs and Extended Range Medium Lasers for backup.

- LFE200
- Endo-Steel
- 1x LB5X + 2t Ammo
- 2x MML5 + 2t Ammo
- 2x LPPC
- 2x ERML
- 2x JJ
- DHS: 10

> MAD-5J: A Civil-War upgrade 4D Variant trading long-range fire-support for mid-range blistering fire-suppression, making use of Light Engine and Endosteel Chassis, it has a trio of Light AC5s and ER Medium Lasers, with a pair ER Small Lasers for backup.

- LFE220
- Endo-Steel
- 3x LAC5 + 3t Ammo
- 3x ERML
- 2x ERSL
- 3x JJ
- DHS: 12

> MAD-5K: A lostech refit seeking to match the firepower of an Awesome, if not the durability. Though some people would just buy an Awesome.

- XL220
- Endo-Steel
- 3x PPC
- 3x ERML
- 2x ERSL
- 3x JJ
- DHS: 13

> MAD-5L: A proper artillery configuration over the 4K, it uses a complete Sniper Artillery Piece instead, through the use of Endosteel Skeleton, and reduction of firepower.

- STD220
- Endo-Steel
- 1x Sniper + 2.5t Ammo
- 4x SL
- HS: 10

> MAD-5LT: An ugraded configuration over the 4K, it uses a Long-Tom Cannon instead, through the use of Endosteel Skeleton, and reduction of firepower.

- STD220
- Endo-Steel
- 1x Long Tom + 2.5t Ammo
- 4x SL
- HS: 10

> MAD-5N: A Civil War refit of the ambush-configuration, the combination Rotary ACs and MRMs no longer relies on close-range for a deluge of firepower.

- LFE220
- Endo-Steel
- 1x RAC5 + 2t Ammo
- 2x MRM10 + 2t Ammo
- 4x ERML
- DHS: 13

> MAD-5R: A Lostech Upgrade with mobility and high-speed combat in mind with it's combination MASC and Jump-Jets. It has an LB10X for continuous attacks, with ER Large Lasers capable of long-range sniping, and a pair of Small Pulse Lasers for Backup.

- XL220
- Endo-Steel
- 1x LB10X + 1.5t Ammo
- 2x ERLL
- 2x SPL
- 4x JJ
- MASC
- DHS: 10

> MAD-5V: A Civil War refit of the 4C variant, it mounts a Heavy PPC, aside from a pair of Large Lasers, it has trio Small Lasers for backup. It's ECM allows the user to be obscured.

- LFE220
- Endo-Steel
- ECM
- 1x HPPC
- 2x LL
- 3x ERSL
- DHS: 13

> MAD-5X: A lostech upgrade of the 4D Variant, upgrading the AC5s into ultra variants, but it instead has Small Lasers on each arm, and a single ER Large Laser, and a trio of Jump Jets for Mobility

- XL220
- Endo-Steel
- 2x UAC5 + 3.5t Ammo
- 1x ERLL
- 2x SL
- 3x JJ
- DHS: 11

> MAD-6B: A modification of the 5L to use a Heavy Gauss Rifle instead. The freed tonnage is alloted to extra Extended Range Small Lasers at a total of 6, and a pair of jumpjet to assist in mobility to compensate with the HGR's shorter range.

- STD220
- Endo-Steel
- 1x HGR + 2.5t Ammo
- 6x ERSL
- 2x JJ
- HS: 10

> MAD-6R: Following the experimental improved Heavy Gauss Rifle, the 6R went back to the 5L and merely replaced the Sniper with an HGR, and upgraded the Small Lasers to Extended Range variants.

- STD220
- Endo-Steel
- 1x IHGR + 2.5t Ammo
- 4x ERSL
- HS: 10

> MAD-6G: Also known as "Boomstick", this variant mounts a UAC20, with seven ER Medium Lasers. It is designed to provide blistering firepower in short instances.

- LFE220
- Endo-Steel
- UAC10 + 3t Ammo
- 7x ERML
- DHSL: 11

> Marie Celeste: The Solaris variant of Yuna Cassell, Ex Chief-Engineer for the Comstar. "One must plow with the Ox that he has", the Marie Celeste the very mech that she used to run away from Comstar. Still being prototyped, it was for a time a blank slate, but found herself at Solaris, she used this opportunity to build the mech up. And for a long while, she was her only friend.

- XL220
- Endo-Steel
- UAC5 + 2t Ammo
- 2x SRM6 + 2t Ammo
- 4x MPL
- 3x JJ
- DHS: 11
9 Comments
Wayz 25 Oct, 2022 @ 1:10am 
I unsubbed and added the nexus version, cheers for info.
Moon Moon  [author] 25 Oct, 2022 @ 12:36am 
Already updated for a while. Just drop by and give a feedback. Sure StarDragonEX would cater to you.
Wayz 24 Oct, 2022 @ 7:46pm 
Bugger, I will have to keep en eye on nexus for this mod too then for updates.
Moon Moon  [author] 24 Oct, 2022 @ 7:34pm 
@Wayz Not any more. I had problems with my computer that I can't even update this, so it's all on Nexus.
Wayz 24 Oct, 2022 @ 4:39pm 
Any chance you could stagger the introduction of these into the timeline parallel to the introduction of the MAD II's. They do tend to take over the spawn list form a very early date.
Mighty Pancake 30 Aug, 2022 @ 9:18pm 
Ah, so does this accidently replace the marauder and marauder II or am I just unlucky and finding a ton of these... Currently roleplaying as a DC merc.
RuffyRoxX 1 Aug, 2022 @ 9:19pm 
all these T6 Marauders work fine. but i removed the mod again bc they are just spammed on the battlefield. you see at least 4 or 5 of them in each larger mission. a bit more rarety wouldn´t had hurt.. just saying
MAMPF(GER) 12 Jun, 2022 @ 4:13am 
mechs no spawn :(
Corvus Corax 7 Jun, 2022 @ 11:03pm 
Nice job on your builds.