’Mech Manual: Mad Dog T

The T configuration of the Mad Dog was introduced by Clan Hell’s Horses in 3142. It is similar to the Prime configuration that was first developed in 2963, but the variant converts the the pulse lasers to ER lasers in order to upgrade the missile launchers and carry more ammunition.

Despite being a recent development by Clan Hell’s Horses, the T configuration can also be found amongst other forces that make use of the Mad Dog chassis including Clan Jade Falcon, Clan Wolf-in-Exile, the Raven Alliance, the Republic of the Sphere, and the Scorpion Empire.

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  • Use your mobility to engage targets with your large lasers and LRMs at a range of about 14 hexes
  • You should have enough ammunition to make it through most fights, but do not waste it on shots with a low chance of hitting since you can still reach out with your two large lasers
  • Once the LRMs have a good chance to hit, fire them with just one large laser in order to hold your heat levels steady

Mad Dog T

  • Role: Missile Boat
  • Tech Base: Clan (3142)
  • Chassis: 60 tons
  • Movement: 5/8, XL
  • Armor: 163 (Ferro Fibrous)
  • Heat Sinks: 13 (26)
  • Weapons:
    • LRM 20 w/ Artemis V × 2 (ammo: 24)
    • ER Large Laser × 2
    • ER Medium Laser × 2
  • Equipment:
    • CASE
  • Design Quirks:
    • Improved Targeting (Medium)
  • Cost: 16,604,000 C-Bills
  • Battle Value: 2,555


The Mad Dog has an above average movement profile for a heavy ’Mech. It is able to move as many as 8 hexes when running for a +3 target movement modifier. When walking, it can move up to 5 hexes for a +2 modifier. The T configuration is not equipped with any jump jets, so it is better suited to relatively open terrain where it can make use of its ground speed advantage.


The Mad Dog has below average armor protection for its tonnage. It carries only 80% of the potential armor for its chassis which puts its durability more in line with what would be expected of a 50- or 55-ton medium ’Mech. Beyond the relatively light armor, both of its side torsos have 20% of their critical slots filled with explosive ammunition. The locations are CASE protected, but an explosion will still cost the Mad Dog 2 engine hits and half of its firepower.


The T configuration’s armament favors long-range engagements. The large lasers can fire at 25 hexes, the LRMs at 21 hexes, and the medium lasers at 15 hexes. The Improved Targeting quirk for medium range also means that it gets a bigger than normal accuracy boost when those weapons get into their medium range and less incentive to continue getting closer. That said, none of the weapons suffer from any minimum damage penalties, so the configuration’s maximum expected damage is achieved at ranges of 5 hexes or less.

Maximum and Expected Damage

The T configuration places all of its lasers in the Mad Dog’s arms and its missiles in the torso. This gives it the ability to hit targets in any direction with at least two lasers after a twist of its torso. It is most effective against targets in its front arc though since that allows it to fire all of its weapons.

Maximum Damage for Firing Arcs

The T configuration goes through ammunition quickly with its large LRM launchers, but it carries twice as many shots as the Prime configuration. The 12 shots with each launcher should be enough that a MechWarrior does not need to worry about conserving ammunition during a single engagement, but they also should not waste them on long range shots that are likely to miss.

Heat Management

A MechWarrior piloting a Mad Dog T cannot rely on their heat sinks to keep them cool. The configuration carries 13 double heat sinks, but its weapons can generate 46 heat. An alpha strike overheats it by 20 heat points without even considering any heat from movement. To avoid overheating, a MechWarrior can either fire just the two large lasers, both missile launchers and one large laser, or both missile launchers and both medium lasers. Firing both large lasers is an option at any range and offers two potential 10 damage hits. Dropping one large laser for the two missile launchers offers improved accuracy and damage thanks to the Artemis V systems, but the LRMs use ammo and only do their damage in 5 point clusters. At ranges of 10 or less, the two medium lasers are within their medium range and become more efficient than a single large laser.

Heat-Adjusted Maximum and Expected Damage


Between its long-range capabilities and good maneuverability, a MechWarrior in a Mad Dog T should generally avoid being close enough to enemies to brawl. It lacks hand actuators, so its punches have an accuracy penalty even though they can still deal 6 damage. It can also kick for 12 damage.

OmniMech Chassis

As an OmniMech, the Mad Dog can be re-configured between missions. It has abundant pod space to accommodate a large amount of equipment. One of the T configuration’s heat sinks is pod-mounted.

Capacity28 tons
Center Torso2 slots
Right Torso8 slots
Left Torso8 slots
Right Arm7-9 slots
Left Arm7-9 slots
Right Leg2 slots
Left Leg2 slots

The Mad Dog T can also carry a unit of mechanized battle armor thanks to being an OmniMech. When doing so, it cannot make use of its missiles though, so a MechWarrior will need to either have the battle armor dismount quickly or rely on just their lasers.

Cost & Upkeep

As a frontline OmniMech, the Mad Dog is an expensive option. In addition to the purchase cost, it can go through 2-4 tons of expensive Artemis V missiles each battle.

When using the Warchest Point system, these are the expected costs for the Mad Dog T:

ActionClan CostInner Sphere Cost
Purhcase1,200 SP2,400 SP
Armor Repair60 SP120 SP
Structure Repair120 SP240 SP
Reload20-40 SP40-80 SP
Reconfigure15 SP30 SP


Visually, the T configuration matches the Prime, so the plastic Mad Dog miniature in the Clan Heavy Striker Star force pack is ideal for representing a Mad Dog T.


More ’Mech Manuals

By Scott Boehmer

A game enthusiast and software engineer.

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