Marauder (LWR)
MEC variant of the Assault and Infantry classes. Marauders are designed to get up close and personal, causing havoc at close range with point blank flanking shots, flamethrowers and kinetic strikes.
- Primary Weapon: MEC Primary Weapons
- Secondary Weapon: MEC Secondary Weapon Systems
- Class-Limited items: MEC Equipment items
Abilities
Rank | Ability | ||||||
---|---|---|---|---|---|---|---|
Specialist |
Onslaught
The first use of the Kinetic Strike Module each turn will leave this unit with 1 AP but reduces mobility to 3.3 tiles during their next action. Grants Ram and +0.6 mobility. | ||||||
Lance Corporal |
Fortified
Grants immunity to critical hits. Injury and fatigue times are reduced by 20%. Steadfast
Provides immunity to panic (except from flame/psi attacks) and reduces injury time by 50%. |
Close Combat Specialist
Grants a reaction shot at any enemy within 4 tiles that acts. Reaction shot only activates on enemy's turn, once per enemy. [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30] |
Sentry
Fire an additional 2 reaction shots during overwatch. Grants +50% DR when on overwatch. Grants +2 ammo. | ||||
Corporal |
Brawler
Grants +1 damage and +20 aim against targets within 4 tiles. Counterattacks melee attacks with damage equal to this unit's max base HP. |
Grants +1 damage and penetration to all shots. Hitting a target with a non-reaction shot clears their overwatch and disables their Reactive Targeting Sensors.
|
Reactive Targeting Sensors
Once per turn, if this unit is attacked: Attempt to return fire with a +40 aim reaction shot. If this unit did return fire, enter One For All (if able). [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30] | ||||
Sergeant |
Jetboot Module
When activated, grants +4.0 mobility and the ability to jump to normally inaccessible heights for the rest of the turn. 2 turn cooldown. Does not break hidden abilities (Cloaking, Shadow, Concealment, Stealth, or Ghosting). |
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon. |
Opportunist
Reaction shots gain +20 aim and can critically hit. | ||||
Tech Sergeant |
Repulsor Plating
Provides +10 defense. If at full HP, repulses any attack against this unit, causing it to graze (dealing only half of the original damage). | ||||||
Gunnery Sergeant |
Repair Servos
Repairs damage sustained in battle: When damaged, gain servos equal to 45% of the damage sustained. Each servo can heal 1 HP. At end of turn, use half the servos available (minimum 1, if available). |
Sharpshooter
All shots with the primary weapon gain +15 aim against biologic targets. |
Bring 'Em On
Grants additional shot damage equal to half the number of enemies in sight. Grants additional aim and graze chance equal to 5x the number of enemies in sight. | ||||
Master Sergeant |
Sprinter
Grants +1.3 mobility and increases the movement bonus when dashing to +40% (from +20%). |
Extra Conditioning
Grants +3 armor HP, +0.6 mobility, 10% throw range, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Stat Progression
Predictable Potential:
Rank | Attribute Gains | |||
---|---|---|---|---|
Specialist | +2 | +6 | +1.3 | - |
Lance Corporal | +1 | +2 | - | - |
Corporal | +1 | +2 | - | - |
Sergeant | - | - | - | - |
Tech Sergeant | - | - | - | - |
Gunnery Sergeant | - | - | - | - |
Master Sergeant | - | - | - | - |
Total | +4 |
+10 |
+1.3 |
- |
Tactical Advice
Sample Builds
Close Quarters Tank Marauder
This build aims to maximize the tanking capabilities of the Marauder to enter deep into ennemy lines, surgically strike a target with Onslaught, and disrupt AI positionning with flanking and/or using flamethrower. It shines most on close quarter maps (abductions, terrors and exalt missions) as the Marauder's tanking perks rely on being close to danger to be effective.
Sample Close Combat Tank Build:
Fortified -> Brawler -> Jetboot Module -> Repulsor Plating -> Repair Servos -> Sprinter
Recommended Equipment: Kinetic Strike Module, Flamethrower, The Thumper, Incinerator Module, Core Plating, Alloy Carbide Plating
Notes:
- You will sadly have to shoot sometimes instead of punch, repair servos could be dropped for one of the more offensive perk but it cuts into the tanking capabilities.
- Choice between Light and Heavy mech exoskeleton is left to the Commander's discretion. It is mostly a trade-off between mobility and reliable tanking ability.
CCS Marauder
This build aims to make use of Close Combat Specialist boosted by Impact and Opportunist to deliver devastating and disruptive reaction fire at close range. Ideally the Marauder can run up to a group of ennemies, punch a high value target with Onslaught, then use CCS to its full effect on the ennemy turn. Besides Repulsor Plating and the Mech suit inherent durability, this build has no other tanking capabilities. While very rewarding when used effectively keep in mind that poor positionning may quickly result in a dead Marauder.
Sample CCS Build:
Close Combat Specialist -> Impact-> Opportunist or Lock N' Load -> Repulsor Plating -> Bring 'Em On -> Sprinter
Recommended Equipment: Kinetic Strike Module, Flamethrower, The Thumper, Battle Computer, Core Plating, Alloy Carbide Plating, Ammo Module
Notes:
- For added tanking capabilities, Impact could be switched out for Brawler at the cost of halved stagger chance.
- Choice between Light and Heavy mech exoskeleton is left to the Commander's discretion. Keep in mind that without Jetboot module, this Marauder build will be quite slow in Heavy exoskeleton.
Overwatch Marauder
This build aims to make the Marauder more of a tanky mid-range fighter thanks to the combo of Sentry and Reactive Targeting Sensors. When fired upon, this Marauder will first shoot the agressor with the first shot of Sentry and shrug off the incoming hit thanks to the 50% DR provided. Reactive Targeting Sensors will then trigger and deliver a second shot before finally putting the Marauder into One for All to face other eventual incoming shots. While this build is less reliant on being close to be effective at tanking and shooting it still suffers from middling aim (70 - 75) and thus still enjoys being close to ennemies to get a much needed aim boost and of course to use Onslaught more reliably.
Sample Overwatch Build: Sentry -> Reactive Targeting Sensors -> Opportunist or Lock N' Load -> Shock-Absorbent Armor -> Bring 'Em On or Sharpshooter -> Extra Conditioning
Recommended Equipment: Kinetic Strike Module, Ammo Module, The Thumper, Battle Computer, Core Plating, Alloy Carbide Plating
Notes:
- Opportunist is better for raw damage to boost Sentry reaction shots and allow the RTS shot to crit. Lock N' Load will result in less upfront damage but less downtime as you don t need to skip a turn to reload.
- Bring 'Em On will provide more damage. Sharpshooter will fix the middling aim of the Marauder when fighting biologicals
- Choice between Light and Heavy mech exoskeleton is left to the Commander's discretion. Mobility is a bit less important on this build so a Heavy exoskeleton might be preferable.