머라우더 (롱 워 리밸런스)
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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 |
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. Opportunist
Reaction shots gain +15 aim and can critically hit. |
Rapid Reaction
Allows 2 reaction shots during overwatch. Grants +40% DR when overwatching. |
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] Opportunist
Reaction shots gain +15 aim and can critically hit. | ||||
Corporal |
Fortified
Grants immunity to critical hits. Injury and fatigue times are reduced by 30%. Steadfast
Provides immunity to panic (except from flame/psi attacks) and reduces injury time by 50%. |
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon. |
Jetboot Module
When activated, grants +4.0 mobility and the ability to jump to normally inaccessible heights for the rest of the turn. 3 turn cooldown. Does not break hidden abilities (Cloaking, Shadow, Concealment, Stealth, or Ghosting). | ||||
Sergeant |
Shock-Absorbent Armor
Grants proximity-based DR if the damage is within 10 tiles (+5% DR per tile up to +50% at point blank). |
Ready For Anything
At the end of each turn, if this unit did not move and is not at risk of triggering reaction fire, Overwatch activates. |
Vital Point Targeting
Steadied shots, reaction shots, or shots at targets not protected by cover deal 30% more damage when hitting humans or autopsied biological aliens. | ||||
Tech Sergeant |
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] | ||||||
Gunnery Sergeant |
Awareness
Provides +30 defense. |
Executioner
Grants +15 aim (+50 aim for pistols) against targets at or below half HP. |
Aggression
Grants the primary weapon +20 crit and additional crit damage equal to the number of enemies in sight or squadsight. | ||||
Master Sergeant |
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. |
Killer Instinct
Critical hits deal 200% damage. |