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 [If this unit moves at least 8 tiles in a mostly straight line towards the tile directly in front of an enemy, this unit will hit that enemy for x melee damage, where x is 35% of (Max HP - Enemy Max HP + Tiles Moved)]. | ||||||
![]() 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 by anything besides a grenade/MiNE: Return fire with a +40 aim reaction shot and then enter One For All (if able). [Basic reaction shots bypass half of cover def and cannot crit] Opportunist
Reaction shots gain +15 aim and can critically hit. | ||||
![]() Corporal |
Fortified
Grants immunity to critical hits and +10 base DR. For XCOM only: Grants Steadfast. Steadfast
Immunity to panic (except from flames or psionics) and grants 30 will when defending against psionic attacks and overpower. |
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon. |
Jetboot Module
When activated, grants +3.3 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). | ||||
![]() 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. Increases the stagger chance on all reaction fire by 50%. |
Vital Point Targeting
Shots against humans and autopsied biological aliens deal 30% more damage when they are steadied or against targets not protected by cover. | ||||
![]() Tech Sergeant |
Close Combat Specialist
Grants a reaction shot at any enemy within 4 tiles that acts if hit chance >50. Reaction shot only activates on enemy's turn, once per enemy. Increases the stagger chance on all reaction fire by 50%. [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30] | ||||||
![]() Gunnery Sergeant |
Awareness
Provides +30 defense. Steadied weapons do not become unsteadied after taking damage. |
Executioner
Grants +25 aim against targets at or below half HP. |
Aggression
Grants the primary weapon additional crit damage equal to the number of enemies in sight or squadsight. | ||||
![]() Master Sergeant |
Extra Conditioning
Grants +2 armor HP, +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Killer Instinct
Critical hits from shots or explosives deal 175% damage. |