Difference between revisions of "Marauder (LWR)"
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|level2={{Impact (LWR)|align=center|topbotpad=7}} | |level2={{Impact (LWR)|align=center|topbotpad=7}} | ||
|level3={{Sharpshooter (LWR)|align=center|topbotpad=7}} | |level3={{Sharpshooter (LWR)|align=center|topbotpad=7}} |
Revision as of 21:46, 5 February 2021
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 30%. 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] |
Rapid Reaction
Allows 2 reaction shots during overwatch. Grants +40% DR when overwatching. | ||||
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.
|
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). | ||||
Sergeant |
Sharpshooter
All shots with the primary weapon gain +15 aim against biologic targets. |
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). |
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. | ||||
Tech 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). | ||||||
Gunnery Sergeant |
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon. |
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] |
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 |
Killer Instinct
Critical hits deal 200% damage. |
Aggression
Grants the primary weapon +20 crit and additional crit damage equal to the number of enemies in sight or squadsight. |
Stat Progression
Predictable Potential:
Rank | Attribute Gains | |||
---|---|---|---|---|
Specialist | +2 | +6 | - | - |
Lance Corporal | +1 | +2 | - | - |
Corporal | +1 | +2 | - | - |
Sergeant | - | - | - | - |
Tech Sergeant | - | - | - | - |
Gunnery Sergeant | - | - | - | - |
Master Sergeant | - | - | - | - |
Total | +4 |
+10 |
- |
- |
Tactical Advice
Sample Builds
CCS Marauder
The basic outline for this build is to run it into a problematic foe, beat the crap out of it with Onslaught, then enter One For All and reload. The pod surrounding the problematic foe moves, and gets hit by CCS.
Sample CCS Build:
Close Combat Specialist -> Brawler -> Extra Conditioning -> Shock-Absorbent Armor -> Bring 'Em On -> Aggression
Recommended Equipment: Alloy Carbide Plating, Alien Trophy, The Thumper, Kinetic Strike Module, LMEC-2
Notes:
- Repair Servos can be taken over Extra Conditioning for more HP, but less mobility.
- KSM is NOT affected by Red Fog.
Overwatch Marauder
Sample Overwatch Marauder Build:
This build relies on the use of reaction shots enhanced by Rapid Reaction + Impact + Sharpshooter to let loose three accurate reaction shots . The plan acquires more deadly consistency upon picking up RTS, granting a nearly guaranteed hit with +3 penetration (Impact) on the first foe that attacks it, and ignoring half of cover defense on all reaction shots. This Marauder specializes in damage at mid-range, lacking the tanking perks of its peers.
Sample Overwatch Build: Rapid Reaction -> Impact -> Sharpshooter -> Shock-Absorbent Armor -> Reactive Targeting Sensors -> Killer Instict
Recommended Equipment: Alloy Carbide Plating, Battle Computer, Alien Trophy, Ammo Module, LMEC-2