Difference between revisions of "Marauder (LWR)"

From UFOpaedia
Jump to navigation Jump to search
Line 34: Line 34:
  
 
{{Stat Progression Table (LWR)
 
{{Stat Progression Table (LWR)
| rank1-hp=+0-1 (58%) | rank1-aim=+3-9 | rank1-mob=+0.6 | rank1-will=-
+
| rank1-hp=+0-1 (58%) | rank1-aim=+3-9 | rank1-mob=- | rank1-will=-
 
| rank2-hp=+0-1 (57%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=-
 
| rank2-hp=+0-1 (57%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=-
 
| rank3-hp=+0-1 (57%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=-
 
| rank3-hp=+0-1 (57%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=-
Line 41: Line 41:
 
| rank6-hp=+0-1 (57%) | rank6-aim=- | rank6-mob=- | rank6-will=-
 
| rank6-hp=+0-1 (57%) | rank6-aim=- | rank6-mob=- | rank6-will=-
 
| rank7-hp=+0-1 (57%) | rank7-aim=- | rank7-mob=- | rank7-will=-
 
| rank7-hp=+0-1 (57%) | rank7-aim=- | rank7-mob=- | rank7-will=-
| hptotal=+0-7 | aimtotal=+5-15 | mobtotal=+0.6 | willtotal=-
+
| hptotal=+0-7 | aimtotal=+5-15 | mobtotal=- | willtotal=-
 
}}
 
}}
  
Line 47: Line 47:
  
 
{{Stat Progression Table (LWR)
 
{{Stat Progression Table (LWR)
| rank1-hp=+2 | rank1-aim=+6 | rank1-mob=+0.6 | rank1-will=-  
+
| rank1-hp=+2 | rank1-aim=+6 | rank1-mob=- | rank1-will=-  
 
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=-
 
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=-
 
| rank3-hp=+1 | rank3-aim=+2 | rank3-mob=- | rank3-will=-
 
| rank3-hp=+1 | rank3-aim=+2 | rank3-mob=- | rank3-will=-
Line 54: Line 54:
 
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-
 
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-
 
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-
 
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-
| hptotal=+4 | aimtotal=+10 | mobtotal=+0.6 | willtotal=-
+
| hptotal=+4 | aimtotal=+10 | mobtotal=- | willtotal=-
 
}}
 
}}
  

Revision as of 22:11, 22 January 2021

Back To Main Page

 Marauder

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
RANK SQUADDIE.png
Specialist
Onslaught
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.
RANK CORPORAL.png
Lance Corporal
Fortified
Fortified
Grants immunity to critical hits. Injury and fatigue times are reduced by 30%.
Steadfast
Steadfast
Provides immunity to panic (except from flame/psi attacks) and reduces injury time by 50%.
Close Combat Specialist
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]
Sentinel
Sentinel
Fire an additional reaction shot during overwatch. Gain +20 defense when on overwatch. Grants Opportunist.
Opportunist
Opportunist
Reaction shots gain +15 aim and can critically hit.
RANK SERGEANT.png
Corporal
Brawler
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.
Run and Gun
Run and Gun
Allows shooting or overwatching at 0 AP if the last AP was spent moving. Disables the AP discount from Close Encounters. Shots gain +35% weapon damage and +35 crit until this unit's next turn. 2 turn cooldown. Cannot activate if out of ammo and does not work with the stun rifle.
Jetboot Module
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).
RANK LIEUTENANT.png
Sergeant
Sharpshooter
Sharpshooter
All shots with the primary weapon gain +15 aim against biologic targets.
Repair Servos
Repair Servos
Repairs damage sustained in battle: When damaged, gain servos equal to 35% 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
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.
RANK CAPTAIN.png
Tech Sergeant
Shock-Absorbent Armor
Shock-Absorbent Armor
Grants proximity-based DR if the damage is within 10 tiles (+5% DR per tile up to +50% at point blank).
RANK MAJOR.png
Gunnery Sergeant
Lock N' Load
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon.
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]
Killer Instinct
Killer Instinct
Critical hits deal 200% damage.
RANK COLONEL.png
Master Sergeant
Impact
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.
Aggression
Aggression
Grants the primary weapon +20 crit and additional crit damage equal to the number of enemies in sight or squadsight.


Stat Progression

Rank Attribute Gains
Health
Aim
Mobility
Will
RANK SQUADDIE.png   Specialist +0-1 (58%) +3-9 - -
RANK CORPORAL.png   Lance Corporal +0-1 (57%) +1-3 - -
RANK SERGEANT.png   Corporal +0-1 (57%) +1-3 - -
RANK LIEUTENANT.png   Sergeant +0-1 (57%) - - -
RANK CAPTAIN.png   Tech Sergeant +0-1 (57%) - - -
RANK MAJOR.png   Gunnery Sergeant +0-1 (57%) - - -
RANK COLONEL.png   Master Sergeant +0-1 (57%) - - -
Total Health
+0-7
Aim
+5-15
Mobility
-
Will
-

Predictable Potential:

Rank Attribute Gains
Health
Aim
Mobility
Will
RANK SQUADDIE.png   Specialist +2 +6 - -
RANK CORPORAL.png   Lance Corporal +1 +2 - -
RANK SERGEANT.png   Corporal +1 +2 - -
RANK LIEUTENANT.png   Sergeant - - - -
RANK CAPTAIN.png   Tech Sergeant - - - -
RANK MAJOR.png   Gunnery Sergeant - - - -
RANK COLONEL.png   Master Sergeant - - - -
Total Health
+4
Aim
+10
Mobility
-
Will
-

Sample Builds

See also

Lone Wolf (EU2012).jpg
Long War Rebalance: Soldiers
Soldiers
RANK ROOKIE.png
Soldiers
CLASS ASSAULT.png
Assault
Class Infantry (Long War).png
Infantry
Class Rocketeer (Long War).png
Rocketeer
CLASS HEAVY.png
Gunner
CLASS SNIPER.png
Sniper
Class Scout (Long War).png
Scout
CLASS SUPPORT.png
Medic
Class Engineer (Long War).png
Engineer
MEC
CLASS MECH.png
MEC Troopers
Class Marauder (Long War).png
Marauder
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Shogun (Long War).png
Shogun
Sub-classes and abilities
ABILITY LEAD BY EXAMPLE (EU2012).png
Officers
CLASS PSIONIC.png
Psionics
Gene Mods Soldier Icon (EU2012).png
Gene Mods
ABILITY SHIVCOVER.png
S.H.I.V.s