Marauder (LWR)

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 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
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]
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]
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 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.
Regen Biofield
Grit
Grants +3 armor HP and %DR equal to half of the %HP lost.
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%.
RANK LIEUTENANT.png
Sergeant
Sharpshooter
Sharpshooter
All shots with the primary weapon gain +15 aim and crit against biologic targets.
Lock N' Load
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon.
Repulsor
Repulsor
If at full HP, repulses any attack against this unit, causing it to graze (dealing only half of the original damage).
RANK CAPTAIN.png
Tech Sergeant
Sprinter
Sprinter
Grants +1.3 mobility and increases the movement bonus when dashing to +40% (from +20%).
RANK MAJOR.png
Gunnery Sergeant
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.
Bring 'Em On
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.
RANK COLONEL.png
Master Sergeant
Shadowstep
Shadowstep
This unit does not trigger reaction shots or Pursuit when walking (not dashing). After repositioning, grants +2 crit dmg until next turn. Grants +0.6 mobility.
Vital Point Targeting
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.


Stat Progression

Rank Attribute Gains
Health
Aim
Mobility
Will
RANK SQUADDIE.png   Specialist +0-1 (58%) +3-9 +2.0 -
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
+2.0
Will
-

Predictable Potential:

Rank Attribute Gains
Health
Aim
Mobility
Will
RANK SQUADDIE.png   Specialist +2 +6 +2.0 -
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
+2.0
Will
-

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 enemies, punch a high value target with Onslaught, then use CCS to its full effect on the enemy 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 positioning may quickly result in a dead Marauder.

Sample CCS Build:

Close Combat Specialist -> Impact or Brawler-> 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.
  • Opportunist will allow beefy crits while unloading with Close Combat Specialist. Lock N' Load grants more offensive uptime and is essentially a mobility boost as you can dash and reload into enemy lines for another round of reaction shots.
  • 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 -> Repulsor Plating -> 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.

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