Difference between revisions of "Marauder (Long War)"
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− | MEC variant of the Assault class. Marauders are designed to get up close and personal, causing havoc at close range with point blank flanking shots, flamethrowers and kinetic strikes. |
+ | MEC variant of the '''Assault''' class. Marauders are designed to get up close and personal, causing havoc at close range with point blank flanking shots, flamethrowers and kinetic strikes. |
== Abilities == |
== Abilities == |
Revision as of 23:38, 20 November 2014
This page may be outdated. It is up-to-date for version b14. The latest version is 1.0. |
MEC variant of the Assault class. Marauders are designed to get up close and personal, causing havoc at close range with point blank flanking shots, flamethrowers and kinetic strikes.
Abilities
Rank | Ability | |||
---|---|---|---|---|
Specialist |
Shock-Absorbent Armor Damage received from enemies within 4 tiles is reduced by 33%. | |||
No other bonuses. | ||||
Lance Corporal |
Aggression Confers +10% critical chance per enemy in sight (max +30%). Aliens visible via squadsight are not counted for bonus. |
Ranger
Confers +1 damage with primary weapons, rocket launchers, MEC secondary weapons and sidearms. Negates the long-range accuracy penalty with sidearms when shooting beyond 14 meters. |
Body Shield The nearest visible enemy suffers -20 aim and cannot critically hit this unit | |
No other bonuses. | No other bonuses. | Provides +3 Will, +1 Mobility. | ||
Corporal |
Executioner Confers +10 aim and +10 critical chance against targets at or below 50% health. |
Close Combat Specialist Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch. Warning: Will activate even if unit is concealed. |
Jetboot Module When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn. | |
Provides +4 Aim, +2 Will. | No other bonuses. | Provides +1 Mobility | ||
Sergeant |
Advanced Fire Control Shots from Overwatch no longer suffer any Aim penalty. |
Damage Control When this unit takes damage, all further damage will be reduced by 1 or 2 points (1.5 DR) for the next 2 turns. |
Collateral Damage Area of effect attack that destroys most cover and hits all eligible targets for 1/3rd damage. Unlike most abilities, damage increasing items and perks also only apply 1/3rd damage (note: HEAT and flak cannot be reduced below +2 damage though). This attack cannot critically hit. Shredder ammo and holo-targeting are NOT applied. | |
No other bonuses. | No other bonuses. | No other bonuses. | ||
Tech Sergeant |
Repair Servos Repairs up to 50% of damage taken (max 2 per turn). Value on icon represents repairs remaining at 2 points per hp. Additional damage taken before repairs are complete reduces how much can be repaired from prior hits by 50%. |
Bring 'Em On Confers 1-4 bonus damage during critical hits (which is then multiplied by 50% due to the critical hit). The damage is higher when more enemies are in view (including squad sight vision). This results in +1.5 dmg for 1-2 enemies, +3 dmg for 3-4 enemies, +4.5 dmg for 5-6 enemies, +6 dmg for 7 or more enemies. |
Reactive Targeting Sensors Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there's enough ammo to do so. | |
Provides +1 Will. | No other bonuses. | Provides +2 Aim. | ||
Gunnery Sergeant |
Vital Point Targeting
Confers 2 bonus damage with primary guns, and +1 damage with sidearms, against humans and alien targets whose species have been autopsied. |
Close Encounters The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun. |
Hit and Run Your first standard shot of each turn against an uncovered or flanked target does not cost an action. Does not work against flying units, and cannot be used if Run N' Gun activated. | |
Provides +2 Aim. | No other bonuses. | No other bonuses. | ||
Master Sergeant |
Absorption Fields
Reduces most incoming damage to this unit, scaling up as damage increases. Specifically: reduces 40% of any damage taken after 2; after all other damage reduction has been applied. |
Rapid Fire Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim. |
Run & Gun Allows firing or Overwatch after Dashing on the turn Run and Gun is activated. 2 turn cooldown. | |
No other bonuses. | No other bonuses. | No other bonuses. |
Stat Progression
- Note that even without Hidden Potential switched on there is a Random (1) Will per level. This is properly shown in brackets. Psionic soldiers receive additional random will as well.