Difference between revisions of "Marauder (Long War)"
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+ | [[File: Class Marauder (Long War).png|left|frame|64px| Marauder]] |
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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. |
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+ | {{Toc (Long War)|15}} |
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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. |
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− | == Abilities == |
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+ | |||
+ | :'''Primary Weapon:''' MEC Primary Weapons |
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+ | :'''Secondary Weapon:''' MEC Secondary Weapon Systems |
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+ | :'''Class-Limited items:''' MEC Equipment items |
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+ | |||
+ | <div style="clear:both;"></div> |
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+ | |||
+ | ==Abilities== |
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{{Class Tree (Long War)| |
{{Class Tree (Long War)| |
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+ | |Specialist1={{ Close Encounters (Long War)|text=1}} |
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− | |Specialist1=[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|center]]'''Shock-Absorbent Armor'''<br/>''Damage received from enemies within 4 tiles is reduced by 33%.'' |
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+ | |SpecialistE1='''+1 Mobility.''' |
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− | |LCorporal1=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).'' |
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+ | |LCorporal1={{ Aggression (Long War)|text=1}} |
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− | |LCorporal2=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''Primary weapons does one additional damage.'' |
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+ | |LCorporal2={{ Steadfast (Long War)|text=1}} |
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− | |LCorporal3=[[File:MEC_BODY_SHIELD.png|32px|center]]'''Body Shield'''<br/>''The nearest visible enemy suffers -20 aim and cannot critically hit this unit'' |
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+ | |LCorporal3={{ Shock Absorbent Armor (Long War)|text=1}} |
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− | |LCorporalE1=''Aim: 0 Will: 0 Mob: 0'' |
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+ | |LCorporalE1=''No other bonuses.'' |
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− | |LCorporalE2=''Aim: 0 Will: 0 Mob: 0'' |
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− | | |
+ | |LCorporalE2='''+5 Will.''' |
+ | |LCorporalE3=''No other bonuses.'' |
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− | |Corporal1=[[File:SNIPER EXECUTIONER.png|32px|center]]'''Executioner'''<br/>''Confers +10 Aim and +10% Crit chance against targets at or below 50% health.'' |
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+ | |Corporal1={{ Damage Control (Long War)|text=1}} |
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− | |Corporal2=[[File:ASSAULT CLOSECOMBAT.png|32px|center]]'''Close Combat Specialist'''<br/>''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.'' |
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+ | |Corporal2={{ Close Combat Specialist (Long War)|text=1}} |
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− | |Corporal3=[[File:MEC_JET_BOOT_MODULE.png|32px|center]]'''Jetboot Module'''<br/>''When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.'' |
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+ | |Corporal3={{ Collateral Damage (Long War)|text=1}} |
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− | |CorporalE1=''Aim: 4 Will: 2 Mob: 0'' |
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+ | |CorporalE1=''No other bonuses.'' |
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− | |CorporalE2=''Aim: 0 Will: 0 Mob: 0'' |
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+ | |CorporalE2=''No other bonuses.'' |
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− | |CorporalE3=''Aim: 0 Will: 0 Mob: 1'' |
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+ | |CorporalE3=''No other bonuses.'' |
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− | |Sergeant1=[[File:MEC EXPANDED STORAGE.png|32px|center]]'''Packmaster'''<br/>''All limited-use items in your inventory receive one extra use.'' |
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+ | |Sergeant1={{ Automated Threat Assessment (Long War)|text=1}} |
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− | |Sergeant2=[[File:MEC_DAMAGE_CONTROL.png|32px|center]]'''Damage Control'''<br/>''When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.'' |
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+ | |Sergeant2={{ Executioner (Long War)|text=1}} |
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− | |Sergeant3=[[File:MEC COLLATERAL DAMAGE.png|32px|center]]'''Collateral Damage'''<br>''Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.'' |
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+ | |Sergeant3={{ Ranger (Long War)|text=1}} |
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− | |SergeantE1=''Aim: 0 Will: 0 Mob: 0'' |
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− | | |
+ | |SergeantE1='''+2 Will.''' |
− | | |
+ | |SergeantE2='''+2 Aim.''' |
+ | |SergeantE3=''No other bonuses.'' |
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− | |TechSgt1=[[File:MEC REPAIR SERVOS.png|32px|center]]'''Repair Servos'''<br>''Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.'' |
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+ | |TechSgt1={{ Repair Servos (Long War)|text=1}} |
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− | |TechSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).'' |
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+ | |TechSgt2={{ Flush (Long War)|text=1}} |
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− | |TechSgt3=[[File:MEC_ADVANCED_FIRE_CONTROL.png|32px|center]]'''Advanced Fire Control'''<br/>''Shots from Overwatch no longer suffer any Aim penalty.'' |
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+ | |TechSgt3={{ Advanced Fire Control (Long War)|text=1}} |
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− | |TechSgtE1=''Aim: 0 Will: 1 Mob: 0'' |
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+ | |TechSgtE1=''No other bonuses.'' |
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− | |TechSgtE2=''Aim: 0 Will: 0 Mob: 0'' |
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+ | |TechSgtE2=''No other bonuses.'' |
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− | |TechSgtE3=''Aim: 2 Will: 0 Mob: 0'' |
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+ | |TechSgtE3='''+2 Aim.''' |
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− | |GunSgt1=[[File:MEC_VITAL_POINT_TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Confers 2 bonus damage with guns against targets whose species have been autopsied.'' |
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+ | |GunSgt1={{ Bring Em On (Long War)|text=1}} |
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− | |GunSgt2=[[File:ASSAULT CLOSEPERSONAL.png|32px|center]]'''Close Encounters'''<br/>''The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.'' |
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+ | |GunSgt2={{ Reactive Targeting Sensors (Long War)|text=1}} |
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− | |GunSgt3=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]'''Reactive Targeting Sensors'''<br/>''Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there's enough ammo to do so.'' |
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+ | |GunSgt3={{ Vital Point Targeting (Long War)|text=1}} |
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− | |GunSgtE1=''Aim: 2 Will: 0 Mob: 0'' |
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− | | |
+ | |GunSgtE1=''No other bonuses.'' |
− | | |
+ | |GunSgtE2='''+2 Aim, +2 Will.''' |
+ | |GunSgtE3=''No other bonuses.'' |
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− | |MSgt1=[[File:MEC_ABSORTION_FIELDS.png|32px|center]]'''Absorption Fields'''<br/>''Reduces most incoming damage to this unit, scaling up as the damage increases.'' |
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+ | |MSgt1={{ Run and Gun (Long War)|text=1}} |
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− | |MSgt2=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.'' |
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+ | |MSgt2={{ Rapid Fire (Long War)|text=1}} |
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− | |MSgt3=[[File:ASSAULT RUNGUN.png|32px|center]]'''Run & Gun'''<br/>''Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.'' |
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+ | |MSgt3={{ Absorption Fields (Long War)|text=1}} |
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− | |MSgtE1='''' |
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− | | |
+ | |MSgtE1=''No other bonuses.'' |
− | | |
+ | |MSgtE2=''No other bonuses.'' |
+ | |MSgtE3='''-1 Mobility.''' |
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}} |
}} |
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− | == |
+ | ==Stat Progression== |
+ | {{Stat Progression Table (Long War) |
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+ | | rank1-hp-add=1 || rank1-aim-add=2 || rank1-will-add=2(-3) || rank1-hp-total=1 || rank1-aim-total=2 || rank1-will-total=2(-3) |
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+ | | rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=2(-3) || rank2-hp-total=1 || rank2-aim-total=4 || rank2-will-total=4(-6) |
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+ | | rank3-hp-add=1 || rank3-aim-add=2 || rank3-will-add=2(-3) || rank3-hp-total=2 || rank3-aim-total=6 || rank3-will-total=6(-9) |
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+ | | rank4-hp-add=1 || rank4-aim-add=2 || rank4-will-add=2(-3) || rank4-hp-total=3 || rank4-aim-total=8 || rank4-will-total=8(-12) |
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+ | | rank5-hp-add=1 || rank5-aim-add=2 || rank5-will-add=2(-3) || rank5-hp-total=4 || rank5-aim-total=10 || rank5-will-total=10(-15) |
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+ | | rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=2(-3) || rank6-hp-total=4 || rank6-aim-total=12 || rank6-will-total=12(-18) |
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+ | | rank7-hp-add=1 || rank7-aim-add=2 || rank7-will-add=2(-3) || rank7-hp-total=5 || rank7-aim-total=14 || rank7-will-total=14(-21) |
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+ | }} |
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+ | |||
+ | * Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). |
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+ | |||
+ | ==Sample Builds== |
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+ | ===CE / CCS Tank=== |
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+ | LCPL: '''Shock-Absorbent Armor''': 33% lower damage from enemies within 4 tiles. |
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+ | |||
+ | CPL: '''Close Combat Specialist''' : Reaction shot against approaching enemies. |
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+ | |||
+ | SGT: '''Automated Threat Assessment''' : 0.5 DR and +15 defense while in Overwatch. |
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+ | |||
+ | TSGT: '''Repair Servos''' : Self-repair. |
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+ | |||
+ | GSGT: '''Vital Point Targeting''' / '''Bring 'Em On''' : Bonus damage. |
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+ | |||
+ | MSGT: '''Absorption Fields''' : Extra DR. |
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+ | |||
+ | This build features a good balance between damage dealing and tanking. Its function is similar to the CE/CSS assault tank. '''Run & Gun''' is not as useful for MEC as it is for the [[Assault (Long War)|assault]] class since most MEC suits are mobile enough to let the unit move within 4 tiles of the enemy to take advantage of '''CE'''. In order to maximize damage dealing replace SAA with Aggression, or AF with Rapid Fire. For a more tanky build replace CCS with Damage Control. If you are considering a pure tank build, though, check out the '''[[Goliath (Long War)|Goliath]]''', which is the only MEC with access to the Extra Conditioning perk. Since this MEC is intended for CQC (close quarter combat), equip it with an Electro Pulse and/or Kinetic Strike |
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+ | Module, in addition to a Core Armoring. For builds that are less tank-oriented, a Battle Computer and Tactical Sensors will help dodge enemy fire. |
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− | {| class="wikitable" |
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− | !Rank!!HP at level!!Total HP!!Aim at level!!Total Aim |
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− | |- |
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− | |Specialist|| 1 || 1 || 2 || 2 |
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− | |- |
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− | |Lance Corporal|| 0 || 1 || 2 || 4 |
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− | |- |
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− | |Corporal|| 1 || 2 || 2 || 6 |
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− | |- |
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− | |Sergeant|| 0 || 2 || 2 || 8 |
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− | |- |
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− | |Tech Sergeant|| 1 || 3 || 2 || 10 |
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− | |- |
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− | |Gunnery Sergeant|| 0 || 3 || 2 || 12 |
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− | |- |
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− | |Master Sergeant|| 1 || 4 || 2 || 14 |
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− | |} |
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==See also== |
==See also== |
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{{Soldiers (Long War) Navbar}} |
{{Soldiers (Long War) Navbar}} |
Revision as of 17:55, 18 July 2020
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.
- Primary Weapon: MEC Primary Weapons
- Secondary Weapon: MEC Secondary Weapon Systems
- Class-Limited items: MEC Equipment items
Abilities
Rank | Ability | |||
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Specialist |
Close Encounters The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun. | |||
+1 Mobility. | ||||
Lance Corporal |
Aggression Confers +10% critical chance per enemy in sight (max +30%). Aliens visible via squadsight are not counted for bonus. |
Steadfast
Never panic as a result of getting wounded, allies panicking, allies getting wounded or killed, or the intimidation ability. |
Shock-Absorbent Armor Damage received from enemies within 4 tiles is reduced by 33%. | |
No other bonuses. | +5 Will. | No other bonuses. | ||
Corporal |
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. |
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. |
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. | ||
Sergeant |
Automated Threat Assessment Confers 0.5 DR (50% chance to absorb one point of damage) at all times, and confers +15 defense when in overwatch until the unit takes an overwatch shot. |
Executioner Confers +10 aim and +10 critical chance against targets at or below 50% health. |
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. | |
+2 Will. | +2 Aim. | 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%. |
Flush Fire a shot that may cause non-flying enemies to run to new cover. The shot is easy to hit with (+30 aim), but does reduced damage (-50% base weapon damage), and consumes extra ammo (2 ammo). Hunkered units will not relocate. |
Advanced Fire Control Shots from Overwatch no longer suffer any Aim penalty. | |
No other bonuses. | No other bonuses. | +2 Aim. | ||
Gunnery Sergeant |
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. |
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. | |
No other bonuses. | +2 Aim, +2 Will. | No other bonuses. | ||
Master Sergeant |
Run & Gun Allows firing or Overwatch after Dashing on the turn Run and Gun is activated. 2 turn cooldown. |
Rapid Fire Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim. |
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. | |
No other bonuses. | No other bonuses. | -1 Mobility. |
Stat Progression
- Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).
Sample Builds
CE / CCS Tank
LCPL: Shock-Absorbent Armor: 33% lower damage from enemies within 4 tiles.
CPL: Close Combat Specialist : Reaction shot against approaching enemies.
SGT: Automated Threat Assessment : 0.5 DR and +15 defense while in Overwatch.
TSGT: Repair Servos : Self-repair.
GSGT: Vital Point Targeting / Bring 'Em On : Bonus damage.
MSGT: Absorption Fields : Extra DR.
This build features a good balance between damage dealing and tanking. Its function is similar to the CE/CSS assault tank. Run & Gun is not as useful for MEC as it is for the assault class since most MEC suits are mobile enough to let the unit move within 4 tiles of the enemy to take advantage of CE. In order to maximize damage dealing replace SAA with Aggression, or AF with Rapid Fire. For a more tanky build replace CCS with Damage Control. If you are considering a pure tank build, though, check out the Goliath, which is the only MEC with access to the Extra Conditioning perk. Since this MEC is intended for CQC (close quarter combat), equip it with an Electro Pulse and/or Kinetic Strike Module, in addition to a Core Armoring. For builds that are less tank-oriented, a Battle Computer and Tactical Sensors will help dodge enemy fire.