Difference between revisions of "Marauder (Long War)"

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{{CheckOutdated (Long War)|b14}}
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[[File: Class Marauder (Long War).png|left|frame|64px| Marauder]]
[[File: CLASS MECH.png|left|frame|64px|Marauder]]
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{{Toc (Long War)|15}}
<div style="float:right">{{Header (Long War)}}__TOC__</div>
 
  
 
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.
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:'''Class-Limited items:''' MEC Equipment items
 
:'''Class-Limited items:''' MEC Equipment items
  
== Abilities ==
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<div style="clear:both;"></div>
 +
 
 +
==Abilities==
 
{{Class Tree (Long War)|
 
{{Class Tree (Long War)|
 
|Specialist1={{ Close Encounters (Long War)|text=1}}
 
|Specialist1={{ Close Encounters (Long War)|text=1}}
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|LCorporalE1=''No other bonuses.''
 
|LCorporalE1=''No other bonuses.''
 
|LCorporalE2='''+5 Will.'''
 
|LCorporalE2='''+5 Will.'''
|LCorporalE3='''-1 Mobility.'''
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|LCorporalE3=''No other bonuses.''
 
|Corporal1={{ Damage Control (Long War)|text=1}}
 
|Corporal1={{ Damage Control (Long War)|text=1}}
 
|Corporal2={{ Close Combat Specialist (Long War)|text=1}}
 
|Corporal2={{ Close Combat Specialist (Long War)|text=1}}
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|Sergeant2={{ Executioner (Long War)|text=1}}
 
|Sergeant2={{ Executioner (Long War)|text=1}}
 
|Sergeant3={{ Ranger (Long War)|text=1}}
 
|Sergeant3={{ Ranger (Long War)|text=1}}
|SergeantE1=''No other bonuses.''
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|SergeantE1='''+2 Will.'''
 
|SergeantE2='''+2 Aim.'''
 
|SergeantE2='''+2 Aim.'''
 
|SergeantE3=''No other bonuses.''
 
|SergeantE3=''No other bonuses.''
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|TechSgtE1=''No other bonuses.''
 
|TechSgtE1=''No other bonuses.''
 
|TechSgtE2=''No other bonuses.''
 
|TechSgtE2=''No other bonuses.''
|TechSgtE3=''No other bonuses.''
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|TechSgtE3='''+2 Aim.'''
|GunSgt1={{ Vital Point Targeting (Long War)|text=1}}
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|GunSgt1={{ Bring Em On (Long War)|text=1}}
 
|GunSgt2={{ Reactive Targeting Sensors (Long War)|text=1}}
 
|GunSgt2={{ Reactive Targeting Sensors (Long War)|text=1}}
|GunSgt3={{ Bring Em On (Long War)|text=1}}
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|GunSgt3={{ Vital Point Targeting (Long War)|text=1}}
 
|GunSgtE1=''No other bonuses.''
 
|GunSgtE1=''No other bonuses.''
|GunSgtE2=''No other bonuses.''
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|GunSgtE2='''+2 Aim, +2 Will.'''
 
|GunSgtE3=''No other bonuses.''
 
|GunSgtE3=''No other bonuses.''
|MSgt1={{ Absorption Fields (Long War)|text=1}}
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|MSgt1={{ Run and Gun (Long War)|text=1}}
 
|MSgt2={{ Rapid Fire (Long War)|text=1}}
 
|MSgt2={{ Rapid Fire (Long War)|text=1}}
|MSgt3={{ Run and Gun (Long War)|text=1}}
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|MSgt3={{ Absorption Fields (Long War)|text=1}}
|MSgtE1='''-1 Mobility.'''
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|MSgtE1=''No other bonuses.''
 
|MSgtE2=''No other bonuses.''
 
|MSgtE2=''No other bonuses.''
|MSgtE3=''No other bonuses.''
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|MSgtE3='''-1 Mobility.'''
 +
}}
 +
 
 +
==Stat Progression==
 +
{{Stat Progression Table (Long War)
 +
| 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)
 +
| 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)
 +
| 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)
 +
| 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)
 +
| 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)
 +
| 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)
 
}}
 
}}
  
== Stat Progression ==
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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).
 +
 
 +
==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.
  
{| class="wikitable"
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MSGT: '''Absorption Fields''' : Extra DR.
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*
 
|-
 
|Specialist|| 1 || 1 || 2 || 2 || 2(3)|| 2(-3)
 
|-
 
|Lance Corporal|| 0 || 1 || 2 || 4 || 2(3)|| 4(-6)
 
|-
 
|Corporal|| 1 || 2 || 2 || 6 || 2(3)|| 6(-9)
 
|-
 
|Sergeant|| 1 || 3 || 2 || 8 || 2(3)|| 8(-12)
 
|-
 
|Tech Sergeant|| 1 || 4 || 2 || 10 || 2(3)|| 10(-15)
 
|-
 
|Gunnery Sergeant|| 0 || 4 || 2 || 12 || 2(3)|| 12(-18)
 
|-
 
|Master Sergeant|| 1 || 5 || 2 || 14 || 2(3)|| 14(-21)
 
|}
 
  
* 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.
+
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
 +
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.
  
 
==See also==
 
==See also==

Revision as of 16:55, 18 July 2020

 Marauder

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
RANK SQUADDIE.png
Specialist
Close Encounters
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.
RANK CORPORAL.png
Lance Corporal
Aggression
Aggression
Confers +10% critical chance per enemy in sight (max +30%). Aliens visible via squadsight are not counted for bonus.
Steadfast
Steadfast
Never panic as a result of getting wounded, allies panicking, allies getting wounded or killed, or the intimidation ability.
Shock-Absorbent Armor
Shock-Absorbent Armor
Damage received from enemies within 4 tiles is reduced by 33%.
No other bonuses. +5 Will. No other bonuses.
RANK SERGEANT.png
Corporal
Damage Control
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
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
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.
RANK LIEUTENANT.png
Sergeant
Automated Threat Assessment
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
Executioner
Confers +10 aim and +10 critical chance against targets at or below 50% health.
Ranger
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.
RANK CAPTAIN.png
Tech Sergeant
Repair Servos
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
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
Advanced Fire Control
Shots from Overwatch no longer suffer any Aim penalty.
No other bonuses. No other bonuses. +2 Aim.
RANK MAJOR.png
Gunnery Sergeant
Bring 'Em On
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
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
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.
RANK COLONEL.png
Master Sergeant
Run & Gun
Run & Gun
Allows firing or Overwatch after Dashing on the turn Run and Gun is activated. 2 turn cooldown.
Rapid Fire
Rapid Fire
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
Absorption Fields
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

Rank / Level Total
Health
Aim
Will
 *
Health
Aim
Will
 *
Specialist 1 2 2(-3) 1 2 2(-3)
Lance Corporal 0 2 2(-3) 1 4 4(-6)
Corporal 1 2 2(-3) 2 6 6(-9)
Sergeant 1 2 2(-3) 3 8 8(-12)
Tech Sergeant 1 2 2(-3) 4 10 10(-15)
Gunnery Sergeant 0 2 2(-3) 4 12 12(-18)
Master Sergeant 1 2 2(-3) 5 14 14(-21)
  • 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.

See also

Lone Wolf (EU2012).jpg Long War: 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 Valkyrie (Long War).png
Valkyrie
Class Archer (Long War).png
Archer
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Pathfinder (Long War).png
Pathfinder
Class Guardian (Long War).png
Guardian
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