Difference between revisions of "Marauder (Long War)"

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(Templates added and updated for beta 14f, updated Stag Progression table)
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{{CheckOutdated (Long War)|b14}}
 
{{CheckOutdated (Long War)|b14}}
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[[File: CLASS MECH.png|left|frame|64px|Marauder]]
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<div style="float:right">__TOC__</div>
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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 ==
 
{{Class Tree (Long War)|
 
{{Class Tree (Long War)|
|Specialist1=[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|center]]'''Shock-Absorbent Armor'''<br/>''Damage received from enemies within 4 tiles is reduced by 33%.''
+
|Specialist1={{ Shock Absorbent Armor (Long War)|text=1}}
|SpecialistE1=''Aim: 0 Will: 0 Mob: 0''
+
|SpecialistE1=''No other bonuses.''
|LCorporal1=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).''
+
|LCorporal1={{ Aggression (Long War)|text=1}}
|LCorporal2=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''Primary weapons does one additional damage.''
+
|LCorporal2={{ Ranger (Long War)|text=1}}
|LCorporal3=[[File:MEC_BODY_SHIELD.png|32px|center]]'''Body Shield'''<br/>''The nearest visible enemy suffers -20 aim and cannot critically hit this unit''
+
|LCorporal3={{ Body Shield (Long War)|text=1}}
|LCorporalE1=''Aim: 0 Will: 0 Mob: 0''
+
|LCorporalE1=''No other bonuses.''
|LCorporalE2=''Aim: 0 Will: 0 Mob: 0''
+
|LCorporalE2=''No other bonuses.''
|LCorporalE3=''Aim: 0 Will: 3 Mob: 1''
+
|LCorporalE3='''Provides +3 Will, +1 Mobility.'''
|Corporal1=[[File:SNIPER EXECUTIONER.png|32px|center]]'''Executioner'''<br/>''Confers +10 Aim and +10% Crit chance against targets at or below 50% health.''
+
|Corporal1={{ Executioner (Long War)|text=1}}
|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.''
+
|Corporal2={{ Close Combat Specialist (Long War)|text=1}}
|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.''
+
|Corporal3={{ Jetboot Module (Long War)|text=1}}
|CorporalE1=''Aim: 4 Will: 2 Mob: 0''
+
|CorporalE1='''Provides +4 Aim, +2 Will.'''
|CorporalE2=''Aim: 0 Will: 0 Mob: 0''
+
|CorporalE2=''No other bonuses.''
|CorporalE3=''Aim: 0 Will: 0 Mob: 1''
+
|CorporalE3='''Provides +1 Mobility'''
|Sergeant1=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]'''Advanced Fire Control'''<br/>''Shots from Overwatch no longer suffer any Aim penalty.''
+
|Sergeant1={{ Advanced Fire Control (Long War)|text=1}}
|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.''
+
|Sergeant2={{ Damage Control (Long War)|text=1}}
|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.''
+
|Sergeant3={{ Collateral Damage (Long War)|text=1}}
|SergeantE1=''Aim: 0 Will: 0 Mob: 0''
+
|SergeantE1=''No other bonuses.''
|SergeantE2=''Aim: 0 Will: 0 Mob: 0''
+
|SergeantE2=''No other bonuses.''
|SergeantE3=''Aim: 0 Will: 0 Mob: 0''
+
|SergeantE3=''No other bonuses.''
|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.''
+
|TechSgt1={{ Repair Servos (Long War)|text=1}}
|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).''
+
|TechSgt2={{ Bring Em On (Long War)|text=1}}
|TechSgt3=[[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.''
+
|TechSgt3={{ Reactive Targeting Sensors (Long War)|text=1}}
|TechSgtE1=''Aim: 0 Will: 1 Mob: 0''
+
|TechSgtE1='''Provides +1 Will.'''
|TechSgtE2=''Aim: 0 Will: 0 Mob: 0''
+
|TechSgtE2=''No other bonuses.''
|TechSgtE3=''Aim: 2 Will: 0 Mob: 0''
+
|TechSgtE3='''Provides +2 Aim.'''
|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.''
+
|GunSgt1={{ Vital Point Targeting (Long War)|text=1}}
|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.''
+
|GunSgt2={{ Close Encounters (Long War)|text=1}}
|GunSgt3=[[File:Hit and Run.png|32px|center]]'''Hit and Run'''<br/>''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.''
+
|GunSgt3={{ Hit And Run (Long War)|text=1}}
|GunSgtE1=''Aim: 2 Will: 0 Mob: 0''
+
|GunSgtE1='''Provides +2 Aim.'''
|GunSgtE2=''Aim: 0 Will: 0 Mob: 0''
+
|GunSgtE2=''No other bonuses.''
|GunSgtE3=''Aim: 0 Will: 2 Mob: 0''
+
|GunSgtE3=''No other bonuses.''
|MSgt1=[[File:MEC_ABSORTION_FIELDS.png|32px|center]]'''Absorption Fields'''<br/>''Reduces most incoming damage to this unit, scaling up as the damage increases.''
+
|MSgt1={{ Absorption Fields (Long War)|text=1}}
|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.''
+
|MSgt2={{ Rapid Fire (Long War)|text=1}}
|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.''
+
|MSgt3={{ Run and Gun (Long War)|text=1}}
|MSgtE1=''Aim: 2 Will: 0 Mob: 1''
+
|MSgtE1=''No other bonuses.''
|MSgtE2=''Aim: 0 Will: 0 Mob: 0''
+
|MSgtE2=''No other bonuses.''
|MSgtE3=''Aim: 0 Will: 0 Mob: 0''
+
|MSgtE3=''No other bonuses.''
 
}}
 
}}
  
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{| class="wikitable"
 
{| class="wikitable"
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim
+
!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
+
|Specialist|| 1 || 1 || 3 || 3 || 2(3)|| 2(-3)
 
|-
 
|-
|Lance Corporal|| 0 || 1 || 2 || 4
+
|Lance Corporal|| 0 || 1 || 3 || 6 || 2(3)|| 4(-6)
 
|-
 
|-
|Corporal|| 1 || 2 || 2 || 6
+
|Corporal|| 1 || 2 || 3 || 9 || 2(3)|| 6(-9)
 
|-
 
|-
|Sergeant|| 0 || 2 || 2 || 8
+
|Sergeant|| 1 || 3 || 3 || 12 || 2(3)|| 8(-12)
 
|-
 
|-
|Tech Sergeant|| 1 || 3 || 2 || 10
+
|Tech Sergeant|| 1 || 4 || 3 || 15 || 2(3)|| 10(-15)
 
|-
 
|-
|Gunnery Sergeant|| 0 || 3 || 2 || 12
+
|Gunnery Sergeant|| 0 || 4 || 3 || 18 || 2(3)|| 12(-18)
 
|-
 
|-
|Master Sergeant|| 1 || 4 || 2 || 14
+
|Master Sergeant|| 1 || 5 || 3 || 21 || 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.
 +
 
==See also==
 
==See also==
 
{{Soldiers (Long War) Navbar}}
 
{{Soldiers (Long War) Navbar}}

Revision as of 22:36, 20 November 2014

This page may be outdated. It is up-to-date for version b14. The latest version is 1.0.
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.

Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
Shock-Absorbent Armor
Shock-Absorbent Armor
Damage received from enemies within 4 tiles is reduced by 33%.
No other bonuses.
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.
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.
Body Shield
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.
RANK SERGEANT.png
Corporal
Executioner
Executioner
Confers +10 aim and +10 critical chance against targets at or below 50% health.
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.
Jetboot Module
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
RANK LIEUTENANT.png
Sergeant
Advanced Fire Control
Advanced Fire Control
Shots from Overwatch no longer suffer any Aim penalty.
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.
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 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%.
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.
Provides +1 Will. No other bonuses. Provides +2 Aim.
RANK MAJOR.png
Gunnery Sergeant
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.
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.
Hit and Run
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.
RANK COLONEL.png
Master Sergeant
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.
Rapid Fire
Rapid Fire
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
Run & Gun
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

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

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