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Marauder (Long War)

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 Marauder
Long War Main Page

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

Specialist
Close Encounters
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.

Lance Corporal
Aggression
Aggression
Aggression
Confers +10% critical chance per enemy in sight (max +30%). Aliens visible via squadsight are not counted for bonus.
Steadfast
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
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
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
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
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
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
Executioner
Confers +10 aim and +10 critical chance against targets at or below 50% health.
Ranger
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.

Tech Sergeant
Repair Servos
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
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
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
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
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
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
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
Rapid Fire
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
Absorption Fields
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 Brawler

Perk progression
-
Lance Corporal

Corporal

Sergeant

Tech Sergeant

Gunnery Sergeant

Master Sergeant
Perk by tier
Shock-Absorbent Armor
Shock-Absorbent Armor
Close Combat Specialist
Close Combat Specialist
Automated Threat Assessment
Automated Threat Assessment
Repair Servos
Repair Servos
Vital Point Targeting
Vital Point Targeting
or
Reactive Targeting Sensors
Reactive Targeting Sensors
Absorption Fields
Absorption Fields
Build Overview
Stat Boosts +2 will, -1 mobility
Strengths decent tank especially at close range, good damage output
Weaknesses needs to close the gap before accomplishing anything
Preferred battle sites All
Most common Loadout MEC-4; Flamethrower, Electro Pulse/Flamethrower, Kinetic Strike Module; Core Armoring, Incinerator Module, Alien Trophy
Power Ranks CPL for CCS brawling, GSG for dmg, MSG for tank
Description 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, especially since cover isn’t a consideration for MECs. For more focus on pure tanking CCS can be dropped for Damage Control, though at that point the build is basically a knockoff Goliath. 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.
Strategic Analysis Advance directly toward the enemy and take close, aggressive flanks whenever possible. It can be hard to find something useful to do when forced to play at range, though CCS can be abused to double move into enemy positions then take painful reaction shots on them when they reposition. Simply going into One For All and tanking fire can also be useful. If fielded regularly, prioritize the Advanced Servomotors foundry project.


See also

Long War: Soldiers 
Soldiers
Soldiers

Soldiers

Assault

Infantry

Rocketeer

Gunner

Sniper

Scout

Medic

Engineer
MEC
MEC

MEC Troopers

Marauder

Valkyrie

Archer

Goliath

Jaeger

Pathfinder

Guardian

Shogun
Sub-classes and abilities
Sub-classes and abilities

Officers

Psionics

Gene Mods

S.H.I.V.s