Marauder (Long War): Difference between revisions
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{{CheckOutdated (Long War)| | {{CheckOutdated (Long War)|b14}} | ||
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. | ||
Revision as of 07:35, 17 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| This page may be outdated.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 |
Damage received from enemies within 4 tiles is reduced by 33%. | |||
| Aim: 0 Will: 0 Mob: 0 | ||||
Lance Corporal |
Confers +10% critical chance per enemy in sight (max +30%). |
Primary weapons does one additional damage. |
The nearest visible enemy suffers -20 aim and cannot critically hit this unit | |
| Aim: 0 Will: 0 Mob: 0 | Aim: 0 Will: 0 Mob: 0 | Aim: 0 Will: 3 Mob: 1 | ||
Corporal |
Confers +10 Aim and +10% Crit chance against targets at or below 50% health. |
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. |
When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn. | |
| Aim: 4 Will: 2 Mob: 0 | Aim: 0 Will: 0 Mob: 0 | Aim: 0 Will: 0 Mob: 1 | ||
Sergeant |
Shots from Overwatch no longer suffer any Aim penalty. |
When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns. |
Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits. | |
| Aim: 0 Will: 0 Mob: 0 | Aim: 0 Will: 0 Mob: 0 | Aim: 0 Will: 0 Mob: 0 | ||
Tech Sergeant |
Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired. |
Adds 1 damage on critical hits for each enemy the squad can see (up to 5). |
Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there's enough ammo to do so. | |
| Aim: 0 Will: 1 Mob: 0 | Aim: 0 Will: 0 Mob: 0 | Aim: 2 Will: 0 Mob: 0 | ||
Gunnery Sergeant |
Confers 2 bonus damage with guns against targets whose species have been autopsied. |
The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun. |
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. | |
| Aim: 2 Will: 0 Mob: 0 | Aim: 0 Will: 0 Mob: 0 | Aim: 0 Will: 2 Mob: 0 | ||
Master Sergeant |
Reduces most incoming damage to this unit, scaling up as the damage increases. |
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim. |
Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown. | |
| Aim: 2 Will: 0 Mob: 1 | Aim: 0 Will: 0 Mob: 0 | Aim: 0 Will: 0 Mob: 0 | ||
Stat Progression
| Rank | HP at level | Total HP | Aim at level | Total Aim |
|---|---|---|---|---|
| Specialist | 1 | 1 | 2 | 2 |
| Lance Corporal | 0 | 1 | 2 | 4 |
| Corporal | 1 | 2 | 2 | 6 |
| Sergeant | 0 | 2 | 2 | 8 |
| Tech Sergeant | 1 | 3 | 2 | 10 |
| Gunnery Sergeant | 0 | 3 | 2 | 12 |
| Master Sergeant | 1 | 4 | 2 | 14 |
See also
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