Marauder (LWR): Difference between revisions
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|Sergeant1={{ Shock-Absorbent Armor (LWR)|text=1|topbotpad=10}} | |Sergeant1={{ Shock-Absorbent Armor (LWR)|text=1|topbotpad=10}} | ||
|Sergeant2={{ Repair Servos (LWR)|text=1|topbotpad=10}} | |Sergeant2={{ Repair Servos (LWR)|text=1|topbotpad=10}} | ||
|Sergeant3={{ | |Sergeant3={{ Extra Conditioning (LWR)|text=1|topbotpad=10}} | ||
|TechSgt1={{ Close Combat Specialist (LWR)|text=1|topbotpad=10}} | |TechSgt1={{ Close Combat Specialist (LWR)|text=1|topbotpad=10}} | ||
|GunSgt1={{ Lock n' Load (LWR)|text=1|topbotpad=10}} | |GunSgt1={{ Lock n' Load (LWR)|text=1|topbotpad=10}} | ||
|GunSgt2={{ | |GunSgt2={{ Vital Point Targeting (LWR)|text=1|topbotpad=10}} | ||
|GunSgt3={{ | |GunSgt3={{ Killer Instinct (LWR)|text=1|topbotpad=10}} | ||
|MSgt1={{ | |MSgt1={{ Executioner (LWR)|text=1|topbotpad=10}} | ||
|MSgt2={{ | |MSgt2={{ Aggression (LWR)|text=1|topbotpad=10}} | ||
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Revision as of 03:39, 1 November 2020

MEC variant of the Assault and Infantry classes. 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 |
Onslaught
The first use of the Kinetic Strike Module each turn will leave this unit with 1 AP but reduces mobility to 3.3 tiles during their next action. Grants Ram. | ||||||
Lance Corporal |
Brawler If this unit is idle and has not been damaged this turn, incoming shots within 4 tiles graze (dealing only half of the original damage). |
Ready For Anything
At the end of each turn, if this unit did not move and is not at risk of triggering reaction fire, overwatch activates. If this unit has not moved, reaction shots gain +10 aim. |
Reactive Targeting Sensors Once per turn, if this unit is not suppressed and is shot: Attempt to return fire with a +20 aim reaction shot. If this unit did return fire, enter One For All (if able). [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30] Opportunist
Reaction shots gain +10 aim and can critically hit. | ||||
Corporal |
Fortified
Grants immunity to critical hits. Injury and fatigue times are reduced by 15%. Steadfast
Provides +2 armor HP, immunity to panic, and reduces injury times by 30%. |
Awareness A state of constant alertness grants this unit +20 defense at all times. Does not apply against attacks from steadied shots. |
Jetboot Module When activated, grants +3.3 mobility and the ability to jump to normally inaccessible heights for the rest of the turn. 2 turn cooldown. Does not break hidden abilities (Cloaking, Shadow, Stealth, or Ghosting). | ||||
Sergeant |
Shock-Absorbent Armor
Grants proximity-based DR if the damage is within 10 tiles (+5% DR per tile up to +50% at point blank). |
Repair Servos Repairs damage sustained in battle: When damaged, gain servos equal to 50% of the damage sustained. Each servo can heal 1 HP. At end of turn, use 20% the servos available (minimum 1). Active servos are removed if this unit is fully healed or corroded. |
Extra Conditioning
Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP. | ||||
Tech Sergeant |
Close Combat Specialist Grants a reaction shot at any enemy within 4 tiles that acts. Reaction shot only activates on enemy's turn, once per enemy. [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30] | ||||||
Gunnery Sergeant |
Lock n' Load
Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon. |
Vital Point Targeting
When hitting humans or autopsied biological aliens: steadied shots, reaction shots, or shots at targets not protected by cover double the bleed chance and deal 30% more damage. |
Killer Instinct Grants +30% crit damage. | ||||
Master Sergeant |
Executioner Grants +1 damage and +20 aim against targets at or below half HP. Double the effects if using a sidearm. |
Aggression Shots gain +10% crit damage per enemy in sight. | |||||




















