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{{Class Tree (LWR)|
{{Class Tree (LWR)|
|Specialist1={{ Onslaught (LWR)|text=1|topbotpad=10}}
|Specialist1={{ Onslaught (LWR)|text=1|topbotpad=10}}
|LCorporal1={{ Brawler (LWR)|text=1|topbotpad=10}}
|LCorporal1={{ Fortified (LWR)|text=1|topbotpad=10}}
|LCorporal2={{ Ready For Anything (LWR)|text=1|topbotpad=10}}
|LCorporal2={{ Close Combat Specialist (LWR)|text=1|topbotpad=10}}
|LCorporal3={{ Reactive Targeting Sensors (LWR)|text=1|topbotpad=10}} {{ Opportunist (LWR)|text=1|topbotpad=10}}
|LCorporal3={{ Sentinel (LWR)|text=1|topbotpad=10}} {{ Opportunist (LWR)|text=1|topbotpad=10}}
|Corporal1={{ Fortified (LWR)|text=1|topbotpad=10}} {{ Steadfast (LWR)|text=1|topbotpad=10}}
|Corporal1={{ Brawler (LWR)|text=1|topbotpad=10}} {{ Steadfast (LWR)|text=1|topbotpad=10}}
|Corporal2={{ Awareness (LWR)|text=1|topbotpad=10}}
|Corporal2={{ Run and Gun (LWR)|text=1|topbotpad=10}}
|Corporal3={{ Jetboot Module (LWR)|text=1|topbotpad=10}}
|Corporal3={{ Jetboot Module (LWR)|text=1|topbotpad=10}}
|Sergeant1={{ Shock-Absorbent Armor (LWR)|text=1|topbotpad=10}}
|Sergeant1={{ Sharpshooter (LWR)|text=1|topbotpad=10}}
|Sergeant2={{ Repair Servos (LWR)|text=1|topbotpad=10}}
|Sergeant2={{ Repair Servos (LWR)|text=1|topbotpad=10}}
|Sergeant3={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}
|Sergeant3={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}
|TechSgt1={{ Close Combat Specialist (LWR)|text=1|topbotpad=10}}
|TechSgt1={{ Shock-Absorbent armor (LWR)|text=1|topbotpad=10}}
|GunSgt1={{ Lock n' Load (LWR)|text=1|topbotpad=10}}
|GunSgt1={{ Lock n' Load (LWR)|text=1|topbotpad=10}}
|GunSgt2={{ Impact (LWR)|text=1|topbotpad=10}}
|GunSgt2={{ Reactive Targeting Sensors (LWR)|text=1|topbotpad=10}}
|GunSgt3={{ Killer Instinct (LWR)|text=1|topbotpad=10}}
|GunSgt3={{ Killer Instinct (LWR)|text=1|topbotpad=10}}
|MSgt1={{ Executioner (LWR)|text=1|topbotpad=10}}
|MSgt1={{ Impact (LWR)|text=1|topbotpad=10}}
|MSgt2={{ Aggression (LWR)|text=1|topbotpad=10}}
|MSgt2={{ Aggression (LWR)|text=1|topbotpad=10}}
}}
}}

Revision as of 19:32, 5 January 2021

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 Marauder

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
Onslaught
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
Fortified
Fortified
Fortified
Grants immunity to critical hits. Injury and fatigue times are reduced by 15%.
Close Combat Specialist
Close Combat Specialist
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]
Sentinel
Sentinel
Sentinel

Fire an additional reaction shot and gain +20 defense during overwatch. Grants Opportunist.

Opportunist
Opportunist
Opportunist
Reaction shots gain +10 aim and can critically hit.

Corporal
Brawler
Brawler
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).

Steadfast
Steadfast
Steadfast
Provides +2 armor HP, immunity to panic, and reduces injury times by 30%.
Run and Gun
Run and Gun
Run and Gun
Activate to allow shooting or overwatching at 0 AP if the last AP was spent moving. When active: Gain +20 crit, +20% crit damage, immunity to reaction fire, but the AP discount from Close Encounters is disabled. 2 turn cooldown. Cannot activate if out of ammo and does not work with the stun rifle.
Jetboot Module
Jetboot Module
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
Sharpshooter
Sharpshooter
Sharpshooter
All shots gain +15 aim against biological targets.
Repair Servos
Repair Servos
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
Extra Conditioning
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
Template:Shock-Absorbent armor (LWR)

Gunnery Sergeant
Lock n' Load
Lock n' Load
Lock n' Load
Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon.
Reactive Targeting Sensors
Reactive Targeting Sensors
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]
Killer Instinct
Killer Instinct
Killer Instinct
Grants +30% crit damage.

Master Sergeant
Impact
Impact
Impact
Shots gain +10 penetration. Non-reaction shots disable their target's Overwatch and Reactive Targeting Sensors.
Aggression
Aggression
Aggression
Shots gain +10% crit damage per enemy in sight.


Stat Progression

Sample Builds

See also