Jump to content

Marauder (LWR): Difference between revisions

From UFOpaedia
PikaPilot (talk | contribs)
Ucross (talk | contribs)
Line 34: Line 34:


{{Stat Progression Table (LWR)
{{Stat Progression Table (LWR)
| rank1-hp=+0-1 (58%) | rank1-aim=+3-9 | rank1-mob=+0.6 | rank1-will=-
| rank1-hp=+0-1 (58%) | rank1-aim=+3-9 | rank1-mob=- | rank1-will=-
| rank2-hp=+0-1 (57%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=-
| rank2-hp=+0-1 (57%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=-
| rank3-hp=+0-1 (57%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=-
| rank3-hp=+0-1 (57%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=-
Line 41: Line 41:
| rank6-hp=+0-1 (57%) | rank6-aim=- | rank6-mob=- | rank6-will=-
| rank6-hp=+0-1 (57%) | rank6-aim=- | rank6-mob=- | rank6-will=-
| rank7-hp=+0-1 (57%) | rank7-aim=- | rank7-mob=- | rank7-will=-
| rank7-hp=+0-1 (57%) | rank7-aim=- | rank7-mob=- | rank7-will=-
| hptotal=+0-7 | aimtotal=+5-15 | mobtotal=+0.6 | willtotal=-
| hptotal=+0-7 | aimtotal=+5-15 | mobtotal=- | willtotal=-
}}
}}


Line 47: Line 47:


{{Stat Progression Table (LWR)
{{Stat Progression Table (LWR)
| rank1-hp=+2 | rank1-aim=+6 | rank1-mob=+0.6 | rank1-will=-  
| rank1-hp=+2 | rank1-aim=+6 | rank1-mob=- | rank1-will=-  
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=-
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=-
| rank3-hp=+1 | rank3-aim=+2 | rank3-mob=- | rank3-will=-
| rank3-hp=+1 | rank3-aim=+2 | rank3-mob=- | rank3-will=-
Line 54: Line 54:
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-
| hptotal=+4 | aimtotal=+10 | mobtotal=+0.6 | willtotal=-
| hptotal=+4 | aimtotal=+10 | mobtotal=- | willtotal=-
}}
}}



Revision as of 22:11, 22 January 2021

Back To Main Page

 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%.
Steadfast
Steadfast
Steadfast
Provides +2 armor HP, immunity to panic, and reduces injury times by 30%.
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).

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
Shock-Absorbent Armor
Shock-Absorbent Armor
Shock-Absorbent Armor
Grants proximity-based DR if the damage is within 10 tiles (+5% DR per tile up to +50% at point blank).

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

Rank Attribute Gains
Health
Aim
Mobility
Will
   Specialist +0-1 (58%) +3-9 - -
   Lance Corporal +0-1 (57%) +1-3 - -
   Corporal +0-1 (57%) +1-3 - -
   Sergeant +0-1 (57%) - - -
   Tech Sergeant +0-1 (57%) - - -
   Gunnery Sergeant +0-1 (57%) - - -
   Master Sergeant +0-1 (57%) - - -
Total Health
+0-7
Aim
+5-15
Mobility
-
Will
-

Predictable Potential:

Rank Attribute Gains
Health
Aim
Mobility
Will
   Specialist +2 +6 - -
   Lance Corporal +1 +2 - -
   Corporal +1 +2 - -
   Sergeant - - - -
   Tech Sergeant - - - -
   Gunnery Sergeant - - - -
   Master Sergeant - - - -
Total Health
+4
Aim
+10
Mobility
-
Will
-

Sample Builds

See also