Marauder (LWR): Difference between revisions
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{{Ability List Display | {{Ability List Display | ||
|level1={{Sentinel (LWR)|align=center|topbotpad=7}} | |level1={{Sentinel (LWR)|align=center|topbotpad=7}} | ||
|level2={{Run | |level2={{Run and Gun(LWR)|align=center|topbotpad=7}} | ||
|level3={{Sharpshooter (LWR)|align=center|topbotpad=7}} | |level3={{Sharpshooter (LWR)|align=center|topbotpad=7}} | ||
|level4={{Shock-Absorbent Armor (LWR)|align=center|topbotpad=7}} | |level4={{Shock-Absorbent Armor (LWR)|align=center|topbotpad=7}} | ||
Revision as of 22:41, 25 January 2021

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 |
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%. |
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 Fire an additional reaction shot and gain +20 defense during overwatch. Grants Opportunist. Opportunist
Reaction shots gain +10 aim and can critically hit. | ||||
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). |
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 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 All shots gain +15 aim against biological targets. |
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 |
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
Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon. |
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 Grants +30% crit damage. | ||||
Master Sergeant |
Impact
Shots gain +10 penetration. Non-reaction shots disable their target's Overwatch and Reactive Targeting Sensors. |
Aggression Shots gain +10% crit damage per enemy in sight. | |||||
Stat Progression
Predictable Potential:
| Rank | Attribute Gains | |||
|---|---|---|---|---|
| +2 | +6 | - | - | |
| +1 | +2 | - | - | |
| +1 | +2 | - | - | |
| - | - | - | - | |
| - | - | - | - | |
| - | - | - | - | |
| - | - | - | - | |
| Total | +4 |
+10 |
- |
- |
Sample Builds
Overwatch Marauder
This MEC is an alien slaughtering dream machine. With the Onslaught starting perk, The basic outline for this unit is to Run And Gun into a problematic foe, use Onslaught to beat the ever-loving crap out of it for 0 AP, then let loose Sentinel's two overwatch shots that ignore cover DR and can crit. The plan acquires more deadly consistency upon picking up Sharpshooter, really comes into its own with Killer Instinct when your critical punches and overwatch hits deal a whopping 200% damage.
Sample Overwatch Marauder Build: Sentinel -> Run And Gun -> Sharpshooter -> Shock-Absorbent Armor -> Killer Instinct -> Aggression
| Template:Run and Gun(LWR) |
Recommended Equipment: Kinetic Strike Module, The Thumper
Note: KSM is NOT affected by Red Fog.




















