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{{Class Tree (Long War)|
{{Class Tree (Long War)|
|Specialist1=[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|center]]'''Shock-Absorbent Armor'''<br/>''Damage received from enemies within 4 tiles is reduced by 33%.''
|Specialist1=[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|center]]'''Shock-Absorbent Armor'''<br/>''Damage received from enemies within 4 tiles is reduced by 33%.''
|SpecialistE1=''Aim: 0 Will: 0 Mob: 0''
|LCorporal1=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).''
|LCorporal1=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).''
|LCorporal2=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''Primary weapons does one additional damage.''
|LCorporal2=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''Primary weapons does one additional damage.''
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|MSgt2=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''
|MSgt2=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''
|MSgt3=[[File:ASSAULT RUNGUN.png|32px|center]]'''Run & Gun'''<br/>''Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.''
|MSgt3=[[File:ASSAULT RUNGUN.png|32px|center]]'''Run & Gun'''<br/>''Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.''
|MSgtE1=''''
|MSgtE1=''Aim: 2 Will: 0 Mob: 1''
|MSgtE2=''''
|MSgtE2=''Aim: 0 Will: 0 Mob: 0''
|MSgtE3=''''
|MSgtE3=''Aim: 0 Will: 0 Mob: 0''
}}
}}



Revision as of 18:43, 25 August 2014

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
Shock-Absorbent Armor
Damage received from enemies within 4 tiles is reduced by 33%.
Aim: 0 Will: 0 Mob: 0

Lance Corporal
Aggression
Confers +10% critical chance per enemy in sight (max +30%).
Ranger
Primary weapons does one additional damage.
Body Shield
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
Executioner
Confers +10 Aim and +10% Crit chance against targets at or below 50% health.
Close Combat Specialist
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.
Jetboot Module
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
Packmaster
All limited-use items in your inventory receive one extra use.
Damage Control
When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.
Collateral Damage
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
Repair Servos
Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.
Bring 'Em On
Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
Advanced Fire Control
Shots from Overwatch no longer suffer any Aim penalty.
Aim: 0 Will: 1 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 2 Will: 0 Mob: 0

Gunnery Sergeant
Vital Point Targeting
Confers 2 bonus damage with guns against targets whose species have been autopsied.
Close Encounters
The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.
Reactive Targeting Sensors
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: 2 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 2 Mob: 0

Master Sergeant
Absorption Fields
Reduces most incoming damage to this unit, scaling up as the damage increases.
Rapid Fire
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
Run & Gun
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

Long War: Soldiers 
Soldiers
Soldiers

Soldiers

Assault

Infantry

Rocketeer

Gunner

Sniper

Scout

Medic

Engineer
MEC
MEC

MEC Troopers

Marauder

Valkyrie

Archer

Goliath

Jaeger

Pathfinder

Guardian

Shogun
Sub-classes and abilities
Sub-classes and abilities

Officers

Psionics

Gene Mods

S.H.I.V.s