Marauder (Long War): Difference between revisions
Appearance
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b15 |
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== Abilities == | == Abilities == | ||
{{Class Tree (Long War)| | {{Class Tree (Long War)| | ||
|Specialist1={{ | |Specialist1={{ Close Encounters (Long War)|text=1}} | ||
|SpecialistE1='' | |SpecialistE1='''+1 Mobility.''' | ||
|LCorporal1={{ Aggression (Long War)|text=1}} | |LCorporal1={{ Aggression (Long War)|text=1}} | ||
|LCorporal2={{ | |LCorporal2={{ Steadfast (Long War)|text=1}} | ||
|LCorporal3={{ | |LCorporal3={{ Shock Absorbent Armor (Long War)|text=1}} | ||
|LCorporalE1=''No other bonuses.'' | |LCorporalE1=''No other bonuses.'' | ||
|LCorporalE2='' | |LCorporalE2='''+5 Will.''' | ||
|LCorporalE3=''' | |LCorporalE3='''-1 Mobility.''' | ||
|Corporal1={{ | |Corporal1={{ Damage Control (Long War)|text=1}} | ||
|Corporal2={{ Close Combat Specialist (Long War)|text=1}} | |Corporal2={{ Close Combat Specialist (Long War)|text=1}} | ||
|Corporal3={{ | |Corporal3={{ Collateral Damage (Long War)|text=1}} | ||
|CorporalE1='' | |CorporalE1=''No other bonuses.'' | ||
|CorporalE2=''No other bonuses.'' | |CorporalE2=''No other bonuses.'' | ||
|CorporalE3='' | |CorporalE3=''No other bonuses.'' | ||
|Sergeant1={{ | |Sergeant1={{ Automated Threat Assessment (Long War)|text=1}} | ||
|Sergeant2={{ | |Sergeant2={{ Executioner (Long War)|text=1}} | ||
|Sergeant3={{ | |Sergeant3={{ Ranger (Long War)|text=1}} | ||
|SergeantE1=''No other bonuses.'' | |SergeantE1=''No other bonuses.'' | ||
|SergeantE2='' | |SergeantE2='''+2 Aim.''' | ||
|SergeantE3=''No other bonuses.'' | |SergeantE3=''No other bonuses.'' | ||
|TechSgt1={{ Repair Servos (Long War)|text=1}} | |TechSgt1={{ Repair Servos (Long War)|text=1}} | ||
|TechSgt2={{ | |TechSgt2={{ Flush (Long War)|text=1}} | ||
|TechSgt3={{ | |TechSgt3={{ Advanced Fire Control (Long War)|text=1}} | ||
|TechSgtE1='' | |TechSgtE1=''No other bonuses.'' | ||
|TechSgtE2=''No other bonuses.'' | |TechSgtE2=''No other bonuses.'' | ||
|TechSgtE3='' | |TechSgtE3=''No other bonuses.'' | ||
|GunSgt1={{ Vital Point Targeting (Long War)|text=1}} | |GunSgt1={{ Vital Point Targeting (Long War)|text=1}} | ||
|GunSgt2={{ | |GunSgt2={{ Reactive Targeting Sensors (Long War)|text=1}} | ||
|GunSgt3={{ | |GunSgt3={{ Bring Em On (Long War)|text=1}} | ||
|GunSgtE1='' | |GunSgtE1=''No other bonuses.'' | ||
|GunSgtE2=''No other bonuses.'' | |GunSgtE2=''No other bonuses.'' | ||
|GunSgtE3=''No other bonuses.'' | |GunSgtE3=''No other bonuses.'' | ||
| Line 46: | Line 46: | ||
|MSgt2={{ Rapid Fire (Long War)|text=1}} | |MSgt2={{ Rapid Fire (Long War)|text=1}} | ||
|MSgt3={{ Run and Gun (Long War)|text=1}} | |MSgt3={{ Run and Gun (Long War)|text=1}} | ||
|MSgtE1='' | |MSgtE1='''-1 Mobility.''' | ||
|MSgtE2=''No other bonuses.'' | |MSgtE2=''No other bonuses.'' | ||
|MSgtE3=''No other bonuses.'' | |MSgtE3=''No other bonuses.'' | ||
| Line 56: | Line 56: | ||
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total* | !Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total* | ||
|- | |- | ||
|Specialist|| 1 || 1 || | |Specialist|| 1 || 1 || 2 || 2 || 2(3)|| 2(-3) | ||
|- | |- | ||
|Lance Corporal|| 0 || 1 || | |Lance Corporal|| 0 || 1 || 2 || 4 || 2(3)|| 4(-6) | ||
|- | |- | ||
|Corporal|| 1 || 2 || | |Corporal|| 1 || 2 || 2 || 6 || 2(3)|| 6(-9) | ||
|- | |- | ||
|Sergeant|| 1 || 3 || | |Sergeant|| 1 || 3 || 2 || 8 || 2(3)|| 8(-12) | ||
|- | |- | ||
|Tech Sergeant|| 1 || 4 || | |Tech Sergeant|| 1 || 4 || 2 || 10 || 2(3)|| 10(-15) | ||
|- | |- | ||
|Gunnery Sergeant|| 0 || 4 || | |Gunnery Sergeant|| 0 || 4 || 2 || 12 || 2(3)|| 12(-18) | ||
|- | |- | ||
|Master Sergeant|| 1 || 5 || | |Master Sergeant|| 1 || 5 || 2 || 14 || 2(3)|| 14(-21) | ||
|} | |} | ||
Revision as of 05:18, 2 March 2015
| This page may be outdated. It is up-to-date for version b14. The latest version is 1.0. |

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.
- Primary Weapon: MEC Primary Weapons
- Secondary Weapon: MEC Secondary Weapon Systems
- Class-Limited items: MEC Equipment items
Abilities
| Rank | Ability | |||
|---|---|---|---|---|
Specialist |
Close Encounters The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun. | |||
| +1 Mobility. | ||||
Lance Corporal |
Aggression Confers +10% critical chance per enemy in sight (max +30%). Aliens visible via squadsight are not counted for bonus. |
Steadfast
Never panic as a result of getting wounded, allies panicking, allies getting wounded or killed, or the intimidation ability. |
Shock-Absorbent Armor Damage received from enemies within 4 tiles is reduced by 33%. | |
| No other bonuses. | +5 Will. | -1 Mobility. | ||
Corporal |
Damage Control When this unit takes damage, all further damage will be reduced by 1 or 2 points (1.5 DR) for the next 2 turns. |
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. |
Collateral Damage Area of effect attack that destroys most cover and hits all eligible targets for 1/3rd damage. Unlike most abilities, damage increasing items and perks also only apply 1/3rd damage (note: HEAT and flak cannot be reduced below +2 damage though). This attack cannot critically hit. Shredder ammo and holo-targeting are NOT applied. | |
| No other bonuses. | No other bonuses. | No other bonuses. | ||
Sergeant |
Automated Threat Assessment Confers 0.5 DR (50% chance to absorb one point of damage) at all times, and confers +15 defense when in overwatch until the unit takes an overwatch shot. |
Executioner Confers +10 aim and +10 critical chance against targets at or below 50% health. |
Ranger
Confers +1 damage with primary weapons, rocket launchers, MEC secondary weapons and sidearms. Negates the long-range accuracy penalty with sidearms when shooting beyond 14 meters. | |
| No other bonuses. | +2 Aim. | No other bonuses. | ||
Tech Sergeant |
Repair Servos Repairs up to 50% of damage taken (max 2 per turn). Value on icon represents repairs remaining at 2 points per hp. Additional damage taken before repairs are complete reduces how much can be repaired from prior hits by 50%. |
Flush Fire a shot that may cause non-flying enemies to run to new cover. The shot is easy to hit with (+30 aim), but does reduced damage (-50% base weapon damage), and consumes extra ammo (2 ammo). Hunkered units will not relocate. |
Advanced Fire Control Shots from Overwatch no longer suffer any Aim penalty. | |
| No other bonuses. | No other bonuses. | No other bonuses. | ||
Gunnery Sergeant |
Vital Point Targeting
Confers 2 bonus damage with primary guns, and +1 damage with sidearms, against humans and alien targets whose species have been autopsied. |
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. |
Bring 'Em On Confers 1-4 bonus damage during critical hits (which is then multiplied by 50% due to the critical hit). The damage is higher when more enemies are in view (including squad sight vision). This results in +1.5 dmg for 1-2 enemies, +3 dmg for 3-4 enemies, +4.5 dmg for 5-6 enemies, +6 dmg for 7 or more enemies. | |
| No other bonuses. | No other bonuses. | No other bonuses. | ||
Master Sergeant |
Absorption Fields
Reduces most incoming damage to this unit, scaling up as damage increases. Specifically: reduces 40% of any damage taken after 2; after all other damage reduction has been applied. |
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 and Gun is activated. 2 turn cooldown. | |
| -1 Mobility. | No other bonuses. | No other bonuses. | ||
Stat Progression
- Note that even without Hidden Potential switched on there is a Random (1) Will per level. This is properly shown in brackets. Psionic soldiers receive additional random will as well.
See also
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