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[[Long_War_Rebalance|Back To Main Page]]
[[Long_War_Rebalance|Back To Main Page]]
!!NOT UPDATED TO LWR YET!!


[[File: Class Marauder (Long War).png|left|frame|64px|&nbsp;<b><i>Marauder</i></b>]]
[[File: Class Marauder (Long War).png|left|frame|64px|&nbsp;<b><i>Marauder</i></b>]]
<div style="float:right; padding:0 15px 15px 20px;">
    <div>__TOC__<br/></div>
    <div style="float: left; padding-left: 16px;">{{Header (Long War)}}</div>
    </div>
</div>


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.
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.
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== Abilities ==
== Abilities ==
{{Class Tree (Long War)|
{{Class Tree (LWR)|
|Specialist1={{ Close Encounters (Long War)|text=1}}
|Specialist1={{ Onslaught (LWR)|text=1}}
|SpecialistE1='''+1 Mobility.'''
|LCorporal1={{ Brawler (LWR)|text=1}} {{ Opportunist (LWR)|text=1}}
|LCorporal1={{ Aggression (Long War)|text=1}}
|LCorporal2={{ Rapid Reaction (LWR)|text=1}}
|LCorporal2={{ Steadfast (Long War)|text=1}}
|LCorporal3={{ Reactive Targeting Systems (LWR)|text=1}} {{ Opportunist (LWR)|text=1}}
|LCorporal3={{ Shock Absorbent Armor (Long War)|text=1}}
|Corporal1={{ Fortified (LWR)|text=1}} {{ Steadfast (LWR)|text=1}}
|LCorporalE1=''No other bonuses.''
|Corporal2={{ Lock n' Load (LWR)|text=1}}
|LCorporalE2='''+5 Will.'''
|Corporal3={{ Jetboot Module (LWR)|text=1}}
|LCorporalE3=''No other bonuses.''
|Sergeant1={{ Shock-Absorbent Armor (LWR)|text=1}}
|Corporal1={{ Damage Control (Long War)|text=1}}
|Sergeant2={{ Ready For Anything (LWR)|text=1}}
|Corporal2={{ Close Combat Specialist (Long War)|text=1}}
|Sergeant3={{ Vital Point Targeting (LWR)|text=1}}
|Corporal3={{ Collateral Damage (Long War)|text=1}}
|TechSgt1={{ Close Combat Specialist (LWR)|text=1}}
|CorporalE1=''No other bonuses.''
|GunSgt1={{ Awareness (LWR)|text=1}}
|CorporalE2=''No other bonuses.''
|GunSgt2={{ Executioner (LWR)|text=1}}
|CorporalE3=''No other bonuses.''
|GunSgt3={{ Aggression (LWR)|text=1}}
|Sergeant1={{ Automated Threat Assessment (Long War)|text=1}}
|MSgt1={{ Extra Conditioning (LWR)|text=1}}
|Sergeant2={{ Executioner (Long War)|text=1}}
|MSgt2={{ Killer Instinct (LWR)|text=1}}
|Sergeant3={{ Ranger (Long War)|text=1}}
|SergeantE1='''+2 Will.'''
|SergeantE2='''+2 Aim.'''
|SergeantE3=''No other bonuses.''
|TechSgt1={{ Repair Servos (Long War)|text=1}}
|TechSgt2={{ Flush (Long War)|text=1}}
|TechSgt3={{ Advanced Fire Control (Long War)|text=1}}
|TechSgtE1=''No other bonuses.''
|TechSgtE2=''No other bonuses.''
|TechSgtE3='''+2 Aim.'''
|GunSgt1={{ Bring Em On (Long War)|text=1}}
|GunSgt2={{ Reactive Targeting Sensors (Long War)|text=1}}
|GunSgt3={{ Vital Point Targeting (Long War)|text=1}}
|GunSgtE1=''No other bonuses.''
|GunSgtE2='''+2 Aim, +2 Will.'''
|GunSgtE3=''No other bonuses.''
|MSgt1={{ Run and Gun (Long War)|text=1}}
|MSgt2={{ Rapid Fire (Long War)|text=1}}
|MSgt3={{ Absorption Fields (Long War)|text=1}}
|MSgtE1=''No other bonuses.''
|MSgtE2=''No other bonuses.''
|MSgtE3='''-1 Mobility.'''
}}
}}


== Stat Progression ==
== Stat Progression ==
{| class="wikitable"
!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 || 2 || 2 || 2(3)|| 2(-3)
|-
|Lance Corporal|| 0 || 1 || 2 || 4 || 2(3)|| 4(-6)
|-
|Corporal|| 1 || 2 || 2 || 6 || 2(3)|| 6(-9)
|-
|Sergeant|| 1 || 3 || 2 || 8 || 2(3)|| 8(-12)
|-
|Tech Sergeant|| 1 || 4 || 2 || 10 || 2(3)|| 10(-15)
|-
|Gunnery Sergeant|| 0 || 4 || 2 || 12 || 2(3)|| 12(-18)
|-
|Master Sergeant|| 1 || 5 || 2 || 14 || 2(3)|| 14(-21)
|}
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).


== Sample Builds ==
== Sample Builds ==
===CE / CCS Tank===
LCPL: '''Shock-Absorbent Armor''': 33% lower damage from enemies within 4 tiles. 
CPL: '''Close Combat Specialist''' : Reaction shot against approaching enemies.
SGT: '''Automated Threat Assessment''' : 0.5 DR and +15 defense while in Overwatch.
TSGT: '''Repair Servos''' : Self-repair.
GSGT: '''Vital Point Targeting''' / '''Bring 'Em On''' : Bonus damage.
MSGT: '''Absorption Fields''' : Extra DR.
This build features a good balance between damage dealing and tanking.  Its function is similar to the CE/CSS assault tank.  '''Run & Gun''' is not as useful for MEC as it is for the [[Assault (Long War)|assault]] class since most MEC suits are mobile enough to let the unit move within 4 tiles of the enemy to take advantage of '''CE'''.  In order to maximize damage dealing replace SAA with Aggression, or AF with Rapid Fire.  For a more tanky build replace CCS with Damage Control.  If you are considering a pure tank build, though, check out the '''[[Goliath (Long War)|Goliath]]''', which is the only MEC with access to the Extra Conditioning perk.  Since this MEC is intended for CQC (close quarter combat), equip it with an Electro Pulse and/or Kinetic Strike
Module, in addition to a Core Armoring.  For builds that are less tank-oriented, a Battle Computer and Tactical Sensors will help dodge enemy fire.


==See also==
==See also==
{{Soldiers (Long War) Navbar}}
{{Soldiers (LWR) Navbar}}
[[Category:Soldiers (Long War)]]
[[Category: Soldiers (LWR)]]
[[Category:MECs (Long War)]]
[[Category: MECs (LWR)]]
[[Category:Long War]]
[[Category: Long War Rebalance]]

Revision as of 20:13, 13 July 2020

Back To Main Page

 Marauder

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
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
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).

Opportunist
Opportunist
Opportunist
Reaction shots gain +10 aim and can critically hit.
Rapid Reaction
Rapid Reaction
Rapid Reaction
Allows 2 reaction shots during overwatch. Grants +40% DR when overwatching.
Template:Reactive Targeting Systems (LWR)
Opportunist
Opportunist
Opportunist
Reaction shots gain +10 aim and can critically hit.

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%.
Lock n' Load
Lock n' Load
Lock n' Load
Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon.
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
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).
Ready For Anything
Ready For Anything
Ready For Anything

At the end of each turn, if this unit did not move and is not at risk of triggering reaction fire, overwatch activates. If this unit has not moved, reaction shots gain +10 aim.

Vital Point Targeting
Vital Point Targeting
Vital Point Targeting
When hitting humans or autopsied biological aliens: steadied shots, reaction shots, or shots at targets not protected by cover double the bleed chance and deal 30% more damage.

Tech Sergeant
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]

Gunnery Sergeant
Awareness
Awareness
Awareness
A state of constant alertness grants this unit +20 defense at all times. Does not apply against attacks from steadied shots.
Executioner
Executioner
Executioner
Grants +1 damage and +20 aim against targets at or below half HP. Double the effects if using a sidearm.
Aggression
Aggression
Aggression
Shots gain +10% crit damage per enemy in sight.

Master Sergeant
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.
Killer Instinct
Killer Instinct
Killer Instinct
Grants +30% crit damage.


Stat Progression

Sample Builds

See also