Marauder (LWR)

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] |
Sentry Reaction shots deal +50% base weapon damage. Grants +10% DR against the first damage taken each turn. | ||||
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). |
Impact
Shots gain +10 penetration. Non-reaction shots disable their target's Overwatch and Reactive Targeting Sensors. |
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] |
Bring 'Em On
This unit gains +0.5 damage on standard shots and incoming non-psionic attacks have a +5% graze chance for each enemy in sight. | ||||
Master Sergeant |
Shadowstep
This unit gains +0.6 mobility and does not trigger reaction shots or pursuit when walking (not dashing). After repositioning, shots gain +25% crit damage until next turn. | ||||||
Stat Progression
Predictable Potential:
| Rank | Attribute Gains | |||
|---|---|---|---|---|
| +2 | +6 | - | - | |
| +1 | +2 | - | - | |
| +1 | +2 | - | - | |
| - | - | - | - | |
| - | - | - | - | |
| - | - | - | - | |
| - | - | - | - | |
| Total | +4 |
+10 |
- |
- |
Tactical Advice
Sample Builds
CCS Marauder
The basic outline for this build is to run it into a problematic foe, beat the crap out of it with Onslaught, then enter One For All and reload. The pod surrounding the problematic foe moves, and gets hit by CCS.
Sample CCS Build:
Close Combat Specialist -> Brawler -> Extra Conditioning -> Shock-Absorbent Armor -> Bring 'Em On -> Shadowstep
Recommended Equipment: Alloy Carbide Plating, Alien Trophy, The Thumper, Kinetic Strike Module, LMEC-2
Notes:
- Repair Servos can be taken over Extra Conditioning for more HP, but less mobility.
- KSM is NOT affected by Red Fog.
Overwatch Marauder
This build relies on the use of reaction shots enhanced by Rapid Reaction + Impact + Sharpshooter to let loose three accurate reaction shots . The plan acquires more deadly consistency upon picking up RTS, granting a nearly guaranteed hit with +3 penetration (Impact) on the first foe that attacks it, and ignoring half of cover defense on all reaction shots. This Marauder specializes in damage at mid-range, lacking the tanking perks of its peers.
Sample Overwatch Build: Rapid Reaction -> Impact -> Sharpshooter -> Shock-Absorbent Armor -> Reactive Targeting Sensors -> Sprinter
Recommended Equipment: Alloy Carbide Plating, Battle Computer, Alien Trophy, Ammo Module, LMEC-2



















