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Marauder (LWR)

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 Marauder

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
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
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%.
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]
Sentry
Sentry
Sentry

Reaction shots deal +50% base weapon damage. Grants +10% DR against the first damage taken each turn.


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).

Impact
Impact
Impact
Shots gain +10 penetration. Non-reaction shots disable their target's Overwatch and Reactive Targeting Sensors.
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
Sharpshooter
Sharpshooter
Sharpshooter
All shots gain +15 aim against biological targets.
Repair Servos
Repair Servos
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
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.

Tech 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).

Gunnery Sergeant
Lock n' Load
Lock n' Load
Lock n' Load
Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon.
Reactive Targeting Sensors
Reactive Targeting Sensors
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
Bring 'Em On
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
Sprinter
Sprinter
Sprinter

Grants +1.3 mobility and +10 defense. Doubles damage from Ram.

Shadowstep
Shadowstep
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

Rank Attribute Gains
Health
Aim
Mobility
Will
   Specialist +0-1 (58%) +3-9 - -
   Lance Corporal +0-1 (57%) +1-3 - -
   Corporal +0-1 (57%) +1-3 - -
   Sergeant +0-1 (57%) - - -
   Tech Sergeant +0-1 (57%) - - -
   Gunnery Sergeant +0-1 (57%) - - -
   Master Sergeant +0-1 (57%) - - -
Total Health
+0-7
Aim
+5-15
Mobility
-
Will
-

Predictable Potential:

Rank Attribute Gains
Health
Aim
Mobility
Will
   Specialist +2 +6 - -
   Lance Corporal +1 +2 - -
   Corporal +1 +2 - -
   Sergeant - - - -
   Tech Sergeant - - - -
   Gunnery Sergeant - - - -
   Master Sergeant - - - -
Total Health
+4
Aim
+10
Mobility
-
Will
-

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

Close Combat Specialist
Close Combat Specialist
Brawler
Brawler
Extra Conditioning
Extra Conditioning
Shock-Absorbent Armor
Shock-Absorbent Armor
Bring 'Em On
Bring 'Em On
Shadowstep
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

Rapid Reaction
Rapid Reaction
Impact
Impact
Sharpshooter
Sharpshooter
Shock-Absorbent Armor
Shock-Absorbent Armor
Reactive Targeting Sensors
Reactive Targeting Sensors
Sprinter
Sprinter

Recommended Equipment: Alloy Carbide Plating, Battle Computer, Alien Trophy, Ammo Module, LMEC-2

See also