Marauder
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- Rory Swann(src)

Added by MecoThe marauder is a terran infantry unit in StarCraft II. It replaced the firebat in multiplayer during development.[1]
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Overview
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Added by HawkiPrimarily a support unit[2] for marines,[3] the marauder arose from a post-Brood War study by the Dominion Armed Forces, showing a greater need of combat units better able to defeat zerg carapaces. To meet this requirement, the 5-4 Armored Infantry Suit[4] was developed from the firebat's CMC-660 and equipped with two Quad K12 "Punisher" grenade launchers on each arm.[2] The suit's grenade auto-loader is stocked with components that allow it to manufacture and load hundreds of standard Punisher grenades.[4] By 2503,[5][6][7] marauders were being fielded.[8]
The troops manning the suits are quite different to their firebat counterparts. As of 2504, 47% have never been to jail, and only 23% have ever been accused of murder.[4]
Game Unit
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| Marauder | |
|---|---|
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| Unit | |
| Race | |
| Role |
Heavy assault infantry |
| Armament | |
| Protection | |
| Properties | |
| Transport size |
2 |
| Sight range |
10 |
| Production | |
| Minerals | |
| Gas | |
| Supply | |
| Build time | |
| Produced from | |
| Requires |
Tech lab/Tech reactor (attached) |
| Hotkey |
D |
| Movement | |
| Speed |
2.25 |
| Acceleration |
1000 |
| Lateral acceleration |
69.125 |
| Deceleration |
0 |
| Collision radius |
0.5625 |
| Protection | |
| Hit points |
125 (100 hp without Kinetic Foam, WoL Campaign Only) |
| Armor | |
| Type |
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| Armor type | |
| Punisher grenades | |
| Damage |
10 (+10 vs armored) |
| Targets |
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| Cooldown |
1.5 |
| Range |
6 (+1 range in a bunker) |
| Upgrade/level | |
| Meta | |
| Target priority |
20 |
| Kill score |
150 |
| Production score |
75 |
The marauder may only attack ground targets. Its attack is more powerful against armored units; it may slow units, except for massive units.
The marauder is an early-game support unit, useful for supporting marines by slowing fast melee units. It is effective against armored units, like the roach.[9] They are also powerful against stalkers, immortals and, to a lesser extent, siege tanks and thors.[10] Marauders can destroy buildings very quickly. The marauder is vulnerable to zealots,[11] marines, and zerglings. As a general rule, a player battling zerg should build fewer marauders than usual, while against the protoss, marauders are effective, though work well with medivac dropships as a "commando force" when battling the former.[12]
Marauders without medivac support are not ideal for attacking photon cannons.
Abilities
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Marauder attacks slow the movement speed of non-massive enemy units by 50%. Only affects one target at a time. | |||||||||||||
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Enables affected infantry to attack and move 50% more quickly. Marauders do not have access to stimpacks in the campaign. | |||||||||||||||||||||
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Upgrades
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| Researched at | |||||||||||||||||||||
| Hotkey |
E | ||||||||||||||||||||
| Properties | |||||||||||||||||||||
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| Hotkey |
A | ||||||||||||||||||||
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Wings of Liberty
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Marauders are unlocked by playing the mission "Smash and Grab", available after Rory Swann was able to procure them for Raynor's Raiders.[13]
In the Wings of Liberty campaign, marauders cannot use stimpacks.
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Quotations
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Development
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The following section contains information from a previous version of StarCraft II which is no longer valid. |

Added by MecoThe marauder was originally equipped with dual concussion-grenade launchers which reduce a biological unit's speed immediately by a set percentage. A charging zealot would still move quickly after being struck by a grenade.[16]
Prior to StarCraft II beta patch #8, Concussion Grenades was an automatic upgrade. It later became a researched ability.[17]
Known Marauders
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Added by Meco- First Sergeant Isaac White
- Chief Engineer Rory Swann
Specialists
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Trivia
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The name "marauder" is most likely a reference to the novel Starship Troopers, wherein the heavy powered armor suit for soldiers was called a marauder.
In pre-release versions of StarCraft, the marine was known as the "marauder".[18]
References
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