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==Game Unit== |
==Game Unit== |
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− | {{Quote|Kaboom, baby!|Production line|StarCraft II}} |
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{{UnitBox |
{{UnitBox |
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|name=Marauder |
|name=Marauder |
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|faction={{FlagDominion}} [[Terran Dominion]]<br> |
|faction={{FlagDominion}} [[Terran Dominion]]<br> |
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{{FlagRaynorsRaiders}} [[Raynor's Raiders]] ([[2504]]—)<br> |
{{FlagRaynorsRaiders}} [[Raynor's Raiders]] ([[2504]]—)<br> |
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− | {{FlagSpectreOps}} [[Tosh's Goons]] |
+ | {{FlagSpectreOps}} [[Tosh's Goons]]<br> |
+ | {{FlagMoebius}} [[Moebius Corps]]<br> |
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+ | {{FlagDefenders}} [[Defenders of Man]] |
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|campname= |
|campname= |
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|baseunit= |
|baseunit= |
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Marauders without [[Medivac dropship|medivac]] support are not ideal for attacking [[photon cannon]]s. |
Marauders without [[Medivac dropship|medivac]] support are not ideal for attacking [[photon cannon]]s. |
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+ | |||
+ | In Legacy of the Void, the marauder's attack was modified; it now deals 2 hits per attack instead of 1, but has the same DPS - this makes armor more effective against them. This was primarily meant to nerf marauders versus Protoss, but also makes the marauder much less effective against fully-upgraded ultralisks than in Heart of the Swarm. |
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===Abilities=== |
===Abilities=== |
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===Legacy of the Void=== |
===Legacy of the Void=== |
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− | {{LotV}} |
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In ''[[Legacy of the Void]]'', marauders gain an extra attack, but with halved damage and bonus damage.<ref>2015-03-31, [http://us.battle.net/sc2/en/blog/18483059/starcraft-ii-legacy-of-the-void-beta-release-patch-notes-3-31-2015 StarCraft II Legacy of the Void Beta Release Patch Notes]. ''Blizzard Entertainment'', accessed on 2015-04-03</ref> |
In ''[[Legacy of the Void]]'', marauders gain an extra attack, but with halved damage and bonus damage.<ref>2015-03-31, [http://us.battle.net/sc2/en/blog/18483059/starcraft-ii-legacy-of-the-void-beta-release-patch-notes-3-31-2015 StarCraft II Legacy of the Void Beta Release Patch Notes]. ''Blizzard Entertainment'', accessed on 2015-04-03</ref> |
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+ | |||
+ | ===Nova Covert Ops=== |
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+ | In ''[[Nova Covert Ops]]'', marauders can equip one of various provided upgrades and abilities for each mission. |
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+ | |||
+ | ====Upgrades and Abilities==== |
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+ | {{CovOpsLaserTargetSystem|1}} |
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+ | {{CovOpsSuperStimpack|2}} |
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+ | {{CovOpsInternalTech}} |
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+ | |||
+ | ===Co-op Missions=== |
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+ | In [[Co-op Missions]], marauders are exclusive to [[Jim Raynor]]. |
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+ | |||
+ | ===Upgrades=== |
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+ | {{CoopConcussiveShells}} |
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+ | {{ACRaynorMercMunitions}} |
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===Quotations=== |
===Quotations=== |
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*First Sergeant [[Isaac White]] |
*First Sergeant [[Isaac White]] |
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*Chief Engineer [[Rory Swann]] |
*Chief Engineer [[Rory Swann]] |
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+ | *Specialist [[Cranston]] |
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==Specialists== |
==Specialists== |
Revision as of 20:06, 6 April 2016
- Rory Swann(src)
The marauder is a terran infantry unit in StarCraft II. It replaced the firebat in multiplayer during development.[1]
Overview
Primarily a support unit[2] for marines,[3] the marauder arose from post-Brood War studies 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] Marauder fatalities were commonplace prior to the implementation of kinetic foam into their suits, which allowed them to survive impacts that had previously killed operators, even while leaving the suit unharmed.[9]
Game Unit
The marauder can 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.[10] They are also powerful against stalkers, and, to a lesser extent, siege tanks, immortals and thors.[11] Marauders can destroy buildings very quickly. The marauder is vulnerable to zealots,[12] 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.[13]
Marauders without medivac support are not ideal for attacking photon cannons.
In Legacy of the Void, the marauder's attack was modified; it now deals 2 hits per attack instead of 1, but has the same DPS - this makes armor more effective against them. This was primarily meant to nerf marauders versus Protoss, but also makes the marauder much less effective against fully-upgraded ultralisks than in Heart of the Swarm.
Abilities
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.
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Upgrades
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Level 1
Level 2
Level 3
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Level 1
Level 2
Level 3
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Wings of Liberty Campaign
Marauders are unlocked by playing the mission "Smash and Grab", available after Rory Swann was able to procure them for Raynor's Raiders.[14]
In the Wings of Liberty campaign, marauders cannot use stimpacks.
A variant of the marauder appears in the mission "The Great Train Robbery," designated as a Dominion kill team. They deal slightly more damage than normal marauders and have a unique color scheme, but are otherwise identical to the normal marauder.
The marauder's attack slows non-massive ground units in target area.
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Marauders gain +25 hp.
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Attack upgrades improve attack cooldown of affected units by 5% per level. These self-replicating ultra capacitors reduce the reload time of weapons and systems. Now each of the weapon upgrades at the armory and engineering bay increases attack speed by 5% in addition to increasing damage.
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Vanadium Plating Armor upgrades increase health of affected units by 5% per level.[16] We have created a new lightweight alloy called vanadium. Vanadium diffuses weapon impacts much more efficiently than traditional armor plating, and it better preserves the life of our units. Now each of the armor upgrades in the armory and engineering bay increases unit life by 5% in addition to increasing armor.
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Legacy of the Void
In Legacy of the Void, marauders gain an extra attack, but with halved damage and bonus damage.[17]
Nova Covert Ops
In Nova Covert Ops, marauders can equip one of various provided upgrades and abilities for each mission.
Upgrades and Abilities
Increases unit's vision by 2 and attack range by 1.
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Passive
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Campaign Acquisition | ||
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Increases unit's attack and movement speeds by 50% for 15 seconds and heals unit for 60 HP. Can be set to autocast.
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Unit no longer needs an attached tech lab to be built by production facilities.
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Passive
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Co-op Missions
In Co-op Missions, marauders are exclusive to Jim Raynor.
Upgrades
Marauder attacks slow the movement speed of non-massive enemy units by 50% within a radius of 1.
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Passive
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Campaign Acquisition | ||
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Acquisition | ||||||
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Increases the attack speed of Raynor's combat units and calldowns by 15%.
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Quotations
Development
The following section contains information from a previous version of StarCraft II which is no longer valid.
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The idea behind the marauder was to act as a sort of middleground between marines and vikings—mechanized infantry, yet not an actual mech.[18]
The 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.[19]
Prior to StarCraft II beta patch #8, Concussion Grenades was an automatic upgrade. It later became a researched ability.[20]
The Kinetic Foam upgrade in the single player campaign was originally known as "Ablative Scales". The original design for the button was even completed but was never used in the final product.[21]
Known Marauders
- First Sergeant Isaac White
- Chief Engineer Rory Swann
- Specialist Cranston
Specialists
Trivia
- The name "marauder" is a possible reference to the novel Starship Troopers, recalling the name of the Mobile Infantry's general-purpose heavy infantry suit.
- Most in-universe sources regard the marauder as a support unit.[2][3] However, Radio Liberty referred to the marauder as a "foundational unit."[23]
References
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