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Revision as of 23:17, 10 December 2010
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 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 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
The marauder is equipped with dual grenade launchers that are effective against armored targets and slow the speed of enemy units except massive units. The marauder can only slow one opponent at a time.
The marauder is considered an early support unit, designed to pick off early game units. It is useful for slowing down fast melee units. Marauders are better off facing mixed (light/armored) enemy forces, but are especially useful against the armored roach.[5] They are also powerful against stalkers, immortals and, to a lesser extent, siege tanks and thors.[6] Marauders can destroy buildings very quickly. The marauder is vulnerable to zealots,[7] 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.[8]
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
Marauders are unlocked by playing the mission "Smash and Grab", available after Rory Swann was able to procure them for Raynor's Raiders.[9]
The marauder's attack slows non-massive ground units in target area.
Concussive Shells actually form a gravitational warp when they detonate. This warp not only damages the target, but it also slows the movement speed of all nearby units to a crawl for a short period of time.
Concussive Shells make marauders a great support unit against melee units, in addition to their traditional role of destroying armored targets.[10]
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Marauders gain +25 hp.
Marauder armor can survive crushing impacts, but the same cannot always be said for the soldier inside. To help solve the problem, Wolfe Industries offers a Kinetic Foam undersuit that protects the soldier from the violent impacts the armor takes.
Surely the lives of your marauders are worth the small investment required to outfit them with kinetic foam.[10]
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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 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.[11]
Beta Development
Prior to StarCraft II beta patch #8, Concussion Grenades was an automatic upgrade. It later became a researched ability.[12]
Known Marauders
- First Sergeant Isaac White
- Chief Engineer Rory Swann
Trivia
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".[13]
References
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