UNIT NAME: Marauder
ALIGNMENT: Light
CATEGORIES: Support, Galactic Republic, Clone Trooper
Key Attributes:
- Marauder is a ship of Valor which spreads Valor to its fellow allies
- Valor will have Target Locked enemies perform an emergency hyperspace jump to safety
- Plan 99 provides the Marauder a 2nd chance for victory
- With the Reworked Endurance Capital Ship, Valor becomes very prominent on Clone Trooper allies…which in turn synergises really well with the Marauder
Inspiration:
Strategy Tips:
With the Reworked Endurance Capital Ship, the use of Clone ships as a starting fleet is highly recommended
Give Marauder as much time as possible to do what it does best
Valor should not be overlooked
Endurance Rework:
In adding a new Galactic Republic ship we wanted to take the time to improve the Endurance to be more competitive in today’s meta, especially after the well received update that Mace Windu got. (Thank you Rambam for asking about an Endurance update mere seconds after learning about the Mace Windu one).
Endurance will take Marauder as part of her fleet very well, as well as be a home for some orphaned ships like Lando’s Millennium Falcon and Ebon Hawk.
Basic - Strike TrueOLD FINAL TEXT:
Deal Physical damage to target enemy and inflict Target Lock for 2 turns.
NEW FINAL TEXT:
Deal Physical damage and inflict Target Lock for 2 turns to target enemy and a random enemy that doesn't already have it.
Special 1 - Hold Fast - CD: 3OLD FINAL TEXT:
Target ally recovers 100% Protection and gains Taunt and Critical hit Immunity for 2 turns.
NEW FINAL TEXT:
Target ally gains Critical Hit Immunity for 2 turns and recovers 50% Health and 100% Protection. If target ally is a Tank, they Taunt for 2 turns. If target ally is already at full Health, they gain Defense Penetration Up for 2 turns.
Unique - Honor and MightOLD FINAL TEXT:
Allies with Protection have +15% Offense and Defense, doubled for Galactic Republic allies.
Reinforcement Bonus: Reinforcements gain Valor for 2 turns.
NEW FINAL TEXT:
All allies have +15% Defense and Offense for each allied Galactic Republic ship deployed at the start of battle (including the Capital Ship).
At the start of battle, all Clone Trooper allies gain Valor for 2 turns.
Enemies have -30% Offense when attacking Clone Trooper allies with Valor.
When Valor is dispelled on an ally, Endurance gains 5% Turn Meter, and when Valor is dispelled on a Clone Trooper ally, they gain Valor for 1 turn.
Reinforcement Bonus: Reinforcements gain Valor for 2 turns. Galactic Republic allies gain Critical Chance Up and Defense Penetration Up for 2 turns and non-Galactic Republic allies gain Stealth for 3 turns.
Ultimate - Convergence - 15 TurnsOLD FINAL TEXT:
All allies gain Protection Up (150%) for 2 turns, which can't be prevented or Dispelled, and Retribution for 2 turns. This ability starts on Cooldown.
NEW FINAL TEXT:
All allies gain Defense Up, Offense Up, and Protection Up (150%) for 3 turns, which can't be dispelled or prevented. Call itself and all allies with Valor to assist. All allies with Valor gain a bonus turn. After taking this bonus turn, that ally gains Retribution for 2 turns. This ability starts on cooldown.
FAQ:
How do we acquire Marauder?
Galactic Chase
Isn’t this ship called Havoc Marauder?
While originally identified as Havoc Marauder, the ship has since gone through a rename and is simply known as Marauder now.
Have a question about Marauder’s Kit? Fill out this form here:
CLICK HERE
Question Deadline:10/04/2023, 10:59 AM PT
ABILITIES:BASIC: More Than Soldiers
Final Text:
Deal Physical damage to target enemy and inflict Target Lock for 2 turns on them and a random enemy that didn't already have it. If Marauder has Valor, this Target Lock can't be resisted and grant a random ally Valor for 2 turns who doesn't already have it.
SPECIAL 1: Tech Turn - CD 8
Final Text:
Deal Physical damage to all enemies. Enemies who are critically hit by this attack are inflicted with Ability Block for 1 turn. If Marauder has Valor, this attack has +75% Critical Chance and all allies gain Critical Chance Up, Critical Damage Up, and Offense Up for 2 turns. While Marauder has Plan 99, reduce the cooldown of this ability by 4.
Target Lock: This attack has +75% Critical Chance and enemies can't resist Ability Block
SPECIAL 2: Behind Enemy Lines CD 3
Final Text:
Deal Physical damage to Target enemy. Marauder and target ally recover 30% Health and Protection. Marauder and target non-Tank ally gain Stealth for 2 turns. If Marauder has Valor, this attack has +75% Critical Chance. If this attack scores a critical hit, all allies with Valor recover +20% Health and Protection, doubled for Clone Trooper allies.
Target Lock: This attack has +75% Critical Chance
UNIQUE 1: Gonky
Final Text:
Marauder has +30% Offense and Protection. Whenever Marauder uses a Special ability, it recovers 20% Protection and gains 20% Turn Meter.
UNIQUE 2: Have We Ever Followed Orders?
Final Text:
Marauder has +15 Speed. At the start of battle, Marauder gains Plan 99 until the end of the battle which can't be copied, dispelled, or prevented.
Whenever an ally loses Valor, they gain 5% Defense (stacking) until the end of battle, doubled for Clone Trooper allies.
If the ally Capital Ship is destroyed, Marauder gains The Bad Batch until the end of the battle which can't be copied, dispelled, or prevented.
Whenever Marauder loses Plan 99, reset the cooldown of Tech Turn and gain a bonus turn. During this bonus turn, Marauder may only use Tech Turn and the ability has +100% Critical Chance and Critical Damage.
The Bad Batch:+50% Defense and Offense; whenever this ship uses a Special ability, call itself to assist; this ship can't be Stunned and takes reduced damage from percent Health effects
Plan 99: +50% Defense and Tenacity; the first time this ship would be defeated, it instead recovers 100% Health and loses Plan 99
Reinforcement- The Cavalry Has Arrived!
Final Text:Marauder gains Stealth for 2 turns. Inflict target enemy with Target Lock for 2 turns.
Replies
Thanks
no
I think we’re missing a Reinforcement Ability though.
Mace got an update?
I think this means the “old” one, the one that added Shatterpoint and TW Omi and things.
Mace used to suck, in the before-times.
Thanks it started coming back to me. It was his 3rd rework or something like that
*This praise is not reflective of my current conquest feelings
Time out endurance was a strat years ago
buddy keep your feedback on the other threads that are about the conquest feedback
Don't post off-topic stuff
Well, reading the room poorly perhaps lol
Lol, its true! They probably have a few toons/ships already created and waiting for situations just like this
Please.