Marauder

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The Marauder is a light Automaton icon.svgAutomaton equipped with a Fusion SMG, and is a lightly armored variant of the Trooper.

Spawning

Marauders can be first found on Hard Difficulty Icon.svg Hard. They can spawn from Bot Drops, Automaton Fabricators, within patrols, and guarding Automaton Outposts, Objectives, and Minor Places of Interest.

Behavior

Marauders will fire their Fusion SMG in five-round bursts if a Helldiver is in its line of sight. They take three and a half seconds to cool their Fusion SMG before firing again. Marauders will keep some distance from Helldivers, backing up if they approach, and punching them if they are too close. If a Helldiver is behind cover, Marauders will toss a grenade. If it is being suppressed by gunfire, it will erratically move its SMG, significantly reducing its accuracy.

When alerted to a Helldiver's presence, Marauders can fire a flare to call in a Bot Drop.

Anatomy

Part Name Health* AV** Location Durable** % To Main*** Bleed Fatal ExDR****
Main 125 Armor AV0 Icon.png Unarmored I Marauder Main.png 0% - None Yes 0%
Head 40 Armor AV0 Icon.png Unarmored I 0% 100% None Yes 100%
Torso 100 Armor AV2 Icon.png Light 0% 100% None Yes 100%
Arms 65 Armor AV0 Icon.png Unarmored I 0% 50% None No 100%
Legs 90 Armor AV0 Icon.png Unarmored I 0% 65% None Yes 100%
* Parts with their HP listed as "Main" do not have their own individual health. All damage dealt to these parts is transferred to the enemy's Main health pool.
** Refer to armor values and enemy durability as defined in Damage.
*** The percentage of damage that is applied to the enemy's Main health pool. At 0 HP, the enemy dies. Unless the enemy has constitution, then it will bleedout and die.
**** ExDR means explosive damage resistance, this is a percentage between 0 and 100. If this value is 100%, the part is explosive immune, meaning explosives cannot damage it. Explosions will only directly damage Main health if it is internal.


Weapon Loadouts

Fusion SMG

Conscript SMG.png
A high fire rate, immense stopping power, all within a compact frame, makes the Fusion SMG particularly popular with the elite "Maurader" subclass of Trooper units. Often prone to overheating from extended fire.

Stat Value
Damage.png Durable Damage.png Damage 35 Ballistic Damage
4 Durable Damage
Ballistic AP Medium.png AP 2/2/1/0
Firerate.png Fire Rate 450RPM (5-Round Burst)
3.2s (Burst Delay)
4s (Reload after 30 Shots)
Spread.png Spread (Mrad) ↔[150.00] ↕[150.00]
Demo Force.png Demo Force 10
Stagger.png Stagger Force 10
Push Force.png Push Force 15


Steel Fist

Conscript Steel Fist.png
Often reserved for the foe who strays too close for comfort, a solid blow from a Trooper's steel-plated fist is more than capable of cracking plate, rupturing organs, and completely shattering bone with ease.

Stat Value
Damage.png Durable Damage.png Damage 35 Impact Damage
10 Durable Damage
Ballistic AP Medium.png AP 2/0/0/0
Firerate.png Fire Rate Melee
Spread.png Spread (Mrad) Melee
Demo Force.png Demo Force 10
Stagger.png Stagger Force 10
Push Force.png Push Force 10


HE Grenade

Conscript HE Grenade.png
A throwable explosive that bears eerie resemblance to the G-12 High Explosive Grenade. It is mainly used by Automaton Infantry to break apart fortified positions and even light vehicles. Has a notably long fuse time that allows it to be quickly thrown back.

Stat Value
Damage.png Durable Damage.png Damage 0 Ballistic Damage
0 Durable Damage
AOE Blast Damage.png Damage 200 Blast
Radii.png Inner 1.2m
Radii.png Outer 6m
Radii.png Shockwave 8m
Blast AP Medium.png AP 3/2/3
Ballistic AP Medium.png AP 0/0/0/0
Firerate.png Fire Rate Throwable
5s (Fuse Time)
~25s (Equipment Refresh)
Spread.png Spread (Mrad) Throwable (0)
Demo Force.png Demo Force 30
Stagger.png Stagger Force 50 (Ragdolls)
Push Force.png Push Force 40


Tactical Information

Marauder

  • Marauders act similarly to Troopers and Raiders, only differing by having Armor AV2 Icon.png Light torso armor.

Light Automatons

  • All light Automaton icon.svgAutomatons are equipped with a hidden flare launcher in their left arm, which can be used to call in Bot Drops.
    • Destroying them before it can finish launching the flare will prevent a Bot Drop from being called in.
  • Grenades and headshots will reliably one-shot all light Automatons.

Change History

Patch
Description

1.003.000
2025-05-13

Fix

  • There was a bug where some Trooper variants reloaded after every shot, it’s now been fixed so they only reload when they’re actually out of ammo

1.001.104
2024-10-15

Changes

  • Normal small projectiles damage reduced from 40 to 35.