No brakes on the murder train!
—A Marauder driver cannot help himself beyond going to fight
The Marauder is an amphibious, lightly armored, anti-armor attack vehicle used by the PsiCorps.
Tasked with the gruellingly difficult mission of defending the hidden location of the PsiCorps head command from enemy forces combing the area, the top Epsilon scientists and engineers created a vehicle that would be able to react to almost any threat, be it land based or seafaring.
The Marauder Tank is equipped with a lethal thermal beam able to punch holes into any armor A[sic] powerful engine allows the vehicle to reach astounding speeds but sacrifices armor, and anti-gravity plates allow amphibious travel. This lightening fast tank is not only an ideal counter-offense against conventional forces, it lives up to its name as a brutal and swift instrument of death.
One of PsiCorps' specialties is all-terrain assaults, and the Marauder is the definitive example of a lightning-fast vehicle that can zip across any terrain and deliver highly damaging attacks to enemy forces from locations they are not expecting to be struck from. Like the Speeder Trike and Shadow Tank, speed is one of this lightly armored tank's greatest assets and while lacking the range of Scorpion Cell's tri-wheeled bike and the element of surprise of Epsilon Headquarters's stealthy tank, this peculiar-looking vehicle compensates with sheer firepower in the form of its thermal beam designed to puncture tank armor and incinerate infantry.
Marauders are often used as escorts for PsiCorps' Magnetron divisions - the Tier 3 artillery unit, while a lethal structure demolisher, cannot do much against enemy tanks and certain infantry units aside from locking them down with its magnetic beam. The Marauder on the other hand can often skirmish with them on equal footing, using its range and speed to continuously outmaneuver its adversaries - since its firing range is quite long in contrast to most non-artillery vehicles (outrange all MBTs), they can easily do battle and not take any damage in retaliation. One thing to keep in mind is some naval units (such as Destroyer) will be locked in place and cannot turn around when incapacitated by Magnetrons, making them an easy target for the Marauder to chew through their armor from the rear.
Since they are also amphibious, they can also support Piranha Minisubs and Nautiluses in naval operations. Since both units only deal average damage to infantry units, the Marauder can help deter infantry retaliation against naval assaults in the form of units such as Navy SEALs and Crazy Ivans. They also do not sink if affected by EMP or cryogenic weapons.
While it is the definitive unit that defines the fast and the furious when it comes to all-terrain warfare, Marauders are lightly armored and will have to rely on their speed and dodging skills of their commanding proselyte to retain their survivability. They also cannot respond to attacks directed against them from the skies.
- The Marauder is introduced in Dance of Blood, where the Proselyte is instructed to use them to guard the shores.
- In Unthinkable, the Marauder is a buildable unit although the player is playing as Epsilon Headquarters instead of the PsiCorps.
Behind the scenes
- In 3.0 the Marauder used a railgun as its weapon and was only effective against vehicles. In 3.3 however, it uses a thermal beam which was now effective against both vehicles and infantry since railguns are now used by Foehn.
- The Marauder is the successor to the Kaamos Cannon from the 2.0 series.