Marauder — the heavy ordnance specialist
The Marauder is the sequel's heavy explosive class — the first-game Demolisher's successor. Identity per the official site and AvP Central; gameplay footage from the official showcase below.
Combat identity
The official lineup describes five launch classes with distinct playstyles (official site), and the Marauder's lane is heavy explosive firepower with shoulder-mounted ordnance — mapped to the first game's Demolisher in our class comparison (AvP Central). Where other classes pick targets, the Marauder deletes spaces.
What the Marauder answers
- Armored targets. Crushers and synthetic heavies are why ordnance exists — sidestep the charge (G2A), then make the recovery window hurt.
- Wave density. Horde escalation (DSOGaming) is the Marauder's natural habitat; pair with pyro ammo for full area denial (special ammo).
- Defense objectives. Atmosphere-processor-style holds (see the prologue) reward pre-planned blast zones.
Squad fit
The Marauder anchors the "area damage" job in squad composition. Its natural partner is a Hunter handling priority targets the explosives shouldn't waste on. On Extreme/Insane, friendly ability damage is live (GamingBolt) — ordnance discipline is the class's real skill ceiling.
Buildcraft notes
Recoil-reduction traits (M41A2's −10% recoil, documented by GamingBolt) support the sustained primary fire between ordnance cycles — see Traits & Augments and the builds database.
Sources: official site, AvP Central — classes, G2A, GamingBolt, official Marauder Showcase (YouTube).