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Marauder: Man of Prey
Work In Progress This article is still under construction. It may contain factual errors. See Talk:Marauder: Man of Prey for current discussions. Content is subject to change. |
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Marauder (given the subtitle "Man of Prey" in an English Steam library) is a an adaptation of the 2008 novel Marauder by Berkem al Atomi.
It is a tactical strategy RPG where the player assumes the role of former army sapper Akhmetzyanov (and a few other characters who join their party later) as he attempts to survive an alternate history US occupation of Russia in what can be best described as Russian Red Dawn.
During an event referred to as "The Beginning", the Russian government collapsed, with a pro-American government taking over and American peacekeepers entering Russia, but only actually peacekeeping in areas with resources, leaving most of the country collapsed into a state of anarchy without electricity, running water, or any other infrastructure.
It reuses some weapons and assets from the developer's previous game, 7.62 High Calibre, though now there are new upgrades available from some weapons thanks to the "Professor" at the game's Bazaar who can install permanent unique upgrades onto firearms.
The following weapons appear in the video game Marauder: Man of Prey:
Pistols
Makarov PM
The Makarov PM appears as the first available pistol, carried by Russian soldiers guarding the warehouse at the beginning of the game. The Professor can tune the trigger to increase accuracy and replace the spring to reduce recoil and the time it takes to fire (both upgrades aren't visible).
Stechkin APB
The Stechkin APB appears, both it and the APS can be modified with the same black grip to increase accuracy and aiming speed.
Stechkin APS
The Stechkin APS appears as the game's other automatic pistol, first appearing on the "Fatman" gang boss.
Izhmekh MP-448 Skyph
The Izhmekh MP-448 Skyph is one of the game's available pistols, its name is anglicized as "Skif"; this marks the first known media appearance of this particular handgun.
Submachine Guns
AEK-919K Kashtan
The AEK-919K Kashtan is an available submachine gun.
Izhmash PP-19-2 Bizon 2
The Bizon 2 appears as a late-game submachine gun from a side-quest. Unfortunately, enemies start pretty much exclusively wearing armor by this point in the game, making the Bizon ineffective if the user doesn't have the perk that allows them to bypass armor. Akhmet's journal even says he's better off selling it.
PP-91 Kedr
The PP-91 Kedr is an available submachine gun. The Professor can install a longer barrel, taking up more inventory space for better accuracy.
Shotguns
Baikal MP-133
The Baikal MP-133 appears as the "MR-133" and can be upgraded with a muzzle brake to reduce recoil and (somehow) speed up firing.
IZh-27
An IZh-27 double-barreled shotgun appears as Akhemt's starting firearm. It can be loaded with buckshot or slugs, set to fire one or both barrels when firing, and equipped with a scope.
Saiga-12K
The Saiga-12K appears as the game's magazine-fed shotgun. The Professor in the Bazaar can turn a Saiga-12k fully-automatic.
Sawed-off Double Barrel Shotgun
A sawed-off double barrel shotgun is available; no specific model is listed, though it appears to be based on Hudson's "Mad Max" airsoft shotgun, itself based on the sawn-off VG Bentley used in the titular film.
Rifles
AKM
The AKM is available and can be modified with a PM md. 63 inspired foregrip and an SVD stock.
AKS-74
The AKS-74 appears as one of the available assault rifles, the professor can modify it with a rubber buffer and a PM md. 63 inspired foregrip. 5.45mm ammunition, abbreviated to "Fives", has become the local currency so transactions are mainly done with 5.45mm ammunition, similar to the ammo-based economy depicted in the Metro 2033 universe. The game uses a bartering system with a single 5.45mm round being "1.0" value in bartering, with the player also having to pay a single Five every time they enter the Bazaar.
AKS-74U
The AKS-74U appears. The Professor can upgrade it with a rubber buffer to reduce recoil and a black synthetic handguard.
Colt M4A1
The M4A1 is available with both a regular version and a CQB variant with a shorter barrel showing up late in the game once Akhmet starts encountering US forces, oddly despite 7.62 High Calibre's large selection of weapons that fit US forces, Marauder only carries over the M4A1, FN Minimi and M67 grenades.
SOK-94 Vepr
The SOK-94 Vepr appears as one of the rifles. It can be modified with a muzzle brake and SVD stock.
SVD
The SVD appears as the game's only proper sniper rifle. It can be upgraded with a customized trigger and stock.
Machine Guns
PKM
The PKM is an available light machine gun. It can be upgraded with a heavy barrel to help combat overheating, which can happen to any firearm fired too rapidly, causing increased durability loss.
RPK
The RPK light machine gun is available.
RPK-74M
The RPK-74M appears as an available light machine gun.
FN Mk 46 mod 0
The Mk 46 Mod 0 appears as the "FN Minimi", just like in 7.62 High Calibre. It can be loaded with M4A1 STANAG magazines in addition to its dedicated belt-fed boxes.
NSV
The NSV is mounted in Akhmet's house once he fortifies it. Sadly, the new mechanic of mounted machine guns is underused as they only appear mounted in Akhmet's house and when Akhmet brings the NSV to the final battle, as well as the mounted machine guns only being able to fire in a straight line (by clicking and dragging the mouse) making it impossible to directly target enemies. These flaws are somewhat balanced out by the NSV being an instant kill as well as a bug causing its ammo to be refilled for free every time the player leaves the map.
Launchers
GP-30
The GP-30 can be mounted on the AKS-74/AKM rifles.
RG-6 Grenade Launcher
The RG-6 grenade launcher is the game's only standalone grenade launcher.
Grenades
RGD-5 Fragmentation Hand Grenade
The RGD-5 hand grenade is available.
RGO Fragmentation Grenade
The RGO fragmentation grenade appears as one of the game's grenades.
F-1 Defensive Fragmentation Grenade
The F-1 hand grenade is available.
Mines
Ammonal
Two improvised ammonal charges are used by Akhmet to blow up the culture house that a gang has turned into a base early in the game.
M18A1 Claymore
The M18A1 Claymore appears occasionally, it's notably introduced in a level where Akhmet must disarm a large number of them to make a military stockpile accessible. As is typical of video game depictions, it detonates automatically when someone walks over it instead of being remotely detonated (at least the blast is still directed toward the direction the Claymore is facing).
MON-50 anti-personnel mine
The MON-50 anti-personal mine, a Russian copy of the Claymore, appears in-game.
OZM Anti-personnel Mine
The OZM anti-personnel mine appears as a usable mine.
PMN Mine
The PMN Anti-Personnel Mine appears as one of the available mines, being the first one available to the player and the model is based off a dummy training version.