Rubric Marine
Enemy Stats
Damage Sensitivity
| Category | Multiplier |
|---|---|
| Headshot | 2x |
| Bullet | 1.5x |
| Heavybullet | 1.5x |
| Plasma | 1.5x |
| Charged Plasma | 1.5x |
| Volkite | 1.5x |
| Laser | 1.5x |
| Volkite Discharge | 1.5x |
Health by Difficulty
| Difficulty | Max HP | Incap HP | Revive HP | Instakill Dmg |
|---|---|---|---|---|
| Minimal | 70 | 14 | 14 | 105 |
| Average | 112 | 22 | 22 | 168 |
| Substantial | 203 | 41 | 41 | 305 |
| Ruthless | 280 | 56 | 56 | 420 |
| Lethal | 280 | 56 | 56 | 420 |
| Absolute | 280 | 56 | 56 | 420 |
Incapacitation
| Stat | Value |
|---|---|
| Incap HP | 20% of Max HP |
| Revive HP | 20% of Max HP |
| Duration | 10s |
| Incap Limit | 2 |
| Instakill Dmg | 150% of Max HP |
Summary of Tactics and Strategy
Melee
When in melee range, the player should beware the stomp aoe. This attack can lead to the unit evading some distance away or an immediate shooting follow up. With that said, stomp has a 10s cooldown, so as soon as it has been utilized you do have a fairly lengthy grace period before the unit can perform it again.
This unit requires >8m distance from its target to perform its ranged arsenal (counterattacks notwithstanding). Stay inside this range to ensure it uses its limited melee move pool instead.
Ranged
Players who choose to attack from range will have to contend with the occasional under-aim evasion, however, this does have a 3s cooldown before it can activate again. If the player does not outright incapacitate the unit with the first instance of ranged damage, the player should be prepared for either a powerful retaliatory shot, or for the unit to dash in and melee (depends on subtype).
One additional benefit for ranged attacks against this unit is that it has a 1.5x damage sensitivity to virtually all sources of ranged damage.
General Advice
There is a much greater sense of randomness with Rubric Marines than with their Tyranid counterparts. On top of the subtype individual behaviors which are themselves a 50/50 chance, the recovery sequences of this unit are themselves further fragmented by more randomness. In just Ranged Recovery alone, Sharpshooters have 3 possible sequences and Gunners have 4. Considering all of these paths are weighted relatively equally, your odds of predicting the action are very slim
It is for this reason that one must be more reactive when fighting this unit as the player lacks sufficient control over which of the many recovery actions get selected.
Specialists
Subtypes
This unit is characterized by two subtypes: Sharpshooter and Gunner. The subtype of this unit is immutable and set at spawn, and the odds of getting each are weighted equally (1:1). Unit subtypes will impact available move sets and general combat behavior. There is no discernable way to differentiate between subtypes while in game except by paying attention to their tendencies and which attacks they use.
Rule of thumb: Gunners generally counterattack in melee; Sharpshooters generally flee and shoot at range.
Sharpshooter
Parameter | Value |
|---|---|
PreferredDistanceMin | 40 |
PreferredDistanceMax | 70 |
Gunner
Parameter | Value |
|---|---|
PreferredDistanceMin | 20 |
PreferredDistanceMax | 30 |
Enemy Behavior
Game File Flowchart
Enemy Infinite Loop
└── Aggro / Idle
├── While Enemy set → Combat
│ ├── Recovery (interrupts combat)
│ │ ├── Stunlock
│ │ ├── MeleeThreat → Melee Retreat Attack
│ │ ├── RangeThreat → Ranged Recovery Evasion
│ │ └── UnderAim → Ranged Evasion (side dash)
│ └── Combat System
│ ├── Distance Reduction (performs while engaging in combat)
│ └── Combat Actions
│ ├── Attacks
│ │ ├── Heavy Shooting Burst (HEAVY token)
│ │ ├── Light Shooting Burst (LIGHT token)
│ │ ├── Decorative Shooting (DECORATIVE token)
│ │ ├── Melee Engage (LIGHT token, Gunner only)
│ │ └── Melee Punch (LIGHT token)
│ └── Standby (strafe, taunt, etc.)
└── While Enemy not set → IdleDistance Reduction
Both subtypes of this unit will actively close the distance to their target while performing regular combat actions. In addition, Rubric Marines will lower their preferred engagement distance as time goes on. For gunners, this reduction occurs ever 15s; for sharpshooters, every 30s; for both, the reduction is always 10m per reduction instance. The preferred distance at which these subtypes engage does have a floor. This is to say that at a certain point their preferred engagement distance no longer decreases.
Gunners decrease their preferred range from 20-30m to a floor of 8-20m; sharpshooters decrease from 40-70m to 25-40m.
Unit-Specific Recovery
It is recommended to first read the generalized document on the Recovery System. The following information covers this unit's particular recovery options, not an explanation on recovery itself.
Before detailing the recovery options, it is worth noting that for both melee and ranged recovery the Rubric Marine will randomly select which recovery branch to enter. Certain branches are accessible only to a particular subtype. The Common recovery option is available to both subtypes and is weighted slightly less than the subtype-specific branches, likely to encourage recovery action diversity.
Under-Aim Evasion
Similar to Tyranid Warriors, Rubric Marines can perform an evasive maneuver while being aimed at. This short-ranged teleport has a 3s cooldown. Krak grenade stuck to them or heavy hit/knockback/stun states will prevent this from occurring. In fact, Krak grenades prevent the Rubric Marine from completing any kind of teleport at all.
Melee Recovery
The melee recovery uses a BhvNodeUtilitySelector with three branches that compete via utility scores (in reality only 2 of them are competing due to subtype restriction).
Branch | Condition | Utility Multiplier | Token | Action |
|---|---|---|---|---|
Gunner Melee | Must be Gunner | Random(0.7, 1.0) | Force Heavy | Utility select between: Stomp and Spray or Heavy Melee |
Sharpshooter Flee | Must be Sharpshooter | Random(0.7, 1.0) | Force Heavy | Disengage Dash (with Endurance) then Sharpshot |
Common | Always available to both | Random(0.6-1.0) | Force Heavy Force Light | Utility select between: Disengage + Heavy Shooting Burst Light Melee Attack (with Endurance) |
Ranged Recovery
The ranged recovery uses a BhvNodeUtilitySelector with three branches that compete via utility scores (in reality only 2 of them are competing due to subtype restriction).
Branch | Condition | Utility Multiplier | Token | Action |
|---|---|---|---|---|
Gunner Charge | Must be Gunner | Random(0.7, 1.0) | Force Heavy | Dash Attack (engage dash + Heavy Melee) |
Sharpshooter Countersnipe | Must be Sharpshooter | Random(0.7, 1.0) | Force Heavy | Sharpshot |
Common | Always available to both | Random(0.6, 1.0) | Force Heavy | Utility select between: Heavy Melee or Heavy Shooting Burst |
NOTE: the counterattacks listed in the Action columns of the Melee and Ranged Recovery tables can be found in the Attack Catalog section for consistency. These attacks will have a row in their respective tables to indicate that they are strictly counterattack options.
Stun Durations
Source | Duration (seconds) |
|---|---|
Parry | 2.0 |
Grenade | 2.2 |
Heavy Hit | 1.3 |
Stagger | 1.8 |
Attack Catalog
Accuracy System
The first modifier to this unit's accuracy is the range at which the attacks take place.
Distance To Target | Accuracy Modifier |
|---|---|
0-10m | 0 (full accuracy) |
40m | -25 |
60m | -70 |
80m | -95 |
The table above shows the key modifier distances for reference, and the values between them scale smoothly. At 25m the penalty is roughly -12, at 50m roughly -47, etc. Accuracy also drops with melee pressure. Pressure System document pending.
Aim Mode
Aim modes are an additional accuracy modifier that are specific to each attack, and by subtype. While this information isn't entirely necessary to understanding how Rubric Marines operate, it should provide more context into why certain shots feel like they miss by wide margins while other shots are incredibly precise.
Aim Mode | Autoaim Range | Magnetism Range | Bullet Spread | Notes |
|---|---|---|---|---|
BLIND | 15m | 15m | Very Dispersed | "Hip-fire" so to speak |
ZOOM | 45m | 55m | Tighter than Blind | Standard aimed fire |
AUGMENTEDZOOM | 45m | 55m | Same as Zoom | Used by Sharpshooter subtype; equivalent to Zoom |
SCOPE | 45m | 55m | Most Precise | Sharpshot counterattack only |
NOTE: AugmentedZoom operates exactly like Zoom does. It is the middle tier of bullet spread. The authors of this page have been unable to identify a reason for why Sharpshooters needed to have their own middle tier as opposed to sharing Zoom with Gunners.
Ranged Attacks
Sharpshooter Signature: Sharpshot
Property | Value |
|---|---|
Counterattack Only | True: used only by Sharpshooters in either Recovery |
Range | 30-70m |
Cooldown | 10s |
Ammo Type | Big Bolt |
Accuracy Override | 500 (extremely accurate) |
Min Wait Before Shot | 1s |
A precision scoped shot with massively boosted accuracy (500 vs base 100). Telegraphed with a warning indicator and a 1s grace period to react accordingly. Uses a special ammunition type (see Ammo Properties table below). Exclusively used by Sharpshooters following recovery movement.
Heavy Shooting Burst
Property | Value |
|---|---|
Token | HEAVY |
Range | 30-120m |
Ammo Type | Bolt (standard) |
BasePriority | 1.0 |
Cooldown | 10s |
Initial Cooldown | 6s |
Gunner: BLIND aim (initial inaccurate spray, accuracy 20) → ZOOM aim (2s aim, 1s wait, 2 burst repeats)
Sharpshooter: AUGMENTEDZOOM (initial miss at accuracy 20) → AUGMENTEDZOOM (2s aim, 0.3s wait, 2 repeats with 0.2s gaps)
Light Shooting Burst
Property | Value |
|---|---|
Token | LIGHT |
Range | 8-120m |
Ammo Type | Bolt (standard) |
BasePriority | 0.8 |
Cooldown | 4s |
Gunner: ZOOM aim, 0.5s wait, 1s shoot
Sharpshooter: AUGMENTEDZOOM aim, 0.1s wait, 1-2 repeat single shots
Decorative Shooting
Property | Value |
|---|---|
Token | DECORATIVE (pool request) |
Range | 13-120m |
Ammo Type | Bolt (standard) |
BasePriority | 0.5 (lowest) |
Cooldown | 1s |
Low-priority suppressive fire. Uses DECORATIVE token type - a unique pool that doesn't compete with HEAVY/LIGHT.
Ammo Properties
Ammo Type | Damage | Heavy Hit | Speed | Corruption | Penetration | Used By |
|---|---|---|---|---|---|---|
Bolts | 1x | 0.3 | 60 | 6 | None | Almost every ranged attack |
Big Bolts | 2x | 1 | 160 | 6 | None | Sharpshot only |
Standard bolts are what the player sees the majority of the time
Big bolts only appear in the Sharpshot attack. Deals 2x damage and moves at 2.6x speed of standard bolt ammunition
Ranged Attack Properties
Strike | Damage Multiplier (defined by ammo) | Heavy Hit (defined by ammo) | Affects Movement Despite Hyper Armor | Indicator | Additional Notes |
|---|---|---|---|---|---|
Sharpshot | 2x | 1x | No | Orange | |
Heavy Shooting Burst | 1x | 0.3x | No | Eyes light up. No blue/orange indicator | |
Light Shooting Burst | 1x | 0.3x | No | Blue | Used more often by Gunner subtype |
Decorative Shooting | 1x | 0.3x | Yes | None | Unparryable aoe |
Melee Attacks
Heavy Melee
The Heavy Melee counterattack is not exclusive to either subtype and can be used by both.
Property | Value |
|---|---|
Counterattack Only | True: can be used by both subtypes following a recovery option |
Range | 0-9m |
BasePriority | 0.8 |
Cooldown | 4s |
Stomp Per-Target CD | 10s |
Will select a heavy attack then Disengage dash away.
Two random branches with equal probability:
Branch 1 (if stomp target not on cooldown):
75% chance: Shoulder Bash (if allowed) → Stomp
25% chance: Stomp
Branch 2 (if stomp target on cooldown):
Random between:
Bayonet Lunge → Kick Attack
Kick Attack → Bayonet Lungee
Shoulder Bash
Gunner Signature: Dash Attack
Property | Value |
|---|---|
Counterattack Only | True: can only be used by Gunners in Ranged Recovery |
Range | 13-60m |
MeleeCooldown | 6s |
MeleeEngageCooldown | 12-18s |
Per-target cooldown | 6-12s |
Initial Cooldown | 3-18s |
Stomp Per-Target CD | 10s |
Sequence: Engage dash → if 8-15m: Shoulder Bash → Heavy Melee → Disengage dash. If <8m: Heavy Melee → Disengage dash.
The Rubric dashes in from up to 60m away, opens with a Shoulder Bash if able, chains into one of many combos, then dashes away.
NOTE: From a gameplay perspective, the only difference between this and a common Heavy Melee counterattack is the aggressive, often long-ranged dash towards the player which initiates the sequence.
Bayonet Lunge/Kick Attack (Light Melee)
Property | Value |
|---|---|
Range | 0-9m |
BasePriority | 0.7 |
MeleeCooldown | 6s |
LightCooldown | 9s |
Random: Bayonet Lunge or Kick Attack → Disengage dash.
NOTE: Bayonet Lunge and Kick Attack have the same properties in all ways except aesthetically. For all intents and purposes, they are the same attack.
Stomp and Spray
Property | Value |
|---|---|
Range | 0-9m |
BasePriority | 1.0 |
Cooldown | 4s |
Stomp Per-Target CD | 10s |
Sequence: Stomp → if target at 6-30m: Defensive Shooting (fast snap-aim, 1s burst). If <9m: Disengage dash.
NOTE: This particular combo attack should be treated with care. Not only is it unparryable, but the follow-up shots can take advantage of a poorly timed dodge. A dash away is likely, meaning the opportunity to regenerate CHP off of that particular unit will greatly diminish.
Melee Attack Properties
Strike | Armor Pips Removed | Guardbreak | Parryable | Heavy Hit | Affects Movement Despite Hyper Armor | Indicator | Additional Notes |
|---|---|---|---|---|---|---|---|
Bayonet Lunge | 1 | No | Yes | 1x | No | None | |
Kick Attack | 1 | No | Yes | 1x | No | None | |
Shoulder Bash | 2 | Yes | Yes | 1x | No | Blue | Used more often by Gunner subtype |
Stomp | 2 | No | No | 1x (Special) | Yes | Orange | Unparryable 3m aoe |
Enemy Attack Names: an Editorial Note
Certain attack names in this document have been changed so that the average player can easily understand which attack is being referenced; should one be so inclined to investigate on their own, one may see naming discrepancies between this document and the game files (ex: Bayonet Lunge is actually called BayonetAttack1). No other information about the attacks has been altered.
Game Files
Client Pak
ssl\characters\chaos\rubric_marine\npc_rubric_marine_client.cls- Client class (visual/animation)ssl\abilities\ability_controllers\ability_controller_desc_smear_dash.sso- Blink-dash ability controllerssl\weapons\melee\weapon_descriptions\melee_weapon_descs\rubric_marine_body_desc.sso- Melee weapon description
Server Pak
ssl\characters\chaos\npc_rubric_marine_server.cls- Server class (stats, health, damage sensitivity, AI constructor)ssl\characters\chaos\rubric_marine\rubric_marine_bolter_behaviour.sso- Main behavior treessl\characters\chaos\rubric_marine\rubric_marine_kata_melee_engage.sso- Melee engage (dash-in) katassl\characters\chaos\rubric_marine\rubric_marine_kata_melee_heavy.sso- Melee heavy attacks katassl\characters\chaos\rubric_marine\rubric_marine_kata_melee_punch.sso- Light melee katassl\characters\chaos\rubric_marine\rubric_marine_kata_melee_retreat_attack.sso- Melee retreat counter katassl\characters\chaos\rubric_marine\rubric_marine_kata_sharpshot.sso- Sharpshot katassl\characters\chaos\rubric_marine\rubric_marine_kata_shooting_burst_heavy.sso- Heavy burst katassl\characters\chaos\rubric_marine\rubric_marine_kata_shooting_burst_light.sso- Light burst katassl\characters\chaos\rubric_marine\rubric_marine_kata_shooting_decor.sso- Decorative shooting katassl\characters\chaos\rubric_marine\rubric_marine_kata_stomp_and_spray.sso- Stomp + spray katassl\characters\chaos\rubric_marine\rubric_marine_melee_heavy_attacks_set.sso- Shared melee subtreessl\characters\chaos\rubric_marine\recovery\rubric_marine_bolter_recovery.sso- Recovery behavior treessl\characters\chaos\rubric_marine\rubric_marine_ranged_evasion.sso- Ranged evasion subtreessl\characters\chaos\rubric_marine\rubric_marine_ranged_recovery_evasion.sso- Ranged recovery evasionssl\characters\chaos\rubric_marine\rubric_marine_stand_by.sso- Stand by subtreessl\characters\chaos\rubric_marine\rubric_marine_bolter_defensive_shooting.sso- Defensive shootingssl\characters\chaos\rubric_marine\blink_ability\spatial_query_backwards_evade.sso- Backwards dash queryssl\characters\chaos\rubric_marine\blink_ability\spatial_query_rubric_approach_dash.sso- Approach dash queryssl\characters\chaos\rubric_marine\blink_ability\spatial_query_rubric_engage_dash.sso- Engage dash queryssl\characters\chaos\rubric_marine\blink_ability\spatial_query_side_evade.sso- Side evade queryssl\characters\chaos\rubric_marine\prop_sorcerer_presence.prop- Sorcerer appear/disappear message UIDsssl\characters\chaos\rubric_marine\prop_death_logic_rubric_server.prop- Rubric death/revive logicssl\characters\chaos\rubric_marine\blueprint_node_set_rubric_revives.sso- Revive count configurationssl\weapons\melee\weapon_descriptions\melee_weapon_descs\rubric_marine_body_desc.sso- Melee weapon descriptionssl\weapons\creator\firearm_library_pve.sso-chs_rubric_bolterfirearm definitionssl\damage\damagable\damage_processing\damage_ignoring_presets\damage_ignoring_preset_elite.sso- Elite damage ignoring presetssl\damage\damagable\damage_processing\damage_ignoring_rules\damage_ignoring_rule_dodge_invulnerability.sso- Shared dodge invulnerability