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Rubric Marine

Author:perturbperturb

Enemy Stats

Faction
Chaos
Tier
Majoris

Damage Sensitivity

CategoryMultiplier
Headshot2x
Bullet1.5x
Heavybullet1.5x
Plasma1.5x
Charged Plasma1.5x
Volkite1.5x
Laser1.5x
Volkite Discharge1.5x

Health by Difficulty

DifficultyMax HPIncap HPRevive HPInstakill Dmg
Minimal701414105
Average1122222168
Substantial2034141305
Ruthless2805656420
Lethal2805656420
Absolute2805656420

Incapacitation

StatValue
Incap HP20% of Max HP
Revive HP20% of Max HP
Duration10s
Incap Limit2
Instakill Dmg150% 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 → Idle

Distance 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 controller

  • ssl\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 tree

  • ssl\characters\chaos\rubric_marine\rubric_marine_kata_melee_engage.sso - Melee engage (dash-in) kata

  • ssl\characters\chaos\rubric_marine\rubric_marine_kata_melee_heavy.sso - Melee heavy attacks kata

  • ssl\characters\chaos\rubric_marine\rubric_marine_kata_melee_punch.sso - Light melee kata

  • ssl\characters\chaos\rubric_marine\rubric_marine_kata_melee_retreat_attack.sso - Melee retreat counter kata

  • ssl\characters\chaos\rubric_marine\rubric_marine_kata_sharpshot.sso - Sharpshot kata

  • ssl\characters\chaos\rubric_marine\rubric_marine_kata_shooting_burst_heavy.sso - Heavy burst kata

  • ssl\characters\chaos\rubric_marine\rubric_marine_kata_shooting_burst_light.sso - Light burst kata

  • ssl\characters\chaos\rubric_marine\rubric_marine_kata_shooting_decor.sso - Decorative shooting kata

  • ssl\characters\chaos\rubric_marine\rubric_marine_kata_stomp_and_spray.sso - Stomp + spray kata

  • ssl\characters\chaos\rubric_marine\rubric_marine_melee_heavy_attacks_set.sso - Shared melee subtree

  • ssl\characters\chaos\rubric_marine\recovery\rubric_marine_bolter_recovery.sso - Recovery behavior tree

  • ssl\characters\chaos\rubric_marine\rubric_marine_ranged_evasion.sso - Ranged evasion subtree

  • ssl\characters\chaos\rubric_marine\rubric_marine_ranged_recovery_evasion.sso - Ranged recovery evasion

  • ssl\characters\chaos\rubric_marine\rubric_marine_stand_by.sso - Stand by subtree

  • ssl\characters\chaos\rubric_marine\rubric_marine_bolter_defensive_shooting.sso - Defensive shooting

  • ssl\characters\chaos\rubric_marine\blink_ability\spatial_query_backwards_evade.sso - Backwards dash query

  • ssl\characters\chaos\rubric_marine\blink_ability\spatial_query_rubric_approach_dash.sso - Approach dash query

  • ssl\characters\chaos\rubric_marine\blink_ability\spatial_query_rubric_engage_dash.sso - Engage dash query

  • ssl\characters\chaos\rubric_marine\blink_ability\spatial_query_side_evade.sso - Side evade query

  • ssl\characters\chaos\rubric_marine\prop_sorcerer_presence.prop - Sorcerer appear/disappear message UIDs

  • ssl\characters\chaos\rubric_marine\prop_death_logic_rubric_server.prop - Rubric death/revive logic

  • ssl\characters\chaos\rubric_marine\blueprint_node_set_rubric_revives.sso - Revive count configuration

  • ssl\weapons\melee\weapon_descriptions\melee_weapon_descs\rubric_marine_body_desc.sso - Melee weapon description

  • ssl\weapons\creator\firearm_library_pve.sso - chs_rubric_bolter firearm definition

  • ssl\damage\damagable\damage_processing\damage_ignoring_presets\damage_ignoring_preset_elite.sso - Elite damage ignoring preset

  • ssl\damage\damagable\damage_processing\damage_ignoring_rules\damage_ignoring_rule_dodge_invulnerability.sso - Shared dodge invulnerability

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