Marauder

"You were never one of us. You were nothing but a usurper, a false idol. My eyes have been opened. Let me help you to see, Slayer."

- A Marauder addressing the Doom Slayer.

The Marauders are a group of resurrected Night Sentinels who sided with the Khan Maykr and the Hell Priests against the realm of Argent D'Nur. As former members of the Doom Slayer's personal band of warriors, they have access to a wide range of techniques that make them one of the most challenging and deadly foes the player will face over the course of the campaign.

Codex
''As civil war consumed Argent D'Nur, the Night Sentinels Guard was quartered by their faith. Torn between serving the Khan Maykr or revolting against that which they swore to protect. Those most disillusioned forswore their oath to the Sentinel royalty, abandoning their pact of allegiance made to the throne. These hardened warriors joined the separatist group led by the exalted Priest class, allying themselves with the Maykrs and their devout acolytes in an attempted coup against the Sentinel royal house. Those Sentinel warriors who fell in battle, having sided with the Maykrs, were ultimately denied finality in death. Resurrected by the Divinity Machine of Maykr design, these fallen Sentinels were returned from the dead, transformed by Hell's power, and recreated with a singular purpose: to hunt the Slayer, now reborn as Knights in Hell's army. ''

Appearance
The Marauder resembles a humanoid wearing Sentinel armor. It notably wields a large battleaxe, using similar energy to the Slayer's Crucible. It also wields its own double-barreled shotgun. Likely due to its resurrected state, its skin is a pale white, and it features a large set of horns on its head. The Marauder's eyes also glow a deep red, not dissimilar to the Hellified Soldiers.

Combat Analysis
Marauders are extremely tough mini-bosses built around a spacing gimmick: at long range they will fire off blades of argent energy that are difficult to dodge, and at very close range they will point-blank fire their shotgun. To stand any chance of winning, the player must remain at medium range and watch for the green flash of the Marauder's eyes: this is a "tell" that the creature is about to attack with its Argent axe. While performing these attacks the Marauder cannot use his shield to defend himself.

A high-powered hit performed with the proper timing will briefly stagger a Marauder, allowing for a quick follow-up attack.

Marauders take minimal damage from "superweapons," though how the game classifies this is not clear. At the very least, the BFG 9000 and Unmaykr have strong damage debuffs and are best saved for other targets, and the Crucible is not a one-hit kill against this demon if he is shielded. The Super Shotgun is a strong choice since most of a Marauder's mid-range attacks involve lunging to close range. Firing a Balista to stagger also leaves enough time to sneak another shot, assuming the player is mashing the shoot button, before he re-shields himself, allowing/requiring the flash-stagger-sneak-guard cycle to repeat 2 more times. A few volleys from the Rocket Launcher with the Lock-On Burst mod will also make even quicker work of him as he will falter to the first rocket and remain open for the other two. Backpedaling is advisable while doing this to avoid being caught in the rockets' blast and be warned that the timing must be perfect.

While a Marauder can and will immediately block any direct hit, even for hitscan weapons, he will never block indirect hits. For this reason any weapon with splash damage, such as the Rocket Launcher or the Shotgun's grenade launcher, can deal effective damage by aiming at the ground near a Marauder. He will, however, turn to block the traces from a BFG projectile if the energy ball is fired to pass behind the demon.

It is possible to kill a Marauder with a single BFG hit, but this needs to be timed perfectly, which is very difficult with the small window of opportunity and the charge-up time for the BFG and is not recommended. A direct hit will one-hit kill a Marauder, even on Ultra Violence.

If the player is confident in their weapon swap speed then just after staggering the Marauder with the Super Shotgun there is barely enough time, using hotkeys on PC at least, to switch weapons and blast him with both the Rocket Launcher and the Ballista as follow up attacks. The Marauder will be unable to last beyond three or four staggers if done correctly, greatly reducing the amount of time he will be on the field compared to other strategies.

Battlemode
The Marauder also serves as one of the several playable demons in Doom Eternal's Battlemode. With a base health of 2000, it serves as a flexible, if fragile, demon that has access to several different attacks. Similar to its depiction in the campaign, the Marauder wields both its Argent Axe and Super Shotgun and is capable of summoning its trusty Wolf to harass the Slayer. However, it no longer has access to its impenetrable shield to block the Slayer's attacks.

Trivia

 * The Marauder bears some resemblance to Death Knight from Quake.
 * If one were to peer at his chest in the ARC Laboratory cutscene, a series of dark purplish veins seem to emanate from where the red light on his chest piece rests. It may imply that some parts of the armor - or at least, that particular piece - is fused to his very body.
 * During combat, if the player listens carefully, the Marauder's grunts are actually Ranger's grunts from Quake III: Arena
 * The Marauder's voice actor is Edward Bosco, also voices the game's main antagonist Icon of Sin. who also voiced Kan-Ra and Gargos in Killer Instinct (2013).
 * The Marauder is one of the first demons in the Doom series to speak English.