Reaper (LWOTC)

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Reaper
The Reaper specializes in striking from the shadows.

Class Overview

The Reapers are a mix of a scout and marksman that can safely find any dangers ahead while potentially striking their targets from the shadows. Their most unique and defining ability is Shadow, an advanced form of concealment that has next to no detection range but only lasts for 2-turns and will be revealed by nearly all actions although they can repeatedly enter back in Shadow after 4-turns. This is reworked from the base game where it has similar detection range but was permanent until revealed with actions only have a 50% chance to reveal on the first check and only one extra use. Their Tracking ability along with Shadow allows them to become very effective scouts that can safely seek any dangers ahead for their allies with next to no risk. Their new secondary weapon, Throwing knives which has replaced claymores from the base game, serve as an effective close range option that deals light damage but can potentially deal more when critting and will never reveal when in Shadow. Their primary weapon, the Vektor Rifle, is a light sniper rifle that can fire at long range and is more accurate but deals less damage that is made up if they can score a crit against their targets. Combined with their ability of Squadsight, they act as a similar role to the standard Sharpshooters but trade damage for more flexibility.

"Marksman" type Reaper can specialize in their marksmanship, primarily utilizing the Vektor Rifle to provide fire support from afar or snipe down enemies' flanks at high effectiveness.

"Partisan" type Reaper can focus on their stealth and throwing knives, going deep into enemy lines and striking from Shadow with great effect.

"Prepper" type Reaper shift their marksmanship in a different direction, entering enemy flanks while hidden in shadow to prepare a shot dealing highly critical damage.

Weapons

Primary : Vektor Rifles

Secondary : Throwing Knives

Abilities

Mouse-over Mouse over this icon for more information on each ability. for more information.

Rank Ability
Squaddie
Squaddie
You can target enemies within squadmates' sight, provided there is line of sight to the target.
Grants the soldier Shadow, an advanced form of concealment that lasts for 2 turns.
You detect nearby units even without line of sight.
Marksman Partisan Prepper
Lance Corporal
Lance Corporal
Shots deal +2 damage and ignore target's Dodge by -40 if the target has been wounded this turn.
Adds +1 bonus damage to throwing knives and provides 1 additional throwing knives. Each kill with a primary weapon grants a knife charge.
A specialized smoke grenade that causes the targeted ally to enter concealment.
Corporal
Corporal
Your ranged attacks gain +2 armor piercing and +15 aim against units in cover.
Throw a knife that causes the target to be maimed for 1 turn (zero mobility).
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
Sergeant
Sergeant
A powerful chained shot ability. For every kill made with your primary weapon, your actions will be refunded but your damage and crit chance will be reduced for every subsequent attack.
Throwing knives gain +2 pierce and will disorient robotic units.
Guarantees that the Reaper stays in Shadow with killing shots.
Staff Sergeant
Staff Sergeant
Once per turn, gain a movement action after shooting with your primary weapon at a unit that was damaged this turn. Cannot trigger on the same turn as Knife Encounters.
Throw a knife as a free action. 4 Turn Cooldown.
Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon.
Tech Sergeant
Tech Sergeant
Fire at a target until you run out of ammo or it dies. Each shot has 20 aim less and deals 1 less damage than the previous one. Reveals the Reaper. 5 Turn Cooldown.
Once per turn, gain a bonus action after throwing a knife at an enemy within 5 tiles.
Grants +25 crit chance. Critical shots against a flanked target while in Shadow will deal double critical damage.
Gunnery Sergeant
Gunnery Sergeant
Take a shot with a small aim penalty for a significant damage boost.
Reduce shadow cooldown by 1 and gain a stackable +20 aim buff for 3 turns when you get a kill with a throwing knife.
Provides +10% crit chance. Each kill by this soldier adds +4% crit chance, to a maximum of +20%.
Master Sergeant
Master Sergeant
Decreases the per-shot aim penalty of Banish by 5 and decreases its cooldown by 1. Increases the range of Knife Encounters to 6. Death Dealer now doubles the critical damage bonus of your weapon against unflankable targets.
Throwing knives apply a stacking +50 Crit chance against the target from all sources for the remainder of the turn.
Attach a claymore onto an enemy (does not alert the enemy). The Homing mine will explode upon that enemy taking damage.

XCOM Abilities

XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10/20/30 AP per tier for offensive perks, 10/15/25 AP per tier for defensive perks and 35 AP for Tier 4 perks.

Tier 1 Defensive Tier 1 Offensive Tier 2 Defensive Tier 2 Offensive Tier 3 Defensive Tier 3 Offensive Tier 4
Hunker Down restores 2 health when used, up to a maximum of 8 per mission, and removes poison, burning, and acid burning.
Your explosives do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored enemies.
Provides +15 Defense and +30 Dodge for one turn when the Reaper loses Shadow.
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
If you get at least one kill during your turn, automatically Hunker Down at the end of it.
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks.
Critical hits with your primary weapon have a chance to panic the target and nearby enemies.
Grants 1 free flashbang item to your inventory.
Allow Overwatch to trigger with Squadsight.
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
Fire a shot while in Shadow that holotargets for +10 Aim and ruptures for 1. Guaranteed to remain in Shadow.
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn.
Take a shot with an aim penalty of 10. If you hit the target, you take another shot on the target automatically.
If you did not attack this turn, hunker down automatically.
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles.
Your grenades and gauntlet rockets decrease enemy aim by 10 and critical chance by 15 for 1 turn(s).
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. Works for the soldier's primary weapon and explosives.
Every 4 turns, as a free action, you can use a Battle Scanner.
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points.
Grants a movement only action after throwing a knife. This can happen once per turn.
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will.
This soldier does not trigger overwatch or reaction fire.
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks.
Shots taken in Shadow have +2 armor piercing.
Enemy attacks against you suffer a -30 penalty to critical hit chances.
Detonate an environmental explosive, causing it to deal double damage within twice its normal radius. Does not reveal the Reaper.
Ranged attacks against flanked enemies deal +2 damage.
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies.
Gain 5 dodge per enemy you can see, up to a maximum of +30.
Gain additional +15 aim and +15 crit against holotargeted units.
Your explosives do significantly greater damage to cover objects and other things on the battlefield.
Throwing a grenade or using an item no longer ends the turn and grenades have no cooldown. In addition, you can throw grenades 2 tiles further and their radius is increased by 1. Grants a Grenade-only slot. Grants +5 aim and +1 mobility.
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn.
All squad members get 10 Crit chance against enemies you can see.
Your grazing attacks are automatically upgraded to normal hits.
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots.

Stat Progression

Rank Squaddie Lance Corporal Corporal Sergeant Staff Sergeant Tech Sergeant Gunnery Sergeant Master Sergeant
Per Level Health
Health
0 0 0 1 0 0 1 0
Aim
Aim
7 2 2 2 2 1 1 1
Will
Will
5 5 0 0 0 0 0 0
Hacking
Hacking
5 0 5 0 5 0 5 5
Total Health
Health
0 0 0 1 1 1 2 2
Aim
Aim
7 9 11 13 15 16 17 18
Will
Will
5 10 10 10 10 10 10 10
Hacking
Hacking
5 5 10 10 15 15 20 25

Sample Builds

See Also

XCOM Units in Long War of the Chosen
Starting
XCOM2 rank rookie.png
Overview
LW2 class assault.png
Assault
XCOM2 class grenadier.png
Grenadier
LW2 class Gunner.png
Gunner
XCOM2 class ranger.png
Ranger
XCOM2 class sharpshooter.png
Sharpshooter
LW2 class Shinobi.png
Shinobi
XCOM2 class specialist.png
Specialist
LW2 class Technical.png
Technical
Unlockable
XCOM2 class psiop.png
Psi Operative
XCOM2 class spark.png
SPARK
LWOfficers RankFieldCommander.png
Officers
Faction
XCOM2 class reaper.png
Reaper
XCOM2 class skirmisher.png
Skirmisher
XCOM2 class templar.png
Templar