Reaper (LWOTC)

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Reaper
The Reaper specializes in striking from the shadows.

Class Overview

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
Shadow
*Shadow reduces detection ranges to just a few tiles at most. *Reaper has increased mobility while in Shadow. *Entering Shadow is a free action and has a 4 turn cooldown.
Grants the soldier Shadow, an advanced form of concealment that lasts for 2 turns.
Tracking
*Tracking allows the unit to detect units that are behind walls and other line-of-sight blockers. *Tracking detects enemies up to very slightly outside normal visual range. *Detected units will appear as a visual outline. *Units will remain detected until the end of the player's turn. If they are outside Tracking's range at that point, they will count as no longer detected.
You detect nearby units even without line of sight.
Stealth Saboteur Marksman
Lance Corporal
Lance Corporal
Blood Trail
*Only applies on the same turn the enemy is damaged. *Plan ahead with squadmate attacks to take full advantage of Blood Trail. *Only works with the primary weapon.
Shots deal +2 damage and reduce target's Dodge by -40 if the target has been wounded this turn.
Knife Juggler
*Adds +1 bonus damage to throwing knives. *Adds 1 additional charges for throwing knives. *Each kill with a primary weapon grants a knife charge.
Adds +1 bonus damage to throwing knives and provides 1 additional throwing knives. Each kill with a primary weapon grants a knife charge.
Total Combat
*Total Combat adds even more flexibility to the Skirmisher's turns, allowing actions to be taken exactly when needed. *Removes the cooldown for grenades. *Grants both Bombard and Volatile Mix, hence it does not stack with either of them.
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.
Corporal
Corporal
Shooting Sharp
*Your ranged attacks gain +2 armor piercing and +15 aim against units in cover.
Your ranged attacks gain +2 armor piercing and +15 aim against units in cover.
Crippling Strike
*Throws a throwing knife, without breaking Shadow. *The maimed status reduces the target's mobility to 0, making it immobile.
Throw a knife that causes the target to be maimed for 1 turn (zero mobility).
Paramedic
*Gain a free medikit. Equipped medikits have 2 extra charges. Using a medikit for the first time in a turn is a free action. Healing abilities restore 3 additional hit points.
Gain a free medikit. Equipped medikits have 2 extra charges. Using a medikit for the first time in a turn is a free action. Healing abilities restore 3 additional hit points.
Sergeant
Sergeant
Serial
*Serial is meant to chain enemy kills in a single action, as every kill is essentially free. *Every successful kill does result in a reduction to critical hit chance and damage, however. *Serial has a 7 turn cooldown.
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.
Silent Killer
*Allows a Reaper to stay safely in Shadow during the enemy turn if they kill a unit with their primary weapon.
Guarantees that the Reaper stays in Shadow with killing shots.
Rapid Deployment
*Activate this ability before throwing or launching a support grenade, and the throw will not cost an action. *Applies to Smoke Grenades, Flashbangs, Shaped Charges and Battle Scanners. *Rapid Deployment has a 3 turn cooldown.
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action.
Staff Sergeant
Staff Sergeant
Squadsight
*Squadsight is best augmented by high ground, allowing soldiers relatively clear sight lines and an additional aim bonus to offset Squadsight's aim penalty. *When using Squadsight, there is no limit on how far your targets can be, but an aim penalty accumulates with distance. *Overwatch shots do not use squadsight by default.
You can target enemies within squadmates' sight, provided there is line of sight to the target.
Bluescreen Knives
*Throwing knives gain +2 pierce and will disorient robotic units.
Throwing knives gain +2 pierce and will disorient robotic units.
Ghost Grenade
*This ability only affects a single targeted ally; others in the smoke cloud are not concealed but do receive the defense bonus. *Uses one action and ends your turn. *One use per mission; abilities that add grenade charges do not provide any bonuses. *Only works on XCOM soldiers, as civilians do not have training in concealment techniques. *Small smoke cloud grants 20 defense; dense smoke bonuses do not apply. *It does not fit in the standard XCOM grenade launcher and must be thrown at a visible ally. *The Grenadier cannot use this ability when concealed.
A specialized smoke grenade that causes the targeted ally to enter concealment.
Tech Sergeant
Tech Sergeant
Banish
*Each shot in Banish rolls a separate chance to hit. *Banish cannot be activated with only 1 ammo remaining. *Banish shots can crit.
Fire at a target until you run out of ammo or it dies. Each shot has 15 aim less than the previous one. Reveals the Reaper.
Knife Encounters
*Once per turn, gain a bonus action after throwing a knife at an enemy within 5 tiles. *A red ring will mark the range of this ability. *Knife Encounters cannot be used on the same turn as Run and Gun.
Once per turn, gain a bonus action after throwing a knife at an enemy within 5 tiles.
Death Dealer
*Use Shadow's increased mobility and smaller enemy detection radii to flank enemies and deal massive damage.
Grants +15 crit chance. Critical shots against a flanked target while in Shadow will deal double critical damage.
Gunnery Sergeant
Gunnery Sergeant
Light 'Em Up
*Standard shots with your primary weapon are not turn-ending.
Standard shots with your primary weapon are not turn-ending.
Impersonal Edge
*Reduce shadow cooldown by 1 and gain a stackable +20 aim buff for 3 turns when you get a kill with a throwing knife.
Reduce shadow cooldown by 1 and gain a stackable +20 aim buff for 3 turns when you get a kill with a throwing knife.
Packmaster
*Grants +1 charge to every utility item equipped. *Applies to the grenade slot as well as the standard utility slots, but not other slots. *Extra grenades provided by Smoker and Flashbanger abilities do not get extra charges.
Grants +1 charge to every utility item and grenade equipped.
Master Sergeant
Master Sergeant
Death From Above
*Death From Above can combo well with pistol abilities or can simply make a soldier more mobile. *Also grants a long-range accuracy bonus for sniper rifles at any elevation.
Killing an enemy at a lower elevation with your primary weapon refunds a single action, and does not end your turn. Also grants a long-range accuracy bonus for sniper rifles.
Rend The Marked
*Throwing knives apply a stacking +50 Crit chance against the target from all sources for the remainder of the turn.
Throwing knives apply a stacking +50 Crit chance against the target from all sources for the remainder of the turn.
Homing Mine
*Shots against the mined target are guaranteed to hit. *Homing Mine has 4 charges per mission. *Homing Mine requires one action and does not end your 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 AP per tier level.

Tier 1 Tier 2 Tier 3 Tier 4
Aim
*The bonus granted by Aim can apply to any weapon shot.
Hunker Down now confers +20 Aim and +20 Crit to the first shot on the following turn.
Aim Assist
*Gain additional +15 aim and +15 crit against holotargeted units.
Gain additional +15 aim and +15 crit against holotargeted units.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.
Apex Predator
*Critical hits with your primary weapon have a chance to panic the target and nearby (within 4 tiles) enemies.
Critical hits with your primary weapon have a chance to panic the target and nearby enemies.
Dedication
*Gain 2 mobility and ignore reaction fire for the rest of the turn. *Free action. *Dedication has a 4 turn cooldown.
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown.
Combat Engineer
*More powerful than Sapper by itself, Combat Engineer stacks with Sapper to maximize environmental damage, although either perk alone will still destroy many cover objects. *Combat Engineer also prevents environmental damage from falling off from the center of an explosion, meaning you will destroy objects in a larger area.
Your explosives do significantly greater damage to cover objects and other things on the battlefield.
Coup de Grâce
*Coup de Grâce grants +50 aim, +50 critical chance and +2 damage against stunned and panicking enemies. *The bonuses are reduced against disoriented enemies.
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy.
Deep Cover
*Non-offensive actions like Reload can still be performed without invalidating Deep Cover.
If you did not attack this turn, hunker down automatically.
Concentration
*Attacks that would normally graze their target are automatically upgraded to normal hits. *Applies to primary weapons, secondary weapons, and pistols.
Your grazing attacks are automatically upgraded to normal hits.
Deadeye
*Deadeye reduces the overall hit chance of a shot by 15%, but increases the base damage of the shot by 50%. *Deadeye has a 3 turn cooldown. *Works with Snap Shot.
Take a shot with a small aim penalty for a significant damage boost.
Chain Shot
*Chain Shot requires 2 ammo points. *Chain Shot has a 4 turn cooldown. *Chain Shot can be devastating against non-cover enemies, or when augmented with aim bonuses.
Take a shot with an aim penalty of 10. If you hit the target, you take another shot on the target automatically.
Ever Vigilant
*Ever Vigilant enables an extremely mobile style of play for the soldier. *Any action other than moving will invalidate Ever Vigilant.
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn.
Formidable
*Formidable reduces explosive damage taken by 50%.
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks.
Executioner
*Confers +20 aim and +20 critical chance against targets at half or less of their original hit points.
Confers +20 aim and +20 critical chance against targets at half or less of their original hit points.
Field Medic
*If you have the Medical Protocol ability, your GREMLIN gains additional charges as well.
Equipped medikits have 2 extra charges.
Hard Target
*Gain 5 dodge per enemy you can see, up to a maximum of +30. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 5 dodge per enemy you can see, up to a maximum of +30.
Open Fire
*Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health.
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health.
Implacable
*The Fleche ability cannot be used after gaining a bonus move from Implacable.
If you score one or more kills on your turn, you are granted a single bonus move.
Flashbanger
*Grants 1 free flashbang item to your inventory.
Grants 1 free flashbang item to your inventory.
Holo Targeting
*Directed primary weapon-specific abilities will grant Holo Targeting. *Any abilities that target multiple units will not grant Holo Targeting.
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +10 against this target.
Overkill
*Your ranged attacks deal +2 more damage to units at 50% HP or less.
Your ranged attacks deal +2 more damage to units at 50% HP or less.
Lick Your Wounds
*Hunker Down restores 2 health when used, up to a maximum of 8 per mission. *Removes poison, burning, and acid burning.
Hunker Down restores 2 health when used, up to a maximum of 8 per mission, and removes poison, burning, and acid burning.
Impulse
*Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn.
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn.
Predator
*Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
Lethal
*You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
Salvo
*Soldiers with the Salvo ability are prime candidates for heavy armor.
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn.
Inspire Agility
*Give a friendly unit 30 Dodge until the start of your next turn. *Killing an enemy unit grants an extra charge. *Usable once per turn. *Starts with one charge and is a free action.
Give a friendly unit 30 Dodge until the start of your next turn. Whenever you kill an enemy, you gain an extra charge. Usable once per turn. Starts with one charge, and is a free action.
Rapid Reaction
*When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots.
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots.
Shadowstep
*A soldier with Shadowstep will not trigger Overwatch shots or Suppression fire, but they will be unable to draw Overwatch fire away from their teammates.
This soldier does not trigger overwatch or reaction fire.
Lightning Reflexes
*Reaction fire shots against you have a significantly decreased chance to hit. *The first reaction shot against you during a turn is at -100 to hit; the second at -80; the third at -60; the fourth at -40, and the fifth at -20. Further reaction shots at are normal to hit chances. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
Ready For Anything
*Enter overwatch after firing a standard shot with your primary weapon.
Enter overwatch after firing a standard shot with your primary weapon.
Run and Gun
*Run and Gun allows soldiers to close the distance to their targets rapidly, or to easily take a flanking position. *Run and Gun has a 4 turn cooldown.
Take an action after dashing.
Smoker
*Grants one free smoke grenade item to your inventory.
Grants one free smoke grenade item to your inventory.
Lingering Shadow
*Provides +15 Defense and +30 Dodge as soon as the Reaper loses Shadow, either because they break concealment or Shadow expires. *Lasts until the start of XCOM's next turn.
Provides +15 Defense and +30 Dodge for one turn when the Reaper loses Shadow.
Resilience
*Enemy attacks against you suffer a -30 penalty to critical hit chances.
Enemy attacks against you suffer a -30 penalty to critical hit chances.
Steady Hands
*The Steady Hands bonus does not stack over multiple turns. *Steady Hands doubles down on the need to find a high sniper's nest with good sightlines.
If you did not move last turn, gain +10 Aim and +10 Critical chance.
Needle
*Use Shadow's extra mobility to get close and deal major damage with Needle. *Only applies while the Reaper is in Shadow.
Shots taken in Shadow have +2 armor piercing.
Soul Harvest
*Bonus crit chance applies to both primary and secondary weapons. *The +20% max crit chance bonus applies only to the per-kill component, i.e. it's in addition to the base +10% bonus.
Provides +10% crit chance. Each kill by this soldier adds +4% crit chance, to a maximum of +20%.
Rupture
*Rupture requires 3 ammo points. *Rupture has a 4 turn cooldown. *Ruptured targets take 3 additional damage from every attack.
A Rupture shot grants a +50 bonus to critical hit chances and ensures that the target takes an additional +3 damage from all attacks in the future.
Target Focus
*Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. *Unflankable enemies are ones that can't take cover, such as Drones, MECs and Berserkers.
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies.
Remote Start
*Make sure squadmates are clear of the blast zone! *Remote Start requires 1 ammo point, and has a 5 turn cooldown. *Remote Start has 1 charge(s) per mission.
Detonate an environmental explosive, causing it to deal double damage within twice its normal radius. Does not reveal the Reaper.
Sting
*Sting allows for the Reaper to attack in situations where they absolutely do not want to be revealed. *Sting has 2 charge(s) per mission, requires 1 ammo points, and has a 1 turn cooldown.
Fire a shot while in Shadow that holotargets for +10 Aim and ruptures for 1. Guaranteed to remain in Shadow.
Will To Survive
*Enemy damage is reduced by 1 when in cover and attacked through that cover. *Cover against explosives and other indirect attacks is calculated from the point of the explosion. *Armor piercing effects do not eliminate this bonus. *This unit also permanently gains 5 will. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will.
Shredder
*A successful shot with a conventional weapon will shred 1 armor from the target. *More advanced weapons will shred more armor from targets.
Your primary weapon attacks shred armor.
Survival Instinct
*The bonuses are lost if you are healed back to full health.
Gain 20 Defense and 20 Crit chance while injured.
Tactical Sense
*Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
Untouchable
*When Untouchable is triggered the soldier is immune to the next damage dealing attack during the enemy turn, even Area of Effect attacks.
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
Trench Warfare
*If you get at least one kill during your turn, automatically Hunker Down at the end of it. *You will only Hunker Down if you would normally be able to.
If you get at least one kill during your turn, automatically Hunker Down at the end of it.

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 3 3 2 3 3 2 3
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 10 13 15 18 21 23 26
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
Soldiers
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