Difference between revisions of "Reaper (LWOTC)"
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==Class Overview== | ==Class Overview== | ||
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+ | 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. | ||
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+ | The Reaper can specialize in their marksmanship, primarily utilizing the Vektor Rifle to provide fire support from afar or snipe down enemies' flanks. | ||
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+ | The Reaper can focus on their stealth and throwing knives, going deep into enemy lines and striking from Shadow with great effect. | ||
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+ | The Reaper can act as an item specialist, gaining abilities that allow them to fully utilize various small items in more effective ways. | ||
===Weapons=== | ===Weapons=== |
Latest revision as of 12:35, 2 January 2024
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.
The Reaper can specialize in their marksmanship, primarily utilizing the Vektor Rifle to provide fire support from afar or snipe down enemies' flanks.
The Reaper can focus on their stealth and throwing knives, going deep into enemy lines and striking from Shadow with great effect.
The Reaper can act as an item specialist, gaining abilities that allow them to fully utilize various small items in more effective ways.
Weapons
Primary: Vektor Rifles
Secondary: Throwing Knives
Abilities
Mouse-over for more information.
Rank | Ability | ||
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. |
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Stealth | Saboteur | Marksman | |
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. |
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. |
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). |
Unlocks an ability to perform a dash move to use a medikit on an ally (this ability still costs 1 action and is non-turn ending). Gain a free medikit. Equipped medikits have 2 extra charges. |
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. |
Guarantees that the Reaper stays in Shadow with killing shots. |
A specialized smoke grenade that causes the targeted ally to enter concealment. |
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. |
Throwing knives gain +2 pierce and will disorient robotic units. |
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action. |
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 |
Standard shots with your primary weapon are not turn-ending. |
Reduce shadow cooldown by 1 and gain a stackable +20 aim buff for 3 turns when you get a kill with a throwing knife. |
Grants +1 charge to every utility item and grenade equipped. |
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 AP per tier level.
Tier 1 | Tier 2 | Tier 3 | Tier 4 |
Hunker Down now confers +20 Aim and +20 Crit to the first shot on the following turn. |
Gain additional +15 aim and +15 crit against holotargeted units. |
You do one additional point of base damage when using guns. |
Critical hits with your primary weapon have a chance to panic the target and nearby enemies. |
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown. |
Your explosives do significantly greater damage to cover objects and other things on the battlefield. |
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy. | |
If you did not attack this turn, hunker down automatically. |
Your grazing attacks are automatically upgraded to normal hits. |
Take a shot with a small aim penalty for a significant damage boost. |
Take a shot with an aim penalty of 10. If you hit the target, you take another shot on the target automatically. |
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. | |
Equipped medikits have 2 extra charges. |
Gain 5 dodge per enemy you can see, up to a maximum of +30. |
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health. |
If you score one or more kills on your turn, you are granted a single bonus move. |
Grants 1 free flashbang item to your inventory. |
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target. |
Your ranged attacks deal +2 more damage to units at 50% HP or less. | |
Hunker Down restores 2 health when used, up to a maximum of 8 per mission, and removes poison, burning, and acid burning. |
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn. |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. |
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon. |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. |
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. |
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots. | |
This soldier does not trigger overwatch or reaction fire. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Enter overwatch after firing a turn ending standard shot with your primary weapon. |
Take an action after dashing. |
Grants one free smoke grenade item to your inventory. |
Provides +15 Defense and +30 Dodge for one turn when the Reaper loses Shadow. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. | |
If you did not move last turn, gain +10 Aim and +10 Critical chance. |
Shots taken in Shadow have +2 armor piercing. |
Provides +10% crit chance. Each kill by this soldier adds +4% crit chance, to a maximum of +20%. |
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. |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
Detonate an environmental explosive, causing it to deal double damage within twice its normal radius. Does not reveal the Reaper. |
Fire a shot while in Shadow that holotargets for +10 Aim and ruptures for 1. Guaranteed to remain in Shadow. | |
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will. |
Your primary weapon attacks shred armor. |
Gain 20 Defense and 20 Crit chance while injured. |
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. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. | ||
If you get at least one kill during your turn, automatically Hunker Down at the end of it. |
Stat Progression
Rank | |||||||||
Per Level | Health |
0 | 0 | 0 | 1 | 0 | 0 | 1 | 0 |
Aim |
7 | 3 | 3 | 2 | 3 | 3 | 2 | 3 | |
Will |
5 | 5 | 0 | 0 | 0 | 0 | 0 | 0 | |
Hacking |
5 | 0 | 5 | 0 | 5 | 0 | 5 | 5 | |
Total | Health |
0 | 0 | 0 | 1 | 1 | 1 | 2 | 2 |
Aim |
7 | 10 | 13 | 15 | 18 | 21 | 23 | 26 | |
Will |
5 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | |
Hacking |
5 | 5 | 10 | 10 | 15 | 15 | 20 | 25 |
Sample Builds
See Also
XCOM Units in Long War of the Chosen | ||||||||||||||||||||||||||
Starting |
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Unlockable |
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Faction |
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