Difference between revisions of "Reaper Rounds (EU2012)"

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* Snipers with Squad Sight are not hampered by weapon range penalty, although Squad Sight still prevents the crit bonus. However, the bonus will be applied if enemies move within visual range or if Headshot is used with Squad Sight, allowing for an even higher crit chance.
 
* Snipers with Squad Sight are not hampered by weapon range penalty, although Squad Sight still prevents the crit bonus. However, the bonus will be applied if enemies move within visual range or if Headshot is used with Squad Sight, allowing for an even higher crit chance.
 
* Soldiers will not be able to equip this weapon if they are using Laser or Plasma tech weapons. If Reaper Rounds are equipped, switching to non-conventional weapons will automatically unequip Reaper Rounds.<br clear="all">
 
* Soldiers will not be able to equip this weapon if they are using Laser or Plasma tech weapons. If Reaper Rounds are equipped, switching to non-conventional weapons will automatically unequip Reaper Rounds.<br clear="all">
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* Extensive use of Reaper Rounds can mitigate the need to pound out Laser Weapons technology in the early days of the game.
  
 
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Revision as of 05:58, 29 November 2013

Description
Reaper Rounds

Experimental ballistics have led to this specialized conventional weapon load. It can cause substantial extra damage to affected targets, but the additional casing elements make it less accurate at long range. The rounds will not work with pistols, though.

  • Affects conventional weapons only
  • Adds 20% to critical chance against organic targets
  • Doubles the weapon's range penalty
Source: XCOM: Enemy Unknown (2012)

Notes

Research Required Experimental Warfare
Base Costs §30, 6 Engineers
Abilities/Stats +20% Critical Chance
  • This item is a must for Assaults, Supports and Heavies to use at close and even medium ranges, especially when facing Chryssalids.
  • Snipers with Squad Sight are not hampered by weapon range penalty, although Squad Sight still prevents the crit bonus. However, the bonus will be applied if enemies move within visual range or if Headshot is used with Squad Sight, allowing for an even higher crit chance.
  • Soldiers will not be able to equip this weapon if they are using Laser or Plasma tech weapons. If Reaper Rounds are equipped, switching to non-conventional weapons will automatically unequip Reaper Rounds.
  • Extensive use of Reaper Rounds can mitigate the need to pound out Laser Weapons technology in the early days of the game.


EU2012 Badge XCOM: Enemy Unknown (2012): Soldier Equipment
Armor:
Light:Body Armor
Medium:Carapace ArmorSkeleton SuitGhost ArmorPsi Armor
Heavy:Titan ArmorArchangel Armor
MEC Suits:MEC-1 WardenMEC-2 SentinelMEC-3 Paladin
Weapons:
Conventional:PistolAssault RifleShotgunSniper RifleLMGRocket Launcher
Laser:Laser PistolLaser RifleScatter LaserLaser Sniper RifleHeavy Laser
Plasma:Plasma PistolLight Plasma RiflePlasma RifleAlloy CannonPlasma Sniper RifleHeavy PlasmaBlaster Launcher
EXALT Weapons:EXALT Assault RifleEXALT Sniper RifleEXALT LMGEXALT Rocket LauncherEXALT Laser RifleEXALT Laser Sniper RifleEXALT Heavy Laser
MEC Weapons:MinigunRailgunParticle Cannon
Items:EU: Alien GrenadeArc ThrowerChitin PlatingCombat StimsFrag GrenadeMedikitMind ShieldNano-Fiber VestS.C.O.P.E.
EW DLC: Flashbang GrenadeGas GrenadeGhost GrenadeMimic BeaconNeedle GrenadeReaper RoundsRespirator Implant