Difference between revisions of "Reaper Rounds (EU2012)"
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*Adds 20% to critical chance against organic targets |
*Adds 20% to critical chance against organic targets |
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*Doubles the weapon's range penalty |
*Doubles the weapon's range penalty |
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− | {{Ref Close | source = XCOM: Enemy |
+ | {{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}} |
'''Notes''' |
'''Notes''' |
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{{Item Data Box (EU2012) |
{{Item Data Box (EU2012) |
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|requires=[[Experimental Warfare (EU2012)|Experimental Warfare]] |
|requires=[[Experimental Warfare (EU2012)|Experimental Warfare]] |
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− | |costs=§30 |
+ | |costs=§30<br>6 Engineers |
|abilities/stats=+20% Critical Chance |
|abilities/stats=+20% Critical Chance |
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}} |
}} |
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− | * |
+ | * Reaper Rounds are designed to balance the increased research time of laser weapons and more varied early game tech tree allowed by Enemy Within, allowing you to deal with slightly tougher enemies (particularly [[Chryssalid (EU2012)|Chryssalids]]) without lasers. |
+ | ** When your first terror mission appears, if you don't yet have laser weapons then equipping your troops with these is recommended to allow you to take down the comparatively high HP Chryssalids and zombies you'll encounter. |
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+ | * Snipers with Squadsight 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. |
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+ | * Soldiers will not be able to equip this weapon if they are using Laser or Plasma weapons. If Reaper Rounds are equipped, switching to non-conventional weapons will automatically unequip Reaper Rounds. |
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<br clear="all"> |
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<noinclude> |
<noinclude> |
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{{Equipment (EU2012)}} |
{{Equipment (EU2012)}} |
Latest revision as of 16:47, 29 August 2014
Description |
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.
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Source: XCOM: Enemy Within DLC
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Notes
Research Required | Experimental Warfare |
Base Costs | §30 6 Engineers |
Abilities/Stats | +20% Critical Chance |
- Reaper Rounds are designed to balance the increased research time of laser weapons and more varied early game tech tree allowed by Enemy Within, allowing you to deal with slightly tougher enemies (particularly Chryssalids) without lasers.
- When your first terror mission appears, if you don't yet have laser weapons then equipping your troops with these is recommended to allow you to take down the comparatively high HP Chryssalids and zombies you'll encounter.
- Snipers with Squadsight 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 weapons. If Reaper Rounds are equipped, switching to non-conventional weapons will automatically unequip Reaper Rounds.