Difference between revisions of "Reaper Rounds (EU2012)"
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DracoGriffin (talk | contribs) (Equip info) |
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* This item is a must for Assaults, Supports and Heavies to use at close and even medium ranges, especially when facing [[Chryssalid (EU2012)|Chryssalids]]. | * This item is a must for Assaults, Supports and Heavies to use at close and even medium ranges, especially when facing [[Chryssalid (EU2012)|Chryssalids]]. | ||
− | <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"> |
<noinclude> | <noinclude> |
Revision as of 22:21, 20 November 2013
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 Unknown (2012)
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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.
- 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.