Jump to content

Reaper (LWOTC)

From UFOpaedia

Back To Main Page

Long War of the Chosen Main Page
Reaper
Reaper
The Reaper specializes in striking from the shadows.

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.

"Marksman" type Reaper can specialize in their marksmanship, primarily utilizing the Vektor Rifle to provide fire support from afar or snipe down enemies' flanks at high effectiveness.

"Partisan" type Reaper can focus on their stealth and throwing knives, going deep into enemy lines and striking from Shadow with great effect.

"Prepper" type Reaper shift their marksmanship in a different direction, entering enemy flanks while hidden in shadow to prepare a shot dealing highly critical damage.

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
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.
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. * Shadow also provides the Infiltration perk, which prevents the Reaper from being detected by ADVENT Security Towers.
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 14 tiles. *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.
Marksman Partisan Prepper
Lance Corporal
Lance Corporal
Blood Trail
*The bonuses apply if the enemy has taken damage on your turn or its previous turn. *Works with all weapons, except grenades. *Plan ahead with squadmate attacks to take full advantage of Blood Trail.
Attacks deal +1 damage and ignore up to 40 Dodge if the target has taken damage after your previous 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.
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.
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. *This ability has a 2 turn cooldown. *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).
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.
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.
Bluescreen Knives
*Throwing knives gain +2 pierce and will disorient robotic units.
Throwing knives gain +2 pierce and will disorient robotic units.
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.
Staff Sergeant
Staff Sergeant
Cheap Shot
*Cheap Shot triggers if the target was previously damaged by any type of damage since the player's last turn, i.e. overwatch and damage over time during the enemy turn counts. *Works for Light 'em Up, Chain Shot and Banish in addition to the standard shot. *The movement action can be used to enter Shadow if it's off cooldown.
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.
Swift Throw
Template:Swift Throw (LWOTC)/Info
Throw a knife as a free action. 4 Turn Cooldown.
Reposition
*Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon. *Works with Hit and Run.
Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon.
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. * Banish can fire from squadsight
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.
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 +25 crit chance. Critical shots against a flanked target while in Shadow will deal double critical damage.
Gunnery Sergeant
Gunnery Sergeant
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.
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.
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%.
Master Sergeant
Master Sergeant
True Predator
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.
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 3 charges per mission. *Homing Mine requires one action and does not end your turn. *This ability deals 5 damage and shreds 1 armor
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 10/20/30 AP per tier for offensive perks, 10/15/25 AP per tier for defensive perks and 35 AP for Tier 4 perks.

Tier 1 Defensive
10 AP
Tier 1 Offensive
10 AP
Tier 2 Defensive
15 AP
Tier 2 Offensive
20 AP
Tier 3 Defensive
25 AP
Tier 3 Offensive
30 AP
Tier 4
35 AP
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.
Needle Grenades
*You have received extra training that enables you to employ explosive grenades that deploy specialized slivers that leave enemy loot and corpse intact and tears through unreinforced material. *Loot and corpses of enemies killed by any other explosives of this soldier, such as heavy weapons, are also preserved.
Your explosives do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored enemies.
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.
Cool Under Pressure
*You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
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.
Anatomy
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks.
Apex Predator
* Critical hits with your primary weapon have a chance to panic the target and nearby (within 4 tiles) enemies. * The chance to panic is 125% and is negatively affected by target's Will.
Critical hits with your primary weapon have a chance to panic the target and nearby enemies.
Flashbanger
*Grants 1 free flashbang item to your inventory.
Grants 1 free flashbang item to your inventory.
Long Watch
*Like the Overwatch ability it upgrades, Long Watch suffers a base penalty to aim. *Long Watch also suffers the Squadsight penalty to aim that increases with distance.
Allow Overwatch to trigger with Squadsight.
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.
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.
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.
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.
Chain Shot
* Chain Shot requires 2 ammo points. * Chain Shot has a 3 turn cooldown. * Chain Shot has a -10 aim penalty. * 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.
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.
Lone Wolf
*Gain +3 Aim and +3 Defense for each tile of distance between this soldier and the nearest ally, starting at 4 tiles distant. *Bonuses cap at +12 Aim, +12 Defense when 7 or more tiles from the nearest ally. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles.
Shellshock
* Shellshock does apply to flashbang grenades.
Your grenades and gauntlet rockets decrease enemy aim by 10 and critical chance by 15 for 1 turn(s).
Bring 'Em On
*Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. *Units visible at squadsight ranges do confer bonus. *Applies to damage from the soldier's primary weapon and, if the soldier has Biggest Booms, explosives (damaging grenades, rockets, etc.).
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. Works for the soldier's primary weapon and explosives.
Reconnoiter
* The Battle Scanners granted by Reconnoiter can be used indefinitely, only limited by the cooldown. * These Battle Scanners are separate from the ones granted by the Battle Scanner item.
Every 4 turns, as a free action, you can use a Battle Scanner.
Executioner
*Confers +20 aim and +20 critical chance against targets at half or less of their original hit points.
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points.
Tactical Retreat
* Grants a movement only action after throwing a knife. This can happen once per turn.
Grants a movement only action after throwing a knife. This can happen once per turn.
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.
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 ability cannot be disabled in any way.
This soldier does not trigger overwatch or reaction fire.
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.
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.
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.
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.
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.
Zone of Control
*All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
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.
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.
Aim Assist
*Gain additional +15 aim and +15 crit against holotargeted units.
Gain additional +15 aim and +15 crit against holotargeted units.
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.
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. Grants +5 aim and +1 mobility.
Marauder
*Marauder provides more tactical options when planning the Skirmisher's turn. *Paired with Grapple, Marauder allows the Skirmisher to shoot twice and move on a single turn.
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn.
Sensor Overlays
* Units visible at squadsight range does not count towards this bonus.
All squad members get 10 Crit chance against enemies you can see.
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.
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.

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 2 2 2 2 1 1 1
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 9 11 13 15 16 17 18
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

Overview

Assault

Grenadier

Gunner

Ranger

Sharpshooter

Shinobi

Specialist

Technical
Unlockable

Psi Operative

SPARK

Officers
Faction

Reaper

Skirmisher

Templar