Reaper (TJ): Difference between revisions
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|SubclassM=Partisan | |SubclassM=Partisan | ||
|Subclass2=Prepper | |Subclass2=Prepper | ||
|LCorporal1={{Shadow Grenadier ( | |LCorporal1={{Shadow Grenadier (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|LCorporal2={{Knife Juggler (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |LCorporal2={{Knife Juggler (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|LCorporal3={{Concentration (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |LCorporal3={{Concentration (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
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|StaffSgt2={{Swift Throw (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |StaffSgt2={{Swift Throw (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|StaffSgt3={{Cheap Shot (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |StaffSgt3={{Cheap Shot (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|TechSgt1={{ | |TechSgt1={{Death Dealer (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|TechSgt2={{Knife Encounters (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |TechSgt2={{Knife Encounters (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|TechSgt3={{Banish (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |TechSgt3={{Banish (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
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|Tier6F={{Burial Shot (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |Tier6F={{Burial Shot (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier6G={{Sting Grenades (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |Tier6G={{Sting Grenades (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier6H={{Geneva Suggestion (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |Tier6H={{Geneva Suggestion (Thrown) (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier6I={{Soul Harvest (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |Tier6I={{Soul Harvest (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier7A={{Fearsome (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |Tier7A={{Fearsome (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
Latest revision as of 19:33, 3 January 2026

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
for more information.
| Rank | Ability | |||||
Squaddie |
Grants the soldier Shadow, an advanced form of concealment that lasts for 2 turns. |
You detect nearby units even without line of sight. | ||||
|---|---|---|---|---|---|---|
You can target enemies within squadmates' sight, provided there is line of sight to the target. |
Your damaging grenades inflict bleeding, dealing 1 damage per turn for 3 turn(s). | |||||
| Marksman | Partisan | Prepper | ||||
Lance Corporal |
Throwing or launching grenades no longer ends the turn or breaks Shadow 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. |
Adds +1 bonus damage to throwing knives and provides 1 additional throwing knives. Each kill with a primary weapon grants a knife charge. |
Your grazing attacks are automatically upgraded to normal hits. | |||
Corporal |
Gain +3 Mobility and +10 Aim while concealed. |
Throw a knife that causes the target to be maimed for 1 turn (zero mobility). |
Your ranged attacks gain +2 armor piercing and +15 aim against units in cover. | |||
Sergeant |
All attacks deal 1 bonus damage to targets suffering from Poison, Burning, Acid, or Bleeding. This includes tick damage from those effects. |
Guarantees that the Reaper stays in Shadow with killing shots. |
Attach a claymore onto an enemy (does not alert the enemy). The Homing mine will explode upon that enemy taking damage. | |||
Staff Sergeant |
Once per turn, gain an additional action after taking a standard shot at an enemy suffering from bleeding, poison, burning, or acid burning. |
Throw a knife as a free action. 4 Turn 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. | |||
Tech Sergeant |
Grants +25 crit chance. Critical shots against a flanked target while in Shadow will deal double critical damage. |
Once per turn, gain a bonus action after throwing a knife at an enemy within 5 tiles. |
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. | |||
Gunnery Sergeant |
Grants +1 charge(s) to every grenade equipped and your grenades' area of effect is increased by 1. |
Reduce shadow cooldown by 1 and gain a stackable +20 aim buff for 3 turns when you get a kill with a throwing knife. |
Fire a shot that deals critical damage and gives the target penalties to Aim, Defense, and Will. 5 turn cooldown. | |||
Master Sergeant |
While concealed or flanking your target, you deal +3 damage with your primary weapon. |
Throwing knives apply a stacking +50 Crit chance against the target from all sources for the remainder of the turn. |
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. | |||
XCOM Abilities
XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10/10/15/20/25/30/35 AP by tier.
| Tier 1 10 AP |
Tier 2 10 AP |
Tier 3 15 AP |
Tier 4 20 AP |
Tier 5 25 AP |
Tier 6 30 AP |
Tier 7 35 AP |
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. |
Grants a +20% increased chance to hit, but delays the shot until the target takes an action on their turn. Costs two actions and has a 3 turn cooldown. |
Provides +15 Defense and +30 Dodge for one turn when the Reaper loses Shadow. |
Your explosives do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored enemies. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Attacks gain additional bonuses depending on the status effects the target is affected by. |
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic. |
There is a chance of an extra loot drop whenever you are on a mission. |
Grants 1 free explosive grenade item to your inventory. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
Throwing knives gain +2 pierce and will disorient robotic units. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. |
Grants a movement only action after throwing a knife. This can happen once per turn. |
If you score one or more kills on your turn, you are granted a single bonus move. |
This soldier is able to climb walls. |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation. |
Shots taken in Shadow have +2 armor piercing. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
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. |
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. |
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will. |
Grants an extra utility item slot only usable for ammo. Ammo in this slot will not drain mobility, even if it will be displayed as such in the armory. |
Increases your vision radius by 3 tiles. Once per mission, you can increase this bonus to 12 tiles for a turn. |
Confers +50% damage against robotic enemies. |
Increase tile coverage of fire, acid, and poison from grenades to 100%. Enemies hit by grenades deal 2 less damage for 1 turn. |
Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. Passive. |
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. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
Once per mission, as a free action, set all your cooldowns on abilities back to zero. |
Your grenades now pierce up to 2 point(s) of armor, shred 0 additional point(s) of armor, and do full damage to units to the maximum extent of their area of effect. |
Every 4 turns, as a free action, you can use a Battle Scanner. |
Your ranged attacks deal +2 more damage to units at 50% HP or less. |
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks. |
Gain 40 dodge against attacks within four tiles. |
Fire a shot with your primary weapon that immobilizes the target until the end of their next turn. Uses 1 ammo. Has a 3 turn cooldown. |
The soldier can set proximity traps using offensive grenades. |
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target. |
If you get at least one kill during your turn, automatically Hunker Down at the end of it. |
Fire a shot at a target. If this attack is lethal, its AP cost will be refunded. |
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy. |
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility. |
If you did not move last turn, gain +10 Aim and +10 Critical chance. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
Detonate an environmental explosive, causing it to deal double damage within twice its normal radius. Does not reveal the Reaper. |
Grants 2 random free grenade items to your inventory. |
Your flashbang grenades have a 50% chance to stun enemies. |
All your attacks deal +2 damage. |
If you did not attack this turn, hunker down automatically. |
Attacks deal +1 damage and ignore up to 40 Dodge if the target has taken damage after your previous turn. |
You have one free smoke grenade and one free flashbang use on every mission. |
Grants a free Gas Grenade item to the soldier's inventory. |
A specialized smoke grenade that causes the targeted ally to enter concealment. |
Grants a free Incendiary, Acid, and Gas grenades. |
|
Fire a shot while in Shadow that holotargets for +10 Aim and ruptures for 1. Guaranteed to remain in Shadow. |
As a free action, reload your weapon. Can be used every 3 turns. |
Provides +10% crit chance. Each kill by this soldier adds +4% crit chance, to a maximum of +20%. |
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 | |