Reaper Rounds (EU2012): Difference between revisions
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*Adds 20% to critical chance against organic targets | *Adds 20% to critical chance against organic targets | ||
*Doubles the weapon's range penalty | *Doubles the weapon's range penalty | ||
{{Ref Close | source = XCOM: Enemy | {{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}} | ||
'''Notes''' | '''Notes''' | ||
{{Item Data Box (EU2012) | {{Item Data Box (EU2012) | ||
Revision as of 21:53, 9 December 2013
| Description |
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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 |
- 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.
