MEC Reaper (TJ)
Appearance

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Class Overview
A mix of human and machine, MEC Reapers specialize in stealth and disrupting the enemy.
Weapons
Primary: SPARK Rifles
Secondary: SPARK BIT
Abilities
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for more information.
| Rank | Ability | |||||
Squaddie |
You detect nearby units even without line of sight. |
Enemies have 10% smaller detection range against all squad members. | ||||
|---|---|---|---|---|---|---|
| Template:Optical Camo (TJ) | All MEC Troopers are immune to fire, Chryssalid poison, Viper bind and knockback. | |||||
| Cannon | Saboteur | Ambush | ||||
Lance Corporal |
You may take standard shots with your sniper rifle after moving, but you suffer severe range penalties beyond 5 tiles of squadsight range. |
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. |
Your associated weapon attacks inflict bleeding, dealing 7.5% of the target's max HP (rounded up) damage per turn for 3 Turn(s). | |||
Corporal |
Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon. |
Gain +3 Mobility and +10 Aim while concealed. |
Template:Salt in the Wound (TJ) | |||
Sergeant |
You deal +2 damage while concealed and +1 damage while flanking your target. Passive. |
Provides +10% crit chance. Each kill by this soldier adds +4% crit chance, to a maximum of +20%. |
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn. | |||
Staff Sergeant |
Once per turn, if the soldier moves while out of ammo, reload 1 ammo. |
Guarantees that the Reaper stays in Shadow with killing shots. |
Template:Iron Curtain (TJ) | |||
Tech Sergeant |
Fire a shot that detonates explosives carried by the enemy. |
If you score one or more kills on your turn, you are granted a single bonus move. |
Template:Toxic Nightmare (TJ) | |||
Gunnery Sergeant |
Killing an enemy has a chance to panic some of the nearby organic enemies. |
Killing an enemy with your primary weapon reduces the cooldown of all abilities by 1. |
Once per turn, gain an additional action after taking a standard shot at an enemy suffering from bleeding, poison, burning, or acid burning. | |||
Master Sergeant |
You do 4 additional points of base damage and 2 additional point(s) of bonus critical damage with your primary weapon. |
Template:Nightfall (TJ) | Gain 25% bonus damage against enemies who attempt to move when suppressed. | |||
XCOM Abilities
XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10 AP per tier level.
| Tier 1 | Tier 2 | Tier 3 | Tier 4 |
| Template:Acid Protocol (TJ) | Template:Advanced Fire Control (TJ) | Aid Protocol grants the target a Covering Fire Overwatch shot. |
Increases damage against organic targets by 30%. |
When your concealment is broken, gain +15 defense for 2 turns. |
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target. |
Send the GREMLIN to an enemy to take them hostage. The hostage can be used as full cover. | |
Send the Gremlin to deploy a small flashbang on an enemy target, disorienting all enemy units within a small radius (reducing their Aim by 20 and Mobility by 6). |
You do one additional point of base damage when using guns. |
Your primary weapon attacks shred armor. |
While concealed or flanking your target, you deal +3 damage with your primary weapon. |
GREMLIN cancels overwatch on targeted unit. |
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn. |
Shots fired with your primary weapon pierce 3 armor. | |
There is a chance of an extra loot drop whenever you are on a mission. |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. |
All squad members get +10 Crit chance against enemies you can see. |
Send the GREMLIN to a location where it emits a substantial electric discharge, damaging and disorienting non-robotic units. Robotic units take more damage. |
Confers +10 aim and +10 defense against targets at a lower elevation. |
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. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. | |
Send the GREMLIN to an enemy to jolt them, dealing guaranteed damage, which is increased against robotic enemies. |
Allow Overwatch to trigger with Squadsight. |
Your GREMLIN moves to every ally, granting all of them a Defense bonus until the start of your next turn. |
Template:Charger (TJ) |
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. |
Template:Rapid Dumping (TJ) | Launch the BIT to any visible location where it releases a powerful explosive blast. Advanced BITs do more damage. | |
Gain 20 Defense and 20 Crit chance while injured. |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. |
Template:Flame Protocol (TJ) | When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic. |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
Activate this ability to reduce enemy detection range against you by almost 25% for 2 turn(s). |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. | |
Detonate an environmental explosive, causing it to deal double damage within twice its normal radius. Does not reveal the Reaper. |
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles. |
Mark a target, giving you +50 Crit chance and +50 Defense against it for 3 turns. This ability doesn't cost an action. Has a 3 turn cooldown. |
A Rupture shot grants a +50 bonus to critical hit chances and ensures that the target takes an additional +3 damage from all attacks in the future. |
As a free action, detonate an environmental explosive with a well placed shot. |
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation. |
Your ranged attacks deal +2 more damage to units at 50% HP or less. | |
Enemy attacks against you suffer a -30 penalty to critical hit chances. |
Template:Shields Up (TJ) | 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. |
Take an action after dashing. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
Template:Free Neurotoxin Grenade (TJ) | Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |