MOS /

Reaper

Skills · 4 trees

Soldier Skills 4 lv

Soldier skills are basic, general knowledge and proficiency at your profession. They range from simple physical fitness and weapon proficiency to battle drills and warrior tasks. Each point increases fitness, dexterity, and mechanical skills by 2, reduces reload and unjam time by 15%, and unlocks specific abilities. Level 1 : Perform Self-Aid Level 2 : MOS-specific ability Level 3 : +.1 MS and improves Prone Level 4 : Rifle Butt

Lv 1Lv 2Lv 3Lv 4
Applies
  • Rifle Butt passive
    • 1 dmg every 1.5s
    • Rifle Butt Behavior Controller on units within 2.5: 20 dmg, move speed at least 2, uncommandable for 0.2 s
Fitness +2 +4 +6 +8
Mechanical +2 +4 +6 +8
Dexterity +2 +4 +6 +8
Move speed +0.1 +0.1
Sets
  • Burst Fire: duration +1
  • Improved Burst Fire: duration +0.5

Marksmanship 4 lv

Marksmanship is your ability to accurately fire, reactively fire, and focus under stress. Increases dexterity by 4, range by 1, and improves critical shot per level. Critical shot has a 12.5% chance to deal bonus damage on each attack : Level 1 : 2x Level 2 : 3x Level 3 : 4x Level 4 : 5x

Lv 1Lv 2Lv 3Lv 4
Dexterity +4 +8 +12 +16
Weapon range +1 +2 +3 +4

Plasma Grenade 4 lv

Throws a plasma grenade at the target point. Burns the ground after detonation for 8 seconds, slowing units by 8% and reducing their armor by 1. Damage: 500, 600, 750, 900 Burn Damage: 400, 800, 1200, 1600 Energy Cost: 85, 80, 75, 70 Cooldown: 35, 30, 25, 20 Damage x2 on Armored and Massive, and on shields. Explosion damages allies and items. Burn damages allies and items.

Lv 1Lv 2Lv 3Lv 4
Energy 85 80 75 70
Cooldown 35 s shared30 s shared25 s shared20 s shared
Cast 0.2 s 0.1 s 0.1 s 0.01 s
Range 12 12 12 12
Damage 500 +0–25 600 +0–40 750 +0–55 900 +0–75
Bonus −25 vs Mechanical; −70 vs Heroic; +200% vs Armored, Massive −25 vs Mechanical; −70 vs Heroic; +200% vs Armored, Massive −25 vs Mechanical; −70 vs Heroic; +200% vs Armored, Massive −25 vs Mechanical; −70 vs Heroic; +200% vs Armored, Massive
Splash full damage3 3 3 3
Over time 20 every 0.4 s for 8 s ground only 20 every 0.2 s for 8 s ground only 20 every 0.13 s for 7.86 s ground only 20 every 0.1 s for 8 s ground only
Applies

Friendly fire: the area damage also hits allies.

Power Armor W14X 4 lv

The Reaper is equipped with a special suit. Each level adds +7 ranged damage. Level 1 : Adds Pulse Round to the Plasma Rifle of the Reaper (+7dps/s). Level 2 : Adds 60 shield points and 8 armor + adds Light Filter [Gives you detection] Level 3 : Adds +0.06 move speed and Improves Plasma grenade by firing it out of his wrist mounted launcher Level 4 : Equip the Jump Jets which allows to jump a cliff every 30s without to use the jump, and even to jump up a cliff. Provides Chemical Rage.

Lv 1Lv 2Lv 3Lv 4
Applies
Shields +1.33 regen +60 +1.67 regen +60 +2 regen +60
Damage +7 (Ranged) +14 (Ranged) +21 (Ranged)
Armor +8 +8 +8
Move speed +0.06 +0.06

Standard abilities · 11

Commands this class has by default, with their numbers from the map data.

Sprint

Toggles sprinting on and off. Sprinting increases movement speed by 1 for up to 8 seconds, which slowly drains off. Recovers over up to 15 seconds while not sprinting. "Double time!" The less points the sprint bar has, the less fast you run. For optimal long runs, don't sprint more than 2,5s, then wait for full sprint bar and use the jump during this non sprinting time.

Cooldown 1.5 s
Applies
  • Sprint
    • move speed +0.07 per stack (up to 16)

From the script: the command itself carries no effect; these are the behaviours the map script puts on you when it is used.

Reload

Reloads your weapon. Discards current rounds.

Cooldown 5 s
Removes Jammed

Immediate/Remedial Action

Performs immediate action to correct any stoppages. If immediate action fails, remedial action will automatically be executed. Use this ability to unjam a weapon.

Cooldown 10 s shared
Removes Jammed

Firemode

Changes firemode between burst and semi-automatic.

Cooldown 3 s
Aura
  • Burst Fire AS on the target: attack speed ×3.4
  • Burst Fire Pause on the target: attack speed ×0.01 for 0.8 s
Removes
  • removes Burst Fire AS

Drop Magazine

Drops magazines into your inventory.

Cooldown 1.5 s shared
Spawns Magazines

From the script: the command itself carries no effect; these are the behaviours the map script puts on you when it is used.

Jump

Jumps to the target location. Cannot jump up cliffs. Jumping down great heights can cause injury. Jumps can be used to quickly escape close undeads before they reach you. Or to move faster paired with the Sprint, but keep in mind that in this case, the cooldown will prevent it to be used in an emergency case.

Range 10
Applies

Jump Jets

Turn on the Jump Jets, which will allow to jump cliffs. The first cliff jump will activate the Jump Jets for 5s. 90s cooldown when activated. To turn on the Jump Jets only make them available, it doesn't trigger the cooldown while you have not jumped a cliff. But you will jump a cliff if it is the shortest way to accomplish a move order, which will activate the cooldown. You should turn it on just before you want to jump a cliff, else you may waste it.

Cooldown 30 s

Chemical Rage

The power armor is equipped with an injector of different drugs. As a result, the time goes faster for the Reaper, hm no slower ?... Let's say that the Reaper is faster for everything ! Timescale + 25% for 20s

Cooldown 3 min shared

Plasma Grenade Launcher 4 lv

Throws a plasma grenade at the target point. Burns the ground after detonation for 8 seconds, slowing units by 8% and reducing their armor by 1. Damage: 500, 600, 750, 900 Burn Damage: 200, 400, 600, 800 Energy Cost: 85, 80, 75, 70 Cooldown: 35, 30, 25, 20 Damage x2 on Armored and Massive, and on shields. Explosion and burn damages allies and items.

Lv 1Lv 2Lv 3Lv 4
Energy 85 80 75 70
Cooldown 35 s shared30 s shared25 s shared20 s shared
Cast 0.1 s 0.1 s 0.1 s 0.1 s
Range 30 30 30 30
Damage 700 +0–25 750 +0–25 850 +0–25 1000 +0–25
Bonus −25 vs Mechanical; −70 vs Heroic; +200% vs Armored, Massive −25 vs Mechanical; −70 vs Heroic; +200% vs Armored, Massive −25 vs Mechanical; −70 vs Heroic; +200% vs Armored, Massive −25 vs Mechanical; −70 vs Heroic; +200% vs Armored, Massive
Splash full damage3.65 3.65 3.65 3.65
Over time 10 every 0.4 s for 8 s ground only 20 every 0.4 s for 8 s ground only 30 every 0.4 s for 8 s ground only 40 every 0.4 s for 8 s ground only
Applies

Friendly fire: the area damage also hits allies.

Blue Flare Gun

Fires a flare at the target point providing vision. Sends a flare into the sky above the target point for 45 seconds that removes the fog of war for all players within 15 radius. Detects invisible units within 15 radius. Slows enemies within 6 radius by ?%. Enemies also gain vision from flare.

Energy 40
Cooldown 1.25 min shared
Charges 10
Range 24
Applies
  • Flare Gun 45 s
    • Flare Gun Slow on units within 6: move speed ×0.8 for 1.2 s
Spawns Flare Gun Flare Blue lasts 45 s, sight 15, detects hidden units within 15