{"$schema":"https://uar.cedricdessalles.dev/guides/schema.json","format":"/guides/format?mos=Reaper2","version":1,"mos":"Reaper2","slug":"the-reaper-played","title":"The Reaper, played","modes":[],"ranks":[],"skills":[],"sis":[{"num":29},{"num":4}],"blocks":[{"type":"markdown","text":"One per game, enlisted at 95,000 XP or warrant officer at 65,000, no commissioned track. The plasma rifle never jams. The grenade burns the ground. The suit, Power Armor W14X, is most of the class: its first level changes the rifle and its third changes the grenade. The other two carry the rest of the kit."},{"type":"columns","columns":[[{"type":"markdown","text":"# first\n**Power Armor 1, then Soldier Skills 2**\n\nThe first suit level swaps the rifle: the script pulls the plasma rifle and fits the Pulse Round, a shot that hits every enemy within 1.8 of the impact for 55 to 65. [[skill:SoldierSkills]] 2 on top of it turns every hit into a burn stack. That is the Reaper's MOS-specific ability at Soldier Skills 2, Explosive Pulse Rounds, where other rifles get Firemode Burst by the wiki."}],[{"type":"markdown","text":"# then\n**Climb the suit**\n\n[[skill:PowerArmorW14X]] 2 is the armor (60 shields, 8 armor), the Light Filter and [[ability:BlueFlareGun]]. 3 turns the thrown [[skill:PlasmaGrenade3]] into the [[ability:PlasmaGrenadeLauncher]], 30 range instead of 12. 4 is [[ability:JumpJets]] and [[ability:ChemicalRage]]. The grenade still needs points of its own, and its learn button carries a hero level requirement the other three skills lack (the data asks for two counts of the hero level behaviour)."}],[{"type":"markdown","text":"# always\n**Count the energy**\n\n205 energy, about 1.45 a second by the unit data. The grenade is 85 to 70 a throw, the flare 40. The community's page pairs the class with [[si:4]] for that reason, and the [[item:KineticIntegrator]] is on the Reaper's list at 1.25 a second."}]]},{"type":"section","title":"Power Armor W14X","children":[{"type":"markdown","text":"## What each level does\n\n| Level | The suit | What it opens |\n|---|---|---|\n| 1 | The **Pulse Round** replaces the rifle: 55 to 65 a shot every 0.4 s (43 to 50 every 0.3 s before), +4 against Armored, half against Heroic. The rifle it replaces splashed for 25% at radius 1 and 15% at radius 2.2. The Pulse Round pays the full amount to every enemy within 1.8 of the impact instead. No stat bonus at this level in the behaviour data: the weapon is the change. | Explosive Pulse Rounds, with [[skill:SoldierSkills]] 2 |\n| 2 | +7 ranged damage, +8 armor, 60 shields at 1.3 a second | Light Filter: detection 15 around you. [[ability:BlueFlareGun]] |\n| 3 | +14 ranged damage, +8 armor, 60 shields at 1.7 a second, +0.06 move speed | [[ability:PlasmaGrenadeLauncher]] takes the grenade's button; the thrown version goes |\n| 4 | +21 ranged damage, +8 armor, 60 shields at 2 a second, +0.06 move speed | [[ability:JumpJets]], [[ability:ChemicalRage]] |\n\nEach level's behaviour requires exactly that level, so the figures are totals, not increments. Read from the behaviour data, the map's shield regeneration overrides and the trigger that swaps the weapon."},{"type":"columns","columns":[[{"type":"markdown","text":"# Explosive Pulse Rounds\n- **Needs both**: the burn trigger listens for damage from the Pulse Round weapon, so Power Armor 1, and checks Soldier Skills 2 on the shooter.\n- Every hit adds a **Pulse Rounds Burn** stack on the target and refreshes the timer: 2 s, 5 stacks. 5 is the cap per caster, and with one Reaper in a game that is the cap that binds. Each stack ticks 20 to 28 every 0.5 s, so 40 to 56 a second. The button's own text says 20-28 damage /s, the per tick number printed as a per second one.\n- The map files the burn ticks as **spell damage**, so neither the suit's ranged damage bonus nor the [[item:IPRX3]]'s +40% ranged damage raises them. Only the stack count does.\n- The count shows in the target's ailment list as \"Pulse Round Burn (n)\".\n- This is the wiki's reason for [[si:29]] over [[si:20]]: attack speed stacks the burn faster."}],[{"type":"markdown","text":"# The rifle under it\n- 80 rounds, 3.9 s to reload, 100 rounds with the [[item:IPRX3]]. **It never jams**: the Reaper is on the jam system's exclusion list, so [[si:3]] only trims the reload.\n- The pulse spends the same rounds: at 0.4 s a shot a magazine lasts 32 s of fire instead of 24.\n- [[item:IPR]] · attack speed x1.35. [[item:IPRX3]] · +40% damage, +0.05 move speed, the 100-round magazine. Not both: the IPR will not sit with an X3. Only the Reaper and the [[mos:GhostHero]] can use either.\n- [[item:Scope]] and [[item:Scope2]] fit it."}]]}]},{"type":"section","title":"The grenade","children":[{"type":"markdown","text":"## Thrown against launched\n\n| | Thrown, Power Armor 0 to 2 | Wrist launcher, Power Armor 3 and 4 |\n|---|---|---|\n| Range | 12 | 30 |\n| Blast, by level | 500 to 525, 600 to 640, 750 to 805, 900 to 975 in a circle of 3 | 700 to 725, 750 to 775, 850 to 875, 1,000 to 1,025 in a circle of 3.65 |\n| Burn | 20 a tick over 8 s, the ticks faster each level: 400, 800, 1,200, 1,600 in all, circle of 3.65 | 10, 20, 30, 40 a tick, 20 ticks over 8 s: 200, 400, 600, 800 in all, circle of 3.65 |\n| Energy | 85, 80, 75, 70 | the same |\n| Cooldown | 35, 30, 25, 20 s | the same, on the same cooldown as the thrown one |\n| Wind-up | 0.2 s, then 0.1, 0.1, 0.01 by level | 0.1 s |\n\nThe launcher's tooltip misquotes the blast: it prints the thrown grenade's numbers, so the launcher hits harder than it reads. Its burn line is right, and that burn is half the thrown one's. Read from the ability and effect data."},{"type":"columns","columns":[[{"type":"markdown","text":"# Same rules for both\n- x2 on Armored and Massive. The thrown blast does x2 to shields (the launcher's blast carries no shield factor), and each burn tick does +200 to shields on both. Either blast is 25 lower against Mechanical and 70 lower against Heroic.\n- Both hurt allies and items, blast and burn alike. The one warning on the community's page: keep it off objectives and civilians, nothing walks out of the puddle on its own.\n- Each burn tick also lays a 0.5 s mark on what it touches: move speed x0.92 and 1 armor off, life and shields. The thrown grenade's burn circle (3.65) is wider than its blast (3), as the wiki noticed; the launcher's two circles match."}],[{"type":"markdown","text":"# How the launcher follows the skill\n- The launcher's level is the grenade's: each point in [[skill:PlasmaGrenade3]] raises [[ability:PlasmaGrenadeLauncher]] a level through the script, and the first point switches it on.\n- Power Armor 3 with no grenade point gives no launcher: a second trigger disables it when the suit reaches 3, until the first grenade point re-enables it.\n- At Power Armor 3 the thrown grenade's button is gone (its requirement is Power Armor below 3) and the launcher sits in its slot."}]]}]},{"type":"section","title":"The rest of the suit","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# Blue Flare Gun `Power Armor 2`\n- 40 energy, 75 s, range 24.\n- The tooltip leaves the size of the slow blank. It is 20%, move speed x0.8, refreshed every second on what stands within 6 of the flare.\n- The same flare as the [[item:FlareGun]] item, tinted blue. Its cooldown is written on the item ability's link (Abil/FlareGunItem), so the data ties the two together. What that does to a carried flare gun is not tested here."}],[{"type":"markdown","text":"# Jump Jets `Power Armor 4`\n- 30 s cooldown by the ability data. The button text claims the cooldown only starts once you have jumped, and it also quotes a stale 5 s and 90 s, so treat it as out of date.\n- The press gives you the cliff-jump behaviour and the script switches your movement type.\n- One cliff per press, up or down: the landing removes the behaviour and the script puts you back on ground movement. A hop down spends it like a climb up.\n- A move order that finds a cliff shorter takes it, by the button's own text, and the same text says to turn the jets on just before the cliff."}],[{"type":"markdown","text":"# Chemical Rage `Power Armor 4`\n- 180 s cooldown. Timescale +25% for 20 s: you move, shoot and cast a quarter faster. The reload is not on that clock, it is a script timer counted in game time.\n- Then a comedown the tooltip does not mention: 10 s at timescale -15%.\n- Its cooldown is written on the jets' link (Abil/JumpJets), so the data ties the two together."}]]}]},{"type":"section","title":"Gear and drops","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# Armor, slots, posture\n- **No body armor**: [[item:KevlarBodyArmor]], [[item:OPA]], [[item:SPCS]] and [[item:SpecialOpsKevlar]] all leave the Reaper off their lists. The wiki says the same about kevlar.\n- **5 inventory slots**, not 6: the drop-magazine trigger counts a Reaper full at 5 where the others fill 6.\n- **No Prone**: the unit has no Prone ability, so Soldier Skills 3 gives the +0.1 speed and nothing for Prone. The wiki says the same."}],[{"type":"markdown","text":"# Where the plasma rifles drop\n- The first drop table rolls the [[item:IPR]] (1 in 4, every 380 s) only once CAS is on station. Chapter 2 switches that on, and so does Invasion's Act 2.\n- The second table (IPR 1 in 2, [[item:IPRX3]] 1 in 3, every 370 s) comes on at Chapter 2's last missions (the convoy, the evacuation, the defence of Thalim). It also comes on at Survival's 30 minute mark, at Infested's 15 minute mark, and when PMC's Chapter 2, Miserere, opens.\n- Competitive rolls the IPR 1 in 3 every 60 s from its own table, and never the X3."}]]}]},{"type":"section","title":"The community's picks","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# SIs\n- [[si:29]] with [[si:4]]: the page's one build, \"DPS\". Legion Born over Veteran because attack speed stacks the burn faster; Energetic for the flare and the grenade.\n- Legion Born is -55% life: 428 becomes 193, plus the suit's 60 shields from Power Armor 2."}],[{"type":"markdown","text":"# Order\n- The page gives no level-by-level build. What the data imposes: Power Armor 1 before the pulse, Soldier Skills 2 with it for the burn, a grenade point before Power Armor 3 pays off."}]]}]},{"type":"markdown","text":"Numbers are read from the map file: its unit, weapon, ability, effect and behaviour data and its trigger script. The SI pairing is the community's page, checked against the same data."}]}