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The Reapers are a Resistance faction introduced in the XCOM 2 DLC, War of the Chosen.

The Reapers are one of the three Resistance factions actively hunting The Chosen. Living on the outskirts of ADVENT cities led by a Reaper named Volk, the Reapers use stealth and trickery to best their opponents. Reapers typically wear hoods and specialized night vision masks in order to conceal themselves, and are armed with Claymore explosives and Vektor Rifles.

Although they are consistently referred to as Reapers, their specific name and insignia are randomly generated or selected with every playthrough (see infobox and Randomized names section). Click here to generate another set.

Resistance Orders[]

Main article: Resistance Orders

Reaper Resistance Orders focus on improving the support of XCOM by the Earth's Resistance movement.

Ballistics Modeling

Policy reaper ballisticsmodeling
  • The speed of all weapons research is increased by 15%.

"This is my rifle...this is my...other rifle. We have many rifles. You get the idea." - Volk

Between the Eyes

Policy reaper betweentheeyes
  • Any XCOM shot that hits the Lost is an instant headshot kill.
  • This does not apply to any soldiers acquired during the mission or resistance operatives.

"Now you can see what it's like being a Reaper." - Volk

Guardian Angels

Policy reaper guardianangels
  • Covert Actions will not be ambushed.
  • The risk of Ambush disappears after the respective rival Chosen is defeated.

"I have eyes in the back of many heads." - Volk

Heavy Equipment

Policy reaper heavyequipment
  • Excavation speed increased by 50%.

"We have no use for this equipment, but oddly enough you seem to." - Volk

Infiltrate

Policy reaper runsilentrundeep
  • On timed missions, the timer does not begin until the squad has lost concealment.

"I see no reason to start the clock until the trap is sprung." - Volk

Lightning Strike

Policy reaper lightningstrike
  • Units gain +3 mobility for the first 2 turns of battle while the squad remains concealed.

"In the shadows, we can move further than you might think." - Volk

Munitions Experts

Policy reaper munitionsexperts
  • Experimental Ammo projects in the Proving Grounds are completed instantly.

"We don't spend a lot of time on research, but we do extensive field trials." - Volk

Popular Support I

Policy reaper popularsupport1
  • Supplies collected from each Supply Drop are increased by 10%.

"I admit there are some benefits to stepping out of the shadows." - Volk

Popular Support II

Policy reaper popularsupport2
  • Supplies collected from each Supply Drop are increased by 15%.

"We don't care what they think of us...but it doesn't hurt to be popular." - Volk

Rapid Collection

Policy reaper rapidcollection
  • Resistance supply drops are collected instantly.

"I'd just assume you handle the logistics." - Volk

Recruiting Centers

Policy reaper recruitingcenters
  • New recruits cost only §15.

"We're only looking for the right kind of people. If they come cheap, that's just a bonus." - Volk

Resistance Network

Policy reaper resistancenetwork
  • If there are contacts with new regions in progress, they will be instantly completed upon activation of this Order.

"All that technology, and you say you couldn't do this before?" - Volk

Resistance Rising I

Policy reaper resistancerising1
  • +1 Resistance Contact.

"The people of Earth are eager to join the fight, they just wanted to make sure you were serious first." - Volk

Resistance Rising II

Policy reaper resistancerising2
  • +2 Resistance Contacts.

"More groups appear every day, let's hope they all know their place." - Volk

Scavengers

Policy reaper scavengers
  • All resource rewards from scanned Rumors are doubled.

"Some of our biggest scores came from rumors of activity in the old cities." - Volk

Volunteer Army

Policy reaper volunteerarmy
  • On every mission, there is a chance that a Resistance soldier will join the XCOM squad.
  • Can trigger together with the Skirmishers Order Double Agent.

"As they say, variety is the spice of life." - Volk

Soldiers[]

Reapers are a hero unit class in XCOM 2. They are armed with a Vektor Rifle and Claymore as their primary and secondary weapons respectively, and take advantage of a unique form of Concealment known as Shadow Mode.

Within Shadow Mode, Reapers gain 50% additional mobility, and all enemies have a detection radius of one tile for units in Shadow Mode. After taking a non-kill shot, should the Reaper not be revealed their detection radius increases significantly. This also applies to kill shots if the Reaper hasn't learned the Silent Killer ability.

When attacking from Shadow Mode, Reapers only have a chance to be revealed, unlike normal concealment. This chance begins at 0%, then increases immediately to 50% right after the first shot and rolls percentage to reveal and increases with subsequent attacks; actions such as revive dazed soldiers raise reveal chance by 10%, so if the Reaper learns Silent Killer and only scores kill shots, they won't be revealed.

Reapers are not revealed with the rest of the squad. However, if the Reaper breaks shadow by attacking, the whole squad will be revealed. The Reaper has an ability to immediately place them back into Shadow - similar to the Ranger's Conceal ability - with a single charge per mission.

In the Lost and Abandoned story mission, a Reaper with the fixed name "Elena 'Outrider' Dragunova" appears as a playable soldier, and is awarded to you as your first Reaper hero unit as a reward for completing the mission.

Abilities[]

Resistance Faction hero units are not promoted like traditional XCOM soldiers. Instead, they gain ability points with every promotion to spend on their abilities. A resistance faction unit can buy multiple abilities from the same rank, but requires that rank to purchase it. Players may use ability points from both the unit's own reserves and the shared XCOM pool of ability points to purchase abilities.

The Reaper has three different paths of abilities. The Stealth path focuses on the Reaper's scouting aspect and has abilities focused on remaining in Shadow. The Saboteur path focuses on the Claymore to boost its combat effectiveness and viability in combat. The Marksman path focuses on the Reaper's own damage output overall with its Vektor Rifle.

As with all Resistance Faction hero units, Reapers can also buy abilities typically used by normal XCOM soldiers for use in the field. The Reaper in particular is able to purchase some Sharpshooter abilities like Squadsight and Kill Zone.

The Shadow ability does significantly more than its text implies; a Reaper gets the equivalent of three abilities from it:

  • From the Ranger, gain the Corporal ability Phantom (when the squad is revealed, the soldier is not also revealed, and start all missions concealed).
  • From the Ranger, gain Lieutenant ability Conceal (1/mission enter concealment without spending an action).
  • Concealment is upgraded to Shadow concealment: enemies have a detection radius of 1 when trying to detect the soldier, and attacks that would break concealment instead have a chance to break concealment that climbs with each attack.
Rank STEALTH SABOTEUR MARKSMAN
Squaddie Shadow - Grants Shadow concealment. One charge per mission. Claymore - Grants usage of the Claymore weapon.
Corporal Remote Start - Detonate an environmental explosive, dealing double damage in twice the normal radius. Does not reveal the Reaper. Blood Trail - Shots deal +1 damage if the target has been wounded this turn.
Sergeant Target Definition - Any unit seen by the Reaper remains permanently visible. Shrapnel - Claymore deals +3 damage and has 1+ radius.
Lieutenant Silent Killer - Kills with the Vektor Rifle do not increase the Reaper's chance to break out of Shadow. Distraction - A kill with the Claymore puts the Reaper back into Shadow. Needle - Shots taken in Shadow have +2 armor piercing.
Captain Sting - Take a shot in Shadow. Guaranteed to remain in Shadow. 1 charge per mission. Soul Harvest - Kill shots increase crit chance by 5, to a maximum of 20.
Major Highlands - Soldier can carry an additional Claymore on a mission (which can also be used for Homing Mine). Banish - Fire at a target until you run out of ammo or it dies. Reveals the Reaper. One charge per mission.
Colonel Homing Mine - Attach a Claymore to an enemy (does not alert them). The homing mine will explode upon that enemy taking damage. Annihilate - When you kill an enemy with Banish, you keep firing at another target. (until you run out of ammo). Requires Banish.

XCOM Possible Abilities[]

  • Squadsight - You can target enemies within squadmate's sight, provided there is line of sight to the target.
  • Tactical Rigging - provides (unlocks) the utility item slot.
  • Holo-Targeting - Gives an aim bonus to anyone shooting your target, whether or not you hit the target.
  • Shredder - Vektor Rifle attacks shred armor.
  • Kill Zone - Take an overwatch shot at any enemy that moves or attacks in a cone of fire. 3 turn cooldown.
  • Deadeye - Take a shot with a small aim penalty for a significant damage boost. 2 turn cooldown.

Tactical Information[]

Main article: Reaper Class/Guides

Faction Name and Insignia[]

The name and insignia are randomly generated each playthrough.

Faction Name[]

The game chooses the base name and then applies either a prefix or suffix (never both at once).

Prefix Name Suffix
Cleansing Cabal of Death
Death Cartel of Ice
Frozen Hunters of Shadow
Grim Seekers of Snow
Ice Wardens of Silence
Lunar Watchers of the Bear
Night Stalkers of the Blizzard
Phantom Trappers of the Dark
Scourging Dealers of the Moon
Shadow Scouts of the Night
Silent Rogues of the Scourge
Stoic of the Wolf
of Absolution

Faction Insignia[]

Gallery[]

Videos[]

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