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Reaper

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The Reaper is the new Terran infantry unit that is equipped with a jetpack.

Contents

[edit] Background

StarCraft II Unit [e]
Reaper
Race: Terran, Tier 2.5
Role: Raider
Unit Statistics
Size: Small
Type: Ground Biological
Speed: Fast
Transport Slots: x
Hit Points: 60
Plasma Shields: N/A
Energy Points: N/A
Offence
Armament: P38 'Scythe' Gauss Pistol
Ground Attack: 4 (x2 attacks)
Air Attack: N/A
Range: 4
Defence
Armor: 0 (Light)
Sight: x
Cooldown: x
Special Abilities
D-8 Charge
Throws a small magnetic mine that explodes after a short duration.
Production
Hotkey: R
Supply: Image:Supply_SC1.png 1
Resources: class="infobox" 75 class="infobox" 50
Build Time: 30
Produced by: Barracks
Prerequisite: Shadow Ops
Demonstrating the jetpacks for the Reapers.

Reapers are the most hardened terran criminals, taken from the most dangerous and violent prisons. Potential marines who prove too intractable even after resocialization are instead sent to the "Icehouse" in the Torus system, where reapers are trained.

Reaper troopers are chemically altered to make them even more aggressive before being subjected to weeks of brutal training in close-quarters combat and the use of their jet packs. A reaper who survives two years of duty is granted a full pardon and freed, his debt to society fully paid. In five years of service, the Reaper Corps has yet to have a single trooper survive more than six months.

In combat, reapers attack with dual gauss pistols, the rapid-fire signature weapon of their "strike fast, strike hard" credo. For tougher targets, reapers are often equipped with the dangerously unstable deuterium-eight demolition device, or D-8 Charges, as they are commonly known. These can be thrown a short distance and will detonate after an equally short delay. Using D-8 charges is an acquired skill that few troopers live long enough to master.

Reapers are lightly armored and unsuited to head-on firefights. The key to their success lies in their personal jet packs. These packs grant reapers a high degree of mobility, including the ability to scramble up or down cliffs and jump across rivers, crevasses, and other obstacles. Reaper combat techniques emphasize hit-and-run raiding, preferably against enemy structures and workers, so that reapers can inflict maximum damage and then retreat before the enemy can muster a response.

Perhaps unsurprisingly reapers are also enthusiastic users of stimpacks. The dangerous cocktail of combat enhancement chemicals suits their high-speed tactics perfectly, and the long-term side effects are scarcely likely to prove an issue.


[edit] Game Unit

Reapers are a mid-game infantry unit for the Terrans whose role is that of raiding and hit and run tactics.

[edit] StarCraft II Unit

The Reaper can, at a glance, be thought of as a slightly weaker Marine. Though unable to attack air, the Reaper excels at hit and run tactics through their ability to traverse between high and low grounds with their jetpacks. This allows them to set up ambushes, escape from an unfavorable situation and easily sneak into an undefended enemy base.

The Reaper's movement speed is reasonably fast and is useful in chasing down retreating enemy units. They are not as fast as the Hellion.

The Reaper is also armed with the deadly D-8 Charge, a small magnetic mine that explodes shortly after thrown. The mines receives a bonus against armored units and buildings, making them ideal at quickly taking down static defenses. These D-8 Charges do not require energy or resources to produce, instead they are affected by a cool-down timer similiar to the Protoss Stalker's Blink.

The Reaper receives a bonus in damage when attacking light armored units.


[edit] Abiliities


[edit] Upgrades


[edit] Development

In December 2007 the Reaper was moved from the Merc Haven to the Barracks to keep the infantry together at a centralized building. The Merc Haven prerequisite, though originally removed, was also returned in late December. The Merc Haven may have again been removed from the multiplayer in mid November 2008 when it was said to now be a single player doodad.

Stimpack were confirmed to have been removed from the Reaper in mid March 2008.

In mid April 2008, it as confirmed that the Reaper now has unlimited magnetic mines that are instead affected by a cooldown.

Karune had also confirmed in late March 2009 that the Colossus and Reaper can no longer jump over smaller buildings such as SupplyDepots or certain skills like the Force Field.


[edit] Trivia

The Reaper had helped with the concept behind the Medivac Dropship. Previously, the developers had realized the Medic was unable to properly support the Reaper due to their slow speed. This had caused many players to instead opt for the standard Marine and Medic combo.


[edit] Gallery