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Previous Terran Unit: Marauder
Marine candidates who remain unmanageable after neural resocialization are sent to be trained as Reapers. These troops are chemically altered to heighten their aggression even further, and then they are instructed in close-quarters combat and the use of Jet Packs. These grant Reapers a high degree of mobility, allowing them to traverse obstacles easily and cover ground rapidly. In combat, Reapers attack with rapid-fire dual Gauss Pistols and dangerously unstable D-8 Charges. Reapers are guaranteed their freedom after two years of service, but none has survived for more than six months.
Previous Terran Unit: Marauder
Units
Reaper
Field Manual
- Very fast raider that can attack ground targets.
- Their Jump Packs allow them to pass over ledges, and also afford them great mobility.
- Can decimate light units, and uses bombs to destroy structures.
- Excels at hit-and-run operations, especially against light melee units and worker lines.
- A very fragile unit – do not expose to enemy fire.
- Their speed and freedom of movement make them great scouts.
- Can go inside bunkers for protection and a range increase.
Tech Lab Upgrades
- Nitro Packs: Increases the movement speed of Reapers.
Countermeasures
VS Terran
- Have small pockets of Marauders or Reapers on cliffs where the enemy could gain access to your base. Marauder concussive shells, once researched, have the added benefit of slowing Reapers down.
- Place Tanks in Siege Mode in key positions around your base.
- Build Sensor Towers to detect potential assaults.
- Hellions are good against Reapers.
VS Zerg
- Place your Overlords around your base. Be sure to have vision on all potential access routes.
- Spawn Roaches and burrow a few behind the mineral line.
- Reapers cannot attack air targets; get a few Mutalisks to deal with them.
- While on creep, Zerglings with speed upgrades and Hydralisks can fend off Reapers.
VS Protoss
- Build Stalkers and focus fire. Place small groups of these units in areas that are vulnerable to enemy Reaper incursions.
- Construct a few Photon Cannons close to your mineral line.
- Use the High Templar’s Psi Storm ability.
- The Colossus makes short work of Reapers and can even follow them across cliffs.

Reported!
[Close]Comments (413)
i'm not saying that i don't like reapers, but their only good for early game
The whole problem with the reaper is that for the price of 2 reapers you can just get a medevac which is going to be infinitely more useful than those 2 reapers. Medevacs heal, they can be used for scouting or drops. Reapers can jump up some cliffs, but if there is a cannon or a spine crawler (or hell, a couple of much cheaper units) defending the mineral line, you just lost them, lickety split. Maybe in a patch they'll get some health, or a lower cost, or maybe they'll be able to be produced out of reactored barracks, but for now they're pretty much useless unless... I don't know, can anybody think of a situation where reapers aren't useless?
A marauder costs 100 minerals and 25 gas, so a total resource count of 125
A reaper costs 50 minerals and 50 gas. So a total resource count of 100.
I would like to see a terran going a marine marauder reaper mix. I can see it absolutely destroying any early game armies, and while you would need at least two bases to pull it off, if you fast expand and saturate with a couple of bunkers to secure the second base, then you could do a 6 or 7 minute push that would be very potent. Thoughts?
Reap-o Quotes
Me:Ok.
*Masses reapers->resource Drain
Me:FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
im not just saying that because its my best portrait, its just the awesomest portrait i have
Weak against: Everything
dude.... use em with a kite tactic, they can drain armies b4 they reach your base