StarCraft® II

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. Reapers are guaranteed their freedom after two years of service, but none has survived for more than six months.
Heart of the Swarm Wings of Liberty
Unit Statistics

3D Model

Basic information

Race: Terran
Life: 60
Armor: 0 (3)
Movement: Fast
Cargo Size: 1
Attributes: Light - Biological

Production

Producer: Barracks
Hotkey: R
Cost: 50 50
Supply: 1
Build time: 45

Combat

Upgrades:
Weapon:
Ability:

3D Model

Basic information

Race: Terran
Life: 50
Armor: 0 (3)
Movement: Fast
Cargo Size: 1
Attributes: Light - Biological

Production

Producer: Barracks
Hotkey: R
Requires: Tech Lab
Cost: 50 50
Supply: 1
Build time: 45

Combat

Upgrades:
Weapon:
Ability:

TECHNICAL SPECIFICATIONS

The “Scythe” can be chambered with two types of ammunition: hollow point rounds for close quarters, or the infamous U-238 “hot shots” for longer range and penetration. Older variants used supercharged coils to achieve higher muzzle velocities, resulting in grievous wounds to unarmored targets at the expense of fast barrel degradation and weapon malfunctions. To address these costly issues, the P-45 coils have been redesigned, taking away some of the gun’s bite. Nonetheless, few stand bravely on the business end of the Grim Reaper’s Scythes.
Originally, Reapers were outfitted with large, flight-capable jetpacks. Crashes and fatalities were common among new “recruits,” as the unwieldy booster proved difficult to control. The hardware was also known to randomly explode due to poor distribution of fuel lines and air intakes, leading to a complete overhaul. Prototypes of a flightless, twin-turbine jump pack surfaced soon after—which gave the Reapers enough mobility to carry out their missions and return to base in one piece.
A potent cocktail of cell stimulants and growth hormones derived from the Stimpack base boosts the regenerative properties of the human body by 800%, which allows Reapers in the field to quickly treat most types of injury. The healing process starts a few seconds after administering a dose of the substance, which is often credited with saving more lives than some field medics.
Reapers’ polarized, plasteel eyewear boasts a miniaturized HUD that is well-suited for hit and run operations. The data display includes a terrain mapper, a targeting system, a heart rate monitor, an ammunition counter, and different vision modes. These high-tech goggles are made to fit any soldier, and come in a stylish orange color.
Deuterium eight charges are a very unstable type of explosive historically used in controlled civil demolitions. When they became optional requisitions for Reaper squads, chaos ensued. High civilian casualty rates, destruction of allied installations, and death of key personnel led the Dominion military to stop issuing these charges to the Reaper Corps. That hasn’t put an end to illegal acquisitions, however, and rumors abound of heavily modified versions of the base explosive in the hands of renegade units.
0.51 0.63 0.74 0.3 0.34 0.39 0.47 0.19 0.46 0.47

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.
  • Excels at hit-and-run operations, especially against worker lines and slow-moving units.
  • A very fragile unit – do not expose to enemy fire.
  • Always back up your damaged reapers and make use of the out-of-combat healing ability.
  • Their speed and freedom of movement make them great scouts.
  • Can go inside bunkers for protection and a range increase.

Countermeasures

Terran VS
  • 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.
Zerg VS
  • 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.
Protoss VS
  • 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.

Loading Comments…

An error has occurred loading comments.