Units

Reaper

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.
Unit Statistics

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:

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.
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Comments (413)

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xDRxPhobos #412
xDRxPhobos
5 days, 21 hours ago
No more D-8 charge in HotS. That makes me a sad panda, I guess though, sometimes change is good.
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KeeGeeBee #536
KeeGeeBee
4/16/2012
just saying but i dont actually find reapers that good for scouting because than they may jump on a cliff and youll have to bring em back and do it again. i barely ever use them.
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Fellix #526
Fellix
4/14/2012
Most useless unit now ever
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paprika #169
paprika
4/23/2012
@Fellix: no they are not I destroyed the a.i.s entire base with them because they are so fast they go in shot then go out and you do that until you win
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ThePraetor #477
ThePraetor
4/24/2012
@paprika: how hard was the a.i?
i'm not saying that i don't like reapers, but their only good for early game
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thecurrupted #246
thecurrupted
2 days, 3 hours ago
@Fellix: its amazing what 10 of these babies can do to a base the second army leaves.
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Jack #719
Jack
4/12/2012
What happened to the reference to the mysterious "Ice House"?
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Jeff #2421
Jeff
3/25/2012
Amazing badasses, but only good for base assult. In multiplayer, they can destroy huge numbers of melee units because of the fact they can outrun just about anything. Thats my input.
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KeeGeeBee #536
KeeGeeBee
3/20/2012
the are good for gorilla war (do something come back later and saboutage some more and so on till enemy is weak enough to kill)
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UzielDark #807
UzielDark
2/27/2012
Problem with that is (in my opinion) that reapers are kind of fragile, kinda of gas expensive, plus they're produced out of the same building as marauders, so why not just get marauders? So you can jump up a cliff? The rest of the army can't follow up that cliff, so those reapers would basically have to stay near the edge of the cliff to spot the high ground for the rest of the units, or get decimated if they ever actually try to go for the mineral line or something (which is what they're supposed to do).

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?
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ReconMarine #663
ReconMarine
3/14/2012
@UzielDark: They're particularly useful against Terran (and maybe with alot of macro Protoss) since Terran players like to build their barracks and base up near the entrance way to their base. They tend to get complacent, thinking that they'll be able to repel any attack, so all their units are as far away from their base as possible. Gives Reapers a clear opening. Problem is that's probably a one-time tactic since I can probably guarantee that the Reapers are gonna die
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Mappy #580
Mappy
3/18/2012
@ReconMarine: who walls off in tvt
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Kinetik #655
Kinetik
2/26/2012
A marine costs 50 minerals. Pretty cheap.

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?
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Mappy #580
Mappy
3/8/2012
@Kinetik: 6-7min push... AND a 2nd expo... :/ go one base and use the 400 min on some extra marines... gives you the edge...
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pleTHORic #876
pleTHORic
2/24/2012
Its long build time resource usage make up for one thing about it 1:its a harassment unit used for only its building charges.
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Mappy #580
Mappy
1/17/2012
do not get nitro. it sucks since scouting is a one time thing with reapers (unless cheese) and the upgrade with the reapers will drain you heavily on gas.
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Kaninja #748
Kaninja
1/3/2012
hey reapers are supposed to have rapid fire pistols right?.....why the heck do marines guns fire faster than reapers? o.o.......sm1 should post about this in a thread in T discussion
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JoPaM #771
JoPaM
1/5/2012
@Kaninja: They don't exactly have glocks in their hands. Assault rifles are supposed to shoot faster than 2 rapid fire pistols
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Lucas #570
Lucas
12/31/2011
meh is reaper.....i jump ya
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Wolf #1541
Wolf
12/23/2011
"I'm bringing the pain and the pizza in 30 minutes... Or its free"
Reap-o Quotes
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UltraNoob #746
UltraNoob
11/29/2011
Swann:These guys are seriously bad a s s!
Me:Ok.
*Masses reapers->resource Drain
Me:FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
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QUEQUE #175
QUEQUE
12/17/2011
@UltraNoob: there good for scouting not head on attacks
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Kaninja #748
Kaninja
1/3/2012
@QUEQUE: LOL i think he meant the campaign mission XD thats y i'm rotflmaoing so hard....
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thecurrupted #246
thecurrupted
11/17/2011
their portrait looks soo damn awesome.
im not just saying that because its my best portrait, its just the awesomest portrait i have
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Ghost #3147
Ghost
11/14/2011
LoL, none survive more than 6 months.
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Mappy #580
Mappy
1/16/2012
@Ghost: yet they have more health than a marine. lol
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Griffin #793
Griffin
11/13/2011
Fear the reaper (very bad survival rate)
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JIMMY #764
JIMMY
11/5/2011
@Ghost:agree
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sYgmata #504
sYgmata
11/2/2011
This unit is especially useful in a bioball, they're like Marauders, except instead of countering armored units, they counter light units. Best to keep them without their nitro pack upgrade, so they won't go far ahead of your bioball.
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power #327
power
10/30/2011
these guys look badass
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Ghost #3147
Ghost
10/26/2011
There should be elite reapers!!
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Ghost #3147
Ghost
10/26/2011
@Ghost: I mean like mercenaries.
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mowlord #711
mowlord
11/1/2011
@Ghost: agreed
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thecurrupted #246
thecurrupted
1/12/2012
@Ghost: Like a fast thor with jetpacks
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Pyro #541
Pyro
10/19/2011
reapers are the worst i hate them especially when people proxy barrack
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Blartflarg #940
Blartflarg
10/15/2011
OOO look at me im good against workers.
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Ghost #3147
Ghost
11/14/2011
@Blartflarg: LoL strong against: workers
Weak against: Everything
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turumana #879
turumana
12/7/2011
@Blartflarg:
dude.... use em with a kite tactic, they can drain armies b4 they reach your base
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Boris #905
Boris
9/27/2011
zerg mineral line + 20 reapers = :)
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IWWYA #536
IWWYA
9/13/2011
They are pretty good scouts if you think about it. They cant be stopped by hills and walls and if they get caught, they just jump over the hill and leave the enemy wondering what the hell just happened.