The Reaper
II Main II Updates II The Reaper II The Infested Marine II The High Templar II The Story 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 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."
The New Reaper
Since the fall of the terran confedration, reapers found themselves free of the ties and bonds of the enslavement of their superiors. Now they are free to do what they wish. While most reapers resorted back to their old ways of crime and murder, a select few choose to take the higher path.
Leading a life of war for so many years has made what was left of the man underneath the reaper, a hollow shell. They live, breath and fight for war....or to end it. Those who choose to fight for a cause became aware of psionics first. Something about the emotional ties between humanities cry for help and the psionic powers that bind them into existence called upon the souls and minds of the reapers.
Psionics have granted the reapers with enhanced abilities in combat. From increasing their survivablity to effecting the weapons they wield.
The CeC
During the fall of the confederacy, terran scientists were working on new technology to help fight against Chaos. The reapers were the first to get a hold of this new technology, but not before it was too late. The development of the Cryogenic Elementium Chamber, or CeC, was installed into all new reaper weapons. The CeC is linked to a neural inhibitor inside the reapers suit. This provides a direct link to brainwave impulses of the reaper and allows the CeC to "communicate" with the reaper. The CeC is capable of modifying bullets inside the chamber. The type of modification is only limited to what the reaper can "think up".
Due to the lack of education for prisoners, you can imagine that thinking up anything beyond "I shoot, you die" is a far shot in the dark. Despite that, Reapers do know a little about combat, which makes them more than capable of concoting up some very interesting modifications.
Spells and Abilities
The reaper plays the role of a ranged specialist. He is generally weak in a close combat, but packs a huge punch from afar. The reapers spells and abilities are based on three different trees: D-8 Modifications, P-45 Gauss Pistol Modifications and Psionics.
D-8 Modification abilities
- Rapid Fire: Fires D-8 Charges in rapid succession
- Shock Charge: Adds lightening damage to the D-8 charge
- Biochemical Charge: Adds poisen dmg to the D-8, DOT
- Overload: High damage but puts D-8 on a cooldown for 30seconds
- Electro Charge: Converts 100% of weapon damage to lightening damage +%
- Tesla Strike: Adds Lightening damage to the D-8 Charge and a small AOE lightening.
- Outbreak: Adds psn damage to the D-8 charge and a small AOE psn effect on impact.
- Scattershot: D-8 charge that attacks in a 360 radius, does weapon damage
- Unstable Electrode: D-8 charged filled with lightening damage. Bursts upon impact dealing massive AOE lightening damage and stunning all in range for 2 seconds.
P-45 Guass Pistol Modifications
- High Impact Shot: Increased damage with P-45
- Heated Bullet: Shots that add fire damage.
- Frozen Bullet: Adds ice damage and slows target
- Phyionic Split: Splits bullets into multiple bullets
- Explosive Shot: bullets explode on impact doing AOE
- Cryogenic Shot: adds cold damage and induces cryogenic sleep for 5 seconds
- Decoil: (Passive) Reduces weapon recoil, thus increasing rate of fire.
Psionics
- Aimed Shots: (passive)Chance for a shot to double damage
- Armored Up: (Passive)While not moving and/or attacking, armor is increased
- Smoke Screen: (Passive) Enemies are less likely to see you, slowing down rateOFfire
- Deflection: (Passive)Chance to only take 1/3 damage
- Psyonic Sheild: Shieled for damage up to #
- Psyonic Decoy: Trick your enemies into thinking you are something you're not. (target dummy)
- Psionic Apperition: Summons a Psionic Ally. Does damage and random abilities.
- Repulsion: You focus your psionic abilities into a psionic nova that knocks back targets within 5 yards of you.
mm...a new concept...maybe that's good for our think