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Yeap literally no unit except a full hp ruler can survive this combo lol. And even then the execute may proc and kill them too.
It's still less, by far than when rangers or sharpshooters do the exact same thing though, and excluding banish it's still just the one shot per turn, compared to many on pretty much every other class.
As with those other classes it also doesn't work particularly well against hardened targets. Another potential pitfall is that there's a moderate chance you won't even be able to equip talon rounds on any given reaper as well.
Still, it's a solid choice when it's available and does mitigate the reaper's poor gun damage quite well.
Because sometimes your units fire more than once in a mission.
In other words, once I realized Reapers weren't designed to dish out heavy damage on every shot, I didn't go out of my way to find ways to make them do that (and if you don't think relying on the 3rd slot breakthrough and the chance of getting Tactical Rigging so you can carry Talon Rounds is going out of your way, I'm sorry but you're kind of fooling yourself).
They have a job, and I try to make them as good at that job as I can. So yeah, Banish is once per mission. But having that club ready to go ASAP so I can quickly clear a Chosen or a Ruler or even just those early Gatekeepers and Sectopods, is how I choose to focus my resources.
So, yes, Tactical Rigging is the only way the Reaper can get an extra slot.
I might try 5X sharpshooter team in the next playthrough since they're ridiculous with Fan Fire, Serial, and Faceoff
Well, not everyone wants to play with cheats (a Repeater in this case).
That aside, Reapers main damage comes from Remote Start.
Crit build only works with Tactical Rigging (altho Deadeye will boost damage a good ways as well), and only in the late game.
Reapers suck ass late game. The hero classes seems to only be good early to mid game.