XCOM 2
Reaper Scythe Class
102 Comments
Darkwing Dark 【✠⚔✠】© Jun 27, 2023 @ 9:23pm 
I have a reaper with tactical rigging, but the utility slot doesnt show up. is it intended with this mod, or a bug?
homieturtle919 Dec 3, 2022 @ 8:43am 
for the last couple months i have had several ideas for reaper characters but i can't make them becasuse they all use swords this mod completly solves this promblems
Austere Hare Nov 16, 2022 @ 10:51am 
lwotc?
AlexisR Aug 26, 2022 @ 7:13pm 
I've had 2 reapers this run, and both turned into Scythe reapers.

I do like the flavour of the class. Only thing is, I usually play my Reapers as Silent Killers, so I found myself hesitant to use the sword whenever I had a nice stealth flank killshot instead. Which is basically all the time, with reapers. They're great at clean-up duty.

But with the Ability Editor, I've modded SwordSlash to not reveal on Kill. Which isn't relevant to anyone else, since normally you're going to run into the enemy's detection radius before melee'ing them anyway. But with a Total Darkness Scythe Reaper, that now means melee kills won't reveal them. :D

Just think it's fun and appropriate for a sword reaper to basically have melee-Silent Killer as part of their ultimate. Stealth rogue backstab from shadows!
Who Jul 23, 2022 @ 5:45pm 
@Vicen Would you consider uploading that? I'd love to make a full reaper squad with diverse skill sets
Vicen Jul 6, 2022 @ 4:28am 
Hello,
I have change the background and the name of this class. ;)

[ReaperScythe X2SoldierClassTemplate]
DisplayName="Infiltrator"
ClassSummary="The infiltrators are former Xcom agents and reaper spies who had infiltrated each other's ranks. Now that we are allies, they are using their expertise in close combat and the art of concealment."
Rasa Mar 15, 2022 @ 11:26am 
I ran into an issue, that I cannot make reaper armor, when my only reaper is a scythe one.
Zarkil Jan 8, 2022 @ 4:45am 
@Orton Ville it should be makefactionsoldierclass "firstname lastname" reaper or for mox skirmisher.
Orton Ville Oct 25, 2020 @ 12:28am 
Mox also turned out to be Heavy Skirmisher, even if I don't load the Skirmisher Heavy before the rescue mission, Mox would have no soldier class just a rank. Ima start a new game again and load the faction soldier mods after I got hold of the three regular faction soldiers. Nice mods, but may break lore if starting a new game. Sucks to be OC.
Orton Ville Oct 24, 2020 @ 11:38am 
In my new game, Outrider turned out to be a Reaper Scythe, didn't expect her to be other than her story character so I changed her back to regular Reaper with RebuildSelectedSoldiersClass MP_Reaper, it works but she lost her pistol slot provided by Dedicated Pistol Slot 2.0. May I ask what the proper class name of a Reaper? MakeFactionSoldierAClass Reaper doesn't work for me. Let me know please. Thanks!
Valvatorez(Cox Cable = awful ISP Oct 2, 2020 @ 4:48am 
Found a bug with this class. The name was blank and he could equip just about every weapon and armor. Though since PZ fell off the map his mods won't be fixed anytime soon.
Stauff Sep 2, 2020 @ 3:31am 
Add the WOTC in the title please. I am sure you want your mods to be founded, and sure we want to be able to find mods. As a WOTC player i always filter which mods are just for that. I found that accidentally.
Reignmaker Apr 26, 2020 @ 9:21am 
Just a heads up peoples, I've noticed WOTC Katana Packs Reloaded isn't playing well with Reaper scythe class. After equipping any katanas on scythes, my game immediately crashes upon entering a mission. Seems to work OK with everything else. Thanx to the modders and the community! :steamhappy:
Feezec Apr 15, 2020 @ 9:07pm 
Can I swap the Scythe's sword for a Combat Knife in order to enable Silent Takedowns?
https://steamcommunity.com/sharedfiles/filedetails/?id=1135248412
8feet Jan 13, 2020 @ 11:51pm 
@MrMister I can confirm that I too am getting the same results, radii detection bug, but with Long War of the Chosen instead.
yes_commander Oct 21, 2019 @ 10:53am 
I found that some issues would crop up if a faction soldier was pulled from the character pool and happened to roll this class. Starting skills and loadout don't seem to implement properly. I've had this happen to scythes, cryptics, skirmisher heavies and heretics, as well as templar psions. Unchecking the 'can appear as soldier' box on all of the faction soldiers in my pool seems to prevent the issue.
MrMister Oct 6, 2019 @ 4:48am 
So there's a bug when running this alongside [WOTC] Hero Classes Rebalance.

Running both at the same time increases the detection radius of all loaded reaper-faction classes (standard, scythe and cryptic) to stupid distances, like almost triple a normal soldier's value - even civilians can detect them from six or so tiles away.

One of the rebalance's changes is to replace the reaper's flat 1-tile detection radius to a 30% reduced detection radius, respective to a normal soldier's.

However, what makes me think the fault of the conflict may not lie entirely in the rebalance is the fact that the bug arises when it is loaded specifically alongside Reaper Scythe, but Mitzuri's Reaper Cryptic can be loaded alongside the rebalance without causing this bug to arise.


Any ideas?
Ludwig, Shadow Protogen Jul 6, 2019 @ 8:32am 
So just an opinion on this hero class:
So far I treated this soldier like a Ranger class because you shoot from distance and run at them with their sword.
My playstyle for this is to be more of an executioner as a vanilla Reaper with silent killer.
So I'm probably thinking of, if Reaper Scythe class learn Total Darkness, add Silent Killer to sword attacks
Bell Jun 27, 2019 @ 2:30pm 
Is there a way to adjust what weapons these guys can use?
silverleaf1 Jun 7, 2019 @ 5:43am 
Interesting what happened on last mission with this reaper class. I was making kills that kept me in concealment when suddenly the display would show before firing I had a 50 percent chance of discovery but after the shot it showed 0 percent chance.
silverleaf1 Jun 7, 2019 @ 2:17am 
Comment on this class. The total darkness ability seems very strong. I took this reaper alone on a mission where I needed to plant a charge to destroy an alien device. There were raiders (from a mod), lost and advent all present. I planted the charges while standing next to a gatekeeper and then evacuated immediately. Quite a few missions can be done with just this one guy.
silverleaf1 Jun 6, 2019 @ 6:50am 
Just to let you know. Your heroes classes are fully functional on covert actions. I was able to find the root of the issue; it was a mod with recruitable reapers.
silverleaf1 Jun 3, 2019 @ 8:13am 
I will check in my next campaign. I know of another mod that could be the culprit.
PZ  [author] Jun 2, 2019 @ 10:02am 
I am not sure what to tell you because there is clearly something going wrong on your end. I just tested and I was able to send a Reaper Scythe on a covert op without any problems.
silverleaf1 Jun 1, 2019 @ 4:11pm 
I am not using any mods that modify covert operations. It is on the search for chosen missions that require a hero class in one of the slots where modified hero classes don't seem to count.
PZ  [author] May 27, 2019 @ 9:41am 
It normally does. Are you using another mod that modifies covert operations? (I'll just reply here, it applies equally to Skirmisher and Templar)
silverleaf1 May 25, 2019 @ 5:07am 
Do not seem to count as reapers for covert operations. I love the alternative reaper classes!
A Stick in the Mud Apr 28, 2019 @ 8:14pm 
Alright, so I've found a quick workaround for that issue. Forcing the reaper to chage its class to default reaper and back to a reaper scythe (with MakeFactionSoldierAClass) seems to reset its loadout configuration. Could this indicate an issue with the game's initial loading not correctly instantiating the default loadout? (Sorry for the double post)
A Stick in the Mud Apr 28, 2019 @ 7:59pm 
I'm going to have to mirror the issue with being unable to equip a sword o nto the reaper scythe. I think I've narrowed it down to one of the long war mods (classes or weapons), but I can't be too sure. I've double checked the .ini file and it definitely allows the equipping of swords, but being granted a reaper scythe defaults to the claymore secondary. I've also tried to add another allowed secondary, but it doesn't seem to work. Do you know if another mod either changes the ID of the default sword or prevents the loadout template of the scythe from loading properly?
DarkSiderEzia Apr 28, 2019 @ 1:43pm 
@PZ Got it. Thanks for your time. Love your work!
PZ  [author] Apr 28, 2019 @ 1:42pm 
Correct. (A 50/50 split between standard Reapers and all your new classes would be an interesting option too but that's not currently possible)
DarkSiderEzia Apr 28, 2019 @ 1:40pm 
@PZ, that's what I was getting at, sorry for the bad verbage. I was asking what the odds of getting scythes vs Reapers would be without the edit to the ini. And I assume that with the addition of more Hero Classes that split stays proortional (ie 2 Classes is 50/50, 3 classes is 33.3/33.3/33.3)?
PZ  [author] Apr 28, 2019 @ 1:30pm 
I'm not sure what you mean by "default." With it off, every class has an equal chance to be selected, like I mentioned. With it on, it tries to make your faction faction soldier a Scythe and then revert to the 50/50 split, but I messed it up, so it almost never gives you a standard Reaper.
DarkSiderEzia Apr 28, 2019 @ 1:27pm 
@PZ, thanks for the rapid reply. With that edit in mind, what is the default probably of the game selecting Reapers vs Scythes?
PZ  [author] Apr 28, 2019 @ 1:17pm 
You can edit the main Multi Faction Soldier Class's ini and set FavorNewClasses to false and it'll be a strict 50/50 between Scythes and old Reapers.
DarkSiderEzia Apr 28, 2019 @ 2:55am 
Hi there! Just a quick question...is there anything in the config I can use to change the probability/chance of the Reaper becoming a Scythe vS a regular Reaper.
VEPDEXPPP Apr 20, 2019 @ 2:41pm 
I tried this out and I'm meh about it. I don't really see any advantage of my reaper having a melee when I'm doing my damnedest to not get them caught. I wouldn't really reccomend this mod.
DTyler42 Mar 18, 2019 @ 8:30am 
I started a new game with this MOD but I'm unable to equip the sword in place of the claymore which the character cannot use. Is there another MOD that is required that wasn't listed, or is this an issue that was just resently discovered??
Nerhak Feb 11, 2019 @ 1:09am 
Hey so, I tried tweaking you hero classes a bit, not much and all, but I came across a problem and I was wondering if you had the answer :

My custom hero classes don't get their stats. Their skills no problem, but not their stats.
I think I've found you can't put 4 skills on a class whithout causing the issue, so I put only three and the stats were back, but only for the first promote, after that, they don't get stats anymore...

Is there a number of rules to follow ?
1. Are random skills necessary ?
2. If too much skills on one rank, does it incapacitates the possibility to have stats for some reasons ?
3. Can you do anything about it ?

Thanks for reading me and possibly answering me :)
LoverBoy Jan 15, 2019 @ 9:21pm 
@PZ I have screenshots and the save file if it helps
LoverBoy Jan 13, 2019 @ 9:24am 
Hi I am facing a problem, my Reaper from character pool which has the default reaper class when spawned is have the Reaper Scythe ability pool but cannot equip a sword. I am currently starting a new save to see if I encounter this same problem.
Arkhangel Oct 23, 2018 @ 7:35pm 
@Lord: in fairness, the Network Tower is Trivial anyways. a patient enough person with a Phantom Ranger could do the same thing, just with more turns.
NoSeKe Sep 21, 2018 @ 11:04am 
Sorry if this has already been said but I found a couple of bugs:
- The GTS reaper upgrade is locked even when my reaper is a colonel. It's weird because at some point it was available to purchase but a few hours later it's greyed out and imposible to unlock.
- During the advent network tower mission my reaper kept getting revealed even when I have the zero detection radius perk. It didn't happen on any other mission, just in that one. Maybe it's because of a conflict with the concealment "buffs" you can buy with intel before that mission?

And before I forget, thanks for your mods, I use the three extra faction classes and they're great!
Flamingcheesepie Sep 13, 2018 @ 8:21pm 
Question, any possibility of adding compatibility for Total Darkness to the base Reaper? That is, if I added Total Darkness to the base Reaper, could you do the same thing with TheInvis on the Scythe? I figure that's why it lags so hard when the base Reaper, while under Tota Darkness, moves or takes any actions.
lordabizi Sep 9, 2018 @ 2:04am 
I think Total Darkness trivializes the ADVENT network tower? If you have zero detection radius, you can just charge a scythe reaper to the console and win, and you will never be detected...
MysticGohanow Aug 21, 2018 @ 4:22am 
I have a problem- i can't give my Reaper Scythe an blade. Any ideas why it's not working? Or what to do? Or how to give him dat blade?
Flamingcheesepie Aug 11, 2018 @ 12:07pm 
And I figured it out, I'm just dumb (about the skirm stuff). I apparently had random +s in there that fucked it up. It's compatible @DisasterZone
Roomba King Aug 7, 2018 @ 8:38am 
If this adds charges to Sting, is it compatible or incompatible with the mod that just makes sting a Cooldown ability instead?
Flamingcheesepie Aug 6, 2018 @ 8:06pm 
Unfortunate I guess. Would you be able to diagnose the problem if I were to send you my code for the heavy and base class stuff, or too busy? Aternatively, any possibilities you could think of for me to look at myself? (Btw, when I said recruit, as in not even starting with marauder. However, skirmisher heavies are still fine)
PZ  [author] Aug 6, 2018 @ 3:30pm 
@Flamingcheesepie
That is really strange. I've never seen that happen, unfortunately.