Dark Reaper Squad
From RelicWiki
Dark Reaper Squad | |||||||||||||||||
Race | Eldar | ||||||||||||||||
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Version | Dark Crusade v1.2 Soulstorm v1.2 | ||||||||||||||||
Build Info | |||||||||||||||||
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Unit Stats | |||||||||||||||||
Hitpoints | 450/1 | ||||||||||||||||
Armour | Infantry High | ||||||||||||||||
Morale | 300/10/150 | ||||||||||||||||
Death Penalty | -20 | ||||||||||||||||
Unit Mass | 16 | ||||||||||||||||
Move Speed | 16 | ||||||||||||||||
Sight Radius | 25 (cannot detect) | ||||||||||||||||
Reinforcement | |||||||||||||||||
Reinforce Cost | 70 0 | ||||||||||||||||
Reinforce Time | 9 s | ||||||||||||||||
Weapons | |||||||||||||||||
Ranged | Reaper Launcher | ||||||||||||||||
Melee | Knife |
Contents |
Dark Reaper Squad
"All who love life, fear the reaper."
Eldar who've chosen the aspect of the Dark Reaper are highly trained in ranged combat. Armed with some of the heaviest infantry weapons and linked to their weapons for unsurpassed accuracy, they are capable of striking down many enemies before they can reach the front lines. Their job is to strike at targets of opportunity, mowing all down with their destructive Reaper Launchers.
Tactics
The Dark Reaper aspect provides mobile heavy firepower for the Eldar. Their role is defined by the presence of the Fleet of Foot ability and long range. Their damage output is less than that of specialized units with Heavy Weapons, such as Space Marines with Heavy Bolters or Imperial Guardsmen armed with Plasma Guns. However, Fleet of Foot combined with high HP values give Dark Reapers the ability to position themselves out of range of enemy guns while still firing themselves, leading to great damage over time.
The Optics and Armour upgrades are essential for improving Eldar infantry utility, and in particular Dark Reapers benefit tremendously from both Optics upgrades. Receiving both a range boost to their Reaper Launchers as well as a tremendous 50% boost to damage, Dark Reapers scale tremendously through Tiers and are viable the whole game long, despite a hefty 70/0 cost.
For comparison, Dark Reapers with an Exarch and the first upgrades match the damage and range of Tau Fire Warriors while having 50% more HP. Tier 3 Dark Reapers do 50% more damage than upgraded Tau Fire Warriors as well as nearly matching the damage output of a Space Marine Terminator's Storm Bolter. Even though equivalent Tier 3 Warp Spider Squads do 50% more damage output than Dark Reapers, the upgraded Reaper Launcher still has far more range of the Deathspinner, lending a viable altenative ranged specialist when that extra reach is needed. There is also no maximum number to Dark Reapers that can be fielded, unlike Warp Spiders, although no more than 2 are usually needed.
Weaknesses of Dark Reapers include their high cost, small squad size, lack of other abilities, and vulnerability to being tied in melee combat. Unlike Fire Warriors who possess the ability to reduce ranged damage taken with an ability from their Shield Drone, Dark Reapers receive no other protection from fire aside from the Farseer's Fortune ability. This, combined with the high firepower of late-tier units, means that Dark Reapers become more vulnerable to heavy fire as the game progresses. Preserving the heavy investment in your Reapers is paramount to success.
A prominent weakness of the Reaper Launcher is that it deals significantly reduced damage to Infantry Heavy High armor, that of units like Terminators, Obliterators, Possessed Space Marines, Broadside and Crisis Battlesuits, Pariahs, and Nobz after the Ork Tier 4 Extra Vehicle Armour upgrade. This makes Dark Reapers a poor counter to those elite end-game units. Against those elites, a better Eldar Aspect would be either the Howling Banshee Squad or Warp Spider Squad, both of whom deal greater damage to those armor classes.
When maneuvered well to best utilize their long range and combined with other Aspects and Ranger Squads to break enemy morale, Dark Reapers can greatly complement an Eldar attack force.
Squad Leaders
Maximum Squad Leaders Allowed: 1
Dark Reaper Exarch
Dark Reaper Exarch | Hotkey: L | |||
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Cost | 80 30 | Build Time | 10 s | |
Requirements | Nothing | |||
Effects | Increases the squad's weapon damage by 15%. |
Abilities
Fleet of Foot
Fleet of Foot | Hotkey: F | |||
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Requires | Fleet of Foot Research | |||
Target Types | Self | |||
Range | 0 | |||
Area of effect | Entire squad | Cooldown time | Toggled ability | |
Effects | When activated, the squad moves 50% faster but loses 50% accuracy with all weaponry. | |||
Weapons
Reaper Launcher
Reaper Launcher | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cost | Default Weapon | Range | 30 | Setup Time | 0 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | Default Weapon | Accuracy | 60% (90% w/ Guide which increases the DPS by 50%) | Refire Rate | 1 s | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | 0 | Requires | Nothing | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Notes | Optics upgrades increase the Reaper Launcher's range by 5 each to a total of 40. This weapon cannot be fired while moving. In Dark Crusade, this weapon always does 0.3 DPS to Daemon High. |
Knife
Knife | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cost | Default Weapon | Range | Melee | Setup Time | 0 s | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | Default Weapon | Accuracy | 65% (95% w/ Guide which increases the DPS by 46.2%) | Refire Rate | 0.6 s | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | 0 | Requires | Nothing |
Researchable Upgrades
Fleet of Foot Research
Fleet of Foot Research | Hotkey: F | |||
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Cost | 50 50 | Research Time | 60 s | |
Researched From | Webway Assembly | |||
Requires | Nothing | |||
Effects | Activates the Fleet of Foot ability for Guardian Squads, Ranger Squads, Howling Banshee Squads, Dark Reaper Squads, Fire Dragon Squads, Farseer, and the Seer Council. |
Wargear: Improved Optics
Wargear: Improved Optics | Hotkey: G | |||
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Cost | 100 50 | Research Time | 60 s | |
Researched From | Soul Shrine | |||
Requires | Nothing | |||
Effects |
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Wargear: Superior Optics
Wargear: Superior Optics | Hotkey: G | |||
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Cost | 150 100 | Research Time | 60 s | |
Researched From | Soul Shrine | |||
Requires | Wargear: Improved Optics, Moblize to War | |||
Effects |
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Wargear: Reinforced Armour
Wargear: Reinforced Armour | Hotkey: A | |||
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Cost | 100 50 | Research Time | 60 s | |
Researched From | Soul Shrine | |||
Requires | Nothing | |||
Effects |
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Wargear: Enhanced Reinforced Armour
Wargear: Enhanced Reinforced Armour | Hotkey: A | |||
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Cost | 150 100 | Research Time | 60 s | |
Researched From | Soul Shrine | |||
Requires | Wargear: Reinforced Armour, Moblize to War | |||
Effects |
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The Dawn of War Player's Guide
The Dawn of War Player's Guide - Thought of the day: Knowledge is power, guard it well. | ||||||||
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