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Reaper Monk Class
   
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19 Aug, 2022 @ 2:19pm
15 Sep @ 12:06pm
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Reaper Monk Class

Description
Instead of training with firearms and explosives, some Reapers embrace martial arts, and become Reaper Monks. They favor getting up close with their enemies, taking them down, and escaping into the shadows. Their signature ability, Flurry of Blows, allows them to make multiple attacks in a turn and even still move afterwards, but only if they're unarmed.

This is a new hero class that can be used alongside any other Reaper classes, including Proficiency Reaper, without causing any compatibility problems.

I recommend using Combat Knives for the throwing knives, especially if you prefer to stay in stealth more often.

Custom Hero Class Icon adds an icon to the class.

Seems to be some potential issues with using True Primary Secondaries, but it was working when I tested it.

*New Abilities or abilities not from base Xcom 2

Reaper Monk tree
Rank
Open Palm
Shadow Hand
Closed Fist
Umbral Disciple
Squaddie
Phantom
Silent Takedown*
Flurry of Blows*
Enter the Shadow*
Corporal
Shadowstrike
Hellcry Punch*
Blitz Kick*
Timeless Body*
Sergeant
Target Definition
Martial Arts*
Flying Kick*
Evasion*
Lieutenant
Tumble*
Blastar Punch*
Concussive Blows*
Shadow Cloak*
Captain
Garrote*
Soul Harvest
Sledgehammer*
Untouchable
Major
Wholeness of Body*
Shellburst Stab*
Spin Kick*
Improved Evasion*
Colonel
Empty Body*
Stunning Fist*
Blade Rave*
Become the Shadow*

Playstyle
The Reaper Monk almost exclusively wants to use unarmed weapons, since they get so much benefit from Flurry of Blows. This means they excel in taking down unarmored targets, but are less effective against armor. You want to set them up with shred and they can secure multiple kills per turn easily. Your first kills should pretty much always be with Silent Takedown since it usually keeps you concealed.

After you've run out of concealment and Enter the Shadows you want to play more like a Templar, running in and out of cover to beat people up. You can also get incredible mobility with things like Flying Kick and Tumble to put enemies completely out of the range to attack you.

Don't forget, you're still a Reaper, and while your stealth is a bit weaker than Shadow without the Shadow Cloak skill, you can still be an effective scout.

*New Abilities
  • Silent Takedown: Reduces detection range to 0, gives a large bonus to melee crit chance and damage, and gives a chance to avoid being revealed. The chance to reveal decreases with kills and with no witnesses.
  • Flurry of Blows: Your first attack grants you an extra action point, your second attack grants you an extra move action point. Only works with unarmed weapons.
  • Enter the Shadow: Works similarly to Reaper Shadow, but with a slightly larger detection radius. Has a 1 charge ability to reenter concealment.
  • Hellcry Punch: Melee attack that disables the target's weapon and lowers their aim.
  • Blitz Kick: A melee attack that can be done as a move only action, and the damage depends on level instead of weapon.
  • Timeless Body: Passive that grants bonus Will and immunity to stun, disorientation, and poison.
  • Martial Arts: Passive that grants a bonus to damage, aim, and crit chance with unarmed.
  • Flying Kick: A passive that grants bonus mobility per attack, the bonus lasts 2 turns and stacks, so you can potentially accumulate a ton of mobility as long as you keep attacking.
  • Evasion: A move only action that grants a small amount of defense and a lot of dodge.
  • Tumble: A standard action that grants you two move actions, and Lightning Reflexes for the turn.
  • Blastar Punch: A melee attack that blinds and disorients the target.
  • Concussive Blows: Grants passive melee crit chance, makes melee crits disorient or stun.
  • Shadow Cloak: Grants 2 extra charges of Enter the Shadows, and lowers detection radius to 1 tile without other detection modifiers.
  • Garrote: Passive that grants 2 melee damage while concealed and -1 turn cooldown to Silent Takedown.
  • Sledgehammer: Melee attack that knocks back its target and destroys terrain.
  • Wholeness of Body: Ability that heals you for a large amount, and removes most conditions.
  • Shellburst Stab: Melee attack that shreds armor and destroys shields.
  • Spin Kick: A cone melee attack that does bonus damage.
  • Improved Evasion: Passive that modifies Evasion to grant a move action.
  • Empty Body: Grants wall phasing, like Wraith armor.
  • Stunning Fist: Melee attack that stuns the target for 3 turns.
  • Blade Rave: Melee attack that hits 3 times per weapon.
  • Become the Shadow: Passive that automatically applies concealment to you at the end of each turn.

Some abilities are from Iridar or Mitzruti, as is some of the code, so all credit to them.
47 Comments
Epic Dovahkiin 27 Sep @ 4:43am 
it's the same situation as with the chosen weaknesses (but as modders have found a way around that coding i'm sure it's only matter of time before someone finds a way around this too)
Epic Dovahkiin 27 Sep @ 4:38am 
to*
Epic Dovahkiin 27 Sep @ 4:38am 
it's not just CI it's vanilla covert actions too it seems t only recognize the base game faction heroes not custom ones
jacin 29 Apr @ 10:54am 
If you look at the screenshots I uploaded on my profile, it shows the behavior. Unfortunately, it doesn't get us closer to why it's happening. There was not rank requirement for the Optional Slot on the Covert Infiltration (my Reaper Monk was very low rank).
jacin 28 Apr @ 10:13am 
Yes, I'm running Multiple Faction Soldier Classes. I did observe the enhanced damage on a modded Skirmisher class, but I didn't have a chance for this specific Reaper Monk class yet.

Perhaps I'm not remembering correctly, but maybe the CI requirement was for a Reaper of a certain rank, although I don't remember seeing a rank requirement. I might try and find a prior save and see if that was the issue.
Kelvae  [author] 26 Apr @ 6:04am 
Hrm, you're using Multiple Faction Soldier Classes, right? I don't think the mod would work, but just want to make sure you are.

I only play Covert Infiltration these days, and I know I've used them to do unlocks that require a Reaper of a certain rank, and I know Chosen take extra damage if vulnerable. I can't say that I've ever used them for the purpose you mention, but it seems like it should work too.
jacin 25 Apr @ 9:32pm 
I'm running the Covert Infiltration Mod and for some reason, Reaper Monk is not recognized as a Reaper (could add it as a Reaper on a Chosen CI Mission to negate getting wounded). I tried changing the class of the Reaper Monk to a plain Reaper using Console Commands, but I've been unable to get that command to work despite other commands working. Does anybody know why Reaper Monk isn't considered a Reaper and how to possibly fix this in the config file?
Kelvae  [author] 16 Dec, 2023 @ 3:36pm 
@IconofEvi Hmm it's not intended, I'm not sure what would be causing it other than something to do with taking more actions. I'm too far removed from XCom 2 modding to be able to competently make changes I feel. =/
IconOfEvi 16 Dec, 2023 @ 1:37pm 
Love this mod Kelvae, just one weird thing I noticed. Is it working as designed for the monk to lose will so fast? Just putting him on a mission will tank it even. Doesn't matter if he was full before, if he didn't get hit, if no one died, no one panicked, on the mission back, they're shaken and out of action for days and days with like 1 or 2 will left.
Kelvae  [author] 26 Jun, 2023 @ 3:35pm 
Yay, glad to hear it fixed it!