Plasma Sniper

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A deadly pseudo-battle rifle, the Plasma Sniper and its associated ammo can be researched following the discovery of the Plasma Pistol.

A dangerously common weapon amongst the Alien forces that see's use amongst most alien ranks. With an advance integrated targeting system and excellent ease of use, Alien forces employ this deadly weapon to devastating effect. Its natural high accuracy means even snap shots have a high chance to strike a target, and aimed shots are very unlikely to miss a target. This weapon has the second highest damage per shot of any Alien longarm outside of explosive weapons or a close range shotgun attack.

Extreme caution is advised when engaging enemies with this rifle, even end game armour such as the Reinforced Flying Suit can not guarantee a soldier will survive a strike from this weapon.

Alien forces will make widespread usage of an enhanced 'elerium' based clip design, which increases the damage of the weapon slightly.

X-COM Operation Guide

This weapon is the final evolution of the Sniper class of weapons, following from the Heavy Laser/Sniper and the Sniper Rifle, and is suitably intended for mid to long range combat.

The weapons classification as a Sniper rifle may seem deceptive and it may be better seen as a Battle Rifle, its excellent damage output and low time unit cost to fire means it can make an excellent weapon for a mobile soldier. A soldier wielding this can move a decent distance on the battlefield and have enough time units for two snapshots. Nonetheless this weapon excels in usage with a long range sniper. As with all Plasma weapons, this weapon is relativity light to carry at only 5 units.

Due to the high damage potentional of this weapon, is is theoretically capable of penetrating even the toughest armoured targets, though the Armoured Sectopods frontal armour is still highly resistant and should not be relied on to kill it from massed fire to its front.

The weapon does suffer in close quarter combat with the minimum range falloff makes it slightly more likely a user will miss, however a miss is still less likely to occur due to the weapon's high innate accuracy, and closeness to target. Nonetheless a soldier operating in closer ranged combat may benefit more from more closer range oriented weapon such as a Heavy Plasma.

Statistics

PlasmaSniper.png
  • Power: Dependent
  • Size: 3 high x 1 wide
  • Weight: 5
  • TUs:
    • Snap: 30% (Accuracy 90%), Range 24 Tiles, Min Range 10 Tiles
    • Aimed: 45% (Accuracy 140%), Min Range 10 tiles
  • Manufacturing: $102,000 for parts, 2 Alien Alloys, 890 Engineer Hours
  • Sell Price: $67,500

Ammo

Sniper Ammo.png

Sniper Clip

  • Power: 110 Plasma
  • Size: 1 high x 1 wide
  • Weight: 3
  • Ammo: 16 Rounds
  • Manufacturing: $5,700 for parts, 2 Elerium, 80 Engineer Hours
  • Sell Price: $2,700
SniperEl Ammo.png

Sniper 'Elerium' Clip

  • Power: 130 Plasma
  • Size: 1 high x 1 wide
  • Weight: 3
  • Ammo: 16 Rounds
  • Manufacturing: $7,500 for parts, 4 Elerium, 100 Engineer Hours
  • Sell Price: $4,055

Firing Time Unit Notes

The following lists how many times a soldier can fire the gun by shot type continuously in any given round and the remaining percentage of any left over TUs that cannot be spent as a shot.

  • Aimed 2 shots, 10% remaining TUs
  • Snap: 3 shots, 10% remaining TUs.

See Also

UFO Badge OpenXCOM Hardmode: Equipment
Armour: CoverallsArmoured VestAlloy Vest Personal Armour Power Suit (Reinforced) • Flying Suit (Reinforced)
Weapons: PistolTaser RifleShotgunSniper RifleHeavy CannonAuto-CannonGrenade LauncherRocket Launcher
Laser PistolScatter Laser Laser RifleHeavy Laser/AutoHeavy Laser/Sniper
Plasma PistolPlasma Shotgun Plasma Rifle Heavy PlasmaPlasma Sniper Small Launcher Blaster Launcher
Equipment: Smoke GrenadeMotion ScannerMedi-KitElectro-flarePsi-AmpMind ProbeElerium-115
GrenadeProximity Grenade Incendiary GrenadeFlashbang GrenadeHigh ExplosiveAlien GrenadeStun GrenadeFire Grenade
HWPs: Tracked ChassisAlloy Tracked ChassisHover ChassisWalker Chassis
Drones: DroneAlloy Drone