Sniper Rifle

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A long range weapon, the Sniper Rifle is available to purchase from the start of the conflict.

This weapon is essentially a rifle that favours long range combat over mid to short range combat. A highly accurate weapon, it benefits the most being used by soldiers with high aim. With a slightly higher damage output than the standard rifle, it is more likely to dispatch an enemy in a single shot over the rifle.

The sniper is only intended for long range combat, where the user can sit behind the frontline safely. The weapon loses accuracy if they are firing within 16 tiles of their position, making close range usage of this weapon untenable. Furthermore the high time unit cost of firing the weapon makes it prohibitive for the user to move and fire, encouraging the sniper to remain stationary.

Soldiers with high aim stats can benefit from being able to use snapshot to fire with the high 75% base accuracy for snap shots. However aimed shots are unlikely to miss in the hands of a decent solder.

Once researched, the Sniper can be loaded with alloy ammunition, this increases its damage output by a considerable +24 and helps provide an early game boost to the weapons lethality.

Statistics

Sniper Hardmode.png
  • Power: Dependent
  • Size: 3 high x 1 wide
  • Weight: 8
  • TUs:
    • Snap: 50% (Accuracy 75%), Range 22 Tiles, Min Range 16
    • Aimed: 80% (Accuracy 120%), Min Range 16
  • Price: $3,000
  • Sell Price: $2,250

Ammo

Sniper Clip.png

Regular Clip

  • Power: 48 Armor Piercing
  • Capacity: 10 Rounds
  • Size: 1 high x 1 wide
  • Weight: 3
  • Price: $200
  • Sell Price: $150
Alloy Sniper Clip.png

Alloy Ammo Clip

  • Power: 72 Armor Piercing
  • Capacity: 10 Rounds
  • Size: 1 high x 1 wide
  • Weight: 3
  • Manufacturing: $3,000 for parts, 1 Alien Alloy, 40 Engineering Hours
  • Sell Price: $300

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 1 shots, 20% remaining TUs
  • Snap: 2 shots, 0% 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