This article is accurate for LW version: Beta 9a
Sniper
Long War Sniper is akin to the vanilla Sniper. With Squad Sight as your first ability, the Sniper is able to inflict long range damage on enemy targets from a position of safety. Squad Sight only works with Sniper Rifles up to beta 9a but will be extended to other weapons in beta 10. Squad Sight no longer functions with Overwatch, and Disabling Shot can now cause crits (so take care if you're trying to wittle down an enemy for stunning purposes).
- Primary Weapon: Sniper Rifles, Assault Rifles
- Secondary Weapon: Pistols
Abilities
Rank
|
Ability
|
Specialist
|
Squad Sight Allows firing at targets in any ally's sight radius, but at -30% critical chance; Does not extend overwatch outside visual range; Only works with sniper rifles.
|
No other bonuses.
|
Lance Corporal
|
Damn Good Ground +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses. (including while flying)
|
Gunslinger Confers 2 bonus damage with pistols.
|
Low Profile Makes partial cover count as full.
|
No other bonuses.
|
No other bonuses.
|
No other bonuses.
|
Corporal
|
Executioner +10% Aim against targets with less than 50% Health.
|
Headshot Fire a shot with +30% critical chance and +3 to +6 critical damage based on the tech level of the sniper rifle. 2 turn cooldown.
|
Tactical Sense Confers +5 Defense per enemy in sight (max +20).
|
Provide +2 Aim +2 Will +1 Mobility.
|
No other bonuses.
|
Provide +5 Aim +2 Will +1 Mobility.
|
Sergeant
|
Lone Wolf Bonus +10 aim and +10% critical chance if you are 7 tiles distant from allies
|
Ranger +1 damage with primary weapon
|
Bring 'Em On Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
|
Provide +1 Mobility.
|
Provide +1 Mobility.
|
Provide +2 Will +1 Mobility.
|
Tech Sergeant
|
Sharpshooter Bonus 10 aim against enemies in full cover, crit chance +10% against all targets.
|
Disabling Shot Allows the Sniper to fire a shot that causes the target's main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown. (-10 Aim, reduced Damage)
|
Lock N' Load +2 shots/bursts when taken as a perk tree perk; when conferred by Hi Cap Mags item, +1 shot/burst.
|
Provide +2 Aim +1 Will
|
No other bonuses.
|
No other bonuses.
|
Gunnery Sergeant
|
Vital Point Targeting Additional 2 damage against any human target and any alien that has been autopsied.
|
Snap Shot Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.
|
Packmaster All limited-use items in your inventory receive one extra use.
|
No other bonuses.
|
No other bonuses.
|
No other bonuses.
|
Master Sergeant
|
Double Tap Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no moves were made. 1 turn cooldown. (Can't be used with Snap Shot)
|
Mayhem Confers extra 2 damage to LMGs, Sniper Rifles, Rockets, Suppression, Grenades, and Mines.
|
Resilience Confers immunity to critical hits.
|
No other bonuses.
|
No other bonuses.
|
Provide +5 Aim +5 Will +1 Mobility.
|
Stat Progression
Rank |
HP at level |
Total HP |
Aim at level |
Total Aim
|
Specialist |
0 |
0 |
8 |
8
|
Lance Corporal |
0 |
0 |
4 |
12
|
Corporal |
1 |
1 |
4 |
16
|
Sergeant |
0 |
1 |
4 |
20
|
Tech Sergeant |
0 |
1 |
4 |
24
|
Gunnery Sergeant |
0 |
1 |
4 |
28
|
Master Sergeant |
1 |
2 |
4 |
32
|
Tactical Advice
Role: Long Range Offense
Long War Snipers are quite similar to vanilla squadsight snipers, but there are a few differences. Squadsight no longer works on overwatch, and snipers no longer have access to the Opportunist perk, making them considerably less good defensively - you'll find snipers can't demolish enemy packs on sight before they can even take cover like they can in vanilla. Squadsight is gained immediately and unconditionally, so there are no more "snap shot" skirmishing snipers (that role goes to the Scout). However, snipers can still have Snap Shot at Gunnery Sergeant rank, and it's not mutually exclusive with Squadsight, allowing high ranking snipers more mobility without greatly compromising their offensive ability. Another notable omission from the Sniper's line up is In The Zone, which is now available only to Scouts.
Snipers can now use assault rifles in Long War as well as sniper rifles. This isn't particularly useful in practice, since the Infantry class generally performs better as a damage dealer with assault rifles, however it may be useful if circumstances push you in to fielding a suboptimal squad. As in vanilla, Snipers gain the most aim per rank, ending with 7 more aim than any other class at Master Sergeant.
(In beta 10, the Sniper Rifle can be exchanged with a Marksman Rifle, this essentially gives the Sniper, the Snap Shot perk, however they lose the ability to fully utilize their Squad Sight ability. The choice between the "normal" Sniper Rifle and the Marksman Rifle, offers a choice between high mobility or high damage, without having to choose the perks for it.)