저격병 (롱 워 리밸런스)
Long War Rebalanced Snipers are akin to the vanilla Sniper, the main difference being that overwatch works with Squadsight. With Squadsight as their first ability, they're able to inflict long range damage on enemy targets from a position of safety.
- Primary Weapon: Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines, SMGs.
- Secondary Weapon: Pistols, Machine Pistols.
- Class-Limited items:
Abilities
Rank | Ability | ||||||
---|---|---|---|---|---|---|---|
Specialist |
Squadsight
Allows firing with long-range weapons around some obstacles and beyond 18 tiles at targets with a spotter (an unconcealed ally at 0 AP that can see the target). Grants +3 aim per ally that can see the target and -5 aim for each tile beyond 18. Does not apply to overwatch or reaction shots. Other abilities that consider the number of enemies in sight will also include any enemies in squadsight. | ||||||
Lance Corporal |
In The Zone
Shooting with a steadied weapon allows this unit to fire up to 3 extra shots until out of ammo or targets. Standard shots that are not part of an ITZ chain gain +20 aim and grant an automatic reload. |
Mayhem
Suppression has 1 turn less cooldown and deals suppressive fire damage immediately. |
Double Tap
Shooting or using burst allows this unit to fire an extra shot (at +20 aim if it's the same target) if not out of ammo or targets. 1 turn cooldown after 2nd shot is used. | ||||
Corporal |
Bullseye
Grants +1/1/2/2/3 (based on active weapon tier) pen, +25 aim, and +25 crit if shooting at 2AP. Grants +1/1/2/2/3 (based on active weapon tier) pen, +25 aim, and +25 crit to shots against targets that are suppressing or on overwatch. |
Executioner
Grants +1 damage and +10 aim against targets at or below half HP. Triple the effects if using a sidearm. |
Grants +10 aim when firing at squadsight range.
| ||||
Sergeant |
Ranger
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw range. For sidearms: No long-range aim penalty and reloading costs only 1 AP. For Rockets: Reduces the cooldown by 1. |
Holo Rounds
Firing at a target during this unit's turn holos [Prevents concealment/stealth, incoming shots gain +20 aim and +1 penetration] them for 3 turns. |
Sharpshooter
All shots with the primary weapon gain +15 aim against biologic targets. | ||||
Tech Sergeant |
Precision Shot
Fire a shot that has no squadsight penalties, +3 damage, +30 aim, and +30 crit. The shot will never graze. 3 turn cooldown. Only for Strike/Sniper Rifles. | ||||||
Gunnery Sergeant |
Disabler
All shots gain a 20% chance to jam enemies weapons, forcing a reload before they can fire again (each enemy weapon can only be jammed once). Grants Disabling Shot. Disabling Shot
If this unit has a sniper/strike/arc rifle: Fire a shot that disables a target's main weapon if it connects. The shot deals 1 damage and costs 0 AP. Does not work against mechanical targets (except SHIVs). Cannot be used after activating Double Tap or In The Zone. 4 turn cooldown. Grants +1 ammo to non-arc primary weapons. |
Vital Point Targeting
Steadied shots, reaction shots, or shots at targets not protected by cover deal 30% more damage when hitting humans or autopsied biological aliens. |
Bring 'Em On
Standard shots gain damage equal to half the number of enemies in sight and aim equal to twice the number of enemies in sight. Gain a chance equal to 4x the number of enemies in sight for incoming shots to graze, dealing half their original damage. | ||||
Master Sergeant |
Extra Conditioning
Grants +3 armor HP, +0.6 mobility, 10% throw range, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Lone Wolf
Grants 10 aim, crit, and defense if not within 4 tiles of an allied unit. |
Stat Progression
Tactical Advice
Snipers are quite similar to vanilla, but there are a few differences. Overwatch now has unlimited range with Squadsight. In The Zone and Double Tap remain good choices for taking multiple shots per turn, but the addition of +100% damage from Mayhem gives Snipers high damage per shot option. Watch your ammo consumption with Double Tap and ITZ; high cap mags are a good item for them.
Snipers can use Sniper Rifles, which are powerful and effective at extreme ranges, but only allow firing if the user hasn't moved unless, but they can also use Strike Rifles, which are shorter range sniper rifles that can be fired after moving. Snipers can use Assault Rifles as well, but this isn't particularly useful in practice, since the Infantry class generally performs better with Assault Rifles. As in vanilla, Snipers gain the most aim of any class.