저격병 (롱 워 리밸런스)

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   Sniper

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
RANK SQUADDIE.png
Specialist
Squad sight
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.
RANK CORPORAL.png
Lance Corporal
In The Zone
In The Zone
Shooting with a steadied weapon allows this unit to fire up to 2 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
Mayhem
Suppression has 1 turn less cooldown and deals suppressive fire damage immediately. Doubles shred application from suppression.
Double Tap
Double Tap
Shooting or using burst allows this unit to fire an extra shot (at +25 aim/crit if it's the same target) if not out of ammo or targets. 1 turn cooldown after 2nd shot is used.
RANK SERGEANT.png
Corporal
Bull Rush
Bullseye
Grants +25 aim and crit if shooting at 2AP or against a target on overwatch (double if both).
Executioner
Executioner
Grants +15 aim (+50 aim for pistols) against targets at or below half HP.
Death From Afar
Grants +10 aim when firing at squadsight range.
RANK LIEUTENANT.png
Sergeant
Ranger
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.
Holo Rounds
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
Sharpshooter
All shots with the primary weapon gain +15 aim against biologic targets.
RANK CAPTAIN.png
Tech Sergeant
Precision Shot
Precision Shot
Fire a shot that has no squadsight penalties, +30 aim, and +30 crit. The shot will never graze. 2 turn cooldown. Only for Strike/Sniper Rifles.
RANK MAJOR.png
Gunnery Sergeant
Disabler
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
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. Cannot be used after activating Double Tap or In The Zone. 3 turn cooldown. Grants +1 ammo to non-arc primary weapons.
Vital Point Targeting
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
Bring 'Em On
Grants additional shot damage equal to half the number of enemies in sight. Grants additional aim and graze chance equal to 5x the number of enemies in sight.
RANK COLONEL.png
Master Sergeant
Extra Conditioning
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
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.

Sample Builds

See also

Lone Wolf (EU2012).jpg
Long War Rebalance: Soldiers
Soldiers
RANK ROOKIE.png
Soldiers
CLASS ASSAULT.png
Assault
Class Infantry (Long War).png
Infantry
Class Rocketeer (Long War).png
Rocketeer
CLASS HEAVY.png
Gunner
CLASS SNIPER.png
Sniper
Class Scout (Long War).png
Scout
CLASS SUPPORT.png
Medic
Class Engineer (Long War).png
Engineer
MEC
CLASS MECH.png
MEC Troopers
Class Marauder (Long War).png
Marauder
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Shogun (Long War).png
Shogun
Sub-classes and abilities
ABILITY LEAD BY EXAMPLE (EU2012).png
Officers
CLASS PSIONIC.png
Psionics
Gene Mods Soldier Icon (EU2012).png
Gene Mods
ABILITY SHIVCOVER.png
S.H.I.V.s