Sharpshooter (LW2)
Class Overview
Long War 2 Sharpshooters are quite similar to their vanilla counterparts, with the difference that Pistols are now available for all soldiers as utility slot items, but the vanilla talents that specialize in pistol use are available in the Advanced Warfare Center instead.
"Sniper" type Sharpshooters (Left branch) function best in the back lines and high above ground, singling out and executing single targets in devastating attacks, but suffer from a lack of flexible move-and-attack options and a need to remain just within squadsight range to consistently land critical hits.
"Marksman" type Sharpshooters (Right branch) actively move and seek out flanks on the enemy, exploiting the power of the Snap Shot perk to enable penalty free firing after movement, but lack the Sniper's ability to largely disregard cover and range when firing from ideal positions.
Sharpshooters can also train extensively in the use of their Holotargeters in the center branch, and can use them to expose entire enemy groups to accurate fire from the rest of the Sharpshooter's squad; for these selfless soldiers, the rifle is often an afterthought.
Weapons
Primary: Sniper Rifles
Secondary: Holotargeter
Sharpshooters carry a Holotargeter, which boosts aim of all units on a target until the end of the turn. It can be used at Squadsight range, and only requires one action to use, so it is an option after moving.
Abilities
Mouse-over for more information.
Rank | Ability | ||
Squaddie |
Holotarget your enemy to grant an aim bonus to all attacks on this target by you and your allies for the remainder of the turn. |
You can target enemies within squadmates' sight, provided there is line of sight to the target. | |
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Sniper | Marksman | ||
Lance Corporal |
Killing an enemy at a lower elevation with your primary weapon costs only a single action, and does not end your turn. Also grants a long-range accuracy bonus for sniper rifles. |
You may Holotarget an enemy as a free action with a 4-turn cooldown. In addition, Holotargeting no longer ends your turn. |
You may take standard shots with your sniper rifle after moving, but you suffer severe range penalties beyond 5 tiles of squadsight range. |
Corporal |
Confers +10 aim and +10 defense against targets at a lower elevation. |
When the squad is revealed, this soldier remains concealed. |
You do one additional point of base damage when using guns. |
Sergeant |
Take a special shot with +30 bonus to critical chance and 33% bonus critical damage. Three-turn cooldown. |
Your Holotargeted enemies are easier to critically hit. |
Gain +10 aim and +10 defense when 7 or more tiles distance from any ally. |
Staff Sergeant |
Long Watch Allow Overwatch to trigger with Squadsight. |
A Holotargeted enemy will remain so for 1 additional turn(s) |
Makes partial cover count as full. |
Tech Sergeant |
Take a shot with a small aim penalty for a significant damage boost. |
Attacks against your Holotargeted enemies deal more damage. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Gunnery Sergeant |
Special shot against most enemies who have taken any damage: Any critical hit kills them, but regular hits do half damage. Requires two actions and has a 4-turn cooldown. |
You may Holotarget multiple enemies with a 2-turn cooldown. |
Ranged attacks against flanked enemies deal +2 damage. |
Master Sergeant |
Fire a standard shot and gain a bonus shot or overwatch action. |
You do 4 additional points of base damage and 2 additional points of crit damage with your primary weapon. |
A powerful chained shot ability. For every kill made with your primary weapon, your actions will be refunded but your damage and crit chance will be reduced for every subsequent attack. |
Stat Progression
- This class also gains 1 point of Strength, though it's only used for alien abilities.
See Also
XCOM Units in Long War 2 | ||||||||||||||||||||||||||
Starting |
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Unlockable |
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