Sharpshooter (LW2)

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Sharpshooter
Our Sharpshooters engage enemy targets with pinpoint accuracy from extreme range. They may also be trained as designated marksmen, forgoing long-range capabilities for mobility.

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 Mouse over this icon for more information on each ability. for more information.

Rank Ability
Squaddie
Squaddie
Holo Targeting
* Directed cannon-specific abilities, like Suppression, will grant Holo Targeting. * Any cannon abilities that target multiple units will not grant Holo Targeting.
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.
Squadsight
* Squadsight is best augmented by high ground, allowing Sharpshooters relatively clear sight lines and an addition aim bonus to offset Squadsight's aim penalty. * When using Squadsight, there is no limit on how far your targets can be but an aim penalty accumulates with distance. * Overwatch shots do not use squadsight by default, but can be upgraded to do so by a later Sharpshooter ability.
You can target enemies within squadmates' sight, provided there is line of sight to the target.
Sniper Marksman
Lance Corporal
Lance Corporal
Death From Above
* Death From Above can combo well with pistol abilities or can simply make a soldier more mobile. * This ability also removes all squadsight-range aim penalties when using sniper rifles at any elevation.
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.
Rapid Targeting
* Using your Holotargeter no longer ends your turn. * In addition, Rapid Targeting lets you periodically use Holotargeting against a single enemy as a free action. * This works with HiDef Holo, Independent Tracking, and Vital Point Targeting. * This does not stack with Multitargeting. * This ability has a 4 turn cooldown. * Holotargeting does not break concealment for your squad.
You may Holotarget an enemy as a free action with a 4-turn cooldown. In addition, Holotargeting no longer ends your turn.
Snap Shot
* Only works with Sniper Rifles. * After 5 tiles of squadsight, suffer an additional -10 aim per tile. * Certain special shots and Long Watch still require both actions to use. Long Watch enables squadsight overwatch fire, but the range penalties still apply. * The solder will not take an overwatch or Kill Zone shot without at least a 1% chance to hit.
You may take standard shots with your sniper rifle after moving, but you suffer severe range penalties beyond 5 tiles of squadsight range.
Corporal
Corporal
Damn Good Ground
* Confers +10 aim and +10 defense against targets at a lower elevation.
Confers +10 aim and +10 defense against targets at a lower elevation.
Phantom
* Even if the squad does not start a mission concealed, soldiers with Phantom will still begin the mission with concealment. * If the soldier with Phantom is the one who breaks squad concealment, then Phantom does not apply.
When the squad is revealed, this soldier remains concealed.
Center Mass
* You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.
Sergeant
Sergeant
Precision Shot
* Take a special shot with +30 bonus to critical chance and 33% bonus critical damage. Three-turn cooldown. * Requires both actions to use.
Take a special shot with +30 bonus to critical chance and 33% bonus critical damage. Three-turn cooldown.
HiDef Holo
* The critical hit bonus is +10 with the basic Holotargeter, but improves to +15 and +20 with advanced technology Holotargeting devices.
Your Holotargeted enemies are easier to critically hit.
Lone Wolf
*Gain +10 aim and +10 defense when 7 or more tiles distance from any ally.
Gain +10 aim and +10 defense when 7 or more tiles distance from any ally.
Staff Sergeant
Staff Sergeant
Long Watch
* Like the Overwatch ability upgrades, Long Watch suffers a base penalty to aim. * Long Watch also suffers the Squadsight penalty to aim that increases with distance.
Long Watch
Allow Overwatch to trigger with Squadsight.
Independent Tracking
* A Holotargeted enemy remains so for 1 additional turn(s). * Additional uses of Holotargeting on the same target will not stack.
A Holotargeted enemy will remain so for 1 additional turn(s)
Low Profile
* Makes partial cover count as full.
Makes partial cover count as full.
Tech Sergeant
Tech Sergeant
Deadeye
* Deadeye reduces the overall hit chance of a shot by 15%, but increases the base damage of the shot by 50%. * Deadeye has a 2 turn cooldown.
Take a shot with a small aim penalty for a significant damage boost.
Vital Point Targeting
* Vital Point Targeting damage bonus is +1 for the basic Holotargeter, and increases to +2 with improved Holotargeting technology. * Damage bonus is applied to melee and direct (non-Area of Effect) projectile attacks.
Attacks against your Holotargeted enemies deal more damage.
Aggression
* Gain +5 critical chance for each enemy you can see, up to a maximum of 30. * Units visible at squadsight ranges do confer bonus.
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
Gunnery Sergeant
Gunnery Sergeant
Kubikuri
* Special shot against enemies with less than full hit points: Any critical hit kills them, but regular hits do half damage. * Requires two actions. * 4-turn cooldown. * Against alien rulers, a critical hit will do double normal crit damage instead of killing the enemy outright.
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.
Multitargeting
* Hi Def Holo, Independent Tracking, and Vital Point Targeting apply to all targets. * Area of effect radius is 4 tiles for the basic Holotargeter and improves to 5 and 6 tiles with better technology. * This ability has a 2 turn cooldown. * Holotargeting does not break concealment for your squad.
You may Holotarget multiple enemies with a 2-turn cooldown.
Hunter's Instincts
* Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.
Master Sergeant
Master Sergeant
Double Tap
* Activate to fire a standard shot and gain a second action restricted to Standard Shot, Precision Shot, Deadeye, Kubikiri or Overwatch. * One-turn cooldown.
Fire a standard shot and gain a bonus shot or overwatch action.
Alpha Mike Foxtrot
* You do 4 additional points of base damage and 2 additional points of crit damage with your primary weapon.
You do 4 additional points of base damage and 2 additional points of crit damage with your primary weapon.
Serial
* Serial is meant to chain enemy kills in a single action, as every kill is essentially free. * Serial does require both actions to use, however. * Serial has a 6 turn cooldown.
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

Rank Per Level Total
Health
Health
Offense
Offense
Will
Will
Mobility
Mobility
Dodge
Dodge
Hacking
Hacking
Health
Health
Offense
Offense
Will
Will
Mobility
Mobility
Dodge
Dodge
Hacking
Hacking
Squaddie
Squaddie
0 7 7 - 15 0 0 0 0 7 7 - 15 0 0 0
Lance Corporal
Lance Corporal
0 3 7 - 15 0 0 0 0 10 14 - 30 0 0 0
Corporal
Corporal
0 3 4 - 12 0 0 0 0 13 18 - 42 0 0 0
Sergeant
Sergeant
1 3 4 - 12 0 0 0 1 16 22 - 54 0 0 0
Staff Sergeant
Staff Sergeant
0 3 4 - 12 0 0 0 1 19 26 - 66 0 0 0
Tech Sergeant
Tech Sergeant
0 3 4 - 12 0 0 0 1 22 30 - 78 0 0 0
Gunnery Sergeant
Gunnery Sergeant
0 3 4 - 12 0 0 0 1 25 34 - 90 0 0 0
Master Sergeant
Master Sergeant
1 3 4 - 12 0 0 0 2 28 38 - 102 0 0 0
  • 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
XCOM2 rank rookie.png
Soldiers
LW2 class assault.png
Assault
XCOM2 class grenadier.png
Grenadier
LW2 class Gunner.png
Gunner
XCOM2 class ranger.png
Ranger
XCOM2 class sharpshooter.png
Sharpshooter
LW2 class Shinobi.png
Shinobi
XCOM2 class specialist.png
Specialist
LW2 class Technical.png
Technical
Unlockable
XCOM2 class psiop.png
Psi Operative
XCOM2 class spark.png
SPARK
LWOfficers RankFieldCommander.png
Officers