Sharpshooter (LWOTC)
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 refunds 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 34% bonus critical damage. Has a 4 turn cooldown. |
Your Holotargeted enemies are easier to critically hit. |
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles. |
Staff Sergeant |
Makes partial cover count as full. |
A Holotargeted enemy will remain so for 1 additional turn(s). |
Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon. |
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 |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
You may Holotarget multiple enemies with a 2 turn cooldown. |
Ranged attacks against flanked enemies deal +2 damage. |
Master Sergeant |
Activate to fire a standard shot and gain a second action restricted to an additional shot or overwatching. |
You do 4 additional points of base damage and 2 additional point(s) of bonus critical 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. |
XCOM Abilities
XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10 AP per tier level.
Tier 1 | Tier 2 | Tier 3 | Tier 4 |
Hunker Down now confers +20 Aim and +20 Crit to the first shot on the following turn. |
Your explosives do significantly greater damage to cover objects and other things on the battlefield. |
Gain additional +15 aim and +15 crit against holotargeted units. |
Critical hits with your primary weapon have a chance to panic the target and nearby enemies. |
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown. |
Your grazing attacks are automatically upgraded to normal hits. |
Take a shot with an aim penalty of 10. If you hit the target, you take another shot on the target automatically. | |
If you did not attack this turn, hunker down automatically. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy. |
Once per turn, take a reaction shot with your primary weapon at a visible enemy that has fired upon a visible ally. |
Equipped medikits have 2 extra charges. |
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. | |
Grants 1 free flashbang item to your inventory. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
Grants +1 charge per grenade item in a utility slot. |
If you score one or more kills on your turn, you are granted a single bonus move. |
Gain 5 dodge per enemy you can see, up to a maximum of +30. |
Give a friendly unit 30 Dodge until the start of your next turn. Whenever you kill an enemy, you gain an extra charge. Usable once per turn. Starts with one charge, and is a free action. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. | |
Hunker Down restores 2 health when used, up to a maximum of 8 per mission, and removes poison, burning, and acid burning. |
Grants a +20% increased chance to hit, but delays the shot until the target takes an action on their turn. Costs two actions and has a 3 turn cooldown. |
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health. |
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon. |
Fire a shot with your primary weapon that immobilizes the target until the end of their next turn. Uses 1 ammo. Has a 3 turn cooldown. |
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action. |
Your ranged attacks deal +2 more damage to units at 50% HP or less. | |
Allow Overwatch to trigger with Squadsight. |
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn. |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn. |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. |
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies. |
When targeted by enemy fire, automatically fire back with your primary weapon once per turn. | |
This soldier does not trigger overwatch or reaction fire. |
If you did not move last turn, gain +10 Aim and +10 Critical chance. |
Your ranged attacks gain +2 armor piercing and +15 aim against units in cover. |
Take an action after dashing. |
Grants one free smoke grenade item to your inventory. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
Your primary weapon attacks shred armor. | |
Gain 20 Defense and 20 Crit chance while injured. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
A Rupture shot grants a +50 bonus to critical hit chances and ensures that the target takes an additional +3 damage from all attacks in the future. |
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. |
This soldier has significantly reduced infiltration times while on missions. |
Stat Progression
Rank | |||||||||
Per Level | Health |
0 | 0 | 0 | 1 | 0 | 0 | 0 | 1 |
Aim |
7 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | |
Will |
3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | |
Total | Health |
0 | 0 | 0 | 1 | 1 | 1 | 1 | 2 |
Aim |
7 | 10 | 13 | 16 | 19 | 22 | 25 | 28 | |
Will |
3 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
Sample Builds
See Also
XCOM Units in Long War of the Chosen | ||||||||||||||||||||||||||
Starting |
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Unlockable |
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Faction |
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