Sharpshooter (TJ)

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
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| Rank | Ability | ||
Squaddie |
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. | ||
|---|---|---|---|
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. |
Makes partial cover count as full. | |
| Sniper | Spotter | 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. |
Your Holotargeted enemies are easier to critically hit. |
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. |
Attacks against your Holotargeted enemies deal more damage. |
Take a special weapon shot that disables the target's weapon, forcing them to reload before firing. Additionally, reduces the target's aim by 15 and critical chance by 30 for 2 turn(s). Has a 3 turn cooldown. |
Staff Sergeant |
Removes the cooldown for the Lead The Target ability. |
Whenever you holotarget an enemy, gain a free reaction shot against them until the start of your next turn. |
Once per turn, gain an additional move action after taking a standard or one of the special shots 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. |
A Holotargeted enemy will remain so for 1 additional turn(s). |
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks. |
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. |
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon. |
Master Sergeant |
Activate to fire a standard shot and gain a second action restricted to an additional shot or overwatching. |
The soldier's attacks ignore all dodge modifiers and have +25 aim and +25 critical chance. Additionally, their reaction fire can crit. |
You do 4 additional points of base damage and 2 additional point(s) of bonus critical damage with your primary weapon. |
XCOM Abilities
XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10/10/15/20/25/30/35 AP by tier.
| Tier 1 10 AP |
Tier 2 10 AP |
Tier 3 15 AP |
Tier 4 20 AP |
Tier 5 25 AP |
Tier 6 30 AP |
Tier 7 35 AP |
Gain +3 Mobility and +10 Aim while concealed. |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
Overwatch now trigger on any hostile action, not just movement. Overwatch shots now ignore 2/3 of cover bonuses. |
Your grazing attacks are automatically upgraded to normal hits. |
Immediately enter concealment once per mission. |
Your ranged attacks gain +2 armor piercing and +15 aim against units in cover. |
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies. |
Grants one free smoke grenade item to your inventory. |
All attacks deal 1 bonus damage to targets suffering from Poison, Burning, Acid, or Bleeding. This includes tick damage from those effects. |
When the squad is revealed, this soldier remains concealed. |
If you did not move last turn, gain +10 Aim and +10 Critical chance. |
Gain additional +15 aim and +15 crit against holotargeted units. |
Your weapon attacks pierce 2/3/4 additional points of armor. |
Kills with your primary weapon restore 1 ammo. |
Grants 1 free battle scanner item to your inventory. |
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn. |
Allow Overwatch to trigger with Squadsight. |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. Can only be used while concealed. |
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles. |
Fire a shot at a target. If this attack is lethal, its AP cost will be refunded. |
Fire a shot that deals critical damage and gives the target penalties to Aim, Defense, and Will. 5 turn cooldown. |
If you did not attack this turn, hunker down automatically. |
Your pistol attacks get +10 Aim and deal +1 damage. |
Distance makes it hard to focus on the soldier. Provides bonus defense and dodge based on distance from the attacker. |
Your primary weapon attacks shred armor. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. |
Once per mission, call in an airstrike that does 8-12 damage in a large area. Costs both actions. |
There is a chance of an extra loot drop whenever you are on a mission. |
Hunker Down now confers +20 aim and +20 critical chance to the first shot on the following turn. |
Gain concealment that is broken if you move. Only works in full cover. Has a 4 turn cooldown. Free action. |
You deal +2 damage while concealed and +1 damage while flanking your target. Passive. |
The soldier is much more difficult to detect while concealed. Also, small bonuses to aim and crit while in concealment. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
Gain +1 damage to your primary weapon attacks for each turn that you do not move. Passive. |
Immediately grants concealment that is automatically broken after 2 turns. |
Your standard assigned weapon attacks deal +50% more damage to inanimate objects such as relays and gas tanks. |
Scan an area with the holotargeter, attempting to reveal hidden foes. |
Grants an extra utility item slot only usable for ammo. Ammo in this slot will not drain mobility, even if it will be displayed as such in the armory. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Ranged attacks against flanked enemies deal +2 damage. |
Focus: Collect 1 intelligence each turn. Intelligence provides offense and defense to all allies (max 5). Also adds 'Decisive Action' Ability. |
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will. |
You get 10 Aim and 10 Crit chance on ranged attacks against the closest visible enemy. |
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. |
Gain +15 aim against unflankable enemies and additional +15 aim if they are large or flying. |
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic. |
Holotargeting enemies also reduces will by -20. |
Special shot with a bonus to hit that does half damage but confers defense and dodge penalties and forces target to change position if it hits. |
Fire a shot that detonates explosives carried by the enemy. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
As a free action, reload your weapon. Can be used every 3 turns. |
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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 | |