Sharpshooter (TJ): Difference between revisions
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! style="border-width: 0 2px 2px 0; border-color:#83c0ce; background-color:#17181a;" | {{Rank (LW2)|0|b_name=1}} | ! style="border-width: 0 2px 2px 0; border-color:#83c0ce; background-color:#17181a;" | {{Rank (LW2)|0|b_name=1}} | ||
| style="border-color: #83c0ce; width=30%;" | None | | style="border-color: #83c0ce; width=30%;" | ''None'' | ||
| style="border-color: #83c0ce; width=30%;" | [[File:Arrows.png|36px|to|link=]] | | style="border-color: #83c0ce; width=30%;" | [[File:Arrows.png|36px|to|link=]] | ||
| style="border-color: #83c0ce; width=30%;" | {{Lead The Target (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | | style="border-color: #83c0ce; width=30%;" | {{Lead The Target (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
Revision as of 05:29, 10 July 2025

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.
Differences From LWOTC
The sharpshooter in Ted Jam is almost entirely unchanged, save for one major power spike by granting Lead The Target at Squaddie. This is a massive boost to power throughout the entire campaign. Other than that, they also receive two perk swaps and many new perks in their xcom row.
SQ: gains Lead The Target
SSGT: Reposition to Stay On Target
MSGT: Serial to Watchful Eye
| Rank | LWOTC Ability | New Ability | |
Squaddie |
None | 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. | |
|---|---|---|---|
Lance Corporal |
No change | ||
Corporal |
No change | ||
Sergeant |
No change | ||
Staff Sergeant |
Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon. |
Removes the cooldown for the Lead The Target ability. | |
Tech Sergeant |
No change | ||
Gunnery Sergeant |
No change | ||
Master Sergeant |
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. |
You get a free overwatch shot when any target you have holotargeted moves or attacks. | |
Abilities
Mouse-over
for more information.
| 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. |
|---|---|---|---|
| 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. |
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). |
Removes the cooldown for the Lead The Target ability. |
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. |
You get a free overwatch shot when any target you have holotargeted moves or attacks. |
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 |
Fire your primary weapon just over the target's head, causing them to panic. This attack deals no damage. Uses 2 ammo. 1 use(s) per mission. |
You deal +2 damage while concealed and +1 damage while flanking your target. Passive. |
Fire a shot at a target. If this attack is lethal, its AP cost will be refunded. |
Gain concealment that is broken if you move. Only works in full cover. Has a 4 turn cooldown. Free action. |
Gain +3 Mobility and +10 Aim while concealed. |
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. | |
Grants one free smoke grenade item to your inventory. |
Distance makes it hard to focus on the soldier. Provides bonus defense and dodge based on distance from the attacker. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Kills with your primary weapon restore 1 ammo. |
Grants 1 free battle scanner item to your inventory. |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. Can only be used while concealed. |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. | |
Your standard assigned weapon attacks deal +50% more damage to inanimate objects such as relays and gas tanks. |
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies. |
Immediately enter concealment once per mission. |
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. |
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. |
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health. | |
Scan an area with the holotargeter, attempting to reveal hidden foes. |
Allow Overwatch to trigger with Squadsight. |
Your ranged attacks deal +2 more damage to units at 50% HP or less. |
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. |
You get 10 Aim and 10 Crit chance on ranged attacks against the closest visible enemy. |
Your primary weapon attacks shred armor. | |
Immediately grants concealment that is automatically broken after 2 turns. |
If you did not move last turn, gain +10 Aim and +10 Critical chance. |
Gain additional +15 aim and +15 crit against holotargeted units. |
Gain +1 damage to your primary weapon attacks for each turn that you do not move. Passive. |
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will. |
Your associated weapon attacks inflict bleeding, dealing 7.5% of the target's max HP (rounded up) damage per turn for 3 Turn(s). |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. | |
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. |
The soldier is much more difficult to detect while concealed. Also, small bonuses to aim and crit while in concealment. |
Grants +1 charge to every utility item and grenade equipped. |
Focus: Collect 1 intelligence each turn. Intelligence provides offense and defense to all allies (max 5). Also adds 'Decisive Action' Ability. |
Hunker Down now confers +20 Aim and +20 Crit to the first shot on the following turn. |
Your grazing attacks are automatically upgraded to normal hits. |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. | |
Equipped medikits have 2 extra charges. |
Fire a shot that detonates explosives carried by the enemy. |
Your ranged attacks gain +2 armor piercing and +15 aim against units in cover. |
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. |
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. |
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 | |