Sniper (LWR)

Long War Rebalanced Snipers are akin to the vanilla Sniper. With Squadsight as their first ability, they're able to inflict long range damage on enemy targets from a position of safety.
- Primary Weapon: Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines.
- Secondary Weapon: Pistols, Machine Pistols.
- Class-Limited items: Sniper Rifles.
- Attribute Growth: Aim x3.
Abilities
| Rank | Ability | ||||||
|---|---|---|---|---|---|---|---|
Specialist |
Squadsight
Allows firing with long-range weapons around some obstacles and beyond 18 tiles at targets with a spotter (an ally at 0 AP that can see the target). Grants +2 aim per ally (+8 per scout) can see the target and -5 aim for each tile beyond 18. Overwatch and reaction shots are still limited to 18 tiles. Other abilities that consider the number of enemies in sight will also include any enemies in squadsight. | ||||||
Lance Corporal |
In The Zone
Shooting with a steadied weapon allows this unit to fire 3 additional chain shots until they run out of ammo or targets. Chain shots have a stacking -20 crit malus. If this unit has not moved, standard shots outside an ITZ chain gain +15 aim/crit and trigger a free reload. |
Magnum
Sniper rifles, strike rifles and pistols gain +50% weapon damage. Standard and Precision shots pass through to enemy units behind the target (up to 24 tiles, non-reaction shots only, not amplified by target modifiers). |
On The Ready
Being Combat Ready grants +35% base weapon damage. Non reaction shots grant Combat Readiness. If this unit's last action was a shot or a manual activation of combat readiness, overwatch activates at the end of the turn (except when at risk of triggering reaction fire). | ||||
Corporal |
Sharpshooter All shots gain +15 aim against biological targets. |
Opportunist
Reaction shots gain +10 aim and can critically hit. |
Disabling Shot
Fire a 0 AP 1 damage shot that disables the target's main weapon. Grants +1 ammo to primary weapons. Does not work against mechanical targets (except SHIVs). Cannot be used after activating In The Zone. 3 turn cooldown. Only for Sniper/Strike Rifles. | ||||
Sergeant |
Ranger
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw/rocket range. Sidearms additionally gain +2 damage, +20 aim, and 1 AP reloads. |
Executioner Grants +1 damage and +20 aim against targets at or below half HP. Double the effects if using a sidearm. |
Shadowstep
This unit gains +0.6 mobility and does not trigger reaction shots or pursuit when walking (not dashing). After repositioning, shots gain +25% crit damage until next turn. | ||||
Tech Sergeant |
Precision Shot
Fire a shot that has no squadsight penalties, +30 aim, and +30 crit. The shot will never graze. 3 turn cooldown. Only for Strike/Sniper Rifles. | ||||||
Gunnery Sergeant |
Impact
Shots gain +10 penetration. Non-reaction shots disable their target's Overwatch and Reactive Targeting Sensors. |
Vital Point Targeting
When hitting humans or autopsied biological aliens: steadied shots, reaction shots, or shots at targets not protected by cover double the bleed chance and deal 30% more damage. |
Bring 'Em On
This unit gains +0.5 damage on standard shots and incoming non-psionic attacks have a +5% graze chance for each enemy in sight. | ||||
Master Sergeant |
Extra Conditioning
Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Lone Wolf
Grants 10 aim, crit, def and crit resist if not within 6 tiles of an allied unit. | |||||
Tactical Advice
Snipers are quite similar to vanilla, but there are a few differences. In The Zone and On The Ready are good choices for taking multiple shots per turn, but the additional damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with On The Ready and ITZ; high cap mags are a good item for them.
Snipers can use Sniper Rifles, which are powerful and effective at range, but only allow firing if the user hasn't moved. They can also use Strike Rifles, which can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticeably less damage potential. Snipers can use Assault Rifles as well, but this isn't particularly useful in practice.
Sample Builds
NOTICE: These builds are for 1.53 and are not updated to 1.54, use with caution
In The Zone Sniper
The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. This optimal turn pattern of Steadying > Shoot x 3 > Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. On the other hand, a timely Command charge from an officer or a lucky free action can greatly increase overall damage per turn.
Recommended Weapons: Sniper rifle. A strike rifle is not recommended due to the mandatory steadying setup of ITZ which discourages movement. Secondary Autopistol.
Recommended Equipment: High Cap Mags (if Kitted wasn't taken), Aim-increaser, Bipod, Damage boosters, Special ammo.
Notes:
- Several ranks have a wide perk choice for the build:
- At CPL, A steadied Disabling Shot is nearly guaranteed so it can be a useful utility, and also eliminates the need for extra ammo from an item. Sharpshooter is a straightforward aim increase that is relevant for most of your shots.
- At SGT, Executioner makes your main shots more reliable while Ranger gives you a little bit of everything and a significantly better secondary weapon to use while on the move.
- At GSGT, Impact gives overwatch-clearing utility and a bit of damage, Vital Point Targeting gives your initial steadied shot 30% more damage, and Bring 'Em On is a damage/survivability increase that becomes better when the situation gets worse.
- At MSGT, Extra Conditioning gives you a little bit of flexibility and a precious free action chance, but Lone Wolf is a generic stat-increasing perk.
Magnum Sniper
The Magnum Sniper specializes in delivering high single target damage at Squadsight range. Depending on the situation, the Sniper must decide whether to shoot directly at a high value target, steady their weapon, or enter overwatch to prepare to respond to alien actions. The former offers more flexibility with high instant damage on the normal shot (+80% from Magnum). Steadying offers more aim and pen but delays a turn. Overwatch sacrifices crits and the ability to pick a specific target for cover bypassing and a potential second shot from psionics or gene mods. Due to the inability of this build to fire more than once per turn outside of Inner Fire or Enhanced Metabolism, any missed shot has a high opportunity cost. Steadying is generally a good idea if preparing to pick off a specific high value target. Magnum also affects the soldier's sidearm, giving them a potent secondary to use when on the move (if using a sniper rifle) or at close range.
Recommended Weapons: Sniper or Strike Rifle. Sniper rifles for more damage and penetration; Strike rifles for more flexibility and maneuverability.
Recommended Equipment: High Cap Mags, Aim-increaser, Damage boosters, Special ammo.
Notes:
- Strike Rifle users will value Shadowstep a lot more due to the extra crit damage after moving, extra movement, and ability to avoid being locked down by enemy reaction fire
- Impact pairs well with Shadowstep to remove Overwatch without consumables, VPT will increase damage significantly against biological targets while on Overwatch or flanking, and BEO will provide a more general damage increase
On The Ready Sniper
Overwatch Sniper
The Overwatch sniper is the most flexible and mobile build for the sniper rifle, but it sacrifices the safety of Squadsight and the ability to choose your target. On the Ready snipers require little setup to start shooting twice per turn, and they eliminate downtime by allowing you to shoot every turn after either a dash or a reload. Combined with gene mods and equipment that enhances reaction shots, the On The Ready sniper provides a significant and consistent increase in a squad's damage over time. This build also requires the least aim, as targets caught by a reaction shot have decreased defense and DR from cover. Lastly, it is important to note that this build will need a reliable source of clearing or avoiding enemy overwatch to work.
Recommended Weapons: Sniper rifle
Recommended Equipment: High Cap Mags, Prediction Computer, Aim/Crit/Damage-increasers
Notes:
- Strike Rifles are usable, but don't give much extra flexibility as compared to the flexibility On The Ready already provides.
- This sniper is an ideal gene soldier. PTracking, Adrenaline Neurosympathy, and Enhanced Metabolism make this build stronger.
- At SGT, Both Ranger and Shadowstep turn the sniper's secondary into a quite potent weapon on standard shots and reaction shots. Both can benefit from many of the Sniper's perks including OTR, Opportunist, VPT, Impact, and EC.
- Shadowstep gives an easy retreat option for the build using Squadsight the least, and the secondary gains +4 crit damage. Excellent with autopistol.
- Ranger gives a +1 damage boost and grants pistol aim at long range.
- At GSGT, Impact gives +1 pen and allows you to clear your own overwatch, VPT makes reaction shots much more potent, and BeO is a generic damage/survivability increase (but only for the primary weapon).


















