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Template:Sniper Rifles (TJ)

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Revision as of 21:23, 26 December 2025 by Anthogator (talk | contribs)
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Name Weapon damage
Damage
Critical damage
Crit Damage
Clip Size
Clip Size
Sound Range
Sound Range
Special properties Tech Prerequisites
Prerequisites
Cost Black Market Sell Value
Black Market Value
Supplies
Supplies
Alien Alloys
Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Sniper Rifle
Sniper Rifle
4-6 +2 3 20 +10 Crit Chance XCOM starts with an unlimited supply
Laser Lance
Laser Lance
5-8 +3 3 20 +5 Aim
+10 Crit
Advanced Laser Weapons 25 1 1 - - 10
Mag Long Rifle
Mag Long Rifle
6-11 +4 3 20 +10 Crit Chance Advanced Magnetic Weaponry 40 2 2 - - 20
Gauss Long Rifle
Gauss Long Rifle
8-13 +5 3 20 +10 Crit Chance
1 Armor Pierce
Advanced Coilguns 60 3 5 - - 25
Plasma Lance
Plasma Lance
10-14 +6 3 20 +20 Crit Chance
1 Rupture
Plasma Lance 70 4 5 1 - 35
Auto-Sniper Rifles
Auto-Sniper Rifle
Auto-Sniper Rifle
6-8 +3 1 27 1 Armor Pierce XCOM starts with an unlimited supply
Enhanced Laser Auto-Lance
Enhanced Laser Auto-Lance
10-11 +1 1 9 +15 Aim
-10 Crit
Advanced Magnetic Weapons 40 - 3 - - 20
Prototype Plasma Auto-Long Rifle
Prototype Plasma Auto-Long Rifle
9-14 +6 1 30 +10 Crit Chance
1 Armor Pierce
1 Shred
Advanced Magnetic Weapons 40 4 1 - - 20
Master-Crafted Laser Auto-Lance
Master-Crafted Laser Auto-Lance
14-15 +2 1 20 +20 Aim
-20 Crit Chance
Plasma Lance 80 1 7 - - 40
Turbulent Plasma Auto-Long Rifle
Turbulent Plasma Auto-Long Rifle
12-19 +8 1 30 +20 Crit Chance
2 Armor Pierce
2 Shred
Plasma Lance 80 8 4 - - 40
Harbinger Rifle
Harbinger Rifle
Harbinger Rifle
6-11 +4 3 18 +10 Crit Chance
1 Action to Shoot
Advanced Magnetic Weaponry
Harbinger Rifle Project
30 2 2 - 1x ADVENT Sniper Corpse 15
Strike Rifles
Strike Rifle
Strike Rifle
3-5 +2 4 20 No Scope
Quick Scope
XCOM starts with an unlimited supply
Laser Strike Rifle
Laser Strike Rifle
4-7 +2 4 20 +5 Aim
No Scope
Quick Scope
Advanced Laser Weapons 20 1 1 - - 10
Mag Strike Rifle
Mag Strike Rifle
5-9 +3 4 20 No Scope
Quick Scope
Advanced Magnetic Weapons 30 2 2 - - 15
Coil Strike Rifle
Coil Strike Rifle
6-11 +4 4 20 1 Armor Pierce
No Scope
Quick Scope
Advanced Coilguns 50 3 5 - - 25
Plasma Strike Rifle
Plasma Strike Rifle
8-12 +5 4 20 1 Rupture
No Scope
Quick Scope
Hunter Weapons 60 4 5 1 - 30
Chosen Weaponry
Darklance
Darklance
8-13 +5 3 20 +20 Crit
2 Upgrade Slots
Mark For Death
Hunter Weapons - - - - - -