Sniper (LWR)

Long War Rebalanced Snipers are akin to the vanilla Sniper, the main difference being that overwatch works with Squadsight. 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, SMGs.
- Secondary Weapon: Pistols, Machine Pistols.
- Class-Limited items:
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. |
Mayhem
Suppression damages enemies immediately with a round of suppressive fire. Suppressive Fire can cause bleeding. |
Double Tap Shooting allows this unit to fire an extra shot if not out of ammo or targets. The extra shot gains +20 aim/crit if it's the same target. 1 turn cooldown after 2nd shot is used. | ||||
Corporal |
Bullseye
Grants +25 aim, +25 crit and +25% crit damage to shots fired at 2 AP, steadied shots or shots at preoccupied targets (double bonus if two conditions are met, triple if all three). |
Holo Rounds Firing at a target holos them for 3 turns [Prevents stealth, incoming shots gain +10 aim and +10 penetration]. |
Impact
Shots gain +10 penetration. Non-reaction shots disable their target's Overwatch and Reactive Targeting Sensors. | ||||
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. |
Sharpshooter All shots gain +15 aim against biological targets. | ||||
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 |
Disabler
All shots gain a 20% chance to jam enemies weapons, forcing a reload before they can fire again (each enemy weapon can only be jammed once). Grants Disabling Shot. 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. |
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. | |||||
Attribute Progression
Tactical Advice
Snipers are quite similar to vanilla, but there are a few differences. Overwatch now has unlimited range with Squadsight. In The Zone and Double Tap remain good choices for taking multiple shots per turn, but the addition of +100% damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with Double Tap and ITZ; high cap mags are a good item for them.
Snipers can use Sniper Rifles, which are powerful and effective at extreme ranges, but only allow firing if the user hasn't moved, but they can also use Strike Rifles, which are shorter range sniper rifles that can be fired after moving. Snipers can use Assault Rifles as well, but this isn't particularly useful in practice, since the Infantry class generally performs better with Assault Rifles.
Sample Builds
Heavy Sniper
This build orients the Sniper into an effective, single target, high damage, unit with effective action economy. While this Sniper is less effective in the early game, it will gain power as the Sniper levels up and as better equipment becomes available. Mayhem doubles the damage output of the Sniper when it strikes a target, assuming a high damage hit of 7 damage with a ballistic Sniper rifle, Mayhem can transform that to 14 damage, Mayhem also helps the Sniper punch through enemy damage resistance. Death From Afar and the end game Lone Wolf gives a near universal boost to the Sniper who typically should be operating at squadsight range, although all Corporal perks are viable for this build. Sharpshooter helps the Sniper hit and punch through targets in cover. Vital Point Targeting provides a further significant boost to damage output to exposed organic targets.
Sample Heavy Sniper Build: Mayhem -> Death From Afar -> Sharpshooter -> Precision Shot -> Vital Point Targeting -> Lone Wolf.
Note: High Will snipers can benefit from certain psionic items that boost accuracy.
Recommended Equipment: Scope, High Cap Mags, Neural Gunlink, Alloy Bipod.


















