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 |
Sharpshooter All shots gain +15 aim against biological targets. |
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. |
Opportunist
Reaction shots gain +10 aim and can critically hit. | ||||
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 |
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. | |||||
Stat Progression
Predictable Potential:
| Rank | Attribute Gains | |||
|---|---|---|---|---|
| - | +14 | - | +4 | |
| - | +2 | - | +1 | |
| - | +2 | - | - | |
| - | +2 | - | - | |
| - | +2 | - | - | |
| - | +2 | - | - | |
| - | +1 | - | - | |
| Total | - |
+25 |
- |
+5 |
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 high 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 ranges, but only allow firing if the user hasn't moved. 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.
Sample Builds
Reflex Sniper
The Reflex Sniper's skills are a mix between In The Zone and Mayhem snipers as it has the most aim and little prep time. It has the least damage, but it's distinguishing strength is its flexibility and ease of use. It features both burst and sustained damage, depending on how you choose to spend the sniper's shots - concentrating your fire on one target, weakening two targets, or firing once and using overwatch afterwards. Impact's +1 penetration and Executioner's +2 damage make this sniper perfect for dealing with mutons, especially if they are whittled away with Mayhem Suppression/Flush/Psionic support. Recommend for new players or if a sniper rolls very badly on their aim promotions.
Sample Reflex Sniper Build: Double Tap -> Impact -> Executioner -> Precision Shot -> Disabling Shot -> Extra Conditioning
Recommended Equipment: Alloy Bipod, Alloy Jacketed Rounds
Note: Bring 'Em On can be taken instead of disabling shot for more damage.
Overwatch Sniper
The sniper specializes in dealing high single target damage mainly by overwatch. It is extremely effective against targets in cover and biological units. If the shot connects, there is a high chance that the target is dead and a small chance to have its action interrupted. Due to VPT, it is recommended to have a source of flush or be flanking biological units to increase the damage potential.
Sample Overwatch Build: Mayhem -> Impact -> Opportunist -> Precision Shot -> Vital Point Targeting -> Extra Conditioning.


















