excellent in XCOM: Enemy Unkown. Their accuracy actually increases the further
they are from their target (within reason), putting them out of danger for most
battles. Their rifles have high damage output and high critical chance, though
unless you unlock a certain ability, Snipers cannot fire their rifles and move
in the same turn. As such, it is recommended that you equip this class with the
best pistol you can get your hands on so that your unit will always have an
offensive option no matter the circumstance.
Colonel ability for the Sniper class makes turns this unit into a death
machine. If positioned correctly, a Sniper can turn the tide of an entire
battle in one move.
not all levels are suitable for a Sniper class. Sometimes they’ll fall behind
the group, too, due to the aforementioned movement restriction. So as awesome
as we found them to be, we only had one Sniper in our squad.
Headshot: Fire a shot
with +30% critical chance and extra damage on critical hits, based on the tech
level of the sniper rifle. 2 turn cooldown.
Corporal Abilities (choose one)
Snap Shot: Removes the
sniper rifle’s restriction on firing and Overwatch after moving. Any shots
taken suffer a -20 Aim penalty.
firing at targets in any ally’s sight radius.
Sergeant Abilities (choose one)
Gunslinger: Confers 2
bonus damage with pistols.
Damn Good Ground: Confers +10
Aim and +10 Defense against enemies at lower elevation, in addition to the
usual elevation bonuses.
Lieutenant Abilities (choose one)
Disabling Shot: Allows the
Sniper to fire a shot that causes the target’s main weapon to malfunction. The
target may use Reload to fix the weapon. The shot cannot inflict a critical
hit. 2 turn cooldown.
Battle Scanner: Scanning
device that, when thrown, creates a new source of vision for 2 turns. Can only
be used 2 times per battle.
Captain Abilities (choose one)
Executioner: Confers +10
Aim against targets with less than 50% health.
the Aim penalty on reaction shots, and allows reaction shots to cause critical
Low Profile: Makes
partial cover count as full.
Colonel Abilities (choose one)
In The Zone: Killing a
flanked or uncovered target with the sniper rifle does not cost an action.
Double Tap: Allows both
actions to be used for Standard Shot, Headshot, or Disabling Shot, provided no
moves were made. 1 turn cooldown.