- For the analogous class from XCOM: Enemy Unknown, see Sniper Class.
The Sharpshooter Class is a soldier class in XCOM 2; any Rookie soldier can become a Sharpshooter in the Armory once they earn enough XP during missions or Covert Actions.
Description[]
“ | Just like it sounds, our sharpshooters engage enemy targets with pinpoint accuracy from extreme range. They're also trained in pistol marksmanship for the occasional close encounter. | ” |
–-Soldier Training Selection, XCOM 2 |
Weapons[]
The Sharpshooter class utilizes high-caliber sniper rifles as primary weapons and pistols as secondaries. The Sharpshooter does not need to manually switch to the Pistol to use it, with both pistol attacks and pistol overwatch being available as commands to instantly use the weapon. Special ammo carried by Sharpshooters will apply to both their rifle and pistol attacks; weapons attachments do not affect pistols, however.
Sniper Rifles[]
Sniper Rifles are a primary weapon type restricted to Sharpshooters. Sniper Rifles, except for Darklance, always require two action points to fire (i.e. using a Teamwork perk or a similar ability will enable a sharpshooter to shoot only a pistol; however, scoring a kill with activated Serial ability will allow shooting a sniper rifle again, and a kill when Death From Above ability is acquired will not end the turn [explanation needed]) and suffers a penalty to hit at close range.
Sniper Rifles | ||||||||
---|---|---|---|---|---|---|---|---|
Name | DLC | Damage | Crit DMG | Crit Chance | Clip Size | Range | Mod Slots | Notes |
Sniper Rifle | 4–6 | +2 | +10% | 3 | Long* | 1 | ||
Gauss Rifle | 6–8 | +3 | 2 | |||||
Plasma Lance | 8–10 | +4 | 2 | |||||
Darklance | WotC | 8–10 | +4 | Superior Scope Superior Auto-loader Superior Hair Trigger Superior Stock |
Only needs one action to fire, though firing still ends turn |
* Aim penalty when shooting at close range.
Pistols[]
Pistols are a secondary weapon type restricted to Sharpshooters. Pistols cannot be used in conjunction with Squadsight ability.
Pistols | |||||
---|---|---|---|---|---|
Name | DLC | Damage | Crit DMG | Range | Additional effect |
Pistol | 2–3 | +1 | Short* | ||
Mag Pistol | 3–4 | +1 | |||
Beam Pistol | 3–6 | +2 | |||
Darkclaw | WotC | 4–7 | +2 | Ignores 5 armor |
* Aim penalty when shooting at far range.
Shadowkeeper Pistols[]
Alien Hunters DLC content. Pistols are a secondary weapon type restricted to Sharpshooters. Comparable to each tier pistol, but has improved aim (+10%) and chance to critical hit (+15%). Has the special ability of Shadowfall, a pistol shot that is guaranteed to hit, and if the target is killed, the shooter gains concealment.
Only a single Shadowkeeper pistol is available per play-through for all upgrade tiers, so if the Shadowkeeper is lost during a mission a replacement cannot be built, though it can be recovered just the once during the Enhanced and Powered Shadowkeeper upgrade in Engineering -- Built Item -- Weapons purchase. 'Captured' soldiers and their limited equipment may be rescued during a possible Rescue VIP mission that may spawn at a later time.
Shadowkeeper Pistols | ||||||
---|---|---|---|---|---|---|
Name | Damage | Crit DMG | Crit Chance | Range | Aim | Notes |
Shadowkeeper | 2–3 | +1 | +15% | Short* | +10% | Grants Shadowfall ability |
Enhanced Shadowkeeper | 3–4 | +1 | ||||
Powered Shadowkeeper | 3–6 | +2 |
* Aim penalty when shooting at far range.
Abilities[]
SHARPSHOOTER | ||||
---|---|---|---|---|
Rank | Ability | Description | ||
Squaddie |
Squadsight | You can target enemies within squadmates' sight, provided there is line of sight to the target. | ||
SNIPER | GUNSLINGER | |||
Ability | Description | Rank | Ability | Description |
Long Watch | Allow Overwatch to trigger with Squadsight. | Corporal |
Return Fire | When targeted by enemy fire, automatically fire back with your pistol once per turn. |
Deadeye | Take a shot with a small aim penalty for a significant damage boost. 2 turn cooldown. | Sergeant |
Lightning Hands |
Fire your pistol at a target. This attack does not cost an action. 3 turn cooldown. |
Death From Above | Killing an enemy at a lower elevation with your sniper rifle allows you to take a single extra action. | Lieutenant |
Quickdraw | Firing your pistol with your first action no longer ends your turn. |
Kill Zone | Take a reaction shot against any enemy that moves or attacks within a cone of fire. 3 turn cooldown. | Captain |
Faceoff | Fire once at every visible enemy with your pistol. (Does not target explosives.) 3 turn cooldown. |
Steady Hands | If you didn't move last turn, gain +10 aim and +10 critical chance. | Major |
Aim | Hunker Down now confers +20 aim to the first shot on the following turn. |
Serial | Each kill made with your sniper rifle completely restores your actions. With each consecutive kill you get a critical chance penalty.
4 turn cooldown. |
Colonel |
Fan Fire | Fire the pistol 3 consecutive times at a single target. 3 turn cooldown. |
Deadeye[]
- The actual penalty to Aim can be higher than the stated -25%, because it is not a flat number but a percentage decrease from the overall Aim value of a shot. Some actual penalty values and the resulting shot accuracy: for 133% Aim shot the penalty is -33% resulting in 100% accuracy, at 150% Aim the penalty is -37% resulting in 113% accuracy, at 161% Aim the penalty is -40% resulting in 121% accuracy.
- The damage bonus is +50% to the minimum damage value and to the maximum damage value after applying different factors (e.g. Breakthrough damage bonuses), calculated separately and then rounded down to a whole number. Some examples: 8-10 damage becomes 12-15, 6-7 damage becomes 9-10.
Tactical Information[]
- Main article: Sharpshooter Class (XCOM 2)/Guides