Headshot (Squaddie)
Headshot increases the probability of critical hits and increases the damage critical hots inflict. 2 turn cooldown.
Snapshot (Corporal)
Snapshot allows the sniper to shoot after movement. Shots taken this way suffer an aim penalty.
Squadsight (Corporal)
Squadsight allows a sniper to fire on any in-range target that any other squad member can see.
Gunslinger (Sergeant)
The sniper scores an extra 2 damage when using a pistol. Useful at very close range where the Sniper’s rife is ineffective.
Damn Good Ground (Sergeant)
Grants the Sniper additional bonuses to Aim and Defense when positioned on high ground.
Disabling Shot (Lieutenant)
The Sniper can choose to fire a special shot which disables the target’s weapon. Damage is minimal but the weapon cannot be used without the target implementing a Reload action.
Battle Scanner (Lieutenant)
A small grenade like object that increases the Sniper’s vision near the target area for two turns. May be used twice per engagement.
Executioner (Captain)
The Sniper gains an Aim bonus against wounded enemies.
Opportunist (Captain)
Makes reaction shots more accurate and deadly.
Low Profile (Major)
Any cover now counts as Full Cover.
In the Zone (Colonel)
Targets without Cover or Flanked targets may be attacked once per turn without expending an action.
Double Tap (Colonel)
A Sniper who chooses not to move at the beginning of their turn may make two attacks, including Headshots and Disabling Attacks. Double Tap has a one-turn cooldown.


