Hey, folks! I'm back again with another soldier class mod. Today I have the pleasure of introducing the Sniper. The Sniper is a highly-trained specialist unit, capable of precision marksmanship at incredible range and special tactics designed to give the Sniper an edge on the battlefield. In the school of Marksmanship, Snipers are trained to make every shot count. An expert Marksman gets the shot in the right place, at the right time, every time. The Operator is highly-trained in individual battlefield tactics. An expert Operator can ambush their unsuspecting foes from the best available positions, striking with sudden fury and clearing the field for their next targets. Weapons Primary Weapons: Sniper Rifle Secondary Weapons: Pistol Perks Squaddie Sniper Training: You may fire sniper rifles for only 1 action point, but with a -15 aim penalty if fired after moving or attacking. Set Up: You gain Squadsight, but you only gain 1 action point per turn. Ends your turn. Lasts until you move. Corporal Zero In: You gain +10 aim and +10 crit on your first attack if you did not move last turn. This bonus is lost if you move. Low Profile: Treat low cover as high cover. Sergeant Precision Shot: Fire a shot that does +1/+2/+3 damage and has +30 crit. 2 turn cooldown. Cover Target: Overwatch a single target with Covering Fire. This attack may critically hit. Lieutenant Target Leading: You gain +20 aim on reaction fire shots. Enemies suffer -20 dodge against your attacks. Hide: While Set Up, you may enter concealment if you did not attack last turn. This concealment is lost if you move or attack. Your attacks from concealment gain +20 crit. Captain Follow-Up: Once per turn, if you hit with an attack but do not kill your target, you gain a bonus Follow-Up attack against the same target. Relocation: Once per turn, if you hit a target with an attack, gain 1 bonus move. Major Sharpshooter: Treat enemies' high cover as low cover for aim purposes. Sabot Round: Fire a shot that penetrates obstacles and damages enemies in a line. Ignores cover and 2/4/6 armor on targets. 2 ammo. 4 turn cooldown. Colonel Vital Point Targeting: You gain +2/+3/+4 damage with your primary weapon. In the Zone: Killing a flanked or uncovered target grants 1 bonus attack. GTS Ballistics Expert: Reduced aim penalties for Squadsight at long ranges. Known bugs: None, yet. Compatibility: I don't know of any mod conflicts.