Sniper

From Cyber Knights: Flashpoint Wiki

Sniper Class[edit | edit source]

The Sniper is a combat-aligned class that does not require an Implant to train, meaning anyone on the team can become a Sniper if they spend the training points. True to the name, Snipers have a strong affinity for Sniper Rifles and often want a Revolver as their secondary weapons, as most Sniper Talents directly benefit both Weapon types. Both of these types come with bonus to Critical Hit damage, leading to Critical hit chance as a major focus of the Talent Tree.

Snipers may also play a more supportive role, delivering significant buffs to accuracy and critical hit chance to multiple mercs on the team (including themselves), which can make them powerful combatants even without their eponymous rifles.

Snipers have meager offerings for stealth Missions with no way to bypass Security Devices. The stealth-aligned talents that do exist mostly deal with attempting to quietly kill multiple Guards, not bypass them.

Talent List[edit | edit source]

Icon Name Charges Recharge Turns Action Point Cost Description
Deathwatch 2 5 0 Until your next Turn, using a Single Shot weapon gain +10% All Ranged Accuracy while taking up to # reaction shots (1 + shots by AP) at enemies moving or attacking in your weapon's Overwatch Arc. Your Initiative for the next Turn is set at your current Initiative - 2.
Pathfinder 1 5 1 Engage Pathfinder to make no sound while moving and gain +10% Move Speed for remainder of the Turn, canceled by any attack.
Empty Lung 1 4 2 Engage Empty Lung to use up to 2 AP to move (Sprinting speed) without generating Recoil or canceling buffs usually canceled by movement (such as Hit Streak).
JTAC 1 5 0 Designate an area (10m radius) within 35m, and while teammates are inside the area they gain +10% ALL Accuracy and +10% Crit Chance. Area lasts for 2 Turns.
Perimeter-Eye 1 5 0 Scope a visible enemy within 35m, and predict next movement of any enemies within 10m until end of next Turn. Cannot predict targets in active combat.
Weak Spot 1 5 0 This Single Shot attack gains extra +20% of Ballistic as extra Pure Dmg.
Rapid Ready 1 6 0 If this attack kills your target, immediately reload your Single Shot weapon and buff yourself with +10% of Ballistic as extra Pure Dmg for remainder of the Turn.
Skullshot 1 6 0 If this Single Shot attack kills your target, buff yourself with +3 Action Points for remainder of the Turn. At max, activates once per Turn.
Zeroed Sights 1 5 0 This Single Shot attack gains extra +10% Optimal Range and Ignore up to 3 Recoil.
Fleeting 1 4 0 When killing an Unaware or Suspicious target, immediately lower your Alarm Level to Hunted (enemies must re-acquire you) and gain +10% Accuracy against Unaware or Suspicious targets for remainder of the Turn. At max, activates once per Turn.
Quiet Kill 1 4 0 When killing an Unaware or Suspicious target, gain +10% All Ranged Accuracy and +15% Crit Chance until end of next Turn. At max, activates once per Turn.
Nest 1 5 0 Buff yourself with +25% Stealth Crit Chance and +25% of Ballistic as extra Pure Dmg until end of next Turn. Canceled by any movement.
Hit Streak 2 5 0 If your attack deals damage, start a Hit Streak or extend your Streak's duration. While on your Hit Streak, gain +3% Crit Chance per Hit in the Streak. Expires at end of next Turn or is canceled by movement or missed attack.
Strike Zone 1 5 0 Designate an area (10m radius) within 35m, and while enemies are inside the area they are debuffed with +10% Crit Vulnerability, -10% Kinetic Armor, -10% Ballistic Armor and -10% Evasion. Area lasts for 2 Turns. Cancels enemy Overwatch when first activated.


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