The tool of choice for scouts and assassins, Sniper Rifles offer a high damage, high range solution, in exchange for minimal heat capacity.
Whilst a Sniper Rifle is equipped, if you sacrifice all movement speed at the start of your turn, your effective range is doubled.
To improve your effectiveness with Sniper Rifles, you can spend Talent Points on the 'Sniper Rifle Training' skill under 'Combat Talents'.
Description - The Mantis is a common Sniper Rifle, found just as easily in the hands of C-Sec officers as Military personnel. Due to its focus on high power shots, many professionals who adopt the "one shot, one kill" mentality still carry a Mantis late into their careers.
Damage - 1d12 Combat
Heat - 1
Range - 10m
Cost - 3500
Bonus - N/A
Description - More akin to a long range assault rifle, the Raptor is ideal for those who want to maintain the range of a sniper rifle, without sacrificing firing speed.
Damage - 1d8 Combat
Heat - 3
Range - 8m
Cost - 6500
Bonus - On a successful hit with this weapon, you may spend a Bonus Action to make a second attack against the same target.
Description - The Incisor utilises a 3-round burst firing pattern that does not sacrifice accuracy or heat capacity, allowing users to land successive shots on the same target with a single squeeze of the trigger.
Damage - 3d6 Combat
Heat - 2
Range - 9m
Cost - 10,000
Bonus - N/A
Description - There are very few fully automatic sniper rifles on the galactic market, and even fewer are able to output the kind of performance to keep up with traditional high-power rifles. The Indra's rapid fire rate and quick-adjust scope allow for quickly switching targets mid-fire without the need of a traditional spotter or VI targeting.
Damage - 4d4 Combat
Heat - 2
Range - 7m
Cost - 13,000
Bonus - When attacking with this weapon, you may choose to attack a single target for 4d4 damage or you may choose to attack 2 targets with the same roll and deal 2d4 damage to each.
Description - The Javelin is a Geth design that ditches traditional rifle ballistics in favour of a high pressure stream of ferrofluid, cutting through solid objects over long distances regardless of local weather or gravity.
Damage - 1d20 Combat
Heat - 1
Range - 12m
Cost - 16,500
Bonus - This weapon ignores light cover. Add an extra 1d20 damage when targeting Armour.
Description - Based on a centuries old Quarian weapon, the Geth were able to adapt the weapon to suit their needs. Eventually, a company was able to recreate the design, reducing the recoil to be safe for non-synthetics to use without sacrificing its impressive stopping power.
Damage - 2d12 Combat
Heat - 1
Range - 15m
Cost - 20,000
Bonus - For an additional 5000 credits, a competent weapons technician can install a 'Black Widow' module that increases the heat capacity to 3.
Description - Specially designed for N7 recruits during a harsh survival training exercise, these sniper rifles have been proven to be highly effective in almost all terrain and have now become the sniper rifle of choice for several Spec Ops groups.
Damage - 3d6 Combat
Heat - 4
Range - 10m
Cost - 23,000
Bonus - On a successful hit with this weapon, you may spend a Bonus Action to make a second attack against the same target.