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- Sniper about to attack
To face the threat of the Soviets' vast manpower reserves, the Euro Alliance found a solution that befits their defensive strategy. Knowing that, during the Second Great War, the Soviets were simply sending hordes of badly trained Conscripts together with NCOs that had little to no knowledge about commanding and operating on the field, it became clear the infantry hordes were vulnerable to attacks from hidden positions and at great distances.
Skilled Snipers have no problem in dealing with Soviet troops, taking out targets of opportunity from relative safety while leaving Soviet infantry lines in disarray. After the war, Euro Alliance members decided that there should be at least one Sniper assigned to every infantry company. The best marksmen in each company, who achieved near perfect scores at the firing range, were granted advanced sniper rifles that can fire armor piercing rounds over considerable distances, a weapon much feared among Soviet infantry.
Equipped with a long-range sniper rifle, the Sniper specializes in taking out enemy infantry from distances exceeding the retaliation or detection range. However, they are completely useless against vehicles and buildings.
The Sniper can deploy a ring of sandbags around itself to improve its range and rate of fire. It is recommended to deploy the Sniper on high ground for further range increase. When loaded into an AMC, it enhances its mobility, survivability and rate of fire. The Sniper does not reveal its position when attacking in the shroud, which can be advantageous, especially when the enemy has poor scouting capabilities. Together with Gap Generators, Snipers can be well hidden from the enemy's sight while sniping infantry.
Snipers are most effective against basic infantry with little armor such as Conscripts, Flak Troopers and Archers. They are also excellent counters against lone Epsilon Adepts or Attack Dogs, killing them off instantly from a distance. On the other hand, better armored infantry such as Tesla Troopers, Brutes and Knightframes require several shots. Although most infantry cannot survive being in a sniper's sights for long, it lacks the power to quickly kill those with exceptional durability. Examples such as Volkov, Zorbfloaters and Giantsbanes are very difficult to take down by a lone Sniper. However, unlike Viruses, multiple Snipers can work together and attack the same target in attempt to remove such threats.
Regrettably the Sniper has other drawbacks as well. Its slow rate of fire makes the Sniper disadvantaged in close quarters, where it can be swarmed. A couple of Attack Dogs can easily overwhelm the lone Sniper. It is also very fragile, and completely defenseless against vehicles or air units. In addition, the Sniper is only available at Tier 3 and has limited effectiveness in the late game, unless massed in numbers.
- Burned Alive (cooperative)
- Enforcers (cooperative)
- Technologic (cooperative)
- Think Different
- Killing Fields
- Brain Reset (cooperative)
- Awake and Alive
- Hypothermia (cooperative)
- Snipers are first encountered as enemy units in Archetype. If the Terror Drone prototype is destroyed or the second objective is completed, a squad of Snipers will be paradropped into the area.
- The Sniper first appears as a controllable unit in Zero Signal, but they are not available to train in this mission, Panic Cycle and Sunlight.
- The Sniper becomes trainable in Puppet Master.