WARFRAME Wiki
Register
Advertisement
WARFRAME Wiki

A Sniper Rifle is a type of Primary Weapon designed to fire high-damage shots with high accuracy at very long ranges.

Mechanics[]

The primary feature of Sniper Rifles is their sniper scopes, which allows them to zoom in further than other ranged weapons when aiming (default RMB ), allowing for precise shots when firing at long range. Sniper Rifles can adjust the magnification of their zoom by tapping the alt fire key (default MMB ), making it cycle between zoom levels. The current zoom level and final zoom magnification are displayed on the right side of the scope while a rangefinder indicating distance to the target is displayed on the left side.

Zoom Buffs[]

Each zoom level also has a corresponding buff to one of the Sniper Rifle's stats, with higher magnifications granting greater bonuses, though leading to a corresponding decrease in field of view. The type of buff granted, which is displayed just below the current zoom magnification, is dependent upon the individual model of Sniper Rifle, ranging from increased critical chance, critical multiplier, or headshot damage. These zoom buffs, which are intrinsic to the weapon and cannot be modified, generally stack additively with similar buffs from mods. (The zoom bonuses of the Lanka Lanka and Komorex Komorex are exceptions to the rule.)

Shot Combo Counter[]

Another feature unique to Sniper Rifles as ranged weapons is their Shot Combo Counter, which gives them a bonus to their total damage if they successfully hit their shots multiple times in succession (affected by Multishot mods). Each Sniper Rifle requires a minimum number of shots, referred to as Minimum Combo, before the Shot Combo Counter activates, starting with a damage bonus of 1.5x. Another 0.5x damage is added to the counter each time the Shot Combo Counter reaches a number of hits three times the amount needed for the previous damage bonus milestone (for example, a Sniper Rifle with a Minimum Combo of 4 would require 4/12/36/108/324/... combo for a 1.5x/2.0x/2.5x/3.0x/3.5x/... damage multiplier). While a shot combo is active, the current combo count and damage multiplier (if combo count is at least Minimum Combo) is displayed below the aiming reticle while zoomed in.

Formula for determining minimum combo required to reach a certain damage multiplier from shot combo counter.

Approximate formula for determining resultant damage multiplier from shot combo counter depending on minimum shot counter.

The Shot Combo Counter takes into account successful multiple hits achieved via Punch Through, and weapons with Multishot will count each successful hit from the same shot as multiple shot instances, ex. if two bullets from a single Multishot hit the same target, then the Shot Combo Counter will register that as two hits. The Shot Combo Counter will be reduced by 1 after a short period of time that no successful hits have been made, or if the player misses a shot. All sniper rifles have a 2 second combo duration, with the exception of the Lanka Lanka, which has a 6 second combo duration. This duration can only be extended with Mod TT 20px Harkonar Scope.

  • Area-of-effects and damage over time have no affect on the Shot Combo Counter.
  • To build combo and benefit from its multiplier need to be scoped in.
    • The exception is CollectiveCurseIcon Collective Curse, which considers linked damage as scoped sniper shots.

Sniper Rifles[]

Zoom and Minimum Combo Stats[]

Sniper Rifle Zoom Level Buff Minimum Combo
Komorex Komorex 2.0x -50% Recoil, +2m Punch Through 5 shots
3.5x +100% Damage, +3m Explosion Radius, -75% Fire Rate
Lanka Lanka 3x +20% Critical Chance 2 shots
5x +30% Critical Chance
8x +50% Critical Chance
Perigale Perigale 2x +20% Critical Multiplier 1 shot
4x +40% Critical Multiplier
Rubico Rubico 3.5x +35% Critical Multiplier 1 shot
6x +50% Critical Multiplier
RubicoPrime Rubico Prime 2.5x +35% Critical Multiplier 1 shot
5.0x +50% Critical Multiplier
Snipetron Snipetron
SnipetronVandal Snipetron Vandal
2.5x +30% Headshot Damage 3 shots
6x +50% Headshot Damage
Sporothrix Sporothrix 2.7x +50% Headshot Damage 1 shot
Vectis Vectis 3x +30% Headshot Damage 1 shot
4.5x +50% Headshot Damage
VectisPrime Vectis Prime 3.5x +40% Headshot Damage 5 shots
6x +60% Headshot Damage
Vulkar Vulkar
VulkarWraith Vulkar Wraith
2.5x +35% Headshot Damage 2 shots
4x +55% Headshot Damage
8x +70% Headshot Damage

Sniper Mods[]

In addition to being able to equip Rifle Mods, Primary Mods and any applicable weapon-specific mods, all Sniper Rifles can be upgraded with the following Sniper Mods:

Name Description Polarity Rarity Subcategory
Mod TT 20px Aero Agility Increases reload speed during Aim Glide. Naramon Pol Rare Set Mod
Mod TT 20px Charged Chamber Increases damage for the first shot in a magazine Madurai Pol Uncommon None
Mod TT 20px Depleted Reload Increases reload speed
Reduces magazine size
Naramon Pol Rare Corrupted
Mod TT 20px Emergent Aftermath Increases reload speed temporarily on kill
Exclusive to PvP
Madurai Pol Rare None
Mod TT 20px Harkonar Scope Increases a sniper rifle's combo duration while aiming. Naramon Pol Uncommon None
Mod TT 20px Lie In Wait Increases fire rate while crouching
Increases recoil
Exclusive to PvP
Madurai Pol Uncommon None
Mod TT 20px Primed Chamber Increases damage for the first shot in a magazine Madurai Pol Rare None
Mod TT 20px Primed Sniper Ammo Mutation Converts any unused ammo types collected into Sniper Ammo Naramon Pol Legendary None
Mod TT 20px Sharpshooter Increases energy upon a headshot kill Naramon Pol Rare None
Mod TT 20px Sniper Ammo Mutation Converts any unused ammo types collected into Sniper Ammo Naramon Pol Rare None
Mod TT 20px Target Acquired Increases headshot multiplier Madurai Pol Rare None

Trivia[]

Patch History[]

Update 27.4 (2020-05-01)

  • Added a ‘click’ sound when cycling through zoom options with Sniper Rifles.

Update 22.0 (2017-10-12)

  • Reticle sway removed from all zoom levels!
  • 1 meter punch through added to all snipers without any to start with (snipers with innate punch through unchanged).
  • 1 combo count removed at a time when duration runs out instead of all of them (decay vs. cooldown).
  • 1 combo count removed on miss instead of all of them.
  • Additional bullets from multishot will each count as their own hits and misses in the combo counter.
  • Combo duration reduced to 2 seconds for all snipers apart from Lanka which is reduced to 6.
  • Damage fall off begins at 400 meters and ends at 600 meters with damage reduced to 50% past 600 meters.
  • All trace fire weapons trace distance reduced to 300m apart from Sniper Rifles which stay at 1000m.
Advertisement