NEW Abilities for Trained Snipers
UIName=Name:SNIPED
Name=Trained Sniper
Category=Soldier
Primary=AWPD
Secondary=AWPD
C4=yes ; System assumes the C4 is ligitimately applied, therefore does not seem to crash
Occupier=yes ; I can Occupy UC buildings
OccupyWeapon=AWPD ; The weapon I use while Occupying. Defaults to 0 (Primary)
EliteOccupyWeapon=AWPDE ; The weapon I use while Occupying. Defaults to 0 (Primary)
Prerequisite=BARRACKS,RADAR
CrushSound=InfantrySquish
Strength=210
Pip=red
Armor=none
TechLevel=1
Sight=12
Speed=6
Owner=British
DetectDisguise=yes ; Because, if you are going to fork out the money for it, it should at least have some perks
RequiredHouses=British,NHB
Cost=950
Soylent=300
Points=15
IsSelectableCombatant=yes
VoiceSelect=SniperSelect
VoiceMove=SniperMove
VoiceAttack=SniperAttackCommand
VoiceFeedback=SniperFear
VoiceSpecialAttack=SniperMove
DieSound=SniperDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
ImmuneToPsionics=yes
Bombable=yes
Deployer=yes
DeployFire=yes
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
AllowedToStartInMultiplayer=no
ElitePrimary=AWPDE
EliteSecondary=AWPDE
PreventAttackMove=no
IFVMode=5
UseOwnName=true
As you can see, the unit is now going to have C4 and in addition, the sniper will be able to identify pesky spies trying to work their way into your base.
NHB forces are unstable, so will not be included for now.
This one looks like from RA2