← Back to classes

Class record

Marksman

Striker

Tier
2
Difficulty
2 / 5
Main role
Striker
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Ranger mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain 5 skill points to spend on Athletics, Stealth, Medicine, Perception, Survival, Animal Husbandry or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Awareness.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Power or Focus.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Marksman is a single-target ranged powerhouse. They rain heavy damage onto the enemy from afar and can be devastating if not stopped.

Tactical guidance

Playing Marksman

Marksman gain Status Assessment II, which in addition to showing HP also informs you of damage type strengths and weaknesses. Knowledge on what to use against enemies can be very important and this should be used frequently.

Blast Away is a self peeling tool that knocks the enemy back on a failed save, letting you safely move away from the target afterwards.

Prone Cover is another form of defense that lets you drop prone as a reaction. It gives the prone keyword to your ranged attacks and basic reactions, so you aren't left completely vulnerable while on the floor. You will have to spend AP to stand up again if you need to move, so it's not something you want to always immediately use.

Consistent Shot combined the accuracy of a precise attack with the damage of a heavy attack. Primarily used when you want a high chance of dealing good damage against a target that still has RP remaining.

Perfect Shot can do a lot of damage, but is reliant on your teammates to keep enemies within your line of sight for long enough. If your target breaks line of sight, the ability is wasted. To keep your options the most open, it is best to start your perfect shot by spending 2 AP as the last action on your turn. Now if you can't finish it, you will have only wasted 2 AP instead of 4.

Marksman

Class features

Abilities unlocked

Complete rules for every ability granted by Marksman.

Ability

Blast Away

1 AP
Range
5ft

You fire a point blank shot at an enemy unit. The enemy must save against your Potency or be knocked back 5ft and take Light Damage. This ability does not provoke attacks of opportunity. 

Requirements

-
0 RP
Range
Self
Keywords
Stance

You become Prone. While Prone from this ability, you gain the benefits of low cover against ranged attacks. In addition, all Ranged Weapon Attacks gain the Prone keyword.

Requirements

Cannot be used while Flying.

3 AP
Range
Ranged Weapon Range

You may make a Precise Attack against the target. This attack deals Heavy Damage instead.

This attack does not gain Pinpoint.

Requirements

-