Class record
Sniper
Striker
- Tier
- 3
- Difficulty
- 3 / 5
- Main role
- Striker
- Secondary role
- —
Rules reference
Class mechanics
Entry requirements and the complete level-by-level advancement path.
Entry
Requirements
Marksman or Scout mastered.
Advancement
Progression
- UnlockKey ability
- Level 2Ability 1
- Level 3SkillsYou 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.
- Level 4Ability 2
- Level 5HeartYou gain +1 to Cunning or Awareness.
- Level 6Ability 3
- Level 7SoulYou gain +1 to Focus or Power.
- Level 8Ultimate ability
Identity & lore
Class overview
Tactical guidance
Playing Sniper
The sniper uses sniper rifles to fire at enemies from far beyond a range in which they can counter. It will be rare to get these extreme range fight, but you should always look to play as far back as possible.
Ideally, you want to move as little as possible to get the accuracy bonus from Snipe. Positioning well early in the fight will keep paying off as it goes on.
Penetrating Shot allows you to remain stationary without having to care about the cover the enemy has. Check with the GM if their cover can be penetrated before using it.
With Concealed Shot, you are able to keep entering stealth after firing make your attacks impossible to react to. The RP cost may not be an issue either as long as you can stay far enough away from the fighting that you do not take counterattacks.
Aimed Shot is a lock-on Heavy attack that can punish dodge users. Stealthed attacks can do the same, but you won't alway have that option.
Killshot is the opening move of the sniper, provided you are able to remain hidden from the enemies before the fight starts. Normally high AP abilities do not gain the benefit of being a hidden attacker, but Killshot is an exception to this if used in the first round. This lets a sniper do huge damage right from the start. You can combine it with the ranger's guided aim ability for an almost certain hit that cannot be reacted to in any way.

