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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

  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 Cunning or Awareness.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus or Power.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Snipers are expert marksmen that use sniper rifles to devastating effect.

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.

Sniper

Class features

Abilities unlocked

Complete rules for every ability granted by Sniper.

Key ability

Snipe

Class feature

Benefit 1

You gain proficiency in Sniper Rifles.

Benefit 2

If you did not move this turn or the previous turn you gain a +1d4 Snipe bonus to your accuracy roll on attacks made with a Sniper Rifle.

2 AP1 MP
Range
Ranged Weapon Range

You may make a Heavy Attack against the target. This attack penetrates through thin layers of cover such as wood planks (GM’s decision), negating the bonus it would give.

Requirements

Sniper Rifles only.

1 RP
Range
Self
Keywords
Hiding,Stealth

You gain the Hiding state from anyone you have cover or concealment from.

Requirements

Only usable after attacking with a Sniper Rifle while stealthed.

Ability

Aimed Shot

2 AP2 MP
Range
Ranged Weapon Range
Keywords
Lock On

You make a Heavy Attack against the target.

Requirements

-

Ability

Killshot

4 AP
Range
Ranged Weapon Range
Keywords
Trick Attack

You may make a Heavy Attack against the target that deals double Heavy Damage instead.

If fired in the first round of combat while all enemies are unaware of you, the target has to spend an additional RP to react to your attack. This stacks with the Trick Attack keyword, but is ineffective against abilities that negate surprise or stealth attacks such as Instinct.

Requirements

Sniper Rifles only