Equipment · Specialized Weapon
Sniper Rifle (Two-Handed)
Snipe: Looking through a sniper scope gives you a +10 bonus to Perception when looking at things further than 60ft away.
Range: 720ft
Mods
- A mods:
- Semi-Automatic (20 points): The first time you miss with a basic Heavy attack in a round you can follow up with a light attack against the same target. This counts as your dual wield attack.
- Hollow Point Boat Tail Rounds (35 points): You gain a +1 bonus to your accuracy when making a basic Heavy or precise attack.
- Armor Piercing Rounds (35 points): The first attack you make each round with this weapon treats the enemy guard as if it were 4 lower.
- B mods:
- Bipod (50 points): All attacks with this weapon gain the Prone keyword. While prone, you are considered to have low cover against ranged attacks.
- Snipe (80 points): If you did not move this turn or the previous turn you gain a +1d4 bonus to your accuracy roll on attacks made with a Sniper Rifle. If you already have the Sniper's Snipe ability, the effect is 4 instead of rolling when used with this weapon.
- Name
- Sniper Rifle (Two-Handed)
- Type
- Equipment
- Sub Type
- Specialized Weapon
- Activation Cost
- -
- Cost
- 2000 Clim
- Burden
- 2
- Crafting Points
- 30
- Crafting Type
- Artificing

