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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
Sniper Rifle (Two-Handed)