Table of Contents
Sniper
Sniper
Playing The Long Game
“I try not to carry more rounds than are required of me.”
~ Geoff Bloom, Remnant Sniper
For the unfortunate few, the last thing they ever see is a faint glint of light as it reflects from a scope in the distance. After an endless intermission, the final act is the moment that brings a Sniper to life. A deadly killer waiting for the perfect moment to strike, the Sniper utilizes the terrain to their advantage and lies in wait for the ideal moment to secure victory when least expected.
As the hybridization of the Delinquent and Marine Base Classes, the Sniper fits the role of the dauntless explorer, equally skilled in feats of outstanding dexterity, keen senses, and lethal Ranged Attacks. The trademark of a Sniper is the ability to deal Sneak Attack Damage with Ranged Weapons as a deadly, stealthy Ranged Damage Specialist. Additionally, a Sniper can be a silent, acrobatic ambusher gifted with Ranged Weapons and Light Melee Weapons.
Historically Speaking
The Sniper can trace their history back to the earliest days of the Axian Corporations, where executives sought top-paid mercenaries to enforce the will of the wealthy, powerful Elites. Axian Snipers were rumored to utilize their lethal talents to seize fortunes, topple empires, or alter the course of history with a single, well-placed bullet. Ghost stories of legendary sharpshooters permeated Salt's cityscapes, mountains, wastelands, and wooded forests.
Successful Snipers are known for always having a contingency plan, keeping backups of backups, and maintaining an exit strategy. As a result, Snipers have become critical for tactical military intelligence groups across Salt. Yet, while some Snipers rest their laurels on a single big score, the true greats of history remain a mystery to the annals of time.
The Modern Sniper
These days, any washed-up chump with a high-powered rifle thinks of themselves as a Sniper, but then again, lots of chumps end their short lives in shallow graves. Those worthy of the title are cut from a different cloth altogether. They are patient, precise, efficient, and deadly when carrying out their assignments and goals. Modern Snipers are a crucial element to the Company they serve, providing tactical data, reconnaissance, and ever-critical fire support to the front lines. Those dedicated to the craft who live to see the end of their careers often fall into an explorer, sentry, or mercenary role. Unscrupulous Snipers wait at lonely, isolated bottlenecks for the next unfortunate creature to walk within their sights.
Class Features
The Sniper’s Class Features are built around dealing devastating Damage from afar through Ranged Weapons, Ambushing vulnerable opponents, and remaining hidden from detection. The Sniper Class benefits from having high Skill, Focus, and Will Attributes.
Vitals
Hit Points Per Rank: +7
Action Points Per Rank: +3
Equipment Training
Weapons: Compound Lance, Light Melee, Longarm, Omni Kit, Rifle, Sidearm, Thrown
Armor: Cloth Armor, Heavy Armor, Light Armor
Elements: Biotic, Cryonic, Electric, Pyrotic
Class Abilities
At Sniper Rank One (1), a Character receives the following pair of Class Abilities:
Innate Class Abilities: Perception/Stealth
They gain a bonus to Class Ability Checks equivalent to half (½) of their Sniper Rank. An additional Class Ability from the following list is chosen at Sniper Ranks Three (3), Five (5), and Seven (7):
Selected Class Abilities: Acrobatics, Apothicine, Deception, Drive, Investigation, Nature
Sniper Ranks
When distributing a Class Rank, remember that a Character’s Hybrid Class Rank cannot exceed both of a Character’s Base Class Ranks.
Snipers benefit from a high Skill Attribute, enhancing multiple Class Features such as Headshot, providing a bonus to their Ranged Attacks, their Physical Armor, Speed, Maneuvers, Initiative, and improving their Acrobatics, Drive, and Stealth Ability Checks. Sniper players can also benefit from a high Will Attribute, enhancing their Class Features such as Graduating Range, their Force Armor, Repair Action Modifier, Effect Duration, and any Apothicine, Investigation, Nature, and Perception Ability Checks. Sniper players should also consider investing in their Focus Attribute to enhance their Action Point Total, increase their repertoire of available Heroics, and benefit of their Arcana, Electronics, and Engineering Ability Checks.
Rank-by-Rank Attributes/Features
Rank One (1). Skill (+2), Grit (+1), Will (+1)—Graduating Range, Headshot
Rank Two (2). Pick (+1), Charm (+1)
Rank Three (3). Skill (+1), Focus (+1)—Bolt from the Blue
Rank Four (4). Pick (+1), Power (+1)
Rank Five (5). Skill (+1), Focus (+1), Will (+1)—Unseen Assailant
Rank Six (6). Pick (+1), Charm (+1)
Rank Seven (7). Skill (+1), Focus (+1)—Red Dot
Rank Eight (8). Pick (+1), Power (+1)
Rank Nine (9). Grit (+1), Will (+1)
Rank Ten (10). Skill (+2), Focus (+1), Will (+1), Charm (+1)—Doubletap
Graduating Range
Beginning at Sniper Rank One (1), whenever the Sniper uses their Draw a Bead to aim a firearm, they also receive a Precision Enhancement to their Weapon Range (+2). This Weapon Range bonus compounds with each subsequent use of Draw a Bead, reverting to zero (0) if the Sniper finishes their turn without using Draw a Bead. The Sniper can compile the Weapon Range bonus a number of times equivalent to half (½) of their Will Attribute.
Headshot
Beginning at Sniper Rank One (1), the Sniper can perform Sneak Attacks with Ranged Weapons while under the effects of Draw a Bead, provided their target is vulnerable to Sneak Attacks.
Bolt from the Blue
Beginning at Sniper Rank Three (3), as a Full Action, the Sniper may expend all remaining Ammo in their equipped Ranged Weapon to deal a devastating Ranged Attack against a target within Weapon Range. If successful, this Attack gains a Precision Enhancement bonus to Damage equivalent to half (½) of the Sniper’s Skill Attribute per point of Ammo expended in this way. This Ranged Attack bypasses any form of Damage Resistance.
Unseen Assailant
Beginning at Sniper Rank Five (5), the Sniper benefits from a penalty reduction in the form of a Style Enhancement when making Ranged Attacks from Stealth by an amount equal to half (½) of their Will Attribute. Under default conditions, a Character reduces their current Stealth Check by a penalty (-20) when making a Ranged Attack from Stealth.
Red Dot
Once at Sniper Rank Seven (7), successful Ranged Attacks made by a Sniper against Unaware targets during an Ambush are automatic Critical Hits.
Doubletap
As a Master Sniper at Sniper Rank Ten (10), anytime the Sniper lands a Critical Hit with a firearm, they may expend a second round of Ammo to double the damage inflicted by the Critical Hit.
Sniper Perks
Quick Scope
Prerequisite: Headshot
You no longer need to Draw A Bead to inflict Sneak Attacks with a Longarm Weapon.
Precision Rifling
Prerequisite: Graduating Range
While under the effects of Draw A Bead, your Ranged Weapon Attacks ignore any circumstantial bonuses to Armor granted by Cover.
Heavy Caliber Bolt
Prerequisite: Bolt From The Blue
Your Bolt From The Blue gains a plus Three(+3) Damage bonus per Ammo Spent in the Attack.
Still Breath
Prerequisite: Unseen Assailant
While Drawing A Bead, increase the Stealth Penalty Reduction of Unseen Assailant by Three(3).
Soft Tissue
Prerequisite: Red Dot
Your Critical Hits from Red Dot bypass all forms of Damage Resistance.
Phantom Bullet
Prerequisite: Doubletap
Doubletap no longer spends any additional Ammo.
Sniper Heroics
No Scope
Prerequisite: Sniper(Rank 1)
AP Cost: 10
Action Type: Headshot
You can apply your Headshot Class Feature to a Longarm Ranged Weapon Attack without using Draw A Bead, provided your Target is vulnerable to Sneak Attacks.
Down Sight
Prerequisite: Sniper(Rank 2)
AP Cost: 20
Action Type: Draw A Bead
As a part of Draw A Bead, you can Automatically reach the Maximum Range Bonus Capacity of your Graduating Range Class Feature.
Rail Driver
Prerequisite: Sniper(Rank 3)
AP Cost: 30
Action Type: Bolt From The Blue
Range: Weapon Range(Line)
As an Alternate Use of your Bolt From The Blue Class Feature, the Attack now pierces through, striking all Targets within your Weapon Range in a straight line.
Spotter
Prerequisite: Sniper(Rank 4)
AP Cost: 40
Action Type: Reaction
Range: Weapon Range
As a Reaction to a Comrade attempting a Ranged Weapon Attack against a Target within your Weapon Range, you can assist your Comrade with important location information about your Target, granting your Comrade a bonus to their Attack and Damage Roll equal to Half(½) of your Skill Attribute and preventing the Target from benefiting from Cover against the Attack Roll.
Snipe
Prerequisite: Sniper(Rank 5)
AP Cost: 50
Action Type: Rapid Action
As a Rapid Action while Hidden through a Stealth Ability Check, your next Ranged Weapon Attack this turn does not incur a Penalty to your Active Stealth Ability Check and bypasses all forms of Damage Resistance.
Drill Bullet
Prerequisite: Sniper(Rank 6)
AP Cost: 60
Action Type: Ranged Weapon Attack
Range: Weapon Range
As a Standard Action, you can attempt a Ranged Weapon Attack against a Target within your Weapon Range by loading and firing a high-rotation bullet that pierces through its initial Target. If successful, in addition to your normal Weapon Damage, your Target and a secondary Target within your Drill Bullet’s Path of Travel suffer 1D8 Pierce Damage for every Point of your Skill Attribute. The Damage of Drill Bullet bypasses all forms of Damage Resistance.
Crimson Mist
Prerequisite: Sniper(Rank 7)
AP Cost: 70
Action Type: Red Dot
As a part of your Red Dot Class Feature, for each successful Ranged Weapon Attack made during an Ambush, you can consume One(1) Ammo to attempt an Additional Ranged Weapon Attack.
Hardball Bullet
Prerequisite: Sniper(Rank 8)
AP Cost: 80
Action Type: Ranged Weapon Attack
Range: Weapon Range
As a Standard Action, you can attempt a Ranged Weapon Attack against a Target within your Weapon Range by firing a highly elastic bullet that can ricochet off any Target. If successful, in addition to your normal Weapon Damage, your Target suffers 1D10 Pierce Damage for every Point of your Skill Attribute and continues its Path of Travel to a new Target of your choice, where it will continue striking new Targets until it missed or has Traveled your Full Weapon Range. Multiple bounces of the Hardball Bullet can hit a single Target.
One Shot, One Kill
Prerequisite: Sniper(Rank 9)
AP Cost: 90
Action Type: Full Action
Range: Weapon Range
As a Full Action, you can expend One(1) Ammo from your Ranged Weapon to deliver a well-timed kill shot to a Target within your Weapon Range, instantly setting your Target’s Hit Points to Zero(0) and causing them to begin dying. The Target can attempt a Physical Save against your Physical Impact to Negate the effect.
Triple Tap
Prerequisite: Sniper(Rank 10)
AP Cost: 100
Action Type: Double Tap
As an Alternate Use of your Double Tap Class Feature, you can instead expend Three(3) Total Ammo from your Weapon to Triple your Weapon Damage.