Sniper

Playing The Long Game

Delinquent Marine

 “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.