The Sniper

Much more than a guy carrying a rifle with a big scope, a sniper is the ultimate marksman. He was already a good shot when he began his training. Now he scores headshots at 2,000 feet in the cover of night and slips away before anyone knew he was there.

Health

Snipers start with 10+Muscles Health and gain an additional 5+½ Muscles at each new level.

Armor

Snipers are trained in light armor only.

Weapons

Snipers are trained with combat rifles, grenades, light melee weapons, pistols and sniper rifles. All other weapons are used with a -2 attack penalty.

Starting gear

Snipers start with the following items:

  • Bolt-action rifle OR Marksman rifle
  • Autoloader OR combat magnum OR hand cannon OR six-shooter
  • Recon armor
  • Dagger
  • Medkit
  • 2 rations
  • 4 ammo clips
  • $100

Sniper abilities

Level 1 Focus, Deadeye shot
Level 2 Sharpshooter
Level 3 On a roll
Level 4 Covering fire
Level 5 1H1K
Level 6 Camouflaged killer
Level 7 Opportunity fire
Level 8 Priority target
Level 9 Renowned marksman
Level 10 Kill shot

 

Focus

Marksmanship is an art and, like any artist, you have to be focused to excel at it. You start each battle with a number of Focus points equal to your Brains or Reflexes, whichever is lower. At the beginning of each new round of combat, you also gain an additional 1d6 Focus points. These points can be spent to use your special abilities and any unused points accumulate and carry over to the next rounds, up to a maximum of 20 Focus accumulated at any time.

You roll +1 Focus die if you haven’t attacked in the previous round or if you scored one or more critical hits with a ranged attack.

At the 4th level you roll 1d8 for Focus. At the 8th level you roll 1d10.

Deadeye shot

Take a deep breath, hold it in and you can perfectly visualise each shot. Spend 4 Focus before attacking with a pistol, combat rifle or sniper rifle to gain a +2 bonus to the attack roll. If you spend 6 Focus, you also roll +1 damage die should the attack hit.

At the 5th level, any attack using Deadeye shot also gains +1 critical chance.

Sharpshooter

All this time practicing at the shooting range has finally paid off! You gain a +2 attack bonus with combat and sniper rifles. At the 4th level you also roll +1 damage die with such weapons.

On a roll

You can chain attacks together, with each successful shot building up your confidence. After you hit a target with a pistol, combat rifle or sniper rifle, you can spend 2 Focus to do +2 damage with the next attack you make using the same weapon. By continuing to make successful attacks and spending Focus you can accumulate a maximum of +6 damage after three successful consecutive attacks. Thereafter, the bonus stays at +6 for any further attacks, assuming that you pay the 2 Focus after each hit to maintain it. You lose all of the bonus if an attack fails, you use another weapon or take an action other than attacking (or using one of your class abilities).

Covering fire

Advancing on the enemy’s position is risky business, but your buddies can count you to provide cover. While armed with a combat or sniper rifle, you can spend 6 Focus at the beginning of a round to target one or more enemies in an area of 20 feet radius that you can see within the weapon’s maximum range. You also need to spend 1 Ammo for every enemy within that area that you wish to affect. Affected enemies suffers a -2 penalty to all attack rolls until the end of the round (even if they move outside the targeted area).

You cannot move away from your position after using this ability. If you do move, the attack penalty inflicted on the targeted enemies is negated.

1H1K

Let others spend their money on ten thousand bullets; one hit, one kill is the motto you live by. Spend 2 Focus to gain +1 critical chance with all combat and sniper rifle attacks; those weapons will also do an additional 1d6 physical damage on a critical hit. These benefits last until you move or have to reload, or the battle ends.

Camouflaged killer

Being a sniper is not all about lining up the perfect shot, but also getting to a good vantage point without anyone noticing. You have a +2 bonus to all Stealth rolls. When you attack with a combat or sniper rifle while hiding, your attack gains +1 critical chance.

After you shoot a combat or sniper rifle from a hidden position, spend 4 Focus and roll Stealth versus the enemy’s Perception to avoid revealing your position. If your roll is successful, you remain hidden. You cannot use this ability if there are any enemies within 50 feet of your position.

Opportunity fire

Walking in open ground is a very bad idea when you’re around. When an enemy within sight moves 10 or more feet without cover, you can spend 8 Focus to immediately attack him with a combat or sniper rifle. You cannot use this ability more than once per round.

Priority target

There will be times when a high-value target must go down no matter what. Spend 8 Focus and use a move to mark an enemy that you can see. You inflict an additional 2d6 physical damage with every pistol, combat rifle or sniper rifle attack that hits the marked enemy. This damage is increased to 2d10 if the attack scores a critical hit.

At the beginning of each new round, you have to spend 2 Focus to maintain the benefits of this ability. You can only have one priority target at a time.

Renowned marksman

Distance makes no difference when you become one with your weapon, guiding its bullets as if by thought. Spend 4 Focus when you attack with a pistol, combat rifle or sniper rifle to negate the penalty for shooting beyond the effective range.

Kill shot

When you use Deadeye shot and your attack hits, you can spend 4 Focus to turn it into a critical hit. Each time you use this ability in the same battle, its cost goes up by +2 Focus (6 Focus for the second critical hit, 8 for the third and so on).

New weapons

Arsonist

Rare fifty cal ($25,000)

Napalm: great in rockets, cannon shells and mortar rounds. Fantastic when combined with the pinpoint accuracy of a sniper rifle. Now you can finally be precise with your collateral damage.

The Arsonist fires napalm-laced bullets that inflict fire damage. When an attack hits with a natural 17 or higher, the napalm spreads and ignites a 10 feet radius around the target or the next 3 rounds. Every one in the ignited area at the end of each round takes 1d6 fire damage. An area cannot be ignited again while it’s still burning.

Models

  1. Frantic: Ignites an area on a natural 16+.
  2. Heavy: +2 damage.
  3. Hellish: An ignited area inflicts 1d8 damage.
  4. Masterful: +1 critical chance when you aim as a move before firing.
  5. Precise: Only -2 attack when you fire beyond effective range.
  6. Vicious: Extra critical damage increased to 2d8.

Blackhat

Uncommon marksman rifle ($11,000)

Made specifically for dealing with rogue mechs, this sniper rifle fires disruptor rounds that mess up with a mech’s delicate electronic systems.

The Blackhat inflicts an additional 1d6 damage on mechs. When a shot hits a mech with a natural 17+, the target must roll Toughness versus 16 to avoid being paralysed for 1d3+1 rounds.

Models

  1. Heavy: +2 damage.
  2. Lightning: Shots inflict electric damage.
  3. Masterful: +1 critical chance when you aim as a move before firing.
  4. Precise: Only -2 attack when shooting beyond effective range.
  5. Ultra: Stuns mechs on a roll of 15+.
  6. Vicious: Extra critical damage increased to 2d8.

Goodnight Kiss

Rare bolt-action rifle ($25,000)

Nothing works better than a little knockout toxin when you want to avoid drawing attention.

Instead of a normal shot, the Goodnight Kiss can fire a sleep dart. This attack is silent and does no damage if it hits, but forces the target to roll Toughness versus 18 or fall unconscious for 1d6 rounds. After waking up, the target is drowsy and suffers a -2 penalty to all d20 rolls required by actions for a period equal to the rounds he slept. Mechs and anyone else not affected by poison are immune to this effect.

After firing a sleep dart, the Goodnight Kiss has to be reloaded with a new ammo clip before it can shoot another one.

Models

  1. Heavy: +2 damage.
  2. Lightning: Shots inflict electric damage.
  3. Masterful: +1 critical chance when you aim as a move before firing.
  4. Potent: +2 DF to avoid unconsciousness.
  5. Precise: Only -2 attack when shooting beyond effective range.
  6. Vicious: Extra critical damage increased to 2d10.

Ionstorm

Legendary marksman rifle ($65,000)

This rapid-firing rifle gits hard and follows up even harder, using the bullets it fired as beacons for its signature lightning attacks. Positively (or negatively) deadly.

Roll 1d6 after each shot (hit or miss). On a roll of 5-6, the Ionstorm can immediately fire another shot at a target of your choice.

When the Ionstorm hits someone, it marks that target. At the end of the round, the weapon fires bolts of lightning that strike all marked targets for 1d6x2 electric damage. The only way a marked enemy can avoid this damage is if he moves outside of the weapon’s max range or gets behind full cover before the Ionstorm fires the bolts. All marks are erased at the beginning of the next round.

Models

  1. Heavy: +2 damage.
  2. Masterful: +1 critical chance when you aim as a move before firing.
  3. Negative: Lightning bolts do 1d8x2 electric damage.
  4. Positive: If a d6 roll does not trigger a free shot, the next 1d6 roll will trigger it on a roll of 4-6.
  5. Precise: Only -2 attack when shooting beyond effective range.
  6. Vicious: Extra critical damage increased to 2d8.

Reanimator

Exotic bolt-action rifle ($45,000)

War has no winners, but some losers might be exploited more than the rest. This gun hijacks the central nervous system of a dead target, using electrical impulses to reanimate the body for a short amount of time before the synapses finally collapse.

When the Reanimator kills a non-mech enemy, that target is turned into a “zombie” under your control for the next 1d4 rounds. A zombie always acts lasts in a round, after everyone else has finished acting. You can command it to move up to half of its speed and attack with whatever weapons it is carrying. It suffers a -2 penalty to attack rolls and cannot make more than one attack per round (even if it was capable of more attacks when alive). It is also incapable of using psionics or any other complex abilities or special attacks.

A zombie’s Evasion is reduced by 2 (to a minimum of 0). It has resistance to cold and electric damage. It is destroyed if it suffers 10 or more damage in total or when the weapon’s effect expires.

The Reanimator can only control one zombie at a time. If you create another zombie, the previous one is instantly destroyed.

Models

  1. Adrenal: Zombies move at full speed and don’t have reduced Evasion.
  2. Heavy: +2 damage.
  3. Masterful: +1 critical chance when you aim as a move before firing.
  4. Precise: Only -2 attack when you fire beyond effective range.
  5. Relentless: Zombies can suffer up to 15 damage before destroyed.
  6. Vicious: Extra critical damage increased to 2d8.

Revok

Exotic fifty cal ($52,500)

Enough power to blow your mind and blow their heads off.

The Revok has a +2 bonus to attack rolls and +2 critical chance.

Models

  1. Brutal: When an attack hits with a natural 18+, the target must roll Toughness versus 20 to avoid being pushed back 5 feet and falling prone (requiring a move to stand up again).
  2. Deadly: Extra critical damage increased to 2d8.
  3. Heavy: +2 damage.
  4. Incendiary: Shots inflict fire damage.
  5. Precise: Only -2 attack when you fire beyond effective range.
  6. Savage: If one or more damage dice explode, the attack is a critical hit.

Seer

Uncommon marksman rifle ($11,000)

Not the most powerful fun out there, but it has a rather unique ability that will be of great interest to trackers, spies or the town gossip. Fires nanosensors that can be used to eavesdrop and spy on the unsuspecting target. Knowing the enemy’s plan is half the battle after all.

Instead of firing a regular shot, you can use the Seer to shoot a nanosensor that attaches itself to the target (with a successful attack roll) or to a solid surface. A sensor shot is completely silent, does no damage and leaves very few physical traces. Anyone that comes within 5 feet of the sensor has a chance to spot it by rolling Perception versus 20 (for a group of people, make a single roll using the highest Perception among them).

The Seer’s nanosensors broadcast audio and video (in an 180-degree arc) back to the weapon’s high-resolution screen. A sensor can transmit for up to 24 hours before it runs out of power, but the weapon must be within 5 miles to receive the data.

After firing a sensor, the Seer runs out of ammo and must be reloaded.

Models

  1. Arctic: Shots inflict cold damage.
  2. Cunning: +2 DF to spot a sensor.
  3. Heavy: +2 damage.
  4. Masterful: +1 critical chance when you aim as a move before firing.
  5. Precise: Only -2 attack when shooting beyond effective range.
  6. Vicious: Extra critical damage increased to 2d8.

Subzero

Rare fifty cal ($30,000)

A little bit more potent than a cool breeze.

The Subzero has a +1 bonus to attack rolls and inflicts cold damage. When an attack hits with a natural 18+, the target must roll Toughness versus 18 to avoid being paralysed until the end of the next round.

Models

  1. Brutal: When an attack hits with a natural 18+, the target must roll Toughness versus 18 to avoid being pushed back 5 feet and falling prone (requiring a move to stand up again).
  2. Heavy: +2 damage.
  3. Intense: +2 DF to avoid being paralysed.
  4. Masterful: +1 critical chance when you aim as a move before firing.
  5. Potent: Paralyses enemies on a roll of 17+.
  6. Vicious: Extra critical damage increased to 2d8.

Sweet Spot

Uncommon marksman rifle ($11,000)

A self-correcting gun that learns from each successive shot until you hit that sweet spot.

Every additional shot fired at the same target gains a cumulative +1 critical chance (+1 for the 2nd attack, +3 for the 3rd and so on), to a maximum of +4. This bonus resets to 0 when you score a critical hit, if you shoot someone else or if you switch to another weapon.

Models

  1. Corrosive: Shots inflict acid damage.
  2. Heavy: +2 damage.
  3. Lightning: Shots inflict electric damage.
  4. Masterful: +1 critical chance when you aim as a move before firing.
  5. Precise: Only -2 attack when shooting beyond effective range.
  6. Vicious: Extra critical damage increased to 2d8.

Transformer

Uncommon bolt-action rifle ($11,000)

Sniper rifles rule the open range, but what happens if the enemy manages to close in? This weapon transforms between a super-accurate long-range rifle and an assault configuration optimised for close engagements in just a few movements.

Use a move to switch the Transformer to assault mode. In this mode, the weapon has the damage, range and other traits of an assault rifle. It can be switched back to a sniper rifle as another move. Ammo in assault rifle mode is twice what it was in sniper rifle mode. For example, if the Transformer has already fired a shot before it switches to assault mode, it will have 4 shots left. If it fires 2 shots and then becomes an assault rifle again, it will have 1 shot left.

Models

  1. Corrosive: Shots inflict acid damage.
  2. Heavy: +2 damage.
  3. Incendiary: Shots inflict fire damage.
  4. Masterful: +1 critical chance when you aim as a move before firing.
  5. Precise: Only -2 attack when shooting beyond effective range.
  6. Vicious: Extra critical damage increased to 2d8.

Warp Ten

Uncommon bolt-action rifle ($11,000)

Switch on the innovative but power-hungry Hyperspeed™ targeting system and the gun feels like it aims and shoots by itself.

The Warp Ten has 4 charges and recovers one used charge per 6 hours. Spend a charge after you attack to immediately fire another shot at a target of your choice. You can only use one charge per round.

Models

  1. Heavy: +2 damage.
  2. Incendiary: Shots inflict fire damage.
  3. Masterful: +1 critical chance when you aim as a move before firing.
  4. Precise: Only -2 attack when shooting beyond effective range.
  5. Supercharged: Stores 5 charges.
  6. Vicious: Extra critical damage increased to 2d8.

 

 

Bookmark the permalink.

Comments are closed