Sniper

Hit Dice: 1d8
HP Bonus: Ld4+L*CON
TP: 300

Proficiencies

Same as Marksman

Requirements

  • (Class Bond) Marksman: You must have fully unlocked every ability of the Marksman class.
  • (Item) Advanced Marksman's License: You must have been granted an Advanced Marksman's License from a credible authority.

Abilities

Ultimate Ability: Framing the Shot

Rarity: Exotic | CC: Sniper | UP: 50-100 | ZP: 2 | ZL: 0 | Cost: 5 TP
Can only be used when you have no stacks of Heartless Aim. Spend at least 50 UP to instantly teleport to any specific location that you or your allies can see, up to a maximum of 5000ft. Afterwards, gain stacks of Heartless Aim equivalent to 3+(UP spent/25).

Heartless Hitman

Level 1 | CC: Sniper | Rarity: Legendary | Cost: 0 TP
When using the Aim action, you can choose to silence all movement that could disrupt your aim– such as your heartbeat. This grants you 1 stack of Heartless Aim, which increases your to-hit roll by +5, up to a maximum of 3 stacks, and puts you in a state of Concentration. You lose all stacks of Heartless Aim upon taking a shot, breaking concentration, or not taking the Aim action at least once on each of your turns. While you have stacks of Heartless Aim, using the Aim action automatically grants you 1 stack of Heartless Aim, on top of the usual functions of the Aim action. For each consecutive round you spend with stacks of Heartless Aim, your Concentration roll to maintain Heartless Aim gains a stacking -3 penalty.

Deep Penetration

Level 2 | REQ: Firearms | Rarity: Legendary | TP: 3
Your bullets are optimized for overpenetration through walls, cover, and armor. When your attack meets an object with PC, the damage of the attack is modified depending on the object’s Vulnerability against the damage type/s of your attack:
  • V1: The attack does not pass through if the THR is less than the PC. If the THR is greater than the PC, reduce the THR by an amount equivalent to the PC, and reduce the damage of the attack by an amount equivalent to the relevant resistances of the obstacle.
  • V2: The attack always passes through, but its THR is reduced by an amount equal to half of the obstacle’s PC. If the THR was less than the obstacle’s PC, also reduce the damage of the attack by an amount equivalent to the relevant resistances of the obstacle. If the THR was greater than the obstacle’s PC, halve the amount of damage the attack does as well.
  • V3: The attack always passes through, but its THR is reduced by an amount equal to 1/4th of the obstacle’s PC. If the THR was less than the obstacle’s PC, also reduce the damage of the attack by an amount equivalent to half the relevant resistances of the obstacle.
  • V4 or lower: No modification; the attack passes through as if the obstacle was not there.
If your attack has multiple damage types and the object has different Vulnerabilities to its composite damage types, choose the weakest relevant Vulnerability to determine if the attack passes through, but apply the respective damage modifications of both vulnerability types to the respective proportions of the damage your attack deals.

Like a Ghost

Level 3 | REQ: Firearms, Sneak Attack | Rarity: Rare | TP: 1
Your shots gain the benefit of Sneak Attack so long as the target doesn’t know your exact position.

Custom Quest Trait

Level 4 | CC: Sniper

Wallhacks

Level 5 | CC: Sniper | REQ: Squadsight | Rarity: Exotic | TP: 3
You can attack enemies so long as you or one of your allies are aware of their position through some means. If there is a margin of error on the position due to the detection method (such as detecting their location through mana sensing), there will be an associated penalty to your to-hit.

Prone and Primed

Level 6 | Rarity: Rare | TP: 3
The first time you use the Aim action while prone, you gain 4 stacks of Aim instead (does not apply to Heartless Aim).

Collateral

Level 7 | CC: Sniper | Rarity: Legendary | TP: 2
Your shots can overpenetrate through targets. For each target your shot passes through, reduce the damage of your attack upon hitting the next target by a minimum of 10% (possibly higher depending on the nature of the target).

Custom Quest Trait

Level 8 | CC: Sniper

Full Mana Jacket

Level 9 | REQ: Heartless Hitman | Rarity: Exotic | TP: 2
For each stack of Heartless Aim, your attack gains +2 AP.

Shoot to Kill

Level 10 | CC: Sniper | Rarity: Mythic | TP: 5
Your THR after hitting a target gets converted to CRR at a ratio of -2 CRR for every 1 THR.

Like a Ghost II

Level 11 | REQ: Like a Ghost | Rarity: Exotic | TP: 2
If your attack benefits from Sneak Attack, it also gains a to-hit bonus equivalent to half of your Sneak Attack roll.

Custom Quest Trait

Level 12 | CC: Sniper

Simple Geometry

Level 13 | REQ: Deep Penetration | Rarity: Exotic | TP: 3
After hitting an object and applying the relevant modifications to your attack’s damage and THR; instead of overpenetrating, you can instead choose to have your shot ricochet off of it in a direction of your choosing (so long as the object has at least Vulnerability III to your attack).

Bloodhound Rounds

Level 14 | REQ: Heartless Hitman | Rarity: Exotic | TP: 3
While you have stacks of Heartless Aim, for each stack of each unique negative physical debuff on the target, your to-hit against it gains a +1 bonus.

Heartstopper

Level 15 | REQ: Heartless Hitman | Rarity: Mythic | TP: 4
Stacks of Heartless Aim now have no maximum. While you are at 3 or more stacks of Heartless Aim, the chance of your stack count increasing when you take the Aim action is reduced by 33% multiplicatively for each additional stack above 3. Each stack of Heartless Aim also increases the range of your weapon by 20%.

Custom Quest Trait

Level 16 | CC: Sniper

Full Mana Jacket II

Level 17 | REQ: Full Mana Jacket | Rarity: Exotic | TP: 2
For each stack of Heartless Aim, your attack gains +4 AP.

Blackheart Bullets

Level 18 | REQ: Heartstopper | Rarity: Mythic | TP: 3
When you fail to gain a stack of Heartless Aim at 3 or more stacks, you can spend 5 UP to reroll the roll.

Custom Quest Trait

Level 19 | CC: Sniper

Shoot to Kill II

Level 20 | Rarity: Mythic | TP: 3
Your THR after hitting a target gets converted to CRR at a ratio of -3 CRR for every 1 THR.

Comments

Please Login in order to comment!