Sniper-Specialist

Precision elimination asset.

The Sniper-Specialist is not a marksman. A marksman hits targets. The Sniper eliminates problems before the problems know they are problems. The Sniper finds a position, watches the target for as long as it takes, and fires one shot. Then the Sniper leaves. The target does not.

Asset Realisation books the Sniper as "terminal ballistics specialist -- deniable." The Sniper is a tool for removing assets the corp wants removed without the expense and exposure of a full operation. A Soldier costs the corp ammunition, armour, medical support, and a pension if they survive. A Sniper costs the corp one round and a transport to the next assignment. The Sniper's Kadiss record shows a "ballistics consultant" with a clean service history and no kills on file -- the kills exist, but they are filed under the names of the officers who ordered them.

The Sniper's power is the nest: a prepared position, a ranged weapon, and patience. The Sniper waits for the shot. The target walks into the crosshairs. The Sniper exhales, squeezes, and watches the target drop through the scope. Then the Sniper breaks down the nest and moves. The Sniper is never where the counter-sniper looks, because the Sniper was never where the first shot came from -- the Sniper was where the second shot would have come from, if a second shot had been necessary. It was not.

Operating on the Combat chassis (d10 HD, full BAB, Fort/Ref good, Will poor, 4 SP). Light and medium armour -- the Sniper needs mobility to reach the nest and silence to wait in it. Rifles and long-arms -- the Sniper's relationship with their weapon is the closest thing to faith the Sniper has. Prime requisites: DEX (the hands) and WIS (the patience to wait for the one shot).

Rules Reference

FieldValue
Armor AllowanceLight, Medium
Bab Tierfull
Base Skill Points4
Hdd10
Hd Sides10
Max Level20
Primary AbilitiesDEX, WIS
Prime RequisitesDEX, WIS
Save Tiers / Fortitudegood
Save Tiers / Reflexgood
Save Tiers / Willpoor
Weapon AllowanceAll rifles and long-arms, Pistol, Knife

Notes

Archetype Niche: The Sniper is the party's long-range scalpel. Sniper's Nest provides massive range and accuracy bonuses from a prepared position, turning the Sniper into a stationary artillery piece. Calculated Shot is the highest single-shot damage in the game -- no multi-attack penalties, no damage splitting -- one perfect shot that ignores cover, range, and (with setup) DEX to AC. Ghost Protocol keeps the Sniper hidden after firing, enabling repeated elimination of targets with no counter-fire. The Sniper's niche is solving the encounter from 500 metres away before the party enters the room.

Multiclass Notes: Sniper-Specialists can multiclass with Scout and Gunslinger archetypes. Non-human snipers use simultaneous multiclassing rules.

Level Table

Marksman

FieldValue
bab1
fortitude2
level1
reflex2
skillPoints16
titleMarksman
will0
xp0

Sharpshooter

FieldValue
bab2
fortitude3
level2
reflex3
skillPoints4
titleSharpshooter
will0
xp2250

Sniper

FieldValue
bab3
fortitude3
level3
reflex3
skillPoints4
titleSniper
will1
xp4500

Long-Gunner

FieldValue
bab4
fortitude4
level4
reflex4
skillPoints4
titleLong-Gunner
will1
xp9000

Ghost Rifle

FieldValue
bab5
fortitude4
level5
reflex4
skillPoints4
titleGhost Rifle
will1
xp18000

Master Sniper

FieldValue
bab6
fortitude5
level6
reflex5
skillPoints4
titleMaster Sniper
will2
xp36000

Void Sniper

FieldValue
bab7
fortitude5
level7
reflex5
skillPoints4
titleVoid Sniper
will2
xp75000

Grand Sniper

FieldValue
bab8
fortitude6
level8
reflex6
skillPoints4
titleGrand Sniper
will2
xp150000

Death's Eye

FieldValue
bab9
fortitude6
level9
reflex6
skillPoints4
titleDeath's Eye
will3
xp300000

High Death's Eye

FieldValue
bab10
fortitude7
level10
reflex7
skillPoints4
titleHigh Death's Eye
will3
xp600000

One-Shot Legend

FieldValue
bab11
fortitude7
level11
reflex7
skillPoints4
titleOne-Shot Legend
will3
xp900000

High Legend

FieldValue
bab12
fortitude8
level12
reflex8
skillPoints4
titleHigh Legend
will4
xp1200000

Death Dealer

FieldValue
bab13
fortitude8
level13
reflex8
skillPoints4
titleDeath Dealer
will4
xp1500000

High Death Dealer

FieldValue
bab14
fortitude9
level14
reflex9
skillPoints4
titleHigh Death Dealer
will4
xp1800000

Silent End

FieldValue
bab15
fortitude9
level15
reflex9
skillPoints4
titleSilent End
will5
xp2100000

High Silent End

FieldValue
bab16
fortitude10
level16
reflex10
skillPoints4
titleHigh Silent End
will5
xp2400000

Ghost of the Void

FieldValue
bab17
fortitude10
level17
reflex10
skillPoints4
titleGhost of the Void
will5
xp2700000

High Ghost

FieldValue
bab18
fortitude11
level18
reflex11
skillPoints4
titleHigh Ghost
will6
xp3000000

The Unseen

FieldValue
bab19
fortitude11
level19
reflex11
skillPoints4
titleThe Unseen
will6
xp3300000

Supreme Sniper

FieldValue
bab20
fortitude12
level20
reflex12
skillPoints4
titleSupreme Sniper
will6
xp3600000

Special Abilities

Sniper's Nest

FieldValue
level1
nameSniper's Nest

description: The Sniper prepares the ground. Full-round action to establish a nest -- camouflage, range cards, shooting lane cleared, escape route planned. In the nest: +2 to attack rolls with rifles, weapon's range increment doubled, +5 to Stealth checks to remain hidden. The nest is the Sniper's home. Leaving ends the bonuses -- the nest is one position, and the Sniper commits to it. At level 5: +3 attack. At level 10: range increments tripled. At level 15: +4 attack. At level 20: the Sniper sets up a nest as a standard action -- the hands know the routine better than the mind remembers it.

Calculated Shot

FieldValue
level3
nameCalculated Shot

description: The Sniper takes the shot. Full-round action for a single aimed shot. The attack ignores all range penalties -- distance is irrelevant. Ignores the target's cover bonus (except total cover) -- the Sniper has found the gap. Adds +2d6 precision damage -- the round goes exactly where the Sniper intended. If the Sniper has studied the target for at least 1 round without being detected, the shot also ignores the target's DEX bonus to AC -- the target does not know they are being watched and does not move like someone who knows. At level 8: +3d6. Level 13: +4d6. Level 18: +5d6. Usable 1 + half WIS modifier times per encounter (minimum 1). The Sniper does not need more shots than that.

Ghost Protocol

FieldValue
level5
nameGhost Protocol

description: The shot is silent. The Sniper is gone. After making a ranged attack from hiding, immediate Stealth check at -5 (instead of the normal -20) to remain hidden -- the muzzle flash was behind cover, the sound arrived from the wrong direction, the target's companions are looking at the body, not the horizon. At level 10, penalty reduced to -2. At level 15, no penalty -- the Sniper remains hidden on any successful Stealth check. The Sniper can relocate up to half speed as part of the Stealth check without provoking attacks of opportunity -- by the time anyone looks toward the nest, the Sniper is somewhere else. If the Sniper's attack drops the target, the Stealth check is at +5 -- a dead target draws every eye, and every eye is looking at the wrong place.