PMC Sniper

A long-range specialist on the PMC payroll.

A PMC Sniper is a contracted long-range marksman working for a private military company. They are former Legion, former military, or self-taught prodigies who found that their skill set is worth more in the private sector. They are deployed as overwatch, assassination, and area-denial assets -- the quiet half of a PMC team that does the loud work.

A Sniper is an elite encounter that punishes static play. They engage from range, relocate after every shot, and make the party pay for every second they spend in the open. The lever is closing distance -- a Sniper at close range is a marksman without a role.

Rules Reference

FieldValue
Abilities / Cha8
Abilities / Con14
Abilities / Dex18
Abilities / Int12
Abilities / Str12
Abilities / Wis14
Armor Class16
Base Attack Bonus4
Creature TypeHumanoid
Flat Ac13
Hd Count5
Hd Sides8
Hit Dice5d8+10
Hit Points33
Hp Bonus10
Initiative4
LanguagesTrade Cant; Core Standard; one Rim dialect; PMC cipher-cant
PsionicsNone
ResistancesArmoured ghillie suit (included in AC; light, environmental camouflage), Optic implants (included in senses)
Role TagsSniper, Ranged, Skirmisher
Saves / Fort5
Saves / Ref7
Saves / Will4
SizeM
Skills / Athletics8
Skills / Notice12
Skills / Pilot7
Skills / Repair6
Skills / Stealth13
Skills / Survival9
Skills / Tracking10
Speed30
Threat Rating4
Touch Ac14
Xp600
Dialogue Pathgame/dialogue/npc-pmc-sniper.yaml

Notes

Full Attack: Anti-Materiel Rifle ranged +9 (2d10+2 ballistic; range 300 ft; +2 stationary beyond 100 ft; crit 19-20) or Precision Pistol ranged +8 (1d8+2 energy; range 40 ft) or Combat Knife melee +6 (1d4+1 slashing)

Habitat: Elevated positions, rooftops, ridgelines, and anywhere with long sight-lines. Found alone, in overwatch for a PMC team, or on a solo contract. Roll 1d6: 1-2 = Sniper in overwatch (patient, invisible), 3-4 = Sniper relocating between shots (mobile, hard to find), 5-6 = Sniper compromised and retreating (desperate, smoke ready).

Morale: Elite (12); disengages when the position is compromised or when enemies close to melee range; will re-engage from a new position

Senses: Normal human vision; optic implants grant thermals, magnification (10x), and +8 to Notice at ranges beyond 60 ft; passive Perception 18

Tactics: The Sniper opens from range with the Anti-Materiel Rifle, uses Overwatch to lock down movement, and Relocates after every shot. They use Called Shot on priority targets and Ghillie Protocol when the position is compromised. The Sniper fights to the contract's terms -- if the objective is achieved, they vanish. If the objective fails, they disengage and re-engage from a new position.

Treasure: Anti-materiel rifle with suppressor (1,500 rek), precision pistol (400 rek), combat knife (40 rek), armoured ghillie suit (800 rek), optic implants (1,500 rek), range-finder and wind sensor (200 rek), PMC cipher-pad (300 rek), 4d10 rek in contract payment.

Vulnerabilities: Close range (the Sniper's effectiveness drops sharply within 30 ft; no special abilities work at close range), Solo operator (the Sniper works alone; no backup, no medical support), Relocation pattern (a character who succeeds on a DC 16 Tracking or Tactics check can predict the Sniper's next position)

Attacks

Anti-Materiel Rifle

FieldValue
bonus9
categoryranged
damage2d10+2
damageTypeballistic
nameAnti-Materiel Rifle
notesSuppressor-fitted; +2 to hit at ranges beyond 100 ft when the Sniper has not moved this round; critical threat 19-20
rangeFt300

Precision Pistol

FieldValue
bonus8
categoryranged
damage1d8+2
damageTypeenergy
namePrecision Pistol
notesSidearm; used when the rifle is impractical
rangeFt40

Combat Knife

FieldValue
bonus6
categorymelee
damage1d4+1
damageTypeslashing
nameCombat Knife
notesLast resort; the Sniper does not want to be here

Special Abilities

Overwatch

FieldValue
actionCostFull-round
nameOverwatch

description: The Sniper designates a 30-ft area as a kill zone. Until the Sniper's next turn, any creature that moves into or through the area provokes a single ranged attack at +9. The Sniper can maintain Overwatch across multiple rounds by spending a full-round action each round. Player-visible: you see the glint, and then you hear the shot. The next person who moves dies.

Relocate

FieldValue
actionCostMove (1/round)
nameRelocate

description: After firing, the Sniper moves to a new position and makes a Stealth check at +4. The Sniper does not fire from the same position twice. Player-visible: the shot comes from a new direction every time. You cannot find them.

Called Shot

FieldValue
actionCostStandard
nameCalled Shot

description: The Sniper targets a specific body part. The attack takes a -4 penalty but gains a special effect on a hit: head (DC 14 Fort or Stunned 1 round), leg (speed halved for 1d4 rounds), arm (dropped item or -4 to attack rolls for 1d4 rounds). Player-visible: the Sniper takes one extra breath, and the shot goes exactly where they wanted.

Ghillie Protocol

FieldValue
actionCostFull-round (1/encounter)
nameGhillie Protocol

description: The Sniper activates camouflage systems and becomes nearly invisible. The Sniper gains +10 to Stealth for 1d4 rounds and cannot be targeted by ranged attacks beyond 30 ft (concealment). The Sniper can still fire while camouflaged, but each attack reduces the remaining duration by 1 round. Player-visible: the Sniper was there. Now they are not. The next shot comes from nowhere.