Game Master / Adversaries / Sniper Maneuvers
Sniper Maneuvers
A Sniper threatens from distance, punishes exposed enemies and makes open ground dangerous. It needs room to work.
Precision Fire
Prepared Shot
Sniper, Readied · 1 AP
Choose a visible enemy within range and a trigger (it moves without Disengaging, uses a Manipulate or Concentrate action, or attacks). Until the Sniper's next turn, the first time it happens the Sniper may attack it as a reaction, dealing 1 extra damage die (Average Step) on a hit.
Hindering Fire
Pinning Shot
Sniper, Maneuver · 1 AP
Make 1 weapon attack; a damaged target must succeed a Reflex save (DC 10 + half damage taken) or have its Speed halved until the Sniper's next turn.
Sniper Positioning
Fall Back
Sniper, Reaction · Reaction (1 RP)
Trigger: An enemy ends movement within 10 feet (Strong Magnitude).
Move up to half its Speed without provoking movement reactions.
Rapid Fire
Rapid Volley
Sniper, Maneuver · 1 AP
Make 2 ranged attacks against 1 enemy, combining the damage of all hits before Soak and Resistances.
Support Fire
Covering Fire
Sniper, Maneuver · 1 AP
Choose an ally within Close and a visible enemy in range. Until its next turn, either the ally gains 2 Advantage (Strong Step) on melee attacks against that enemy, or the ally's movement doesn't provoke reaction attacks from it.
Bombardment
Explosive Payload
Sniper, Maneuver, Recharge · 1 AP
Each creature in a 10-foot emanation (Strong Magnitude) around a point in range makes a Reflex save against this creature's action check: half weapon damage on a success (none on a critical success), full on a failure (double on a critical failure).
Crafting tags: Essence Fire; Ingredients none.
Hex Shot
Hex Shot
Sniper, Maneuver · 1 AP
Make 1 ranged weapon attack; a damaged target must succeed a Reflex save (DC 10 + half damage taken) or suffer 2 Disadvantage (Strong Step) on its next attack before the Sniper's next turn.
Crafting tags: Essence Mind; Ingredients none.