Sniper Rifle

Sniper Rifle

Weapon Profile

Category
Firearms
Damage
2d10 ballistic
Range
Long · 200/800 ft
Handling
Bolt or semi-auto action. Maximum two attacks per turn with this weapon, regardless of class features. Integrated optic equivalent to a scope already mounted.
Grade
I · Standard
Rarity
Common
Tier
III · Modern
Training
Firearms
Cost
600
Weight
14 lb

Without training in firearms, you add no proficiency bonus to attacks with this and roll them at disadvantage. Proficiency

To make: 300 gm of materials and 2 days of work, at a workshop with powered tools. To repair: 75 gm and 1 day. Downtime

Properties

Hover or tap any of these for what it means.

  • weaponSomething you attack with. Held in a hand, and covered by a weapon proficiency.
  • ammunitionNeeds ammunition to fire, drawn from what you carry.
  • two-handedBoth hands are needed to attack with it. You cannot hold anything else.
  • heavyUnwieldy for a Small creature, which attacks with it at disadvantage.
  • loadingOne shot per action, bonus action or reaction, however many attacks you have.

A long heavy-barreled precision rifle, free-floated and stocked for prone shooting, with an integrated variable-magnification optic that counts as a mounted scope. Halcyion Naval Infantry designate one per fireteam. You can make at most two attacks per turn with it, regardless of class features.

Rules

  • Maximum two attacks per turn with this weapon, regardless of class features.

Grades

The same object, worked to a better standard. The grade is the rung; the bonus is what the rung is worth at the table.

  1. Grade I · Standard
  2. Grade II · Refined +1
  3. Grade III · Pristine +2
  4. Grade IV · Masterwork +3

Equipment Line

The same kit across the tiers. Later rungs replace earlier ones.

  1. Tier III Sniper Rifle
  2. Tier IV Rail Lance
  3. Tier V Rift Lance