Introduction Playing ELDRA Character Creation Game Mechanics Equipment Peoples of ELDRA Classes Skills Spells Spellcasting Stunts Bestiary

Sharpshooter

Deadly at range, Sharpshooters turn the battlefield into a hunting ground. Their precision leaves no room for mistakes and no chance for escape. In ELDRA, the Sharpshooter makes distance itself a weapon.

Root Node · 1 CLA

Sharpshooter

Draw and ready a ranged weapon as a free action (0 AP) once per turn.

Path of Precision

T1 · 1 CLA

Sniper

Ignore all distance penalties on ranged attacks. Treat half-cover as no cover when making ranged attacks.

Steady Breathing

When you do not move during your turn, your next ranged attack is made with Advantage.

Armor Pierce

Your ranged attacks ignore Physical Defense equal to your Perception skill divided by 2 (rounded up).
T2 · 1 CLA

Headshot

When you hit a target with a margin of 3 or more, deal additional damage based on the total margin: 3=+1d4, 4=+1d6, 5=+1d8, 6=+1d10, 7 or more=+1d12. This damage matches the original attack type.

Killing Sight

When Steady Breathing is active, Headshot bonus damage increases by one die step (1d4 becomes 1d6, etc.).

Penetrating Round

Once per scene, declare a Penetrating Round before rolling. Your attack ignores all Physical Defense on this attack.
T3 · 1 CLA

Kill Zone

Once per scene as a free action, designate a 10m radius area within range as your Kill Zone for 3 rounds. While active: make a free attack against any target in the zone, and enemies inside have minus 2 to defend rolls against your ranged attacks. You must maintain line of sight and may not move more than 2m per turn.

Perfect Marksman

While inside your own Kill Zone, Headshot bonus damage is always treated as the maximum die result rather than a roll.

Lethal Precision

Once per session, combine Penetrating Round with Headshot. If the attack deals a Consequence, that Consequence is one tier higher than normal.

Path of Suppression

T1 · 1 CLA

Covering Fire

Once per scene, spending 2 AP, suppress a 5m radius area within your weapon's range. All creatures in the area make a Reflex defend roll against your Shoot skill or become Dazed until the end of their next turn. Allies may be excluded.

Pinpoint Target

Once per scene as a free action, declare one visible creature as your Pinpoint Target. Your next ranged attack against that target ignores all cover and Physical Defense.

Marked Target

Once per turn, designate a creature as your Marked Target as a free action. Your next ranged attack against that target gains +1.
T2 · 1 CLA

Suppressing Fire

Once per scene, spending 3 AP, lay down a field of suppressive fire over a 10m radius area for 2 rounds. While suppressed: any creature moving through the area provokes a free attack from you, and all creatures within the area have Disadvantage on attack rolls as they keep their heads down.

Pinned Down

Creatures that fail the Dazed check from Covering Fire also cannot willingly move closer to you until the start of their next turn.

Hunter's Mark

Your Marked Target now lasts the entire scene and the attack bonus increases to +2.
T3 · 1 CLA

Zone Denial

Once per session as a free action, declare an area up to 20m radius within your range as Denied Ground for 3 rounds. Any enemy that enters or starts its turn in Denied Ground must make a Reflex defend roll against your Shoot or take your Shoot skill as damage and become Prone. You may maintain Denied Ground while moving at half speed.

Death Ground

While your Kill Zone or Denied Ground is active, any enemy attempting to leave the area triggers a free attack from you without spending your Reaction.

Priority Target

When your Marked Target is inside Suppressing Fire or Denied Ground, they take minus 4 to defend rolls against your attacks instead of minus 2, and your free zone attack against them has Advantage.

Solid required progression · Dashed optional node requires the one above it