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# 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