Sniper Rifles

+2 damage to synthetic targets.

+2 damage to synthetics.

You can reload this weapon is a bonus action.

Ignores half cover. On a hit, if the target is not behind cover, it takes an additional 1d4 damage.

## Rare (5th Level)

### SR-14 Thorn

* **Price:** $36,500
* **Damage:** 1d12 Piercing
* **Heat:** 4
* **Range:** 150/450 feet
* **Properties:** Two-Handed, Burst Fire, Vented
* **Weight:** 18lbs.

The Thorn sniper rifle does not use thermal clips. Instead, use a d4 to track the "heat". Whenever you make a ranged attack with the weapon, spin down the die 1 face. Every round that you don't fire the weapon, spin the die up 1 face. This represents the weapon internally cooling off. If you ever spin down the die to 0, the weapon jams and cannot be fired again this encounter. If you make a Burst Fire attack, spin down the die by 2.

### SR-16 Javelin

* **Price:** $36,500
* **Damage:** 1d12 Piercing
* **Heat:** 1
* **Range:** 250/750 feet
* **Properties:** Two-Handed, Special, Heavy
* **Weight:** 20lbs.

Ignores half and three-quarters cover

### SR-18 Hades

* **Price:** $39,000
* **Damage:** 2d8 Fire
* **Heat:** 4
* **Range:** 100/300 feet
* **Properties:** Two-Handed, Heavy, Special
* **Weight:** 22lbs.

Use a bonus action to charge the weapon before firing, consuming 2 heat. On a hit, it deals an additional 2d8 fire damage.

### SR-20 Valiant

* **Price:** $39,000
* **Damage:** 2d8 Piercing
* **Heat:** 3
* **Range:** 250/750 feet
* **Properties:** Two-Handed
* **Weight:** 11lbs.

### SR-22 Observer

* **Price:** $39,000
* **Damage:** 2d8 Piercing
* **Heat:** 2
* **Range:** 200/600 feet
* **Properties:** Two-Handed
* **Weight:** 13lbs.

Whenever you make an attack roll with this weapon and miss, you gain a stacking +1 bonus to subsequent attack rolls. Whenever you make an attack roll with this weapon and hit, your +1 bonus resets to 0.

### SR-24 Shadow

* **Price:** $39,000
* **Damage:** 2d8 Force
* **Heat:** 4
* **Range:** 150/400 feet
* **Properties:** Two-Handed, Heavy, Special, Vented
* **Weight:** 20lbs.

The Shadow does not use thermal clips. Instead, use a d4 to track the "heat". Whenever you make a ranged attack with the weapon, spin down the die 1 face. Every round that you don't fire the weapon, spin the die up 1 face. If you ever spin down the die to 0, the weapon jams and cannot be fired again this combat.

After successfully hitting a target with a ranged attack with this weapon, you may use your bonus action to begin targeting. Until the targeting condition ends, you deal weapon damage to the target at each of the following combat phases: the end of your turn, the beginning of the target's turn, the end of the target's turn, and the beginning of your turn. Each time you deal damage, spin down your heat dice. In addition to standard targeting rules, this targeting condition can end when this weapon's heat becomes 0, when the targeted creature gains three-quarter or full cover, the target uses an action and succeeds on an opposed Dexterity check (you may add your proficiency bonus if you are proficient with this weapon type), or you use a bonus action on your turn to end the condition.

### SR-26 Harpoon

* **Price:** $40,500
* **Damage:** 3d6 Piercing
* **Heat:** 1
* **Range:** 200/600 feet
* **Properties:** Two-Handed
* **Weight:** 15lbs.

A target hit by this weapon makes a Constitution (DC 13) saving throw. On a failed save, the target takes an additional 3d6 damage at the start of their turn due to blood loss (this damage bypasses shields).

### SR-28 Incisor

* **Price:** $40,500
* **Damage:** 3d6 Piercing
* **Heat:** 3
* **Range:** 150/400 feet
* **Properties:** Two-Handed
* **Weight:** 9lbs.

### SR-30 Stingray

* **Price:** $43,500
* **Damage:** 3d8 Piercing
* **Heat:** 1
* **Range:** 200/600 feet
* **Properties:** Two-Handed, Heavy
* **Weight:** 20lbs.

This weapon cannot be reloaded as a bonus action.

## Very Rare (7th Level)

### SR-32 Solus

* **Price:** $57,000
* **Damage:** 2d5 Force
* **Heat:** 6
* **Range:** 200/600 feet
* **Properties:** Two-Handed, Heavy, Special, Vented
* **Weight**: 20lbs.

The Solus does not use thermal clips. Instead, use a d6 to track the "heat". Whenever you make a ranged attack with the weapon, spin down the die 1 face. Every round that you don't fire the weapon, spin the die up 1 face. If you ever spin down the die to 0, the weapon jams and cannot be fired again this combat.

### SR-34 Indra

* **Price:** $59,000
* **Damage:** 2d8 Piercing
* **Heat:** 9
* **Range:** 150/450 feet
* **Properties:** Two-Handed, Burst Fire
* **Weight:** 13lbs.

### SR-36 Djinn

* **Price:** $59,000
* **Damage:** 2d8 Fire
* **Heat:** 3
* **Range:** 200/600 feet
* **Properties:** Two-Handed, Special
* **Weight:** 15lbs.

Hit or miss, each creature within a 10 feet radius of the target takes 1d4 fire damage.

### SR-38 Black Widow

* **Price:** $63,000
* **Damage:** 2d12 Piercing
* **Heat:** 3
* **Range:** 250/750 feet
* **Properties:** Two-Handed, Burst Fire, Heavy
* **Weight:** 22lbs.

Ignores half cover. On a hit, if the target is not behind cover, it takes an additional 1d4 damage.