Sniper

Specializing in long range combat, a Sniper employs powerful rifles to focus on single-shot kill or crippling attacks. Snipers often rely on stealth to take advantageous positions during battle.

# Skills

 As a character advances in the Sniper Job, he or she gains the following Skill points at each Rank.

# Talents

 Each Job provides a series of Talents representing the special abilities granted by this specific training. As a Character progresses through Job Ranks, more and more Talents become available.

ON INIT

ON INIT

SKILL SAVE

BOARDING

ON INIT

## Talent Strategy

### Bullet Trace

This is a solid go-to option for when you don't have enough initiative to both attack and use stealth in a turn. It rarely one-shots a foe but has decent debuffs to allow an ally to finish off an enemy.

### Vanishing Act

This is the only way a Sniper enters stealth until rank 15 (unless they also have ranks in Spy or Assassin which isn't recommended.) The stealth doesn't last terribly long but is incredibly powerful and allows the use of powerful talents.

### Dominant Eye

A primarily offensive on-init talent, it is an excellent talent choice because using 18 initiative sniper rifles doesn't give you many attacks in a round; a buff that requires stealth but no action is very useful.

### Target Acquired

This on-init talent weakens a front-line foe. The sniper is usually better served by hitting softer targets in the back two positions so this is a very situational choice but can be helpful if your strategy focuses on slaying from the front.

### Eagle Eye

This buff is tough to use without sacrificing a valuable attack for a round. As you'll typically be using Stealth every other round, you wont have a lot of initiative to spare for this talent. However, if you do find yourself with enough initiative (or are strange enough to use a machine gun with your sniper) you'll find this talent to be an all-around strong buff.

### Staggering Hit

This is a strong stealth attack useful for firing anytime after you activate stealth. If you use this with a sniper rifle, you will almost certainly have an initiative penalty the following turn, permitting you only a single action. However, the nearly guaranteed penetrating hit and bleeding make it a good tradeoff. This competes with One-shot for the "finishing" move role but can be used from the third position in the unfortunate event that you are pulled forward one position.

### Crafty Twist

Your crew generally only needs a single stealth saving roll. This is typically better served by having a non-combat focused Spy learn it than your Sniper. But, if you don't have a Spy, you could learn this talent and respec later once you do.

### Unseen Fear

This is a costly talent but can be worth it if you find yourself in the situation where your sniper (and other crew members) are having trouble hitting your foe as this talent cannot miss.

### Parting Gift

This is identical to an Assassin talent. It is useful early in Ship Combat when the health of crew members is still quite high as it ignores how much health they have remaining.

### One-Shot

This is the ultimate one-attack-per-turn move and is only available if you have stealth enabled. The extreme critical chance combined with the high base damage of a sniper rifle does mean it often takes a foe from full health to 0 in a single attack. It can theoretically deal less damage than Staggering Hit if the foe has an obscene amount of armor but the high penetration of sniper rifles can make that bonus redundant anyway. The obscene amount of initiative cost means it should be used last in your turn as it will definitely push you into penalty range (excepting rare circumstances where the Sniper is using a machine gun instead and has a lot of initiative.)

### Trick of the Eye

This on initiative talent has its primary benefit in granting stealth whenever triggered. This frees up your initiative for using powerful stealth attacks every turn, even if you are constantly pushing yourself into initiative penalty!