The Marksman is the Soldier who solves problems from 200 feet away. Where Vanguards plant in melee and Commandos breach close-range positions, Marksmen pick the highest-priority target on the field and remove them before the rest of the fight starts.
Quick read: The long-range Soldier. Snipers, sight-line control, big single-target damage. Think Rebel sharpshooters, Imperial Storm Commandos, Mandalorian death watch snipers.
What you do at the table
Marksmen excel at long-range precision — Sniper Rifles, Heavy Blaster Rifles, scoped shots, and traits that trade rate-of-fire for single-shot impact. Your turn often looks like: position, sight line, target priority, single decisive shot. You're the Soldier the party deploys to overwatch a meeting, cover an extraction, or pre-emptively drop the enemy commander before the firefight begins.
You'll get the most out of maps with elevation, long sight lines, and clear approaches. Tight corridors blunt your specialty.
Sibling differentiation
- vs. Vanguard — Vanguards in melee + tank role; Marksmen at long range + DPS role.
- vs. Commando — Commandos at short range, mobile; Marksmen at long range, stationary.
- vs. Scoundrel Assassin — Both deliver high single-target damage, but Marksmen do it from distance with rifles; Assassins do it up close with stealth.
Build tips
DEX primary (drives ranged accuracy, AC, initiative). INT secondary helps with Knowledge: Tactics and Perception. CON 13–14 keeps you on your feet.
Common pitfalls
- Don't get caught at close range. Sniper rifles eat penalties in melee. Always have a backup blaster pistol and a fallback position.
- Patience is a stat. New Marksmen burst all their setup traits in the opening round; experienced ones wait for the moment when one shot decides the fight.
- Position before initiative. Like Vanguards, Marksmen win on map setup — pick the high ground before the dice come out.