Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Marksman

    Marksmen are the long-range specialists of the battlefield — sharpshooters, snipers, and overwatch experts who turn distance, patience, and precision into overwhelming advantage. While other characters are trading fire in the open, the Marksman is already sighted in on the target that truly matters.

    In SWURPG, the Marksman subclass thrives on smart positioning and careful shot selection. You choose elevated perches, long fire lanes, and solid cover, forcing enemies to move cautiously or pay for every exposed step. When a high-value target breaks from cover or a squad attempts to flank your team, the Marksman is ready to drop them with a single, well-timed shot.

    Marksmen are ideal for players who enjoy controlling the tempo of a fight from afar. You excel at punishing reckless movement, shutting down fragile enemy supports, and making open ground feel lethal to cross. In a Star Wars campaign, you might be a clone sniper covering advancing troops, a Rebel sharpshooter defending a hidden base, or a professional mercenary brought in to guard a crucial approach for hours on end.

    This subclass fits naturally into eras full of skirmishes and asymmetric warfare — including High Republic frontier conflicts around 500–100 BBY and Imperial-era stories between 19 BBY–5 ABY. Whenever the group needs a calm, methodical shooter to watch the battlefield and end threats before they reach the front line, the Marksman is the perfect choice.

    Examples from Star Wars lore: clone snipers on elevated catwalks, Rebel sharpshooters covering trench lines, and elite mercenary marksmen hired to watch a single approach for hours.

    Playing a Marksman in SWURPG

    At the table, a Marksman is at their best when they have room to plan. Before combat begins, you want to think about sightlines, cover, and fallback positions. Once the encounter starts, your job is to deny safe movement, pick off dangerous enemies, and protect allies who are operating closer to the front lines.

    Because the Marksman focuses on long-range attacks, you naturally favor sniper rifles, heavy ranged weapons, and traits that reward patience and accuracy. You are less durable than heavily armored frontliners, so positioning and teamwork matter: stay mobile, stay hidden when you can, and coordinate with your party so they can lure enemies into your kill zones instead of forcing you to relocate every round.

    In story terms, Marksmen shine in missions that involve patrol routes, infiltration, extraction, and open terrain. You might be holding a ridge while allies sneak into an Imperial facility, covering a starship landing zone from the cliffs above, or protecting a convoy as it passes through hostile territory. When the group needs someone to make one shot that truly counts, they’ll look to you.

    Class Traits by Level

    Soldier Training – Shared Soldier Traits (Levels 1–2)

    All Soldiers begin their journey with the same foundational combat training. These early-level traits represent the drills, battlefield conditioning, and disciplined weapon practice shared by every Soldier before they specialize at level 3.

    Level 1 – Combat Focus
    You gain +1 to Initiative rolls.
    Level 1 – Weapon Familiarity
    Choose one weapon category (Melee or Ranged). You gain +1 to attack rolls with that weapon category. You can change your chosen category at level 4, 8, 12 and 16.
    Level 2 – Weapon Discipline
    Once per turn when you make a weapon attack, you can reroll one damage die and take the new result. Uses = PB per Long Rest.
    Level 2 – Defensive Posture
    When you take the Dodge action, you gain +2 AC until the start of your next turn.

    Marksman Path Traits (Level 3+)

    At level 3, your character commits to the Marksman path — focusing on long-range shooting, precise positioning, and battlefield control through accurate, high-impact attacks. The traits below are unique to the Marksman and build on the shared Soldier foundation above, defining how you grow into a true overwatch specialist as the campaign continues.

    Level 3 – Marksman’s Patience
    Once per turn, if you don’t move and don’t use your bonus action, your next ranged attack before your next turn deals extra damage: +2 (L3–6), +3 (L7–12), +4 (L13–17), +5 (L18–20).
    Level 5 – Cover Expert
    While behind half or three-quarters cover, you gain an additional +1 AC. L10: +2. L15: +3.
    Level 6 – Distance Discipline
    No penalty at Short; –2 at Medium (instead of –5); –5 at Long (instead of –10). L14: +2 at Short, 0 at Medium, –3 at Long.
    Level 7 – Sharpshooter's Composure
    Once per Short Rest, gain +2 to a ranged attack roll; your next ranged attack suffers –2. L15: that boosted attack also deals +1d6 damage.
    Level 9 – Tactical Shot
    On hit, you may forgo damage; target makes STR save (DC 8 + PB + DEX). On fail, either knock prone or push 10 ft (your choice).
    Level 10 – Sharpshooter's Composure
    (see level 7 description)
    Level 11 – Ghost Movement
    When moving from cover to cover, you may attempt to Hide as part of movement. If you haven’t attacked this turn, make the Stealth check with advantage.
    Level 13 – First Blood
    When you attack a surprised creature, you automatically deal max damage.
    Level 14 – Longshot Precision
    Critical range becomes 19–20 when using sniper/heavy rifles. L18: 18–20 instead.
    Level 15 – Perfect Line of Sight
    Once per Short Rest, ignore partial cover from one target.
    Level 17 – Snipe and Relocate
    Once per Short Rest, after a ranged attack, Dash as a bonus action without provoking opportunity attacks.
    Level 18 – Battlefield Marksman
    Allies who can see you gain +2 to their next attack roll against any creature you damaged this turn.
    Level 19 – Unseen Terror
    After you make a ranged attack while hidden, creatures can’t take Reactions against you until your next turn. If that attack kills a creature, enemies within 30 ft must WIS save (DC 8 + PB + DEX) or be frightened until your next turn.
    Level 20 – Final Shot Preparation
    Once per Long Rest, if you take an entire turn with no actions/bonus/movement, your next ranged attack gets +4 to hit and +2 weapon dice damage.