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, cover, and patience into decisive advantages. While others are trading blows on the front line, the Marksman is lining up the shot that ends the fight.

    A Marksman excels at picking the right position, staying hidden or hard to reach, and eliminating high-value targets with precise, devastating attacks. They control open ground, punish exposed enemies, and provide covering fire that lets allies advance safely. Played well, a Marksman makes every enemy movement feel dangerous.

    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.

    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.

    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.