
Guild Marksman
TR 4Humanoid · Medium·Recommended levels: 6-10
Abilities
Saves
- DEX +7
- WIS +6
Skills
- Perception +10
- Stealth +7
- Survival +6
Languages
- Basic
Equipment
Traits
Once per turn, if the Marksman does not move and does not use its bonus action, its next ranged weapon attack deals +2 extra damage.
Once per fight the Marksman may add +2 to a ranged attack roll; its next ranged attack then takes a -2 penalty. It also has Advantage on saving throws against being Frightened.
The Marksman treats every ranged Range category as one closer, ignoring the Disadvantage for firing at long range.
When the Marksman makes a ranged weapon attack against a target within 20 feet, it gains a +1 bonus to the attack roll and +1 to damage on a hit.
When the Marksman takes the Dash action, it may immediately attempt to Hide as part of the same action.
Actions
The Marksman makes two ranged attacks with its Blaster Carbine.
As an action, the Marksman focuses its Rangefinder Targeting Computer on a target it can see; its next ranged attack against that target before the end of its next turn has Advantage and ignores long-range Disadvantage.
Lore
A Guild Marksman turns a hunt into a foregone conclusion. Perched on an overlook with a scoped carbine and a rangefinder, the marksman is the Guild's answer to a mark who thinks distance is safety — the first sign of the shot is often the shot itself. They are prized for discipline as much as aim: a marksman who holds fire on a crowded street, or puts a bolt through a fleeing runner's leg instead of its spine, is what keeps a 'capture-alive' contract from turning into a murder charge.
Marksmen work the high ground and the long angle, calling targets for the crew below and relocating the instant they're made. They rarely close, rarely miss, and are usually the last member of a Guild pack a party ever manages to reach.
In Play
Position the Marksman on an overlook with a clear lane and let it dictate the fight from range: Rangefinder Lock for a guaranteed hit, or a stationary shot for the Marksman's Patience bonus, then Relocation Drill to Dash-and-Hide before the party closes. It's fragile up close — the whole challenge is reaching it. As an ally, a hired Marksman gives the party overwatch and a called shot to wound-not-kill a mark. Counter it with smoke, cover, and speed.
Adventure Hooks
- The overwatch — Every time the party moves in the open, a bolt cracks off the pavement at their feet — a Guild Marksman, dry-firing a warning, is being paid to keep them pinned until a capture crew arrives. Find the nest before the net does.
- The called shot — The party has to take a mark alive across open ground where a killing crew is already set up. A Guild Marksman will provide covering overwatch and a leg-shot on the runner for a fee — assuming its Guild handler hasn't already sold the same overwatch to the other side.