Precision rifle work at ranges, angles, and time scales where ordinary shooting is no longer the whole task. Sniping covers range estimation, wind reading, ballistic solution, hide discipline, target confirmation, spotter coordination, counter-sniper work, and the long patience of waiting for the one shot that may never become authorized.
A D5 sniper does not simply hit targets at distance. A D5 sniper turns a shot into a controlled event: the target is confirmed, the condition is met, the line of fire is understood, the exit is planned, and the scene’s attribution has been considered. A character with Ranged 3 can shoot well. A character with Sniping 3 can conduct professional overwatch or a prepared assassination shot.
Sniping attacks target Ranged Defense unless a specific called effect or vehicle rule says otherwise.
Era notes.
- Shadow War. Bolt-action precision rifles, partisan hides, rough optics, and field judgment. The classic task is the single shot against an officer, collaborator, or courier at a known waypoint, followed by a long walk-out.
- Long Dark. Dedicated marksman rifles, improved optics, and sniper work mostly kept at the edge of D5’s institutional practice. The usual work is the observation post supporting a defection, exchange, or extraction, with the shot held in reserve.
- Nightscreen. Modular precision rifles, laser rangefinders, computed ballistic solutions, suppressed platforms, drone-assisted observation, and biometric attribution risk. Typical employment is standoff overwatch on a high-risk meet.
Specializations. Sniping can sub-specialize into Long-Range Precision (the classical long shot), Counter-Sniper (finding and neutralizing an opposing sniper), Static Overwatch (holding a hide for hours or days in support of an operation), Urban Sniping (glass, angles, crowds, cameras, and short exposure windows), and Anti-Materiel (precision shots against vehicles, equipment, sensors, locks, or engines rather than people).
Common uses. Standoff overwatch. The denied-area assassination shot. The disabling shot on a fleeing vehicle or carried object. Counter-sniper action when the opposition has read the same playbook. The last-resort hostage-rescue shot, authorized only when every other option has closed.
Example check difficulties. Stationary target at known range from a prepared position: Average. Moving target through an urban window at uncertain range: Hard. Shot through glass with no certainty what is behind it: Hard to Severe. Counter-sniper engagement against a hidden professional: Severe, and one of you may be dead within the next two checks.
Shot Advantage
Sniping uses Shot Advantage when the shot is a scene, not a reflex attack. Use it for assassinations, overwatch, counter-sniper work, anti-materiel shots, hostage-rescue shots, and any operation where the table cares about the difference between “I fire” and “I built the shot.”
Shot Advantage is a temporary pool for one declared sniper shot.
- It starts at 0.
- Its maximum equals the shooter’s Sniping rating (minimum cap 1 for an untrained emergency attempt).
- It is built during Intel, setup, and aiming.
- It is spent only on the declared sniper shot.
- It clears after the shot, abort, relocation, or scene end.
The cap still applies. A character with Sniping 3 can hold at most 3 Shot Advantage no matter how much preparation the team performs. Extra successful preparation should still matter narratively: it may reduce Compromise, identify abort conditions, improve exfiltration, or prevent Soured Intel, but it does not increase the shot pool beyond the cap.
In structured play, a D5 Aim maneuver is the core Aim maneuver applied to Shot Advantage. It does not stack with a separate core Aim bonus. The sniper either uses the maneuver to add Shot Advantage up to the cap, or takes the ordinary core Aim benefit if the GM is not using Shot Advantage for that shot. Aiming prevents meaningful movement. If the table is resolving the scene in broader turns, aiming consumes the sniper’s turn. Each Aim maneuver can add Shot Advantage up to the cap, but each one also gives the GM permission to advance scene pressure.
| Source |
Typical Check |
Gain |
| Pattern of life confirmed |
Surveillance |
+1 |
| Clean firing position secured |
Stealth or Survival & E&E |
+1 |
| Range, wind, and ballistic solution prepared |
Sniping |
+1 |
| Target identity and kill condition confirmed |
Perception or Surveillance |
+1 |
| Exit and signature-control plan established |
Tradecraft |
+1 |
| Spotter provides a concrete assist |
Perception, Surveillance, or Sniping |
+1 |
| Aim maneuver in-scene |
No roll, or Sniping under pressure |
+1 |
| Spend |
Effect |
| 1 |
Add +1 Boon die to the Sniping check. |
| 1 |
Cancel 1 Bane die from wind, range, glass, movement, bad rest, poor light, or similar pressure. |
| 1 |
Ignore 1 Resistance on a hit. |
| 1 |
Add +1 damage on a hit. |
| 1 |
Lower the weapon’s Critical threshold by 1 for this shot, minimum Critical 2. |
| 2 held |
Enable Clean Kill or another decisive called effect on a hit: kill, incapacitate, disable limb, destroy object, or disable vehicle component, if the fiction supports it. These points must remain unspent until the shot resolves. |
| 2 |
Keep the shot cleaner: reduce ballistic, witness, position, or escape-route signature by one step, if the fiction supports it. |
Clean kill. If the target is unaware, the shooter has a prepared position, the weapon is appropriate, and the Sniping check succeeds with either 2+ held Shot Advantage or a triggered Critical Injury (by spending a Breakthrough or spending net Boons equal to the weapon’s Crit rating), the target is killed or incapacitated at the player’s declared level, subject to target tier and fiction. Held Shot Advantage is not spent for dice, damage, Resistance, or signature control before the roll; it is reserved to make the successful shot decisive. Minions usually die. Elites die or are incapacitated if the setup was clean. Nemeses suffer a severe wound, forced retreat, or campaign-changing injury unless the whole arc has built to the kill.
Waiting cuts both ways. Every extra Aim maneuver improves the shot, but gives the GM pressure: target movement, bystander crossing the line, guard entering the sight picture, wind shift, spotter losing view, counter-surveillance advancing, or the mission window closing. The player may always abort. A professional sniper’s most common successful action is not firing.
Assassination procedure. For sanctioned sniper wet work, run the scene in order: confirm authority, build the shot, secure the position, confirm target and kill condition, take the Sniping check, resolve effect, then exfiltrate and run attribution. The shot can be mechanically lethal. The operation is dramatic because the team must earn the moment where that lethality is justified, clean, and survivable.