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<blockquote data-quote="wolfpunk" data-source="post: 5341156" data-attributes="member: 699"><p>So here is a sample soldier, this soldier is one possible way to build a sniper. I have not included any of the player abilities.</p><p></p><p>Soldier Name: Alpha </p><p>Assists: </p><p>Deaths: </p><p>Kills: </p><p> </p><p>Soldier Tactics</p><p></p><p>1. Ambush: Pull 1 additional card when you determine damage for a successful attack against an opponent if you currently have the Stealth feature. This Tactic may be chosen more than once.</p><p>2. Gunslinger: Pull 1 additional card when you determine damage for a ranged combat attack. This Tactic may be chosen more than once.</p><p>3. Headshot: Pull 1 additional card when you determine damage for a successful attack against an opponent that has not acted yet this round. This Tactic may be chosen more than once.</p><p>4. Instinct: You can no longer bust when determining Initiative.</p><p>5. Rage: If you kill an opponent, declare an immediate action of your choice.</p><p>6. Rush: If you kill an opponent, Recharge an ability of your choice.</p><p>7. Tank: Reduce the damage you take by 1 pull. This Tactic may be chosen more than once.</p><p></p><p>Soldier Stratagems</p><p></p><p>1. Frenzy: Improve your Damage by 4 pulls until the end of your turn.</p><p>2. Lock and Load: Immediately recharge all Player Abilities, Soldier Stratagems and Reload all gear you possess, except for this Stratagem.</p><p>3. Trick Shot: Your ranged weapon has unlimited range in a straight line until the end of your turn. You still may not shoot through closed zones unless you have an ability or a weapon that allows you to.</p><p></p><p>Gear</p><p></p><p>Gauntlet: Damage: 1 pull. Range: 0. Disarm. Gear: 0. Cost: 0.</p><p>[] Medical Kit: Range: 0. Heal. Gear: 1. Cost: 20.</p><p>[] Pistol: Damage: 2 pulls. Range: 0. Gear: 1. Cost: 30.</p><p>[] Sniper Rifle: Damage: 4 pulls. Range: 0-4. Reload. Aim. Gear: 2. Cost: 100.</p><p>[] Stealth Cowl: Stealth (2). Gear: 1. Cost: 20.</p><p>[]</p><p></p><p>Notes</p><p></p><p>Alpha is the embodiment of “One shot, one kill,” doing it at extremely long range is just a matter of personal style. He carries enough gear with him to be self-sufficient, returning to base as little as possible if ever during a match. His Instinct ability gives him the opportunity to go first most of the time. That coupled with his Ambush, Gunslinger and Headshot tactics often add up to attacks that deal a staggering amount of damage at long range. If he can afford the Anti-matter upgrade for his sniper rifle he will choose the Trick Shot stratagem first, hoping to catch an opponent off guard. He prefers to add all of his upgrades to his Sniper Rifle.</p><p></p><p>Preferred Gear Upgrades: [] Anti-Matter, [] Laser Sight, [] Long Range, and [] Mass.</p></blockquote><p></p>
[QUOTE="wolfpunk, post: 5341156, member: 699"] So here is a sample soldier, this soldier is one possible way to build a sniper. I have not included any of the player abilities. Soldier Name: Alpha Assists: Deaths: Kills: Soldier Tactics 1. Ambush: Pull 1 additional card when you determine damage for a successful attack against an opponent if you currently have the Stealth feature. This Tactic may be chosen more than once. 2. Gunslinger: Pull 1 additional card when you determine damage for a ranged combat attack. This Tactic may be chosen more than once. 3. Headshot: Pull 1 additional card when you determine damage for a successful attack against an opponent that has not acted yet this round. This Tactic may be chosen more than once. 4. Instinct: You can no longer bust when determining Initiative. 5. Rage: If you kill an opponent, declare an immediate action of your choice. 6. Rush: If you kill an opponent, Recharge an ability of your choice. 7. Tank: Reduce the damage you take by 1 pull. This Tactic may be chosen more than once. Soldier Stratagems 1. Frenzy: Improve your Damage by 4 pulls until the end of your turn. 2. Lock and Load: Immediately recharge all Player Abilities, Soldier Stratagems and Reload all gear you possess, except for this Stratagem. 3. Trick Shot: Your ranged weapon has unlimited range in a straight line until the end of your turn. You still may not shoot through closed zones unless you have an ability or a weapon that allows you to. Gear Gauntlet: Damage: 1 pull. Range: 0. Disarm. Gear: 0. Cost: 0. [] Medical Kit: Range: 0. Heal. Gear: 1. Cost: 20. [] Pistol: Damage: 2 pulls. Range: 0. Gear: 1. Cost: 30. [] Sniper Rifle: Damage: 4 pulls. Range: 0-4. Reload. Aim. Gear: 2. Cost: 100. [] Stealth Cowl: Stealth (2). Gear: 1. Cost: 20. [] Notes Alpha is the embodiment of “One shot, one kill,” doing it at extremely long range is just a matter of personal style. He carries enough gear with him to be self-sufficient, returning to base as little as possible if ever during a match. His Instinct ability gives him the opportunity to go first most of the time. That coupled with his Ambush, Gunslinger and Headshot tactics often add up to attacks that deal a staggering amount of damage at long range. If he can afford the Anti-matter upgrade for his sniper rifle he will choose the Trick Shot stratagem first, hoping to catch an opponent off guard. He prefers to add all of his upgrades to his Sniper Rifle. Preferred Gear Upgrades: [] Anti-Matter, [] Laser Sight, [] Long Range, and [] Mass. [/QUOTE]
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