I'm thinking Move Object, but YMMV?
Don't remember how much damage these do (4d8 over 4m radius maybe?), but two should do the job nicely. Do they get the +2 dice damage bonus from the Demolitionist Talent?
How long does a flare last, GK? These are commercial ones bought in Footfall, not the bodged ones from before. No Low-light malus while the flare is working.
Actions:
Free: Spot hidden sniper (Disadvantage for light, Advantage for Compound Eyes): Jeepers Creepers: 1D20+5 = [4]+5 = 9. Drat
Move: Take Aim
Bonus Attack: Fire flare
Double Attack vs 60m Troopers (at Disadvantage due to range and being prone):
Measured response: 2D20.LOW(1)+5 = [1, 1]+7 = 8
2D20.LOW(1)+5 = [12, 13]+7 = 19 One hit for 3D8+7 = [6, 6, 4]+6 = 22 damage. One trooper down.
Action Surge: Set explosives.
Still prone, attackers at a disadvantage to hit. (Note to self: ask Jihahna about mounting bipods!)
I would think the flares should last about 1 minute (10 rounds) for a standard one, but there are others available that should last up to a day.
The stats for the explosives disappeared of course... but I think I was thinking something like a frag grenade but a larger radius so 4d6 energy with a 8-meter radius. Combining two doesn't normally double the damage but I would increase it to 6d6, same area. Note that I think being prone is going to make your 'throwing range' about 1/2 also (so range 5/15 meters) but of course Move Object would not be affected.