SHOOTER MONSTERS
Shooters are efficient technical attackers that work together with their party to bring enemies down.
Picking their targets carefully, a Shooter can make a party fall one-by-one.
Even in the back row…
Shooters lead the charge!
Make the party learn what it means to be in the cross-hairs.
Shootism
SHOOTING THINGS: If the monster has at least one Shootism ability, its Basic Attack gains the Ranged property, as well.
Reload
Type: Action
Support, Enhancement
Target: Single
30D
The monster reloads its weapon, or someone else's weapon (U): They deal +100% ranged damage. If the target is damaged, this enhancement dissipates.
CoS: 100
Crackshot
Type: Action
Technique, Ranged
Target: Single
[W]D MP: 1
Deal ranged weapon damage. If the target has taken damage since the monsters last action, Crackshot instead deals x1.5 ranged weapon damage.
CoS: 80
Spray of Fire
Type: Action
Technique, Ranged
Target: Triple (Same Row)
[W]+10D MP: 1
Deals ranged weapon damage to three targets in the same row.
CoS: 60
On My Mark
Type: Action
Technique, Ranged, Condition
Target: Single
CT10 [W]-5D MP: 1
Deals ranged weapon damage, and inflicts a condition that causes the target to take +50% incoming damage (1).
CoS: 80
Strip Shot
Type: Action
Technique, Ranged
Target: Single
[W]D MP: 1
Deals ranged weapon damage, and removes an enhancement from the struck target.
CoS: 80
Killer Shot
Type: Action
Technique, Ranged
Target: Single
[W]D MP: 1
Deals x2 ranged weapon damage. This attack gains +10 CoS for each negative condition the target is suffering from.
CoS: 40
Pot Shot
Type: Action
Technique, Ranged, Condition
Target: Single
[W]-20D MP: 1
Deals ranged weapon damage. The Shooter's weapon overheats (2) - their Technique CoSes are reduced -20. This effect stacks on reapplication.
CoS: 90
Flush
Type: Action
Technique, Ranged
Target: Single
[W]D
Deals normal ranged weapon damage, and moves the target into the front row.
CoS: 80
Fire Support
USING FIRE SUPPORT: Of course, the monster and its kin can only have one of each type of time marker ability active at a time!
Curtain Fire
Type: Action
Technique, Time Marker
Target: Special
50D MP: 1
<span style="line-height: 1.5;">Create 5 time markers, at 20D, 40D, 60D, 80D, and 100D. Each time a marker hits 0</span><span style="line-height: 1.5;">D</span><span style="line-height: 1.5;">, target a single enemy and deal 10 x ATK ranged physical damage to it. The same enemy cannot be selected again until all other enemies have been targeted.</span>
CoS: 100
Homing Shots
Type: Action
Technique, Time Marker
Target: Special
50D MP: 1
<span style="line-height: 1.5;">Create 4 time markers, at 25D, 50D, 75D, and 100D. Each time a marker hits 0</span><span style="line-height: 1.5;">D</span><span style="line-height: 1.5;">, target a single enemy and deal 7 x ATK ranged physical damage to it and inflict a condition (1): the target takes +10% damage and hostile incoming result checks are lowered by 10.</span>
CoS: 100
Ground Pounder
Type: Action
Technique
Target: Special
61D MP: 1
Create 3 time markers, at 30D, 60D, and 90D. apart from one another. Each time a marker hits 0D, it strikes all enemies for 6 x ATK physical damage.
CoS: 100
Melee Skill
USING MELEE SKILLS: All of the techniques deal melee damage, and are incapable of benefiting from the Ranged property, even if the basic attack they are based on has it.
Retreat
Type: Action
Technique, Melee
Target: Single
[W]+10D
Deals weapon damage, and moves the monster into the back row.
CoS: 80
Bayonet
Type: Action
Technique, Melee, Enhancement
Target: Single
[W]D
Deals weapon damage, and the monster gains an enhancement - its Ranged Techniques deal +30% damage (5).
CoS: 80
Pistol Whip
Type: Action
Technique, Melee
Target: Single
[W]D MP: 1
Deals x1.3 weapon damage and delays the target by +10D. This monster cannot use any Shootism ability for the rest of the battle aside from Reload; use of Reload returns access to Shootism abilities.
CoS: 100
Discipline
Tranquilizer Load
Type: Action
Support, Stance
Target: Self
40D MP: 1
The monster recovers 10 x WIL + d8 HP, and enters a stance until the next time it uses a Ranged Technique. When it does, in addition to its normal effects, the attack tranquilizes them (6) - they deal -20% damage.
CoS: 100
Antigen Load
Type: Action
Support, Stance
Target: Self
40D MP: 1
The monster recovers 10 x WIL + d8 HP, and enters a stance until the next time it uses a Ranged Technique. When it does, in addition to its normal effects, the struck target becomes feverish (6) - whenever they're healed, they're punished by being delayed +20D.
CoS: 100
Lethargy Load
Type: Action
Support, Stance
Target: Self
40D MP: 1
The monster recovers 10 x WIL + d8 HP, and enters a stance until the next time it uses a Ranged Technique. When it does, in addition to its normal effect, the stuck target becomes lethargic (6) - their actions gain +5CT, even if they otherwise would have none.
CoS: 100
Energy Cannon
When an Energy Cannon ability strikes a Locked On target, the lock dissipates.
Pulse Beam
Type: Action
Spell
Target: Double (Different Rows)
CT30 35D MP: 1
Pulse Beam deals 18 x MAG + d12 magical damage to one target in the front row, and one target in the back row, and +50% damage to Locked On targets.
CoS: 100
Lock On
Type: Action
Spell, Condition
Target: Single
CT15 15D
Inflict 8 x MAG + d8 magical damage and mark a target - the target is now Locked On. (U).
CoS: 100
Target Confirmed
Type: Action
Spell
Target: Single
CT10 25D MP: 1
Can only be used against targets that are Locked On. Deals 28 x MAG + d12 magical damage.
CoS: 100
Fire, Fire, Fire!
Type: Action
Spell
Target: Group (Marked Targets)
CT10 25D MP: 1
Can only be used against targets that are Locked On. Deals 18 x MAG + d12 magical damage.
CoS: 100
Quick Abilities
Called Shot
Type: Quick
After Acting
LP: 1
Select a single target. If the monster attacks that target on its next turn, deal +50% damage.
Quick Shot
Type: Quick
Before Acting
LP: 1
The monster immediately make a basic attack with -20 CoS against a target which hasn't been damaged since the monster's last turn, before taking its turn as normal.
Tracer Beacon
Type: Quick
After Acting
LP: 1
Activate Tracer Beacon after damaging a target. Plant a beacon (2): Incoming attacks against that target gain Critical 30.
Bunker Blaster
Type: Quick
When Appropriate
LP: 1
Activate Bunker Blaster when damaging a target. Instead of damaging that target, plant a bomb (2) - when it ticks 0, it explodes, causing the target to lose 15 x ATK HP. This effect ignores T.HP and cannot be reduced by any means.
Flak Blast
Type: Quick
When Appropriate
LP: 1
Activate Flak Blast after another monster strikes an enemy with a technique. Other enemies in the same row take 6 x ATK physical ranged damage. The monster and its kin can't use Flak Blast (1).
Full Auto
Type: Quick
When Appropriate
LP: 1
Activate Full Auto after another monster strikes an enemy with a technique. Create three time markers at 5D, 10D, and 15D: Each inflicts 6 x ATK physical ranged damage to the same target. The monster and its kin can't use Full Auto (1).
Passive Abilities
Gunner Spirit
Type: Passive
Monsters' basic attacks are ranged. Enemies struck by basic attacks are Locked On.
Easy Target
Type: Passive
When this monster attacks a combatant that didn't use a Technique or Spell last round, it gains Critical 20 against them, or Critical 50 if it damaged them with its last action.
Auto-Targeting
Type: Passive
At the beginning of this battle, and every time this monster uses a technique, it can select a single enemy and Lock On to them.
Sniper Sight
Type: Passive
This monster inflicts +30% damage to the enemy with the highest delay among all enemies.
Ventilate
Type: Passive
This monster inflicts +100% damage to targets that missed all targets with their last action.