Shooter

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.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License