Anti-Material Rifleman

Anti-Material Rifleman are specialized in defeating large and armored opponents. Subclass of Rifleman.

Role: AM rifleman are very effective when fighting heavily armored or large opponents but are severely lacking in ability to deal with smaller more nimble targets. And have virtually no ability to defend themselves in close quarters. They should focusing on finding a good position from which to land consistent hits on the enemy heavy hitters while staying safe themselves.

Extra Equipment
Each character begins play with a Light Anti-Tank Rifle with 40 rounds of Ammunition, the Standard Rifleman Equipment List, and one Anti-Tank Grenade

Affects rifleman starting wealth

Weapon and Armor Proficiency
Anti-Material Rifleman are proficient with all magitech firearms except automatics.

Affects rifleman weapon and armor proficiency

Lift Capacity
The Anti-Material Rifleman has adjusted to carrying heavy equipment and gains an inherent +20 misc lift bonus.

Alternate Discipline List
The Anti-Material Rifleman pulls from a slightly altered Discipline list.
 * The Sword (Ex): The rifleman gains a +4 bonus to Dexterity.
 * The Hammer (Ex): The rifleman gains a +4 bonus to Strength.
 * The Shield (Ex): The rifleman gains a +4 bonus to Constitution.
 * Critical Aiming (Ex): The rifleman gains ½ their level as a morale bonus to damage rolls.
 * Heavy Haul (Ex): The rifleman and allies within 100 feet gain a +20 bonus to load capacity.
 * Courage (Su): The rifleman becomes immune to fear.
 * Stoicism (Su): The rifleman is immune to charm.
 * Intimidating Presence (Ex): The Rifleman causes all foes within 30 feet to become frightened. They may make a save versus Will with a DC of 10 + the rifleman’s level. If they make the save, they are shaken instead of frightened. This ability has no effect on frightened creatures. Foes with more HD than the rifleman’s level are unaffected.
 * Heroism (Ex): The rifleman gains a +2 morale bonus on attack rolls, saves, and skill checks. Prerequisite: Rifleman level 5th.
 * Weakspot Aiming (Ex):  While set up the Anti-Material Rifleman can pass one turn to ignore ½ of a targets hardness the next round. Prerequisite 8th level.
 * Disciplined Shots (Su): The rifleman’s attacks count as lawful-aligned. Prerequisite: 11th level.
 * Disable Critical (Ex): When disabling shot is used a critical also disables the module for 1d4 rounds. Prerequisite: 11th level.

Set Up Positions
At 1st level the Anti-Material Rifleman can spend a full round action to set up his anti tank rifle. While set up he gains +1 to attack rolls and +2 against targets of large or higher size class. But he must spend another full round action to pack up and be able to move again. Replaces 1st discipline.

Spalling Damage
At 6th level whenever the Anti-Material Rifleman's attack roll exceeds an object or vehicle's AC by 5 times or more and successfully penetrates the object or vehicle's hardness, the shot does extra damage equal to ⅓ the original damage roll. Replaces Formation Fighting.

Disabling Shot
At 10th level whenever the Anti-Material Rifleman is firing at individual modules of an object, vehicle, or creature; weapon critical becomes 18/20. Replaces Cross training.

Spalling Shot
At 14th level whenever the Anti-Material Rifleman's attack roll exceeds an object or vehicle's AC by 10 times or more but fails to successfully penetrate the object or vehicle's hardness, the shot does damage equal to original damage roll. Replaces Teamwork Feat.

Extra Spalling
At 18th level Spalling Damage now does ¾ extra damage and Spalling Shot does 1½ damage. Replaces Teamwork Feat.

Steady Shot
At 20th level Setting up now confers a +2 to attack rolls and +6 against targets of large or higher size class. Replaces The Emperor's Shield.