The Gunner is a crew-served weapon's living component. They are not a Soldier who happens to be on a ship; they are the person the corp trained from age sixteen to feed the cannon, read the firing solution, and keep their hands inside the breech guard while the gun cycles. The Gunner's body is logged on the same maintenance schedule as the weapon: quarterly medical, annual psychological, mandatory rest periods after every engagement. They are asset paired with another asset.
On the Kadiss, the Gunner rides the grid as ship-crew, not as a person. Their personal file is thin on purpose; their weapon-system certification is thick. They do not think of the gun as a tool; they think of the gun as a partner, the way an Engineer thinks of an engine. The Targeting Matrix is the formal term for what they call their eye -- the firing solution that builds the longer you watch.
They wear light and medium armour because powered assault frames are for breaching teams, not gunnery Stations. The gunnery chair is the Gunner's armour. They take the shot, they read the fall of shot, they adjust. DEX and WIS primes: the steady hand and the patient eye. The patience matters more than the hand; a Gunner who fires too soon is a Gunner who has to reload.
Operating on the Warrior-Ranger chassis (d10 HD, full BAB, Fort/Ref good, Will poor). The Will poor save is the cost of the job: a Gunner who thinks too hard about what they are shooting at stops being effective.
Rules Reference
Field
Value
Armor Allowance
Light, Medium
Bab Tier
full
Base Skill Points
4
Hd
d10
Hd Sides
10
Max Level
20
Multiclass Notes
Gunners can multiclass with Pilot and Heavy Breacher archetypes. Non-human gunners use simultaneous multiclassing rules.
Primary Abilities
DEX, WIS
Prime Requisites
DEX, WIS
Save Tiers / Fortitude
good
Save Tiers / Reflex
good
Save Tiers / Will
poor
Weapon Allowance
All crew-served and vehicle weapons, All heavy weapons, Pistol
Notes
Archetype Niche: The Gunner is the ship combat king. Targeting Matrix rewards sustained fire on a single target with escalating accuracy and damage -- the Gunner gets more dangerous the longer a fight lasts. Rapid Reload Mastery eliminates the action-economy penalty of crew-served weapons, letting the Gunner maintain fire rates that other classes cannot match. Suppressing Barrage provides area damage and terrain control, turning the Gunner into a shipboard artillery piece. The Gunner's niche is void combat: they are the reason the enemy ship explodes before the boarding action even starts.
Level Table
Loader
Field
Value
bab
1
fortitude
2
level
1
reflex
2
skillPoints
16
title
Loader
will
0
xp
0
Gunner's Mate
Field
Value
bab
2
fortitude
3
level
2
reflex
3
skillPoints
4
title
Gunner's Mate
will
0
xp
2250
Gunner
Field
Value
bab
3
fortitude
3
level
3
reflex
3
skillPoints
4
title
Gunner
will
1
xp
4500
Turret Gunner
Field
Value
bab
4
fortitude
4
level
4
reflex
4
skillPoints
4
title
Turret Gunner
will
1
xp
9000
Master Gunner
Field
Value
bab
5
fortitude
4
level
5
reflex
4
skillPoints
4
title
Master Gunner
will
1
xp
18000
Chief Gunner
Field
Value
bab
6
fortitude
5
level
6
reflex
5
skillPoints
4
title
Chief Gunner
will
2
xp
36000
Gunnery Chief
Field
Value
bab
7
fortitude
5
level
7
reflex
5
skillPoints
4
title
Gunnery Chief
will
2
xp
75000
Battery Commander
Field
Value
bab
8
fortitude
6
level
8
reflex
6
skillPoints
4
title
Battery Commander
will
2
xp
150000
Gunnery Lord
Field
Value
bab
9
fortitude
6
level
9
reflex
6
skillPoints
4
title
Gunnery Lord
will
3
xp
300000
High Gunnery Lord
Field
Value
bab
10
fortitude
7
level
10
reflex
7
skillPoints
4
title
High Gunnery Lord
will
3
xp
600000
Weaponmaster
Field
Value
bab
11
fortitude
7
level
11
reflex
7
skillPoints
4
title
Weaponmaster
will
3
xp
900000
High Weaponmaster
Field
Value
bab
12
fortitude
8
level
12
reflex
8
skillPoints
4
title
High Weaponmaster
will
4
xp
1200000
Ordnance Lord
Field
Value
bab
13
fortitude
8
level
13
reflex
8
skillPoints
4
title
Ordnance Lord
will
4
xp
1500000
High Ordnance Lord
Field
Value
bab
14
fortitude
9
level
14
reflex
9
skillPoints
4
title
High Ordnance Lord
will
4
xp
1800000
Ordnance Master
Field
Value
bab
15
fortitude
9
level
15
reflex
9
skillPoints
4
title
Ordnance Master
will
5
xp
2100000
High Ordnance Master
Field
Value
bab
16
fortitude
10
level
16
reflex
10
skillPoints
4
title
High Ordnance Master
will
5
xp
2400000
Void Gunner
Field
Value
bab
17
fortitude
10
level
17
reflex
10
skillPoints
4
title
Void Gunner
will
5
xp
2700000
High Void Gunner
Field
Value
bab
18
fortitude
11
level
18
reflex
11
skillPoints
4
title
High Void Gunner
will
6
xp
3000000
Sky-Splitter
Field
Value
bab
19
fortitude
11
level
19
reflex
11
skillPoints
4
title
Sky-Splitter
will
6
xp
3300000
Supreme Gunner
Field
Value
bab
20
fortitude
12
level
20
reflex
12
skillPoints
4
title
Supreme Gunner
will
6
xp
3600000
Special Abilities
Targeting Matrix
Field
Value
level
1
name
Targeting Matrix
description: When the Gunner fires a crew-served, vehicle-mounted, or ship weapon at a target fired at the previous round: +1 to attack, +1d6 damage. Stacks each consecutive round: +2/+2d6 by round three, +3/+3d6 by round four, max +5/+5d6 at round six. Switching targets resets the bonus. At level 7, starts at +2/+2d6 on round two. At level 14, matrix builds twice as fast. The matrix is not a software product; it is what happens when a trained eye locks onto a target and the gunner stops seeing anything else.
Rapid Reload Mastery
Field
Value
level
3
name
Rapid Reload Mastery
description: Free Rapid Reload feat. Reduce all reload times by one step: full-round becomes standard, standard becomes move, move becomes free. Reload a multi-crew weapon alone in double the normal time (otherwise impossible). At level 9, reload as an immediate action once per encounter. At level 15, reload any weapon as a free action. The gunnery chair is the only home the Gunner knows; the gun must feed.
Suppressing Barrage
Field
Value
level
5
name
Suppressing Barrage
description: Full attack with a crew-served or heavy weapon against a 20-foot radius (or a ship-sized target). All creatures in the area Reflex save (DC 10 + Gunner level + DEX) or full damage, half on success. Area becomes difficult terrain for 1 round. At level 11, radius to 40 feet. At level 17, failed save also knocks prone. Usable once per encounter per 3 levels. This is the gunner buying time for the boarding action, or ending the boarding action before it begins.