Gunner

Ship weapon systems specialist.

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

FieldValue
Armor AllowanceLight, Medium
Bab Tierfull
Base Skill Points4
Hdd10
Hd Sides10
Max Level20
Multiclass NotesGunners can multiclass with Pilot and Heavy Breacher archetypes. Non-human gunners use simultaneous multiclassing rules.
Primary AbilitiesDEX, WIS
Prime RequisitesDEX, WIS
Save Tiers / Fortitudegood
Save Tiers / Reflexgood
Save Tiers / Willpoor
Weapon AllowanceAll 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

FieldValue
bab1
fortitude2
level1
reflex2
skillPoints16
titleLoader
will0
xp0

Gunner's Mate

FieldValue
bab2
fortitude3
level2
reflex3
skillPoints4
titleGunner's Mate
will0
xp2250

Gunner

FieldValue
bab3
fortitude3
level3
reflex3
skillPoints4
titleGunner
will1
xp4500

Turret Gunner

FieldValue
bab4
fortitude4
level4
reflex4
skillPoints4
titleTurret Gunner
will1
xp9000

Master Gunner

FieldValue
bab5
fortitude4
level5
reflex4
skillPoints4
titleMaster Gunner
will1
xp18000

Chief Gunner

FieldValue
bab6
fortitude5
level6
reflex5
skillPoints4
titleChief Gunner
will2
xp36000

Gunnery Chief

FieldValue
bab7
fortitude5
level7
reflex5
skillPoints4
titleGunnery Chief
will2
xp75000

Battery Commander

FieldValue
bab8
fortitude6
level8
reflex6
skillPoints4
titleBattery Commander
will2
xp150000

Gunnery Lord

FieldValue
bab9
fortitude6
level9
reflex6
skillPoints4
titleGunnery Lord
will3
xp300000

High Gunnery Lord

FieldValue
bab10
fortitude7
level10
reflex7
skillPoints4
titleHigh Gunnery Lord
will3
xp600000

Weaponmaster

FieldValue
bab11
fortitude7
level11
reflex7
skillPoints4
titleWeaponmaster
will3
xp900000

High Weaponmaster

FieldValue
bab12
fortitude8
level12
reflex8
skillPoints4
titleHigh Weaponmaster
will4
xp1200000

Ordnance Lord

FieldValue
bab13
fortitude8
level13
reflex8
skillPoints4
titleOrdnance Lord
will4
xp1500000

High Ordnance Lord

FieldValue
bab14
fortitude9
level14
reflex9
skillPoints4
titleHigh Ordnance Lord
will4
xp1800000

Ordnance Master

FieldValue
bab15
fortitude9
level15
reflex9
skillPoints4
titleOrdnance Master
will5
xp2100000

High Ordnance Master

FieldValue
bab16
fortitude10
level16
reflex10
skillPoints4
titleHigh Ordnance Master
will5
xp2400000

Void Gunner

FieldValue
bab17
fortitude10
level17
reflex10
skillPoints4
titleVoid Gunner
will5
xp2700000

High Void Gunner

FieldValue
bab18
fortitude11
level18
reflex11
skillPoints4
titleHigh Void Gunner
will6
xp3000000

Sky-Splitter

FieldValue
bab19
fortitude11
level19
reflex11
skillPoints4
titleSky-Splitter
will6
xp3300000

Supreme Gunner

FieldValue
bab20
fortitude12
level20
reflex12
skillPoints4
titleSupreme Gunner
will6
xp3600000

Special Abilities

Targeting Matrix

FieldValue
level1
nameTargeting 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

FieldValue
level3
nameRapid 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

FieldValue
level5
nameSuppressing 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.