Pirate Captain

The master of a pirate vessel: a spacer who turned from smuggling to outright predation.

A Pirate Captain commands a pirate vessel and its crew of cutthroats, Deserters, and desperate spacers. They are former smugglers, ex-Legion, or Rim-born spacers who found that taking is easier than trading. They hold their crew through a mix of charisma, competence, and the understanding that the Captain's share is the biggest share -- and the Captain earns it by being the first through the breach.

A Captain is a boss-tier encounter on their ship: they know every corridor, they have the crew at their back, and they fight with the desperate energy of someone who knows that surrender means spaced or hanged. The lever is the ship -- take the ship and the Captain is just another spacer with a gun.

Rules Reference

FieldValue
Abilities / Cha18
Abilities / Con14
Abilities / Dex14
Abilities / Int14
Abilities / Str16
Abilities / Wis12
Armor Class17
Base Attack Bonus7
Creature TypeHumanoid
Flat Ac15
Hd Count7
Hd Sides10
Hit Dice7d10+14
Hit Points53
Hp Bonus14
Initiative3
LanguagesTrade Cant (fluent); Core Standard; two Rim dialects; pirate cipher; shipboard code
PsionicsNone
Role TagsBoss, Melee, Leader
Saves / Fort7
Saves / Ref6
Saves / Will5
SensesNormal human vision; spacer instincts grant +4 to Notice in zero-G and shipboard environments; passive Perception 16
SizeM
Skills / Athletics11
Skills / Deception11
Skills / Intimidation14
Skills / Navigation9
Skills / Notice10
Skills / Persuasion12
Skills / Pilot12
Skills / Streetwise12
Skills / Zero Gops11
Speed30
Threat Rating6
Touch Ac13
Xp1600
Dialogue Pathgame/dialogue/npc-pirate-captain.yaml

Notes

Full Attack: Heavy slug pistol Pistol ranged +9 (1d8+3 energy; range 40 ft) or Boarding Cutlass melee +10 (1d8+4 slashing) or Grenade +8 (3d6 ballistic; 15-ft burst; DC 15 Reflex half; 2/encounter)

Habitat: Pirate vessels, Rim stations, lawless ports, and the shipping lanes between the Core and the Rim. Found on the bridge of a pirate ship, in a Rim cantina recruiting crew, or leading a boarding action. Roll 1d6: 1-2 = Captain on the bridge (commanding, confident), 3-4 = Captain leading a boarding party (cutlass drawn, first through the breach), 5-6 = Captain in a Rim cantina (drinking, recruiting, vulnerable).

Morale: Elite (13); the Captain fights to the death on their own ship; will surrender only if the ship is taken and the crew is dead

Resistances: Armoured coat (included in AC; spacer-grade, vacuum-rated), Spacer conditioning (immune to space sickness and zero-G disorientation)

Tactics: The Captain opens with Fear the Captain to debuff the enemy, coordinates a Boarding Action with the crew, and leads from the front with the cutlass. They use grenades on clusters and save Last Stand for when the ship is threatened. On their own ship, the Captain uses Spacer's Instinct to dominate zero-G combat. The Captain fights like someone who has nothing to lose -- because they do not.

Treasure: Armoured coat (600 rek), heavy slug pistol pistol (500 rek), boarding cutlass (400 rek), grenades (75 rek each), pirate ship (the real treasure; value varies from 50,000-500,000 rek), ship's cargo (varies), encrypted nav-datapad (trade routes, safe harbours, fence contacts; 1,000-5,000 rek), 5d10 rek in pirate plunder, jewellery and trinkets from past prizes (200-1,000 rek).

Vulnerabilities: Ship-dependent (the Captain's power comes from the ship and crew; without both, the Captain is a skilled spacer, not a boss), Crew loyalty (the crew follows the Captain's strength; if the Captain loses a boarding action, the crew may mutiny), Confederation wanted (the Captain has a bounty; other pirates may sell them out)

Attacks

Heavy slug pistol Pistol

FieldValue
bonus9
categoryranged
damage1d8+3
damageTypeenergy
nameHeavy slug pistol Pistol
notesCustom-built; the Captain's personal weapon
rangeFt40

Boarding Cutlass

FieldValue
bonus10
categorymelee
damage1d8+4
damageTypeslashing
nameBoarding Cutlass
notesMonomolecular edge; the Captain leads the boarding party

Grenade

FieldValue
bonus8
categoryranged
damage3d6
damageTypeballistic
nameGrenade
notes15-ft burst; DC 15 Reflex half; 2 per encounter
rangeFt30

Special Abilities

Boarding Action

FieldValue
actionCostFull-round (1/encounter)
nameBoarding Action

description: The Captain coordinates a boarding party. The Captain and up to 4 allied pirate NPCs make a coordinated breach: each gains +4 to the first attack roll and +1d6 damage. If the breach point is a ship's hull, the DC to breach is reduced by 5. Player-visible: the Captain shouts the order, the cutting torch flares, and the pirates pour through.

Fear the Captain

FieldValue
actionCostStandard
nameFear the Captain

description: The Captain projects menace. All non-allied creatures within 30 ft must make a DC 15 Will save or be Shaken (-2 to attack rolls and saves) for 1d4 rounds. Creatures who have seen the Captain kill someone take a -2 penalty to the save. Player-visible: the Captain stops smiling. The room gets smaller.

Spacer's Instinct

FieldValue
actionCostpassive
nameSpacer's Instinct

description: The Captain is at home in space. In zero-G or shipboard environments, the Captain gains +2 to attack rolls, +2 to AC, and +4 to Zero-G Ops checks. The Captain never suffers penalties from zero-G movement. Player-visible: the Captain moves in zero-G like you move on solid ground -- faster, smoother, and without thinking.

Last Stand

FieldValue
actionCostpassive
nameLast Stand

description: When reduced below 25 HP, the Captain gains +2 to attack rolls and damage (desperation) and becomes immune to fear and morale effects. The Captain does not surrender. Player-visible: the Captain grins, raises the cutlass, and comes forward.