Gunner
Overview
The trandoshan bounty hunter hides in his assault craft behind a nearby asteroid, patiently awaiting his prey. As it passes along its predetermined course, the trandoshan detonates the seismic charges, disintegrating the ship.
As the gunship moves away from its parent vessel, the zabrak soldier begins scoping out the opposing fleet. As the two forces engage, the gunner chooses his target, engaging his railgun. After its 3-second charge time, a massive blast of energy projects towards his target, vaporizing it instantly.
As the light freighter exits hyperspace, the hull starts to vibrate with the impacts of cannon fire. The human runs to her gunning station, hops into the chair, and engages the controls. As her twi’lek pilot maneuvers the ship out of danger, the gunner draws a bead on the offending snubfighter, before unleashing a quick 1-2 volley and detonating them in a fiery blaze.
Whether coming from a military, criminal, or civilian background, all gunners share the same love of precise and effective destruction of their targets.
Rank | Features |
---|
1 | Venture, Gunner Stratagem |
2 | Gunning Style, Improved Critical |
3 | Versatile Gunner, Brutal Critical |
4 | Gunning Mastery, Protean Gunner |
5 | Paragon Gunner, Maximum Power |
Rank One Features
Venture
Beginning when you choose this deployment as your specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th rank, you can choose a venture (see Chapter 6 for a list of ventures).
Gunner Stratagem
Also at 1st rank, you learn gambits that are fueled by special dice called gambit dice.
Gambits
You learn two gambits of your choice, which are detailed under “Gambits” below. Many gambits enhance an attack in some way. You can use only one gambit per attack, and you can only use each gambit once per turn.
You learn an additional gambit at 3rd and 5th rank in this deployment. Each time you learn a new gambit, you can also replace one gambit you know with a different one.
Gambit Dice
You have two gambit dice, which are 1d4 s. A gambit die is expended when you use it. You regain all of your expended gambit dice when you finish a long rest.
You gain another gambit die at 2nd, 3rd, 4th, and 5th rank in this deployment. Additionally, your gambit die changes when you reach certain ranks in this deployment. The die becomes a 1d6 at 2nd rank, a 1d8 at 3rd rank, a 1d10 at 4th rank, and a 1d12 at 5th rank.
Saving Throws
Some of your gambits require your target to make a saving throw to resist the gambit’s effects. The saving throw DC is calculated as follows:
Gambit save DC = 8 + your proficiency bonus + your ship’s Dexterity modifier
Gambits
The gambits are presented in alphabetical order.
Crippling Shot
When you hit a ship with a ship attack, you can expend one gambit die to cripple it. You add the gambit die to the attack’s damage roll, and the ship’s flying speed reduced by half until the end of their next turn.
Disabling Shot
When you make a ship attack roll against a ship, you can expend one gambit die to add it to the roll. On a hit, the ship has disadvantage on the next ability check or attack roll it makes before the end of your next turn.
Distracting Shot
When you hit a ship with a ship attack, you can expend one gambit die to give your allies an opening. You add the gambit die to the attack’s damage roll, and the next attack roll against the target by someone other than you has advantage if the attack is made before the start of your next turn.
Explosive Shot
When you reduce a ship to 0 hit points, you can expend one gambit die and use a bonus action on your turn to make one additional ship attack against a different ship within range. If that attack hits, add the gambit die to the attack’s damage roll.
Expose Weakness
When you hit a ship with a ship attack, you can expend a gambit die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.
Feinting Shot
You can expend one gambit die and use a bonus action on your turn to feint, choosing one ship within your weapon’s normal range as your target. You have advantage on your next attack roll against that ship. If that attack hits, add the gambit die to the attack’s damage roll.
Penetrating Shot
When you hit a ship with a ship attack, you can expend one gambit die to attempt to damage another ship with the same attack. Choose a second ship within 150 feet of and directly behind your initial target. If the original attack roll would hit the second ship, it takes damage equal to the number you roll on your gambit die. The damage is of the same type dealt by the original attack.
Precision Shot
When you make a ship attack roll against a ship, you can expend one gambit die to add it to the roll. If that attack hits, add the gambit die to the attack’s damage roll. You can use this gambit before or after making the attack roll, but before any effects of the attack are applied.
Rank Two Features
Gunning Style
At 2nd rank, you adopt a particular style of gunning as your specialty. Choose one of the Gunning Style options, detailed in Chapter 6. You can’t take a Gunning Style option more than once, even if you later get to choose again.
Improved Critical
Also at 2nd rank, your primary and secondary ship attacks score a critical hit on a roll of 19 or 20, and when a ship rolls a 1 on a saving throw against a tertiary weapon, they take damage as if suffering a critical hIt
Rank Three Features
Versatile Gunner
Starting at 3rd rank, when you would expend a Gambit die, you can instead use a d4. You can only use this feature once per round.
Brutal Critical
Also at 3rd rank, you can roll the weapon damage dice one additional time when determining the extra damage for a critical hit with a ship weapon.
Rank Four Features
Gunning Mastery
At 4th rank, you master a particular style of gunning. Choose one of the Gunning Mastery options, detailed in Chapter 6. You can’t take a Gunning Mastery option more than once, even if you later get to choose again.
Protean Gunner
Also at 4th rank, you can choose a second Gunning Style option
Rank Five Features
Paragon Gunner
As of 5th tier, you are a paragon of your deployment. You regain all expended uses of your Gunner Stratagem feature when you finish a short or long rest.
Additionally, when you make an attack roll while deployed as a gunner, you can choose to make the roll a critical hit. You can use this feature before or after making the roll, but before any effects of the roll are determined. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
Maximum Power
Also at 5th rank, when you hit a ship with a ship attack, you can deal maximum damage with that attack.
Once you’ve used this feature, you can’t use it again until you finish a short or long rest.