SFS Standard Free Captain Gunner Creature 2

Leading the assault with an explosion of cannon fire, the gunner's role in a boarding party is to incite a rout while protecting their fellow crew by suppressing a ship's defenses.

Elite Weak Free Captain Gunner Creature 2

Recall Knowledge DC 15 16 18 •
Humanoid (Society)
Perception +7; low-light vision
Languages Common, Kasatha
Skills Athletics +7, Crafting +7, Deception +8, Intimidation +10, Piracy Lore +7
Str +3 Dex +1 Con +2 Int +0 Wis +1 Cha +2

AC 19 ((21 with shield raised))
Fort +11
Ref +5
Will +8
HP 28
Four-Armed
Shield Block [reaction] In addition to the normal use of Shield Block, a Free Captain gunner can use Shield Block to prevent damage from an area attack and also prevent damage that would be dealt to an adjacent ally instead of themself.

Speed 25 feet
Melee [one-action] baton +8 (analogfinessenonlethalparry), Damage 1d6+3 bludgeoning
Ranged [one-action] breaching gun +7 (analogconcussiveexpend 1kickbackmag 3range increment 15 feetranged shoverazingreload 1), Damage 1d10 piercing
Fire in the Hole! [two-actions] A special payload gives the breaching gun the area (15-foot cone) and unwieldy traits until the end of the gunner's turn. The gunner makes an attack using Area Fire (DC 19 basic Reflex save) that uses 3 projectiles. Enemies in the affected area who fail their save against the attack become suppressed until the start of the gunner's next turn.
Raid Ready [one-action] The Free Captain gunner Switches Hands, then Raises a Shield or Reloads, in any order.
Shiver Your Timbers A creature damaged by the gunner's breaching gun can't reduce its frightened condition until the gunner's next turn.

All Creatures in "Free Captains"

Free Captains

The Free Captains have been a scourge of interstellar shipping across the Pact Worlds for generations, but since the adoption of Drift Lanes, the outlaws have expanded their reach and scale by targeting ships across the galaxy using the new standardized interstellar shipping routes.