Drukhari Raider Gunner
A skimmer gunner supporting fast abduction raids.
Threat File — Drukhari Raider Gunner
TR 4 · DrukhariSaves: Agility +5
Proficiencies: Awareness +4, Pilot +3
Senses: Sees clearly in dim light and darkness within 60 feet
Firing on the Move. The gunner suffers no penalty for attacking from a fast-moving vehicle. The pass is its natural habitat.
Deck Perch. While mounted on its vehicle, the gunner treats the rail as Light Cover (+1 Defense). A called shot that hits by 5 or more knocks it off the deck, Prone.
Splinter Cannon. Ranged Attack: +5 to hit, range 100/300 ft., one target. Hit: 2d6 + 2 piercing damage, and the target makes a Toughness Save DC 12 or is Poisoned until the end of its next turn.
Dark Lance Shot. Ranged Attack: +5 to hit, range 120/360 ft., one target. Hit: 2d10 + 3 energy damage. Against Vehicle and Machine targets this attack deals an extra 1d10 energy damage.
Splinter Cannon Sweep. The gunner saturates a 10-foot zone within splinter cannon range during a pass. Creatures in the zone make an Agility Save DC 12 or take 2d6 piercing damage and are Poisoned and Pinned until the end of their next turn.
Morale: Its morale is the pilot's throttle. When the raid withdraws, the gunner covers the retreat with genuine artistry.
Tactics: Fire during every pass and never from a hover: suppress the party while the deck crew works, and switch to the lance the moment armor appears. Countering it means countering the vehicle, or one good shot when the pass comes too close.
Loot / Evidence / Hooks: A vehicle-grade splinter cannon or dark lance worth a fortune to the right armorer, still slaved to Drukhari deck mounts.
Enemy Dossier
GM ReferenceA Drukhari Raider Gunner is the crew-served cruelty on a slaver skimmer — a dark lance or splinter cannon operator whose job is making the ground beneath the raid unsurvivable. The transport is the knife; the gunner is its edge.
Use this enemy to give Drukhari vehicles their teeth: suppression and anti-armor fire delivered at speed during every pass.
Threat Profile: Low durability, heavy weapon output from a fast moving platform, poison saturation or anti-armor lance by loadout, dies with its vehicle or exposed on the rail.
Firing on the Move. Suffers no penalty for shooting from a fast-moving vehicle; the pass is its natural habitat.
Deck Perch. Benefits from the raider's rail as Light Cover; a called shot can pick the gunner off the deck.
Splinter Cannon Sweep. Poisoned suppression across a zone during a pass; failed saves cause Poisoned and Pinned.
Dark Lance Shot. Anti-armor attack that treats the party's vehicle or emplacement as the raid's other prize.
Morale: The gunner's morale is the pilot's throttle; when the raid withdraws, the gunner covers the retreat with genuine artistry.
Tactics: Fire during every pass and never from a hover. The gunner suppresses the party while the deck crew works, and switches to the lance the moment armor appears. Countering it means countering the vehicle — or one good shot when the pass comes too close.
Full Stat Block Priority: Medium