The Death Star's personnel included thousands of Gunners to operate it's turbolasers, tractor beams, and the massive, world-shattering superlaser itself. These Gunners were similar to those found on any Imperial Capital Ship, but they included many who were more experienced than the norm. Imperial Gunners wore a Blast Helmet and Vest equipped with a high-quality head-up display that assisted them in targeting.
To aid in repelling any hostiles that might penetrate a weapon emplacement, they often carried high-powered close range Blast Cannons that sprayed multiple blaster shots at a target. In the close quarters of a turbolaser bunker or turret, these "Blaster Shotguns" were more deadly with a single trigger pull than almost any other handheld infantry weapon. In addition, most Imperial Gunners carried Explosive Charges so that they could act as impromptu combat engineers. The charges also allowed the Gunners to destroy any turbolaser enhancements that were in danger of being overrun by hostile troops.
Imperial Gunner Statistics (CL 2) Edit
Hit Points: 27, Damage Threshold: 11
Speed: 6 Squares
Melee: Unarmed +4 (1d4)
*4d8 damage against an adjacent target; apply Range penalties on damage rolls instead of attack rolls
**Nonadjacent target only
Feats: Armor Proficiency (Light), Exotic Weapon Proficiency (Golan Arms Blast Cannon), Skill Focus (Mechanics), Skill Training (Use Computer), Toughness, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Simple Weapons)