Weapons Officer
Appearance
The Weapons Officer is a Ship Position. Other ship positions can be reviewed and may affect this position.
The Weapons Officer is a main ship position and is required in all ships except Hull Size Tiny or smaller. This position can be combined with Helms and Communications in Tiny Size or smaller ships.
Description
The Weapons Officer is responsible for firing on enemy vessels as well as operating other Hard Points. Learn more about how Damage is given by reviewing the Fire Function or the Giving and Receiving Damage in Space Ships.
- Associated Ship Attributes: Weapons
- Associated Secondary Attributes: Repair DC Bonus (Battle Damage Bonus)
- Bonus Impact: Allows for the re-rolling of d10s equal to the Weapon's Modifier.
- Tertiary Bonus Impact: The Weapons office can choose a single d10 to boost using there choosen Ability Modifier.
- Officer Functions:
- Fire: This is the basic action the Weapons Officer can use to attack an enemy ship. The rules are explained in detail on the Fire page and the Giving and Receiving Damage in Space Ships page.
- Bombard: This action forces the Weapons Officer to attack a single target with all the Weapons. The Weapon’s Officer gets to use an extra d10 that is a special attack. If the d10 roll is 4 or higher, it counts as a Success. If successful at doing Battle Damage, when rolling for Battle Damage re-roll 7s. A Bombard puts a strain on the Weapon’s and it cannot do a Bombard move for 2 turns afterward. If the special attack die fails, it is exposed, and in the next round, the enemy ship will find it easier to attack, needing 1 fewer success die.
- Advanced Officer Functions:
- Concentrated Fire: This is a bonus to Targeting Specific ship systems. It means 9-10s count as double, and the total possible damage is 7 instead of 5.
- Defensive Fire: If the Weapon's Office chooses to withhold using a Projectile, Laser, or Plasma Weapon Hardpoint to attack, they can instead use one of these to defend against incoming missiles. For each hardpoint, the Weapon's officer chooses to use as defense, they gain 1d10. However, each hardpoint takes a -2 to the die roll unless it is a Laser, which only takes a -1.