Weapons Officer
The Weapons Officer is a Ship Position. There are other ship positions that can be review and can 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 in Tiny Size or smaller ships with Hemls and Communications.
Description
The Weapons Officer is responsible for firing on enemy vessels as well as operating other Hard Points. They can target as many different targets per turn as they have active weapon hard points. Weapon's Officers use d10s. The number of d10s is equal to the number of active weapon hardpoints used against the target. If the ship sensors have found a weakness in the target's defenses, then the Weapons officer can add the ship's Sensor Mod to each d10 rolled. The Weapon's officer can re-roll successful d10s up to the Weapon's Mod number of times. If the Weapon's Officer beats the battle damage DC, default 4, 4 (4 successful d10s that meet or beat a 4), then they can roll the Battle Damage die, which determines the effect the battle damage will have on the target ship. The battle damage will have a repair DC. That DC is equal to the result of the Battle Damage die + Ship's Weapons Mod + Weapon's Officer's Wisdom or Dexterity Mod. (Whichever they prefer)
- Associated Ship Attributes: Weapons
- Associated Secondary Attributes: Repair DC Bonus (Battle Damage Bonus)
- Officer Functions:
- Fire: This is the basic action the Weapons Officer can use to attack an enemy ship. The rules of which are explained in detail above.
- 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.