Table of Contents

Munitions Officer

You are a Munitions Officer, the one in charge of the ship's defenses. This boils down to the various weaponry of the ship as well as the fighter craft used to defend it. Your primary domain is the Munitions Bay and Munitions Office, where you can coordinate the loading of weapons and the launching of fightercraft, respectively. Your locker includes a spare jumpsuit, a Bomb Disposal Suit, and a copy of the Military department budget card (please use it to buy ammunition and such, Requisitions will hate you for eating its budget otherwise.)

Not all of the ship's extensive arsenal is positioned in the Munitions Bay. The ship has many defensive weapons available to it, although not all ships may fully utilize all weapon systems.

Bare minimum requirements: Keep the weapons in serviceable condition, make sure your Technicians are doing their jobs.

Weapon Drills

In case you need a refresher on weapon safety, here are the weapons you're responsible for:

Strange New Weapons

Occasionally, RnD may have new ammunition types for you to use, or weapons to put into the Phase Cannon Array that are not, strictly speaking, Phase Cannons. Some of these, like the EMPulse Blaster Array, are more useful against specific targets or areas. Don't be afraid to experiment! There's even an entire space that looks like another big weapon might fit in it, for the truly daring experimenters.

Your Chain of Command

As a Munitions Officer, your chain of command is slightly odd: While your immediate superior is technically the Head of Personnel, you're most likely going to be taking orders from the Weapons Officer or the Captain. You and the Weapons Officer are at the same level on the Chain of Command - neither one of you outranks the other. However, it's a good idea to listen to them when they tell you what type of ammo to load because they're better-equipped to make informed decisions about what ammo would be most effective - but if they ask for you to allow them into the Munitions Bay, for example, you are not required to honor that request. If in doubt, ask the Head of Personnel for advice.

Ground Control

Besides all of this dazzling array of weapons, you also have the honor of making sure your fighter pilots keep the fighters maintained and topped up. You'll need Tyrosene to fuel the fighters (which comes from Chemistry and Cargo, although there's a lot in the starting Tyrosene tanks and more in the Shuttle Bay), and Missiles and Torpedos to rearm them. You'll also need spare components to build and upgrade your fighters, which your pilots can print from the munitions lathe.

Upgrading/Repairing Jets

Occasionally, a fighter pilot may ask you for better components. These can be printed from the munitions lathe after they are researched, and your pilots can install these themselves onto fighters after removing the old components.

New Jets

Eventually, due to battle damage, a fighter will be lost. When this happens, the pilot's gonna need a new fighter. The Guide to Fighters has the instructions for making a new one, however you will need research before the components can be fabricated.

Close-In Defense

Usually, the Air Traffic Controller will be controlling the fighters as they engage the enemy. However, should there be threats on or near the ship, you can choose to disable the fighter safeties, allowing them to engage those threats. Fighter weapons are quite effective against threats on and about the ship, however torpedos are also quite effective at destroying the ship itself. Fighters also can't fly inside the ship, limiting them to providing fire support from the edges of the vessel.

Tips

Misplaced Munitions

“I wrapped a nuclear round in a package once and stuffed it into the mail system. The guy who keeps reading my mail isn't there anymore. Neither is anyone else.”

On the plus side, you are in charge of the deadliest technology available to NovusCorp employees bar none. On the minus side, you're generally stuck in Munitions, though you can run into the Bridge and take over if the Weapons Officer has gone missing again. You have the power to cause massive damage to the ship and its personnel, but seldom will your objectives really justify the attempt. However, it's very much worth noting that a remote signaler is one of the assemblies that can be wired on to a torpedo, if you feel like a department is no longer needed.