Hello all,
I am in the middle of selecting weapons for a ship I'm designing and I'm trying to figure out how many point weapons I need. From the CRB:
Point
A weapon with this special property is always short range and can't be fired against targets that are outside the first range increment. If a tracking weapon would hit a ship in an arc that contains a weapon with the point special property, the gunner of the targeted starship can attempt an immediate gunnery check with the point weapon against the incoming tracking projectile using the bonus listed in parenthesis in the weapon's Special entry (instead of her usual bonus to gunnery checks). The DC for this gunnery check is equal to 10 + the tracking weapon's speed. If the attack hits, the tracking weapon is destroyed before it can damage the ship. A point weapon can be used to attempt only one such free gunnery check each round, but this usage potentially allows a point weapon to be fired twice in a single round.
The one key piece of information missing here is whether or not I have to be manning that weapon during the turn the enemy fires their tracking weapon. For example:
Suppose I'm piloting a smuggler ship with railguns in the front mount and flak throwers in the turret mount. My gunner is controlling the railguns when the enemy fires a high explosive missle at my ship. Does my gunner get to fire the flak throwers even though they aren't manning the turret this turn?
Based on the rules as written, I'd say yes, but I'd like to know the community's opinion on this matter.
Furthermore, there is no explicit writing on how many point defense weapons can fire defensively on a turn or if I need to have a number of gunners equal to the number of mounts with point weapons. In the example above, I have two flak throwers. Does that mean I get two attempts to shoot down enemy tracking projectiles?
Again, based on the rules as written, I'm inclined to say yes, but I'm curious to know the community's thoughts.