▶ Space Couch Command CREW GUIDE  //  STATION

CANNONEER

One phaser bank, one button. Built for the youngest hands.

You own one of the ship's phaser banks and pull its trigger at whatever target Tactical has locked — one huge FIRE button, no aiming, no missing.

▶ YOUR CONSOLE

WHAT YOU CONTROL

Everything below is on your screen and nobody else's. If you do not say it out loud, it did not happen.

▶ MOMENT TO MOMENT

THE LOOP

▶ THE RULES UNDERNEATH

KEY MECHANICS

The numbers here come straight out of the shipping build.

▶ DO THIS

TIPS FROM THE SIM

▶ NOT THIS

COMMON MISTAKES

▶ CROSS-STATION

WHO YOU TALK TO

No station wins alone. These are the conversations this seat owes the rest of the bridge.

▶ SMALL CREWS

ON A SMALLER SHIP

The Cannoneer duty is never merged into anyone else's chair. It exists as up to four optional add-on seats (Cannoneer — Phaser I through IV) available on every hull from the 1-crew WREN to the 6-crew COLOSSUS, always with GUNNER as its only duty and always rendering this same one-button console, so a young crew member can join any ship at any crew size. What changes with hull size is who loses a gun: on the 1-beam hulls (WREN, SPARROW, TALON) the ship's single phaser transfers to the first Cannoneer, so the solo Shipmaster or Pilot-Gunner keeps missiles, rockets, torpedoes and the railgun but no beam. On 2- and 3-beam hulls the Cannoneers take banks from the back while Tactical keeps the front ones, and any Cannoneer beyond the class beam count causes a spare bank to be built at launch. A Cannoneer who claims a seat after launch may find no bank free — the console then reads "no phaser bank — waiting for a slot" until someone drops.