Special Abilities:
Spotting +X: A siegemaster may spend two hand actions spotting for themselves or two hand actions and a speak action spotting for anyone else who may fire a ranged weapon at a target chosen when the siegemaster uses this ability. The siegemaster must be able to see the designated target, or otherwise know precisely where the target is. Anyone who fires any ranged weapon at the target and either is the siegemaster or heard the siegemaster's spotting speak action gains a +X to hit the target and a +X to damage the target for any shots fired before the end of the next round.
Structural Analysis X+d10: A siegemaster who purposely targets a building, starship, character or anything size large5 or larger deals an additional X+d10 damage when they hit that thing if it is nonliving, and an additional X+d6 if it is living.
Master Lobber +X: A siegemaster has seen more than their fair share of enemies taking cover, and has a knack for knowing where to fire to hit those who have done so. The character gains +X to any to-hit rolls made to target characters behind cover.
Skilled Crewman +X: A Siegemaster becomes incredibly efficient at prepping their siege weapons for use. At the beginning of their full turn, they gain an additional X hand actions that can be spent only on prepping a siege weapon(that is, using any of its actions except the final firing action).