Gunner maybe: Place out cards into ~5 slots, each card does things depending on what slot it's in and what's around it etc., eg. cards that add ammo/charge guns can be played anywhere, but are stronger in later slots, while cards to pass to commander get flipped sideways and advance to the earliest slot each turn, then out to the commander. Biggest arming cards have to be played after certain combinations of ammo cards (non-storable resources).

When adding ammo to a gun: Draw 4 cards from your ammo deck and pick one to place under the gun. When it's fully loaded, shuffle all the ammo in it, draw one and hand that, along with the gun, to the commander. Commander returns the gun when the ammo is spent.

When a commander fires a gun, they take a slimmed-down version of the gun's card and place it plus the ammo into the locked ship's region.

When a gun is fired, place 10 cards in a pile (where?). One of those cards denotes expiry of the weapon, the rest do not; the expiry card's position in the deck should match the range of the gun+ammo. (On the rare occasion a shot has a range>10, the expiry card is omitted entirely, indicating it goes another round of 10.) Every turn, flip up and discard the top card of every shot in the air; if it's an expiry card, reveal and confirm the expiry of that shot.
