<Cybercore>

Vehicles - Weapon Systems

Vehicles - Weapon Systems is a scifi skill that involves operating and maintaining the weapons of various types of vehicles, from personal weapons mounted on an exosuit to ship-mounted cannons and missile launchers. The Weapon Systems operator must possess a quick trigger finger and nerves of steel, able to make split-second decisions in high-pressure combat situations. They are masters of targeting systems and have an uncanny ability to predict the movement of enemy ships, calculating trajectories to ensure maximum damage and accuracy.

This skill also involves knowledge of the different types of weapons, ammunition, and explosives, as well as the ability to maintain them in the field. Whether it's a laser rifle, a plasma cannon, or a missile pod, the Weapon Systems operator can get the most out of any weapon in any situation, unleashing a barrage of destruction on their enemies.

Weapon Systems skill is an essential component of any vehicle crew, ensuring that the firepower of the ship or vehicle is used to its fullest potential. From starfighters to battleships, the Weapon Systems operator is a key member of the team, and their ability to deliver devastating firepower can often be the difference between victory and defeat.

Using Weapon Systems

Each weapons operation will have a difficulty rating based on target movement, range, targeting system quality, and weapon type. The faster and more evasive the target, the higher the difficulty.

When you attempt to target enemies, fire ship weapons, track moving targets, calculate firing solutions, or maintain weapons under stress, you will make a Vehicles - Weapon Systems skill check against the task's difficulty rating. The GM may apply Boons or Banes based on factors such as weapons condition, targeting computer quality, environmental conditions, or gunner stress.

  • A Critical Success means you achieve perfect weapon accuracy. Your shots are devastating - you hit weak points for maximum damage (+50% damage), disable specific systems with precision shots, score critical hits that cripple enemy vessels, lead moving targets perfectly, or execute impossible shots that seem guided by fate. Your gunnery is legendary.
  • A Regular Success allows you to operate weapons effectively. You hit your targets reliably, deal appropriate damage, track targets adequately, or maintain fire discipline. You accomplish your combat objectives.
  • A Failure means your weapons operation is suboptimal. You miss more than you hit, deal reduced damage (50% normal), struggle to track fast targets, waste ammunition, or fail to capitalize on tactical opportunities. You're contributing but not decisively.
  • A Critical Failure results in weapons catastrophe: catastrophic weapon misfire that damages your own ship (2d6 damage), you hit friendly ships in crossfire, weapons overheat and go offline, you detonate munitions prematurely harming yourself, or poor fire discipline gives away your position to enemies who focus fire on you. Your weapons mistakes endanger everyone.

Weapon Systems Tricks

Rather than spending skill points to move up skill levels, you may instead spend skill points to purchase any of the following tricks.

Perfect Aim:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You can execute one perfect shot. Once per operation, you automatically hit your target with one weapon attack, regardless of range, movement, or conditions. You gain a +1d6 Boon to damage for this shot. Your perfect aim places the shot exactly where it needs to be - weak point, critical system, or center mass.

Rapid Fire:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You can unleash devastating rate of fire. Once per operation, for 3 rounds, your weapons fire at double normal rate. This allows twice as many attacks per turn or deals +50% damage from volume of fire. Your trigger discipline and targeting keep all shots on target despite the increased fire rate.

Precision Targeting:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You can target specific systems. Once per operation, you gain a +1d6 Boon to disable specific enemy systems (engines, weapons, shields, sensors) without destroying the ship. Your precision gunnery takes out exactly what you're aiming for - crippling instead of killing.

Weapon Coordination:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can fire all weapons simultaneously with perfect coordination. Once per rest, you execute an "alpha strike" firing all weapons at once. You gain a +1d8 Boon to hit and deal maximum damage from every weapon system. This devastating volley can cripple or destroy targets in a single shot.

Predictive Targeting:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can predict target movement perfectly. Once per rest, against moving or evasive targets, you gain a +1d8 Boon to hit by calculating exactly where they'll be when your shots arrive. Your targeting computer skills and instinct make dodging impossible - you're always leading targets perfectly.

Point Defense:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can shoot down incoming missiles and torpedoes. Once per rest, for 5 rounds, you gain a +1d8 Boon to intercept incoming ordinance. Your rapid targeting and fire discipline creates a defensive screen that destroys threats before impact. You're protecting the ship from missile strikes.

Perfect Salvo:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You can execute one perfect weapons barrage. Once per mission, you fire all weapons in perfect sequence for maximum devastation. All weapons automatically hit, all shots are critical hits (+100% damage), and you can target multiple enemies simultaneously. This legendary volley destroys or cripples everything in your firing arc.

Impossible Shot:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You can make one shot that should be impossible. Once per mission, you can hit a target regardless of circumstances - through obstacles, around corners using ricochets, at extreme range, moving at impossible speeds, or through impenetrable defenses. Your shot defies physics and expectations. You hit. Always. The target never sees it coming.

God of War:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You become the perfect weapons operator. For one space battle, every shot hits exactly where you aim, every weapon performs at peak efficiency, targeting is instant and perfect, and your damage output is maximized. You cannot miss. You cannot be outgunned. For this battle, you are death incarnate, and enemy ships fall before your weapons like wheat before the scythe.

Crafting

Two-Stage Creation Process

Stage 1: Calculate Solution (Blueprint)

  • Requires: Vehicles - Weapon Systems check (DC varies by complexity)
    • Basic Solution (DC Easy): Standard attack run or broadside
    • Advanced Solution (DC Medium): Complex multi-weapon coordination or moving target tracking
    • Elite Solution (DC Hard): Perfect firing pattern for maximum damage or precision system targeting
  • Time: 1-2 weeks of simulation and calculation per firing solution
  • Resources: Weapon targeting simulators, ballistics data

Stage 2: Test and Program (Crafting)

  • Requires: Live-fire testing + targeting calibration + solution storage
  • Time: 3-7 days of range testing
  • Materials:
    • Simulator Time: Virtual weapons testing (Cheap)
    • Ammunition: Live-fire testing munitions (Moderate)
    • Targeting Programs: Solution storage in fire control (Cheap)
  • Workshop: Ship weapons systems, firing range, or combat simulator

Benefits: Stacking Boons

Each firing solution grants a stacking Boon when used in its designed scenario:

  • 1 Solution: +1d4 Boon
  • 2 Solutions: +1d6 Boon
  • 3 Solutions: +1d8 Boon
  • 4 Solutions: +1d10 Boon
  • 5+ Solutions: +1d12 Boon (then +1d4 for each additional)

Boons apply when:

  • Executing the specific attack pattern
  • Targeting the enemy type solution was designed for
  • Using optimal firing solution for tactical situation
  • Coordinating multi-weapon strikes

GM Notes

  • Limit to 5 solutions per weapons operator
  • Quick Load: Solutions can be activated as free action
  • Specialization: Each solution optimized for specific scenario
  • Sharing: Solutions can be shared with fleet gunners