<Cybercore>

Mounted Weapons

Turrets, vehicle guns, fixed emplacements; anything you don't carry so much as point. Mounted weapons stack the heaviest damage, the longest range bands, and the largest ammo loads in the game, in exchange for being where they are and only where they are. The gunner's seat is a job, not a posture. Step out of it and the gun does nothing.

Mounted Weapon Tricks

Invest skill points in Weapons Mounted for +1% to hit per point with all vehicle-mounted and turret weapon systems. Mounted weapons reward operators who stay in the seat; leave the chair and you lose the brace, the ammo feed, the firing solution, and most of the reason you spent the points.

Tactical

Gunner Seat:

Cost: 2 Skill points
Maneuver Cost: Passive
Requires: Tactical Training, Mounted Weapon
Duration: Passive (while seated)
Effect: While you occupy the operator position of a mounted weapon, your first attack each round with that weapon gains Boon(1). The bonus drops if you leave the seat or the mount is disabled.

Quick Traverse:

Cost: 2 Skill points
Maneuver Cost: Passive
Requires: Tactical Training, Mounted Weapon
Duration: Passive
Effect: Any Action you spend with a mounted weapon includes up to 90° of traverse without additional cost. Traversing further requires a separate Action.

Belt Discipline:

Cost: 2 Skill points
Maneuver Cost: Passive
Requires: Tactical Training, Mounted Weapon with belt-fed ammunition
Duration: Encounter
Effect: You've trained the trigger to release before the belt runs dry. Save 25% of ammo per encounter (round down). The recovered ammo is returned to the feed at end of encounter; they were never fired, just deferred.

Spotter Linked:

Cost: 2 Skill points
Maneuver Cost: Passive
Requires: Tactical Training, Mounted Weapon, designated Spotter ally
Duration: Passive (while Spotter is within speaking range)
Effect: Designate one ally as your Spotter at the start of an encounter. While the Spotter is within speaking range and not Wounded, your mounted weapon attacks gain a Boost (+5%) to hit. Switching Spotters is a 1-Action declaration.

Mount Service:

Cost: 2 Skill points
Maneuver Cost: Multiple Actions (during Lockdown)
Requires: Tactical Training, Mounted Weapon, toolkit
Duration: Passive
Effect: During a Lockdown, service your mounted weapon. Restore +1 Quality (maximum 5). The full strip is reserved for serious mounts; this is the routine torque check.

Expert

Tracking Gunner:

Cost: 4 Skill points
Maneuver Cost: Passive
Requires: Expert Training, Mounted Weapon, Gunner Seat
Duration: Passive
Effect: When a target moves within the mount's arc, you may make a single mounted weapon attack against them as an Extra Action. Once per round. The attack ignores any Bane normally imposed by firing at a moving target.

Snap Traverse:

Cost: 3 Skill points
Maneuver Cost: Passive
Requires: Expert Training, Mounted Weapon, Quick Traverse
Duration: Passive
Effect: Any Action you spend with a mounted weapon includes up to 180° of traverse without additional cost. Your first shot after a traverse exceeding 90° suffers -1 Hit (the barrel needs a tick to settle).

Sustained Burst:

Cost: 4 Skill points
Maneuver Cost: Passive
Requires: Expert Training, Mounted Weapon
Duration: 3 rounds + 1 round cooldown
Effect: Your mounted weapon attacks ignore overheat for 3 consecutive rounds. After the third sustained round, the weapon enters a 1-round cooldown; you may not attack with it during cooldown. The cycle then resets and may be used again later in the encounter.

Forward Observer:

Cost: 4 Skill points
Maneuver Cost: Passive
Requires: Expert Training, Mounted Weapon, Spotter Linked
Duration: Passive
Effect: When your Spotter calls indirect fire on a target you cannot see (but the Spotter can), you may attack the unseen target with the mounted weapon at Bane(1). The Spotter spends their Action to call the position; you spend yours to fire.

Belt Tend:

Cost: 3 Skill points
Maneuver Cost: 1 Action (during Stim Break)
Requires: Expert Training, Mounted Weapon with belt-fed ammunition
Duration: Encounter
Effect: During a Stim Break, spend 1 Action to relink the ammunition belt. Your next reload of the mounted weapon costs 1 fewer Action than normal (minimum 1). Useful for the encounter that's about to start, less so for the one already happening.

Mastery

Master Gunner:

Cost: 5 Skill points
Maneuver Cost: Passive
Requires: Mastery Training, Mounted Weapon, Gunner Seat, Tracking Gunner
Duration: Passive (while seated)
Effect: While you occupy the operator position of a mounted weapon, every attack you make with that weapon gains Boon(1); not just the first. The bond between operator and mount is total; the mount becomes an extension of your aim.

Sweep Master:

Cost: 5 Skill points
Maneuver Cost: Passive
Requires: Mastery Training, Mounted Weapon, Quick Traverse, Snap Traverse
Duration: Passive
Effect: Any Action you spend with a mounted weapon includes full 360° traverse without additional cost. You may fire at any visible target in any direction. The barrel never settles because the barrel never stops.

Endless Stream:

Cost: 6 Skill points
Maneuver Cost: Passive
Requires: Mastery Training, Mounted Weapon, Sustained Burst
Duration: Encounter
Effect: Your mounted weapon does not overheat for the entire encounter. Ammo cost per attack is increased by 50% (round up) to account for the higher feed rate. The barrel runs hot; the ammo runs out faster; the enemy runs out first.

Joint Salvo:

Cost: 6 Skill points
Maneuver Cost: Passive
Requires: Mastery Training, Mounted Weapon, Forward Observer
Duration: 1 shot
Frequency: Once per encounter
Effect: Once per encounter, when you and your Spotter both attack the same visible target in the same round, combine your damage into a single salvo: roll one attack at Boon(1), apply both weapons' Hits sum minus the target's DR. The salvo consumes one ammo cost from each weapon.

Cool-Down Cycle:

Cost: 5 Skill points
Maneuver Cost: Passive
Requires: Mastery Training, Mounted Weapon, Belt Tend
Duration: 1 Stim Break
Frequency: Once per encounter
Effect: Once per encounter, during a Stim Break, your mounted weapon's overheat counter is fully reset and Sustained Burst's cooldown is cleared. The Stim Break is enough; the cooling cycle does the rest.