Operate Weapon System

Agility
Intuition
Reasoning

Short Description

WIth this skill you know hos to operate siege weapons, cannons, anti-aircraft missiles and other weapon systems known in your cultural setting.

Success Criteria

Roll d100 vs. DR 100 to make a weapon operate normally.

Effects

If successful you make a weapon system perform its function. Usually it will result in an area damage effect or a structural damage to buildings and similar.

Modifiers and Restrictions

+20 DB to use foreign types of weapons

+20 DB if you try to operate a large weapon (normally requiring more than 1 person) alone

+10 DB to use unusual weapon systems

-10 DB when using weapons with AI-assistance

Action Examples

In the midst of a heated battle you climb an armoured vehicle with a mounted machine gun. You load it an aim your fire at a group of advancing soldiers. DM rules a difficulte rate to hit them (DR 120 since they are moving guardedly and seeking cover). You roll successfully and cause 3d20 area damage to a 6 x 6 m area.

Your group has hijacked a military helicopter and decide to fire its 2 missiles against an enemy warship. DM rules that your pilot must roll on his Pilot Aircraft to secure your aim (DR 100) and you roll on your Operate Weapon Systems to fire the missiles against a DR 100 (large, easy target) - causing 2 x 6d12 in structural damage to the warship.

Long Description

Most civilised races are extremely creative when it comes to producing way to kill others. With this skill you know how to operate all sorts of siege weapons, artillery batteries and tank cannons. You know what buttons to push to activate a drone defensive system, launch a torpedo or active a land mine.

Sequencing

Operate Weapon Systems may be sequenced with other piloting skills (driving a tank, flying a war plane etc.) or tactical skills to increase efficiency of use.

Potential Counters

Operate Weapon Systems may be countered by a defensive use of the same skill (firing a missile defence system from a warship). Some defensive and movement skills may also be used to avoid area damage - often increasing the DR of your attack.

How to use this page

All the information above is intended as a guide to help you navigate the many situations that can arise during your game. Since it's both impossible—and frankly uninspiring—to plan for every possible outcome, players are encouraged to think creatively when using their skills. Game Masters, in turn, are encouraged to embrace and support that creativity.

Whenever possible, aim to resolve situations through narrative choices, logical thinking and role playing. If that’s not feasible, agree on a Difficulty Rating (DR) using the provided Success Criteria and Modifiers. These are not rigid rules, but suggestions - starting points to help you find the right level of challenge. The player describes their intended action, and the Game Master proposes a DR. This should be open to brief discussion at the table, ideally resulting in consensus. If not, the Game Master has the final say.

It’s important to emphasize that all suggested effects, modifiers, and action examples are exactly that: suggestions. If you’re unsure how to resolve something, they offer a reliable fallback—but wherever possible, we encourage you to push boundaries. That’s where some of the most memorable and exciting moments in play are born.

Sequencing and Potential Counters are far from exhaustive. With hundreds of skills, spells, and tech modules in the game, the possibilities are too vast to list. You’re encouraged to explore combinations that make sense in your story and setting and in the situations that arise in your game. Sequencing and countering are core to Cosmic Odyssey - they’re where strategic depth meets dramatic flair, and where legendary moments often take shape. Even if no sequencing and counters are mentioned, some certainly exists and can be smartly utilized.

So explore boldly, improvise wisely, and enjoy the game as it unfolds around your choices.