WIth this skill you know hos to operate siege weapons, cannons, anti-aircraft missiles and other weapon systems known in your cultural setting.
Roll d100 vs. DR 100 to make a weapon operate normally.
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.
+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
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.
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.
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.
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.