Fire Discipline:
This is a very underpowered Action. It’s a Hard check to pass a single Boost, unless you roll really well. It’s busywork for a crewmember without a useful role rather than a way for said crewmember to meaningfully contribute to the encounter. Even an amazing 3s3a result only has the effect of passing a Boost to two crewmembers and inflicting 1 System Strain with successful attacks. In contrast, 3s3a with a Medium Ion Cannon (likely with an easier Difficulty) deals 9 SS before Armor and passes a Boost to next and a Boost to a specific target.
Here’s my proposed version, with the original for easy comparison. I’d love to get your feedback on it:
Original
Pilot Only: No
Silhouette: Any
Speed: Any
Activation: Action
Frequency: No limit
Check: Hard Leadership or Discipline check.
The crewmember forgoes fighting to analyze the opponents’ tactics and direct his fellows to greater accuracy with their weapons’ fire. If successful, the next crewmember firing a weapon aboard the ship can add a Boost to his check. Each additional 2 Success grants this to an additional crewmember. In addition, the crewmember may spend 3 Advantage to allow every hit from shipboard weapons to inflict 1 system strain as well as regular damage until the beginning of his next turn as the carefully timed shots pummel shields and overload systems.
Revised
Pilot Only: No
Silhouette: Any
Speed: Any
Activation: Action
Frequency: One successful check per round
Check: Hard Leadership, Discipline, or Knowledge (Warfare) check.
The crewmember forgoes fighting to analyze the opponents’ tactics and direct his fellows to greater accuracy with their weapons’ fire. If successful, the character may choose a single enemy target: vehicle combat checks performed from the character’s ship count the target’s silhouette as one greater until the beginning of his next turn. Each additional 2 Success extends this to an additional target. The crewmember may spend 3 Advantage to count a single target’s silhouette as two greater.
This revision takes away the chance to inflict Strain, but in many circumstances reduces the difficulty of attacks, dramatically increasing hit odds. This becomes very important for a capital ship fighting starfighters or other small craft, and can help an underdog in a near-peer fight (e.g., sil 6 vs. sil 7) gain an edge over the enemy through improved coordination.
I have a substantial houserule set rewriting Chapter VII: Starships and Vehicles (see that here), and that changes how combat difficulties are set. Here’s how I intend to revise it for that ruleset, pending any feedback you might have:
Houseruled combat revision
Pilot Only: No
Silhouette: Any
Speed: Any
Activation: Action
Frequency: One successful check per round
Check: Hard Leadership, Discipline, or Knowledge (Warfare) check.
The crewmember forgoes fighting to analyze the opponents’ tactics and direct his fellows to greater accuracy with their weapons’ fire. If successful, the character may choose a vehicle silhouette: vehicle combat checks performed from the character’s ship against targets of this silhouette reduce their difficulty by one, to a minimum of Easy, until the beginning of his next turn. Each additional 2 Success downgrades the difficulty once. In addition, the character may spend 3 Advantage to increase the cost of the Shielded incidental for affected targets by 1 when used to reduce the damage inflicted by an attack from the character’s ship as the carefully timed shots pummel shields and overload systems.
A note on design philosophy: Both of these revisions are designed to require closer cooperation in return for a greater reward, providing a major, but carefully-tailored benefit. A skilled gunnery officer or captain coordinating fire against particular targets, rather than having the gunners fire at will, is now a significant advantage, allowing a ship to punch above its weight class. This cooperation and increased benefit gives the acting character more agency and a stronger role in the combat without taking anything away from the gunners or making the character “more important.” Ideally, everyone on the ship should feel like they contribute in an essential way.