SUCC Score ("Magic Items" for Classic Traveller)
Traveller 5 has the QREBS framework for modifying items. Cepheus has MODES. I wanted to try and merge some of the groups together to make something a bit more usable at the table without being overwhelming
SUCC can be broken down into Safety, Usability, Caretaking, and Customization Ports. Each of these modifiers will add a DM to rolls pertaining to that function of a weapon. Let's look at an Assault Rifle with a SUCC of +1, +2, -2, 1. This would be a very high end rifle that makes shooting easier, accidents less frequent, but upkeep on the firearm is more costly and taxing. The weapon also has room for one unique custom mod to be placed into its Customization Port.
Shooting with this weapon would give a PC an additional +2 to hit, regaining control of the weapon in case of a runaway belt or other malfunction would have a +1 DM added, but mechanic rolls or other rolls to fix the weapon would take on a -2 DM. The weapon has a heartbeat sensor bolted onto the front. It detects heartbeats in a 90 degree cone up to 30 meters.
The SUCC score can be applied to any item and players can pay to have specialists make better versions of the standard items. The SUCC modifiers should probably be kept between -3 to +3 to avoid modifier bloat. The Customization Ports are where more unique abilities can be slotted into weapons.
Safety
In situations where operating gear might be dangerous throw 2d6 to see if an item causes harm. 9+ it causes 2d6 wounds. 11+ it fails catastrophically. Throw 2d6 then throw the result in d6s for wounds. eg. First throw is 9 then throw 9d6 wounds.
Maintenance
It's a machine's purpose to break. When it seems likely an item would break throw 2d6 and on an 8+ the item degrades by -1, 12+ degrades by a -3, and 16+ breaks completely. Otherwise check for maintenance every month for delicate items, every three months for standard items, and every six months for rugged items. To repair an item roll Mechanics or another appropriate skill for the item. Items that are repaired with a throw over 12+ degrade twice as slowly as usual.
Items that are neglected confer a -1 penalty for any tasks until they hit a total of -5 at which point they break.