Thanx LuftWolf,
You have very good idea with failed weapon, but I don't know how to simulate the weapon fail, I only know how immediate quit the mission, but it is unwanted.
Another solution is damage system in the script after "last" weapon launch, but this is OK only for VLS. In my opinion, the best way is make a trigger as goal with name Explosion In the torpedo room caused by improper weapon's handling

and immediate quit the mission, if the player try to fire "non exist" weapon. In the debrief screen will be visible cause of this quick end...