Weapon accuracy in Cybercore comes from multiple sources: automatic training that grows with rank, skill points invested in a weapon type, hands-on familiarity earned by using a specific weapon in combat, and Core-specific specialties. Any Core can pick up any weapon; there are no core-restricted weapon tables.
Layer 1; Core Weapon Training (Automatic) All characters gain automatic accuracy per Rank. Combat, Overwatch, and SysOps gain +2% per Rank (cap +20). Engineering gains +1% per Rank (cap +10); their hands are busy building things, not drilling at the range.
Layer 2; Weapon Skill (SP Investment) Spend skill points to improve your accuracy with a weapon type. Each point = +1% to hit on d100. The maximum SP you can invest depends on your Core:
| Core | Skill Cap |
|---|---|
| Combat | 25 |
| Engineering | 15 |
| SysOps | 15 |
| Overwatch | 10 |
Weapon skills are organised by type, not by size. If you invest 10 points in Weapons Ranged Slug, you gain +10% to hit with every slug weapon; pistol, rifle, or heavy machine gun.
Layer 3; Weapon Familiarity (Earned Through Combat) Every hit you land with a specific weapon earns +1% familiarity with that weapon (critical hits count as 2). This bonus is tied to the individual weapon; your trusty rifle, not "all rifles." The maximum familiarity depends on your Core:
| Core | Familiarity Cap |
|---|---|
| Combat | 20 |
| Engineering | 10 |
| SysOps | 15 |
| Overwatch | 20 |
Familiarity is permanent and per-weapon; switching to a different weapon doesn't erase your old weapon's familiarity. You keep separate tallies for every weapon you've ever used. Pick up your old gun and the bonus is right where you left it.
Using only one weapon for an entire mission (~9 encounters) is generally enough to cap your familiarity with it.
You are untrained with a weapon until you have 3 SP in that weapon type OR 10 Weapon Familiarity with that specific weapon. Firing an untrained weapon imposes Disadvantage (roll d100 twice, take the lowest; roughly -17 to -25% effective penalty).
A target is within your weapon's reach if it is a valid target for that weapon right now:
Reach is the trigger condition referenced by tricks and abilities that key off "an enemy in your weapon's reach." Range bands beyond Short are still legal targets for normal attacks; they just don't count as reach for these triggers.
Each Core has a unique mechanic that provides additional accuracy, bringing the maximum total to +65% for most Cores. The Medic is the exception; personal weapons cap at +50, with the specimen having its own accuracy system.
The following weapon skills are available:
| Skill | Description |
|---|---|
| Melee | |
| Weapons Melee Unarmed | Fists, kicks, martial arts, brawling |
| Weapons Melee Blunt | Clubs, hammers, staves, shock batons |
| Weapons Melee Pierce | Daggers, spears, rapiers, combat knives |
| Weapons Melee Slash | Swords, axes, claws, vibroblades |
| Weapons Melee Energy | Electro-shock, thermal, force weapons |
| Ranged | |
| Weapons Ranged Slug | All slug/ballistic weapons (any trained size) |
| Weapons Ranged Laser | All laser weapons (any trained size) |
| Weapons Ranged Blaster | All blaster/plasma weapons (any trained size) |
| Weapons Ranged Thrown | Thrown knives, axes, spears, bolas, improvised projectiles |
| Specialist | |
| Weapons Exotic | All exotic weapons (any trained size) |
| Weapons Explosives | All explosive ordnance (any trained size) |
| Weapons Toxins Biological | Biological weapons and delivery systems |
| Weapons Toxins Chemical | Chemical weapons and delivery systems |
| Weapons Mounted | Vehicle-mounted and turret weapon systems |
Spend skill points to purchase Weapon Tricks; special combat maneuvers and techniques. Tricks are organised by weapon type (slug, laser, blaster, melee) and weapon size (small, medium, heavy). Each trick has a Training Tier prerequisite (Tactical, Expert, or Mastery) and may require a specific weapon property.
Skill points you spend on weapon tricks come from the same SP pool as your skill investment, but only direct SP invested in the skill itself counts toward Expert and Master qualification. Trick costs do not contribute to your qualification tier; a Tactical-tier weapon trick still requires 5 direct SP in the skill, regardless of how many SP you've spent on tricks.
The maneuvers listed below are available regardless of Weapon Class or Type, as long as the weapon has the prerequisite tags listed in the Requires section.
You may perform this attack only with a weapon capable of burst fire (like an assault rifle) by switching it to single fire. The weapon then fires only one shot instead of a burst; it is primarily used to conserve ammunition.
Cost: 1 Skill point
Maneuver Cost: 1 Action to switch the weapon over and check it's configuration.
Requires: Full Auto.
Duration: Until you switch it back to Burst Fire, Costs 1 Action to switch back.
Effect: The weapon deals -1 Hit (minimum 1 Hit) but you increase your remaining shots by 3 before reloading.
When subtlety’s out the airlock and precision’s for chumps, you just squeeze the trigger and let the gods sort the brass.
Spray and Pray is a Maneuver available only to weapons with fully automatic fire (some assault rifles, submachine guns, and machine guns have the Full Auto Tag). Instead of targeting a single foe, the attacker unleashes a suppressive storm of fire in a 45° cone directly in front of them, potentially hitting multiple targets within range.
Spray and Pray is loud, wild, and messy—great for crowd control, panic, or flushing out enemies behind partial cover.
Cost: 2 Skill point
Maneuver Cost: 2 Actions.
Requires: Full Auto.
Duration: Until the Maneuver ends.
Effect: You are Fixated on covering an area with suppressive fire. Target and Area up to a 45-degree cone (GM discretion or template, up to weapon’s short range).
When you’re locked in and just want one target very dead, this Maneuver lets you focus your fire into a concentrated barrage against a single foe.
The character fires a weapon several times in a round at the same target. The most common example is when someone fires a pistol several times in a row at the same target. Characters may use this option only when a weapon automatically reloads itself after firing a single shot or when it is fairly easy to ready it for firing again (such as a .45 automatic, which puts a new shell in the slide as soon as the first one clears the barrel). This Maneuver increases the character’s chance to hit a target with each successive shot.
Cost: 2 Skill point
Maneuver Cost: 1 Action to Aim.
Requires: A weapon capable of firing multiple shots in a Turn and Targeting a single target (e.g. semi-auto, burst fire).
Duration: Until the Maneuver ends.
Effect: You are Fixated on the Target. You continually fire at the same target until you move or take an action that is not firing at the target.
You gain a consecutive Boon to Hit for each shot taken. i.e +1d4 (first shot), +1d6 (second shot), +1d8 (3rd shot).
The tricks below are available to any weapon skill at the relevant tier, they unlock from a property tag, a familiarity threshold, or a critical-hit moment rather than from a specific weapon type or size. When you buy a universal trick, declare which weapon skill you're purchasing it through (relevant for any chain prerequisites that reference it). As with all tricks, the SP cost does not contribute to your direct skill investment for Expert/Master qualification, only direct SP in the skill itself counts.
Cost: 2 Skill points
Maneuver Cost: 1 Action (aim)
Requires: Tactical Training, Weapon with the Scope property
Duration: 1 shot
Effect: You take a breath, settle the reticle, and let physics do the work. Your next attack with the scoped weapon gains Boon(1), ignores half cover, and does not suffer the range-band Bane for firing beyond Standard Range (up to the weapon's Max Range). The weapon must have the Scope property attached as a property reference; ambient references in weapon descriptions do not qualify.
Cost: 2 Skill points
Maneuver Cost: 1 Action
Requires: Tactical Training, any weapon
Duration: 1 shot
Effect: Spend an Action to settle into your stance. Your next attack this turn ignores Bane(1) of your choice; pick any single Bane currently affecting the roll and remove it for that shot. Other Banes still apply. Works equally well for the second-after-cover shot, the post-sprint pistol jab, and the awkward shot through the door someone left ajar.
Cost: 3 Skill points
Maneuver Cost: 1 Action
Requires: Tactical Training, any ranged weapon
Duration: 1 round
Effect: Spend an Action to call out a target's range and bearing to the squad. Until the end of the round, you and all allies within speaking range gain a Boost (+5%) on attack rolls against the called target. Loud enough to hear; loud enough to be heard. Only one Range Card may be active at a time; calling a new target ends the previous one.
Cost: 2 Skill points
Maneuver Cost: Passive
Requires: Tactical Training, Weapon with the Suppressor property
Duration: Passive
Effect: Your suppressed weapon's muzzle signature is low enough that firing one shot per round does not break stealth in the round you fire. Tech-Surveillance and Perception checks to locate you suffer Bane(1) for the rest of the round. The discipline is in firing once and not twice; a second shot in the same round cancels the effect retroactively, and the room knows where you are.
Cost: 4 Skill points
Maneuver Cost: Passive
Requires: Expert Training, any weapon
Duration: Passive
Effect: When you have any Boon currently applied to an attack roll, you may convert one Boon die into expanded crit range for that single attack; the critical threshold drops from 96 to 90 for that shot. The converted Boon die is removed from the roll. Declare the conversion before rolling. Widens the crit range only; the crit still deals its normal double Hits. Does not stack with itself.
Cost: 4 Skill points
Maneuver Cost: Passive (1 Energy on trigger)
Requires: Expert Training, any weapon
Duration: Passive
Effect: When an enemy enters your weapon's reach, you may spend 1 Energy to make a single weapon attack against them as an Extra Action. Once per round. The attack uses your normal attack roll and the weapon's normal Hits; no Bane, no Boon, just the shot you were already waiting to take.
Cost: 4 Skill points
Maneuver Cost: Passive (1 Energy on trigger)
Requires: Expert Training, any weapon
Duration: Passive
Effect: When an enemy in your weapon's reach hits an ally adjacent to you, you may spend 1 Energy to make a single weapon attack against the attacker as an Extra Action. Once per round. The attack ignores any Bane from being Distracted, Hindered, or otherwise impaired by the chaos around you. Standing close to a friend is now a threat, not a liability.
Cost: 4 Skill points
Maneuver Cost: 1 Action
Requires: Expert Training, any weapon
Duration: Until you Mark a different target or the encounter ends
Effect: Spend an Action to designate a target as Marked. While Marked, you and all allies within speaking range gain Boon(1) on attack rolls against that target. You may only Mark one target at a time; designating a new target ends the previous Mark. The Mark persists across rounds until you switch it, the target dies, or the encounter ends.
Cost: 3 Skill points
Maneuver Cost: Passive
Requires: Expert Training, Weapon with the Bayonet property
Duration: Passive
Effect: Once per turn, gain an Extra Action that can only be used to switch the weapon's grip between melee (Bayonet) and ranged. The switch is fluid; no fumble check, no penalty on the next attack. The corridor doesn't care which end of the rifle is forward; you're the one who has to.
Cost: 6 Skill points
Maneuver Cost: Passive
Requires: Mastery Training, any weapon
Duration: Passive
Frequency: Once per encounter
Effect: When you roll a natural 90–95 on an attack roll, you may treat that result as a Critical Hit. (Natural 96+ already crits.) Declare before resolving the hit. Does not stack with other crit-conversion abilities; pick one if more than one would qualify. Other rolls in the 90–95 band during the same encounter resolve normally; you only get to push one.
Cost: 8 Skill points
Maneuver Cost: Passive
Requires: Mastery Training, any weapon
Duration: Passive
Effect: When your attack reduces a target to 0 HITS, you may make a single weapon attack against another visible target within Range as an Extra Action. Once per turn. The follow-up uses the same weapon and the same Range Band as the killing shot. The momentum is real; the squad has watched you do it; they no longer flinch when you turn.
Cost: 6 Skill points
Maneuver Cost: Passive
Requires: Mastery Training, Mark of Focus purchased
Duration: Passive (while Mark of Focus is active)
Effect: Whenever a Core Combat Specialist squadmate attacks your Marked target, their Combat Window opens automatically, they do not need a near-miss to trigger it. They still make the confirmation roll vs TL and execute their Combat Window ability normally. Allies without a Combat Window (Engineering, SysOps, Overwatch) still benefit from the Mark of Focus Boon(1) but gain no additional effect from Lock-On. Lasts as long as the Mark. The Mark is no longer a battlefield call, it's a kill priority that the whole squad's targeting systems agree on.
Cost: 6 Skill points (per purchase)
Maneuver Cost: Passive
Requires: Mastery Training, Combat Reflex or Vigilant Stance purchased
Duration: Passive
Effect: When purchased, choose one of your qualifying tricks, Combat Reflex or Vigilant Stance, and remove its once-per-round limit. Each qualifying trigger of that trick may be answered with its Extra Action attack, paying the 1 Energy cost per trigger. You still take only one Extra Action per trigger event: a single enemy entering reach is one trigger, not many, and the Energy economy throttles you naturally. May be purchased a second time to lift the cap on the other trick (you must own that trick at the time of purchase). The shooter never blinks; the gap never closes.
Note, A previous draft of this section included a Module Familiarity trick that doubled an attached property's effect for an encounter. It was retired because most weapon properties are capability flags (Full Auto, Penetrating, Two-Handed, etc.) with no measurable value to double. The doubling concept now lives where it belongs, as the Property Tuning ability in the Engineering Core (Tier 2). It costs Parts (or Scrap for Breachers), permanently lowers the weapon's Quality by 1, and only doubles measurable properties (Cone, Blast Radius, Arc, Suffering, X, Knockback, Restrain, EMP). Engineers can apply it to any squadmate's weapon during a Lockdown.
Cost: 4 Skill points
Maneuver Cost: Passive
Requires: Mastery Training, Weapon with 15+ Familiarity on this character
Duration: Passive
Effect: Your relationship with this specific weapon has passed the point of tool and entered the point of prosthesis. When attacking with a weapon on which you have 15+ Familiarity, your attacks deal +1 Hit of the weapon's primary damage type. If the weapon has multiple damage types, choose the primary at the time this trick is purchased; the choice is permanent for this character/weapon pairing.
Cost: 8 Skill points
Maneuver Cost: Passive
Requires: Mastery Training, any Weapon skill at Mastery
Duration: Passive
Effect: When you score a Critical Hit against a creature with Grit, the crit resolves damage normally through the Grit → DR → HITS stack. Additionally, every Wild Die that explodes in that attack (rolls its maximum, including chained explosions) also permanently reduces the creature's Grit threshold by 1, floor 0. Next round the creature's Grit resets to the new lower maximum, and subsequent crits keep chipping the ceiling down. The exploding dice do double duty; each maximum is a bonus Hit and a point of erosion. Standard crit rules (double Hits) still apply. Has no effect on creatures with Grit 0.