<Cybercore>

Slugs Weapons

Cartridge in, primer pops, lump of metal leaves at speed. Slugs are the universal language of violence; cheap to make, easy to fix, loud enough to settle arguments, ubiquitous enough that even the ammunition vendor on a hostile moon knows what "standard" means. No frills, no recharge cycle, just chemistry and a barrel. If something else fails, this one works.

Slug Weapon Tricks

Invest skill points in Weapons Ranged Slug for +1% to hit per point with all slug weapons you are trained in. You may also spend skill points to purchase the following tricks.

Tactical

Extreme Accuracy:

Cost: 2 Skill points
Maneuver Cost: Passive
Requires: Tactical Training, Slug Weapons
Duration: Passive
Effect: You are such a good shot you can use less ammo to the same effect. You gain +2 Shots for all cartridge and belt fed weapons.

Slug Field Strip:

Cost: 1 Skill point
Maneuver Cost: 6 Actions
Requires: Tactical Training, A Not Broken Slug Weapon
Duration: Passive
Effect: You can Field Strip and reassemble an Slug weapon that is not broken and make minor repairs. This will improve a weapons quality by one point but no higher than 5.

Heavy Round:

Cost: 3 Skill points
Maneuver Cost: Passive
Requires: Tactical Training, Slug Weapon
Duration: 1 magazine
Effect: Load armour-piercing rounds for the next reload cycle. While the AP mag is loaded, your slug attacks deal +1 Hit against any target with DR engaging the attack; the round drives an extra Hit through the armour. Against unarmoured targets, the AP profile loses some terminal energy and attack rolls suffer Bane(1). The mag-load decision is made during reload; you cannot swap mid-magazine.

Trigger Discipline:

Cost: 2 Skill points
Maneuver Cost: Passive
Requires: Tactical Training, Slug Weapon
Duration: Encounter
Effect: You've trained the muscle memory to release the trigger before the mag empties. Save 2 shots per encounter from any cartridge or belt-fed slug weapon. The recovered shots return to the magazine at end of encounter; they were never fired, just deferred. Most rookies discover the trick a round too late.

Sights On:

Cost: 3 Skill points
Maneuver Cost: 1 Action (aim)
Requires: Tactical Training, Slug Weapon
Duration: 1 shot
Effect: Spend an Action to align the sights. Your next slug attack this turn ignores half cover and partial cover. Cover that fully blocks line of sight is unaffected; sights cannot sight what they cannot see.

Expert

Through and Through:

Cost: 4 Skill points
Maneuver Cost: 1 Actions
Requires: Expert Training, Slug Weapons
Duration: NA
Effect: You know how modify you ammo to be armour piecing and to target the softer parts of armour so When you fire at an Enemy with a second enemy directly behind him you may be able to roll an attack against both targets.

  • If the weapon's Hits exceed the first target's remaining typed DR, you can roll an attack against the second target.
  • If you hit, deal the weapon's remaining Hits (total Hits minus Hits absorbed by first target's DR) to the second target. The second target applies their own DR as normal.

Full Auto:

Cost: 3 Skill points
Maneuver Cost: 2 Actions
Requires: Expert Training, Slug Class Weapon with the Full Auto property
Duration: Encounter
Effect: You open fire with your weapon on fully automatic. As you take time to "hold down the trigger" and pump ammo into the air, you gain a bonus to hit and roll Wild Dice for bonus Hits however you expose yourself as a target.

  • The Characters AC is Double Baned, until the end of their next turn.
  • The character gains Advantage Ranged on all attacks taken as part of this Move.
  • The character rolls Wild Dice for each Hit dealt (die size based on weapon class: d6 Standard, d8 Heavy). Each die that rolls its maximum deals +1 bonus Hit and explodes.
  • The Weapon consumes twice as much ammo as normal.

Tight Burst:

Cost: 3 Skill points
Maneuver Cost: 1 Action
Requires: Expert Training, Slug Weapon with a single damage type
Duration: 1 shot
Effect: You tighten your burst into a single tight cluster on one point of the target's anatomy. Your attack deals +1 Hit of the weapon's damage type. You cannot use this Maneuver with weapons that deal multiple damage types; the technique requires the clean kinetic profile of a single-type round.

Brass Recovery:

Cost: 2 Skill points
Maneuver Cost: Passive
Requires: Expert Training, Slug Weapon
Duration: Passive
Effect: After combat, you automatically collect spent brass from the field. During a Lockdown, recovered brass can be refurbished into refilled cartridges; your next reload of a cartridge-fed slug weapon costs half its normal credit cost. Belt-fed weapons benefit equivalently via linked-belt salvage. Workshop access required to refurbish; raw brass without the kit is just nostalgia.

Cold Eye:

Cost: 4 Skill points
Maneuver Cost: Passive
Requires: Expert Training, Slug Weapon
Duration: 1 shot
Effect: After you miss with a slug attack, your next slug attack this turn against the same target gains Boon(1). You saw where the round went; you know how to correct. The Boon is lost if you switch targets, move more than half your Speed, or take any non-attack Action between the miss and the follow-up.

Master

Headshot:

Cost: 4 Skill Points
Maneuver Cost: 5 Actions
Requires: Mastery Training
Effect: You may spend an action to begin Aiming then a second action to attack.

  • Gains a Boon from Aiming.
  • Ignores half cover.
  • Is a Critical Hit.
  • Knocks the target prone.

Bypass Shot:

Cost: 5 Skill points
Maneuver Cost: Passive
Requires: Master Training, Slug Weapon
Duration: 1 shot
Frequency: Once per encounter
Effect: Once per encounter, declare a slug attack as a Bypass Shot. The attack ignores all of the target's DR (any damage type) for that single Hit. DR is not eroded; it is bypassed for the round and re-engages on the next attack. Useful when the target has stacked typed DR you don't want to spend three rounds chipping through.

Mag Dump:

Cost: 5 Skill points
Maneuver Cost: 1 Action
Requires: Master Training, Slug Weapon with the Full Auto property, full magazine
Duration: 1 shot
Effect: Empty your full magazine into a single target as one Action. Roll a single attack with Boon(2). On a Hit, deal the weapon's normal Hits +2. The weapon is empty after the dump and requires a full reload (per its normal reload cost). On your next turn, you suffer Bane(1) on all attack rolls; your hands are still ringing from the dump and the barrel needs a moment to cool.

Smithed Round:

Cost: 4 Skill points
Maneuver Cost: 1 hour (during Lockdown)
Requires: Master Training, Slug Weapon, Brass Recovery, workshop access
Duration: Passive
Effect: During a Lockdown, spend 1 hour at a workshop to hand-craft a single specialty round. Declare its profile when crafted: +1 Hit, OR +1 Hit against a chosen damage-type DR (Blunt, Pierce, or Slash). Crafting consumes recovered brass. Carry the round in your magazine as the next round to chamber; once fired, it's gone, and the next reload returns the magazine to standard ammunition.

One Shot, One Kill:

Cost: 6 Skill points
Maneuver Cost: 1 Action (aim)
Requires: Master Training, Slug Weapon
Duration: 1 shot
Frequency: Once per operation
Effect: Once per operation, declare your next slug attack a Marked Kill. Spend 1 Action to align, then make the attack. If the attack Hits, it is treated as a Critical Hit regardless of the d100 result. The phrase is not doctrine; it is a contract you have made with yourself, and the round.