<Cybercore>

Thrown Weapons

Range; Heft-Scaled

Thrown weapons don't use fixed Range Increments. Reach scales with the thrower's Heft, raw Might compressed onto a 1-to-5 scale, and the size of what you're throwing.

Heft = ⌈Might ÷ 2⌉ (Might 1–2 → Heft 1, Might 3–4 → Heft 2, … Might 9–10 → Heft 5).

SizeStep (per Heft)SquaresRatio to Small
Tiny6m3 sq¾
Small8m4 sq1 (base)
Medium4m2 sq½
Large2m1 sq¼

Your band size is Heft × Step. Clean to 1× band size, then stacking penalty every additional band: Disadvantage → Disadvantage-3 → Disadvantage-4 (cap, 3× to 4× band size). Beyond 4× band size you cannot throw.

Gravity: all distances assume Standard Gravity (1G). Apply ×4 in 0G, ×2 in 0.5G, ×½ in 2G, ×¼ in 3G+.

Example: Might 5 (Heft 3) with a Small knife (8m Step) at 1G → band size 24m. Clean to 24m, Disadvantage-4 cap between 72–96m, out of range past 96m. See Thrown Weapon Range in Combat for the full prose, ladder, gravity rule, and scope. Slug throwers, blasters, lasers, and explosives are not Heft-scaled or gravity-modified.

Thrown Weapon Tricks

Invest skill points in Weapons Ranged Thrown for +1% to hit per point. You may also spend skill points to purchase the following tricks.

Tactical

Snap Throw:

Cost: 2 Skill points
Maneuver Cost: Passive
Requires: Tactical Training, Small Thrown Weapon
Duration: Passive
Effect: You can throw a weapon mid-stride. Once per turn, you may throw a Small thrown weapon while moving, without stopping. The throw suffers Bane(1) to hit. If it hits, the target cannot trigger any ability on your movement until the start of their next turn. You keep moving. The corridor behind you does not.

Quick Retrieval:

Cost: 2 Skill points
Maneuver Cost: Passive
Requires: Tactical Training, Thrown Weapon
Duration: Passive
Effect: You recover thrown weapons with the efficiency of someone who can't afford to keep buying them. After combat, you automatically recover all thrown weapons that hit their target, they're embedded or nearby. Missed throws require a quick search: roll d100 vs Mission Severity. Success recovers the weapon. Failure means it's gone, lodged in a bulkhead, fell down a ventilation shaft, or embedded in someone who left in a hurry.

Bandolier:

Cost: 3 Skill points
Maneuver Cost: Passive
Requires: Tactical Training, Thrown Weapon, Bandolier Duration: Passive
Effect: A visible bandolier across your chest holds up to 4 Small thrown items at the ready. Once per turn, gain an Extra Action that can only be used to draw a thrown item from the bandolier. The bandolier counts as a worn item slot, not concealed; anyone looking at you can count the throws you have left.

Lead Throw:

Cost: 3 Skill points
Maneuver Cost: Passive
Requires: Tactical Training, Thrown Weapon
Duration: 1 shot
Effect: You time the throw to lead the target's stride rather than aim at where they are. On a Hit with a thrown attack, the target gains Hindered(1). Stacks with existing Hindered via the standard chain.

Strong Arm:

Cost: 2 Skill points
Maneuver Cost: Passive
Requires: Tactical Training, Thrown Weapon
Duration: Passive
Effect: Your thrown weapon Range is increased by one Range Band (Short → Standard, Standard → Long, Long → Extreme). The weapon's effective Range Band updates for all attacks you make with it. Other characters using your thrown weapon do not benefit from your trained arm.

Skip Throw:

Cost: 3 Skill points
Maneuver Cost: Passive
Requires: Tactical Training, Thrown Non Piercing Weapon
Duration: 1 shot
Effect: When your thrown attack Hits, the weapon may redirect to one enemy adjacent to the original target. Make a follow-up attack roll against the secondary target at -1 Hit. Resolve damage independently against each target's DR. The weapon ends its journey at the secondary target's square; recover both throws as normal.

Expert

Fan of Blades:

Cost: 3 Skill points
Maneuver Cost: 2 Actions
Requires: Expert Training, 3+ Small Thrown Weapons drawn
Duration: Passive
Effect: You throw multiple weapons in rapid succession, fast enough that the second blade arrives before the first one's noticed. As a 2-Action maneuver, throw up to 3 Small thrown weapons at different targets within Short range. Make one attack roll, each target is hit independently, applying their own DR. Each weapon deals its normal Hits. All weapons must be drawn before using this trick. Restocking is your problem.

Pin Down:

Cost: 3 Skill points
Maneuver Cost: 1 Action
Requires: Expert Training, Piercing Thrown Weapon (knife, spike, dart)
Duration: Until removed
Effect: On a successful thrown weapon attack against a target adjacent to a wall, floor, or solid surface, the weapon pins their clothing or equipment to it. The target is Restrained until they spend 1 Action to pull free. The pin deals no additional damage beyond the normal hit; the humiliation is the real payload.

Wrist Flick:

Cost: 3 Skill points
Maneuver Cost: Passive
Requires: Expert Training, Thrown Weapon, Snap Throw
Duration: 1 shot
Frequency: Once per encounter
Effect: Your first throw per encounter is delivered without telegraph; the wrist does the work the shoulder would normally do. The throw gains Boon(1) on the attack roll. Once per encounter only; subsequent throws use normal motion and have no bonus.

Magnetic Recall:

Cost: 4 Skill points
Maneuver Cost: Passive
Requires: Expert Training, Thrown Weapon with magnetic-tagged blade or hilt, magnetic recall belt
Duration: Passive
Effect: A thrown weapon you tagged with magnetic recall returns to your belt at the end of each round, regardless of whether it hit. The recall works at any range within line of sight; obstacles between you and the weapon may catch it (GM discretion if the path is blocked). Magnetic tagging takes 5 minutes per weapon at a workshop and lasts until the magnetisation degrades (~6 ops).

Lobbed Arc:

Cost: 4 Skill points
Maneuver Cost: 1 Action
Requires: Expert Training, Thrown Weapon
Duration: 1 shot
Effect: Throw with a high arc that drops the weapon over cover into the target's square. The throw gains Boon(1) on the attack roll, but deals -1 Hit on a Hit (the descent loses some kinetic energy). Useful when the target thinks they are safe behind a wall they did not look up over.

Trick Bounce:

Cost: 4 Skill points
Maneuver Cost: Passive
Requires: Expert Training, Thrown Weapon, Skip Throw
Duration: 1 shot
Effect: Your Skip Throw redirect chains a second time; after the secondary target, the weapon redirects again to a third enemy adjacent to the second. Make a follow-up attack roll against the tertiary target at -2 Hit (the cumulative -1 per bounce). The redirect path may bend around 1 corner of cover.

Master

Trick Throw:

Cost: 4 Skill Points
Maneuver Cost: 1 Action
Requires: Master Training, Any Thrown Weapon
Duration: Passive
Effect: You can bounce, skip, and bank thrown weapons off walls, around corners, and through gaps that shouldn't be possible. Your thrown weapons ignore the line-of-sight requirement; you can target a square you cannot directly see, provided there is a viable ricochet path (GM discretion). The throw suffers Bane(1) for each bounce required. Additionally, your thrown weapon range increases by 2 squares.

Return Arc:

Cost: 5 Skill Points
Maneuver Cost: Passive
Requires: Master Training, Any Thrown Weapon
Duration: Passive
Effect: You've studied the physics of curved trajectories until they became instinct. When you miss with a thrown weapon, the weapon arcs back and lands in your square (or an adjacent square of your choice) instead of at the target's feet. Additionally, once per encounter, you may throw a weapon that curves around full cover to hit a target you can detect but not see; the throw suffers Bane(2). The first time you demonstrate this in front of a squad, someone will accuse you of cheating. Let them.

Throwers Storm:

Cost: 5 Skill points
Maneuver Cost: 2 Actions
Requires: Master Training, Thrown Weapon, 3+ thrown items at the ready
Duration: 1 use
Effect: Throw 3 thrown items in sequence as a single 2-Action maneuver. Each throw targets any enemy within Range; multiple throws may target the same enemy. Roll a separate attack for each throw. Each throw deals -1 Hit (cumulative does not stack; each is at -1, not -3 on the third). Consumes all 3 thrown items; recover them per Quick Retrieval.

Anchor Pin:

Cost: 5 Skill points
Maneuver Cost: 1 Action
Requires: Master Training, Piercing Thrown Weapon, Pin Down
Duration: Until removed
Effect: Pin Down's effect is upgraded; the target is fully Restrained, and freeing themselves requires 2 Actions instead of 1. The throw must still land against a target adjacent to a solid surface. The pin holds harder; the work to escape it doubles.

Crescent Arc:

Cost: 5 Skill points
Maneuver Cost: 1 Action
Requires: Master Training, Thrown Weapon, Lobbed Arc
Duration: 1 shot
Effect: Your throw curves around one corner of cover to reach a target you cannot see directly but know to be there. The throw ignores half cover and partial cover entirely. The attack suffers Bane(1) and -1 Hit (the curved path costs accuracy and energy). The trajectory must be plausible; GM has final say on whether the corner is angled in your favour.

Bounce Master:

Cost: 6 Skill points
Maneuver Cost: Passive
Requires: Master Training, Thrown Weapon, Skip Throw, Trick Bounce
Duration: 1 shot
Effect: Your Skip Throw / Trick Bounce chain extends to a third redirect; the weapon ricochets to a fourth target adjacent to the third. Make a follow-up attack at -3 Hit (cumulative -1 per bounce). All bounced shots ignore half cover. The throw recovers as normal at the end of its path.