<Cybercore>

Item Sizes

Items in Cybercore fall into five size categories that determine how they're carried and how much space they take up in your gear. Each size tier is four times the previous one; 4 Tiny items fit in a Small slot, 4 Small items fit in a Medium slot, 4 Medium items fit in a Large slot, and 4 Large items make up a single Huge unit.

Tiny Items

Something small enough to hold between two fingers or fit in a closed fist. A couple of rounds of ammunition, a handful of scrap, a data chip; the kind of things that rattle around in your pockets.

Slot Cost: 4 Tiny items fit in 1 Small slot

Examples: A couple of rounds of ammunition, scrap materials, data chips, data sticks, credit tokens, lock picks, small components, micro E-Cells

Small Items

Something a human can comfortably hold in one hand. About the size of a grenade, a cup of Jolt, or—comparing them to some ancient Earth artifacts—a computer mouse or a gamepad (you'd be rich if you can find one of these in some derelict ruins).

Slot Cost: 1 Small slot

Examples: Grenades, pistols, handheld scanners, comlinks, med-stims, E-Cells, PDAs

Medium Items

Something that can be comfortably held in two hands. These are your standard operational tools and weapons that require both hands to use effectively.

Slot Cost: 1 Medium slot (4 Small slots)

Examples: Assault rifles, cable reels, portable toolkits, medium blasters, med-kits, hack decks

Large Items

About the size of an ancient Earth midi-tower case, or a PSU unit for heavy armour. These are bulky items that require significant space and effort to haul around.

Slot Cost: 1 Large slot (4 Medium slots)

Carrying Restrictions: Large items can generally only be carried on your back. However, if you have a Mass of 5 or more, you can carry a large item in your hands instead.

Examples: Heavy PSUs, portable turrets, demolition charges, large medical equipment, heavy weapon power packs

Huge Items

Emplacement-grade hardware and machinery: too big and too heavy to move without a crane, a forklift, or a suit of power armour. Once a Huge object is set down it stays put until something with serious lifting power relocates it. You don't carry these, you install them.

Slot Cost: Does not fit in personal inventory or body slots. A base Huge object is worth 4 Large (16 Medium, 64 Small).

Huge Scale: Huge comes in multiples, written Huge (N). A base Huge object fills a single hex on the tactical map. Huge (2) spans a 2x2 block, Huge (3) a 3x3 block, Huge (4) a 4x4 block, and so on. Each step up the scale adds another tier of bulk: Huge (2) is worth 8 Large, Huge (3) is 12 Large, Huge (4) is 16 Large.

As a Container: A Huge container holds 4 Large items. Each scale step adds another 4: Huge (2) holds 8 Large, Huge (3) holds 12 Large, Huge (4) holds 16 Large.

Examples: Fixed weapon emplacements, heavy generators, vehicle-grade power cells (the 500 and 1000 PE-Cell packs), fabrication machinery, cargo containers, defensive turret platforms

Size Summary Table

SizeDescriptionSlot CostFits IntoNotes
TinyFinger-sized4 per Small slot4 = 1 SmallLoose pocket items
SmallOne-handed1 Small slot4 = 1 MediumFits in a pocket or belt pouch
MediumTwo-handed1 Medium slot4 = 1 LargeRequires both hands to use
LargeBackpack-sized4 Medium slots4 = 1 HugeBack carry only (unless Mass 5+)
HugeEmplacementNot carriedFills a hexNeeds a crane, forklift, or power armour; Huge (N) = N×N hexes, holds 4×N Large

Large Weapons

Large weapons—miniguns, heavy blasters, plasma cannons, and other military-grade hardware—follow special rules due to their size and weight.

Carrying and Using Large Weapons

Mass 5 or Higher: If your Mass is 5 or more, you can carry and fire a large weapon while standing. You're strong and heavy enough to brace against the recoil and handle the bulk.

Mass Below 5: You can still carry a large weapon on your back, but to actually use it you'll need to mount it on a tripod, vehicle mount, or other stabilized platform first. Trying to fire one of these beasts unsupported will either knock you flat or send your shots into the ceiling—neither outcome is tactical.

Powered Armour and Mass

When wearing powered armour, you use the powered armour's Mass instead of your own for determining what you can carry and wield. A scrawny tech in a heavy combat exosuit can heft a rotary cannon just as well as a gene-enhanced bruiser—the suit does the heavy lifting.

This means a character in powered armour with Mass 5+ can carry and fire large weapons without mounting them, regardless of their natural Mass score.

Inventory Space

A fully kitted-out combat suit provides the following standard slot layout:

Armour Slot Diagram

Standard Slot Layout

LocationSlotsNotes
Helmet2 SmallLow-powered
Chest3 Medium
Bicep (each)1 Small2 total
Shoulder (each)1 Small2 total
Forearm (each)1 Small2 total
Hands (back of, each)1 SmallLow-powered, 2 total
Waist Front2 Small (sidearm) + 2 Small (utility)
Waist Back3 Small (utility)
Back4 Medium (1 Large)Often used for PSU
Thigh (each)1 Small2 total
Shin (each)1 Small2 total
Boots (each)1 Medium2 total

Mass and Slot Adjustments

Body size affects how much gear you can strap on. Using human (Mass 3) as the baseline:

Larger creatures (Mass above 3): For every extra point of Mass, you gain:

  • +1 Small (Waist Front)
  • +1 Small (Waist Back)
  • +1 Medium (Back)

Smaller creatures (Mass below 3): For every point of Mass below 3, you lose:

  • -1 Small (Waist Front)
  • -1 Small (Waist Back)
  • -1 Medium (Back)
MassWaist Front (Small)Waist Back (Small)Back (Medium)
1-2-2-2
2-1-1-1
3BaselineBaselineBaseline
4+1+1+1
5+2+2+2
6+3+3+3
8+5+5+5

So a Mass 5 character has 2 extra Small waist front slots, 2 extra Small waist back slots, and 2 extra Medium back slots. A Mass 1 character has 2 fewer of each.

Carrying Capacity

You can comfortably carry equipment weighing up to 5kg per point of Mass—about 20% of your body weight.

MassCarry Capacity
15kg
210kg
315kg
420kg
525kg
630kg
840kg

For item weights, see the Item Sizes section above.

Modifying Equipment

Jerry Rigging (Rigged)

Certain Skills Tricks, Origin Feats, and Corporation Talents let you alter equipment. A Rigged change is normally a temporary effect applied during a mission or combat and lasts for a short duration.

Modifications (Mods)

Certain Skills Tricks, Origin Feats, and Corporation Talents let you apply Modifications to equipment. A Modification is normally a permanent effect applied out of combat.