<Cybercore>

Weapons

Get your guns on...

Weapon Training

The following Table displays at what Tier you can pick up weapon training for the various weapon types form the various Techglomerates.

MeleeC-SECCONFEDUNI-NAVCREEDFOFTGRADGRAD-FAILICEICUMERCSNERDROBOSAROSXERO
Unarmed CombatT1T1T1T1T1T1
BluntT1T1T1T1
PierceT1T1T1T1T1T1
SlashT1T1T1T1T1
EnergyT1T1T1T1T1T1T1T1
RangedC-SECCONFEDUNI-NAVCREEDFOFTGRADGRAD-FAILICEICUMERCSNERDROBOSAROSXERO
Slug
SmallT1T1T1T1T1T1T1T1T1T1
MediumT1T1T1T2T2T2T2T1T2
AssaultT1T1T1T2T2
LargeT2T2T2
Lazer
SmallT1T1T1T1T1T1T1T1T1T1T1T1T1
MediumT1T1T1T2T2T2T2T1T1
AssaultT1T1T1T2T2T2
LargeT2T2T2
Blaster / PlasmaC-SECCONFEDUNI-NAVCREEDFOFTGRADGRAD-FAILICEICUMERCSNERDROBOSAROSXERO
SmallT1T1T1T1T1T1T1T1T1T1T1
MediumT1T1T1T2T2T2T2T1T2T1
AssaultT1T1T1T2T2T3T2
LargeT2T2T2
Exotic OtherC-SECCONFEDUNI-NAVCREEDFOFTGRADGRAD-FAILICEICUMERCSNERDROBOSAROSXERO
SmallT1T1T1T1
MediumT2T2T2T2
AssaultT2T2
LargeT3T3
Toxins
BiologicalT1T1T1T1T1
ChemicalT2T2T1T1T1
ExplosivesC-SECCONFEDUNI-NAVCREEDFOFTGRADGRAD-FAILICEICUMERCSNERDROBOSAROSXERO
UtilT1T1T1T1T1T1T1T1T1
SmallT2T1T2T2T2T1T2T2
MedT2T2
LargeT3T3
ArtilleryT2T1T2T2T1
Gunnery Weapons:C-SECCONFEDUNI-NAVCREEDFOFTGRADGRAD-FAILICEICUMERCSNERDROBOSAROSXERO
Mounted WeaponsT1T1T1T1T1T1T1T1
  • These descriptions are out of date an need to be brought into line with the new Weapon Class / Type Lists.

Weapons

Weapons at categorized by three common types based on there size.

Ammunition and Shots.

Shots are displayed in the form of /.

For example, a weapon Blaster Rifle HD with 3 / 2 means it can fire 3 shots before needing to be reloaded, and it takes 2 Actions to reload it.

MD and HD Weapons.

Certain Weapons are classified as MD (Medium Drain) and HD (High Drain).

These rarer weapons are more powerful than their standard counterparts, but they also require more energy to fire and thus have fewer shots before needing to be reloaded.

MD and HD weapons are usually only available from certain Techglomerates or custom weapon dealers, and they are often more expensive than standard weapons.

Weapon Sizes

Small

Small weapons cover those that can be held in one hand. These Laser Pistols, Handguns and small Blasters are compact and comparatively light, and usually easily concealable.

Small Pistols are readily available and not generally illegal. They are the weapon of choice for most spacers.

These weapons are for close-up work. Even though pistol rounds will travel a good distance with a high-impact velocity, accuracy drops off quickly, most pistols have a fairly short effective range.

  • carrying a handgun is a lot less conspicuous than a submachine gun or an assault rifle.

Most pistols hold between six and 15 rounds. Pistols may always fire once per Action.

Pistols cannot fire full auto — a pistol that can do that is classified as a submachine gun.

Medium

Medium Weapons covers all the weapon types that that are just a tad too large to hide under your jacket. This covers most standard rifles, shotguns, chainsaws, blasters and laser weapons.

In general they are two handed unless stated otherwise, and they are not easily concealable.

Medium weapons, such as most hunting rifles, are also common, and not overly regulated on most worlds. True, they attract considerable attention in cities, but most small towns don’t have a problem with them and they are perfectly acceptable in the void.

Rifles tend to have longer effective ranges than any other weapon (barring the machine gun), and they deliver slightly better damage than Small weapons, mainly because (in general) they maintain better velocities over distance and are capable of firing larger rounds.

While some Medium weapons such as some Rifles only hold single bullets, most adventurers will have a weapon that hold six, nine, or even 15 rounds. Usually, higher damaging Medium weapons hold fewer rounds, since the Shots are larger.

As with Small weapons, Medium weapons may fire once per Action. Most cannot fire on full auto unless its an assault weapons or has been modded to do so.

Heavy Weapons

These are truly “military only” weapons. A character with a Heavy Weapon had better keep it under wraps everywhere except the void. It causes trouble and attention.

Heavy Weapons are hard to get, requires the Squad to be on excellent terms with there corporations and are expensive, and their ammunition is not readily available. Heavy weapons are usually fired from a vehicle mount or a bi- or tripod.

A single character can seldom can fire the weapon while holding it. As a result, Heavy weapons have a minimum range increment within which the weapon user suffers Disadvantage-3, This lowers by one for each increment out from there. For example a Heavy Weapon with a Min Range increment of 10m suffers Disadvantage-3 for any target between 0 and 10m, then Disadvantage from 10m-20m and rolls normally for any target out beyond 20m.

This is offset by the Weapon Manuevers granted by such weapons which often have the Cone or Sweep properties and also allow the targeting of a large number of targets within a Turn.

These weapons like Machine guns are almost always belt or drum-fed, meaning they can hold hundreds of rounds. However, many machine guns have cyclic rates of over 500 rounds per minute. The Blaster and Laser variants often require Power and Plasma packs that take up the enter back slot of the user.

These weapons seldom fire on anything but full auto, unless they are loaded with only one round.

Because of their long range and high damage die codes, they are often used by snipers on mounts.

Weapon Types

Assault Weapons

Assault Weapons come an a variety of sizes and further Types (Slug, Energy, Blaster) from a single handed Uzi though to much larger deadlier weapons. They are Seldom seen in populated areas, are heavily regulated and usually only brandished by military organizations.

While they are generally being held by someone in authority, unless concealed they garner a lot of attention from both bystanders and the local authorities.

If they are a Slug Slinger, ammunition is usually expensive, more regulated and thus harder come by than normal Weapons of the same size and type. The Slug Slingers that fall into this category are a mix between sub-machine guns and fully automatic rifles.

If a weapon is carrying the Assault tag, it's best left on the ship and out of civilian spaces. They can generally can fire on full auto or have other deadly Manuevers at there disposal.

Slug Slingers

Also known as Kinetic Weapons, Slug Slingers are the tried-and-true classics of warfare—firing solid projectiles at high velocity to deliver raw, physical trauma. From compact pistols to anti-materiel cannons, these weapons rely on controlled explosions or magnetic propulsion to launch metal slugs, flechettes, or custom payloads toward a target.

Despite the rise of energy-based platforms, Kinetic Weapons remain the most widely deployed class of armament across the galaxy, used by militias, mercenaries, corporate security, and back-alley bounty hunters alike. Their simplicity, reliability, and devastating impact ensure their continued relevance on every battlefield from terraformed moons to megacity streets.

Kinetic Weapons use chemical propellants (like classic gunpowder or high-energy synthetics) or electromagnetic systems (coilguns, railguns) to accelerate a solid projectile. Upon impact, the slug delivers blunt force, penetration, or explosive fragmentation, depending on design.

Advantages

  • Low-Tech Reliability – Slug Slingers function in EMP zones, deep cold, radiation, or mud. If it jams, you hit it.
  • Versatile Ammunition – Wide variety of rounds for any job: anti-armor, anti-personnel, breaching, etc.
  • Immediate Stopping Power – Kinetic impact is visceral and highly effective, especially at short to medium range.
  • Ubiquity – Ammunition and parts are easy to find, even in backwater colonies or scavenged warzones.
  • Recognizable, If some one points a clear glass rod at you, you be like "huh?', if someone points a Shipunov GShG-7.62 minigun at you, you know where you stand, or at least, should not be standing.

Limitations

  • Recoil & Noise – Muzzle flash, sonic booms, and kickback make these weapons harder to conceal or control.
  • Collateral Risk – Ricochets, over-penetration, and unintended damage to nearby structures or civilians.
  • Ammo Dependency – Unlike energy weapons, Slug Slingers can’t recharge. When you’re out of bullets, you’re out of luck.
  • Maintenance – Mechanical parts degrade over time, especially in dusty, humid, or acidic environments.

Energy Weapons

Energy Weapons bring the burn, they utilize directed energy—such as coherent light, microwave radiation, ionized particles, or high-frequency photons—to inflict thermal, structural, or cellular damage. They use high-energy beams or microwaves to inflict damage. They come in various sizes, from small laser pistols to large chemical beam rifles and heavy Ion Cannons. Unlike conventional firearms (Slug Slingers), these weapons deliver damage through excitation or disruption at the molecular level rather than kinetic impact.

They generally fall into three groups based on their emission source and frequency:

  • Laser (Light Amplification) – Coherent light, usually visible or infrared, causing intense localized heating.
  • Mazer (Microwave Amplification) – Microwave beams that agitate water molecules, disrupting biological and electronic systems.
  • X-Ray/Particle Beam – High-energy photon or ion streams, often shield-piercing and radiation-heavy.

Energy Weapons are powered by high-drain electrochemical cells (E-Cells) or external power rails, typically integrated into powered armor. Weapon designs vary between self-contained systems (internal power) and modular units drawing from external power banks, allowing for longer sustained fire but reducing mobility.

Energy consumption per shot varies depending on weapon type and intensity setting. Some models support overcharge or pulse-modes at the cost of drain efficiency.

Advantages

  • High Accuracy – With minimal recoil and projectile drop, energy weapons offer exceptional precision, especially in zero-G or vacuum conditions.
  • Environmental Flexibility – Function in space, underwater, or hazardous atmospheres without the need for combustion.
  • Low Collateral Risk – Lack of solid projectiles minimizes risk of ricochet or unintended structure damage.
  • Reusability – Unlike ballistic weapons, energy platforms can be recharged or refitted with new cells, reducing long-term logistics in the field.

Limitations

  • Power Dependence – Without a stable energy supply, the weapon is inert. EMP attacks or battery drain are tactical concerns.
  • Range Attenuation – Energy beams scatter or disperse over distance, reducing effective range, especially in fog, smoke, or ionized air.
  • Thermal Load & Maintenance – Extended fire can overheat emitters or degrade focusing arrays, requiring regular recalibration and cooling cycles.
  • Initial Cost – The tech involved leads to significantly higher acquisition and maintenance costs compared to ballistic counterparts.

Blasters Weapons

Blasters are the brutal middle ground between elegant energy weapons and gritty slug slingers—firing bolts of superheated, unstable plasma that burn, melt, sear, and sizzle their way through flesh, armor, and cover alike.

Powered by P-Cells (plasma canisters), these weapons draw raw, ionized matter from compact plasma reservoirs and channel it through magnetic constrictors to form volatile plasma bolts. Every shot is a cocktail of kinetic impact, extreme heat, and corrosive afterburn—making blasters infamous for leaving steaming holes, scorched armor, and very little else.

Blasters use P-Cells (Plasma Canisters) that provide a limited number of high-energy shots before needing a reload. Larger weapons and vehicle-mounted units may draw from External Plasma Supplies.

Plasma refills can often be syphoned from refillable plasma tanks found in Ship labs, Science bays and Engineering. Most outposts and space stations have Plasma synthesizers that can refill P-Cells, but these are not common outside of habitats.

Recharging P-Cells with portable equipment is a slow or high energy process, requiring specialized plasma synthesizers this makes logistics a key part of long-term field deployment.

Advantages

  • Mixed Damage Output – Shreds bio and tech alike; few things walk away from a plasma bolt.
  • Modular Ammo – P-Cells can be recharged, swapped, or hot-loaded in the field with the right gear.
  • PCells are compact and universal – Most blasters use standard P-Cells, as do Cutters, Welders, Cookers and a variety of other equipment.

Limitations

  • Low Shot Count – Plasma shots are expensive per blast; conservation is key.
  • Power-Intensive – P-Cells deplete quickly, and recharge infrastructure is rare outside of corp control.
  • Overheat Risk – Sustained fire risks venting coolant, burning out coils, or literally cooking the user’s gloves.
  • Illegal in Some Sectors – Most systems classify high-yield blasters as restricted or military-grade. Ownership without clearance may result in "asset forfeiture".

Missile Weapons

Explosives

Toxins and Poisons

Character make Combat Stamina checks to resist or overcome toxins and poisons.

Improvised weapons always use either melee combat or throwing, and they always receive an improvised weapon modifier penalty of -5 or more to the skill roll.

Wild Die rolled Critical Failure (A 1) when wielding the item, the improvised weapon breaks, the user hurts himself, or both — the greater the roll fails (roll again), the worse the situation is.

If the user ends up hurting himself, use only the weapon bonus — do not include the user’s Strength Damage to determine the amount of damage done.