<Cybercore>

To attack, roll a d100 (two d10s; one for tens, one for ones). A roll of 7 and 5 = 75.

Add your bonuses to the roll. If the total exceeds the target's Defense (TL), you hit and deal your weapon's Hit Rating in Hits.

Attack Roll Breakdown

d100 + Core Training + Weapon Skill + Weapon Familiarity + Equipment + Talents/Feats ≥ TL
BonusSource
Core Weapon Training11 × Rank on your Specialty weapon (Combat cores +5); 11 × Rank − 10 off-specialty. Automatic.
Weapon Skill+1% per SP invested in the weapon type. Cap varies by Core.
Weapon Familiarity+1% per hit with this specific weapon (crits count as 2). Cap varies by Core.
Core SpecialtyBonus from Core-specific mechanic (see Weapon Accuracy by Core).
EquipmentWeapon mods, scopes, targeting systems
Range ModifierApplied to TL, not your roll (see Cover & Positioning)

Kade (Rank 3 Commando, Core Combat) fires his slug rifle (his Specialty) at a Zod Warrior (TL 73).

  • d100 roll: 42
  • Core Weapon Training: Rank 3 × 11, +5 on-specialty = +38
  • Weapons Ranged Slug: 8 skill points = +8
  • Weapon Familiarity (this rifle): 20 hits = +20
  • Rifle scope: +3
  • Total: 42 + 38 + 8 + 20 + 3 = 111 vs TL 73; a clean hit, well past the Critical threshold.

Your Weapon Skill bonus applies to all weapons of that type, regardless of size. Eight points in Weapons Ranged Slug means +8% whether you're firing a slug pistol or a slug assault rifle. Weapon Familiarity, by contrast, applies only to the specific weapon you've been using in combat.

Weapon Accuracy by Core

Your accuracy with a weapon hinges on whether it's your Specialty, the attack vector your Core is built around. Core Weapon Training rides the same 11 × Rank curve a creature's Threat Level climbs (TL = 40 + 11 × Rank), so a same-Rank attack on your Specialty lands around 60% (Combat cores ~65%), and Weapon Skill and Familiarity stack on top of that.

The three tiers

TierWhenCore Weapon Training
On-specialtyThe weapon type your Core specialises in11 × Rank (Combat cores +5 → ~65%)
Off-specialtyA type you're trained in (≥3 SP) but isn't your specialty11 × Rank − 10 (~50%)
UntrainedFewer than 3 SP in the typeNone, and Disadvantage (see Untrained Weapons)

Specialty by Core

CoreSpecialtyOn-specialty trainingWhere the accuracy lives
CombatTheir weapon class (Commando ranged, Heavy mounted, Enforcer melee, SAROS ranged, Merc any)11×Rank +5The galaxy's best shooters; it's their own weapon
OverwatchWhatever personal weapon they train11×RankCommander buffs allies, Silhouette preps the shot (Observer), Envoy talks first
Sci-OpsA studied target, through exotic weapons8×Rank, ramps to ~70% as studying burns ActionsWeak cold, lethal once catalogued
EngineeringA deployed unit (drone, rig mount)the unit is a same-Rank creatureIts accuracy is on its own sheet; the operator's sidearm is off-specialty
Sec-OpsThe sentry gun (deployed)sentry is a same-Rank creatureSentry on its own sheet; personal sidearm off-specialty
MedicThe Specimen (deployed)Specimen is a same-Rank creature that turns feral the longer it's looseSpecimen on its own sheet; personal sidearm off-specialty

The support Cores (Engineering, Sec-Ops, Medic) fight through a deployed unit that is statted as a creature of the operator's Rank, so it tracks the Threat-Level ladder on its own sheet. The operator's personal sidearm is therefore off-specialty (~50%); see each specialist page for the unit's full rules.

One number, not a sum

You never add this up at the table. Your sheet stores one finished accuracy number per weapon, Core Training, Skill, and Familiarity already summed. On your turn you roll d100, add that one number, and compare to the GM's TL. The breakdown is there if you want to audit it, but the maths happens once, at level-up, never while the table waits.

Untrained Weapons

You are considered untrained with a weapon until you have either 3 SP invested in that weapon type OR 10 Weapon Familiarity with that specific weapon. Firing an untrained weapon imposes Disadvantage (roll d100 twice, take the lowest).

Cybercore is heavily gear and training based system, and we wanted players to be able to collect numerous tech and alien equipment to use and still have a chance of missing the target. Using a Percentage system for attacks, means Cybercore can have a rich source of bonuses and still have a chance of "missing" even at high levels.

Weapon Hit Ratings

Weapons deal a fixed number of Hits per successful attack. Each Hit carries the weapon's damage type.

CategoryHitsExamples
Light1Pistol, knife, baton, holdout weapons
Standard2Assault rifle, shotgun, sword, most combat weapons
Heavy3Rocket launcher, sniper rifle, LMG, explosives
Mounted/Vehicle4Ship weapons, emplaced guns, orbital strikes

These are general guidelines. Individual weapons may have their own Hit Ratings and special rules; see the Weapons for specifics.

Modifiers:

  • Critical Hit: double Hits (see Attack Outcomes below)
  • High-quality weapons (Quality 4+): +1 Hit
  • Specific talents/abilities: May add +1 Hit

Attack Outcomes

Your attack roll's margin over the target's TL sets the outcome, using the same TL + 30 band steps as a defence roll:

Roll vs TLResultDamage
≥ TL + 60, or natural 96-100Critical HitDouble Hits + Wild Dice
≥ TL + 30Solid HitFull Hits + Wild Dice
> TLHitFull Hits
= TLSell ItYou decide the outcome (see Dice)
< TLMissNo damage
Natural 1-5Critical MissNo damage; a Calamity may occur

Wild Dice

On a Solid Hit or better, roll one Wild Die per Hit dealt. The die size is set by the weapon's class:

Weapon ClassWild Die
Light / Sidearmd4
Standardd6
Heavyd8
Mountedd10

Each Wild Die that rolls its maximum deals +1 bonus Hit of the weapon's primary damage type, and explodes; roll it again, and keep going for as long as it keeps rolling its maximum. Every maximum in the chain is another bonus Hit.

A Critical Hit rolls its Wild Dice on the doubled Hit count; a critting assault rifle throws 4d6, not 2d6.

Some abilities grant Wild Dice on every hit (the Silhouette's Lethal Precision, Full Auto fire, Rapid Shot); those work exactly the same way, just without needing a Solid Hit first.

Critical Hits

A Critical Hit occurs on a natural 96-100, or when your attack roll exceeds the target's TL by 60 (TL + 60).

Target TLCritical Threshold (TL + 60)Example
TL 30Exceed 90Low-rank creature
TL 40Exceed 100Mid-rank creature
TL 50Exceed 110High-rank creature

Critical hits deal double Hits (then roll Wild Dice on the doubled count) and may trigger additional weapon or ability effects. Some talents and equipment have special effects that only activate on critical hits. The doubling mirrors the defence tables; a Punishing defence result doubles the Hits you take, a Critical Hit doubles the Hits you deal.

Core Combat Specialists gain an additional benefit: a critical hit also opens their Combat Window, allowing them to execute their specialist's Combat Window ability (Called Shots, Suppression, etc.) on top of the critical bonus. See Core Combat for details.

Damage Types

Cybercore features 9 damage types organised into 3 categories:

Kinetic; physical force:

  • Blunt: Impact damage from clubs, hammers, falls, or concussive blasts.
  • Pierce: Damage from sharp points; bullets, spears, arrows, needles.
  • Slash: Cutting damage from blades, claws, or similar weapons.

Energy; powered damage:

  • Electrical: Shocks and surges from energy weapons, traps, or power systems.
  • Thermal: Superheated matter; burns, fire, plasma, explosions.
  • Lazer: Focused light beams, often used in advanced weaponry.

Toxic; environmental and exotic:

  • Radiation: Harmful energy exposure, can cause lingering effects.
  • Chemical: Acids, toxins, and corrosive substances.
  • Grav: Gravitic force, crushing pressure, or space anomalies.

Armour DR is typed to the 9 individual damage types, not the 3 categories. Each damage type interacts differently with armour, resistances, and vulnerabilities.