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.
d100 + Core Training + Weapon Skill + Weapon Familiarity + Equipment + Talents/Feats ≥ TL
| Bonus | Source |
|---|---|
| Core Weapon Training | 11 × 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 Specialty | Bonus from Core-specific mechanic (see Weapon Accuracy by Core). |
| Equipment | Weapon mods, scopes, targeting systems |
| Range Modifier | Applied 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).
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.
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.
| Tier | When | Core Weapon Training |
|---|---|---|
| On-specialty | The weapon type your Core specialises in | 11 × Rank (Combat cores +5 → ~65%) |
| Off-specialty | A type you're trained in (≥3 SP) but isn't your specialty | 11 × Rank − 10 (~50%) |
| Untrained | Fewer than 3 SP in the type | None, and Disadvantage (see Untrained Weapons) |
| Core | Specialty | On-specialty training | Where the accuracy lives |
|---|---|---|---|
| Combat | Their weapon class (Commando ranged, Heavy mounted, Enforcer melee, SAROS ranged, Merc any) | 11×Rank +5 | The galaxy's best shooters; it's their own weapon |
| Overwatch | Whatever personal weapon they train | 11×Rank | Commander buffs allies, Silhouette preps the shot (Observer), Envoy talks first |
| Sci-Ops | A studied target, through exotic weapons | 8×Rank, ramps to ~70% as studying burns Actions | Weak cold, lethal once catalogued |
| Engineering | A deployed unit (drone, rig mount) | the unit is a same-Rank creature | Its accuracy is on its own sheet; the operator's sidearm is off-specialty |
| Sec-Ops | The sentry gun (deployed) | sentry is a same-Rank creature | Sentry on its own sheet; personal sidearm off-specialty |
| Medic | The Specimen (deployed) | Specimen is a same-Rank creature that turns feral the longer it's loose | Specimen 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.
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.
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.
Weapons deal a fixed number of Hits per successful attack. Each Hit carries the weapon's damage type.
| Category | Hits | Examples |
|---|---|---|
| Light | 1 | Pistol, knife, baton, holdout weapons |
| Standard | 2 | Assault rifle, shotgun, sword, most combat weapons |
| Heavy | 3 | Rocket launcher, sniper rifle, LMG, explosives |
| Mounted/Vehicle | 4 | Ship 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:
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 TL | Result | Damage |
|---|---|---|
| ≥ TL + 60, or natural 96-100 | Critical Hit | Double Hits + Wild Dice |
| ≥ TL + 30 | Solid Hit | Full Hits + Wild Dice |
| > TL | Hit | Full Hits |
| = TL | Sell It | You decide the outcome (see Dice) |
| < TL | Miss | No damage |
| Natural 1-5 | Critical Miss | No damage; a Calamity may occur |
On a Solid Hit or better, roll one Wild Die per Hit dealt. The die size is set by the weapon's class:
| Weapon Class | Wild Die |
|---|---|
| Light / Sidearm | d4 |
| Standard | d6 |
| Heavy | d8 |
| Mounted | d10 |
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.
A Critical Hit occurs on a natural 96-100, or when your attack roll exceeds the target's TL by 60 (TL + 60).
| Target TL | Critical Threshold (TL + 60) | Example |
|---|---|---|
| TL 30 | Exceed 90 | Low-rank creature |
| TL 40 | Exceed 100 | Mid-rank creature |
| TL 50 | Exceed 110 | High-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.
Cybercore features 9 damage types organised into 3 categories:
Kinetic; physical force:
Energy; powered damage:
Toxic; environmental and exotic:
Armour DR is typed to the 9 individual damage types, not the 3 categories. Each damage type interacts differently with armour, resistances, and vulnerabilities.