Weapon Reference
This reference provides a comparison of the most common military weapons fielded throughout the Core.
Statistics shown represent standard Tech I production models. Advanced variants may differ significantly through improved efficiency, reduced weight, lower heat generation, increased range, or greater damage output.
Energy Weapons
- Prismatic Lasers may strike multiple nearby targets.
Ballistic Weapons
Rocket Pods
Rocket Pods sacrifice accuracy and efficiency in favor of overwhelming short-range firepower.
Missile Systems
Missile launchers emphasize long-range fire support and indirect-fire capability.
| Weapon |
Missiles Fired |
Heat |
Recharge |
Range |
Tons |
Cost |
| 2/Missiles |
2 |
6 |
2.5s |
22 |
5.0 |
180 K |
| 4/Missiles |
4 |
8 |
2.5s |
22 |
8.0 |
400 K |
| 6/Missiles |
6 |
10 |
2.5s |
22 |
11.0 |
620 K |
Specialized Weapons
| Weapon |
Damage |
Heat |
Recharge |
Range |
Tons |
Cost |
| Scorcher |
1 |
6 |
2s |
4 |
3.0 |
70 K |
| Smoke Shot |
Special |
— |
3s |
— |
— |
— |
Scorchers are designed primarily to generate heat and reduce enemy cooling efficiency rather than inflict direct structural damage.
Melee Weapons
| Weapon |
Damage |
Heat |
Recharge |
Range |
Tons |
Cost |
| Battle Fist |
10 |
15 |
3s |
Melee |
9.0 |
200 K |
Faction Availability
Technology Levels
| Tech Level |
Era |
Availability |
| I |
Modern Core Production |
Common |
| II |
Advanced Core Production |
Uncommon |
| III |
Post-Restoration Era |
Rare |
| IV |
Restoration Era |
Legendary |
Most military equipment currently in service belongs to Tech I or Tech II production. Tech III and Tech IV weapons originate from the Great Restoration and are prized for their exceptional engineering, efficiency, and rarity.
Notes
- Damage values represent the standard Tech I model.
- Tech II–IV variants generally improve damage, heat efficiency, range, weight, or reliability.
- Individual manufacturers may produce specialized variants not represented in this reference.