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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

Weapon Damage Heat Recharge Range Tons Cost
Light Laser 3 4 4s 4 1.0 30 K
Medium Laser 5 6 4s 6 2.0 50 K
Heavy Laser 8 10 4s 8 6.0 100 K
Light Blaster 2 3 3s 8 2.0 70 K
Medium Blaster 3 4 3s 8 3.0 150 K
Heavy Blaster 4 5 3s 8 8.0 250 K
Light Prismatic Laser 4* 5 4s 6 1.5 50 K
Medium Prismatic Laser 6* 8 4s 8 3.0 150 K
Heavy Prismatic Laser 9* 12 4s 10 7.0 300 K
HEC 10 15 3s 10 9.0 200 K
Long-Range HEC 10 20 3s 14 9.0 350 K
Heavy HEC 15 20 3s 10 12.0 320 K
Impulse Cannon 12 6 2.5s 16 7.0 200 K
  • Prismatic Lasers may strike multiple nearby targets.

Ballistic Weapons

Weapon Damage Heat Recharge Range Tons Cost
Autogun 1 0 1s 5 2.5 30 K
Heavy Autogun 2 0 1s 5 4.0 60 K
Light Vulkan Cannon 6 3 1.5s 16 6.0 60 K
Medium Vulkan Cannon 12 4 1.5s 10 8.0 100 K
Heavy Vulkan Cannon 20 5 1.5s 8 10.0 140 K
Ultra Vulkan Cannon 30 6 1.5s 6 14.0 220 K
Light MAC 5 0 2s 20 6.0 220 K
Medium MAC 10 0 2s 14 8.0 320 K
Heavy MAC 20 0 2s 12 14.0 450 K

Rocket Pods

Rocket Pods sacrifice accuracy and efficiency in favor of overwhelming short-range firepower.

Weapon Rockets Fired Heat Recharge Range Tons Cost
4/Rockets 4 5 1.5s 8 3.0 50 K
8/Rockets 8 7 1.5s 8 5.0 80 K
12/Rockets 12 10 1.5s 8 7.0 110 K
24/Rockets 24 14 1.5s 8 12.0 200 K

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

Weapon Family Union Sovereignty Protectorate Imperium Corporate
Lasers ✓ ✓ ✓ ✓ ✓
Blasters ✓
Prismatic Lasers ✓
High Energy Cannons ✓ ✓ ✓ ✓ ✓
Autoguns ✓ ✓
Vulkan Cannons ✓ ✓ ✓
MAC Cannons ✓
Impulse Cannons ✓
Rockets ✓ ✓ ✓ ✓ ✓
Missiles ✓ ✓ ✓ ✓
Scorchers ✓ ✓ ✓
Smoke Shot ✓
Battle Fists ✓

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.