VOID/BREAKER FIELD OPERATIONSWeapon lab
Choose a briefing

Cobalt Games/VOID/BREAKER/Weapon lab

LOADOUT RESEARCH / NO SIMULATED DAMAGE

Two descriptions.
One better question.

Choose an effect you have, add an optional comparison and prepare what to observe in your game.

EARLY ACCESS SOURCE REVIEW1.0 scheduled / 04 NOV 2026
The VOID/BREAKER modification interface showing a weapon grid and module inventory.
OFFICIAL PUBLISHER SCREENSHOT · OPEN IMAGE FOR ORIGINALActual publisher screenshot of the module interface. Displayed values are not certified current 1.0 statistics. Capture build unspecified.
ACTUAL PUBLISHER INTERFACE

Your current module grid decides what fits. This lab helps decide what to investigate.

01 / PICK A QUESTION OR START YOUR OWN

A starting point.
Yours to change.

These are editable practice questions, not tested presets or guaranteed compatible allocations.

ICE → CRITICAL → CHANCE

The conditional chain

Does the condition appear before the payoff?

Start only if the loadout actually supplies ice. This is a trigger question, not a certified proc chain.

THROW → SPACE / EFFECT

One throw, two questions

What changes when the object reaches the target?

Observe environment destruction and the extra effect separately; do not infer a damage total.

APPROACH → CONTACT → EXIT

Contact with an exit

Can you connect and deliberately leave?

Keep a safe route and inspect the reset. A chance-based stack remains a chance.

02 / SHAPE THE EXPERIMENT

This is a curated reference, not the complete module catalogue. No game inventory or save is read.

03 / PLAN THE OBSERVATION

Choose one module
to investigate.

Start with an effect you actually have available. A second description can suggest a question; it cannot prove equipment legality.

  • Keep the weapon and encounter familiar.
  • Read the current trigger and the expected payoff.
  • Check slots, category and connections in the actual modification screen.

Selection stays in this page. Shared links include module choices only.

04 / KEEP THE LESSON

What did you
actually observe?

These are your notes about your own attempt. A checkmark does not verify a game mechanic, completion or damage result.

Only on this page. No account, upload or browser storage. Export a copy if you want to keep it before leaving.

0 / 1200 characters

No observation is saved automatically.

CURATED EFFECT REFERENCE

Read the trigger.
Then the payoff.

Fifteen documented examples. Effects are qualitative, from dated Early Access notes.

15 modules listed.

Weapon mod

High Caliber

Trades firing speed for increased damage.

OBSERVE

Compare the firing rhythm and the time you spend exposed, not only one hit.

Developer source

Weapon mod

Critical Wounds

Critical hits can apply Laceration.

OBSERVE

A conditional chance is not a guarantee that the next target receives a stack.

Developer source

Passive mod

Ice Breaker

Attacks against ice-inflicted enemies receive critical hits.

OBSERVE

Establish a real way to inflict ice before assigning value to the payoff.

Developer source

Passive mod

Zeus Strike

An enemy hit by a gravity-tethered object is struck by lightning.

OBSERVE

Plan a reachable object and a reliable throw before evaluating the extra effect.

Developer source

Passive mod

BUNNYHOP.XES

Jumping from a slide drops a destructive mine.

OBSERVE

An input sequence must fit the route; a passive label does not remove its trigger.

Developer source

Melee mod

Melee Reclaim

A melee hit resets the dash cooldown.

OBSERVE

Reaching melee range safely matters before planning the reset.

Developer source

Passive mod

Skirmisher

Raises weapon damage while wallrunning.

OBSERVE

Only count the part of the encounter where you can maintain a useful wallrun.

Developer source

Passive mod

Jump Stack

Adds a jump.

OBSERVE

Treat it as route flexibility, not a measured damage increase.

Developer source

Passive mod

Hard Throw

Thrown gravity-tether objects destroy the environment.

OBSERVE

An opened route can change cover as well as access.

Developer source

Passive mod

Armour Plate

Blocks one hit and is consumed.

OBSERVE

Do not plan later encounters as though a consumed protection remains available.

Developer source

Melee mod

Serrated Edge

Melee hits can apply Laceration.

OBSERVE

Observe the condition instead of treating a chance-based stack as guaranteed.

Developer source

Melee mod

Drop Matrix

Raises melee damage while airborne.

OBSERVE

Choose a landing and verify the attack happens during the required state.

Developer source

Melee mod

KNEE/BREAKER

Raises melee damage while sliding.

OBSERVE

Keep the approach and exit readable before committing to the sliding attack.

Developer source

Melee mod

Focused Strike

Holding melee produces a more damaging attack.

OBSERVE

A held input adds a commitment; check whether the opening permits it.

Developer source

Passive mod

Sharp Debris

Destruction debris can apply Laceration.

OBSERVE

Inspect the affected target before attributing a later melee hit to a stack.

Developer source

UNDERSTAND THE WHOLE DECISION

Need the full briefing?