Fires bolts of contained plasma superheated by an electrical arc.
Leaves sizzling ozone trails and melts targets. Requires careful energy management.
Effect: Inflicts DV 2 Physical Harm per hit. Piercing ignores 1 level of AV. High Visibility gives away the attacker’s position.
Binding rationale: Mind 2 — managing the complex plasma containment fields and power cycling requires significant cognitive attention.
Arc Caster
Fires bolts of contained plasma superheated by an electrical arc.
Leaves sizzling ozone trails and melts targets. Requires careful energy management.
Effect: Inflicts DV 2 Physical Harm per hit. Piercing ignores 1 level of AV. High Visibility gives away the attacker’s position.
Binding rationale: Mind 2 — managing the complex plasma containment fields and power cycling requires significant cognitive attention.
swords
Heavy Kinetic Assault Rifle Heavy-caliber rifle
DV 3·Physical
Range (Medium/Long)
Ammo (Standard)
Impact 2
4BODY∅∅
Heavy Kinetic Assault Rifle
A heavier-caliber or less refined assault rifle compared to the standard Carbine.
Trades some finesse for raw stopping power. Might be older military surplus or a less sophisticated design.
Effect: Inflicts DV 3 Physical Harm per hit. Minimum 2 levels of Harm due to Impact 2.
Binding rationale: Body 4 — significant weight and heavy recoil demand considerable physical control.
Heavy Kinetic Assault Rifle
A heavier-caliber or less refined assault rifle compared to the standard Carbine.
Trades some finesse for raw stopping power. Might be older military surplus or a less sophisticated design.
Effect: Inflicts DV 3 Physical Harm per hit. Minimum 2 levels of Harm due to Impact 2.
Binding rationale: Body 4 — significant weight and heavy recoil demand considerable physical control.
swords
Kinetic Carbine Standard-issue rifle
DV 2·Physical
Range (Medium)
Ammo (Standard)
Burst Fire
1BODY∅∅
Kinetic Carbine
Standard-issue kinetic assault rifle. Reliable, versatile, and ubiquitous.
A common ballistic rifle found throughout the system. Requires bracing against recoil for effective sustained fire.
Effect: Inflicts DV 2 Physical Harm per hit. Burst Fire allows each Success to count as a separate hit, distributable across nearby targets.
Binding rationale: Body 1 — requires bracing against recoil for effective sustained fire.
Kinetic Carbine
Standard-issue kinetic assault rifle. Reliable, versatile, and ubiquitous.
A common ballistic rifle found throughout the system. Requires bracing against recoil for effective sustained fire.
Effect: Inflicts DV 2 Physical Harm per hit. Burst Fire allows each Success to count as a separate hit, distributable across nearby targets.
Binding rationale: Body 1 — requires bracing against recoil for effective sustained fire.
swords
Light Lance Laser sniper rifle
DV 3·Physical
Range (Long)
Ammo (Energy Cell – High Capacity)
Piercing
∅2MIND∅
Light Lance
A long-barreled rifle projecting a high-energy laser beam over extreme distances.
Requires careful setup and stable firing platform for accuracy. Vaporizes targets on hit.
Effect: Inflicts DV 3 Physical Harm per hit. Piercing ignores 1 level of AV.
Binding rationale: Mind 2 — advanced targeting computation, atmospheric compensation, and power management for long-range shots demand high focus.
Light Lance
A long-barreled rifle projecting a high-energy laser beam over extreme distances.
Requires careful setup and stable firing platform for accuracy. Vaporizes targets on hit.
Effect: Inflicts DV 3 Physical Harm per hit. Piercing ignores 1 level of AV.
Binding rationale: Mind 2 — advanced targeting computation, atmospheric compensation, and power management for long-range shots demand high focus.
swords
Light Pistol Generic ballistic sidearm
DV 2·Physical
Range (Close/Medium)
Ammo (Standard)
Impact 1
1BODY∅∅
Light Pistol
A generic semi-automatic pistol. Commonplace and easily obtainable.
Standard sidearm found everywhere from corporate security to street gangs.
Effect: Inflicts DV 2 Physical Harm per hit. Minimum 1 level of Harm due to Impact 1.
Binding rationale: Body 1 — standard recoil management for a light firearm.
Light Pistol
A generic semi-automatic pistol. Commonplace and easily obtainable.
Standard sidearm found everywhere from corporate security to street gangs.
Effect: Inflicts DV 2 Physical Harm per hit. Minimum 1 level of Harm due to Impact 1.
Binding rationale: Body 1 — standard recoil management for a light firearm.
swords
Micro-Missile Pistol Rocket sidearm
DV 2·Physical
Range (Close/Medium)
Ammo (Limited)
∅1MIND∅
Micro-Missile Pistol
A compact handgun frame surprisingly housing a micro-missile propulsion system.
Launches small, rocket-propelled explosive charges. Volatile and requires careful handling.
Effect: Inflicts DV 2 Physical Harm per hit.
Binding rationale: Mind 1 — requires significant focus to manage the complex targeting lock and volatile micro-rocket fuel systems.
Micro-Missile Pistol
A compact handgun frame surprisingly housing a micro-missile propulsion system.
Launches small, rocket-propelled explosive charges. Volatile and requires careful handling.
Effect: Inflicts DV 2 Physical Harm per hit.
Binding rationale: Mind 1 — requires significant focus to manage the complex targeting lock and volatile micro-rocket fuel systems.
swords
Neuro-Stunner Shock baton
DV 1·Psychic
Range (Melee)
∅∅∅
Neuro-Stunner
A sleek, extendable baton crackling with blue energy.
Designed for non-lethal takedowns via electrical charge inducing neural overload.
Effect: Inflicts DV 1 Psychic Harm per hit.
Binding rationale: None — simple enough to use without ongoing strain.
Neuro-Stunner
A sleek, extendable baton crackling with blue energy.
Designed for non-lethal takedowns via electrical charge inducing neural overload.
Effect: Inflicts DV 1 Psychic Harm per hit.
Binding rationale: None — simple enough to use without ongoing strain.
swords
Plasma Lance Twin-tube breaching gun
DV 3·Physical
Range (Close)
Piercing
Single Use
Grants Breaching (for that one use)
Recoilless (vents both ways)
Backblast (danger zone behind the weapon)
High Visibility
2BODY∅∅
Plasma Lance
Twin-tube plasma projector for breaching hulls, doors — and whatever stands behind them. One use.
Think a double-barreled sawed-off, rebuilt for the Void: both tubes fire as one, dumping the full charge forward and venting the counter-mass straight back. The push cancels — zero net thrust, which is why boarding crews love it in free fall — but the vent side is nobody’s friend. Then it’s a spent casing shaped like a gun.
Effect: Single Use — one firing, then expended. For that one action it grants the Breaching skill: it is the breach, whether the barrier is a bulkhead, a sealed hatch, or armor plate (DV 3 Physical, Piercing). Recoilless: usable in zero-G without bracing or thrust penalty. Backblast: the vent cone behind the shooter is a hazard to anyone (and any seal) in it.
Binding rationale: Body 2 — no recoil to fight, but a bulky twin-tube tool with brutal heat discipline: where it points, where it vents, and where your own people are.
Plasma Lance
Twin-tube plasma projector for breaching hulls, doors — and whatever stands behind them. One use.
Think a double-barreled sawed-off, rebuilt for the Void: both tubes fire as one, dumping the full charge forward and venting the counter-mass straight back. The push cancels — zero net thrust, which is why boarding crews love it in free fall — but the vent side is nobody’s friend. Then it’s a spent casing shaped like a gun.
Effect: Single Use — one firing, then expended. For that one action it grants the Breaching skill: it is the breach, whether the barrier is a bulkhead, a sealed hatch, or armor plate (DV 3 Physical, Piercing). Recoilless: usable in zero-G without bracing or thrust penalty. Backblast: the vent cone behind the shooter is a hazard to anyone (and any seal) in it.
Binding rationale: Body 2 — no recoil to fight, but a bulky twin-tube tool with brutal heat discipline: where it points, where it vents, and where your own people are.
swords
Pneumatic Ram Breaching hammer
DV 3·Physical
Range (Close – Melee/Point Blank)
High Impact
Ammo (Single Shot)
2BODY∅∅
Pneumatic Ram
A heavy, shoulder-fired pneumatic ram designed for forceful entry.
Vents pressurized gas upon impact, delivering devastating concussive force at point-blank range. Primarily used for breaching obstacles but effective as a weapon.
Effect: Inflicts DV 3 Physical Harm per hit. High Impact ensures a minimum of 2 levels of Harm regardless of AV.
Binding rationale: Body 2 — heavy, bulky, and generates significant recoil, demanding physical strength to wield effectively.
Pneumatic Ram
A heavy, shoulder-fired pneumatic ram designed for forceful entry.
Vents pressurized gas upon impact, delivering devastating concussive force at point-blank range. Primarily used for breaching obstacles but effective as a weapon.
Effect: Inflicts DV 3 Physical Harm per hit. High Impact ensures a minimum of 2 levels of Harm regardless of AV.
Binding rationale: Body 2 — heavy, bulky, and generates significant recoil, demanding physical strength to wield effectively.
swords
Rail Gun Man-portable electromagnetic launcher
DV 4·Physical
Range (Long)
Ammo (Energy Cell – High Capacity + Slugs)
Impact 3
Piercing 3
Unwieldy
7BODY∅∅
Rail Gun
A heavy electromagnetic projectile launcher.
Fires slugs at hypersonic velocities using magnetic coils. Requires a substantial power source and bracing.
Effect: Inflicts DV 4 Physical Harm per hit. Minimum 2 levels of Harm due to High Impact (Impact 3). Piercing 3 ignores 3 levels of AV. Unwieldy increases TN by +5 at Close range.
Binding rationale: Body 7 — extreme weight, power draw, and recoil make this incredibly difficult to wield effectively without an exo-frame or mount.
Rail Gun
A heavy electromagnetic projectile launcher.
Fires slugs at hypersonic velocities using magnetic coils. Requires a substantial power source and bracing.
Effect: Inflicts DV 4 Physical Harm per hit. Minimum 2 levels of Harm due to High Impact (Impact 3). Piercing 3 ignores 3 levels of AV. Unwieldy increases TN by +5 at Close range.
Binding rationale: Body 7 — extreme weight, power draw, and recoil make this incredibly difficult to wield effectively without an exo-frame or mount.
swords
Shotgun Pump-action scattergun
DV 2·Physical
Range (Close/Medium)
Ammo (Standard)
Impact 1
Spread
4BODY∅∅
Shotgun
A standard shotgun, effective at close range.
Good for clearing corridors or delivering heavy stopping power up close.
Effect: Inflicts DV 2 Physical Harm per hit. Minimum 1 level of Harm due to Impact 1. Spread quality allows hitting multiple adjacent targets.
Binding rationale: Body 4 — significant recoil requiring considerable strength and bracing to handle effectively.
Shotgun
A standard shotgun, effective at close range.
Good for clearing corridors or delivering heavy stopping power up close.
Effect: Inflicts DV 2 Physical Harm per hit. Minimum 1 level of Harm due to Impact 1. Spread quality allows hitting multiple adjacent targets.
Binding rationale: Body 4 — significant recoil requiring considerable strength and bracing to handle effectively.