Weapons — FREE//FALL
Arc Caster Plasma-electric rifle
DV 2 · Physical
  • Range (Medium)
  • Ammo (Energy Cell)
  • Piercing
  • High Visibility
2 MIND

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.

Heavy Kinetic Assault Rifle Heavy-caliber rifle
DV 3 · Physical
  • Range (Medium/Long)
  • Ammo (Standard)
  • Impact 2
4 BODY

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.

Kinetic Carbine Standard-issue rifle
DV 2 · Physical
  • Range (Medium)
  • Ammo (Standard)
  • Burst Fire
1 BODY

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.

Light Lance Laser sniper rifle
DV 3 · Physical
  • Range (Long)
  • Ammo (Energy Cell – High Capacity)
  • Piercing
2 MIND

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 Pistol Generic ballistic sidearm
DV 2 · Physical
  • Range (Close/Medium)
  • Ammo (Standard)
  • Impact 1
1 BODY

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.

Micro-Missile Pistol Rocket sidearm
DV 2 · Physical
  • Range (Close/Medium)
  • Ammo (Limited)
1 MIND

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.

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.

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
2 BODY

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.

Pneumatic Ram Breaching hammer
DV 3 · Physical
  • Range (Close – Melee/Point Blank)
  • High Impact
  • Ammo (Single Shot)
2 BODY

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.

Rail Gun Man-portable electromagnetic launcher
DV 4 · Physical
  • Range (Long)
  • Ammo (Energy Cell – High Capacity + Slugs)
  • Impact 3
  • Piercing 3
  • Unwieldy
7 BODY

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.

Shotgun Pump-action scattergun
DV 2 · Physical
  • Range (Close/Medium)
  • Ammo (Standard)
  • Impact 1
  • Spread
4 BODY

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.