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Geban Weapon Systems — VESSELBORN Codex

Geban Weapon Systems

Comprehensive Reference

Author: Gebrina Luursech

Institution: Sentinel Division Weapons Engineering Academy, Northern Ngorrhal

Format: Published reference

Introduction

My name is Gebrina Luursech. I was born on the Western Berinu Islands into several generations of Severan warriors. My grandfather fought in corridors before I was born. My father has carried a rifle since he was old enough to hold one. My uncles operate relay perimeters in regions where the wildlife is more dangerous than anything the Energy Wars produce. I inherited none of this. I cannot fight. I have no reflexes for it, no instinct, and no aggression to draw from. I had no aptitude to helm, was not particularly good at actually operating any vehicle systems, and did not understand how relays worked well enough to take the corridor engineer path either. But where my Severan roots showed was a natural understanding of how these tools of balance and related systems worked. Not operating them. Understanding them. How they were built, what made them function, where they would fail, and why. My family accepted that I would not be in the corridors with them and sent me to the academies rather than forcing me into a life I was not built for. I will say plainly that I am more glad of that than of almost anything, because it set me toward the one subject I have ever loved without reservation. To be the person asked to set all of this down is a rare thing, and I have wanted to write it for as long as I have understood what these weapons are.

I was accepted to the Sentinel Division Weapons Engineering Academy in Northern Ngorrhal where I spent years studying, testing, disassembling, reassembling, stressing, overheating, freezing, submerging, and deliberately breaking every weapon system in the modern catalog. I have also tested pre-Empire and pre-Unification weapons that remain in active use, as well as obscured and ancient variants that most researchers only encounter in historical reference. What follows is what I know. Where I use examples from people I have known, particularly my father, it is because the choices real people make with real varens under real conditions explain more about how these weapons function in the world than any specification sheet the manufactories publish.

A word on how I have set this down. Much of what follows I lay out in tables beside my account, because this record is meant to be taken in two ways. Some of you are watching it over the relay as it is shown, and a table lets you hold the shape of a whole class of weapon at a glance while I talk through it. The rest of you have come to it later, in text, and those same tables are waiting for you to study at whatever pace you keep. Treat the tables as the bones of the thing. The words around them are what the bones cannot tell you on their own: why a weapon exists, who reaches for it, and what it costs the person who does.

Why Every Weapon Exists

My family taught me that every weapon on this planet exists because something needed to die to restore balance or something needed to not die to maintain balance, and the distance between those two reasons is sometimes a fraction of a second. A pistol exists because a contractor whose rifle is empty and whose position is being overrun needs something in hand that fires now. A cannon exists because a fortification will not come down by asking. A rail arm exists because silence is the difference between an ambush that works and a position that is given away before the first shot. An array exists because volume of fire is what holds a corridor when precision alone cannot cover the width. None of these overlap. All of them are needed. The planet stays fair because the people on it have access to the tools that match what they are being asked to survive, and the quality of those tools varies because the people buying them are not all buying them for the same reason.

Firearms

Firearms are the oldest idea on the planet still in daily use. A solid projectile driven down a barrel by burning propellant, and every advance in weapons engineering since has been an argument about how to do that one thing better. They are the most common weapons on Geba the way bread is the most common food. Every manufactory builds them, every contractor starts with one, and the whole family of them is one long conversation about a single trade: reach against handling, and both of those against what your body can absorb when the thing goes off. My father can name the manufactory of a rifle from the sound it makes clearing the barrel, and he is not performing when he does it. He is reading accuracy, rate of fire, reliability, and how well the weapon was built, all at once, out of a noise. That is what a life spent with these weapons gives you.

The thing to hold before you read the table is that none of these weapons competes with the others. Each one exists because a particular kind of moment demanded it. The pistol exists so that an empty or lost primary is not the same as your death. The carbine exists because a corridor rewards the weapon you bring onto a target a fraction faster and punishes the one that could reach a mark the corridor will never give you time to take. The rifle exists for the open ground where the first person to land a round on something still far away is usually the one who walks home. The support weapons exist to make a stretch of ground too costly to cross rather than to hit any single thing standing in it. Read the table as a set of answers, each one to a different question the planet asks of the person holding the weapon.

TypeRoleNotes
PistolSidearm, close quartersThe weapon you carry so that losing your primary is not the end of you. No one who knows the work runs it as a primary. It is standard at every tier, from the throwaway a vendor hands a new contractor to a Solarn sidearm that answers on the first pull after a year in the holster, and which one you carry says more about what you can afford than about what you can do.
Heavy PistolHigh-caliber sidearmA bigger caliber and real stopping power bought with recoil that climbs to match. Up close it reaches into carbine range, which is exactly what tempts operators who want one weapon to do two jobs. It does both of them worse than the dedicated tools, and the people who carry one know that and accept it for the lighter belt.
CarbineShort-range primaryA rifle that gave up reach for speed: shorter barrel, faster onto a target, far weaker at distance. The most common primary in corridor work, where closeness rewards the quicker weapon. A contractor who buys a full rifle for indoor work learns the difference on the first contract, usually at the moment a shorter weapon would already have fired.
Standard RifleMedium-range primaryThe baseline the whole catalog is measured against. It reaches and holds accuracy where a carbine is only making noise, and pays for that reach by handling slower when the walls close in. Carried by most who work open ground, relay perimeters, and long sight lines. This is the Severan silhouette, and the weapon my father has held since he was old enough to hold anything.
Heavy Support RifleSustained fire, suppressionBuilt for volume, not for aim. Heavier, fed from a far larger capacity, meant to make a space too costly to enter while the rest of the team moves. You do not aim it, you direct it, and anyone who has been pinned behind cover by one will tell you the fire never needed to be accurate to end the argument.
Heavy Anti-Armor RiflePenetration, vehicle threatThe heaviest weapon a person carries on the shoulder, firing rounds that punch through plate and light vehicles at range. The recoil is severe enough that most natural-borns cannot fire it standing, and the few who can will not do it twice in a day. A specialist carries it because they expect to meet something armored and intend to be the one who ends the meeting. In Assault-Class hands it becomes another weapon entirely, which is what the fit variants are about.
ScattergunClose-range spreadA spread of shot, ruinous inside its short range and worthless a step past it. The weapon for a single room, where making sure nothing is standing matters more than precision. Carried when the job is clearing a space rather than reaching across one.
Long ScattergunExtended-range spreadA tighter spread and usable distance bought by giving up some of the close ruin. An honest compromise, carried by people who cannot know whether the next door opens onto a knife fight or a hallway and would rather be adequate at both than perfect at one and helpless at the other.

Arrays

Vaelstrad is the only manufacturer of arrays, and I do not expect that to change in my lifetime or anyone else's. An array is a rotary weapon driven by gas, throwing kinetic slugs at a rate nothing else on the planet comes near. They are beautiful the way anything is beautiful when it does exactly what it was built to do at full output: the trails they leave in the air, the sound of the rotation at speed, and a volume of fire that works on the mind as much as on the body. My older brother once ran a corridor team beside an Assault-Class male who carried a medium array the way my brother carried his carbine. He just held it. Did not brace it, did not mount it, did not set up. When my brother tried to describe what it looked like when the man opened fire, he stopped for a moment and then said "it was like watching weather." I asked him what he meant and he said "it was not aimed at anything. It was aimed at everything. And then there was nothing left to aim at." My brother is not a poetic man. The array made him one.

The array climbs in a single direction, and it is worth understanding before the table. Every step up the ladder buys more fire sustained for longer, and pays for it by surrendering the last thing that could carry the gun on its own. A light array is the most a body can bear. Above that the weapon needs a machine, then a vehicle built to feed it, then a platform that never moves at all. Read the four as one weapon asked to hold a wider and wider stretch of ground.

Light Array
Man-portable, and the only array a single person carries into a fight unaided. One individual can bear and run it, but the weight is a commitment that eats the rest of the loadout, so everything else they carry gets lighter to make room or there is nothing else at all. Almost everyone who shoulders one is Assault-Class or among the largest hybrids, because a natural-born who takes it on has bought a weapon and given up being an operator. It is what you reach for when a rotary gun's volume is worth becoming the whole kit.
Medium Array
Vehicle-mounted, the point where the array stops being a thing a body carries and becomes a thing a machine carries for it. It rides the armed ground platforms, most often a Standard Combat Rover, whose weapon mounts and thermal cells were built to feed exactly this kind of sustained fire, and the heavier Assault Rover when the work expects to be shot back at. No natural-born carries one off its mount, whatever the rare accounts claim, and I would want to see that before I believed it. Set on a rover, it turns the vehicle into a position a corridor cannot rush.
Heavy Array
Airship and fortification mounted, firing 8mm slugs at 1,200 rounds per minute. This is the array built into the armed hull of a Heavy Combat Airship and into fixed defenses, where the platform can carry both the gun and the cells that keep it fed. During the Warlord Eras, Destroyer-Class individuals deployed straight from airships carrying these in super-massive armor, a frame only they could wear. A discontinued variant pushed the rate higher until the barrels melted under sustained use, and Vaelstrad pulled it, which tells you exactly how hard they run their own hardware before they will admit a thing does not work.
Massive Array
Found only on the relays and in the defense of the Clearings, never in the field and never on anything that moves. These are permanent installations valued in the billions of varens, built to guard the two things the planet cannot afford to lose: the relay spine that carries every signal, and the clearings where citizens are meant to be safe. I have seen one fire in a controlled test. The sound alone justified the trip.

Cannons

Haavu is the primary manufacturer of cannons, and the lock is as complete as Vaelstrad's hold on arrays. A cannon is artillery: a large bore, a warhead chosen for the work, and a scale that runs from a launcher one person carries on the shoulder to fixed guns that put a round through a mountain and come out the far side with force to spare. No other family of weapon on the planet spans so much. The reason a cannon exists at all is that some things do not fall to being shot. A fortification does not come down because you asked it to, an armored hull does not open to a rifle, and a position dug into rock has to be reached through the rock. The cannon is the answer to whatever will not die by any lighter means, and Haavu has spent the whole life of the Empire making that answer larger.

Where the array climbs by volume, the cannon climbs by scale and by what the round is built to do when it lands. The smallest is a thing a person carries. Above it the weapon needs a vehicle, then a ship or an airship, and at the top it stops moving at all and becomes a gun that owns the ground for a hundred kilometers in every direction. Read the table as that climb, and remember while you read it that all of it began in the Imperial era with the systems I set down after.

Shoulder-Mounted
The smallest cannon, and the only one a single person carries. It fires the lightest of the cannon rounds, against personnel or light armor, and even then it is heavy enough that carrying it changes how you cross ground. It is for the contractor who has to defeat something a rifle cannot touch and has no vehicle coming to do it for them.
Vehicle-Mounted
The standard combat cannon, installed on the armed rovers and on airships. On a Standard Combat Rover, or the heavier Assault Rover, it is what lets a ground team threaten armor and structures; on a Heavy Combat Airship it is part of the armed hull that makes that airship the safest way into a hot corridor. Variable caliber, variable warhead. If you have ever seen a Haavu airship, the cannon is the thing your eye went to first.
Siege Cannon
Large bores up to 600mm, firing explosive, armor-penetrating, and bunker-busting warheads by turns. This is the gun aimed at fortified positions, hardened infrastructure, and airships, at ranges that let the target feel safe until the round arrives. It is not a quick weapon. It is brought to break something that was built not to break.
Anti-Airship
A cannon married to a tracking system built for fast aerial targets. The gun is the simple half. The hard half is landing a round on something moving at thousands of kilometers an hour and leading it across the time the round spends in the air, and Haavu solved that decades ago and has not had to solve it again. It sits in fixed defenses and on the heaviest ships and airships that can carry the gun and the tracking together.
Super Long Range Strategic
320mm and above, the largest guns that still count as weapons rather than as installations, and the line between the two is thin. These are not carried into a fight; they control the approach to a whole region. A Colossal Submersible carries one inside its hull with its signature suppressed, so that the first anyone knows of the gun is the round. If you are within its range, you were within range before you knew it, and the engagement is over before the sound of the shot reaches you.

Haavu Cannon Systems

Everything in the section above descends from here. The cannon as Geba knows it began as Jeyrha's principal contribution to the Empire during the Era of Imperial Conquest, and it is not too much to say that these weapons are the reason Jeyrha stopped being something the Empire might one day conquer and became something the Empire could not do without. They gave the Empire a reach that neither its ships nor its airships could match on their own, and in solving the problems of building them, Haavu worked out the engineering that every modern cannon, and a good deal else on this planet, still stands on. The figures below are working estimates for the era. I give them because the scale is the whole point, and the scale is hard to believe without the numbers in front of you.

Haavu Savior

Bore diameterApproximately 800 to 900 mm
Platform heightApproximately 30 floors
Projectile mass1.5 to 2.5 tons
Explosive payloadApproximately 100 to 150 kg conventional
Effective range140 to 200 km
Crew150 to 250

The Savior was a colossal fixed artillery platform, and a single discharge delivered roughly twelve times the destructive force of a standard heavy cannon shell. Its enormous structure held the recoil system, the ammunition lifts, the loading machinery, the targeting stations, the cooling infrastructure, and the crew compartments all at once. It was installed inside major fortifications or coastal defenses and could not be moved again once it was finished. It was never meant for individual vehicles. It was built to erase formations, fortified positions, and whole sections of defensive infrastructure in a single fall of fire.

Haavu Imperial

Bore diameterApproximately 1,000 mm
Projectile mass4 to 7 tons
Explosive payload300 to 500 kg
PenetrationApproximately 40 to 80 meters of earth or fractured rock
PlatformsHeavy ships and heavy airships
Crew70 to 120

The Imperial fired massive penetrators set to detonate late, and it was built to open subterranean positions. The projectile went into the ground before it detonated, collapsing tunnels, exposing buried fortifications, and tearing openings through which infantry could enter. Strike after strike could turn an underground defensive complex into a connected field of collapsed chambers and exposed access points. It was far too large for an ordinary vessel; only heavy ships and the largest imperial airships could absorb its recoil and carry its ammunition, which is the first time you see the pattern that still holds, that the biggest guns choose their platform rather than the other way around.

Haavu Festival Fire

Carrier shell diameterApproximately 2,500 to 3,000 mm
Carrier shell mass80 to 140 tons
Submunitions releasedApproximately 20,000 to 30,000
Submunition massApproximately 2 to 5 kg each
Maximum dispersal radiusApproximately 80 km

Festival Fire was a weapon of area denial thrown from high altitude. The carrier shell climbed to extreme height and opened into a wide explosive dome, scattering tens of thousands of large spherical submunitions across a radius of roughly 80 kilometers. Most of the immediate ruin came simply from the spheres falling; their mass and the speed they gathered on the way down let them break roofs, vehicles, exposed machinery, formations of troops, and light defensive structures. They did not all detonate on impact. Their explosive components woke only when a set chemical or atmospheric condition was present, so a single strike could be made to act as kinetic bombardment, as delayed area denial, or as environmental contamination, depending on how the ammunition was set. It was feared for what came after the fall, because thousands of unexploded spheres could stay scattered across the region long after the bombardment seemed to end.

Haavu Defender V2

CaliberApproximately 25 mm
Rate of fire7,000 to 10,000 rounds per minute
Feed systemMultiple continuous ammunition tracks
CrewApproximately 60 to 90
RolePermanent defensive saturation

The Defender V2 was an oscillation cannon of extraordinary rate. Rather than spinning several barrels the way an array does, its firing assembly drove through a rapid mechanical oscillation cycle, and once it was set going it did not pause the way other weapons pause. It stopped only when the ammunition ran out, when a component had to be replaced, or when it was taken down for maintenance. Its crew fed it without rest, swapping overheated parts, exchanging thermal cells, clearing damaged rounds, and tending the oscillation machinery the entire time it fired, and a single Defender position could hold an unbroken wall of fire across an approach for hours. This is the weapon that matters most to everything that came later, because the heat it produced and the mechanical strain it carried are what forced the early thermal cell into existence. The orange glow a contractor watches on the flank of a support rifle today began as the problem of a fixed gun that was never allowed to stop.

Haavu-Sentinel Snow Fire

Carrier shell diameterApproximately 2,000 to 2,500 mm
Dispersal radiusUp to 120 km
Debris releasedApproximately 8,000 to 15,000 pieces
Individual debris massApproximately 10 to 40 kg
RoleHigh altitude kinetic bombardment

Snow Fire came out of cooperation between Haavu engineers and Frost Sentinel formations. The carrier opened at extreme altitude and threw thousands of dense fragments across a radius of as much as 120 kilometers, and the fragments were not meant to explode. Their force came from their mass and the speed they gained falling, and the result was very close to an artificial meteor storm. Buildings came down under repeated impact, vehicle formations were broken apart, exposed troops were driven underground, and roads were made unusable. It was at its worst in cold country, where the falling debris could set off avalanches, fracture ice fields, and bury defensive positions under displaced snow and rock.

Haavu Sky Manipulator

Payload diameterApproximately 1,200 to 1,800 mm
Typical deploymentMultiple synchronized shells
Operational areaApproximately 150 to 300 km
RoleAtmospheric alteration and battlefield preparation

The Sky Manipulator used carefully timed explosive payloads set off at different altitudes to bend the local behavior of the air. It could push pressure systems, break or thicken cloud, force rain, raise heavy fog, turn the wind, spoil aircraft routes, or lay the conditions another Haavu weapon needed. It could not make weather out of nothing; it worked only the pressure, moisture, temperature, and airflow already in the region. Before a major imperial operation it went ahead of everything else to set the field: fog to hide approaching ships and aircraft, shifted winds to throw off enemy projectiles, heavy rain to bog down rovers and rail, cleared skies to sharpen Closed-Altitude Precision Node targeting, and the exact chemical conditions that would arm Festival Fire's submunitions. Alone among the weapons of its age it did not kill the enemy directly. It changed the ground and the sky so that every other imperial system did its work better.

Set them side by side and you are looking at modern cannon engineering in its first and largest form. The Savior's recoil system is the ancestor of every mount that lets a smaller gun ride a rover or an airship without shaking it to pieces. The Imperial's penetrator, set to open only after it was deep in the ground, is why a siege cannon can be told to pass through a wall before it detonates rather than break against it. Festival Fire and Snow Fire taught Haavu how to make one shell become a field of them, which is the whole logic behind every submunition and area round still in the catalog. The Sky Manipulator is why Haavu has never stopped treating the sky itself as something a weapon can shape. And the Defender V2, as I have said, is the reason the thermal cell exists at all. Jeyrha did not merely hand the Empire a set of weapons. It handed the Empire the problems, and the solutions to those problems are the ground that everything since has been built on.

Rail Arms

Electromagnetic acceleration. Magnetic cells as the power source. Silent compared to firearms, extremely accurate, and the cell's discharge rate caps the rate of fire. Midreach Arms produces the most common version. I have a personal affection for rail systems because they do exactly one thing and they do it without announcing themselves. A rail arm does not want you to know it is there. It wants you to know you have been hit. My uncles operated relay perimeters on the Western Islands for years with standard rail arms, and they told me the same thing independently without knowing the other had said it: the best shot you will ever take with a rail is the one nobody heard. They both switched to heavy rails eventually because the perimeter fauna got larger and a standard rail stopped being enough to put something down in one shot, but neither of them ever carried a firearm for perimeter work. They said the noise defeated the purpose.

Short Rail
Compact personal rail weapon. Lower range, faster handling. The rail equivalent of a carbine. Useful in tight spaces where silence matters more than distance.
Rail
Standard personal rail arm. The most common variant. Silent, accurate, effective at medium to long range. The preferred weapon for operators who need to fire without revealing their position and are willing to accept the slower rate of fire as the cost of staying invisible.
Heavy Rail
Larger personal or light vehicle-mounted variant. Higher projectile velocity and penetration. The weight and magnetic cell consumption make it impractical for sustained personal use without support, but a single shot from a heavy rail at range settles arguments that would take a rifle several.
Mounted Rail
Vehicle and platform-mounted. The full-scale rail system. The same acceleration principle applied at a scale that makes it an anti-vehicle and anti-fortification weapon. At this size the silence is almost unsettling. Something this large should make noise.

Explosives

Standalone ordnance not fired from a cannon. Charges, grenades, rockets, and launchers. Limited by weight and availability rather than by the weapon system they are fired from.

Charges
Placed explosive devices for breaching, demolition, and area denial. Detonated remotely or on a timer. The simplest explosive on the planet and the one that kills the most people who use it incorrectly.
Grenades
Thrown ordnance. Anti-personnel fragmentation, concussion, and incendiary variants. The most common consumable explosive in any loadout. Everyone carries them. Not everyone throws them correctly.
Rockets
Propelled ordnance. Shoulder-launched or vehicle-mounted. Used against armored targets, fortifications, and airships at ranges where a grenade cannot reach and a cannon is not available.
Saelvug
A compact breaching launcher named after a predator. Impact-detonated. Standard issue in siege kits across every manufactory. It opens a path through a wall, a door, or a barricade without requiring a placed charge. Simple, effective, and named correctly, because the predator it takes its name from does the same thing to the things it hunts.
Closed Altitude Precision Nodes
High-arc munitions manually guided to target by ground-based beacons. The operator places the beacon and the munition follows the signal down. Used when direct line-of-sight is impossible due to terrain, elevation, or fortification. The beacon is the dangerous part. Placing it means being close enough to the target that the target can reach you before the munition arrives.

Historical Weapons Still in Use

Several weapon systems that predate the Empire remain in active use. They persist not because they are superior but because they are reliable, available, and in some cases better suited to specific conditions than anything the modern catalog has replaced them with. I have tested every one of the following and I respect them more than most things the manufactories produce today.

Pre-Empire
Repeater Rifles
Powder-ignition ballistic repeaters with high-rate mechanical discharge. Prone to overheating under sustained fire but wet-resistant in a way that nothing in the modern catalog can match. In rain, in saltwater spray, in the humid coastal conditions that corrode electronics and seize modern firing mechanisms, a Repeater Rifle performs identically to how it performs in dry conditions. This is why they remain deployed in naval sectors and coastal operations. I have submerged one, let it sit overnight, retrieved it, and fired it without issue. I have done this to a Joxi carbine and it took three days to function again.
Pre-Unification
Garnath-Class Weapons
The only pre-unification weapons still in active use, and there are three. The Garnath Rifle is a heavy bolt-action weapon with extreme recoil, built by people who valued stopping power over rate of fire and did not care if the operator's shoulder agreed. The Garnath Uxohj is a tripod-mounted siege rifle requiring two operators, one to fire and one to manage the feed, and the coordination between them is the weapon. It does not function with one person. The Garnathan Spear is a short-range ballistic missile with poor flight control, feared not for its accuracy but for the collateral damage it produces when it misses, which is often. All three remain in use in regions where modern supply chains do not reach, and they remain effective because the things they were built to kill have not evolved since the weapons were designed.
Naval
Boarding Torpedo Anchors
Large-scale harpoon systems designed for naval breaching. Fired from one vessel into the hull of another to create a physical connection for boarding parties. Descended from Thazvaari Dominion naval warfare where boarding was the primary method of ship-to-ship combat. Still in use by the Children of Kharan and other pirate groups. I have seen one fired. The sound it makes entering a hull is not something I will describe because the description would not carry it. You would need to hear it.

Fit Variants

Every weapon and armor line carries a fit variant describing the physiology it was built for. This is a physiology tag, not a quality tier. A Standard weapon is not worse than an Assault-Class weapon. It is built for a different body. The confusion between these two things has gotten people hurt.

Standard
Built for natural-borns and hybrids. The default fit for the vast majority of weapons and armor. Calibrated for a body between 5'0" and 6'2" with natural-born strength and recoil tolerance.
AC (Assault-Class)
Built for frames seven and a half to eight feet and above with extreme strength. Significantly heavier and wider, much larger calibers, higher recoil loads. Natural-borns can physically hold and fire AC weapons but the mass and recoil are punishing. A normal contractor firing an AC carbine is fighting the weapon as much as the enemy. I have fired one. Once. I did not fire it twice.
SC (Scout-Class)
Built for a lean, sensory-optimized physiology. Lower weight, reduced recoil, higher precision and capacity. They favor mobility and low signature. Natural-borns can use them but these weapons require a level of sensory awareness and precision that Scout-Class individuals possess and most natural-borns do not. Picking up a Scout weapon and expecting it to perform for you the way it performs for them is a misunderstanding of what the weapon is.
TC (Tactician-Class)
Built to exploit greater strength combined with smaller frame size and natural ambidexterity. Optimized weight distribution and balanced ergonomics for use in either hand or during rapid transitions. TC weapons frequently use increased calibers, shorter barrels on rifles, and very high rates of fire. The combination makes them feel front-heavy, sharp, and uncontrollable for natural-borns. I watched a Tactician-Class operator clear a simulation course with two TC carbines simultaneously, one in each hand, transitioning between targets in both directions at the same time. Natural-born hands do not work that way.

Why My Father Uses What He Uses

A weapon type is what a thing is. A manufacturer is who made it. The same type made by different manufactories is the same silhouette with different stats and a different price. The question is never which weapon. The question is who built it and why you are paying what you are paying.

Do not mistake price for a ladder, cheap makers at the bottom and dear ones at the top. That is the first thing people get wrong. Joxi, Sentinel, and Solarn will all sell you a rifle, and the three are not one rifle at three qualities. They are three answers to three different questions. A Joxi rifle is built so that it will not break. A Sentinel rifle is built so that it will not overheat. A Solarn rifle is built to do neither and to cost you what a rover costs. Each maker owns one thing it does better than anyone alive, and what your varens buy is that thing, not a place in line.

My father has been a working Severan his entire life. He only uses Joxi rifles and said he would never spend the varens on Solarn. Yet the only pistols he ever bought were from Solarn. When I was old enough to ask why, he explained it: a Joxi rifle is designed to be used, abused, and pushed to the hardware limits, and when it breaks you replace it for a price that does not hurt. He fires thousands of rounds through a Joxi rifle, drops it in terrain that would ruin a precision instrument, picks it up, and it keeps working until it does not, and then he buys another one. That is what Joxi is for. A Solarn pistol is the opposite. The relay engineer and protector class pistols from Solarn are designed to work after never being maintained. My father rarely pulled his. It sat in the holster for months at a time. When he pulled it, it fired. That is what Solarn is for. He was not cheap. He understood what each one was built to do and he bought accordingly.

ManufactoryWhat They MasterWhat You Are Buying
MidreachThe cheapest gear on the shelfA subsidiary of Solarn that carries the name and almost none of the craft. It holds together in easy conditions and fails the moment conditions are not, and sand, dirt, or hard cold will stop it. The free carbine a vendor presses on a new contractor is a Midreach, poor by design, there to make you want something better badly enough to go and earn it. Experienced hands leave it where it sits.
JoxiGear that will not breakNot cheapness, whatever the price suggests. A Joxi is built to be used, dropped, fouled, and pushed well past what should ruin it, and at the top of the line it simply does not break. You run thousands of rounds through one, carry it through terrain that would kill a finer instrument, and it keeps working until it does not, and then you buy another and the loss does not hurt. It is the gear most working contractors live on, my father among them, because it asks to be trusted and replaced rather than nursed.
SentinelGear that will not fail in the weatherThe answer for every climate, out of imperial engineering and Frost Sentinel cold work in Ngorrhal. Where a Joxi is proof against abuse, a Sentinel is proof against the world around it: a Sentinel rifle at the top of its line will not overheat, and its gear keeps working in cold, heat, and long field conditions that stop other makers where they stand. Its rail arms are the finest on the planet, bar none. This is what you carry when the environment itself is the enemy.
HaavuHeavy systems that always performThe standard every serious weapon is measured against, and the only name in cannons. A Haavu cannon always performs, and that is not a slogan but the reputation the Empire was raised on, and their heavy armor, siege systems, and combat drones carry the same promise. What Haavu does not do is win at the small end. A Haavu pistol or carbine will never stand against what Solarn makes, because the sidearm was never their art. You buy Haavu for the heavy work and for nothing lighter.
VaelstradArrays, and arrays aloneNot a tier and never was. Vaelstrad makes arrays, every array on the planet, and no one else can, which is why their housings ride other makers' platforms and their name means one thing carried to the exclusion of all else. They build elite repeaters, carbines, and scatterguns besides, but the array is the reason they exist. You do not rank Vaelstrad against the others. You go to them when nothing but volume will do.
SolarnThe finest of everything, at the steepest priceThe pinnacle of planetary manufacturing, priced so that for most of Geba it lives in relay broadcasts rather than in their hands. Solarn buys precision and mobility that nothing else reaches, and the best pistols and carbines made anywhere, which is exactly why a Haavu sidearm never competes with theirs. A Solarn does not care if you ignore it for a year; it fires the moment you need it. My father spent nothing on Solarn in his life but a single pistol, and he bought it for precisely that reason.

Those are the makers you meet across the whole of the catalog, the ones whose gear you will hold no matter where you work. But the planet is wider than six names, and there are houses that own one corner of it so completely that no one else troubles to compete. You will not find their work on every shelf. You will find it exactly where the corridor, or the water, or the sky demands it, and nowhere else.

ManufactoryTheir CornerWhat You Are Buying
Kela Maritime GuildThe deep and the coldOut of New Auren on Kela, the guild builds submersibles and the expensive underwater arrays, and alone on the planet it makes a pistol and a carbine that fire and function beneath the water, where every other maker's gear floods and dies. It is what you carry when the fight is under the surface or in the polar seas. There is no substitute for it, because no one else has solved the problem.
Berinese Naval Engineering GuildThe old sea craftThe oldest maritime tradition on Geba, out of Berinu and its former sailors and pirates. They still make the repeater, the weapon that shrugs off rain and saltwater and keeps firing where a modern mechanism seizes, which is why a repeater still rides naval decks and coastal work long after the catalog moved past it. Respected, though they lean on Sentinel and Joxi for their power.
Veykar PropulsionRockets, and everything that fliesEvery rocket worth the name is Veykar. They came out of the Fracture era's failed escape ships and turned that work into propulsion, and the ordnance that flies to its target is theirs. Like Solarn they sell only to the top of the register, so their hardware lives more in broadcast than in most hands, and the same name owns the planet's music besides.
Zhikhan Manufacturing CollectiveThe heavy roadArmored trains, bridgeworks, siege systems, and the logistics that move an army across a continent. Zhikhan has outlived every government that ever hired it by being the one everybody still needs, and it is Haavu's true rival in the Energy Wars. It sells to whoever has to move something heavy a long way, and it does not much care who that is.
Brena Propulsion DesignsThe grey marketThe engineering arm of the Jerhit Syndicate out of Inland Thazvaar, and its trade is compact and quiet: jetpack suits and micro-cannons for operatives and regional elites, built on captured knowledge and the only parallel relay outside Solarn. You do not buy Brena in the open. You buy it where the relay does not reach.
Jeyrhan Bio-Engineering ConsortiumThe living foundationNot an arms house in the way the rest are. Jeyrhan works in living systems, ecological restoration, regeneration, adaptive flora and fauna, and its biological science sits underneath a great deal of what the others build in weapons, vehicles, and energy alike. Respected, funded, and not feared. Where its hand reaches a weapon at all, it does so through the biology beneath it and not the barrel.

You may notice a name missing from all of this. There is one maker I will not set down in a paper meant for the relay, and if you know the field well enough to feel the gap, you already know why I have left it there. Some things are not mine to publish.

Power Cells

Two cell systems support weapon performance. They are not power sources for the weapon itself in the case of firearms, but they are essential to how it operates at peak output. Rail arms are the exception: a rail weapon without a charged magnetic cell does not fire at all.

Magnetic Cells
The power source rail weapons run on. The cell's discharge rate caps the rate of fire. Magnetic cells are consumed through use and must be replaced or recharged. They are the rail arm equivalent of ammunition for a firearm. Without them, the weapon is inert.
Thermal Cells
Heat management systems for high-rate weapons. A weapon functions without one but overheats quickly and loses sustained performance. The heaviest, fastest-firing weapons lean on them hardest. Thermal cells are also used in vehicles, where they manage engine heat during high-performance operation and weapon heat during combat.

The Glow Language

Power cells are the visual shorthand for what a weapon or vehicle is doing. This glow system is consistent across everything on the planet that uses cells, from personal weapons to the fastest airships.

Thermal Active
Orange glow at engine housings, exhaust vents, weapon mounts, and on ultra high-speed airships along the leading edges of the hull. The orange means the thermal cell is working.
Thermal Near Depletion
Dark red. The orange shifts to dark red as the cell nears failure. Dark red means the system is about to overheat. If you see dark red on a weapon, stop firing. If you see dark red on a vehicle, you are about to lose the engine.
Electromagnetic Active
Blue glow at acceleration and braking points on lighter airships and rovers. Only visible when the assist is engaged. It goes dark when the assist is not active. Not a continuous glow.
Off
Dark. During cruise, glide, or steady speed the electromagnetic points go dark, and a gliding airship with its engine off shows no glow at all. A vehicle showing no glow is either unpowered or moving under its own momentum. Both of these things are worth knowing if you are trying to determine whether something in the sky is coming toward you or falling.

People Who Know More Than They Say

Anyone who has ever been in a hot corridor or a remote nowhere has likely run into Getrin Desmoor at some point. Ask my father about him and you will hear that the man is artificially friendly and a little needling beneath the warmth, the kind who smiles while he sells you ammunition, and my father does not trust a smile like that. I understand where it comes from. A life in the corridors teaches a person that anyone warm to you for no reason usually wants something, and that the friendliest face in a bad place is the one to keep your eye on. By that lesson Getrin trips every wire my father spent a lifetime learning to feel. I read him differently, and I have come to think the difference is only that I did not come up where my father did. He came up in the corridors. I came up in the academies, among the weapons themselves, and someone who spends their years learning what a thing is made of falls into the habit of listening for what a person knows before wondering what they want. What I noticed about Getrin, and what my father will not admit he noticed too, is that he always knows what he is selling. Not in the way a merchant knows inventory. In the way an engineer knows tolerances. He knows what a weapon will do under conditions the buyer has not thought about yet, and he prices things at a level that can save a life that needs ammunition more than water to make it home. I have seen contractors walk into his stations with nothing and walk out with enough to survive the trip back, paying what they could, and I have never seen him turn someone away who was genuinely in trouble. My father calls that a business strategy. I call it something else.

He also knows vehicle systems better than he lets on. He owns a Solarn Galavant, which most people know as the Eight Wing: a very expensive and very rare high-speed cargo hauler built for moving valuable freight at speeds most cargo ships cannot sustain. The Eight Wing is known across the industry for being extraordinarily difficult to land in confined spaces because the wing configuration that gives it speed makes it unwieldy at low velocity, and the landing approach requires compensating for drift patterns that change depending on wind, load weight, and how hot the thermal cells are running. Most trained pilots will not attempt a confined approach in one. Getrin does it routinely. He does not discuss how. I have watched him do it twice and I still do not fully understand the technique. A man who can land an Eight Wing in a space that would make academy pilots refuse the approach and then walk inside and sell you a Joxi carbine with a smile is not just a vendor. He is someone who decided that selling was more interesting than whatever he did before, and I suspect whatever he did before involved knowing these systems from the inside.

But that is enough about Getrin. I hope this paper has been of use to those who actually read it, and not only to those who came to look at the charts.

VESSELBORN Codex — Geban Weapon Systems

About Vesselborn

Vesselborn is the story of Geba, a world that has carried an empire for six thousand years.

It begins with Vaer'karesh, who unites five nations into the first empire and fixes a common language and law. Across the ages, the empire fights and finally breaks Thazvaar, welcomes Jeyrha through engineering and diplomacy, and liberates Berinu by choice. In Ngorrhal, the greatest warriors of the mountain passes become the Frost Sentinels, whose strength helps secure imperial rule. The Haavu cannon systems cement that dominance.

At its height, the empire spans continents and raises relay towers that bind cities, coasts, and passes into one network. The last emperor is assassinated and the throne shatters. Civil wars consume the planet. But the answer is not collapse. The Shadow Rule forms from what the empire left behind, ends the warlord broadcasts, and holds the world together without a crown. They are the empire made quiet: continuity without ceremony.

Today, the Shadow Rulers still govern from the background while the Energy Wars decide who controls grids, relays, vehicles, and culture. Nine faiths compete for how the world understands itself. Tour racing draws audiences as large as the Yuvaar Hunting Games. Relaymen carry broadcast rigs into corridors and criminal networks to capture what the governed world is never meant to see. Contractors move through contested territory for manufactory interests. Syndicates operate trafficking networks through grey zones the empire tolerates rather than confronts. The Engineered, once created as instruments of war, now live as citizens, athletes, engineers, and parents.

Stories range from relay field defenses and inland recoveries to city governance and frontier resettlement; from airship crews racing through volcanic caverns to truth seekers embedding in syndicate operations; from arena fighters practicing an ancient faith through combat to families choosing the safety of hub clearings or the risk beyond the grid.

This is Geba.
It began in silence.
It has not yet ended.