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Geban Weapon Systems — VESSELBORN Codex

Geban Weapon Systems

Comprehensive Reference

Author: Gebrina Luursech

Institution: Sentinel Division Weapons Engineering Academy, Western 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 weapons 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 was accepted to the Sentinel Division Weapons Engineering Academy in Northern Pass 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weapons that remain in active use, as well as obscured and ancient variants that most researchers only encounter in historical reference.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.

Why Every Weapon Exists

My family taught me that every weapon on this planet exists because something needed to die or something needed to not die, all for the sake of 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

Kinetic weapons. Physical projectiles through combustion propellant. The most common category on the planet. Every manufactory produces some variant. The differences between them are accuracy, fire rate, reliability under stress, and price, and those four variables alone explain why a person who knows what they are doing can tell you who made the weapon from the sound it makes when it fires.

TypeRoleNotes
PistolSidearm, close quartersThe weapon a contractor carries when everything else is empty or lost. Standard issue at every tier. Not a primary weapon. The thing you reach for when the primary has failed and you are still alive.
Heavy PistolHigh-caliber sidearmLarger caliber, greater stopping power, significantly more recoil. Some heavy pistols approach carbine performance at close range, which makes them attractive to operators who want one weapon that does two jobs. It does both jobs worse than the dedicated tool. People buy them anyway.
CarbineShort-range primaryShorter barrel than a rifle, faster handling, reduced range. The most common primary weapon in corridor work because the engagement distances favor speed over reach. A contractor who has never worked a corridor and buys a rifle instead of a carbine will learn why on the first contract.
Standard RifleMedium-range primaryThe baseline. Effective at ranges the carbine cannot reach. Slower to handle in tight spaces. Most contractors who work open terrain, relay perimeters, and long sight lines carry this.
Heavy Support RifleSustained fire, suppressionHeavier, higher capacity, designed for volume rather than precision. Used by operators who need to hold a position or deny an approach. You do not aim a support rifle. You direct it.
Heavy Anti-Armor RiflePenetration, vehicle threatFires rounds capable of defeating armored targets at range. The recoil is severe enough that sustained fire from a standing position is impractical for most natural-borns. The few who manage it do not do it twice in the same day.
ScattergunClose-range spreadFires a spread pattern. Devastating within its range. Useless beyond it. The weapon of choice for clearing rooms where precision matters less than making sure nothing in the room is still standing when you move through it.
Long ScattergunExtended-range spreadTighter spread, greater effective range. Trades some close-range devastation for usability at medium distance. A compromise weapon. Useful when you cannot predict whether the next engagement will be close or at range.

Arrays

Vaelstrad is the sole manufacturer and I do not expect that to change in my lifetime or anyone else's. Arrays are gas-powered rotary weapons that fire kinetic slugs at rates no other system on the planet matches. They are beautiful in the way that something performing exactly as designed at maximum output is beautiful. The trails they leave in the air, the sound of the rotation at full speed, and the sustained volume of fire make them as much a psychological weapon as a practical one.

Light Array
Man-portable. The entry point into array systems. A single individual can carry and operate one, but the weight commitment is significant. Everything else the operator carries gets lighter to compensate, or they carry nothing else at all.
Medium Array
Vehicle-mounted. Requires a platform or a fixed mount. Not man-portable for natural-borns, though there are accounts of larger natural-borns carrying one for limited periods, which I would need to see before I believed.
Heavy Array
Airship and fortification mounted. 8mm slugs at 1,200 rounds per minute. During the Warlord Eras, Destroyer-Class individuals deployed from airships carrying these in super-massive armor. A discontinued variant with a higher rate of fire was pulled after the barrels melted under sustained use, which tells you everything about how hard Vaelstrad pushes its own hardware before admitting something does not work.
Massive Array
City defense and mega relay spine protection. Permanent installations. Valued in the billions of varens. I have seen one fire in a controlled test. The sound alone justified the trip.

Cannons

Haavu is the primary manufacturer. Cannons are artillery with variable caliber and variable ammunition type. No other weapon system covers the same range of scale, from a shoulder-mounted launcher operated by a single person to unmanned 600mm siege platforms that can put a round through a mountain and come out the other side with enough energy to keep going.

Shoulder-Mounted
The smallest cannon variant. Single operator. Fires smaller caliber rounds, anti-personnel or light anti-armor. Portable but heavy enough that carrying one changes how you move through terrain.
Vehicle-Mounted
Installed on combat rovers and airships. Variable caliber. The standard combat configuration for Haavu weapon systems in the field. If you have seen a Haavu airship, the cannon is the thing your eyes went to first.
Siege Cannon
Large-caliber systems up to 600mm. Variable warhead types: explosive, armor-penetrating, bunker-busting. Used against fortified positions, hardened infrastructure, and airships at ranges that make the target believe they are safe until the round arrives.
Anti-Airship
Specialized tracking systems optimized for fast-moving aerial targets. The challenge is not the cannon. The challenge is hitting something moving at thousands of kilometers per hour and compensating for the time the round spends in transit. Haavu solved this problem decades ago and has not needed to solve it again.
Super Long Range Strategic
320mm and above. Extreme range. Not field weapons. Installations built to control the approach to an entire region. If you are within range of one, you are within range before you know it, and the engagement is over before the sound of the shot reaches you.

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.

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 me fully cleaning it 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 they were produced at such scale that they still exist, and 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.

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.

ManufactoryTierWhat It Is For
MidreachDesperation floorBelow Joxi. Cheap, reliable in controlled conditions, fails in harsh environments. Sand, dirt, extreme cold, any of these will stop a Midreach weapon from functioning. When a vendor hands a new contractor a free starter weapon, it is a Midreach carbine, and it is deliberately poor. The weapon exists to make the contractor want something better badly enough to earn the varens for it.
JoxiAffordable baselineThe gear most contractors live on. Reliable enough, available everywhere. Joxi equipment works until it does not, and when it does not, replacement is cheap enough that the loss is survivable. My father's entire career was built on Joxi rifles. He never needed more. He needed something he could trust to function under abuse and replace without thinking about it.
SentinelReliable mid-tierThe first real step up. Durable, all-weather, all-terrain. Built to function in extreme cold, extreme heat, and sustained field conditions where Joxi gear fails. The equipment contractors trust when they know what they are walking into and the environment is the enemy as much as anything they will be shooting at.
VaelstradPremiumThe array specialist. Also produces elite repeaters, carbines, and scatterguns. Premium pricing across the line. Arrays are manufacturer-locked to Vaelstrad. Nobody else produces them. Nobody else can.
HaavuPremiumThe cannon and heavy armor specialist. Cannon systems are manufacturer-locked to Haavu. Also produces the heaviest combat armor, siege equipment, and combat drones. Haavu is the baseline for what a properly engineered weapon should perform like. Everything else is measured against it.
SolarnEliteThe best mobility-to-protection ratio in the catalog, the most precise weapons, and the most expensive gear on the planet. Affordable only to the upper class and wealthy. For most people on Geba, Solarn hardware exists in relay broadcasts and not in their lives. But my father's pistol was Solarn because a Solarn pistol does not care if you ignore it for a year. It fires when you need it. That is worth every varen.

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 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.

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.