Weapons, Armor, and Vehicles

Meridian Dynamics manufactures most of the weapons that matter in Terran Occupied Space. Their military heritage (the company grew out of defense consolidation during the pre-jump era) shows in everything they build: reliable, modular, designed for sustained use in hostile environments. Meridian’s corporate motto is “Built for the Worst Day,” and the products deliver on it.

But Meridian does not have a monopoly. Weapons are a commodity that every IPC needs and dozens of manufacturers supply. Tessaract outfits its mining security. Nakamura-Stellar arms its survey crews. Sternberg equips the private military contractors that protect its construction sites. Below the corporate tier, licensed manufacturers, unlicensed workshops, and improvised fabrication fill the market from industrial-grade firearms to homemade zip guns. If you need something that puts holes in things, the market will provide.

Personal Firearms

The interstellar firearms market settled on a set of platforms that have not changed fundamentally in a century. The physics of projectile weapons reached practical limits decades ago. What has improved is materials, manufacturing tolerances, electronic integration, and the ammunition.

Sidearms

The baseline personal weapon. Every corporate security officer, every independent contractor, every ship’s officer, and a significant portion of the civilian population carries one. Colonial firearms laws vary by jurisdiction. The general pattern holds: Core worlds regulate heavily, Inner Colonies regulate selectively, Outer Colonies regulate loosely, and the Frontier does not regulate at all.

Standard sidearms fire caseless ammunition from polymer-framed platforms with integrated electronics: round counter, biometric lockout (on corporate-issue weapons), and rail space for a targeting module. A basic sidearm is reliable, accurate at room- distance ranges, and lethal enough for personal defense.

Heavy sidearms trade concealment for stopping power. Larger calibers, longer barrels, reinforced frames. Favored by security personnel, bounty operators, and anyone who expects to shoot through light cover or soft armor.

Long Arms

Carbines and rifles. The standard weapon of corporate security forces, military contractors, and anyone expecting a fight in the 50-to-300-meter range. Caseless ammunition, select-fire capability, modular accessory rails, and electronic fire control systems that integrate with a cortical mesh or helmet display to provide targeting assistance. A mesh-linked rifle in trained hands is accurate to a degree that would have seemed impossible two centuries ago.

Precision rifles. Long-range platforms for designated marksmen and snipers. High-velocity caseless or saboted projectiles. Electronic scopes that integrate with the shooter’s neural interface, providing range calculation, windage correction, and target tracking. Effective range varies with the platform and environment (atmosphere, gravity, and intervening obstructions all matter), but engagements at 1,000 meters or more are routine for trained operators with quality hardware.

Shotguns. Short-range devastating-effect weapons. Loaded with solid slugs for penetration, flechette loads for anti- personnel use, or specialty ammunition (breaching rounds, non-lethal suppression loads, incendiary). Popular in shipboard and station security because the spread pattern is effective in corridor fighting and the projectiles, particularly flechette loads, are less likely to penetrate hull material than rifle rounds. This last point is more theoretical than practical, but it appears in procurement justifications.

Support weapons. Crew-served or heavy individual weapons for sustained fire: light machine guns, grenade launchers, and the heavy rotary weapons that Meridian markets under the product line “Siege Solutions.” Corporate security forces deploy these for base defense and convoy protection. Independent operators who carry them are making a statement about the kind of jobs they take.

Energy Weapons

Directed-energy weapons exist. They are not common.

Laser-based systems are used for precision applications: anti-drone point defense, surgical cutting in zero-gravity industrial environments, and specialized military applications where the beam’s lack of recoil or ballistic arc is operationally significant. As infantry weapons, they are expensive, power-hungry, maintenance-intensive, and outperformed at most engagement ranges by a rifle that costs a tenth as much.

Plasma-based systems exist in prototype and are unreliable enough that carrying one is a statement of optimism about personal survival. Meridian’s Special Projects Division has demonstrated functional plasma projectors in controlled testing. Field deployment has not matched laboratory performance.

The persistent promise of energy weapons as a replacement for projectile firearms has not materialized and is not expected to materialize within the current technological generation.

Melee Weapons

Edged and impact weapons have not become obsolete. In close quarters (ship corridors, station compartments, dome interiors where a missed shot can breach atmospheric containment), a blade does not punch holes in walls.

Molecular-edge blades (manufactured with edges sharpened to near-molecular width) cut through soft armor, fabric, and flesh with minimal resistance. They require careful handling and periodic re-sharpening but are otherwise low-maintenance and silent.

Vibroblades incorporate a high-frequency oscillation that lets the edge chew through materials that a passive blade would stop against. They are louder, require a power cell, and produce a characteristic hum that eliminates any pretense of subtlety. They are effective against hard armor, reinforced materials, and things that are not supposed to be cuttable.

Shock weapons deliver electrical discharge on contact: batons, knuckle rigs, and edged weapons with conductive surfaces. The electrical component is primarily for incapacitation. Against Stygian-touched phenomena, where electricity opposes the Shroud, these weapons have demonstrated effectiveness that their manufacturers did not design for and cannot explain. Operatives within the Unseen World’s megacorporate teams carry shock weapons for reasons that do not appear in procurement records.

Improvised melee weapons are universal. Anywhere there are people with grudges and access to a machine shop, there are weapons that would horrify a corporate armorer and function perfectly well.

Ammunition

Ammunition is as important as the weapon that fires it, and the ammunition market is where technological advancement has produced the most practical diversity.

Standard ball. Caseless jacketed projectiles. Reliable, affordable, universally available. The default load for personal weapons and the standard against which everything else is measured.

Armor-piercing. Hardened penetrators designed to defeat body armor and light vehicle armor. Restricted in most Core and Inner Colony jurisdictions. Readily available on the Frontier.

Flechette. Clusters of finned darts that spread on exit from the barrel. Devastating against unarmored targets. Reduced effectiveness against hard armor. Popular for shipboard security and close-quarters work.

Hollow-point and expanding. Maximum tissue damage, reduced penetration. The civilian self-defense standard where regulation permits. Ineffective against armor.

High-explosive. Explosive-tipped projectiles for large- caliber weapons. Anti-vehicle, anti-structure, and anti- anything-that-needs-to-stop-existing. Restricted to military and corporate security forces in theory. Available to anyone with enough credit in practice.

Electromagnetic pulse. Specialized rounds that generate a localized EMP burst on impact, designed to disable electronics and cybernetic implants. Expensive, relatively short-range, and considered a war crime under UTCA Convention 7 (Regulation of Anti-Personnel Electronic Weapons) when used against augmented civilian populations. The Convention has not been tested against a major IPC.

Non-lethal. Rubber slugs, gel rounds, shock-tipped projectiles, and chemical delivery capsules. What corporate security uses when the objective is to subdue rather than kill. The term “non-lethal” is a regulatory classification, not a guarantee; these rounds kill people regularly, just at a lower rate than the lethal alternatives.

Armor and Defensive Equipment

Soft Armor

Ballistic fabric worn under clothing or as a visible vest. Stops fragmentation and low-velocity projectiles. Reduces the lethality of sidearm rounds. Does nothing meaningful against rifle fire. Standard issue for corporate employees in security-adjacent roles, common among independent operators, and available in consumer-grade configurations marketed as “personal security garments” to anyone with the credit.

Hard Armor

Rigid plates (ceramic, composite, or metallic) worn in carriers over soft armor. Effective against rifle-caliber threats, fragmentation, and moderate blast. The standard body armor of corporate security forces and military contractors. Heavy, restrictive, and hot. Wearing it for an eight-hour shift is physically punishing. Wearing it when someone is shooting at you is the best decision you have ever made.

Powered Frames

The closest thing to powered armor that current technology reliably produces. A powered frame is an exoskeletal structure worn over the body (or, for heavily augmented operators, integrated with existing prosthetic limbs) that amplifies strength, supports heavy armor plating, and provides an electronics suite for situational awareness.

Meridian’s Bulwark line is the industry standard. A Bulwark frame weighs 40 kilograms, supports an additional 60 kilograms of armor and equipment, and amplifies the wearer’s strength by a factor of roughly three. It runs on swappable power cells that provide 8-12 hours of operation depending on activity level. It is loud, large, and unmistakable; a person in a Bulwark frame is not sneaking up on anyone.

Powered frames are deployed for base defense, hostile- environment operations, heavy security details, and the kind of corporate enforcement action that requires projecting overwhelming force against a labor dispute. They are too expensive, too maintenance-intensive, and too conspicuous for routine security work. When they show up, things have already gone badly.

Energy Shielding

Experimental. Meridian, Helix, and at least one undisclosed IPC have demonstrated prototype personal energy shields: field generators that deflect or ablate incoming projectiles before they reach the wearer. The prototypes function. They also drain power at rates that make them operationally impractical, produce electromagnetic interference that disrupts the wearer’s own electronics, and (in at least two documented cases) have incorporated entity material in the field generation matrix.

The entity material prototypes are classified. Their performance characteristics are reportedly superior to conventional designs. Their side effects are not discussed in the documentation that has leaked through intelligence channels.

Vehicles

Ground Vehicles

Colony worlds use wheeled, tracked, and hover vehicles depending on terrain and atmospheric conditions. The technology is mature and unremarkable. Wheeled transport for roads and prepared surfaces. Tracked vehicles for rough terrain and industrial applications. Hover platforms for environments where surface contact is impractical: swamp worlds, low-gravity moons, heavily cratered terrain.

Civilian vehicles are electric, powered by fuel cells or battery systems charged from the colony’s power grid. Military and security vehicles run heavier power plants capable of sustained operation independent of infrastructure.

Armored vehicles exist in the same configurations they have occupied for centuries: personnel carriers, patrol vehicles, and the occasional light combat vehicle that corporate security calls a “response platform.” Calling it a tank would raise questions about why a mining company needs tanks.

Aircraft

Atmospheric flight on colony worlds uses tilt-rotor, fixed-wing, and ducted-fan platforms depending on the atmospheric density. Thin-atmosphere worlds favor rocket- assisted aircraft or skip-trajectory suborbital vehicles. Dense-atmosphere worlds (rare, but present in TOS) support conventional aerodynamic flight.

Corporate shuttle traffic (executives, cargo, and security response) accounts for most atmospheric flight on colony worlds. Civilian air travel exists in Core and Inner Colony systems. On the Frontier, if it flies, it belongs to the company.

Spacecraft

Interstellar travel is covered in the Travel document. In-system spacecraft include:

Shuttles. Short-range orbital-to-surface and point-to- point transport. Every colony with orbital infrastructure operates a shuttle fleet. Civilian, corporate, and military variants differ in comfort, speed, and armament.

System boats. In-system transport for personnel and cargo between orbital platforms, asteroid facilities, and planetary surfaces. Slower than shuttles but with greater cargo capacity. The workhorses of in-system logistics.

Patrol craft. Armed in-system vessels operated by corporate security forces for law enforcement, anti-piracy operations, and the enforcement of territorial claims. Meridian Dynamics builds most of them.

Mining and industrial vessels. Purpose-built craft for resource extraction, construction support, and industrial operations. Tessaract and Sternberg operate the largest fleets.

Spacecraft weaponry is covered under corporate security and military operations. The short version: missiles, point-defense systems, and railguns. Energy weapons are more practical in vacuum than in atmosphere, and laser point-defense systems are standard on any vessel that operates in contested space.

Entity Material Prototypes

At least three IPCs (Meridian Dynamics, Tessaract, and one undisclosed corporation) have incorporated entity material into prototype weapons and defensive systems. The details are classified at the highest corporate security levels.

What is known through intelligence leaks and Unseen World channels:

Entity material interacts with both veils — the Gossamer and the Shroud. Weapons incorporating it produce effects that do not correspond to their conventional specifications. A projectile should not cause the kind of tissue disruption that entity-material-tipped rounds produce. A blade should not cut through materials that exceed its edge geometry. A shield generator should not deflect threats that exceed its power output.

The material behaves unlike any known element. It responds to electromagnetic fields in ways that current physics cannot model. It degrades instruments calibrated for normal matter. And it has side effects on the personnel who handle it: cognitive distortion, perceptual anomalies, and a progressive unease that does not diminish with familiarity.

The corporations that possess entity material treat it as a strategic resource — a capability gap that no competitor can close without their own supply. The fact that the material comes from something that corrodes the structure of reality by proximity has not altered the cost-benefit analysis. This logic built the interstellar economy. Applied to entity material, it will produce consequences that the interstellar economy is not equipped to survive.


See also: Cybernetics · The Net · Megacorporations · The Ancient Dark · Anomalies