Gauss Weaponry: These are the go-to weapons of most of New Convergence’s denizens due to their high reliability and reasonable cost. A gauss weapon fires a steel projectile with a pulse of magnetic energy. The projectiles are usually rounded, and do not normally puncture the skin, but have enough impact to knock a person back and fracture bone beneath the skin. They leave behind huge bruises. You may not bleed out from a gauss weapon, but you would definitely be incapacitated by one. Because they do not puncture the skin, they are allowed in the Reach, but there are movements among Reach Citizens to ban gauss weaponry just like propellant weaponry. Proponents of this say that gauss weaponry does "invisible damage" and can cause internal bleeding or organ damage that it not immediately tended to because it is not seen. Being shot with a gauss weapon has been compared by many to being hit with a metal baseball bat.
Propellant Weaponry: These are the guns of old earth. Simple. Metal. Effective. They widely used in the Tear, the best gunsmiths tend to be located, and where ammo is easiest to make due to the Tear having the best facilities for such. They are almost never found on ships or offworld, due to the possibility for puncturing a hull and causing catastrophy for a ship. Propellant weaponry is banned in the Reach as "savage" due to the damage it does to the body, and because ZEN uses that ban to disarm potential troublemakers from the Tear. These firearms are not popular in the Depths because loud noises attract attention of hungry things. They are also one of the two ranged weapon types able to be enchanted, making them more versitile than their more advanced counterparts (in the Tear, anyway).
Electrolaser Weaponry: Colloquially known as ‘laser guns’ these weapons create a momentary conductive channel of plasma with an ionizing laser down which a jolt of electricity is passed. Given how intimidating they are, and as they can stun like a taser or kill, they are standard issue for ZEN troops, but for most of the citizenry they are just too expensive. ZEN officers are legally required to declare their presence and accept surrender if such is offered, rather than utilizing their weapons, not just because of the danger to augmented citizenry, but because of the danger to troops. Use of a non-stun setting against a Reach Citizen is always investigated with seriousness. The Iron Guild does not allow Electrolaser weaponry in the Tear. They say it is to protect augmented and robotic citizens, but it's probably just because they don't like ZEN.
Pulsed Energy Weaponry: There are a number of different types of pulsed energy weapons, which work in different ways. What is notable is that pulsed energy weaponry is best used in close-quarters combat, as at long range the energy tends to become more dispersed and less effective. This stuns the target, knocks them off their feet, and induces a very painful sensation. Can also kill in some weapons, if the pulse is strong enough. They tend to be more expensive than propellant and gauss weaponry, making them more rare, and quite sought after.
Sonic Raygun: This particular type of pulsed energy is a concentrated subsonic wave. There is an impact to it, often described as "feeling like thunder came alive and smacked you", but very little damage. However, sonic rayguns can leave the target disoriented for a few seconds, may disrupt balance, and often cause a strange "buzzing" noise in the ears for several minutes afterwards. Sonic rayguns are popular on ships, because they do very little damage to the ship. Sonic rayguns make a loud, and somewhat amusing sound when fired.
Plasma Pump Shotgun: This type of gun does some serious damage at short range. Analogous to shotguns of old, this pump-action weapon does a single burst of ionized gas contained within a thin nanomesh casing. Upon contact with another item, the casing pops, kind of like a balloon and the plasma bursts out explosively, creating a shotgun-like impact. PPSes usually leave behind burns, but do not catch items on fire, as the ionized gas dissipates too rapidly.
Arc Blaster: Arc Blasters are beloved for their ability to quick-fire and ease of use. Many people mistakenly believe they are electrolaser weaponry, due to the fact that they are electric weapons. However, arc blasters simply use a burst of electricity to facilitate the firing of a small cluster of superheated particles. Arc Blasters have a small area of effect, and are said to feel like static shock times a hundred. They can leave behind burns and often do tear open the skin if not protected, though they usually cauterize the wound so you are unlikely to bleed out.
Pulse Rifle: A favorite of mercenaries, the pulse rifle is one of the longest-range pulsed energy weapons. It's also the most expensive to own and maintain. Pulse rifles work by shooting contradicting wavelengths of energy at a rapidly alternating pace. The resulting crash of those waves creates a ballistic explosion. Except for the lack of a bullet, it can be hard to discern the difference between pulse rifle damage and normal ballistic weaponry. Pulse rifles require a lot of energy and the ammo is basically a specialized battery.
Bio-rifle: This is a pulse rifle with a twist. It can be set so that it only will harm targets with a biological signature. And sometimes, a very specific biological signature. Often used by hunters to take out only a specific type of prey, or by Exos League captains to ensure that only biological entities (and not ships) are harmed. Bio-rifles tend to require samples to imprint on, and must be programmed by someone with the Advanced Weapon Creation skill. (Requires ST approval.)
Particle Weaponry: These weapons create powerful beams of subatomic particles. These particles have tremendous kinetic energy that they impart to the target's surface, generating an almost instant explosion due to catastrophic superheating. These are never small weapons, and are usually seen as turrets or as ship defenses. Require ST permission to own and are usually faction resources.
Ancient Weapons: Weapons of the fallen civilizations that once ruled the Juniperian system. They are usually poorly understood due to the exotic superscience used to produce them. This makes them incredibly hard to use, let alone perform maintenance on. Require ST permission to own and are usually limited use faction resources.
Kinetic Weaponry: These are low tech weapons normally only seen in the Depths: bows, crossbows, slings. They are also one of the two ranged weapon types able to be enchanted, making them a match for their more advanced counterparts.
Classifications of Melee Weapon in CV:TLP
Laser Whip: More accurately “hyperpliant photon suspension units” they are generally just known as laser whips. As the name suggests they trap light into a long, narrow strip of a pseudo substance which is very pliable yet strong. These are only issued to the Krewe of Endymion, and the Traversers have a special crafter which makes them. Famous Laser Whips have names and are often as recognizable as the person who wielded them. Endyana's whip, "Nitro", has a green glow when activated, and the handle made out of bright green steel with a inset of malachite depicting a dragon at the very end. It is kept under lock and key in the Traverser archive, because apparently it electrifies anyone who tries to use it besides Endy. It is believed they are magical in nature rather than technological, since they work in the Depths.
Plasmic Sword: With a glowing blade made of a plasma field oscillating at an extreme frequency this weapon cuts by breaking down molecular bonds. The blade is made of a cold plasma rather than hot and so has no “lightsaber” type properties; it is, however, /extremely/ sharp and durable. For the purposes of our game, plasmic swords act the same as mundane swords, they just look REALLY cool.
Rai-Jhav: These staves are of Juniperian origin, and produce a shell of energy around them that will violently repel matter it touches, amplifying strikes and causing localized numbness that hampers movement. (May require XP spend.)
Mundanes: Melee weapons you might find on modern Earth. Cheap and effective, they are normally seen in the Depths and the Tear. They are also the only melee weapon type able to be enchanted, making them a match for their more advanced counterparts.
White Lash: Popular in the Depths with those who eschew violence, White Lash whips are light, and do less damage, but the strike to bare skin will leave an itchy red mark that can persist for up to 48 hours. These can be treated by certain salves made by the Swiftpaw (who coincidentally are the ones most likely to carry this weapon). (May require XP spend.)