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Battle City Games: Banned Weapons, Backroom Deals, and a Galactic Controversy

Dr C CatJan 28, 2025, 4:22:22 PM
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The Battle City Games, the galaxy’s most beloved bloodsport-slash-reality-show, is once again at the center of a cosmic controversy. This time, it’s not the gladiators’ questionable combat styles or suspiciously short retirement plans making headlines, but their toys — specifically, the banned weapons cropping up in this season’s matches.

From plasma disruptors capable of disintegrating a mech to bio-neural gas bombs that turn foes into gibbering heaps, the question is: how do these weapons keep slipping through the cracks?

The galaxy wants answers, and the blame game has officially begun.

Upper Management of the Battle City Games, always quick with an eloquent rebuttal (and an even quicker profit margin), insists that their screening process is “robust.”

In a statement released earlier this cycle, spokesperson Vellina Quor said:

“While we strive to ensure fair play, it’s important to remember that the gladiators are independent contractors who come from wildly diverse planets, many of which have… let’s call them creative interpretations of what constitutes a weapon.”

Critics have been quick to counter this defense, citing footage of a gladiator using what appeared to be a tactical nuke in the middle of Sector Seven’s match — hardly something one sneaks into an arena by accident.

In the White Witch of the Tower’s defense, it was only a few cans of Demon Spice (see below for more)

Wargold Arms, the galaxy’s largest weapons manufacturer and official sponsor of the games, has also found itself under the microscope. Their logo prominently displayed on more than half the contraband weaponry has raised more than a few eyebrows.

CEO Garrek Drevyn defended his company, stating:

“We cannot control how our products are used once sold. We are proud to support the games, but the actions of rogue gladiators do not reflect our corporate values.”

A particularly bold statement, considering leaked internal memos suggest Wargold Arms has been developing weapons with an explicit focus on “explosive crowd appeal.”

Then there are the gladiators themselves, who are predictably unapologetic. “If you’re not cheating, you’re not trying,” said Krayta “The Inferno” Drol, a fan favorite whose flamethrower mysteriously “failed to meet” the banned list criteria after what we can only assume was an incredibly thorough inspection.

“Besides, the fans love it. Who tunes in to see a fair fight?” she added with a shrug.

Trust in the G-47 for unparalleled security and reliability — Wargold Arms

Official Name/s: G-47 Indium Phosphorus Grenade

BC — Name: Demon Spice

Banned by: Galactic wide

Original Purpose: The G-47 Indium Phosphorus grenade, nicknamed “Demon Spice,” is a devastating incendiary device designed to reach temperatures of 1400°C. Originally developed to slag military equipment, ensuring it couldn’t be salvaged by enemy forces, the G-47 was later repurposed for bunker-busting operations, capable of melting through reinforced steel and concrete.

Why it’s Banned: Its secondary use as a siege weapon quickly led to its ban under international treaties due to its indiscriminate destructive power and horrific effects on living targets. The grenade emits a vivid green-blue flame upon detonation, earning its sinister nickname among soldiers and field operators alike.

BC Purpose: Despite its ban in conventional warfare, the G-47 is allowed in the Battle City Gladiatorial Games under strict regulation due to its high entertainment value and symbolic association with ultimate destruction. In the games, its use is limited to special zones and scenarios, such as breaching strongholds or creating dramatic hazards, which add to the spectacle for the audience.

Outside the games, Demon Spice has found unconventional applications in industrial sectors, including demolition, rapid material disposal, and even extreme mining operations where its ability to cut through hardened materials is unparalleled. However, its reputation as a terrifying weapon lingers, making its deployment a controversial yet captivating aspect of the games.

Street Price: 300–400 BC-credits per unit (at end of Season III)

The XM-92 ‘Hornet’ Swarm Mines redefine area denial with their advanced anti-personnel capabilities.

Official Name/s: XM-92 Swarm Mines

BC — Name: Hornet Mines

Banned by: Galactic wide

Original Purpose: The XM-92 “Hornet” Swarm Mines are advanced anti-personnel devices designed for area denial and long-term lethality. Upon detonation, the mine releases a payload of semi-autonomous “Killer BBs,” micro-drones programmed to track and eliminate any moving targets within their designated range. These BBs hover and patrol the area until a target is located, making the Hornet mine exceptionally effective at denying access to critical zones.

Why it’s Banned: However, the mines were internationally banned due to the unpredictable behavior of the BBs, especially when interacting with metal objects. In rare cases, they can replicate upon contact with metallic surfaces, creating swarms that persist long after deployment. These metallic swarms have been known to devastate entire regions, effectively turning war zones into permanent death traps for years.

BC Purpose: In the Battle City Gladiatorial Games, the XM-92 “Hornet” Mines are repurposed as high-risk, high-reward tools for both offensive and defensive strategies. While their destructive potential is heavily regulated, Druids and technical-class gladiators have found innovative ways to modify the Killer BBs. Druids use bio-magic to bond with the BB swarms, reprogramming them to act as allies, creating defensive shields or tracking devices.

Technical classes exploit the semi-autonomous nature of the drones, hacking into their systems to redirect their aggression toward specific targets or even disabling them entirely to harvest the technology. Beyond their traditional use as area denial, the mines are sometimes deployed in custom arena events, such as “Swarm Survival,” where competitors must navigate through active swarms to reach objectives. The BBs’ ability to linger also makes them ideal for setting long-term traps or creating chaos zones that force tactical reroutes, adding to the strategic depth and unpredictability of the games.

Street Price: Due to their devastating nature and long-term consequences, surviving stockpiles of Hornet Mines are highly sought after on the BC market. With governments eager to offload them and arms dealers applying markups, a single XM-92 “Hornet” could fetch 800–1,200 BC-credits per unit, with bulk prices dipping closer to 600–800 BC-credits. The rarity of functioning swarms could drive prices even higher in insurgent or rogue markets.

VOIP mines for when you want to give your enemy everything…twice— unknown quote

Official Name/s: VOIP Mines (Generation 7.6) — Variable Ordnance Impact Projectile

BC — Name: VOIP Mines

Banned by: Generations 7.1–7.6 are restricted use

Original Purpose: The VOIP Mine (Gen 7.6) is a highly advanced proximity-based explosive device that fires tungsten carbide projectiles at lethal velocities upon activation. Engineered with a unique regenerative capability, the mine can replace its projectiles within 5–7 charges, depending on its manufacturing quality, in a matter of seconds.

This makes it an efficient, reusable area denial tool that can remain operational long after its initial deployment. The mines are modular, allowing users to enhance their payload with various chemical agents, from lethal toxins to debilitating poisons, further increasing their effectiveness in the field.

Why it’s Banned: In the Battle City Gladiatorial Games, the VOIP Mines (Gen 7.6) add a brutal and unpredictable element to combat. Their regenerative projectile system makes them valuable for creating “hot zones” that can repeatedly threaten opponents.

BC Purpose: Gladiators have devised creative uses for the mines, such as using them in trap corridors, deploying them as part of ambush strategies, or modifying the payloads with non-lethal poisons to weaken or disorient opponents without killing them. The mines are also a staple in challenge zones where competitors must navigate or disable fields of active explosives. Their sensitivity and unpredictability make them both a deadly hazard and an opportunity for clever, daring gladiators to turn the tides of battle.

Street Price: Due to their controversial legacy and the arrival of the new Generation 7.8 models, Wargold Industries, a major sponsor of the games, is eager to liquidate its remaining stock of Gen 7.6 VOIP Mines. As part of their marketing push for the updated model, the 7.6 generation is being sold at highly discounted rates — 200–400 BC-credits per unit, depending on quality and bulk orders. This makes them an affordable choice for rogue factions, hobbyists, and event organizers seeking cost-effective ways to add a dangerous flair to their matches. Wargold hopes that by saturating the games with the older model, it will build hype and curiosity for the more advanced features of the 7.8 series.

If you can’t beat them, blind them — Captain D.T. Jones

Official Name/s: G-77 Blinding Laser-Stun Grenade

BC — Name: Crackers

Banned by: for use by police on several worlds

Original Purpose: The G-77 Blinding Laser-Stun Grenade was originally developed as a non-lethal crowd control device for police departments. Designed to temporarily incapacitate hostile individuals, the grenade emits a dazzling pulse of high-intensity laser light combined with a concussive soundwave.

The light overloads the optic nerves, leaving targets temporarily blinded, while the soundwave disrupts balance and concentration. This dual effect made it ideal for subduing aggressive crowds or ending standoffs without lethal force.

Why it’s Banned: Despite its intended non-lethal purpose, the G-77 was banned by various empires due to the alarming rate of permanent injuries it caused. The lasers, though designed to only disorient, often caused irreparable damage to retinas, leaving victims permanently blind. Coupled with the risks of inner-ear damage from the soundwave component, the grenade became a liability for law enforcement and military groups, leading to its prohibition in most jurisdictions.

BC Purpose: In the Battle City games, the G-77 has found new life as a tactical tool, especially effective against detection mages and other opponents who rely on heightened senses. The grenade’s ability to temporarily blind and disorient opponents makes it invaluable in combat scenarios.

It gained particular notoriety when it was used by a gladiator team to end a hostage situation orchestrated by the Ballroom Blitz Gang (see link). The stunning light and sound neutralized the gang’s detection mage, allowing the team to quickly eliminate threats and secure the hostages.

Street Price: The street price of the G-77 is surprisingly low due to the original manufacturer being forced to buy back all units after its ban. With warehouses full of unsold stock, the company has offloaded the grenades at steep discounts to Wargold Industries, a sponsor of the Battle City games. Gladiators can now purchase these grenades at rock-bottom prices, making them a popular choice for those seeking an affordable and effective tactical advantage.

Wait, our TDD can do that? — ChronoCore Technologies R&D Director

Official Name/s: Temporal Disruption Devices (TDDs)

BC — Name: TDDs

Banned by: Restricted use

Original Purpose: Temporal Disruption Devices (TDDs) were originally designed for police departments, hostage negotiation teams, and military units as a precision tool to disrupt time and space in localized areas. These devices created temporary pockets of slowed or accelerated time, allowing officers and soldiers to gain the upper hand in complex scenarios. Hostage teams could freeze or slow hostiles for safe extraction, while military units could halt enemy advancements or escape otherwise inescapable situations. TDDs were celebrated for their non-lethal versatility and their ability to de-escalate high-stakes operations with minimal collateral damage.

Why it’s Banned: The TDDs, however, were banned by numerous worlds after their prolonged use revealed severe unintended consequences. Training facilities where TDDs had been tested began to experience permanent gravitational anomalies, including localized gravity warps and time distortions.

Entire regions were rendered unusable as gravity fields became unstable, leading to physical disorientation, structural collapses, and even the loss of personnel. The devices’ potential to permanently damage planetary infrastructure and ecosystems made them far too dangerous for widespread use, leading to their classification as a restricted technology across the galactic expanse.

BC Purpose: In the Battle City games, Temporal Disruption Devices have become a powerful yet risky tool. Capable of taking out entire city blocks by creating chaotic time disruptions, they are a favorite among gladiators for large-scale destruction. However, the effects of the TDDs can be countered by advanced wards like Chrono-Seal Runes or Stabilization Anchors, magical or technological countermeasures designed to neutralize temporal distortions.

Outside of combat, gladiators have adapted TDDs for innovative non-combat uses, such as moving heavy equipment by creating temporary low-gravity fields or speeding up time in confined areas to rapidly grow crops or repair armor. These unconventional applications have expanded the devices’ utility far beyond their original intent.

Street Price: The street price of Temporal Disruption Devices is relatively low, as their ban led to a surplus of unused units. However, the surprising ingenuity shown by Battle City gladiators in repurposing the devices for creative applications has drawn significant attention.

The original manufacturer, ChronoCore Technologies, was so impressed by these innovations that they began hiring gladiators for their R&D department. Gladiators are now helping to refine and adapt TDDs for safer, specialized cases, paving the way for a potential reintroduction of the technology in controlled environments.

Crunch Berries are my favorite treat! — Mabus

Official Name/s: Grav Mines

BC — Name: Grave Huggers, Crunch Berries, Iron Coffins

Banned by: Restricted use

Original Purpose: Gravity Mines were originally developed for military navies as area denial weapons, designed to create localized gravity wells that could disrupt enemy movement, disable ships, or block access to strategic zones.

Deployed as part of larger defensive grids, these mines created zones of immense gravitational pressure, forcing ships or ground forces to retreat or risk catastrophic structural failure. Their ability to immobilize enemy fleets without direct combat made them a favorite for maintaining control over critical choke points.

Why it’s Banned: While not as heavily restricted as Temporal Disruption Devices, Gravity Mines are tightly controlled due to their disturbing effects on living tissue. Prolonged exposure to a mine’s gravitational field can cause grotesque physiological distortions, including organ compression, collapsed lungs, and severe internal hemorrhaging.

In one infamous incident, an unshielded platoon caught in a minefield emerged resembling “accordion people,” sparking a wave of bans on their use against living targets in certain empires. Despite their restrictions, black-market modifications have only amplified their danger, making them highly controversial.

BC Purpose: In the Battle City games, Gravity Mines have been given a second life as a weapon tailored for taking down heavily armored guardians. When triggered, the mines amplify the density of the target’s armor to such an extreme degree that the armor collapses inward, effectively crushing the guardian inside and sending them into limbo — for 3 to 5 days.

For lightly armored opponents, however, the effects are far less dramatic, typically limited to disorientation and splitting headaches. Clever gladiators have also learned to use Gravity Mines tactically, creating impromptu barricades or manipulating the battlefield by herding opponents into traps.

Street Price: The street price for Gravity Mines is moderate, owing to the niche demand and high production cost. However, their popularity in the BC games has made them a favorite among thrill-seekers and black-market dealers. Gladiators affectionately call them “Crunch Berries,” while smugglers prefer the term “Iron Coffins.” Manufacturers have taken note of their success in the games and are rumored to be developing new “civilian-safe” models for sanctioned use — though anyone familiar with their track record knows better than to believe it.

Make them hurt — Mallier the Demon

Official Name/s: Mandari Rounds

BC — Name: Mandari Rounds

Banned by: Galactic wide

Original Purpose: Mandari Rounds were originally developed as a cutting-edge solution for battlefield incapacitation, designed to disable rather than outright kill. These specialized projectiles featured a micro-fragmentation core wrapped in an adaptive alloy shell that would shatter upon impact.

Upon entering the body, the core would release a web-like pattern of razor-thin filaments, severing muscle fibers and nerves to immobilize targets. The rounds were hailed as a way to neutralize combatants while reducing fatalities, making them a “humane” alternative in theory. Unfortunately, the reality proved far more horrific.

Why it’s Banned: Mandari Rounds were banned across most intergalactic empires for being excessively cruel and inhumane. Victims of these rounds often suffered irreparable nerve damage, shredded muscles, and internal bleeding that medical technology struggled to repair.

The rounds left survivors in excruciating pain, with wounds so complex they were deemed “surgical nightmares.” Footage of soldiers writhing in agony after being hit by Mandari Rounds went viral, sparking outrage and leading to their classification as “too cruel for war,” even in conflicts where other gruesome technologies were accepted.

BC Purpose: In the Battle City games, Mandari Rounds have become a controversial yet strategic choice for gladiators seeking to disable their opponents without delivering a quick death. The rounds are particularly effective against fast-moving or agile targets, as a single hit can render limbs useless or incapacitate key muscles.

Some gladiators have even found creative uses for the filaments post-fight, weaving them into traps or modifying them for use in other devices. Though frowned upon by purists, Mandari Rounds have carved out a niche among participants who value their ability to turn a fight into a slow and torturous battle of attrition.

Street Price: *Internal memo obtained by the Bookies Gazette

Memo from Upper Management to Wargold Industries

Subject: Mandari Rounds Surplus and Gladiator Feedback

Dear Wargold R&D and Distribution Teams,

First off, WHO thought it was a good idea to ship 30,000 crates of Mandari Rounds to us? Seriously, we’re running out of warehouse space! Gladiators only need a few of these per match unless they’re actively trying to turn Battle City into a horror show. Have you seen the audience’s feedback?

“Uncomfortably cruel” was used seven times last week alone.

Second, while we appreciate your “generosity,” we need more rounds — specifically the new incendiary variants. The Mandari Mark IV prototypes you sent for “testing purposes” last month sold out before the catalog went live. Let us know if you can send just a few more samples (maybe 20,000 crates this time?). Also, consider throwing in a bulk discount; after all, we’re the ones making these rounds famous.

Finally, could you please clarify the labeling on the crates? The last shipment said: “mild discomfort upon impact,” and we had THREE gladiators sue us for false advertising. Let’s call them what they are: “gruesome but effective.”

Truth in marketing, folks.

Best regards,

Upper Management, Battle City Division

Official Name/s: Thor’s Ammo (see link here for more info)

BC — Name: Thor’s Ammo

Banned by: N/A

Original Purpose: Thor’s Ammo was originally designed as the ultimate anti-armor solution, created with hopes of marketing it to militaries and private security forces after its debut in the Battle City games.

The concept was simple but devastating: each round carried a micro-reactor core that, upon impact, released a pulse of electromagnetic energy followed by an explosive shockwave. This combination would disable shields, shatter even the toughest armor, and deliver devastating kinetic force to anything unfortunate enough to be nearby. The next shot was designed to hit the exact same spot with pinpoint accuracy.

Wargold Industries anticipated that showcasing Thor’s Ammo in the BC games would generate massive interest, making it a must-have product for militaries across the galaxy.

Why it’s Banned: The weapon, however, has a dubious and chaotic history. Thor’s Ammo was never officially banned or restricted because it technically didn’t exist outside the BC games.

It was developed by a disgruntled R&D employee furious after losing significant money betting on his favorite gladiator in Season 2. After watching them repeatedly fall to heavily armored guardians, he designed the ammo specifically to counter their absurd defenses, with little regard for balance or safety.

By the time Wargold management discovered its existence, Thor’s Ammo had already caused massive disruptions in internal playtests, earning a reputation as “the armor breaker to end all armor breakers.” Its creation was quietly swept under the rug, with management publicly distancing themselves while debating how to make use of it.

BC Purpose: In the Battle City games, Thor’s Ammo is the ultimate trump card against guardians and other heavily fortified combatants. A single shot can turn even the most impenetrable armor into a heap of molten slag, instantly neutralizing opponents who rely on defensive tactics.

However, its sheer destructive power has sparked controversy, as its use often makes matches one-sided and eliminates any semblance of strategic depth. While guardians are its primary target, lighter gladiators quickly realized that Thor’s Ammo can obliterate environmental cover, giving it additional utility for altering the battlefield.

The rounds have also been adapted for makeshift demolition, with some gladiators using them to collapse buildings or create improvised escape routes. Currently, all stockpiles are depleted, and only a few have the enchantment to create more.

Street Price: *Internal memo obtained by the Bookies Gazette

Memo from Wargold Industries to Upper Management

Subject: Thor’s Ammo Deployment in BC Games — “Just Send It”

To Upper Management,

We need to have a serious chat about Thor’s Ammo. Yes, we know it costs more per round than some small ships. Yes, we know it “technically” unbalances the games. And yes, we’re fully aware that its mere existence makes guardians cry themselves to sleep.

But listen: WE SPENT TOO MUCH MONEY TO SHELF IT NOW.

The development costs for this monstrosity make our other ammo lines look like dollar-store knockoffs, and the board is breathing down our necks for a return on investment.

Here’s the pitch: Thor’s Ammo isn’t “overpowered,” it’s “game-enhancing.” Think of the drama it will bring! Guardians scrambling to adapt, lighter gladiators finding creative ways to avoid death, the audience screaming in pure, unfiltered chaos — it’s ratings gold!

Besides, nothing says “gladiator spectacle” like seeing someone’s state-of-the-art/classic armor turn into a puddle.

We don’t care how many complaints we get. Put it in the game. If anything, we’ll just market it as “limited-edition” ammo or enchantment. Scarcity drives demand, right?

Oh, and for the record, we strongly recommend not telling the players how much each round costs. Let them focus on the carnage, not their credit balance.

Sincerely,

R&D Marketing Department, Wargold Industries

Official Name/s: Artifacts (magical) (see link here for more info)

BC — Name: N/A

Banned by: Galactic wide

Original Purpose: Magical artifacts are among the most dangerous and enigmatic tools in existence, their power often growing over centuries of use and refinement. These items typically begin as weak or mundane enchanted objects, but through continuous use and the imbuing of energy, they evolve into relics of immense potency, sometimes carrying the weight of entire bloodlines.

Although not outright banned, magical artifacts must be registered with galactic authorities due to the inherent risks they pose. Even the wealthiest and most influential families are rarely permitted to own more than one or two.

Why it’s Banned: The restrictions stem from several dangers: artifacts can develop independent personalities or absorb traits from previous owners, often acting contrary to their wielder’s intent; they can possess weak-minded individuals, bending them to the artifact’s will; and they are prone to becoming “intention weapons”, items that amplify the user’s emotions into destructive force — an act forbidden across the Galactic Expanse. These dangers make artifacts simultaneously coveted and feared.

BC Purpose: In the Battle City Gladiatorial Games, magical artifacts represent both a thrilling spectacle and a dangerous liability. To address these concerns, a compromise was reached between the Galactic Council and Upper Management, limiting the games to only eight registered artifacts in total.

These relics are carefully selected and monitored, with their use restricted to pre-approved gladiators under strict supervision. The artifacts add a layer of unpredictability and excitement to the games, often becoming the centerpiece of high stakes matches or legendary storylines.

Their unique powers — ranging from amplifying abilities to unleashing devastating effects — make them coveted prizes, but their potential for chaos ensures that even the most experienced gladiators handle them with caution. By limiting the number and enforcing strict oversight, the games strike a balance between showcasing these ancient marvels and preventing catastrophic misuse.

Street Price: Good luck finding one. Owners will not part with them for any price.

Official Name/s: Electrical Stimulation Devices

BC — Name: ESDs

Banned by: Restricted use

Original Purpose: Originally developed for medical use, Electrical Stimulation Devices (ESDs) are highly effective tools for treating various physical and mental health conditions. They deliver precise electrical impulses to stimulate nerves, muscles, or specific areas of the brain, aiding in muscle therapy, pain management, and even treatment-resistant depression. While not outright banned, the devices are tightly regulated to ensure they are used exclusively for their intended medical purposes. Clinics and hospitals rely on ESDs to improve patient outcomes, but their misuse outside these environments has raised ethical concerns.

Why it’s Banned: Manufacturers have issued stern public warnings about the misuse of these devices, but their memos read more like thinly veiled panic.

One leaked statement summed up the situation perfectly: “Our devices were designed to heal, not to turn someone into a mindless assassin or make people shrug off broken bones like paper cuts. We cannot be held responsible for what happens when you hook them up to a psychopath with a gladiatorial death wish.”

BC Purpose: In the Battle City games, assassins, healers, and guardians have found far more sinister applications for these devices. Assassins and interrogators have weaponized ESDs to “reprogram” the minds of captured enemies, creating sleeper agents or extracting information through torture.

Healers, ironically, use modified versions of ESDs to push the human body to its limits by overriding pain receptors, allowing wounded gladiators to fight beyond what should be physically possible.

Portable units carried by guardians serve a similar function, dulling pain and temporarily boosting endurance during prolonged battles. While undeniably effective, their use in such brutal and manipulative ways has made ESDs a controversial and highly sought-after tool in the games.

Street Price: The street price for Electrical Stimulation Devices is steep, despite — or perhaps because of — their questionable applications. Medical manufacturers have banded together to combat their use in the games, filing lawsuits and lobbying for stricter regulations.

Their efforts, however, have been thwarted by the thriving second-hand market. Discontinued models, “liberated” from clinics, and counterfeit devices flood the BC market, where they are sold at exorbitant prices to gladiators and rogue operatives.

Official Name/s: Clarion Serum and Noxy Pulsar

BC — Name: Vitamin M, M-Complex, Noxy-9

Banned by: Galactic wide

Original Purpose: Originally developed to enhance magical abilities on magic-heavy worlds, Clarion Serum and its more potent variant, Noxy Pulsar, were revolutionary in their ability to amplify a user’s magical output. The serum interacts with the neural leyline receptors (NLRs) in the brain, specialized pathways found only in magic-capable beings.

By boosting the responsiveness of these receptors, the serum allows users to channel greater amounts of magical energy with increased precision. It was intended as a medical breakthrough for magical researchers, battle mages, and healers, enabling them to perform feats far beyond their natural limits on high-magic worlds where such enhancements were in demand.

Why It Was Banned: Despite its groundbreaking potential, Clarion Serum was banned due to its dangerously addictive properties. Prolonged use led to physical and psychological dependency, with users experiencing intense cravings, hallucinations, and in some cases, complete mental degradation.

The serum created a feedback loop in the neural leyline receptors, overstimulating them to the point of burnout, leaving users permanently unable to perform magic.

Furthermore, withdrawal symptoms included violent magical outbursts and physical convulsions, making it a significant public safety concern. The Galactic Council outlawed both Clarion Serum and Noxy Pulsar, but their popularity in underground markets persists.

BC Purpose: In the Battle City Gladiatorial Games, Clarion Serum and Noxy Pulsar are used to push magical gladiators to their limits, enhancing their abilities and extending their stamina during high stakes battles. The serums give competitors an edge, allowing them to cast more powerful spells and sustain combat for extended periods.

Mage-Gladiators discovered that by undergoing a “nanite blood wash” at the end of the season — a cleansing process that removes lingering nanite particles — the addictive effects of the serums are significantly reduced.

After the wash, withdrawal symptoms are mild, typically manifesting as a slight headache or a mild itching sensation that fades within hours, making the serums a calculated risk for participants eager to gain an edge.

Street Price: The street price of Clarion Serum and Noxy Pulsar is highly variable, depending on the faction and its access to magical resources. In magic-dominant factions like the Blue Faction, where such substances are more common, prices range from 500 to 800 BC-credits per vial.

In the Red and Gold Factions, where magic is less prevalent, but the serums are still coveted, prices can soar to 1,200 to 2,000 per vial, especially during the Battle City season. The demand spikes dramatically during off-season training and in underground dueling circuits, where gladiators and rogue mages alike seek the edge these serums provide.

FUTURE OF BANNED WEAPONS

Amid this cacophony of finger-pointing and fiery one-liners, the Galactic Council has been chomping at the bit to step in. Several council members have proposed sweeping regulations on weaponry used in the games, with penalties ranging from disqualification to criminal prosecution for violators.

One particularly fiery proposal sought to declare Upper Management, Wargold Arms executives, and any gladiators caught wielding banned weapons as war criminals.

Harsh? Sure.

But in the Council’s defense, it’s hard to ignore the “weapons of mass destruction” angle when half the audience has to evacuate after each match.

Just as it seemed this interstellar mess was headed for galactic litigation, the Emperor himself stepped in to — shall we say — de-escalate the situation.

Invoking sovereign territory laws and flexing his trademark nonchalance, the Emperor declared, “It’s just a show, chill,” effectively halting the Council’s efforts to rain on the Battle City Games’ radioactive parade.

While his intervention has kept the games alive (and their ratings higher than ever), it’s safe to say the controversy isn’t over. After all, where there are explosions, there are questions — and where there are questions, there’s always someone with something to hide.

— — — —

More can be found here: https://www.royalroad.com/fiction/71271/shadows-and-stardust-a-tale-of-ambition-quest