
Orbit Marauder — Base
Voidwake Shard • Cosmic • Scout
- Power
- 7
- Speed
- 9
- Mind
- 6
- Spirit
- 2
Boarding
Against Tech, gain +1 Speed and +1 Power.
Rules key: BOARDINGUncommon • FW #0080 • SW-C-605
All forms with this SW-C code share one Champion identity for Weave copy limits. Collector treatments remain cosmetic and never change combat power.
The Story of Orbit Marauder
Orbit Marauder grew up boarding ships that were technically moving too fast to board.
Voidwake raiders survive between Shards by attaching to vessels during the brief moments when dimensional seams compress relative motion. A good boarder reads hull design, engine rhythm and panic at the same time.
Marauder became infamous for specialising in Tech ships.
Machines expose useful regularity. Cooling vents repeat. Security doors have cycle times. Powered armour commits to actuator paths. Against Tech opponents, that familiarity translates into both Speed and Power.
The Scout role is literal. Marauder goes first through a breach, marks safe routes and identifies which systems must fail before the rest of the crew arrives.
A Neon Kairo corporation once offered a fortune for capture. Marauder boarded the bounty ship, replaced the corporate logo with a hand-painted grin and left without stealing anything else.
The insult became more famous than several actual raids.
Convergence expansion has made Voidwake richer and more dangerous. New Shards mean new vessels, new defences and new mistakes.
Marauder keeps a piece of hull from every successful boarding.
The collection is becoming too heavy for one ship.
My Shards