
Two ways
to run dry.
Kinetic weapons run out of rounds. Energy weapons run out of somewhere to put the heat — and in vacuum, radiating it away is the only option. Every figure on this page is read live from the game.
- Weapons
- 12
- Launchers
- 3
- Fastest round
- 3000m/s
- Highest rate
- 1200rpm
Pick it up. Turn it over.
Every weapon with a model in the game, on the stand.
MK-4 Sidearm
Fifteen rounds of reliable. The gun you draw when the other one is empty.
Magazines or heat.
Rounds in a magazine, a reload when it is empty, and ammunition you have to find or buy. Predictable, heavy to carry, and dead the moment you run out.
No magazine — every shot adds heat, and in vacuum there is no air to carry it away. Fire hard, then let it cool. Push it too far and it locks out to vent.
Launchers do not do damage per hit — their rockets do damage per blast. Contact-fused, slow enough to see coming, and wide enough that it rarely matters.
Ranked by sustained output.
Damage × rate of fire, before reloads and heat. The bars are relative to the best gun in the game.
| Weapon | Role | Feed | Damage | RPM | Muzzle | Capacity | Sustained output |
|---|---|---|---|---|---|---|---|
| ARC-7 RifleIssued | Burst rifle | Magazine | 24 | 700 | 720 m/s | 30 · 2.3s | 280/s |
| VECTOR SMG | SMG | Magazine | 17 | 900 | 340 m/s | 32 · 2.1s | 255/s |
| PULSE Carbine | Energy carbine | Heat | 21 | 600 | 620 m/s | +5.5 heat / shot | 210/s |
| HALBERD Marksman | Kinetic | Magazine | 58 | 210 | 980 m/s | 12 · 2.6s | 203/s |
| MK-4 Sidearm | Sidearm | Magazine | 26 | 320 | 380 m/s | 15 · 1.5s | 139/s |
| SIPHON Beam | Energy beam | Heat | 6 | 1200 | 1100 m/s | +1.9 heat / shot | 120/s |
| ARC LanceInterior only | Interior energy | Heat | 34 | 180 | 340 m/s | +12 heat / shot | 102/s |
| LODESTAR Rail | Energy | Heat | 165 | 32 | 3000 m/s | +34 heat / shot | 88/s |
| MERIDIAN Bolt Rifle | Kinetic | Magazine | 128 | 36 | 1250 m/s | 5 · 3.8s | 77/s |
| LONGVIEW Rail | Anti-materiel rail | Magazine | 92 | 40 | 1400 m/s | 5 · 3.4s | 61/s |
| LONGBOW | Ballistic bow | Magazine | 58 | 45 | 90 m/s | 20 · 1.1s | 44/s |
| HAMMER Shotgun | Shotgun | Magazine | 13 | 75 | 290 m/s | 6 · 3s | 16/s |
The LANCE family.
Three tiers, sized by what they do to the landscape.
Four rockets, contact-fused. Clears a doorway.
Two rockets, wider blast. Clears a room.
One rocket. Rearranges the landscape.
Thrown, not fired.
Every charge has a lethal core, an injury ring and nothing beyond it — and cover stops it. In vacuum the fragments fly straight: a crater lip is a wall. Inside, the overpressure wraps a corner.
| Charge | Goes off | Damage | Lethal | Injury | Area | Source | What it does |
|---|---|---|---|---|---|---|---|
| Frag Charge | 3.4 s fuse · cook | 120 | 3 m | 8 m | — | Found only | Cookable fragmentation charge. Hold to cook, release to throw. Bounces. |
| Limpet Charge | Sticks · 2.4 s | 140 | 2.6 m | 6.5 m | — | Found only | Sticks to anything it touches — ground, walls, hulls, people — then goes off. |
| Cluster Charge | 2.5 s fuse · cook | 50 | 1.5 m | 4 m | — | Found only | Bursts into five bomblets that scatter and go off in a ripple. |
| Thermite Charge | Impact | 18 | — | 3.2 m | 3.2 m · 7 s | Found only | Impact. Leaves a pool of molten slag that burns flesh and hulls. |
| Cryo Charge | 2.2 s fuse · cook | 10 | — | 7 m | 6 m · 5 s | Found only | Flash-freezes the area: anything caught moves at a crawl. |
| EMP Charge | Impact | 6 | — | 9 m | — | Found only | Goes off on impact. Kills vehicles, drones and energy weapons for seconds; scrambles HUDs. |
| Concussion Charge | 1.8 s fuse · cook | 5 | — | 10 m | — | Found only | Stuns: muffled hearing, blurred sight, an unsteady aim. No flash. |
| Gravity Well | 1.9 s fuse · cook | 40 | 1.6 m | 3 m | 9 m · 3 s | Found only | Opens a gravity well that drags bodies and props in, then collapses. |
| Dustveil Smoke | 1.4 s fuse | — | — | — | 8 m · 16 s | Requisition | Regolith obscurant: a dust wall outdoors, true smoke inside. Blinds drones; dulls thermal. |
| Recon Pulse | 0.9 s fuse | — | — | — | 32 m · 7 s | Requisition | Pings three times: every hostile within 32 m shows through walls for your team. |
| Decoy | 1 s fuse | — | — | — | 60 m · 11 s | Requisition | Fakes a firefight: rifle bursts and flashes that drones turn to engage. |
The drop window is open.
Make an account in the Control Center, pick a frame, and take your first kit down. It runs in your browser — nothing to install.





