Field Guide · Armoury

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
Armoury · Rack
01 · The rack

Pick it up. Turn it over.

Every weapon with a model in the game, on the stand.

Kinetic · Sidearm

MK-4 Sidearm

Fifteen rounds of reliable. The gun you draw when the other one is empty.

Damage26
Capacity15
Reload1.5 s
Output139/s
Rate320 rpm
Velocity380 m/s
Armoury · Feeds
02 · Kinetic vs energy

Magazines or heat.

Kinetic
Counts down.

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.

18 / 30
Energy
Heats up.

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.

Heat 78 / 100
Ordnance
Goes off.

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.

Up to 19 m radius
03 · Full specification

Ranked by sustained output.

Damage × rate of fire, before reloads and heat. The bars are relative to the best gun in the game.

WeaponRoleFeedDamageRPMMuzzleCapacitySustained output
ARC-7 RifleIssuedBurst rifleMagazine24700720 m/s30 · 2.3s280/s
VECTOR SMGSMGMagazine17900340 m/s32 · 2.1s255/s
PULSE CarbineEnergy carbineHeat21600620 m/s+5.5 heat / shot210/s
HALBERD MarksmanKineticMagazine58210980 m/s12 · 2.6s203/s
MK-4 SidearmSidearmMagazine26320380 m/s15 · 1.5s139/s
SIPHON BeamEnergy beamHeat612001100 m/s+1.9 heat / shot120/s
ARC LanceInterior onlyInterior energyHeat34180340 m/s+12 heat / shot102/s
LODESTAR RailEnergyHeat165323000 m/s+34 heat / shot88/s
MERIDIAN Bolt RifleKineticMagazine128361250 m/s5 · 3.8s77/s
LONGVIEW RailAnti-materiel railMagazine92401400 m/s5 · 3.4s61/s
LONGBOWBallistic bowMagazine584590 m/s20 · 1.1s44/s
HAMMER ShotgunShotgunMagazine1375290 m/s6 · 3s16/s
04 · Launchers

The LANCE family.

Three tiers, sized by what they do to the landscape.

8 m
Light launcherLANCE-1 Launcher

Four rockets, contact-fused. Clears a doorway.

Blast 120Rockets 4Flight 95 m/sReload 3.1 s
13 m
Heavy launcherLANCE-3 Launcher

Two rockets, wider blast. Clears a room.

Blast 210Rockets 2Flight 78 m/sReload 4 s
19 m
Siege launcherLANCE-7 Siege

One rocket. Rearranges the landscape.

Blast 340Rockets 1Flight 62 m/sReload 5.2 s
05 · Hand ordnance

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.

ChargeGoes offDamageLethalInjuryAreaSourceWhat it does
Frag Charge3.4 s fuse · cook1203 m8 m—Found onlyCookable fragmentation charge. Hold to cook, release to throw. Bounces.
Limpet ChargeSticks · 2.4 s1402.6 m6.5 m—Found onlySticks to anything it touches — ground, walls, hulls, people — then goes off.
Cluster Charge2.5 s fuse · cook501.5 m4 m—Found onlyBursts into five bomblets that scatter and go off in a ripple.
Thermite ChargeImpact18—3.2 m3.2 m · 7 sFound onlyImpact. Leaves a pool of molten slag that burns flesh and hulls.
Cryo Charge2.2 s fuse · cook10—7 m6 m · 5 sFound onlyFlash-freezes the area: anything caught moves at a crawl.
EMP ChargeImpact6—9 m—Found onlyGoes off on impact. Kills vehicles, drones and energy weapons for seconds; scrambles HUDs.
Concussion Charge1.8 s fuse · cook5—10 m—Found onlyStuns: muffled hearing, blurred sight, an unsteady aim. No flash.
Gravity Well1.9 s fuse · cook401.6 m3 m9 m · 3 sFound onlyOpens a gravity well that drags bodies and props in, then collapses.
Dustveil Smoke1.4 s fuse———8 m · 16 sRequisitionRegolith obscurant: a dust wall outdoors, true smoke inside. Blinds drones; dulls thermal.
Recon Pulse0.9 s fuse———32 m · 7 sRequisitionPings three times: every hostile within 32 m shows through walls for your team.
Decoy1 s fuse———60 m · 11 sRequisitionFakes a firefight: rifle bursts and flashes that drones turn to engage.
Next chapter 07 / 10Motor PoolRovers, a quad and two flyers.Continue →
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