Weapon roster and handling¶
Equip two weapons from the current authored roster. Each has its own ammo/reload state; switching is a validated host action. Five current choices are linked below, with legacy assets labelled separately in the full inventory.
| Weapon | Main role | Read more |
|---|---|---|
| Carbine | Automatic generalist | Tuning |
| Marksman rifle | Deliberate ranged precision | Tuning |
| Hand cannon | Heavy semiautomatic pistol | Tuning |
| Shotgun | Close-range pellet shell | Tuning |
| SMG | High-rate close-range pressure | Tuning |
The roster loader accepts exactly five authored references. If its configuration is invalid, source fallback definitions exist; this wiki validates the five current references rather than presenting fallback values as authored tuning.
Read numbers with their conditions¶
Damage is per pellet, fire rate is rounds/second, magazine is ammunition capacity and reload duration is seconds. Falloff distances are metres. Weakpoint multipliers require real precision hits. Theoretical full-hit output is different from measured combat DPS.
Focus Window and Rail Surge enhance a bounded number of triggers; misses consume them. Shotgun pellets share one trigger. Last Round applies once to the final shell. Piercing and secondary effects stop at solid cover under their respective rules.
The historical balance report includes all discovered assets and assumptions, including old ID-zero weapons. It is not the current roster manifest or human balance approval.
Source: authored roster, roster loader, weapon definition, weapon state machine.