Guns

Viper P9
Pistol · Light Ammo
Light ammo sidearm. Snappy and accurate.
- Damage
- 16
- Fire rate
- 400 rpm
- Magazine
- 12
- Reload
- 1.1 s
- Headshot
- ×1.6
- Range
- 65 m

Hornet SMG
Submachine gun · Light Ammo
Light ammo. Shreds up close.
- Damage
- 11
- Fire rate
- 900 rpm
- Magazine
- 26
- Reload
- 1.6 s
- Headshot
- ×1.4
- Range
- 48 m

Ranger AR
Assault rifle · Heavy Ammo
Heavy ammo. Reliable at every range.
- Damage
- 17
- Fire rate
- 600 rpm
- Magazine
- 28
- Reload
- 1.9 s
- Headshot
- ×1.6
- Range
- 90 m

Mauler 12G
Pump shotgun · Shells
Shells. Nine pellets of bad news.
- Damage
- 11 × 9
- Fire rate
- 69 rpm
- Magazine
- 6
- Reload
- 2.5 s
- Headshot
- ×1.3
- Range
- 28 m

Longbow DMR
Marksman rifle · Sniper Ammo
Sniper ammo. Semi-auto marksman rifle. Two to the head drops anyone unshielded.
- Damage
- 31
- Fire rate
- 171 rpm
- Magazine
- 10
- Reload
- 2.4 s
- Headshot
- ×1.9
- Range
- 170 m

Bulwark LMG
Light machine gun · Heavy Ammo
Heavy ammo. 45-round box. Hold the line, then pray through the reload.
- Damage
- 15
- Fire rate
- 600 rpm
- Magazine
- 45
- Reload
- 3.1 s
- Headshot
- ×1.5
- Range
- 85 m

Thunderbolt .50
Sniper rifle · Sniper Ammo
Sniper ammo. One shot, one ragdoll.
- Damage
- 100
- Fire rate
- 43 rpm
- Magazine
- 5
- Reload
- 2.7 s
- Headshot
- ×2
- Range
- 230 m

Rhino RPG
Rocket launcher · Rockets
Rockets. Supply drops only. Big boom.
- Damage
- 125
- Fire rate
- 54 rpm
- Magazine
- 1
- Reload
- 2.6 s
- Headshot
- ×1
- Range
- 130 m
All guns compared
| Gun | Type | Ammo | Damage | Headshot | Fire rate | DPS | Shots to down | Magazine | Reload | Range |
|---|---|---|---|---|---|---|---|---|---|---|
| Viper P9 | Pistol | Light Ammo | 16 | ×1.6 | 400 rpm | 107 | 7 | 12 | 1.1 s | 65 m |
| Hornet SMG | Submachine gun | Light Ammo | 11 | ×1.4 | 900 rpm | 165 | 10 | 26 | 1.6 s | 48 m |
| Ranger AR | Assault rifle | Heavy Ammo | 17 | ×1.6 | 600 rpm | 170 | 6 | 28 | 1.9 s | 90 m |
| Mauler 12G | Pump shotgun | Shells | 11 × 9 | ×1.3 | 69 rpm | 114 | 2 | 6 | 2.5 s | 28 m |
| Longbow DMR | Marksman rifle | Sniper Ammo | 31 | ×1.9 | 171 rpm | 89 | 4 | 10 | 2.4 s | 170 m |
| Bulwark LMG | Light machine gun | Heavy Ammo | 15 | ×1.5 | 600 rpm | 150 | 7 | 45 | 3.1 s | 85 m |
| Thunderbolt .50 | Sniper rifle | Sniper Ammo | 100 | ×2 | 43 rpm | 72 | 1 | 5 | 2.7 s | 230 m |
| Rhino RPG | Rocket launcher | Rockets | 125 | ×1 | 54 rpm | 112 | 1 | 1 | 2.6 s | 130 m |
Automatic guns (Hornet SMG, Ranger AR and Bulwark LMG) fire while you hold the button; the rest fire once per click. Pistol, SMG, shotgun and LMG damage falls off with distance, rifles keep theirs. Hip fire spreads more than aiming with the right mouse button, and moving or flying adds spread too.
With the dynamic gap on, the crosshair opens up as your spread grows, so you can see when a shot will land tight. Its style, colour, centre dot, length, thickness, gap, outline and opacity are all yours to set under Settings → Crosshair.
What rarity changes
Rarity never changes damage. It makes a gun easier to use: a bigger magazine, tighter spread, faster reloads and faster equipping. The rocket launcher has a one-rocket magazine at every rarity.
| Rarity | Magazine | Spread | Reload time | Equip time |
|---|---|---|---|---|
| Common | base | base | base | base |
| Rare | +20% | −7% | −8% | −6% |
| Epic | +40% | −14% | −16% | −12% |
| Legendary | +60% | −21% | −24% | −18% |
Grenades
Hold G to cook a grenade and release to throw; T switches between grenade types. The game draws the throw arc while you aim.
Frag Grenade
Throwable
Cook it, throw it, watch them fly.
- Damage
- up to 110
- Blast radius
- 6 m
- Fuse
- 2.3 s

Impulse Grenade
Throwable
No shrapnel, just a shove. Pops on impact: launch yourself or knock them off a ledge.
- Damage
- 8
- Push radius
- 7 m
- Detonates
- on impact
Smoke Grenade
Throwable
Bounces, then pours out a thick smoke screen for 10 seconds.
- Damage
- 0
- Cloud radius
- 5 m
- Lasts
- 10 s
Explosive barrels work like free grenades. A barrel has 60 HP, starts burning below 30, then blows up for up to 120 damage within 6 m and sets off its neighbours.
Armour, helmets and backpacks
You wear one of each. Body shields take damage before your health, helmets cut the extra damage of a headshot (not the base hit) and backpacks add inventory slots.

Body Shield
Gear
Absorbs damage before health.

Helmet
Gear
Cuts the extra damage of headshots.

Backpack
Gear
More inventory slots.
| Rarity | Body shield | Helmet | Backpack |
|---|---|---|---|
| Common | 50 shield | −25% headshot bonus | +2 slots |
| Rare | 75 shield | −40% headshot bonus | +4 slots |
| Epic | 100 shield | −55% headshot bonus | +6 slots |
| Legendary | 100 shield | −65% headshot bonus | +6 slots |
Healing

Bandage
Health
+25 health.
- Use time
- 2.4 s
- Stack
- 5

Med Kit
Health
Full health.
- Use time
- 5.5 s
- Stack
- 2

Shield Cell
Shield
+25 shield.
- Use time
- 2.4 s
- Stack
- 4

Shield Battery
Shield
Full shield.
- Use time
- 4.5 s
- Stack
- 2
Ammo
| Ammo | Used by | Stack |
|---|---|---|
| Light Ammo | Viper P9 and Hornet SMG | 60 |
| Heavy Ammo | Ranger AR and Bulwark LMG | 60 |
| Shells | Mauler 12G | 16 |
| Sniper Ammo | Longbow DMR and Thunderbolt .50 | 20 |
| Rockets | Rhino RPG | 4 |