Know the game
Weapons
Seven weapons, one per operator, with every number from the game.
#All weapons
| Weapon | Operator | Damage | Falloff | Fire interval | Mag / reserve | Reload | Armour pen | Spread | Reach | Pulls to down* |
|---|---|---|---|---|---|---|---|---|---|---|
| Auto rifle | Benja | 18 | 9 to 18 m (to 60%) | 0.11 s | 24 / 72 | 1.8 s | 20% | 2.5° (+5° running) | 22.4 m | 9 |
| Pump shotgun | Tonashiro | 14 x 8 | 4.5 to 8 m (to 20%) | 0.8 s | 5 / 20 | 2.2 s | 0% | 7.5° (+2° running) | 10.4 m | 2 |
| Marksman rifle | Ray | 55 | 22 to 30 m (to 85%) | 0.75 s | 5 / 20 | 2.1 s | 50% | 0.5° (+9° running) | 29.9 m | 3 |
| SMG | Tabsu | 12 | 5 to 12 m (to 45%) | 0.07 s | 30 / 90 | 1.5 s | 10% | 5.5° (+2.5° running) | 15 m | 13 |
| Burst carbine | Yot | 20 x 3-round burst | 12 to 22 m (to 70%) | 0.36 s | 24 / 72 | 2 s | 25% | 1.6° (+5° running) | 25.2 m | 3 |
| Drum LMG | Toad | 14 | 8 to 16 m (to 55%) | 0.1 s | 60 / 120 | 2.6 s | 15% | 3.5° (+3.5° running) | 19.5 m | 11 |
| Sawn-off | Bill | 10 x 9 | 3.5 to 6.5 m (to 20%) | 0.25 s | 2 / 18 | 1.5 s | 0% | 5.5° (+2° running) | 8.3 m | 2 |
* Trigger pulls to down a 150-health operator with no armour at close range, every pellet hitting: derived from the numbers, not measured play. Reach = bullet speed x bullet life. Spread is either side of your aim.
#Damage over distance
#Reloading
Press R (or the RELOAD button on touch) any time. Reloading makes a sound that carries 4 m, and the weapon panel warns when the magazine is low or empty and while you reload. Ammo pickups add 2 magazines to your reserve.
#Auto rifle
- Damage
- 18
- Full damage to
- 9 m; 10.8 from 18 m
- Magazine
- 24 (reserve 72), reload 1.8 s
- Armour pen
- 20%
The honest middle: accurate in bursts and fine at most ranges.
#Pump shotgun
- Damage
- 14 per pellet, 8 pellets
- Full damage to
- 4.5 m; 2.8 from 8 m
- Magazine
- 5 (reserve 20), reload 2.2 s
- Armour pen
- 0%
8 pellets that win the fight inside about 4.5 m and fade past 8 m. Rewards corners and doors.
#Marksman rifle
- Damage
- 55
- Full damage to
- 22 m; 46.8 from 30 m
- Magazine
- 5 (reserve 20), reload 2.1 s
- Armour pen
- 50%
Slow and heavy with the longest reach. Punishes anyone who peeks a long lane; crates and slabs still stop it.
#SMG
- Damage
- 12
- Full damage to
- 5 m; 5.4 from 12 m
- Magazine
- 30 (reserve 90), reload 1.5 s
- Armour pen
- 10%
Fast and loose: strong close and on the move, weak at range.
#Burst carbine
- Damage
- 20, 3-round bursts 0.07 s apart
- Full damage to
- 12 m; 14 from 22 m
- Magazine
- 24 (reserve 72), reload 2 s
- Armour pen
- 25%
Three accurate rounds per pull and more reach than the rifle, but a missed burst costs the whole cycle.
#Drum LMG
- Damage
- 14
- Full damage to
- 8 m; 7.7 from 16 m
- Magazine
- 60 (reserve 120), reload 2.6 s
- Armour pen
- 15%
A 60-round drum that holds a lane, loose at range, with the longest reload to bait.
#Sawn-off
- Damage
- 10 per pellet, 9 pellets
- Full damage to
- 3.5 m; 2 from 6.5 m
- Magazine
- 2 (reserve 18), reload 1.5 s
- Armour pen
- 0%
Two shells that win inside about 3.5 m, are down to 20% by 6.5 m and stop at 8.3 m. One shell never downs a full-health operator; the second is the kill.