You carry two weapons at a time. The P-9 pistol is always the second; the first is whatever you pick up on the map. Weapons have real handling: recoil, spread that blooms under sustained fire, headshot multipliers and reloads you have to time.
| Weapon | Class | Damage | Rate (rpm) | Magazine | Range |
|---|---|---|---|---|---|
| AKR Rifle | Assault rifle | 19 | 600 | 30 | 2100 |
| K-5 SMG | Submachine gun | 12 | 820 | 32 | 1350 |
| M-12 Shotgun | Pump action | 8 × 13 | 72 | 6 | 850 |
| LR-50 Sniper | Bolt action | 90 | 44 | 5 | 3400 |
| RPG Launcher | Anti-armour | 115 | 40 | 1 | 3200 |
| P-9 Sidearm | Pistol | 22 | 380 | 12 | 1700 |
AKR Rifle Assault rifle
The all-rounder. Controlled bursts stay accurate at long range; spread blooms if you hold the trigger.
K-5 SMG Submachine gun
Fast and forgiving in the air. Wins close fights on catwalks and bridges.
M-12 Shotgun Pump action
Eight pellets per shell. Devastating up close; useless across the map.
LR-50 Sniper Bolt action
Hold zoom to see across the map. A headshot finishes most fights.
RPG Launcher Anti-armour
One rocket, 175-unit blast radius. Aim at feet and at explosive barrels.
P-9 Sidearm Pistol
Always in your second slot. Swap to it instead of reloading mid-fight.
Grenades, medkits and barrels
- Frag grenade: bounces, with a 2.1-second fuse. Cook it off a wall. You carry up to four.
- Field kit: restores 60 health and respawns every 22 seconds.
- Red barrels: 95 damage in a 200-unit radius, respawning after 30 seconds. They chain.
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