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Arsenal

Loadout

Firearms · Utilities

4 · 5

A loadout is a primary, a secondary and two or three Utilities. Every attachment and every Utility exists to create another way to find a faster Run. Nothing is an upgrade: more zoom costs aim time, more rounds cost reload time, a quieter muzzle costs range.

PrimaryRifle · Shotgun · Bolt rifle
SecondaryPistol
Utility 1–3Frag · Flash · Smoke · EMP · Breach

Arsenal

Firearms

Primary

Rifle

Full auto. Three body hits or one headshot. The honest choice.

Damage
Fire rate
Handling
Range
Magazine
30
To kill
3 body · 1 head

Circuits · Assault

Primary

Shotgun

Pump action. Erases anything close in one shot. Useless across a room.

Damage
Fire rate
Handling
Range
Magazine
6
To kill
1 shot within ~3.5 m

Circuits · Breach

Primary

Bolt rifle

One shot, one kill, anywhere on the body. Slow to cycle, so make it count.

Damage
Fire rate
Handling
Range
Magazine
5
To kill
1 anywhere

Circuits · Precision

Secondary

Pistol

Fast draw, fast follow-ups. A headshot drops anyone.

Damage
Fire rate
Handling
Range
Magazine
12
To kill
3 body · 1 head

Circuits · Stealth

Attachments

Trade-offs, not tiers.

Every slot is a choice with a cost. Earn new options by finishing Tracks and winning medals — no loot, no rarity, no random rolls. Veterans get more choices, never a hidden advantage.

Optic

  • Iron sightsNothing in the way. The fastest sight picture.
  • Red dotA clean dot and a little magnification. Barely slower to raise.
  • HolographicRing reticle, more zoom. Slower to raise and out of a sprint.
  • 4x scopeReal magnification for long lanes. Heavy to aim and move with.
  • 8x scopeEverything far is close. Everything close is a problem.

Muzzle

  • Bare muzzleNo trade-offs. Loud.
  • SuppressorGunfire barely carries; hostiles out of sight stay put. Shorter range.
  • CompensatorMuch less recoil. Much more noise.
  • ChokeTighter shotgun pattern, longer reach. Slightly slower to raise.

Barrel

  • StandardBalanced.
  • Long barrelDamage holds much further. Slower to draw, aim and move with.

Underbarrel

  • No gripNothing under the barrel.
  • Vertical gripSteadier bursts. A touch slower to raise.
  • Angled gripFaster to aim and out of a sprint. Kicks a little more.

Magazine

  • StandardBalanced.
  • ExtendedHalf again the rounds. Slower reloads and handling.
  • Quick magPull tab: far faster reloads, fewer rounds.
  • Tube extensionMore shells between reloads; every reload takes longer.

Tactical

  • No laserNothing gives you away.
  • LaserReady to fire much sooner out of a sprint. Hostiles spot the beam and react faster.

Utilities

Five problems, five answers.

Each one solves a different problem. Learn which — and when.

  • Frag

    Frag clears.

    Short fuse, wide blast: rooms empty and loose cover flies. It hurts you too.

    ×2 per Run

  • Flash

    Flash creates an opening.

    Hostiles facing the burst are blind for seconds; the rest lose their aim. Needs line of sight.

    ×2 per Run

  • Smoke

    Smoke breaks sightlines.

    A cloud nobody sees through for nine seconds. Neither do you.

    ×2 per Run

  • EMP

    EMP disables technology.

    Drops energy barriers and shorts out powered targets in its radius — even through walls. Never affects people.

    ×1 per Run

  • Breach charge

    Breach creates a route.

    Place it on a breachable wall, step back, detonate: the wall becomes a door. The dust blocks sight for a moment.

    ×1 per Run