Rifle
Full auto. Three body hits or one headshot. The honest choice.
- Magazine
- 30
- To kill
- 3 body · 1 head
Arsenal
Firearms · Utilities
4 · 5A 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.
Arsenal
Full auto. Three body hits or one headshot. The honest choice.
Pump action. Erases anything close in one shot. Useless across a room.
One shot, one kill, anywhere on the body. Slow to cycle, so make it count.
Fast draw, fast follow-ups. A headshot drops anyone.
Attachments
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.
Utilities
Each one solves a different problem. Learn which — and when.
Frag clears.
Short fuse, wide blast: rooms empty and loose cover flies. It hurts you too.
×2 per Run
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 breaks sightlines.
A cloud nobody sees through for nine seconds. Neither do you.
×2 per Run
EMP disables technology.
Drops energy barriers and shorts out powered targets in its radius — even through walls. Never affects people.
×1 per Run
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