Equipment system
Weapons, mods, and Utilities
Weapons define AP rhythm as much as damage. Mods alter stats and effects, while Utilities add limited-use tactical answers such as grenades and Medkits.
Base weapon families4
Long rangeLongarm
Flexible fireRifle / Pistol
AcquisitionMissions / Market
Four base weapon families
Attack costs and ideal ranges differ, so compare the weapon's AP rhythm with the Operator's intended role before evaluating raw damage.
- Longarm
- Repeater
- Rifle
- Pistol
Weapon Mods change the job
Mods occupy weapon slots and can change stats or add effects. More slots become available through progression. Use effects that match how often the weapon fires and which targets the Operator is expected to pressure.
Utilities solve specific turns
Impact Bombs, Concussion Grenades, and Medkits are examples of equipable combat tools. Their value comes from having the right answer available before a mission, not from hoarding every item in storage.
Where equipment comes from
- Operations
- Tactical Missions
- Black Market