Equipment system

Weapons, mods, and Utilities

A weapon's AP cost determines how often an Operator can move, attack, or use support tools. Mods change its stats and effects, while Utilities add limited-use options 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. Choose effects that match how often the weapon fires and which enemies the Operator usually attacks.

The Armory weapon screen comparing an Amplifier with an equipped Dual Amplifier while showing weapon Mod slots
Compare the equipped Mod with the candidate effect before replacing it. Here the stronger close-range bonus only helps an Operator who regularly fights at that distance.Dantics Armory footage at 28:16

Utilities solve specific turns

Impact Bombs, Concussion Grenades, and Medkits are examples of equipable combat tools. Equip the tool that addresses the mission's likely threats instead of leaving every item in storage.

Where equipment comes from

  • Operations
  • Tactical Missions
  • Black Market
Sources used 3