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ARSENAL

CHOOSE YOUR
WEAPON

Explore a wide arsenal of Kardian weapons, each designed for different playstyles, missions, and combat zones.

STONEBREAK.

Weapon

TYPE: SMG

Originally a Void mining tool, repurposed for combat. Fires kinetic slugs that shatter armour plating at close range, at the cost of accuracy past twenty metres.

ZEUS.

Weapon

TYPE: SMG

Draws directly from a Kardium cell to fire chained arcs of energy. Devastating against grouped targets, but every shot burns charge that must be replenished at a station.

FALCON.

Weapon

TYPE: RIFLE

A precision rifle favoured by escort pilots and ridge scouts. Slow to cycle, unforgiving of a missed shot, and lethal in the hands of anyone patient enough to wait.

SHADOW.

Weapon

TYPE: RIFLE

Built for the grey zones. A suppressed barrel and low-emission cell keep the shooter off local sensors, trading raw damage for the chance to leave unnoticed.

COLDWAY.

Weapon

TYPE: SIDEARM

A cryogenic chamber keeps the barrel cool under sustained fire. Reliable, cheap to maintain, and standard issue for first-year harvesters.

DEEZER.

Weapon

TYPE: SIDEARM

High rate of fire, low damage per shot, and a magazine that empties faster than most people expect. Popular in arena play, where reload timing decides rounds.

GREATSWORD.

Weapon

TYPE: MELEE

A two-handed blade with a kinetic edge that ignores light plating. Heavy enough that swinging it commits you; there is no cancelling a Greatsword strike.

HELLBLADES.

Weapon

TYPE: MELEE

Twin thermal blades that heat on contact and keep burning for three seconds after. Built for pressure: they punish anyone who tries to disengage.

AT MINE.

Weapon

TYPE: GADGET

A proximity charge tuned to vehicle mass signatures. Ignores personnel, ruins hoverbikes, and is the reason convoy routes get scouted before they get driven.

RX DRONE.

Weapon

TYPE: GADGET

A dual-role drone that maps terrain and performs field repairs on worn equipment. Durability is real in Kardian World, and so is the value of a drone that restores it.

STONEBREAK.

Weapon
Close-quarters breaching sidearm.

TYPE: SMG

Standard-issue sidearm for Kardex security details. Reliable in close quarters, easy to maintain, cheap to requisition.

ZEUS.

Weapon
Kardium-charged energy pistol.

TYPE: SMG

Experimental energy weapon developed in The Kardex. Fires concentrated plasma bolts that overheat enemy shields and leave residual burn damage with each successive hit.

FALCON.

Weapon
Light frontier carbine.

TYPE: RIFLE

Built for Void extraction crews who need a free hand for tools. Modular attachment rails accept most Kardex-manufactured scopes.

SHADOW.

Weapon
Precision Void-issue rifle.

TYPE: RIFLE

A long-barrel rifle refined over several seasons of frontier use. Slow to reload, unforgiving of a missed shot, favored by patient marksmen on the ridges.

COLDWAY.

Weapon
Compact escort defense weapon.

TYPE: SIDEARM

Balances firepower and mobility for crews guarding cargo routes.

DEEZER.

Weapon
Suppressed grey-zone sidearm.

TYPE: SIDEARM

Low-emission cell keeps the shooter off local sensors. Favored where the law is thin and the reward is real.

GREATSWORD.

Weapon
Two-handed kinetic-edge blade.

TYPE: MELEE

Heavy enough that swinging it commits you; there is no cancelling a strike once it starts.

HELLBLADES.

Weapon
Twin thermal blades.

TYPE: MELEE

Heat on contact and keep burning after; built for pressure, punishing anyone who tries to disengage.

AT MINE.

Weapon
Vehicle-tuned proximity charge.

TYPE: GADGET

Ignores personnel, ruins hoverbikes — the reason convoy routes get scouted before they get driven.

RX DRONE.

Weapon
Dual-role field repair drone.

TYPE: GADGET

Maps terrain and restores worn equipment. Durability is real in Kardian World, and so is the value of a drone that repairs it.

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