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

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.

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.

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.

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.

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

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.

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.

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.

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.

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.

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

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.

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

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.

TYPE: SIDEARM
Balances firepower and mobility for crews guarding cargo routes.

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

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

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

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

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.