Dystopia Mod · Dystopia GameWeapon Roster

Mod shipped in the Source mod Game new for the Godot game Military grade unlocked later, not in the starting kit

Every weapon across both games, who makes it, and how it throws its rounds. The Mod's fifteen guns, two blades and three grenades stay as they are. The Game adds eleven, built to sit next to them. Five houses make all of it. Laora and o7 are the wiki's own; Kessler-Voight absorbed CadinCorp, Oyama Heavy Works is TechCorp under a new name, and Halberd Magnetics is the rail house that built the Basilisk prototype.

The Houses five manufacturers, every propulsion family covered

LM
Laora Munitions
"Manufacture victory."

The dominant military contractor. Heavier armaments are their trade: rocket launchers, heavy suits, APCs. Every Laora weapon carries Hitbeep, the ranging microlaser that confirms a hit in your head.

Military grade: explosive, heavy chemical, the coming beam cannon
Dystopia wiki: Laora Munitions, Hitbeep, Lucca Lebuy
o7
o7 Munitions Inc.
Own line, plus the old world's arsenals.

Makes its own weaponry and spends the rest of the budget scavenging old-government installations and punk outposts, reselling what it finds. The corporation of dys_silo. Clean military lines, nothing exotic.

Chemical rifles and the MK line, spring-loaded surplus
Dystopia wiki: o7
OHW
Oyama Heavy Works
Formerly TechCorp.

The defence turret leader rebranded. Designs Heavy-class suits, high-devastation ion weaponry and nearly every security system in existence. Still in a quiet war with Laora over the next turret program. Makes the spawn turrets you shoot first.

Energy: ion, tesla, laser. Turrets and Heavy suits.
Wiki lineage: TechCorp (turrets, Heavy suits, ion weaponry), rebranded.
KV
Kessler-Voight Arms
Precision, bought and refined.

Acquired CadinCorp and with it the Cadin City plants and the standard-issue security brand every player spawns with. Kessler-Voight sells the whole chemical range from the cheap pistol to the hand cannon, and sharpens whatever it buys.

Chemical: the standard-issue sidearm, shotguns, precision pistols, workshop patterns
Wiki lineage: CadinCorp (standard-issue brand, weapons of many varieties), now a KV holding.
HM
Halberd Magnetics
Mass drivers, made portable.

Every magnetically propelled weapon is Halberd's. The Basilisk was their prototype, a Heavy rail gun that proved a coil could be carried into a firefight; the Game's rail rifles, shotgun and pistols are what they learned from it. No falloff, a whine before the crack.

Magnetic: every rail gun. The Basilisk prototype.
New house. The CadinCorp mass driver programme went to Halberd in the Kessler-Voight deal.

Propulsion how each family behaves, before any gun's own numbers

ChemicalMagneticSpringEnergyExplosiveMelee

Chemical

Instant hitscan. Full damage to 20 m, falling to 65% at 60 m. Cheap ammo, big reserves, standard flash and report.

Magnetic

Hitscan with a visible rail trail. No falloff at any range, penetrates one body, 0.10 s coil delay on the first shot after idling. Small reserves, a whine before the crack.

Spring

Physical projectile with travel time and drop. Silent. Lethal in the hands of someone who leads the target.

Energy

Beams and arcs: charge, tick or burn. No clips, a cell of ammo. The Mod's three stay as they are.

Explosive

Blast damage with armour taking the hit twice as hard. Laora's business. Military grade in the Game: unlocked, not issued.

Movement spread, all guns

Crouch ×0.7, standing ×1.0, walking ×1.6, running ×2.2, airborne ×3.0. The new movement profile makes standing still worth it.

Rifles eight in the Game, three magnetic; two inherited

o7Mod

MK-405 Assault RifleMedium · chemical · auto

The Mod's workhorse. Fire ramps faster and wider from the second shot to the twentieth. Stays in the Game as the o7 standard issue until the x replaces it.

15 dmg0.13→0.065 s40/120head ×1.5
o7Game

MK-405x "Centurion"Medium · chemical · auto

The 405 rebuilt with a constant cycle. Spread doubles by shot twelve and resets fast, so bursts of five to eight are the skill, not holding the trigger.

17 dmg0.105 s held32/96 · 2.6 s0.6° +0.25head 25
o7Mod

MK-808 RifleMedium · chemical · semi

Fifty a shot, eight in the clip, and a tap inside the cycle is simply ignored. The gun that taught Dystopia patience.

50 dmg0.583 s dropped8/32 · 3.0 shead 75
o7Game

MK-809 "Verdict"Medium · chemical · semi

The 808's successor. Two body shots on an unarmoured target, one headshot on a Light. Same dropped-tap discipline, a hair faster, a touch of bloom so spamming it costs something.

52 dmg0.55 s dropped8/32 · 2.9 s0° +0.6head 78
o7Game

R-77 "Harrier"Light · chemical · auto

A carbine that moves at full speed while firing. Wins inside fifteen metres and melts beyond it. Scavenged pattern, o7 badge.

12 dmg0.08 s held30/120 · 2.0 s1.2° +0.3
LMGame Mil

R-90 "Brute"Heavy · chemical · auto

Laora's battle rifle. Slow, heavy rounds that shove the victim. Punishes anyone who stands still. Military grade: earned, not issued.

26 dmg0.16 s held24/72 · 3.2 s0.9° +0.5knockback ×1.5
KVGame

"Twinshot"Light · chemical · semi, two rounds a pull

Both rounds leave in the same tick, a hair apart. The closest thing to a burst gun without being one. Loud enough to hear across the map. A workshop pattern Kessler-Voight put its name on.

22 ×2 dmg0.40 s dropped20/60 · 2.8 s0.4° +0.8head 33
HMGame

Vector-9 "Flechette"Light · magnetic · auto

Laser-straight standing still, wild on the move. No falloff, penetrates a body. Halberd's mass driver in a carbine frame.

13 dmg0.09 s held36/72 · 2.4 s0.3° +0.45
HMGame

"Coil Lance"Medium · magnetic · semi

The long gun. A headshot kills a Light through its armour. The coil delay telegraphs every shot, which is the only mercy it offers.

72 dmg0.90 s dropped5/20 · 3.4 s0° +1.0head 108
HMGame

"Gauss Repeater"Medium, Heavy · magnetic · auto

A thumping rail automatic. Every round penetrates, so it holds a doorway against two. Small reserves keep it honest.

31 dmg0.20 s held18/54 · 3.0 s0.5° +0.35

Game rifles: Centurion, Verdict, Harrier, Brute, Twinshot, Flechette, Coil Lance, Gauss Repeater. The Mod's 405 and 808 stay available as the o7 standards they replace.

Shotguns three in the Game, one magnetic; one inherited

KVMod

Shotgun "Doorman"Light · chemical · pump, alt fires both barrels

The Mod's double-barrel, numbers untouched. Fourteen pellets or twenty-eight, and the baseline every other shotgun is measured against. The nickname is new.

14 ×4 (28 ×4)0.40 s (0.80)6/30 · 0.4 s/shell3.6° (6.1°)
o7Game

"Drumline"Light, Medium · chemical · auto

Less punch per shell, no pump, keeps firing while you back up. The drum reload is the cost.

8 ×6 = 480.50 s held8/32 · 3.2 s4.5°
HMGame

"Flakcaster"Light · magnetic · semi

A tight flechette cluster with full damage to fifteen metres, then a hard cutoff. A shotgun that rewards aim over proximity.

6 ×11 = 660.65 s dropped5/20 · 0.7 s/cell2.0°

Pellet falloff: chemical shells full to 8 m then down to 30% at 25 m; magnetic flechettes full to 15 m then 20% beyond.

Sidearms five in the Game, two magnetic; two inherited

KVMod

Machine Pistol "Stitch"All classes · chemical · auto

Everyone's fallback, unchanged. The old Cadin standard-issue brand under the KV badge, the gun every player respawns with. The Heavy carries the Heavy Machine Pistol.

10 dmg0.10 s24/48 · 1.2 s3.0°
o7Mod

Smartlock PistolsLight · chemical · auto, alternating

Dual machine pistols with a spread penalty that climbs as you hold the trigger. Unchanged.

8 dmg0.075 s48/144 · 2.88 s1.0° + penalty
KVGame

"Magistrate"All classes · chemical · semi

Kessler-Voight's hand cannon. Two headshots drop a Light. Bloom is brutal, so it is a first-shot gun and a sidestep later.

36 dmg0.35 s dropped9/36 · 2.2 s0.2° +1.4head 54
HMGame

"Needle"All classes · magnetic · semi, three flechettes a pull

Three flechettes in a fixed triangle, no falloff. Consistent damage at any range and never a headshot gun.

11 ×30.28 s dropped12 pulls/48 · 2.0 s1.5° fixed
HMGame

"Kestrel"All classes · magnetic · semi

The precise sidearm. No falloff makes it the long-range pistol; the coil delay keeps it from being a panic gun.

29 dmg0.30 s dropped10/30 · 2.3 s0.1° +0.9head 43

Spring, Energy, Explosive the Mod's specialists, kept as they are

o7Mod

BoltgunLight · spring · semi

A silent bolt at 89 m/s with a shock on impact. Old-government pattern, o7 resold. A beefier Medium variant is on the list for later.

82 + 45 zap1.0 s3/15 · 1.2 s/bolthead ×1.5
HMMod

BasiliskHeavy · magnetic · semi, alt fires a bomb

Halberd's prototype and the Mod's only rail gun. Three slugs a shot and a lobbed bomb on alt. Stays the Heavy rail primary; everything Halberd makes in the Game descends from it.

2×15 + 20 = 500.30 s15/60 · 2.03 sbomb 75
OHWMod

Laser RifleLight · energy · charge and release

Three seconds of charge for 175 at the muzzle, less at range. Cannot be put away mid-charge. Oyama's quiet one.

0→1753.0 s chargecell 150head ×1.5
OHWMod

Tesla Rifle "Sparky"Medium · energy · tick

Two arcs a tick that reach further the longer you hold. Release and it resets, then locks you out half a second.

7 ×2 per tick0.1 s tickcell 2009.75→19.5 m
OHWMod Mil

Ion CannonHeavy · energy · beam

Lebuy's magnetically focused beam. 120 up close, 60 at fifty metres, two and a half seconds between shots. Military grade in the Game.

120→602.5 scell 206.5→52 m
LMMod Mil

Grenade LauncherMedium · explosive · semi

Lobbed and bouncing, 85 in a 5.7 m blast. Laora's lightest heavy weapon. Military grade in the Game.

85 blast0.75 s4/16 · 3.5 s22.9 m/s
LMMod Mil

Rocket LauncherHeavy · explosive · guided

One guided rocket, 115 in an 8.6 m blast, then seven seconds of waiting. The weapon the wiki names when it names Laora. Military grade.

115 blastflight + 7.0 s1/617.8 m/s
LMMod Mil

MinigunHeavy · chemical · auto after spin-up

Six pellets, six times a tick, after three quarters of a second of spin. Slows the carrier as it spins. Laora heavy iron, military grade.

6 ×6 per tick0.1 s100/200 · 3.0 sspin 0.75 s

Blades and Grenades inherited, unchanged

KVMod

KatanaLight, Medium · melee

The punk blade and the Medium's too. KV steel, punk hands. Head hits count as head hits and take no bonus.

LMMod

Fatman FistHeavy · melee

The Heavy's powered fist. Slow draw, no apology.

LMMod

Fragmentation GrenadeAll classes · explosive

Thrown, bounces, bursts. Hitbeep tells a Laora customer whether it will land on someone.

OHWMod

EMP GrenadeAll classes · energy

Drains and disrupts. Oyama's answer to everyone else's implants.

OHWMod

Spider GrenadeAll classes · robotic

Crawls, finds a leg, bites. Oyama's smallest robot.

Reading the numbers for anyone adding a card to the board

Cycle and lockout

Cycle is the time between shots. Dropped means a tap inside the cycle is ignored and you press again (the MK-808 rule). Held means holding fires again on the next cycle.

Head

Headshot damage per projectile. Only guns built for precision get ×1.5: Verdict, Centurion, Twinshot, Coil Lance, Magistrate, Kestrel, plus the Mod's 405, 808, Boltgun and Laser Rifle. Sprays and shotguns stay ×1.0.

Spread

Standing base cone in degrees, then the bloom added per shot. Recovery to base is 0.3 to 0.8 s depending on the gun; the full table is in the CSV.

Military grade

Laora's heavy weapons and Oyama's Ion Cannon are not in the starting kit of the Game. They are unlocked or acquired in play. How is a later design.

CSV of the Game's eleven new weapons
category,name,house,origin,propulsion,mode,cycle_s,lockout,damage_per_projectile,projectiles_per_shot,headshot_damage,clip,reserve,reload_s,spread_base_deg,bloom_deg,recover_s,classes
rifle,MK-405x Centurion,o7,game,chemical,auto,0.105,held,17,1,25,32,96,2.6,0.6,0.25,0.35,Medium
rifle,MK-809 Verdict,o7,game,chemical,semi,0.55,dropped,52,1,78,8,32,2.9,0,0.6,0.45,Medium
rifle,R-77 Harrier,o7,game,chemical,auto,0.08,held,12,1,12,30,120,2.0,1.2,0.3,0.30,Light
rifle,R-90 Brute,Laora,game military,chemical,auto,0.16,held,26,1,26,24,72,3.2,0.9,0.5,0.50,Heavy
rifle,Twinshot,Kessler-Voight,game,chemical,semi x2,0.40,dropped,22,2,33,20,60,2.8,0.4,0.8,0.50,Light
rifle,Vector-9 Flechette,Halberd Magnetics,game,magnetic,auto,0.09,held,13,1,13,36,72,2.4,0.3,0.45,0.40,Light
rifle,Coil Lance,Halberd Magnetics,game,magnetic,semi,0.90,dropped,72,1,108,5,20,3.4,0,1.0,0.80,Medium
rifle,Gauss Repeater,Halberd Magnetics,game,magnetic,auto,0.20,held,31,1,31,18,54,3.0,0.5,0.35,0.45,Medium Heavy
shotgun,Drumline,o7,game,chemical,auto,0.50,held,6,8,6,8,32,3.2,4.5,,,Light Medium
shotgun,Flakcaster,Halberd Magnetics,game,magnetic,semi,0.65,dropped,11,6,11,5,20,0.7 per cell,2.0,,,Light
sidearm,Magistrate,Kessler-Voight,game,chemical,semi,0.35,dropped,36,1,54,9,36,2.2,0.2,1.4,0.60,All
sidearm,Needle,Halberd Magnetics,game,magnetic,semi x3,0.28,dropped,11,3,11,12,48,2.0,1.5 fixed,,,All
sidearm,Kestrel,Halberd Magnetics,game,magnetic,semi,0.30,dropped,29,1,43,10,30,2.3,0.1,0.9,0.50,All