Dystopia Mod · Dystopia GameWeapon Roster
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
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.
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.
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.
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.
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.
Propulsion how each family behaves, before any gun's own numbers
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
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.
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.
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.
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.
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.
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.
"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.
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.
"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.
"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.
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
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.
"Drumline"Light, Medium · chemical · auto
Less punch per shell, no pump, keeps firing while you back up. The drum reload is the cost.
"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.
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
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.
Smartlock PistolsLight · chemical · auto, alternating
Dual machine pistols with a spread penalty that climbs as you hold the trigger. Unchanged.
"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.
"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.
"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.
Spring, Energy, Explosive the Mod's specialists, kept as they are
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.
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.
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.
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.
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.
Grenade LauncherMedium · explosive · semi
Lobbed and bouncing, 85 in a 5.7 m blast. Laora's lightest heavy weapon. Military grade in the Game.
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.
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.
Blades and Grenades inherited, unchanged
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.
Fatman FistHeavy · melee
The Heavy's powered fist. Slow draw, no apology.
Fragmentation GrenadeAll classes · explosive
Thrown, bounces, bursts. Hitbeep tells a Laora customer whether it will land on someone.
EMP GrenadeAll classes · energy
Drains and disrupts. Oyama's answer to everyone else's implants.
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