SE.RV.NASH

Weapons

You carry two weapons per run, chosen before you deploy. These are the stats behind that choice: damage per shot, seconds between shots, magazine size and reload time, taken straight from the game's configuration.

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Weapon statistics.
WeaponDamageCooldown (s)MagazineReload (s)PelletsStart ammoMax stock
AR-303250.1301.619090
Model-12110.682.153090
Longscope800.9102.412030
Belt-Fed LMG180.1503.2150120

AR-303

25 damage · 0.1s between shots · 30-round magazine · 1.6s reload

Balanced automatic rifle. Sustained output works out to roughly 250 damage per second before reloads. Available from your first run.

Model-12

11 damage × 5 pellets · 0.6s between shots · 8-round magazine · 2.1s reload

Close-range pellet spread. Sustained output works out to roughly 92 damage per second before reloads, and only at a range where the whole spread connects. Available from your first run.

Longscope

80 damage · 0.9s between shots · 10-round magazine · 2.4s reload

Slow, high-damage marksman rifle. Sustained output works out to roughly 89 damage per second before reloads. Available from your first run.

Belt-Fed LMG

18 damage · 0.1s between shots · 50-round magazine · 3.2s reload

High volume of fire · unlock 500 lifetime kills. Sustained output works out to roughly 180 damage per second before reloads. Unlocked through lifetime progress rather than available at the start.

Picking a loadout

Two weapons means covering two problems, not picking the two highest numbers. Something has to answer an armored brute, a health pool that a low-damage weapon cannot chew through before it reaches the wall, and something has to answer a shock runner that closes faster than a slow weapon cycles. Your stance changes spread and rate of fire on top of these numbers.