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Weapons ​

Nine weapons, organized by slot. Numbers below are server-authoritative defaults from the engine repo's src/shared/entities/definitions/weapons/*.ts and the matching projectile definitions in src/shared/entities/definitions/projectiles/*.ts. Balance is still evolving — file an issue if anything feels off.

At a Glance ​

#WeaponTagDamageFire rateAmmo (reload)Notes
1BladeBL80 (melee) / 25–50 (charged)2.0/s melee∞ (none)Default; step-in dash on each swing; charged shot is a projectile; +10 run speed
2MachinegunMG1010/sbullets (clip)Hitscan; high DPS at range
3RiotgunRG5 / pellet1.25/sshells (clip)Spread shotgun; close-range king
4Grenade LauncherGL80 (direct) / 80 splash1.25/sgrenades (pool)Arcing; bounces; 150 u splash radius
5Rocket LauncherRL80 (direct) / 80 splash1.25/srockets (pool)Straight-line projectile; 150 u splash; rocket jump is real
6Plasma GunPG15 / bolt10/scells (clip)Bolt projectile; 45 u splash; spam tool
7VoltaicVT7 / tick20/slasers (clip)Chain-lightning beam; unstable at the hip, precise under ADS
8ElectroboltEB750.8/sbolts (pool)Hitscan rail; long reload
9InstagunIG2000.77/sinstas (pool)Effectively one-shot; 80 u splash + insta-jump

Fire rates were retuned for the corrected 125 Hz server tick (v0.9.16): the rocket/grenade launcher and riotgun all sit at 1.25/s (800 ms).

Slot 1 — Blade ​

The default melee weapon. Replaces the older "gunblade" in the Q3 lineage.

  • Primary fire — fast melee slash. 80 damage, ~100 unit reach, 500 ms cooldown (fireRate: 2.0).
  • Step-in dash — every accepted swing lunges you ~48 units forward (server-authoritative, meleeDashDistance). It's a horizontal position step, not knockback — no lift, no air-drag — and it's BSP-clamped so you never phase through walls. This is what makes the Blade a real closing tool: swing to cover the last gap.
  • Charged fire — hold alt-fire and release to send a red energy projectile (a blade_blast, speed 2500, no gravity). It needs at least 0.5 s of charge and does 25 damage at 0.5 s, rising to 50 at a full 1 s charge. Its knockback scale is 20, against 10 for a rocket. Great for dueling at mid range where the swing won't connect.
  • Agile — carrying the Blade adds +10 to your run speed (410 u/s).
  • Ammo — infinite. The Blade is always usable.

Tactically the Blade rewards aggressive close play. The charged projectile is your opener at range when you have no other weapon.

Slot 2 — Machinegun ​

Hitscan, sustained DPS.

  • Damage — 10 per shot.
  • Fire rate — 10 shots/sec.
  • Ammo — bullets (30-round clip — a real magazine, roughly 3 seconds of fire).
  • No splash, no projectile travel time. Pure aim weapon.

The mid-range workhorse. Pair with strafe-jumping for hit-and-run tracking.

Slot 3 — Riotgun ​

Shotgun spread, multiple pellets per shot.

  • Damage — 5 per pellet × 18 pellets = 90 maximum. Pellet damage is rounded per hit, so a perfect point-blank shot is a 90, not a 100. No headshot bonus: a pellet that lands high counts as a body hit (see Damage and Combat Rules).
  • Fire rate — 1.25 shots/sec (800 ms between shots).
  • Ammo — shells (8-round clip).
  • Light — +5 run speed while held.

Devastating at point-blank, useless beyond mid range. The Riotgun is what you finish bunny-hop ambushes with.

Slot 4 — Grenade Launcher ​

Arcing projectile that bounces.

  • Damage — 80 direct, 80 splash within 150 units.
  • Fire rate — 1.25 shots/sec (800 ms between shots).
  • Ammo — grenades (pool — no reload).
  • Ballistics — retuned to a Warsow baseline: speed 900, gentle gravity, 3 bounces (each loses about half its speed) and a 1.5 s fuse.

Best for area denial and indirect angles. The arc makes lobbing into corridors and around corners straightforward; pre-aiming under doorways is the classic move. Grenade jumps work and are recoverable thanks to armor scaling.

Slot 5 — Rocket Launcher ​

The headline weapon.

  • Damage — 80 direct, 80 splash within 150 units.
  • Fire rate — 1.25 shots/sec (800 ms between shots).
  • Ammo — rockets (pool — no reload).

Straight-line projectile, speed 1814 u/s. Predict your target's movement. Rocket-jumping is the cleanest way to traverse height differences — splash to your feet, accept the self-damage, gain enormous vertical.

Slot 6 — Plasma Gun ​

Spammable bolt projectile.

  • Damage — 15 per bolt + 15 splash within 45 units.
  • Fire rate — 10 shots/sec.
  • Ammo — cells (50-round clip).

The pressure tool. Hose down corridors, deny corners, finish off injured targets. The small splash radius means you can self-knockback without serious damage — useful for plasma climbing.

Slot 7 — Voltaic ​

Chain-lightning beam — its own weapon, not just a re-skinned lasergun.

  • Damage — 7 per tick (≈140 DPS on target).
  • Fire rate — 20 ticks/sec.
  • Ammo — lasers (120-round clip). Its own pool — the Voltaic no longer shares the plasmagun's cells, so carrying both does not mean fighting over one ammo bar.
  • Chain lightning — the beam arcs from its primary hit to up to 2 nearby enemies within 280 units, at 50% falloff per hop (100% → 50% → 25%). All players see the arcs. Superb in crowded rooms.
  • Unstable hipfire — fired from the hip the beam wanders/bends (beamWanderDeg, ~4°) — deliberately imprecise. ADS (Mouse 2) locks it dead straight (Warsow-LG feel). Aim down sights for range, spray from the hip up close.

Slot 8 — Electrobolt ​

Hitscan rail.

  • Damage — 75.
  • Fire rate — 0.8 shots/sec (1250 ms reload).
  • Ammo — bolts.

High punish per shot, long reload. It is a heavy weapon: −25 run speed while held (375 u/s). Stand your ground in long sightlines. Missing hurts — the reload is more than enough time for an enemy to reposition and answer.

Slot 9 — Instagun ​

The cleanup gun.

  • Damage — 200 (instakill for full-health, no-armor targets).
  • Fire rate — 0.77 shots/sec (1300 ms reload).
  • Ammo — instas.
  • Splash — 50 damage within 80 units (small but present).
  • Insta-jump — the splash applies knockback but no self-damage, so you can launch yourself off your own feet without dying (instagib-style rocket jumps). The launch always applies even when self-damage is gated to zero.

Reserved for specific gametype configurations. In any mode where the Instagun is enabled, ammo is the limiting factor — picking up an instas pack is a meaningful pickup.

Empty Guns: Click, Then Trade ​

Pulling the trigger on a weapon with no ammo and nothing to reload from does not leave you stuck:

  1. First pull — an empty click (and the out-of-ammo crosshair/HUD cue). Nothing else happens, so one mistimed tap never takes you off your rocket launcher.
  2. Second pull, or holding the trigger for about 0.2 s — the server swaps you to the next weapon you own, in slot order, that can actually fire.

A weapon swapped in this way takes about 0.26 s to come up before it can fire, so the same trigger pull can't shoot straight out of a hand that still looks empty. A weapon you switch to yourself has no such delay, so firing straight out of a manual switch still works.

Reload Models ​

Each weapon uses one of three ammo/reload models (reloadModel in its definition):

ModelWeaponsBehavior
clipMachinegun (30), Riotgun (8), Plasma (50), Voltaic (120)Magazine + reserve. Fire empties the clip, then R (or auto-reload) refills it from reserve; firing is blocked mid-reload. The HUD shows clip / reserve.
poolRocket L., Grenade L., Electrobolt, InstagunA single ammo count, no reload — fire until empty.
noneBladeNo ammo at all.

Clip sizes in parentheses.

Knockback & Splash Damage ​

Every weapon with splash applies a server-authoritative impulse to anyone in the radius. The impulse vector is target_pos - explosion_pos normalised, scaled by per-weapon knockbackScale. The server queues this impulse and applies it before the affected entity's next movement tick, so the knockback's direction and magnitude are part of the authoritative simulation — not a client-side bandaid.

Self-knockback uses the same math but is halved. See Damage and Combat Rules. Rocket jumps, plasma climbs, grenade jumps — all real, all consistent client-side and server-side.

ADS (Aim-Down-Sights) ​

Some weapons support ADS via Mouse 2 / right-click. The view zoom and reduced sway are cvar-controlled (cl_ads_time, etc.) and apply to the predicted local player only — remote players don't see your ADS state. Recoil scales down significantly while ADS is active.

The Blade does not support ADS. The Instagun is effectively always-precise.

See Also ​

  • Pickups & Inventory — how weapon pickups work and the 3-slot limit
  • HUD — reading the weapon rack and ammo counter
  • Movement — strafe jumping and weapon-specific knockback
  • Search & Destroy — the loadout mode, where you pick two of these to spawn with

Built on the SHAG Engine.