Warzone: Iron Wolf III/Weapon Stats

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AR=
==AR-K7==
Jack of all trades weapon. Versatile, but crude reminiscence of older firearms make the AR-K7 a weapon loved by a select group of aficinados. 
===Forges===
Mark 0
*Automatic - Fires full auto.
*Abakan - The first 3 rounds of the burst fire at 1200 RPM and has considerably less recoil.
*Attachment - 1st Attachment.
Mark I
* Damage - Critical multiplier is increased.
* Stability - The weapon's initial Recoil is lower.
* Mobility - Movement speed is increased overtime.
* Steady - Reduces initial hip fire spread.
* Accuracy - Reduced weapon sway.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Tac Reload - Double tap reload to use a Tactical Reload, cutting reload time but losing ammunition left in the magazine.
* Bounty - Obtaining an elimination gives some Tactical charge.
* Determination - Less recoil the longer the weapon is fired.
* Bang - First shot on an enemy has increased flinch.
* Fireteam - When nearby another Fireteam, the weapon performs better.
* Outfitted II - 2nd Extra attachment.
Mark III
*Overrider - AR-K7's rounds cause damage to a target's Cerebral Implant, causing a headshot to override the device and cause a deadly chain reaction, resulting in an explosion of the exosuit of the victim, dealing damage to his allies nearby.
*Outfitted III - 3d Extra attachment.
===Exotic===
====GIYENA====
*Exotic Forge: AirburstHitting a target with a headshot causes all next bullets to detonate whenever nearby, dealing splash damage.- Splash Damage: 30 (All Ranges) & 10 bonus damage on direct hit.
== V27 Evo ==
Advanced weapon suit for strategic operations. It's compact design and Bluevolt mechanic gives it close range dueling prowess.
===Forges===
Mark 0
*Automatic - Fires full auto.
*Bluevolt - Dealing damage charges Bluevolt. Press alternate fire mode to activate Bluevolt, increasing the fire rate and movement speed.
*Attachment - 1st Attachment.
Mark I
* Damage - Critical multiplier is increased.
* Stability - The weapon's initial Recoil is lower.
* Mobility - Movement speed is increased overtime.
* Steady - Reduces initial hip fire spread.
* Accuracy - Reduced weapon sway.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Tac Reload - Double tap reload to use a Tactical Reload, cutting reload time but losing ammunition left in the magazine.
* Bounty - Obtaining an elimination gives some Tactical charge.
* Determination - Less recoil the longer the weapon is fired.
* Bang - First shot on an enemy has increased flinch.
* Fireteam - When nearby another Fireteam, the weapon performs better.
* Outfitted II - 2nd Extra attachment.
Mark III
*Supercell - Automatically charges Bluevolt overtime. 
*Outfitted III - 3d Extra attachment.
===Exotic===
====Storm Rider====
*Exotic Forge: Feedback LoopFires ionic rounds that arc back towards the user in range, granting little shield on-hit. Additionally, getting a kill drops an ionic trace, which when collected refreshes duration of Bluevolt.- Collect range is same as arc range.
== Mongrel ==
Modular weapon designed from scrap by the Azanians. It's naming is fitting, as the weapon is a mixture of traditional wooden and metal parts, mostly scavenged from found weapons from an older war.
===Forges===
Mark 0
*Automatic - Fires full auto.
*Attachment - 1st Attachment.
Mark I
* Damage - Critical multiplier is increased.
* Stability - The weapon's initial Recoil is lower.
* Mobility - Movement speed is increased overtime.
* Steady - Reduces initial hip fire spread.
* Accuracy - Reduced weapon sway.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Tac Reload - Double tap reload to use a Tactical Reload, cutting reload time but losing ammunition left in the magazine.
* Bounty - Obtaining an elimination gives some Tactical charge.
* Determination - Less recoil the longer the weapon is fired.
* Bang - First shot on an enemy has increased flinch.
* Fireteam - When nearby another Fireteam, the weapon performs better.
* Outfitted II - 2nd Extra attachment.
Mark III
*Hypervelocity Rounds - Infinite maximum damage range.
*Outfitted III - 3d Extra attachment.
===Exotic===
====Wild Dog====
*Exotic Forge: Big Game HunterA radical change to the chassis of the weapon, the Wild Dog is made for hunting people. Each unique kill grants a trophy, giving bonus score. Upon collecting all 5 trophies, gain additional bonus score and elite ammo. 
== ICR-3 ==
Standard issue rifle. Trades in a lot of raw power for comfortable handling and reliable performance. Great in the hands of privates, but especially deadly in the hands seasoned veterans with a deadeye.
===Forges===
Mark 0
*Automatic - Fires full auto.
*Attachment - 1st Attachment.
Mark I
* Damage - Critical multiplier is increased.
* Stability - The weapon's initial Recoil is lower.
* Mobility - Movement speed is increased overtime.
* Steady - Reduces initial hip fire spread.
* Accuracy - Reduced weapon sway.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Tac Reload - Double tap reload to use a Tactical Reload, cutting reload time but losing ammunition left in the magazine.
* Bounty - Obtaining an elimination gives some Tactical charge.
* Determination - Less recoil the longer the weapon is fired.
* Bang - First shot on an enemy has increased flinch.
* Fireteam - When nearby another Fireteam, the weapon performs better.
* Outfitted II - 2nd Extra attachment.
Mark III
*Collapsable Stock - Allows the weapon to switch from extended to collapsed stock. Extended stock has minimal recoil and sway while ADS, at the cost of some strafing speed, while collapsed stock has increased strafing speed at the cost of some accuracy.
*Outfitted III - 3d Extra attachment.
===Exotic===
====ICR-3lite====
*Exotic Forge: AdaptibilityThe improved ICR-3Lite series features an adaptive magwell that allows the user to load elite ammo. Elite ammo deals significantly more damage, but has increased recoil.
== N4V1 ==
Next-generation magnetic rail-based weapon. It uses an experimental magnetic gaussian rail that accelerates metallic projectiles, as well as a stacking fire mode.
===Forges===
Mark 0
*Hybrid - Fires full auto. Switch to Charge-up shot.
*Attachment - 1st Attachment.
Mark I
* Damage - Critical multiplier is increased.
* Stability - The weapon's initial Recoil is lower.
* Mobility - Movement speed is increased overtime.
* Steady - Reduces initial hip fire spread.
* Accuracy - Reduced weapon sway.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Tac Reload - Double tap reload to use a Tactical Reload, cutting reload time but losing ammunition left in the magazine.
* Bounty - Obtaining an elimination gives some Tactical charge.
* Determination - Less recoil the longer the weapon is fired.
* Bang - First shot on an enemy has increased flinch.
* Fireteam - When nearby another Fireteam, the weapon performs better.
* Outfitted II - 2nd Extra attachment.
Mark III
*Metal Storm - This weapon has higher fire rate, better handling and stability while the user's Tactical is fully charged.
*Outfitted III - 3d Extra attachment.
===Exotic===
====N4VOMA====
*Exotic Forge: Energy SurgeN4V "One Man Army" fires plasma projectiles using a rechargeable power cell. It has unlimited ammunition, but using an overheat mechanic. 
== SABR ==
Designated tactical rifle. Tried and true method of conservative fire to maximize precision and damage output make it a worldwide phenomenon, with variants of the platform produced decades after its introduction.
===Forges===
Mark 0
*Burst - Fires in 3-Round Bursts.
*Attachment - 1st Attachment.
Mark I
* Damage - Critical multiplier is increased.
* Stability - The weapon's initial Recoil is lower.
* Mobility - Movement speed is increased overtime.
* Steady - Reduces initial hip fire spread.
* Accuracy - Reduced weapon sway.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Tac Reload - Double tap reload to use a Tactical Reload, cutting reload time but losing ammunition left in the magazine.
* Bounty - Obtaining an elimination gives some Tactical charge.
* Determination - Less recoil the longer the weapon is fired.
* Bang - First shot on an enemy has increased flinch.
* Fireteam - When nearby another Fireteam, the weapon performs better.
* Outfitted II - 2nd Extra attachment.
Mark III
*Accelerator - Successive bursts decrease delay in-between bursts. Resets upon reloading or after releasing the trigger for a second.
*Outfitted III - 3d Extra attachment.
===Exotic===
====S-TFR====
*Exotic Forge: Smart TrackingUsing a new tracking system, the S-TFR has a build-in optic that tracks enemies within it in 1s. After locking on, next burst will guarantee a hit on the target. Due to the nature of the flechettes, the damage is decreased. Untracked hits can land as Precision hits.- Damage: 50-30-25
== RIP3R ==
Weapon of choice for marksman. Designed to reliably take down single targets while maintaining sublime handling of lighter weight rifles through it's trademark R.I.P. Smart rounds system.
===Forges===
Mark 0
*Semi-Automatic - Fires semi-automatically.
*Decree - Third successive hit increases damage (deals double damage).
*Attachment - 1st Attachment.
Mark I
* Damage - Critical multiplier is increased.
* Stability - The weapon's initial Recoil is lower.
* Mobility - Movement speed is increased overtime.
* Steady - Reduces initial hip fire spread.
* Accuracy - Reduced weapon sway.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Tac Reload - Double tap reload to use a Tactical Reload, cutting reload time but losing ammunition left in the magazine.
* Bounty - Obtaining an elimination gives some Tactical charge.
* Determination - Less recoil the longer the weapon is fired.
* Bang - First shot on an enemy has increased flinch.
* Fireteam - When nearby another Fireteam, the weapon performs better.
* Outfitted II - 2nd Extra attachment.
Mark III
*Generosity - Can miss 1 shot in between Decree hits without the streak resetting (e.g. 1 hit, 1 miss, 1 hit, 1 miss will still proc Decree on the next hit)
*Outfitted III - 3d Extra attachment.
===Exotic===
====Thunderlord====
*Exotic Forge: MaelstromThe RIP3R Thunderlord uses galvanized ammunition. On Headshots and Decree procs, the bullets conduct lightning towards nearby enemies, dealing proc damage to all of them. Enemies affected are also briefly shocked, stunning them.
== MCR ==
A self-sustaining rifle that produces its own ammunition makes sure that a soldier doesn't run out of ammo and doesn't have to carry loads as reserve. That exact functionality causes it's popularity for urban operations.
===Forges===
Mark 0
*Burst - Fires in 4-Round Bursts.
*Printer - Procedurally generates reserve ammunition.
*Attachment - 1st Attachment.
Mark I
* Damage - Critical multiplier is increased.
* Stability - The weapon's initial Recoil is lower.
* Mobility - Movement speed is increased overtime.
* Steady - Reduces initial hip fire spread.
* Accuracy - Reduced weapon sway.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Tac Reload - Double tap reload to use a Tactical Reload, cutting reload time but losing ammunition left in the magazine.
* Bounty - Obtaining an elimination gives some Tactical charge.
* Determination - Less recoil the longer the weapon is fired.
* Bang - First shot on an enemy has increased flinch.
* Fireteam - When nearby another Fireteam, the weapon performs better.
* Outfitted II - 2nd Extra attachment.
Mark III
*Cascade - Automatically reloads into the current magazine to full after obtaining an elimination.
*Outfitted III - 3d Extra attachment.
===Exotic===
====Wild_Virulence====
*Exotic Forge: VirulenceFound in a raided Black Market site in Tokyo, this MCR has been modified to use a new synthesizing ammunition. Using smart nanotechnology, the Wild_Virulence's ammo disintegrates on hit, infecting everything they can find and downloading their biostructure, making the next encounter much more lethal, and dealing slight damage. Resets upon the user death.
|-| 
SMG=
== Talon ==
Hit & Run and dogfighting SMG.
===Forges===
Mark 0
*Automatic - Fires full auto.
*Attachment - 1st Attachment.
Mark I
* Damage - Minimum Damage is increased (to secondary damage).
* Stability - The weapon's initial Recoil is lower.
* Mobility - Movement speed is increased overtime.
* Steady - Reduces initial hip fire spread.
* Accuracy - Reduced weapon sway.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Focus - Perform actions while ADS.
* Breacher - Obtaining an elimination gives some Utility charge.
* Subsonic - Gunfire can only be pinged if within range of a player.
* Dogfight - Decreases accuracy penalty while airborne and wall-running.
* Dispatch - A killing blow on enemy doesn't mark their death location.
* Outfitted II - 2nd Extra attachment.
Mark III
*Compensator - Decrease hip fire spread to very tight.
*Outfitted III - 3d Extra attachment.
===Exotic===
====Manticore====
*Exotic Forge: Bird of Prey While in the air or at maximum momentum, deal more damage and kills obtained with or after dealing this damage gain bonus score.
== Parallax ==
Lightweight receiver with both long and short range configurations at the end of the spectrum.
===Forges===
Mark 0
*Hybrid - Switch between (2-Round) Burst Rifle and Semi Auto Pistols)
*Attachment - 1st Attachment.
Mark I
* Damage - Minimum Damage is increased (to secondary damage).
* Stability - The weapon's initial Recoil is lower.
* Mobility - Movement speed is increased overtime.
* Steady - Reduces initial hip fire spread.
* Accuracy - Reduced weapon sway.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Focus - Perform actions while ADS.
* Breacher - Obtaining an elimination gives some Utility charge.
* Subsonic - Gunfire can only be pinged if within range of a player.
* Dogfight - Decreases accuracy penalty while airborne and wall-running.
* Dispatch - A killing blow on enemy doesn't mark their death location.
* Outfitted II - 2nd Extra attachment.
Mark III
*Full Auto - Fires full auto.
*Outfitted III - 3d Extra attachment.
===Exotic===
====Rox Jian II====
*Exotic Forge: Split PersonaTransforms weapon in a Shotgun. Hipfire is spread and ADS is slug. Switch to single-handed akimbo weapons, where one fires Slug and the other Spread.
== KMC ==
Versatile mid to close range submachine gun. Requires proper mode for effectiveness in both ranges.
===Forges===
Mark 0
*Hybrid - Fires full auto. Switch to lower fire rate, but increase range and accuracy.
*Attachment - 1st Attachment.
Mark I
* Damage - Minimum Damage is increased (to secondary damage).
* Stability - The weapon's initial Recoil is lower.
* Mobility - Movement speed is increased overtime.
* Steady - Reduces initial hip fire spread.
* Accuracy - Reduced weapon sway.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Focus - Perform actions while ADS.
* Breacher - Obtaining an elimination gives some Utility charge.
* Subsonic - Gunfire can only be pinged if within range of a player.
* Dogfight - Decreases accuracy penalty while airborne and wall-running.
* Dispatch - A killing blow on enemy doesn't mark their death location.
* Outfitted II - 2nd Extra attachment.
Mark III
*Cheapshot - Crotch shots have a headshot multiplier additionally to the head hotbox.
*Outfitted III - 3d Extra attachment.
===Exotic===
====Las Vegas====
*Exotic Forge: CelerityWhile in SMG mode, hits build up charge, doubled for critical hits, and increase movement speed at above 50%. While in AR mode, shots deplete charge, dealing increased damage upon consuming charge.
== Forerunner ==
Fast fire rate bullethose.
===Forges===
Mark 0
*Automatic - Fires full auto.
*Attachment - 1st Attachment.
Mark I
* Damage - Minimum Damage is increased (to secondary damage).
* Stability - The weapon's initial Recoil is lower.
* Mobility - Movement speed is increased overtime.
* Steady - Reduces initial hip fire spread.
* Accuracy - Reduced weapon sway.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Focus - Perform actions while ADS.
* Breacher - Obtaining an elimination gives some Utility charge.
* Subsonic - Gunfire can only be pinged if within range of a player.
* Dogfight - Decreases accuracy penalty while airborne and wall-running.
* Dispatch - A killing blow on enemy doesn't mark their death location.
* Outfitted II - 2nd Extra attachment.
Mark III
*Ricochet - Transforms into an energy weapons that fires bullets that bounce of surfaces up to 3 times. Reduces damage slightly per bounce.
*Outfitted III - 3d Extra attachment.
===Exotic===
====Cerberus+1====
*Exotic Forge: Chaos TheoryHeavily modified variant build from scraps of 4 rifles. Gains 3 adjacent barrels besides the main full bore one, firing eratic rounds from all 4 barrels at once to create a larger impact surface at lower damage.
== V45.AFS ==
Versatile and easy to use at the cost of lower efficiency.
===Forges=== 
Mark 0
*Automatic - Fires full auto.
*Twin Barrel - Has 2 separately fed barrels, allowing for a reserve magazine already inserted. Reloads twice to swap both magazines.
*Attachment - 1st Attachment.
Mark I
* Damage - Minimum Damage is increased (to secondary damage).
* Stability - The weapon's initial Recoil is lower.
* Mobility - Movement speed is increased overtime.
* Steady - Reduces initial hip fire spread.
* Accuracy - Reduced weapon sway.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Focus - Perform actions while ADS.
* Breacher - Obtaining an elimination gives some Utility charge.
* Subsonic - Gunfire can only be pinged if within range of a player.
* Dogfight - Decreases accuracy penalty while airborne and wall-running.
* Dispatch - A killing blow on enemy doesn't mark their death location.
* Outfitted II - 2nd Extra attachment.
Mark III
* Plan B - Second magazine does more damage.
*Outfitted III - 3d Extra attachment.
===Exotic===
====N4V5.AFS====
*Exotic Forge: Fusion StreamBecomes an energy weapon and gains an alt fire that is a Charge up, that upon release fires a burst of energy pellets in a spread. Each ammo consumed with charge up adds a pellet to the burst.
== CBR4 ==
Squad support weapon and anti-threat.
===Forges===
Mark 0
*Semi-Automatic - Fires semi-automatically.
*Neutralizer - Enemies hit have their healing prevented.
*Attachment - 1st Attachment.
Mark I
* Damage - Minimum Damage is increased (to secondary damage).
* Stability - The weapon's initial Recoil is lower.
* Mobility - Movement speed is increased overtime.
* Steady - Reduces initial hip fire spread.
* Accuracy - Reduced weapon sway.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Focus - Perform actions while ADS.
* Breacher - Obtaining an elimination gives some Utility charge.
* Subsonic - Gunfire can only be pinged if within range of a player.
* Dogfight - Decreases accuracy penalty while airborne and wall-running.
* Dispatch - A killing blow on enemy doesn't mark their death location.
* Outfitted II - 2nd Extra attachment.
Mark III
*Envemoned - Bullets deal damage over time. Refreshes with each hit and ticks extend Neutralizer.
*Outfitted III - 3d Extra attachment.
===Exotic===
====C0BR4====
*Exotic Forge: AntivenomSwitch to load special issue bullets that heal allies on-hit. Tracks allies to a small degree to assist in landing shots. At full health, grants 50 overhealth.
== SIVA ==
Assault rifle like SMG with unique low recoil at higher fire rate mechanic.
===Forges===
Mark 0
*Automatic - Fires full auto.
*Firing Unit - Fires every odd round at increased fire rate.
*Attachment - 1st Attachment.
Mark I
* Damage - Minimum Damage is increased (to secondary damage).
* Stability - The weapon's initial Recoil is lower.
* Mobility - Movement speed is increased overtime.
* Steady - Reduces initial hip fire spread.
* Accuracy - Reduced weapon sway.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Focus - Perform actions while ADS.
* Breacher - Obtaining an elimination gives some Utility charge.
* Subsonic - Gunfire can only be pinged if within range of a player.
* Dogfight - Decreases accuracy penalty while airborne and wall-running.
* Dispatch - A killing blow on enemy doesn't mark their death location.
* Outfitted II - 2nd Extra attachment.
Mark III
*Bayonet - Underbarrel bayonet for fast melee. Alternate fire mode allows to fire the blade.
*Outfitted III - 3d Extra attachment.
===Exotic===
====VIRA====
*Exotic Forge: WhisperFires low velocity projectiles that are silent, have minimal drop-off and recoil. 
|-| 
LMG=
== KAU5 ==
Regular LMG.
===Forges===
Mark 0
*Automatic - Fires full auto.
*Attachment - 1st Attachment.
Mark I
* Damage - Critical multiplier is increased.
* Stability - The weapon's initial Recoil is lower.
* Mobility - Movement speed is increased overtime.
* Steady - Reduces initial hip fire spread.
* Accuracy - Reduced weapon sway.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Suppression - Direct hits and nearby shots cause enemies to experience shellshock. 
* Demolitions - Obtaining an elimination gives some Lethal charge.
* Breaker - Breaking a targets armor increases the time it takes to repair.
* Bipod - Automated bipod that stabilizes the weapon when peeking over surfaces.
* Shoulder Bash - After sprinting for a short time, melee transforms in a shoulder bash that knocks back enemies.
* Outfitted II - 2nd Extra attachment.
Mark III
* Counterweight - After the first few shots, the weapon stabilizes, reducing and eventually eliminating recoil, as the trigger is held down.
*Outfitted III - 3d Extra attachment.
===Exotic===
====OX-M800====
*Exotic Forge: Ride the BullGains a rotary barrel that spins faster as the trigger is held down, causing fire rate to continuously increase.
== Mk160 ==
High handling, low capacity, artillery weapon.
===Forges===
Mark 0
*Burst - Fires in 3-round burst.
*GL - Integrated Grenade Launcher.
*Attachment - 1st Attachment.
Mark I
* Damage - Critical multiplier is increased.
* Stability - The weapon's initial Recoil is lower.
* Mobility - Movement speed is increased overtime.
* Steady - Reduces initial hip fire spread.
* Accuracy - Reduced weapon sway.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Suppression - Direct hits and nearby shots cause enemies to experience shellshock. 
* Demolitions - Obtaining an elimination gives some Lethal charge.
* Breaker - Breaking a targets armor increases the time it takes to repair.
* Bipod - Automated bipod that stabilizes the weapon when peeking over surfaces.
* Shoulder Bash - After sprinting for a short time, melee transforms in a shoulder bash that knocks back enemies.
* Outfitted II - 2nd Extra attachment.
Mark III
* MAHEM - Fires munition of molten metal, both standard and grenade launcher, dealing massive damage to heavy armor.
*Outfitted III - 3d Extra attachment.
===Exotic===
====Mk16 Salv0====
*Exotic Forge: QuicksilverFires micro missiles from the launcher. Getting an elimination grants a missile. Starts with 1 and can hold up to 3.
== MARAUDER ==
Fast fire rate, easy to handle.
===Forges===
Mark 0
*Automatic - Fires full auto.
*Embedded Grip - Ergonomic handle grants Assault Rifle-grade handling while holding from the hip.
*Attachment - 1st Attachment.
Mark I
* Damage - Critical multiplier is increased.
* Stability - The weapon's initial Recoil is lower.
* Mobility - Movement speed is increased overtime.
* Steady - Reduces initial hip fire spread.
* Accuracy - Reduced weapon sway.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Suppression - Direct hits and nearby shots cause enemies to experience shellshock. 
* Demolitions - Obtaining an elimination gives some Lethal charge.
* Breaker - Breaking a targets armor increases the time it takes to repair.
* Bipod - Automated bipod that stabilizes the weapon when peeking over surfaces.
* Shoulder Bash - After sprinting for a short time, melee transforms in a shoulder bash that knocks back enemies.
* Outfitted II - 2nd Extra attachment.
Mark III
* Chainsaw - Underslung conversion, increasing hip fire performance and mobility, but restricting Aiming Down Sights. 
*Outfitted III - 3d Extra attachment.
===Exotic===
====SEABASS====
*Exotic Forge: Skeleton KeyAdaptive barrel choke allows for a scattered fire similar to a shotgun spread, but limits the effective range.
== Tempest ==
High damage, low fire rate.
===Forges===
Mark 0
*Automatic - Fires full auto.
*Attachment - 1st Attachment.
Mark I
* Damage - Critical multiplier is increased.
* Stability - The weapon's initial Recoil is lower.
* Mobility - Movement speed is increased overtime.
* Steady - Reduces initial hip fire spread.
* Accuracy - Reduced weapon sway.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Suppression - Direct hits and nearby shots cause enemies to experience shellshock. 
* Demolitions - Obtaining an elimination gives some Lethal charge.
* Breaker - Breaking a targets armor increases the time it takes to repair.
* Bipod - Automated bipod that stabilizes the weapon when peeking over surfaces.
* Shoulder Bash - After sprinting for a short time, melee transforms in a shoulder bash that knocks back enemies.
* Outfitted II - 2nd Extra attachment.
Mark III
* Belt-Fed - Weapon holds a massive munitions belt, gaining an 600-round magazine that can't be reloaded and adds weight. Scavenger directly loads into the magazine.
*Outfitted III - 3d Extra attachment.
===Exotic===
====King’s Nemesis====
*Exotic Forge: Bone-platingAiming down sights fortifies the wielder’s armor, reducing incoming damage to armor, but slowing down movement speed while ADS.
|-| 
SR=
== Raijin GMS ==
Traditional, high damage, low fire rate. 
===Forges===
Mark 0
*Single Shot - Reloads after every shot.
*Attachment - 1st Attachment.
Mark I
* Damage - Critical multiplier is increased.
* Stability - Allow to hold breath longer.
* Mobility - Movement speed is increased overtime.
* Steady - Reduces initial hip fire spread.
* Accuracy - Reduced weapon sway.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Speed Center - Faster dead point precision after aiming.
* Straight Pull - Reload while ADS.
* Tac Visor - Retains HUD elements while ADS, including mini-map and Instinct pings.
* Wound - Enemies with damaged health have their regen lowered.
* Profiler - Reticle will glow green when the shot will hit.
* Outfitted II - 2nd Extra attachment.
Mark III
* Ultra - While ADS, charge up the shot, gaining penetration and projectile speed before piercing all geometry and becoming hitscan at 100 charge. 
*Outfitted III - 3d Extra attachment.
===Exotic===
====Zankyou XMS====
*Exotic Forge: EKHOSwap fire mode to automatic Charge up, allowing to ‘reload’ without sacrificing handling. Deals regular damage at 100 charge. If combined with Ultra, the charge counts as the ADS charge required for the penetration.
== HiVeS ==
Classic, low mobility, high damage.
===Forges===
Mark 0
*Bolt-Action - Manually rechambered.
*Attachment - 1st Attachment.
Mark I
* Damage - Critical multiplier is increased.
* Stability - Allow to hold breath longer.
* Mobility - Movement speed is increased overtime.
* Steady - Reduces initial hip fire spread.
* Accuracy - Reduced weapon sway.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Speed Center - Faster dead point precision after aiming.
* Straight Pull - Bolt-Cycle while ADS.
* Tac Visor - Retains HUD elements while ADS, including mini-map and Instinct pings.
* Wound - Enemies with damaged health have their regen lowered.
* Profiler - Reticle will glow green when the shot will hit.
* Outfitted II - 2nd Extra attachment.
Mark III
* .100 Cal - Fires ultra large calibre rounds, increasing impact radius and penetration.
*Outfitted III - 3d Extra attachment.
===Exotic===
====HiExS====
*Exotic Forge: SturmFires special light explosive ammunition that detonates after a brief delay on impact. 100 Cal increases blast radius.
== CKNine ==
Fast fire rate, precision sniper.
===Forges===
Mark 0
*Semi-Automatic - Fires semi-automatically.
*Attachment - 1st Attachment.
Mark I
* Damage - Critical multiplier is increased.
* Stability - Allow to hold breath longer.
* Mobility - Movement speed is increased overtime.
* Steady - Reduces initial hip fire spread.
* Accuracy - Reduced weapon sway.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Speed Center - Faster dead point precision after aiming.
* Straight Pull - Reload while ADS.
* Tac Visor - Retains HUD elements while ADS, including mini-map and Instinct pings.
* Wound - Enemies with damaged health have their regen lowered.
* Profiler - Reticle will glow green when the shot will hit.
* Outfitted II - 2nd Extra attachment.
Mark III
* Dual Sight - Has built-in dual scope. Can equip 2 types of optics for the price of one, albeit 1 high zoom and the other low zoom. Standard back-up sight is a side-mounted iron sight.
*Outfitted III - 3d Extra attachment.
===Exotic===
====CK9mm====
*Exotic Forge: Tactical KitGains a double barrel with 2 different calibers: Standard, semi-auto with fast fire rate and new, bolt-action with higher damage. If paired with Dual Sight, Scoped mode is standard bolt-action, Unscoped is Semi Auto. 
== Yalguzag ==
High mobility, run and gun sniper.
===Forges===
Mark 0
*Bolt-Action - Manually Rechambered.
*Rail Mod - Can equip assault rifle grade attachments.
*Attachment - 1st Attachment.
Mark I
* Damage - Critical multiplier is increased.
* Stability - Allow to hold breath longer.
* Mobility - Movement speed is increased overtime.
* Steady - Reduces initial hip fire spread.
* Accuracy - Reduced weapon sway.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Speed Center - Faster dead point precision after aiming.
* Straight Pull - Bolt-Cycle while ADS.
* Tac Visor - Retains HUD elements while ADS, including mini-map and Instinct pings.
* Wound - Enemies with damaged health have their regen lowered.
* Profiler - Reticle will glow green when the shot will hit.
* Outfitted II - 2nd Extra attachment.
Mark III
* Burst Cycle - Fires in 2-round bursts before bolt cycling.
*Outfitted III - 3d Extra attachment.
===Exotic===
====Snow Leopard====
*Exotic Forge: StumpyWeapon has an ultra-light configuration, boosting handling and mobility drastically, as well as allowing lighterweight weapon attachments. 
|-| 
SG=
== SCV ==
===Forges===
Mark 0
*Semi-Automatic - Fires semi-automatically.
*Attachment - 1st Attachment.
Mark I
* Damage - Minimum Damage is increased (base damage).
* Mobility - Movement speed is increased overtime.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Speed Loader - Uses a magazine instead of single-round insertion.
* Full Choke - Reduces pellet spread while ADS.
* Outfitted II - 2nd Extra attachment.
Mark III
* Slug Shells - Fires single slug rounds instead of pellets, increasing range but removing spread. (Full Choke increases range)
===Exotic===
==SGHz====
*Exotic Forge: BoomboxFires an energy wave that causes Knockback and launches the player when used on surfaces.
== KSS-2 ==
===Forges===
Mark 0
*Rechamber - Pump Action.
*Attachment - 1st Attachment.
Mark I
* Damage - Minimum Damage is increased (base damage).
* Mobility - Movement speed is increased overtime.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Speed Loader - Uses a magazine instead of single-round insertion.
* Full Choke - Reduces pellet spread while ADS.
* Outfitted II - 2nd Extra attachment.
Mark III
* Wildfire - Grants Dragonbreath rounds, significantly increasing pellet count.
===Exotic===
====Old Timers====
*Exotic Forge: BandoleroClassicly-inspired modded variant, becoming lever-action and dual wielded.
== M12 Reaper ==
===Forges===
Mark 0
*Automatic - Fires full auto.
*Attachment - 1st Attachment.
Mark I
* Damage - Minimum Damage is increased (base damage).
* Mobility - Movement speed is increased overtime.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Speed Loader - Uses a magazine instead of single-round insertion.
* Full Choke - Reduces pellet spread while ADS.
* Outfitted II - 2nd Extra attachment.
Mark III
* Strobe Light - Equips a Strobe Light that blinds enemies when active. Activate Strobe Light with ADS, restricting ADS in place.
===Exotic===
====5cythe====
*Exotic Forge: Prepare for DeathDoubles the fire rate, but requires a brief charge-up before firing. Uses an experimental helical barrel-inserted magazine.
|-| 
SA=
== MD34 ==
===Forges===
Mark 0
*Semi-Automatic - Fires semi-automatically.
*Attachment - 1st Attachment.
Mark I
* Damage - Minimum Damage is increased (base damage).
* Mobility - Movement speed is increased overtime.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Stashed - After obtaining an elimination, automatically reload primary weapon.
* Wingman - Increased damage and accuracy first 3 seconds after being drawn.
* Outfitted II - 2nd Extra attachment.
Mark III
* Executioner - Headshots against enemies affected by any source of your loadout (Primary, Elite, Lethal, Utility, Tactical) executes them and grants double score. 
===Exotic===
====MD34 Para====
*Exotic Forge: GauntletMD34 becomes embedded in left hand, allowing for instant switching. Has reduced hipspread and uses Optical Zoom for ADS.
== Grav Recon ==
===Forges===
Mark 0
*Burst - Fires in 3-Round Bursts.
*Attachment - 1st Attachment.
Mark I
* Damage - Minimum Damage is increased (base damage).
* Mobility - Movement speed is increased overtime.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Stashed - After obtaining an elimination, automatically reload primary weapon.
* Wingman - Increased damage first seconds after being drawn.
* Outfitted II - 2nd Extra attachment.
Mark III
*Starburst - Five Round Burst.
===Exotic===
====Grav Raptor====
*Exotic Forge: Carbine KitTransforms the weapon in a sublime handling Carbine.
== Scarlet ==
===Forges===
Mark 0
*Automatic - Fires full auto.
*Attachment - 1st Attachment.
Mark I
* Damage - Minimum Damage is increased (base damage).
* Mobility - Movement speed is increased overtime.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Stashed - After obtaining an elimination, automatically reload primary weapon.
* Wingman - Increased damage first seconds after being drawn.
* Outfitted II - 2nd Extra attachment.
Mark III
* Gamma Mag - Uses a high-capacity drum magazine, doubling the magazine size and creating a counterweight, reducing weapon kick. 
===Exotic===
====Cyclopean====
*Exotic Forge: Red EyeTransforms into an energy weapon firing a laser, which deals increased damage to unarmored targets.
== DF2 ==
===Forges===
Mark 0
*Semi-Automatic - Fires semi-automatically.
*Double Barrel - Double fire rate when hip firing, but fires a single bullet per shot. Aiming down sights reduces fire rate, but fires both barrels at once.
*Attachment - 1st Attachment.
Mark I
* Damage - Minimum Damage is increased (base damage).
* Mobility - Movement speed is increased overtime.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Stashed - After obtaining an elimination, automatically reload primary weapon.
* Wingman - Increased damage first seconds after being drawn.
* Outfitted II - 2nd Extra attachment.
Mark III
*Trigger Happy - Removes the fire rate penalty when ADS.
===Exotic===
====Kitsune====
*Exotic Forge: TwintailsFires from a hybridized magazine containing 2 types of ammo, shock- and incendiary rounds, fired in odd succession. Aiming down sights fires both rounds at once. Shock rounds briefly flinch enemies, Incendiary rounds deal damage over time.
== L-Maverick ==
===Forges===
Mark 0
*Single Shot - Reloads after every shot.
*Attachment - 1st Attachment.
Mark I
* Damage - Minimum Damage is increased (base damage).
* Mobility - Movement speed is increased overtime.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Stashed - After obtaining an elimination, automatically reload primary weapon.
* Wingman - Increased damage first seconds after being drawn.
* Outfitted II - 2nd Extra attachment.
Mark III
* Taser - Non-lethal hits incapacitate enemies with stun rounds, slowing them on-hit.
===Exotic===
====L-Spitfire====
*Exotic Forge: Sniper KitTransforms the weapon in a pocket Sniper with autoloading magazine.
|-|
EW=
== Beamer ==
High-density particle weapon firing a limited range beam that continuously damages targets.
Mark I
*Increases distance.
Mark II
*Damage increases when it hits someone.
Perfect
*Lowers ammunition usage.
=== Arcer ===
High-density particle weapon firing a limited range beam that continuously damages targets. Can track enemies and latch on to targets, increasing range while latched on.
Mark I
*Increases distance.
Mark II
*Damage increases when it hits someone.
Perfect
*Latches onto multiple targets at once.
== Hammer ==
High calibre revolver firing depleted uranium rounds for massive impact.
Mark I
*Increased penetration through world geometry.
Mark II
*Doubles the magazine size to 6.
Perfect
*Kills cause a fiery explosion. 
=== Smart Pistol ===
Automata-assisted pistol tracks enemies within sight and fires homing bullets that split targets' skulls.
Mark I
*Locks-on faster.
Mark II
*Increases magazine size to 12.
Perfect
*Can lock-on to multiple people at once.
== Rocket Launcher ==
Free-fire Rocket Launcher for infantry demolition.
Mark I
*Increased blast radius.
Mark II
*Increases magazine size to 2.
Perfect
*Missile trajectory can turn towards nearby enemies.
=== Fusion Launcher ===
Experimental Fusion Weapon, which fires fission at speeds FTL. The energy releases upon meeting a surface, resulting in a very large and violent explosion.
Mark I
*Increased blast radius.
Mark II
*Decreases cooldown timer in between shots.
Perfect
*Leaves a radiation zone in it's wake.
== Infinity Edge ==
Traditional weapon reimagined to cut through all metals via it's "cutting edge" mono-edged plasma-infused blade. Combined with the agility modern armor brings, the swordsmaster has been resurrected. [ Press ADS to perform a dash attack ] and [ Press Reload to perform a block ]
Mark I
*Increased agility while wielding.
Mark II
*Hits create an overshield.
Perfect
*Increased attack speed and lunge distance.
=== Stormshield ===
Advanced personal defense weapon that uses the Infinity Edge's blade design combined with high-tech force manipulation. [ Press ADS to fire off a projectile ] and [ Press Reload to perform a block that returns enemy fire ]
Mark I
*Increased agility while wielding.
Mark II
*Hits create an overshield.
Perfect
*Reduces ammunition costs of Alt fire and block.
== Quiver Bow ==
Projectile bow that fires tungsten arrows from an advanced high-tech string system.
Mark I
*Increases amount of arrows carried.
Mark II
*Fires an arrow that splits into 3 separate heads for larger coverage. Fully drawing tightens the spread.
Perfect
*Arrows explode after a delay on impact
=== Nightstalker ===
A silent weapon combined with a cloak system creates the ultimate stealth hunter. While crouch, equip a cloak when out of combat that remains active when using the bow.
Mark I
*Increases amount of arrows carried.
Mark II
*Moves significantly faster while cloaked.
Perfect
*Arrowheads become wards on impact, highlighting nearby enemies.
== War Machine ==
Anti-infantry explosives weapon firing grenades that detonate after a few bounces or upon contact with an enemy. 
Mark I
*Increases blast radius and damage.
Mark II
*Less drop off.
Perfect
*Grenades split into smaller grenades after the first bounce.
=== The Colony ===
Grenade Launcher firing smart AI explosives that scout the area and latch onto enemies they see before exploding.
Mark I
*Amount of AI explosives increased to deal near lethal damage.
Mark II
*Explosive movement speed increased.
Perfect
*When not finding enemies, the explosives nest in their last area, creating a trigger mine.
== Minigun ==
Underslung rotary machine gun.
Mark I
*Decreased time spinning up.
Mark II
*Increased accuracy and stability.
Perfect
*Increased capacity.
=== Miniguns ===
Underslung dual rotary miniguns integrated into the exoskeleton for high-performance accuracy, agility and firepower.
Mark I
*Increased agility while wielding.
Mark II
*Increased accuracy and stability.
Perfect
*Increased capacity.
|-|
DLC=
==Cicada==
Hand Cannon primary archetype
===Forges===
Mark 0
*Double-Action - Fires semi-automatically.
*Attachment - 1st Attachment.
Mark I
* Damage - Critical multiplier is increased.
* Stability - The weapon's barrel kick is lower.
* Mobility - Movement speed is increased overtime.
* Steady - Reduces hip fire spread overtime while hip firing.
* Accuracy - Reduced weapon sway.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Fan the Hammer - While hip firing, increases the fire rate.
* Deadeye - Precision hits grant bonus score.
* Technophobe - Increased damage to drones and electronics.
* Gung-Ho - Increased handling while at maximum momentum. 
* Lucky Round - Last round in the magazine is an automatic precision hit.
* Outfitted II - 2nd Extra attachment.
Mark III
*Data Cache - Precision kills grant a copy of the victim's non-Keyframe Augments for 30s or up until death.
*Outfitted III - 3d Extra attachment.
===Exotic===
====Bloodware====
*Exotic Forge: Memento MoriReloading the weapon after an elimination is quicker and loads the magazine with empowered rounds that deals increased precision damage and over penetrate targets at full damage.
==DYNAREX==
DYNAmic Rifle EXpeditionary. Ultra modular rifle with exotic customization and adaptability.
===Forges===
Mark 0
*Automatic - Fires full auto.
*Adaptive Grid - 4x4 grid that changes the weapons properties.
**Receiver: Semi-Auto / 3-Round Burst / Undergassed / Overgassed
**Ballistics: Aggressive Ballistics / Linear Compensator / Full Bore Rifling / Smooth Ballistics
**Frame: Recon Frame / CQB Frame / Marksman Frame / Braced Frame
**Ammunition: APBC / Hollow Points / Depleted U / Caseless
*Attachment - 1st Attachment.
Mark I
* Damage - Critical multiplier is increased.
* Stability - The weapon's initial Recoil is lower.
* Mobility - Movement speed is increased overtime.
* Steady - Reduces initial hip fire spread.
* Accuracy - Reduced weapon sway.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Tac Reload - Double tap reload to use a Tactical Reload, cutting reload time but losing ammunition left in the magazine.
* Bounty - Obtaining an elimination gives some Tactical charge.
* Determination - Less recoil the longer the weapon is fired.
* Bang - First shot on an enemy has increased flinch.
* Fireteam - When nearby another Fireteam, the weapon performs better.
* Outfitted II - 2nd Extra attachment.
Mark III
*Modus Operandi - Alternate fire allows the exchange of Mark 0 forges at no cost or cooldown.
*Outfitted III - 3d Extra attachment.
===Exotic===
====NEGAZENON====
*Exotic Forge: EvolutionaryGaining score empowers the weapon, with each 200 gained granting a new non-optical attachment that was not equipped already up to 5. Every upgrade after obtaining all attachments grants reserve ammo.
== Raijin SCR ==
Lightweight railgun with deadly precision at cost of stopping power.
===Forges===
Mark 0
*Automatic - Fires full auto.
*Attachment - 1st Attachment.
Mark I
* Damage - Minimum Damage is increased (to secondary damage).
* Stability - The weapon's initial Recoil is lower.
* Mobility - Movement speed is increased overtime.
* Steady - Reduces initial hip fire spread.
* Accuracy - Reduced weapon sway.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Focus - Perform actions while ADS.
* Breacher - Obtaining an elimination gives some Utility charge.
* Subsonic - Gunfire can only be pinged if within range of a player.
* Dogfight - Decreases accuracy penalty while airborne and wall-running.
* Dispatch - A killing blow on enemy doesn't mark their death location.
* Outfitted II - 2nd Extra attachment.
Mark III
*Moving Target - While hipfiring, gain tracking rounds that home in on enemies. Always hits regular body shots.
*Outfitted III - 3d Extra attachment.
===Exotic===
====Rakurai XCR====
*Exotic Forge: Thunderbolt ADS changes firing mode to a single-action Railshot that acts as a Raijin GMS bullet. Hipfire hits charge up the Power Rail, up to 100 more at 100% charge.
== RSM-1 ==
Remote Suppression Model. Serviceable weapon that can act as an angular automated turret.
===Forges===
Mark 0
*Automatic - Fires full auto.
*Turret - Alternate fire mode allows the weapon to be deployed as a sentry turret and fire automatically at enemies.
*Attachment - 1st Attachment.
Mark I
* Damage - Critical multiplier is increased.
* Stability - The weapon's initial Recoil is lower.
* Mobility - Movement speed is increased overtime.
* Steady - Reduces initial hip fire spread.
* Accuracy - Reduced weapon sway.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Suppression - Direct hits and nearby shots cause enemies to experience shellshock. 
* Demolitions - Obtaining an elimination gives some Lethal charge.
* Breaker - Breaking a targets armor increases the time it takes to repair.
* Bipod - Automated bipod that stabilizes the weapon when peeking over surfaces.
* Shoulder Bash - After sprinting for a short time, melee transforms in a shoulder bash that knocks back enemies.
* Outfitted II - 2nd Extra attachment.
Mark III
* Remote-Control - When deployed as a turret, alternate fire activates remote-control, which allows the user to operate the weapon remotely. Weapon can be fully rotated 360°, but cannot move.
*Outfitted III - 3d Extra attachment.
===Exotic===
====RSM-II Phalanx====
*Exotic Forge: Ballistic ShieldBullet-proof polymer shield mounted in front of the weapon that protects against headshots and upper body shots coming from the front. Visor will crack and make it harder to see when shot enough, and can be destroyed if shot enough. FMJ does increased damage to the shield. Shield will also protect the weapon in turret form.
== ICPK "Icepick" ==
Fully Automatic sniper rifle.
===Forges===
Mark 0
*Semi-Automatic - Fires semi-automatically.
*Avalanche - Becomes fully automatic when lying down. Additionally holds a belt magazine, increasing weight.
*Attachment - 1st Attachment.
Mark I
* Damage - Critical multiplier is increased.
* Stability - Allow to hold breath longer.
* Mobility - Movement speed is increased overtime.
* Steady - Reduces initial hip fire spread.
* Accuracy - Reduced weapon sway.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Speed Center - Faster dead point precision after aiming.
* Straight Pull - Bolt-Cycle while ADS.
* Tac Visor - Retains HUD elements while ADS, including mini-map and Instinct pings.
* Wound - Enemies with damaged health have their regen lowered.
* Profiler - Reticle will glow green when the shot will hit.
* Outfitted II - 2nd Extra attachment.
Mark III
* Shoulder Mount - Additionally becomes fully automatic while crouched.
*Outfitted III - 3d Extra attachment.
===Exotic===
====ICKL "Icicle"====
*Exotic Forge: ColdsnapFires high calibre negentropic payloads that explode in cryogenic energy. Affected enemies are frozen, having slower handling and movement.
|-|
Scrapped=
== V27 ==
Advanced weapon suit for strategic operations. Due to its compact design, it is commonly used by recon operatives who look for a versatile option.
===Forges===
Mark 0
*Automatic - Fires full auto.
*Attachment - 1st Attachment.
Mark I
* Damage - Critical multiplier is increased.
* Stability - The weapon's initial Recoil is lower.
* Mobility - Movement speed is increased overtime.
* Steady - Reduces initial hip fire spread.
* Accuracy - Reduced weapon sway.
* Stockpile - Start with an extra magazine.
* Readiness - ADS faster out of sprinting.
* Outfitted I - 1st Extra attachment.
Mark II
* Tac Reload - Double tap reload to use a Tactical Reload, cutting reload time but losing ammunition left in the magazine.
* Bounty - Obtaining an elimination gives some Tactical charge.
* Determination - Less recoil the longer the weapon is fired.
* Bang - First shot on an enemy has increased flinch.
* Fireteam - When nearby another Fireteam, the weapon performs better.
* Outfitted II - 2nd Extra attachment.
Mark III
*Spinning Up - Fire Rate increases overtime, up to a cap after 5 rounds.
*Outfitted III - 3d Extra attachment.
===Exotic===
====Black Rider====
*Exotic Forge: BluevoltThe weapon has an alternate overcharging battery, increasing fire rate while active. Once depleted, fire rate is lowered, but stability is increased. Battery recharges when not fired. - Battery Size: 100 (About drains 10 per shot and recharges 5 per second not fired, increased to 10 after not fired for 4 seconds)
</tabber>