Weapons & Gear
"Every runner is equipped. The Network considers this a kindness."
A reference to the gear runners carry into Floor 1, what the floor lets them find or take, and the techniques each weapon plays. Weapons here are grouped by the skill they scale on — the discipline that drives their damage and earns the training. Every damage figure below is resolved from the live combat model — shown untrained, and again at Floor 1's skill ceiling.
A note on techniques. A weapon that has techniques of its own scales on the skill those techniques name. A weapon without them produces a single basic Strike that uses the weapon's listed damage and scales on Blunt Force Trauma — whatever its damage type. That's why the Blunt Force Trauma section below also holds a short list of electrical- and piercing-flavored improvisations: until a weapon is given its own techniques, it trains and scales on BFT.
Blunt Force Trauma
The melee-impact axis. Everything here scales on Blunt Force Trauma.
The 2H Smasher Line
The Blunt kit's signature is a two-handed heavy-blunt line — Pry Bar (T0) → Demolition Sledge (T1) → Wrecking Maul (T2). Big impact, contested knockback, no offhand (so no shield or offhand parry). The Demolition Sledge and Wrecking Maul add Brace; the starter Pry Bar does not. The stagger-lockdown the smasher is famous for is not on the weapon — it comes from leveling Blunt Force Trauma.
Pry Bar
Resolved numbers — damage type blunt.
Two-handed. Nothing else fits while you carry it — no shield, no kit.
| Technique | Cost | Reach | Damage untrained | Damage at Blunt Force Trauma 19 |
|---|---|---|---|---|
| Strike | 1 move | 1 | 18–19 | 26–28 |
| Haymaker | 2 moves | 1 | 23–27 | 33–39 |
Untrained is every skill at 0. The right-hand column projects each technique at level 19 — Floor 1's skill ceiling — on the skill it scales with (Blunt Force Trauma).
Slot. Weapon (melee, two-handed). Damage type. Blunt. Rarity. Common. Carried by Blunt-kit runners.
The starter smasher — heavy, two-handed, no finesse. Hits hardest of the starter weapons, paid for in zero defense: no offhand means no shield, and this starter has no Brace technique.
| Technique | Tags | Notes |
|---|---|---|
| Strike | melee | The daily heavy hit. |
| Haymaker | melee, telegraphed, knockback 1 | Telegraphed wind-up; shoves the target 1 tile back (contested by their Defiance). |
Acquisition. Issued in the Blunt kit; common in Floor 1 loot.
Demolition Sledge
Resolved numbers — damage type blunt.
Two-handed. Nothing else fits while you carry it — no shield, no kit.
| Technique | Cost | Reach | Damage untrained | Damage at Blunt Force Trauma 19 |
|---|---|---|---|---|
| Strike | 1 move | 1 | 20–21 | 29–30 |
| Haymaker | 2 moves | 1 | 24–30 | 35–44 |
| Brace | 1 move | 1 | — | — |
Untrained is every skill at 0. The right-hand column projects each technique at level 19 — Floor 1's skill ceiling — on the skill it scales with (Blunt Force Trauma). A technique with no damage band deals none by design. Brace: Incoming melee and charged hits are halved for 12.0s — and +40 Defiance, so much harder to shove or pin.
Slot. Weapon (melee, two-handed). Damage type. Blunt. Rarity. Uncommon.
A step up from the Pry Bar — the Blunt kit's Pilot-Directives reward craft. Hits harder with Strike and Haymaker, and adds Brace for defense.
| Technique | Tags | Notes |
|---|---|---|
| Strike | melee | The daily heavy hit. |
| Haymaker | melee, telegraphed, knockback 1 | Telegraphed wind-up; shoves 1 tile (contested by Defiance). |
| Brace | defensive | Reduce incoming melee and charged hits; gain Defiance until your next turn. |
Acquisition. Craft (workbench): Pry Bar + Pipe Fitting. Unlocked by completing the Pilot Directives in the Blunt kit.
Wrecking Maul
Resolved numbers — damage type blunt.
Two-handed. Nothing else fits while you carry it — no shield, no kit.
| Technique | Cost | Reach | Damage untrained | Damage at Blunt Force Trauma 19 |
|---|---|---|---|---|
| Strike | 1 move | 1 | 26–27 | 38–39 |
| Haymaker | 2 moves | 1 | 32–38 | 47–55 |
| Brace | 1 move | 1 | — | — |
Untrained is every skill at 0. The right-hand column projects each technique at level 19 — Floor 1's skill ceiling — on the skill it scales with (Blunt Force Trauma). A technique with no damage band deals none by design. Brace: Incoming melee and charged hits are halved for 12.0s — and +40 Defiance, so much harder to shove or pin.
Slot. Weapon (melee, two-handed). Damage type. Blunt. Rarity. Rare.
The line's heaviest. Haymaker's wind-up is the most reactable on the floor, but a clean landing shoves two tiles.
| Technique | Tags | Notes |
|---|---|---|
| Strike | melee | The daily heavy hit. |
| Haymaker | melee, telegraphed, knockback 2 | Telegraphed wind-up; shoves 2 tiles (contested by Defiance). |
| Brace | defensive | Reduce incoming melee and charged hits; gain Defiance until your next turn. |
Acquisition. Floor 1 rare loot.
Reinforced Baton
Resolved numbers — damage type blunt.
| Technique | Cost | Reach | Damage untrained | Damage at Blunt Force Trauma 19 |
|---|---|---|---|---|
| Strike | 1 move | 1 | 19–20 | 28–29 |
| Brace | 1 move | 1 | — | — |
Untrained is every skill at 0. The right-hand column projects each technique at level 19 — Floor 1's skill ceiling — on the skill it scales with (Blunt Force Trauma). A technique with no damage band deals none by design. Brace: Incoming melee and charged hits are halved for 12.0s — and +40 Defiance, so much harder to shove or pin.
Slot. Weapon (melee). Damage type. Blunt. Rarity. Uncommon.
A baton with better materials than the starter — a decent step up that plays the same two techniques.
| Technique | Tags | Notes |
|---|---|---|
| Strike | melee | Better materials, harder hit than the starter. |
| Brace | melee, applies braced |
Acquisition. Craft (workbench): Metal Rod + Grip Wrap; loot. Deconstructs into Metal Rod + Grip Wrap.
Field Baton
Resolved numbers — damage type blunt.
| Technique | Cost | Reach | Damage untrained | Damage at Blunt Force Trauma 19 |
|---|---|---|---|---|
| Strike | 1 move | 1 | 26–27 | 38–39 |
| Brace | 1 move | 1 | — | — |
| Defensive Strike | 2 moves | 1 | 25–26 | 36–38 |
Untrained is every skill at 0. The right-hand column projects each technique at level 19 — Floor 1's skill ceiling — on the skill it scales with (Blunt Force Trauma). A technique with no damage band deals none by design. Brace: Incoming melee and charged hits are halved for 12.0s — and +40 Defiance, so much harder to shove or pin.
Slot. Weapon (melee). Damage type. Blunt. Rarity. Uncommon.
"Grip-wrapped and rebalanced for field use. Plant floors are hard on the hands."
A Baton with a better grip and a third technique — a defensive counter-swing.
| Technique | Tags | Notes |
|---|---|---|
| Strike | melee | |
| Brace | melee, applies braced | |
| Defensive Strike | melee, applies braced | Strike and brace in one motion — you take the hit you give one. Lighter guard than a pure Brace. |
Acquisition. Craft (workbench): Reinforced Baton + Grip Wrap.
Heavy Pipe Wrench
Resolved numbers — damage type blunt.
Two-handed. Nothing else fits while you carry it — no shield, no kit.
| Technique | Cost | Reach | Damage untrained | Damage at Blunt Force Trauma 19 |
|---|---|---|---|---|
| Strike | 1 move | 1 | 26–27 | 38–39 |
| Full Swing | 3 moves | 1 | 26–29 | 37–42 |
| Locked-Jaw Grip | 3 moves | 1 | 18–19 | 27–28 |
| Brace | 1 move | 1 | — | — |
Untrained is every skill at 0. The right-hand column projects each technique at level 19 — Floor 1's skill ceiling — on the skill it scales with (Blunt Force Trauma). A technique with no damage band deals none by design. Brace: Incoming melee and charged hits are halved for 12.0s — and +40 Defiance, so much harder to shove or pin.
Slot. Weapon (melee). Damage type. Blunt. Rarity. Rare.
The heavy end of Floor 1's blunt options — two-handed authority on a maintenance fitting.
| Technique | Tags | Notes |
|---|---|---|
| Strike | melee | The daily attack. |
| Brace | melee, applies braced | Plant behind a guard. |
| Full Swing | melee, AOE | Put both hands on the problem — a wide arc that hits everything adjacent. |
| Locked-Jaw Grip | melee, applies gripped | Clamp the target in place. |
Acquisition. Craft (workbench): Reinforced Baton + Pipe Fitting.
The Reprimand
Resolved numbers — damage type blunt.
| Technique | Cost | Reach | Damage untrained | Damage at Blunt Force Trauma 19 |
|---|---|---|---|---|
| Strike | 1 move | 1 | 34–35 | 49–51 |
| Brace | 1 move | 1 | — | — |
| Final Notice | 3 moves | 1 | — | — |
Untrained is every skill at 0. The right-hand column projects each technique at level 19 — Floor 1's skill ceiling — on the skill it scales with (Blunt Force Trauma). A dash in the damage columns is not a zero — it means the damage is not a band. Final Notice: Deals 25% of the target's max HP — 17 vs a Shock Guard (69 HP). Brace deals none by design. Brace: Incoming melee and charged hits are halved for 12.0s — and +40 Defiance, so much harder to shove or pin.
Slot. Weapon (melee). Damage type. Blunt. Rarity. Rare. Binds on pickup.
A field baton with paperwork behind it. Plays the staple Strike and Brace, plus a once-per-encounter finisher.
| Technique | Tags | Notes |
|---|---|---|
| Strike | melee | |
| Brace | melee, applies braced | |
| Final Notice | melee, ignores class features | Reduced slightly by the target's Defiance. Once per encounter. |
Acquisition. Drops from the Foreman for a runner with Blunt Force Trauma ≥ L15. Binds on pickup.
Push Broom
Resolved numbers — damage type blunt.
Two-handed. Nothing else fits while you carry it — no shield, no kit.
| Technique | Cost | Reach | Damage untrained | Damage at Blunt Force Trauma 19 |
|---|---|---|---|---|
| Strike | 1 move | 1 | 33–35 | 48–51 |
| Brace | 1 move | 1 | — | — |
| Clear the Floor | 3 moves | 1 | 23–25 | 34–37 |
Untrained is every skill at 0. The right-hand column projects each technique at level 19 — Floor 1's skill ceiling — on the skill it scales with (Blunt Force Trauma). A technique with no damage band deals none by design. Brace: Incoming melee and charged hits are halved for 12.0s — and +40 Defiance, so much harder to shove or pin.
Slot. Weapon (melee, two-handed). Damage type. Blunt. Rarity. Rare. The Custodian's signature.
"Push Broom® by Janitech. Trust the bristle."
The Custodian's own tool, taken up as a weapon — space, not damage. Low per-hit, but every swing shoves (knockback 1), and its class feature clears a whole arc.
| Technique | Tags | Notes |
|---|---|---|
| Strike | melee | A workmanlike swing; the long handle keeps them at arm's length. Shoves on hit. |
| Brace | melee, applies braced | |
| Clear the Floor | melee, AOE | One wide pass — low damage, but everything in the arc is shoved back. |
Acquisition. Custodian drop — his signature; the audience tracks who walks out carrying it.
Mop Handle
Resolved numbers — damage type blunt.
| Technique | Cost | Reach | Damage untrained | Damage at Blunt Force Trauma 19 |
|---|---|---|---|---|
| Strike | 1 move | 2 | 34–35 | 49–51 |
| Brace | 1 move | 1 | — | — |
Untrained is every skill at 0. The right-hand column projects each technique at level 19 — Floor 1's skill ceiling — on the skill it scales with (Blunt Force Trauma). A technique with no damage band deals none by design. Brace: Incoming melee and charged hits are halved for 12.0s — and +40 Defiance, so much harder to shove or pin.
Slot. Weapon (melee, reach). Damage type. Blunt. Rarity. Uncommon.
The floor's only reach melee — poke from a tile back. Cheap; two techniques. The reach is the differentiation from the Baton and the Broom (wide shove).
| Technique | Tags | Notes |
|---|---|---|
| Strike | melee, reach (range 2) | A long, cheap poke from one cell back. |
| Brace | melee, applies braced |
Acquisition. Custodian drop.
Trigger Discipline
The ranged axis. Scales on Trigger Discipline.
Slingshot
Resolved numbers — damage type blunt.
Two-handed. Nothing else fits while you carry it — no shield, no kit.
| Technique | Cost | Reach | Damage untrained | Damage at Trigger Discipline 19 |
|---|---|---|---|---|
| Quick Shot | 1 move · 1 ammo | 5 | 16–20 | 24–30 |
| Aimed Shot | 2 moves · 1 ammo | 6 | 19–25 | 27–36 |
| Plink | 1 move | 5 | 10–12 | 14–17 |
Untrained is every skill at 0. The right-hand column projects each technique at level 19 — Floor 1's skill ceiling — on the skill it scales with (Trigger Discipline).
Slot. Weapon (ranged, two-handed). Damage type. Blunt (kinetic scrap rounds). Rarity. Common. Carried by Trigger-kit runners.
"Salvage-assembled from plant salvage. Fires scrap rounds. Quiet. Expendable."
| Technique | Tags | Notes |
|---|---|---|
| Quick Shot | ranged | The daily shot. Consumes Scrap Metal. |
| Aimed Shot | ranged, crit-chance up | Consumes Scrap Metal. Best technique in the kit. |
| Plink | ranged | Snaps a scrap fragment off the floor — no ammo cost. Never run dry. |
Acquisition. Issued in the Trigger kit. Craft (workbench): Grip Wrap + Frayed Copper Wire.
Reinforced Slingshot
Resolved numbers — damage type blunt.
Two-handed. Nothing else fits while you carry it — no shield, no kit.
| Technique | Cost | Reach | Damage untrained | Damage at Trigger Discipline 19 |
|---|---|---|---|---|
| Quick Shot | 1 move · 1 ammo | 6 | 18–23 | 26–33 |
| Aimed Shot | 2 moves · 1 ammo | 6 | 20–27 | 30–40 |
| Plink | 1 move | 6 | 11–13 | 15–18 |
Untrained is every skill at 0. The right-hand column projects each technique at level 19 — Floor 1's skill ceiling — on the skill it scales with (Trigger Discipline).
Slot. Weapon (ranged, two-handed). Damage type. Blunt (kinetic). Rarity. Uncommon. Consumes Scrap Metal as ammo.
"The metal rod changed the geometry. Longer pull, harder landing."
Same three techniques as the Slingshot (Quick Shot / Aimed Shot / Plink) with higher weapon bonuses and a tile more range.
Acquisition. Craft (workbench): Slingshot + Metal Rod.
Loaded Slingshot
Resolved numbers — damage type blunt.
Two-handed. Nothing else fits while you carry it — no shield, no kit.
| Technique | Cost | Reach | Damage untrained | Damage at Trigger Discipline 19 |
|---|---|---|---|---|
| Quick Shot | 1 move · 1 ammo | 6 | 25–27 | 37–40 |
| Aimed Shot | 2 moves · 1 ammo | 7 | 31–32 | 45–46 |
| Volley | 2 moves · 2 ammo | 6 | 17–19 | 24–27 |
| Plink | 1 move | 5 | 14–16 | 20–23 |
Untrained is every skill at 0. The right-hand column projects each technique at level 19 — Floor 1's skill ceiling — on the skill it scales with (Trigger Discipline).
Slot. Weapon (ranged, two-handed). Damage type. Blunt (kinetic). Rarity. Rare. Consumes Scrap Metal as ammo.
The top of the slingshot line — it trades Plink's free fallback for a heavier multi-shot.
| Technique | Tags | Notes |
|---|---|---|
| Quick Shot | ranged | The daily shot. Consumes Scrap Metal. |
| Aimed Shot | ranged, crit-chance up | Consumes Scrap Metal. |
| Volley | ranged | A burst of scrap downrange — the line's signature multi-hit. |
Service Bow
Resolved numbers — damage type piercing.
Two-handed. Nothing else fits while you carry it — no shield, no kit.
| Technique | Cost | Reach | Damage untrained | Damage at Trigger Discipline 19 |
|---|---|---|---|---|
| Quick Shot | 1 move · 1 ammo | 7 | 25–27 | 37–40 |
| Aimed Shot | 2 moves · 1 ammo | 8 | 31–32 | 45–46 |
| Trace | 1 move · 1 ammo | 8 | 12–13 | 18–19 |
| Plink | 1 move | 5 | 15–17 | 22–25 |
Untrained is every skill at 0. The right-hand column projects each technique at level 19 — Floor 1's skill ceiling — on the skill it scales with (Trigger Discipline).
Slot. Weapon (ranged, two-handed). Damage type. Piercing. Rarity. Uncommon. Fires the Stock Bolt.
A salvaged service bow — the floor's first proper bolt-thrower.
| Technique | Tags | Notes |
|---|---|---|
| Quick Shot | ranged, piercing | The daily shot. Consumes Stock Bolt ammo. |
| Aimed Shot | ranged, piercing, crit-chance up | Consumes Stock Bolt ammo. |
| Trace | ranged, piercing, marks the target | Tags a hostile so the next shots land cleaner. Consumes Stock Bolt ammo. |
| Dry Loose | ranged | The no-ammo fallback — looses without a bolt. Low damage, always available. |
Calibration Bolt Launcher
Resolved numbers — damage type piercing.
| Technique | Cost | Reach | Damage untrained | Damage at Trigger Discipline 19 |
|---|---|---|---|---|
| Quick Shot | 1 move · 1 ammo | 7 | 33–35 | 48–51 |
| Aimed Shot | 2 moves · 1 ammo | 8 | 40–41 | 58–60 |
| Trace | 1 move | 7 | — | — |
| Plink | 1 move | 5 | 19–21 | 27–30 |
Untrained is every skill at 0. The right-hand column projects each technique at level 19 — Floor 1's skill ceiling — on the skill it scales with (Trigger Discipline). A dash in the damage columns is not a zero — it means the damage is not a band. Trace: Later damage against the marked target gains +2.
Slot. Weapon (ranged, two-handed). Damage type. Piercing. Rarity. Rare. Fires the Stock Bolt.
The mechanized successor to the bow — same bolt line, more authority.
| Technique | Tags | Notes |
|---|---|---|
| Quick Shot | ranged, piercing | Consumes Stock Bolt ammo. |
| Aimed Shot | ranged, piercing, crit-chance up | Consumes Stock Bolt ammo. |
| Tracer Bolt | ranged, piercing, marks the target | No damage — paints the target so follow-up shots land cleaner. Consumes Stock Bolt ammo. |
| Dry Loose | ranged | The no-ammo fallback. |
A note on bolts. The Service Bow and the Calibration Bolt Launcher share one ammo line — the Stock Bolt. When a runner runs out, Dry Loose is the no-ammo fallback that keeps either weapon firing.
Blade
Scales on the Blade discipline — the floor's precision-edge axis. Blade weapons reward Anatomy Read positioning and, from L15, apply bleeding on every hit.
Combat Knife
Resolved numbers — damage type piercing.
| Technique | Cost | Reach | Damage untrained | Damage at Blade 19 |
|---|---|---|---|---|
| Quick Stab | 1 move | 1 | 18–19 | 26–28 |
| Slash | 2 moves | 1 | 25–26 | 36–38 |
Untrained is every skill at 0. The right-hand column projects each technique at level 19 — Floor 1's skill ceiling — on the skill it scales with (Blade).
Slot. Weapon (melee, piercing). Damage type. Piercing. Rarity. Common. Carried by Blade-kit runners.
"A plain steel combat knife. No brand, no patent, no brochure — just an edge and a grip wrapped in worn cord."
The plain combat knife is the Blade kit's open, no-frills starter — a duelist's edge with nothing to hide. The NeuroSync line below is a separate, stealth-flavored branch off the same discipline: concealable blades that reward a runner who closes unseen.
| Technique | Tags | Notes |
|---|---|---|
| Quick Stab | melee, silent, piercing | The baseline. Always available. |
| Slash | melee, silent, piercing, applies bleeding (guaranteed, 20s) | A drawn cut — opens a bleed that follows the target out of the room. |
Acquisition. Issued in the Blade kit; Floor 1 loot.
Fighting Knife
Resolved numbers — damage type piercing.
| Technique | Cost | Reach | Damage untrained | Damage at Blade 19 |
|---|---|---|---|---|
| Quick Stab | 1 move | 1 | 20–21 | 29–30 |
| Slash | 2 moves | 1 | 27–28 | 40–41 |
Untrained is every skill at 0. The right-hand column projects each technique at level 19 — Floor 1's skill ceiling — on the skill it scales with (Blade).
Slot. Weapon (melee, piercing). Damage type. Piercing. Rarity. Uncommon.
The first upgrade the Blade kit can make for itself, and the only one that does not ask you to change how you fight: same grip, same two strokes, more behind each of them — plus a Parry. The NeuroSync line below is the other way up, trading that plainness for concealment.
Acquisition. Workbench recipe — Combat Knife + Grip Wrap. The recipe opens as a directive reward.
NeuroSync Recon Blade
Resolved numbers — damage type piercing.
| Technique | Cost | Reach | Damage untrained | Damage at Blade 19 |
|---|---|---|---|---|
| Quick Stab | 1 move | 1 | 26–27 | 38–39 |
| Slash | 2 moves | 1 | 36–37 | 52–53 |
| Off-Camera Strike | 2 moves | 1 | 25–26 | 36–37 |
Untrained is every skill at 0. The right-hand column projects each technique at level 19 — Floor 1's skill ceiling — on the skill it scales with (Blade).
Slot. Weapon (melee, piercing). Damage type. Piercing. Pierce 3. Rarity. Uncommon.
"Model 7C. The premium 'personal privacy auxiliary tool.' The brochure calls it 'anticipatory balance.' Engineering has asked that 'anticipatory' be read as 'slightly longer.' NeuroSync makes no representations regarding combat application."
The first of the stealth blades — the start of the NeuroSync line, a concealable edge built for a runner who closes unseen. Both base techniques land silently, and its payoff technique rewards an opener from the dark — a lighter precursor to the Blind Spot strike the crafted NeuroSync Tactical Blade carries. Pairs naturally with Stealth Routing: get into position unseen, then open with the cut that punishes a target who never classified you as a threat.
| Technique | Tags | Notes |
|---|---|---|
| Quick Stab | melee, silent, piercing | The baseline, always available. |
| Slash | melee, silent, piercing, applies bleeding (guaranteed, 20s) | Opens a bleed that follows the target out of the room. |
| Off-Camera Strike | melee, silent, piercing, exploits unaware / traced / bleeding | The stealth payoff — hits far harder against a target that hasn't classified you (or is traced, or already bleeding). A lighter precursor to the Tactical's Blind Spot. |
Acquisition. Floor 1 loot only. Not kit-issued; no recipe.
NeuroSync Tactical Blade
Resolved numbers — damage type piercing.
| Technique | Cost | Reach | Damage untrained | Damage at Blade 19 |
|---|---|---|---|---|
| Quick Stab | 1 move | 1 | 34–35 | 49–51 |
| Slash | 1 move | 1 | 47–48 | 68–69 |
| Blind Spot | 2 moves | 1 | 36–38 | 53–56 |
Untrained is every skill at 0. The right-hand column projects each technique at level 19 — Floor 1's skill ceiling — on the skill it scales with (Blade).
Slot. Weapon (melee, piercing). Damage type. Piercing. Rarity. Rare. T2.
The crafted top of the NeuroSync line — keeps the two base techniques and adds a class feature that punishes a target's blind side.
| Technique | Tags | Notes |
|---|---|---|
| Quick Stab | melee, silent, piercing | |
| Slash | melee, silent, piercing, applies bleeding (guaranteed, 20s) | |
| Blind Spot | melee, piercing | The class feature — a hard strike into the angle the target can't cover. |
Acquisition. Craft (workbench): NeuroSync Recon Blade + Targeting Chip. Unlocks at Blade L15.
GruntCo Industrial Cutter
Resolved numbers — damage type piercing.
Two-handed. Nothing else fits while you carry it — no shield, no kit.
| Technique | Cost | Reach | Damage untrained | Damage at Blade 19 |
|---|---|---|---|---|
| Quick Stab | 2 moves | 1 | 23–24 | 33–35 |
| Slash | 2 moves | 1 | 30–31 | 44–46 |
| Deep Cut | 3 moves | 1 | 36–38 | 53–56 |
Untrained is every skill at 0. The right-hand column projects each technique at level 19 — Floor 1's skill ceiling — on the skill it scales with (Blade).
Slot. Weapon (melee, two-handed). Damage type. Slashing. Rarity. Rare. T2.
The two-handed crafted Blade — trades the knife's speed for a heavy, bleed-stacking cut.
| Technique | Tags | Notes |
|---|---|---|
| Quick Stab | melee, piercing | |
| Slash | melee, slashing, applies bleeding (guaranteed, 20s) | |
| Deep Cut | melee, slashing, applies bleeding (guaranteed, 20s) | The class feature — a committed two-handed cut that bleeds hard. |
Acquisition. Craft (workbench): Metal Rod + Fragile Glass Shards. Unlocks at Blade L15.
The Tuning Fork
Resolved numbers — damage type piercing.
Two-handed. Nothing else fits while you carry it — no shield, no kit.
| Technique | Cost | Reach | Damage untrained | Damage at Blade 19 |
|---|---|---|---|---|
| Quick Stab | 2 moves | 1 | 22–23 | 32–33 |
| Slash | 2 moves | 1 | 29–30 | 43–44 |
Untrained is every skill at 0. The right-hand column projects each technique at level 19 — Floor 1's skill ceiling — on the skill it scales with (Blade).
Slot. Weapon (melee, two-handed, heavy). Damage type. Piercing. Pierce 2. Rarity. Rare. Binds on pickup.
"GruntCo Industrial Cutter, Heavy-Duty. The resonance pattern in its blade was a manufacturing defect GruntCo never corrected because the workers said it made the work go faster. The workers were right. The work is still going."
The Pipe Bender's tool, taken up as a weapon. It carries the bleed-and-resonance identity: a Slash bleeds, and the resonance pattern accelerates every bleed in the room.
| Technique | Tags | Notes |
|---|---|---|
| Quick Stab | piercing | Heavier and slower than a knife — but the resonance carries. |
| Slash | slashing, applies bleeding (guaranteed, 20s) | The resonance pattern iterates through every bleeding hostile in the room. |
Acquisition. Drops from the Pipe Bender for a runner with Blade ≥ L15, per killer. Binds on pickup — it cannot be sold or traded.
Janitech-Stamped Pen
Resolved numbers — damage type piercing.
| Technique | Cost | Reach | Damage untrained | Damage at Blade 19 |
|---|---|---|---|---|
| Quick Stab | 1 move | 1 | 34–35 | 49–51 |
| For the Record | 2 moves | 1 | 55–56 | 81–82 |
Untrained is every skill at 0. The right-hand column projects each technique at level 19 — Floor 1's skill ceiling — on the skill it scales with (Blade).
Slot. Weapon (melee, piercing). Damage type. Piercing. Pierce 1. Rarity. Uncommon. A Foreman drop.
"Heavy-duty Janitech-stamped pen from the Foreman's desk drawer. Ergonomically improvised as a piercing weapon."
A genuine if unserious Blade weapon — scales on Blade. Its opener only lands on a target that hasn't noticed you yet.
| Technique | Tags | Notes |
|---|---|---|
| Quick Stab | melee, piercing | A quick jab. Unserious. Still piercing. |
| For the Record | melee, piercing, unaware-target only | The stab they never see coming — usable only on a target that hasn't classified you as a threat. The record reflects a workplace incident. |
Acquisition. Foreman drop.
Cyber Tinkering
Scales on Cyber Tinkering. The weapon is a handset; the droid it commands does the fighting, and the droid's damage scales off the owner's Cyber Tinkering.
MR-T1 Handset
Resolved numbers — damage type electrical.
| Technique | Cost | Reach | Damage untrained | Damage at skill 19 |
|---|---|---|---|---|
| Focus Fire | 1 move | 1 | — | — |
| Defensive Posture (with a live droid) | 1 move | 1 | — | — |
| Defensive Posture (without a live droid) | 1 move | 1 | — | — |
| Improvised Jolt | 1 move | 1 | 2–4 | 2–4 |
Untrained is every skill at 0. No technique here scales with a skill, so the right-hand column matches the left. A dash in the damage columns is not a zero — it means the damage is not a band. Focus Fire: The droid's next attack deals +0 damage. Scales with Cyber Tinkering. Defensive Posture deals none by design. Defensive Posture (with a live droid): Incoming melee and charged hits are reduced by 30% for 12.0s — and +40 Defiance, so much harder to shove or pin. Defensive Posture (without a live droid): Incoming melee and charged hits are reduced by 25% for 12.0s.
Slot. Weapon (the controller). Damage type. Electrical. Carried by Cyber-kit runners.
"MR-T1 Home Handset® by Merritt Robotics — 'everything Mister T-1 needs to hear, right in your hand.' Every one of those commands still works down here — the runner has only found Mister T-1 new errands. A Merritt is family."
The starter handset. Commands a deployed MR-T1 droid — a player-owned companion that takes its own combat turn. The techniques are orders to the droid, not the runner's swings; Improvised Jolt is the exception.
| Technique | Effect | Notes |
|---|---|---|
| Focus Fire | Droid's next attack targets the chosen hostile, damage rider scaling on Cyber Tinkering. | The daily command. |
| Defensive Posture | Droid braces — applies posture, reducing incoming damage for a turn. | |
| Improvised Jolt | The Handset's built-in stun-prod. Feeble, melee, doesn't scale. | Surfaces only when you have no live droid. |
Acquisition. Issued in the Cyber kit.
MR-T2 Field Handset
Resolved numbers — damage type electrical.
| Technique | Cost | Reach | Damage untrained | Damage at skill 19 |
|---|---|---|---|---|
| Focus Fire | 1 move | 1 | — | — |
| Defensive Posture | 1 move | 1 | — | — |
| Aggression | 1 move | 1 | — | — |
| Overclock | 2 moves | 1 | — | — |
| Diagnostic Patch | 1 move | 1 | — | — |
| Shock Pulse | 2 moves | 1 | — | — |
| Improvised Jolt | 1 move | 1 | 2–4 | 2–4 |
Untrained is every skill at 0. No technique here scales with a skill, so the right-hand column matches the left. A dash in the damage columns is not a zero — it means the damage is not a band. Focus Fire: The droid's next attack deals +0 damage. Scales with Cyber Tinkering. Aggression: The droid's next 3 attacks ignore half the target's armor — +2 each vs a Shock Guard (def 4). Overclock: The droid's next 2 attacks each land a second strike. Diagnostic Patch: Restores 10 HP to the droid. Scales with Cyber Tinkering. Shock Pulse: The droid's next attack also hits every hostile adjacent to it, for the same damage. Defensive Posture deals none by design. Defensive Posture: Incoming melee and charged hits are reduced by 40% for 12.0s — and +40 Defiance, so much harder to shove or pin.
Slot. Weapon (the controller). Damage type. Electrical. Rarity. Uncommon.
The field upgrade — a fuller command set for the same droid.
| Technique | Effect | Notes |
|---|---|---|
| Focus Fire | Direct the droid's next attack. | |
| Defensive Posture | Droid braces; applies posture. | |
| Aggression | The droid presses — extra offense on its next turns. | |
| Overclock | Droid lands a bonus strike on each of its next 2 attacks. | |
| Diagnostic Patch | Restores droid HP, scaling on Cyber Tinkering. | |
| Shock Pulse | Droid discharges an electrical pulse — hits every adjacent hostile, applies shocked. | |
| Improvised Jolt | The Handset's feeble fallback. | Surfaces only with no live droid. |
MR-T3 Authorized Handset
Resolved numbers — damage type electrical.
| Technique | Cost | Reach | Damage untrained | Damage at skill 19 |
|---|---|---|---|---|
| Focus Fire | 1 move | 1 | — | — |
| Defensive Posture | 1 move | 1 | — | — |
| Aggression | 1 move | 1 | — | — |
| Override Lock | 1 move · 1 ammo | 1 | — | — |
| Daemon Spawn | 3 moves · 3 ammo | 1 | — | — |
| Overclock | 2 moves | 1 | — | — |
| Diagnostic Patch | 1 move | 1 | — | — |
| Shock Pulse | 2 moves | 1 | — | — |
| Improvised Jolt | 1 move | 1 | 2–4 | 2–4 |
Untrained is every skill at 0. No technique here scales with a skill, so the right-hand column matches the left. A dash in the damage columns is not a zero — it means the damage is not a band. Focus Fire: The droid's next attack deals +0 damage. Scales with Cyber Tinkering. Aggression: The droid's next 3 attacks ignore half the target's armor — +2 each vs a Shock Guard (def 4). Daemon Spawn: The daemonized target fights for you for 2 turns, with its own attacks. Overclock: The droid's next 2 attacks each land a second strike. Diagnostic Patch: Restores 10 HP to the droid. Scales with Cyber Tinkering. Shock Pulse: The droid's next attack also hits every hostile adjacent to it, for the same damage. Defensive Posture and Override Lock deal none by design. Defensive Posture: Incoming melee and charged hits are reduced by 45% for 12.0s — and +40 Defiance, so much harder to shove or pin.
Slot. Weapon (the controller). Damage type. Electrical. Rarity. Rare.
"The MR-T3 Authorized Handset carries a little production-floor privilege in the casing. It asks machines to cooperate like it has forms on file."
The top handset — the full command suite, including the droid's heaviest orders.
| Technique | Effect | Notes |
|---|---|---|
| Focus Fire | Direct the droid's next attack. | |
| Defensive Posture | Droid braces; applies posture. | |
| Aggression | The droid presses its offense. | |
| Override Lock | The droid forces an electronic lock or hostile system. | |
| Daemon Spawn | Deploys a subordinate process to harry the floor's machines. | |
| Overclock | Bonus strikes on the droid's next attacks. | |
| Diagnostic Patch | Field-heals the droid. | |
| Shock Pulse | Adjacent electrical discharge, applies shocked. | |
| Improvised Jolt | The Handset's feeble fallback. | Surfaces only with no live droid. |
The Roomba Protocol
Resolved numbers — damage type electrical.
| Technique | Cost | Reach | Damage untrained | Damage at skill 19 |
|---|---|---|---|---|
| Direct Sweep | 1 move | 1 | — | — |
| Trail Boost | 1 move · 1 ammo | 1 | — | — |
| Emergency Retract | 1 move | 1 | — | — |
Untrained is every skill at 0. No technique here scales with a skill, so the right-hand column matches the left. A dash in the damage columns is not a zero — it means the damage is not a band. Trail Boost: The residue it leaves deals 1 to each hostile that enters it, and lasts longer. Direct Sweep and Emergency Retract deal none by design.
Slot. Weapon (the controller). Rarity. Rare.
A commandeered cleaning bot, recommissioned for combat. It sweeps where it's pointed and leaves a scrub_residue trail behind it.
| Technique | Effect | Notes |
|---|---|---|
| Direct Sweep | Mark a hostile's cell. The Roomba droid sweeps toward that point for up to 3 turns, scrubbing what it crosses. | |
| Trail Boost | Spends the scrub_residue trail to speed and harden the bot's next sweep. | |
| Emergency Retract | Snap the Roomba droid back to you and clear its sweep order. |
The droid (MR-T1). Deployed at the start of the run; follows the runner and obeys standing orders (Follow / Guard / Engage / Hold / Stand Down). Its built-in Arc Emitter is the companion's own attack and scales off the owner's Cyber Tinkering. A Homecoming Cartridge redeploys a lost droid (one use); a Repair Patch field-heals its chassis.
MR-T1 Arc Emitter
Resolved numbers — damage type electrical.
| Technique | Cost | Reach | Damage untrained | Damage at owner Cyber Tinkering 19 |
|---|---|---|---|---|
| Strike | 1 move | 2 | 4–8 | 14–18 |
Droid attack preview: the owner carries an MR-T1 Handset; the target has no defense and is not electronic. No active command bonuses or temporary effects are included. Untrained means owner skill 0.
Untrained is every skill at 0. The right-hand column projects each technique at level 19 — Floor 1's skill ceiling — on the skill it scales with (Cyber Tinkering). This weapon authors no techniques of its own; the engine synthesises one Strike from its base band.
Slot. Weapon (the droid's, electrical). Damage type. Electrical. Droid-bound — not lootable.
The arc emitter the MR-T1 droid ships with: a low-voltage utility arc Merritt Robotics rated for "common household nuisances." It is the droid's weapon, not the runner's — you can't pick it up or equip it. A runner directs the droid through a handset; this is the tool the droid swings on its own turn.
Signal
The production-control axis — the show's own remotes, turned on the floor. Scales on Signal. These are battery-powered broadcast devices: a runner who leans into Signal is, in effect, operating the production against its own cast. The two base techniques are Punish (a control-frequency jolt) and Protective Bubble (a production field that softens incoming hits).
Broken Production Remote
Resolved numbers — damage type electrical.
| Technique | Cost | Reach | Damage untrained | Damage at Signal 19 |
|---|---|---|---|---|
| Punish | 1 move | 8 | 17–19 | 25–28 |
| Protective Bubble | 1 move | 8 | — | — |
| Freeze Frame | 2 moves | 8 | 5–5 | 7–7 |
Untrained is every skill at 0. The right-hand column projects each technique at level 19 — Floor 1's skill ceiling — on the skill it scales with (Signal). A technique with no damage band deals none by design. Protective Bubble: Incoming melee and charged hits are halved for 12.0s.
Punish can be channelled. Specialising the remote — free, out on the floor, and just as free to undo — swaps Punish for one of four techniques. Each is the same trade: less damage now, and something that keeps working after the hit.
| Channel | Becomes | The trade, untrained | What it leaves behind |
|---|---|---|---|
| Thermal Dynamics | Torch | -25% damage after armor · 2 ticks of Burning · +1 per 5 levels | On fire. Taking heat damage over time. |
| Electrical Engineering | Taze | -25% damage after armor · 2 ticks of Shocked · +1 per 5 levels | Electrical discharge running through the target. Damage over time; electronic systems disrupted. |
| Mend | Siphon | -25% damage after armor · 2 ticks of Siphon · +1 per 5 levels | The hit bleeds back up the signal. Regenerates HP over time. |
| Demolition | Concussion | -25% damage after armor · 2 ticks of Fragmentation · +1 per 5 levels | Embedded shrapnel. Short, sharp damage over time. |
The cut comes off the damage that actually gets through, so it is the same cut against anything. What the status is worth is what that cut gave up, spent across its ticks. The window grows with the channel's own skill — 2 ticks untrained, 5 at Floor 1's ceiling of 19, and it stops at 6.
Slot. Weapon (device). Rarity. Common. T0. Carried by Floor-Operations runners. Battery-powered.
A salvaged, half-working studio remote — the starter device.
| Technique | Tags | Notes |
|---|---|---|
| Punish | device | The control-frequency jolt — the daily attack. |
| Protective Bubble | device, applies protective bubble | A production field — incoming melee/charged hits land softer for a beat. |
Patched Production Remote
Resolved numbers — damage type electrical.
| Technique | Cost | Reach | Damage untrained | Damage at Signal 19 |
|---|---|---|---|---|
| Punish | 1 move | 8 | 19–21 | 28–31 |
| Protective Bubble | 1 move | 8 | — | — |
| Freeze Frame | 2 moves | 8 | 6–6 | 8–8 |
Untrained is every skill at 0. The right-hand column projects each technique at level 19 — Floor 1's skill ceiling — on the skill it scales with (Signal). A technique with no damage band deals none by design. Protective Bubble: Incoming melee and charged hits are halved for 12.0s.
Punish can be channelled. Specialising the remote — free, out on the floor, and just as free to undo — swaps Punish for one of four techniques. Each is the same trade: less damage now, and something that keeps working after the hit.
| Channel | Becomes | The trade, untrained | What it leaves behind |
|---|---|---|---|
| Thermal Dynamics | Torch | -25% damage after armor · 2 ticks of Burning · +1 per 5 levels | On fire. Taking heat damage over time. |
| Electrical Engineering | Taze | -25% damage after armor · 2 ticks of Shocked · +1 per 5 levels | Electrical discharge running through the target. Damage over time; electronic systems disrupted. |
| Mend | Siphon | -25% damage after armor · 2 ticks of Siphon · +1 per 5 levels | The hit bleeds back up the signal. Regenerates HP over time. |
| Demolition | Concussion | -25% damage after armor · 2 ticks of Fragmentation · +1 per 5 levels | Embedded shrapnel. Short, sharp damage over time. |
The cut comes off the damage that actually gets through, so it is the same cut against anything. What the status is worth is what that cut gave up, spent across its ticks. The window grows with the channel's own skill — 2 ticks untrained, 5 at Floor 1's ceiling of 19, and it stops at 6.
Slot. Weapon (device). Rarity. Uncommon. T1. Battery-powered.
The starter remote, repaired — same two techniques, a better bonus.
| Technique | Tags |
|---|---|
| Punish | device |
| Protective Bubble | device, applies protective bubble |
Acquisition. Craft (workbench) from the Broken Production Remote.
Production Remote
Resolved numbers — damage type electrical.
| Technique | Cost | Reach | Damage untrained | Damage at Signal 19 |
|---|---|---|---|---|
| Punish | 1 move | 8 | 25–27 | 37–40 |
| Protective Bubble | 1 move | 8 | — | — |
| Freeze Frame | 2 moves | 8 | 7–7 | 11–11 |
Untrained is every skill at 0. The right-hand column projects each technique at level 19 — Floor 1's skill ceiling — on the skill it scales with (Signal). A technique with no damage band deals none by design. Protective Bubble: Incoming melee and charged hits are halved for 12.0s.
Punish can be channelled. Specialising the remote — free, out on the floor, and just as free to undo — swaps Punish for one of four techniques. Each is the same trade: less damage now, and something that keeps working after the hit.
| Channel | Becomes | The trade, untrained | What it leaves behind |
|---|---|---|---|
| Thermal Dynamics | Torch | -25% damage after armor · 2 ticks of Burning · +1 per 5 levels | On fire. Taking heat damage over time. |
| Electrical Engineering | Taze | -25% damage after armor · 2 ticks of Shocked · +1 per 5 levels | Electrical discharge running through the target. Damage over time; electronic systems disrupted. |
| Mend | Siphon | -25% damage after armor · 2 ticks of Siphon · +1 per 5 levels | The hit bleeds back up the signal. Regenerates HP over time. |
| Demolition | Concussion | -25% damage after armor · 2 ticks of Fragmentation · +1 per 5 levels | Embedded shrapnel. Short, sharp damage over time. |
The cut comes off the damage that actually gets through, so it is the same cut against anything. What the status is worth is what that cut gave up, spent across its ticks. The window grows with the channel's own skill — 2 ticks untrained, 5 at Floor 1's ceiling of 19, and it stops at 6.
Slot. Weapon (device). Rarity. Rare. T2. Battery-powered.
The full studio remote — adds the Freeze Frame class feature.
| Technique | Tags | Notes |
|---|---|---|
| Punish | device | |
| Protective Bubble | device, applies protective bubble | |
| Freeze Frame | device, applies paralyzed (guaranteed, 6s) | Hold the target in the shot — its turn is skipped while frozen. |
Acquisition. Craft (workbench): Camera Sensor + Broadcast Beacon. Unlocks at Signal L15.
Test Audience Remote
Resolved numbers — damage type electrical.
| Technique | Cost | Reach | Damage untrained | Damage at Signal 19 |
|---|---|---|---|---|
| Punish | 1 move | 8 | 33–35 | 48–51 |
| Protective Bubble | 1 move | 8 | — | — |
| Vote Paralyze | 2 moves | 8 | 14–14 | 21–21 |
Untrained is every skill at 0. The right-hand column projects each technique at level 19 — Floor 1's skill ceiling — on the skill it scales with (Signal). A technique with no damage band deals none by design. Protective Bubble: Incoming melee and charged hits are halved for 12.0s.
Punish can be channelled. Specialising the remote — free, out on the floor, and just as free to undo — swaps Punish for one of four techniques. Each is the same trade: less damage now, and something that keeps working after the hit.
| Channel | Becomes | The trade, untrained | What it leaves behind |
|---|---|---|---|
| Thermal Dynamics | Torch | -25% damage after armor · 2 ticks of Burning · +1 per 5 levels | On fire. Taking heat damage over time. |
| Electrical Engineering | Taze | -25% damage after armor · 2 ticks of Shocked · +1 per 5 levels | Electrical discharge running through the target. Damage over time; electronic systems disrupted. |
| Mend | Siphon | -25% damage after armor · 2 ticks of Siphon · +1 per 5 levels | The hit bleeds back up the signal. Regenerates HP over time. |
| Demolition | Concussion | -25% damage after armor · 2 ticks of Fragmentation · +1 per 5 levels | Embedded shrapnel. Short, sharp damage over time. |
The cut comes off the damage that actually gets through, so it is the same cut against anything. What the status is worth is what that cut gave up, spent across its ticks. The window grows with the channel's own skill — 2 ticks untrained, 5 at Floor 1's ceiling of 19, and it stops at 6.
Slot. Weapon (device). Rarity. Rare. T2. Battery-powered.
A variant studio remote whose class feature puts the call to the test audience.
| Technique | Tags | Notes |
|---|---|---|
| Punish | device | |
| Protective Bubble | device, applies protective bubble | |
| Vote Paralyze | device, applies paralyzed (guaranteed, 6s) | The audience votes; the target is held in the shot. |
Acquisition. A Network reward, not crafted.
Off-Hands & Tools
Not weapons by scaling skill — carried alongside one.
Wet Floor Sign

Resolved numbers — 9.6% damage reduction while worn (offhand slot).
Slot. Off-hand. Damage type. Blunt. Rarity. Rare. Parry bonus +2.
"Yellow. Folded. Surprisingly sturdy. Unfold the frame and it's the Custodian's own trap kit, spares and all. Caution: wet floor."
Floor 1's best trap kit, and a small shield. In your off-hand. Tool power ×1.86 on what you throw, the traps you set and the hazards you set off, more as Survival rises. 4 charges. It rigs what the Certified Class III kit rigs, and two charges patch up a downed rat.
Wet Floor. Spend a charge to set a caution sign beside you for 3 turns (30 seconds out of a fight). A hostile that steps next to it slips unless it shrugs it off, and can't move on its next turn, though it can still hit what's already beside it.
Where it comes from. The Custodian's drops, for a runner at Survival 15 or more, bound to them.
Janitorial Keyring

Slot. Inventory (tool). Rarity. Epic.
"Keys for doors that don't officially exist."
Unlocks any maintenance door-tagged door for 60 seconds, reusable on a 60-second cooldown. Drops from the Custodian — the audience considers it the most valuable of his drops.
Sponsor Footer
- Janitech™ —
Pry Bar,
Push Broom,
Mop Handle,
Wet Floor Sign,
Janitorial Keyring, Janitech-Stamped Pen. "Trust the bristle."
- NeuroSync™ —
NeuroSync Recon Blade (t1),
NeuroSync Tactical Blade (t2). "No representations regarding combat application. Patent pending."
- Merritt Robotics — the MR-T1 / MR-T2 / MR-T3 Handsets, The Roomba Protocol, and the MR-T1 droid (Arc Emitter, Homecoming Cartridge, Repair Patch). "A Merritt is family."
- GruntCo — The Tuning Fork (a GruntCo Industrial Cutter), reclaimed by Apex Salvage Group.
- Apex Salvage Group — recovered the Floor itself. "Reclaimed by Apex Salvage Group."
Next → Status Effects — What happens to a runner when something else is happening to them.