| name | family | PMC | status | dmg start | dmg end | start m | end m | max m | rps | mag | reload s | m/s | BTK vs MERIDIAN close | unlock |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| HALCYON rifle | Assault rifle | HALCYON | in the sim | 20 | 15 | 30 | 180 | 260 | 12 | 30 | – | 900 | 5 | free (starter preset) |
| VRG rifle | Assault rifle | VRG | in the sim | 28 | 18 | 20 | 120 | 220 | 7.5 | 30 | – | 700 | 4 | free (starter preset) |
| MERIDIAN rifle | Assault rifle | MERIDIAN | in the sim | 24 | 17 | 25 | 150 | 240 | 9.5 | 30 | – | 800 | 5 | free (starter preset) |
| HALCYON LMG | Light machine gun | HALCYON | in the sim | 20 | 15 | 30 | 180 | 286 | 10.8 | 100 | – | 900 | 5 | free (Support preset) |
| VRG LMG | Light machine gun | VRG | in the sim | 28 | 18 | 20 | 120 | 242 | 6.75 | 100 | – | 700 | 4 | free (Support preset) |
| MERIDIAN LMG | Light machine gun | MERIDIAN | in the sim | 24 | 17 | 25 | 150 | 264 | 8.55 | 100 | – | 800 | 5 | free (Support preset) |
| DMR | Designated marksman rifle | – | in the sim | 45 | 34 | 40 | 200 | 450 | 4.5 | 20 | – | 850 | 3 | free (Marksman preset) |
| HALCYON carbine | Carbine / PDW | HALCYON | proposed | 17 | 6.8 | 10 | 70 | 150 | 15 | 40 | 1.8 | – | 6 | not decided |
| VRG carbine | Carbine / PDW | VRG | proposed | 23.8 | 9.52 | 10 | 70 | 150 | 9.38 | 40 | 1.8 | – | 5 | not decided |
| MERIDIAN carbine | Carbine / PDW | MERIDIAN | proposed | 20.4 | 8.16 | 10 | 70 | 150 | 11.88 | 40 | 1.8 | – | 5 | not decided |
| Bolt-action sniper rifle | Sniper rifle | – | proposed | 100 | 60 | 30 | 250 | – | 0.83 | 5 | 3.5 | 900 | 1 | not decided |
| Pump shotgun | Shotgun | – | proposed | 10 | 4 | 15 | 35 | 60 | 0.91 | 7 | 0.5 | 400 | 1 | not decided |
| Sidearm pistol | Pistol | – | proposed | 25 | 12 | 10 | 50 | 100 | 6 | 15 | 1.5 | 400 | 4 | not decided |
| Truck HMG | Mounted heavy machine gun | – | in the sim | 25 | 17 | 15 | 150 | 300 | 10 | 100 | – | 880 | 4 | free |
| AT rocket | Anti-tank rocket | – | in the sim | – | – | – | – | – | – | – | – | – | – | free (Assault kit) |
| Guided AT launcher | Lock-on launcher | – | proposed | – | – | – | – | – | – | – | – | – | – | not decided |
| MANPADS | Anti-air launcher | – | proposed | – | – | – | – | – | – | – | – | – | – | not decided |
| Frag grenade | Grenade | – | in the sim | – | – | – | – | – | – | – | – | – | – | free (Assault preset; "frag grenades" gear slot) |
| C4 | Demolition charge | – | in progression.txt | – | – | – | – | – | – | – | – | – | – | C4 charges (d_c4) |
| AV mine | Anti-vehicle mine | – | in progression.txt | – | – | – | – | – | – | – | – | – | – | Anti-vehicle mines (d_mines) |
| Med bag and medkit | Medical | – | in the sim | – | – | – | – | – | – | – | – | – | – | free (Medic preset) |
| Ammo bag | Resupply | – | in the sim | – | – | – | – | – | – | – | – | – | – | free (Support preset) |
| Repair tool | Engineer tool | – | in the sim | – | – | – | – | – | – | – | – | – | – | free (Assault kit); Field repair skill for APCs |
| Spawn beacon | Recon gadget | – | in the sim | – | – | – | – | – | – | – | – | – | – | free (Marksman kit) |
| Laser designator | Recon gadget | – | in the sim | – | – | – | – | – | – | – | – | – | – | free (Marksman kit) |
| Sensor jammer | Deployable | – | in progression.txt | – | – | – | – | – | – | – | – | – | – | Sensor jammer (t_jammer) |
| Deployable shield | Deployable | – | in progression.txt | – | – | – | – | – | – | – | – | – | – | Shield generator (t_shield) |
Damage is BF4's linear ramp (start damage to end damage between two distances) with the distances stretched about 2.5× for 500 m sectors (DESIGN §20.3). Head ×2, arms ×0.7, legs ×0.75 (ballistics.rs).
The change in the sim (crates/sim/src/weapon.rs). Today: damage_at(d) = damage × (0.4 + 0.6 / (1 + (d/half_range)²)). It never reaches a clean "end" value, and it floors at 40 %. New version: damage_at(d) = lerp(start_dmg, end_dmg, clamp((d − start_m)/(end_m − start_m), 0, 1)), zero past max_range. Fields: half_range becomes start_dmg, end_dmg, start_m, end_m. hit_chance (the bot legacy model) keeps its own curve, but it reads end_m as its half range. The head multiplier in ballistics.rs goes from 1.8 to 2.0.
Distances are BF4's ramp shape stretched about 2.5×. BF4 rifles reach end damage at 50–65 m (m416 60 m). Our sectors are 500 m and bots fight to 220–260 m (DESIGN §17), so a 60 m ramp would make every fight a long-range fight.