Weapons from home
The few weapons exiles carried through the Rift from home: a steel fish knife, an antique katana, a flanged mace and a bolt-action rifle with its rounds.
A few exiles didn't come through the Rift empty-handed. Each recruit either brought something from home or didn't, and it stays theirs for good. Nobody brings more than one.
| Weapon | Carried as | Range (best) | Damage | Aim | Recruits who own one | Notes |
|---|---|---|---|---|---|---|
| Steel fish knife | sidearm | beside it | 2-3 | 0 | 5% | - |
| Antique katana | sidearm | beside it | 2-4 | +10 | 2.5% | - |
| Ornate flanged mace | sidearm | beside it | 3-4 | 0 | 2.5% | - |
| Bolt-action rifle | main weapon | 20 (13) | 4-6 | +15 | 2% | 5 rounds, then the spear |
The knife, the katana and the mace fight beside the main weapon as a sidearm, in place of a workshop knife. The bolt-action rifle is a main weapon. It counts as salvage, so it takes the place of the squad's one cell rifle, and when its rounds are spent the carrier fights on with a spear.
Nothing is carried by default. A weapon from home goes into a fight only when it's equipped at squad select, on the exile who owns it.
None of them can be made again. Steel and a scoped rifle are the far future's, and the workshop's flint and copper are no match for them.
See items for what the workshop makes, and crowns, conduction and gear for how salvage differs from primitive weapons.
