Cronos: The New Dawn - Weapons
The arsenal of Cronos: The New Dawn, organised by weapon class. The game is built on scarcity rather than loadouts, so most of the arsenal is improvised, repaired and upgraded from salvaged parts, and each class exists to answer a specific problem: crowd control, single-target damage, stagger, or su...
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of 7 entries
· updated 2026-09-15
| Name | Type | Description | Stats | Source |
|---|---|---|---|---|
| Handgun (Sidearm) | Sidearm | The Traveler's baseline firearm and the weapon the campaign assumes at all times. | Role: Reliable fallback Ammo: Most common Fire Mode: Semi-automatic Range: Medium | Starting equipment; reinforced and upgraded with salvaged parts at the workbench |
| Shotgun | Shotgun | Close-range problem solver for the corridors, stairwells and apartment blocks where Orphans close distance fast. | Role: Close-quarters stagger Ammo: Scarce Fire Mode: Pump action Range: Short | Found in the early acts of Nowa Huta and repaired at the workbench |
| Rifle | Rifle | Precision weapon for open ground and long sightlines, where the Traveler needs one shot to land rather than several. | Role: Precision damage Ammo: Rarest Fire Mode: Bolt or semi-automatic Range: Long | Mid-campaign salvage; upgraded through the weapon bench |
| Automatic Weapon | Automatic | Rapid-fire option reserved for the moments the encounter has already collapsed: packs of Orphans in a stairwell, an ambush in the dark, or a retreat that needs covering. | Role: Crowd suppression Ammo: High consumption Fire Mode: Full automatic Range: Medium | Later acts and optional caches; ammunition crafted or bought rather than found |
| Melee Weapon | Melee | A blunt or bladed tool that never runs out of ammunition, used to finish downed and staggered Orphans, break objects, and buy space when reloading is not an option. | Role: Finisher / space maker Ammo: Unlimited Fire Mode: Swing Range: Very short | Starting equipment and salvage upgrades |
| Throwables and Traps | Consumable Weapon | Incendiary and explosive throwables plus placeable traps that turn a corridor into a kill zone. | Role: Area control Ammo: Crafted Fire Mode: Thrown / placed Range: Short to medium | Crafted from salvaged chemicals and parts; some found in stashes |
| Environmental Hazards | Environmental | Explosive barrels, failing electrical installations and collapsing structures placed throughout both eras. | Role: Free area damage Ammo: None Fire Mode: Triggered Range: Varies | Placed in the levels of both the 1980s and future eras |
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