Metal Eden - Weapons

Metal Eden arms ASKA with a compact arsenal that grows one gun at a time across the campaign, so each mission hands over a new tool rather than a loot table. The roster splits into kinetic weapons (sidearm, handcannon, shotgun, submachine gun, grenade launcher) and energy weapons (plasma rifle and t...
of 10 entries · updated 2026-09-15
Name Type Description Stats Source
Hertz AP Sidearm The starting sidearm and the gun ASKA carries from the opening mission, a small-calibre pistol that fires as fast as the trigger allows but builds heat quickly, so early fights are as much about trigger discipline as aim. Class: Pistol Damage: Low to medium Range: Medium Fire Rate: Fast, heat limited Acquisition: Starting weapon Available from the start of the campaign
U9 Supra Handcannon A heavy handcannon that trades the Hertz AP's rate of fire for punch, built for the slower, heavier enemies that appear once the campaign leaves the tutorial. Class: Handcannon Damage: High Range: Medium Fire Rate: Slow Acquisition: Mission 0: Crash Course Mission 0: Crash Course
TAS-9 Shotgun The campaign's shotgun, introduced in Mission 1 and built for the close-range arenas where ASKA's dash and wall run put the player in an enemy's face. Class: Shotgun Damage: Very high at close range Range: Short Fire Rate: Slow, pump action Acquisition: Mission 1: Paradise Lost Mission 1: Paradise Lost
TAS-9 FLAK Shotgun Variant A variant of the TAS-9 that appears alongside the base shotgun in weapon showcases, trading the standard buckshot profile for a flak-style spread that covers more of a crowd at the cost of per-pellet punch. Class: Shotgun variant Damage: High, spread across a wider cone Range: Short Fire Rate: Slow Acquisition: Variant of the TAS-9 TAS-9 variant
TAS-9 DRAGON Shotgun Variant The second named TAS-9 variant, shown in the same weapon lineup as the FLAK. Class: Shotgun variant Damage: High Range: Short Fire Rate: Slow Acquisition: Variant of the TAS-9 TAS-9 variant
EZN-5 Plasma Rifle The first energy weapon in the campaign, picked up in Mission 2 and used to cut through the heavier machine bodies that kinetic guns chew through slowly. Class: Plasma rifle Damage: High Range: Medium to long Fire Rate: Medium Acquisition: Mission 2: Sand Trap Mission 2: Sand Trap
EZN-5 FORST Plasma Rifle Variant A named EZN-5 variant listed next to the base plasma rifle in weapon showcases. Class: Plasma rifle variant Damage: High Range: Medium to long Fire Rate: Medium Acquisition: Variant of the EZN-5 EZN-5 variant
Zenit SMG Submachine Gun A compact submachine gun that arrives in Mission 3 and fills the gap between the sidearm and the shotgun, spraying fast enough to strip shields and finish staggered enemies without the handcannon's downtime. Class: Submachine gun Damage: Low to medium Range: Short to medium Fire Rate: Very fast Acquisition: Mission 3: Inherent Deceit Mission 3: Inherent Deceit
RM3 Grenade Launcher The campaign's explosive answer, found in the same mission as the Zenit. Class: Grenade launcher Damage: Very high, area of effect Range: Medium Fire Rate: Very slow Acquisition: Mission 3: Inherent Deceit Mission 3: Inherent Deceit
Striga HS-V Energy Rifle The last gun added to the arsenal, picked up in Mission 4 and grouped with the EZN-5 among the game's energy weapons. Class: Energy rifle Damage: High Range: Long Fire Rate: Medium Acquisition: Mission 4: The Parasite Mission 4: The Parasite
No matching entries
Try a different search term.