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...
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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 |
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