StarRupture - Weapons
The pioneer arsenal in StarRupture Early Access: four main firearms plus grenades and the multi-purpose Harvester, all of them bought or unlocked through the corporation system and then reshaped with weapon mods. Firearms are unlocked with Warbonds or as corporation level rewards, each gun has its o...
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of 7 entries
· updated 2026-09-15
| Name | Type | Description | Stats | Source |
|---|---|---|---|---|
| UPP-7 "Reaper" | Pistol (Universal Personal Pistol) | The standard-issue sidearm of the expedition, a semi-automatic universal pistol with modest damage but cheap, plentiful ammunition. | Class: Pistol Role: General-purpose sidearm Ammo: Standard Ammo | Unlocked as a Griffits Blue Corporation reputation reward at level 2 |
| MAR-9 "Phantom" | Assault Rifle (Modular Assault Rifle, Version 9) | The modular assault rifle of the Early Access build, and the weapon most pioneers move to after the pistol. | Class: Assault Rifle Role: Primary automatic weapon Ammo: Standard Ammo | Purchased with Warbonds from the corporation terminals |
| M175 "Grim" | Light Machine Gun | The heavy automatic option, built to hold a firing line against swarm waves rather than to be carried lightly. | Class: LMG Role: Sustained suppressive fire and base defense Starting Mod: Front GMS Barrel (free) | Purchased with Warbonds from the corporation terminals |
| SLAM-12 | Shotgun | The close-range breaker of the Early Access arsenal, rendered as SLAM-12 or SLAMS-12 depending on the screen. | Class: Shotgun Role: Close-range swarm clearing Starting Mod: Piercing Barrel (free) | Purchased with Warbonds from the corporation terminals |
| Grenades | Explosive | Throwable charges that are the cleanest answer to a packed swarm, turning a group of Young Slashers and Swarmers into an opening. | Class: Explosive Role: Anti-swarm crowd control Limitation: No effect on the Goliath | Crafted from base materials and carried as part of the standard loadout |
| Harvester | Harvesting Tool / Melee | The multi-tool every pioneer carries, used to break resource nodes, cut salvage and gather plant material. | Class: Tool Role: Gathering and emergency melee | Starting equipment carried on landing at Arcadia-7 |
| Weapon Mods | Attachment System | Every firearm carries a mod loadout that changes its behaviour, with each weapon starting on a free mod, such as the Piercing Barrel on the SLAM-12 shotgun and the Front GMS Barrel on the M175 "Grim" LMG, and an upgrade screen for the rest. | System: Per-weapon mod slots Progression: Free starting mod plus unlockable mods | Unlocked through corporation levels and blueprint discovery |
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