Sixteen weapons, six classes, and one rule underneath all of them: a weapon is defined by how many hits it takes to kill, not by a damage number. You choose the health pool, and Mission Control works out the damage that lands on it.
Set a pool of 115 and an assault rifle takes 13 hits. Set 45 for a hardcore match and it still takes 13, because the compiler scales every weapon to the pool before it writes a single frame. Nothing in the catalogue is a fixed damage number pretending to be balance.
That is the whole reason the arsenal can be retuned between matches without anyone touching a tagger. The weapon is data. The gun runs stock firmware and always will.
02 · Classes
Six classes, and none of them is a dumping ground
Assault 5
Close Range 2
Sniper 3
Support 1
Heavy 2
Sidearm 2
Assault holds the middle. Close range trades reach for a kill that arrives in three pulls. Sniper pays in cycle time for hits that land from anywhere. Sidearms are the second slot, not a weak primary. Heavy kills outright and has to be found on the field rather than chosen. Support cannot kill at all.
03 · Arsenal
Every weapon, and the fight it is for
AssaultAssault Rifle
The one everything else is measured against. Nothing it does is remarkable, and there is no fight it cannot hold.
Hits
13
Magazine
32
AssaultBurst Rifle
Three rounds a pull, and the gun decides the gap rather than your finger. Slower to the kill than the rifle, and far harder to waste.
Hits
12
Magazine
36
AssaultSuppressor
Its own fire sound, and the slowest kill in the game. It is the quiet option for a player who would rather not announce the fight.
Hits
15
Magazine
75
AssaultEnergy Rifle
The cell barely stops. When it finally does, the recharge is long enough to lose the fight you were winning.
Hits
13
Magazine
300
AssaultToxin Rifle
Hits lightly and keeps hitting. The damage arrives after you have stopped shooting, which is the whole point.
Hits
15
Magazine
30
Close RangeSMG
A close-combat hose. The barrel hits for 7 and the headset adds 2, so a target reached by both emitters takes 9; the magazine leaves faster than you meant it to.
Hits
13
Magazine
54
Close RangeShotgun
Three pulls and it is over, if you were close enough to mean it. Shell by shell, and the fastest recovery on the board.
Hits
3
Magazine
6
SniperSniper Rifle
One round, then the bolt. Two hits drop anyone from anywhere on the field, and you work the lever between them.
Hits
2
Magazine
1
SniperAMR
Anti-materiel, and it reads like it. Heavy hits at a pace nothing else at that range can match.
Hits
5
Magazine
14
SniperCharge Rifle
Hold it, and it holds. A full charge and three taps ends anyone, which is why it belongs to whoever saw the other person first.
Hits
4
Magazine
40
SupportBreacher
It cannot kill. It takes every layer of armour and shield off whoever you hit, and leaves the finishing to someone else.
Hits
–Cannot kill
Magazine
40
HeavyRocket Launcher
One round, one player, no argument. Two in the tube and nothing to reload from.
Hits
1
Magazine
2
Pickup only
HeavyRail Gun
A single charged slug that ends almost anyone it finds; a full Shields player is left on 1 HP. Two shots, and then it is scrap.
Hits
1
Magazine
2
Pickup only
SidearmUSP-S
A steady sidearm. It will not win a fight you started badly, but it will finish one you nearly had.
Hits
10
Magazine
12
SidearmDesert Eagle
Rounds heavy enough to end a fight your rifle already started, not many of them and slow between pulls. Miss twice and you are reloading in front of someone.
Hits
5
Magazine
7
04 · Counters
There are five ways to take someone down
Every weapon in the list above is one of these, and each one beats something and loses to something else. That is the whole design, and it is why the arsenal is not a ladder with a best weapon at the top.
Plain damage. Drains shield, then armour, then health. Against a bare target nothing is faster. Against a big pool it is the slowest thing you can carry.
Armour piercing. Goes straight to health and ignores the armour entirely. It has to be priced down to pay for that, so against someone wearing nothing it is strictly worse than the rifle you gave up.
Stripping. Removes every protective layer and cannot kill. Devastating against a heavily armoured target with a teammate behind you, and literally nothing against a bare one.
Denial. Drops the target's accuracy to zero for a few seconds. It beats anyone who has to aim and does nothing at all to someone who simply walks away.
Damage over time. The Toxin Rifle poisons on every hit: the target's own phone keeps draining its pools for a few seconds after it breaks contact. It is the answer to walking away, and therefore the natural counter to denial.
05 · Limits
What the hardware actually allows, and what it does not
This is a platform built on someone else's firmware, over a serial protocol, and being honest about the edges is more useful than pretending there are none.
Range is a threshold, not a distance. We measured the range field in a garden with two taggers. A very low value barely lands at all, there is a sharp change somewhere between 13 and 26, and between about 31 and 100 every value reaches as far as anyone has been able to pace out. So a short-range weapon is not something the hardware lets us simply ask for.
Some weapons fire twice. Three of them send a second infrared word from the shooter's own headset, about 88 milliseconds behind the first, with its own damage and its own reach. We measured it on the wire rather than reading it off a spec.
The firmware is never modified. Every weapon here is assembled from frames the tagger already understands. That is a hard rule, not a limitation we are working around.
Protocol discovery credit belongs to LaserTagMods. The way powerful weapons are held in check here, through ammunition and reload rather than raw damage, is how the original designers did it, as it was described to us.