Gameplay

Last verified

This page covers every weapon the BRX can fire, how health and damage work, every native game mode and its settings, the classes and perks the Callsign app models, and the Smart Grenade's objective modes.

What the BRX can play

The BRX runs games three ways. You can play from the gun's own menu, with no phone at all. That gives you 7 modes, 5 to 7 stock guns and 9 Supremacy characters. You can play from the Callsign app (14 mode families, a 19-weapon arsenal, QR pickups, perks and killstreaks). Or you can play from a host of your own: that is Open BRX, any rule you can write over hits, teams, health and spawns. All three push the same basics into the same firmware. The gun keeps no game state, so the mode is always whoever is talking to it.

Three arsenals, one gun. The gun-menu weapons (M-4, SMG-X3, MG-7, SR-100, TAC-87 and others) are presets the firmware carries for play without a phone. The Callsign app's 19 weapons get sent to the gun over Bluetooth when the game starts. Open BRX sends a third set, its own catalogue, the same way. All three fill the same 6 weapon slots with different numbers, so a gun is only ever running one of them. This page covers the Callsign 19 in full, because we captured every one of them on the wire (20 frames). The five gun-menu weapons are listed from Battle Company's manual. Open BRX's own numbers are balance choices rather than captures, and they live on the arsenal page and Modes and setup, not here.

The complete Callsign arsenal

How to read the numbers. The table has nine columns: Weapon, Role, Damage, Cycle ms, Mag, Reserve, Reload ms, Heat/shot and Fire sound.

  • Damage is the raw number the weapon puts in every shot. The target's gun takes this off before any class multiplier applies.
  • Cycle ms is the time between shots, in milliseconds. For a charge weapon, it is the charge time instead.
  • Mag is the magazine size.
  • Reserve is your total spare rounds. The app shows reserve as magazines: mags x clip = reserve.
  • Heat/shot is the value the frame's heat token carries. Four weapons set it: SMG 5, Energy Rifle 6, Charge Rifle 14, Plasma Sniper 30. A heat number alone does nothing. A separate token, t38, switches the overheat system on. Callsign sets t38 only on the Charge Rifle, so that is the only stock weapon whose gauge climbs. Open BRX switches it on for the Energy Rifle too.

Hits to kill is not a table column. Find it in the per-weapon notes below. It counts hits against the default 115-point pool (45 HP + 70 armor). It applies only to weapons whose shots land as standard damage on the target's effect table.

Two caveats apply to hits to kill and to Reserve.

  • Hits to kill assumes damage does not depend on which sensor is struck. The Head shots row further down answers why it does: $GSET t7 scales a headset hit, and Callsign ships t7 at 50. One Callsign capture showed 18 damage per hit on the headset (sensor 0). The same capture showed 9 damage per hit on the gun body (sensor 4), on the same victim in the same life.
  • Reserve is the frame's t17 token: the rounds a Callsign gun gives you. The frame also holds t40, which is always exactly half t17. A bare weapon push leaves the gun holding t40, and its ammo readout mirrors that for about a fifth of a second; the spawn that follows raises it to t17, and that is the count you play with. Measured on the real Assault Rifle frame on 2026-09-18: 96 after the weapon push, 192 after the spawn.

The table below lists every weapon the Callsign app can hand you, with the numbers it actually sends. The search box does a plain text match across all nine columns, so type part of a weapon name, a role or a sound name to narrow the list.

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Every weapon on the wire, from mcp/brx_mcp/mc/weapons.json.

19 weapons come out of 20 captured frames. The 20th frame is the app's unnamed default secondary (T01, 45 dmg, 6-round clip, 4 mags, 0.4 s shell reload). That is the Shotgun itself, slotted as your sidearm before you pick one.

Range is not what the app's bar shows. The app draws a different range bar for each weapon, but the range field in the frames it sends reads the same value (75) on all 18 guns. Melee reads 20. A separate "extra headset range" value shows up on three weapons: 30 on the Shotgun and the Rocket Launcher, 40 on the Plasma Sniper. A garden test on 2026-09-17 found that this range field does nothing outdoors. The other range token, which Callsign sets to the same value (100) on every gun, is the one that matters outdoors, and it does not behave like a distance. In the same garden test a value of 5 landed no shots even muzzle to dome, there was a sharp change between 13 and 26, and every value from about 31 to 100 behaved alike at every distance we could pace.

Stock Callsign hits soft and fast. The standard-damage automatics deal 8 to 15 per hit every 75 to 120 ms. They need 8 to 15 hits, which is about a second of landed fire. The Rocket Launcher, Rail Gun, Laser Cannon and Ion Sniper deal 115: that drops a full-health player in one shot. The two snipers deal 80 every 225 to 300 ms and kill in two hits, in 0.23 to 0.30 s.

Assault Rifle

Assault, full auto, 9 dmg, 100 ms, 32/192, reload 1.4 s. This is the baseline gun. It takes 13 hits to kill, and 1.2 s if every shot lands. (The gun-menu M-4 is printed at 24 damage in Battle Company's manual. The app's Assault Rifle sends 9.)

Burst Rifle

Assault, 3 rounds per trigger pull, 75 ms inside the burst, 275 ms between bursts, 9 dmg, 36/108, reload 1.7 s. One of only two weapons with native burst timing.

Force Rifle

Assault, 3-round burst (100 ms / 250 ms between), 9 dmg, 36/72, 1.7 s. You reload it with a "pull back, let go" motion on the handle.

Bolt Rifle

Assault, single shot, 13 dmg, 225 ms, 18/90, 2.0 s. The rifle with the biggest damage number.

SMG

CQB, full auto, 8 dmg, 90 ms, 72/144, 2.5 s, heat 5/shot. 8 damage is the lowest in the arsenal, so the SMG is the slowest automatic to empty a health pool: 15 hits and 1.26 s, against the Stinger's 8 hits in 0.84 s, the Suppressor's 15 in 1.05 s, the Energy Rifle's 13 in 1.08 s and the Assault Rifle's 13 in 1.2 s. What you buy for that is staying power. 72 rounds is the biggest magazine of any automatic bar the Energy Rifle, nearly five kills without reloading, and the price is the longest reload in the game at 2.5 s (tied with the Charge Rifle). Its heat token reads 5, but the overheat gate is not set, so it never overheats.

Shotgun

CQB, single shot, 45 dmg, 900 ms, 6/12, shell-by-shell reload at 0.4 s per shell. Three hits to kill. It is the only weapon with the "Shells" reload type.

Stinger

CQB, full auto, 15 dmg, 120 ms, 18/36, 1.7 s. The hardest-hitting automatic: 8 hits, and 0.84 s to kill.

Sniper Rifle

Marksman, bolt-action single shot, 80 dmg, 300 ms, 4/12, 1.7 s. Two hits to kill.

Plasma Sniper

Marksman, single shot, 80 dmg, 225 ms, 10/40, 2.0 s, heat 30/shot. The fastest multi-hit time-to-kill in the arsenal at 0.23 s: the 115-damage weapons kill outright in one shot. Its heat token reads 30, the highest number in the arsenal, but the token that switches overheat on is empty in its captured frame, so as Callsign sends it there is no heat lockout. What limits you is the 10-round magazine and the 2 s reload.

AMR

Support, single shot only, 18 dmg, 360 ms, 14/28, 1.4 s. A slow, deliberate pace.

Suppressor

Support, full auto, 8 dmg, 75 ms, 48/144, 2.0 s. Quiet (not silent) and no muzzle flash. It is the only weapon with the stealth fields set.

Energy Rifle

Support, full auto, 9 dmg, 90 ms, 300-round clip, 300 reserve, 2.4 s, heat 6/shot. 300 rounds is the biggest magazine in the arsenal by a wide margin, and 13 hits kill, so that is roughly 23 kills before you reload. Its heat token reads 6, but like the SMG and the Plasma Sniper it ships without the token that switches overheat on, so in Callsign nothing stops the burst except the magazine. Open BRX switches it on: the gun then locks out at about 30 rounds of full auto, and it does not cool by itself, so you work the reload lever to vent the heat.

Charge Rifle

Support, hold to charge and fire when you let go, 100 dmg, 1.25 s charge, 100/100, 2.5 s, heat 14/shot. Two charges kill. Open BRX's own charge rifle is a different weapon: one full charge costs ten rounds of the cell, a tap fires for less, and the kill is one charge plus three taps. It is the one weapon with both a charge-up sound and a release sound, and the one weapon whose overheat gate is actually set, so its heat gauge is the only stock gauge that climbs and locks out.

Rocket Launcher

Power, single shot, 115 dmg (explosive damage type), 1.0 s, 2/4, 1.2 s. A one-shot kill.

Rail Gun

Power, charges and fires itself after about 1.2 s (a tap also fires), 115 dmg (armor-piercing type), 1/3, 2.4 s. A one-shot kill. It has no release sound, because it fires itself.

Laser Cannon

Power, you must hold it to charge, and a tap does nothing. 115 dmg, 1.5 s charge, 4/4, 2.0 s. A one-shot kill.

Energy Launcher

Power, full auto on the wire, but with a 1-round clip every shot is followed by a reload. 115 magnitude, 360 ms, 1/3, 1.4 s. Three spare rounds.

Ion Sniper

Power, single shot, alien-sounding, 115 dmg, 1.0 s, 2/6, 2.0 s. A one-shot kill, with the most reserve in the power tier.

Melee

Melee, gyro swing with the butt of the gun, 90 dmg, 1.0 s, no ammo, no reload. Two swings kill. The hit comes from the front headset emitter.

The firmware has seven fire-mode behaviours, all confirmed on the trigger. Every Callsign weapon uses one of them.

Fire modeWhat the trigger doesCallsign weapons
Full autohold it down to keep firing at the cycle rateAssault Rifle, SMG, Suppressor, Energy Rifle, Stinger, Energy Launcher
Single shot / boltone round per pullAMR, Bolt Rifle, Sniper, Plasma Sniper, Ion Sniper, Rocket Launcher, Shotgun
3-round burstone pull sends three rounds, then a burst gapBurst Rifle, Force Rifle
Charge, auto-releasestarts charging on the pull, then fires by itself (about 1.2 s); a tap also firesRail Gun
Hold-to-chargeyou must hold it through the whole charge; a tap is sound onlyLaser Cannon
Charge, fire on releasecharge while you hold, fire when you let goCharge Rifle
Meleea swing the gyro picks upMelee

The app's own weapon categories (a UI grouping, not a wire field): Rifle, SMG, Sniper, Shotgun, Heavy, Energy, Support, Power, Exotic, Launcher, Stun, plus Ability and Melee. Nothing the gun receives says which category a weapon is in, so this manual uses a role grouping instead (Assault, CQB, Marksman, Support, Power, Melee).

No stock weapon has an alt-fire. The secondary-fire fields are empty on all 20 captured frames. The orange ALT button cycles perks and abilities in the modes that have them. Every weapon is also just data: a host can send its own weapon into any of the gun's 6 slots, with its own damage, rate, clip, reload, burst, overheat and sounds. That is exactly what Open BRX does.

Battle Company's stock presets below are for phoneless play. The damage scale here is not the Callsign scale above: the printed M-4 says 24, and the app's Assault Rifle sends 9.

WeaponDamageRate of fireAccuracyMagCharacter
M-42454596-9130full auto, low damage, medium mag
SMG-X32554596-88263-round burst
MG-73834266-4575suppressing auto, low accuracy, overheats/jams on sustained fire
SR-10014044100-904bolt, high damage, small mag
TAC-87120-4015095-808semi shotgun; hold reload to load shells; full damage only at melee range

Also described in the Extended Guide: the TAR-33 (semi-auto, medium) and a Silenced AR. The two accuracy numbers are that weapon's ceiling and floor: fire fast and your accuracy drifts down from the first number toward the second. A miss still reaches the enemy (their headset lights up and they hear a zip), but they take 0 damage. Fire in bursts, or reload, to bring your accuracy back up. See How a kill actually works for the mechanism.

Health, armor and damage

Every player is a pool of points: 45 health and 70 armor by default, which is 115 in total. A hit comes off your armor first. Whatever armor cannot soak up spills straight into your health. When your health hits zero you are out. Nothing in the stock firmware fills you back up until you respawn.

What happens when you get hit:

  1. The shot's damage number lands on your gun. The IR word carries it (see How a kill actually works).
  2. Your gun looks up the shot's damage type in its effect table. Most shots are "standard damage". Class abilities can be heals, shield grants or multipliers instead.
  3. Armor soaks damage 1 for 1, with no cap per hit. An 80-point standard hit takes all 70 armor and 10 health at once.
  4. Health takes the rest. Your headset and gun play the hit tone. The gun reports your new pool to any connected phone.
  5. At 0 health the gun plays the death alarm, stops firing, and ignores every incoming shot until it respawns.
QuestionAnswer
Default pool?45 HP + 70 armor = 115. Modes like Battle Royale offer Low / Medium / Full starting health.
Does armor reduce damage?No. It is extra hit points, and it drains first. Armor never makes a hit weaker.
Do I heal over time?No. Armor shot down to 18 stayed at 18 for 30 s. Any healing you see comes from a class ability, a medic, or a host that refills you.
What is a shield?A third pool that sits above armor. Nexus-style classes use it (Guardian 125, Marauder 150, Sentinel 175). You spawn with it empty: $PSET token 5 sets the ceiling, not the starting amount. Two things fill it. An IR grant (a $SIR shield function, or armor that overflows) fills it in a native game, and a host can fill or drain it over Bluetooth with $LIFE,0,0,<n>,*, measured on the bench on 2026-09-11 with no IR involved.
Can a medic heal me?Yes. The Supremacy Medic's medi-gel pulse is a heal shot, and the community confirms it heals by shooting teammates. A host can also grant health directly.
Do heals overfill?No. A heal adds to your pool and stops at the maximum.
Head shots?The headset has four sensor domes, one of them at the back, and the gun body has a sensor of its own. Every shot carries a crit flag, but no stock weapon sets it. The headset multiplier is a per-game setting, $GSET t7, and it applies to two effect-table functions on the headset sensor only, not to a crit flag. Callsign captures carry t7=50, which scales those two functions up on the headset, by x1.25 and by x2. Open BRX ships t7=0, so every hit lands the same wherever it strikes: four of the five sensors are on the headset and BRX players aim there.
Can friendly fire hurt me?Only if the game turns it on. With friendly fire off the gun itself blocks same-team damage, and blocks enemy "heals" the same way (subject to the caveat under How a kill actually works). Free-for-all is one team with friendly fire on.

Heals and boosts "add", they never "set". When a phone or host gives health to a live gun, the amount is added to your current pool and stops at the maximum. Nobody can set you to a lower number this way, and a grant to a full-health player does nothing. That is why Halo-style regenerating shields, health-on-kill and medic roles all work the same way: a host watches your pool and tops it up.

A dead gun is deaf, unless a station armed it. At 0 health a tagger that was never armed to a respawn station takes no IR at all, and a tagger in a host-driven game takes none either. A tagger armed by a station in a native game is the exception: it stays dead, refuses the trigger, says "revive at respawn point", and comes back the moment the station beacon reaches it.

SettingGun-menu values (V7 manual / Extended Guide)Callsign app values
Livesa count, or unlimiteda number, or Unlimited
Respawn timeOff, 15, 30, 60 s, Ramp 45, Ramp 90 (the penalty grows with each death)a number in seconds (e.g. 15)
Respawn typeself-respawn on the gun, or at a respawn station (grenade) once armedScanner (respawn at a QR / station) or Auto (timed)
Game timeOff, 5, 10, 15, 20, 30 mina number in minutes

"Taking damage while in the respawn state is disliked" is a balance note that comes up again and again in the owner community. The gun menu's Ramp 45 and Ramp 90 respawn options grow the wait with each death.

How a kill actually works

A BRX "bullet" is a burst of infrared light 25 bits long, sent on a 38 kHz carrier. It carries who fired (player id), which team, how much damage, and what kind of damage. Your target's headset or gun catches it, looks it up, and takes off the damage. If that was the last of their health, your sight flashes green.

The five steps:

  1. Fire. The trigger pull sends the IR word: a 2 ms start pulse, then 25 bits (a long pulse is 1, a short one is 0). Damage type (4 bits), player id (6 bits, 0-63), team (2 bits, 4 teams), damage (8 bits, up to 255), crit flag, effect subtype, 2 check bits.
  2. Catch. Your target has five receivers: four domes on the headset, one of them at the back, and a sensor on the gun body. Whichever one catches the word reports it, and the wire tells front from back from gun. Across the field that tells you where the shot came from. At point-blank range the IR floods every sensor, and the first one to see it wins.
  3. Resolve. The target's gun checks the team bits first. Same team with friendly fire off means the shot is dropped (one 2026-09-07 bench run registered team hits the other way round and is still unexplained; treat the rule as documented, not proven). Then it looks up the damage type in its effect table and applies the damage: armor first, then health.
  4. Feedback. The target's headset flashes green once on a hit, and blinks green steadily while they are out, and plays the pain or death sound. The gun reports the hit and the new health to any connected phone. Melee, explosive and other damage types each get their own hit sound.
  5. Confirm. On a kill the shooter's sight flashes green and the announcer says "kill". In a phoneless gun-menu game the guns do this on their own, with no phone involved. In an app-hosted game the phone scores the kill and drives the same flash and voice line.

Why misses still make noise. Every weapon carries a live accuracy model. It has a ceiling and a floor, and you start each life at the ceiling. Keep firing and your accuracy drifts down toward the floor, a bit more with every shot. Reload and you are back at the ceiling. A natural recovery races the drop, so firing slower keeps your accuracy higher: on the harshest setting we tested, single shots about 2 seconds apart held steady one step below the ceiling, while holding the trigger ran it all the way to the floor. How fast it recovers has not been measured. A miss under this model still reaches the enemy: their headset lights and they hear a zip, but the hit carries 0 damage. If someone's headset keeps flashing and they are not dying, you are missing. Fire in bursts, and reload to reset your accuracy outright.

EventVictimShooter
Hit (non-lethal)one green headset flash, hit tone (HP / armor / shield / crit each have their own), gun LEDsnothing (a plain hit is never confirmed back to the shooter)
Killheadset sustained green blink (the out state), death alarm, gun stops firinggreen sight flash + "kill" callout; in gun-menu games also "double kill" and other streak lines
Same team, FF offnothing (the gun drops the shot, by the documented rule one bench result contradicts)nothing
Miss (accuracy roll)headset lights + zip, 0 damage(none)

Every shot names its shooter. The 6-bit player id in the word is why a host can credit the exact killer, run free-for-all scoring, and build health-on-kill. All of it comes from what the target's gun reports. Stock BRX uses it too: that is how the kill-confirm and streak callouts find the right gun. The full bit layout, the timings and the effect-table mechanism are in the developer reference.

Native game modes and their settings

The gun's menu gives you seven modes with no phone at all. The Callsign app adds objective play (flags, control points, QR pickups, Battle Royale) plus premium unlocks. Under both, the tagger only fires, gets hit, tracks health and reports. The rules live in the gun menu's firmware presets or in the app.

The mode LED colour shows what you picked. Modes marked with a star are Callsign-Live unlocks on the gun.

ModeLEDTeamsHow it playsWeapons / perks
Free For Allwhitenone (everyone is one team with friendly fire on)most kills winsM-4, SMG-X3, MG-7, SR-100, no perks
Death Match / Team Death MatchredAlpha vs Bravoteam killsM-4, SMG-X3, MG-7, SR-100, TAC-87, the only stock mode with the perk row
Generals (*)yellowtwo teams, each with a Generalthe General is your team's mobile respawn point, so pull the trigger at them to revive; it can be lives-limited for seek-and-destroyTDM loadouts + perks
Supremacyblue3 factions: Resistance (red), Vanguard (green), Nexus (blue)class-based; 9 characters are the loadoutno weapon picker, because the character is the loadout; abilities on ALT
Commander (*)pinkfaction warsSupremacy plus a Commander respawn characterclass loadouts
Survival (Infection)greenHuman vs Infecteda killed human turns infected; the last human winsM-4, SMG-X3, MG-7, SR-100, TAC-87, no perks
The Swarm (*)orangeHuman vs Infected + a Hive Queeninfection where the Queen is the infected respawn pointclass loadouts

(*) = Callsign-Live unlock on the gun.

More than four teams. The hardware supports four native teams, with on-gun friendly-fire protection (subject to the caveat under How a kill actually works) and a per-team LED colour. For more squads, run everyone as one team with friendly fire on. Hand out armbands, and let Mission Control keep the real teams and scores. There is no on-gun friendly-fire protection in that mode.

Starting a gun-menu game:

  1. Power on (slide switch by the barrel). LEFT/RIGHT cycle the modes, and the trigger selects.
  2. The D-pad picks your team or faction. The trigger cycles weapons or characters. ALT cycles perks.
  3. The D-pad sets lives, time, respawn and volume. SELECT moves you on. Your settings stick as the new defaults.
  4. Pull the reload handle to start. Headsets pair on their own after power-on (up to about 3 min with many taggers around).

Gun-menu settings, every value:

ItemValue
Livesa count, or unlimited
Game timeOff, 5, 10, 15, 20, 30 min
RespawnOff, 15, 30, 60 s, Ramp 45, Ramp 90
Volume1-5
Indoor / outdoorpress ALT quickly in succession at power-on (it sticks across power-cycles; indoor dims the green hit LEDs, turns on the RGB LEDs, and shrinks explosion/melee range; bright sun cuts hit radius about 50%)
RegionUSA / International (the app's GunLaserRegion setting). This is a factory setting, so leave it alone

The Callsign app's modes are the complete list found in the app, with what each one is built from. The app screens group them under categories (Team Arena, Battle Royale, Battle Lines, Faction Wars, Infection) and mode tiles (Arena, Team Arena, Team Snipers, Capture the Flag).

ModeWin rulePropsNotes
Free For Allmost kills (Slayer)(none)everyone vs everyone
Team Death Matchteam kills / elimination(none)
Supremacyscore / control(none)3 factions, class-based
Survival / Infectionlast human(none)a kill turns a human
Last Man Standinglast alive(none)limited lives
Capture the FlagcapturesQR flagsa flag carrier's headset blinks; "scary music" plays on the carrier's tagger
Dominationmost control-point timeQR / grenade control points
Assaultobjectives armed/heldQR / grenade objectivesattackers arm, defenders hold
Territory (King of the Hill)time heldone zone
Team Arenakills + capturesQR weapon pickups + flagsTDM with pickups
Battle Royalelast standingGPS weapon/supply drops, shrinking zoneno-team option, Low/Medium/Full starting health, show/hide players remaining
Generals (*)eliminate the General / kills(none)premium unlock
Commanders (*)seek-and-destroy the Commander(none)premium unlock
Swarm (*)last human(none)premium unlock

(*) = paid unlock via the app's currency/subscription.

The app's "boxes" are paper. Respawn points, weapon pickups, capture and control points, and supply drops are all printed QR codes you scan or fire at. A weapon pickup simply pushes a new weapon into a slot on your gun. Pickup pool seen in the app: Auto Rifle, Burst Rifle, Sniper Rifle, Shotgun, SMG/SAW, Sticky, Rail Gun, Rocket Launcher, Energy Rifle, War Hammer, Strike Rifle (scoped/unscoped), and "other players".

Callsign GAME SETTINGS, every field on the screen:

ItemValue
Primary weapon / Secondary weaponpickers from the roster, and you can remove the secondary
Weapon respawn30 sec, 60 sec, 90 sec, 3 min
Weapon pick-upScan, Player, Both
Weapon selectionON / OFF
Outdoor modeON / OFF
VoiceMale, Female (the whole announcer choice in the app)
Timeminutes (e.g. 1)
Score to wina number (e.g. 25)
Respawn typeScanner, Auto
Respawn timeseconds (e.g. 15)
Livesa count, or Unlimited
Create-game step (Battle Royale / no-team modes)Allow Teams / No Teams; Starting Health Low / Medium / Full; Players Remaining Show / Hide
App settings (gear)one Sound slider, that's it

Classes, factions, perks and killstreaks

Supremacy swaps the weapon picker for characters. Each one has a fixed gun, a set health/armor/shield build, and an ALT-button ability. Three factions split the roster: Nexus (energy, shields, explode-on-death), Resistance (milsim, explosives) and Vanguard (exotic, long-range).

These are the 9 manual characters, the exact health builds Battle Company prints. There are two pool shapes here: armor characters and shield characters.

CharacterRoleMagDamageHealthArmorShieldAbility (ALT)
SoldierOffense302210050-secondary shotgun (M4 + shotgun swap)
MedicSupport302110040-medi-gel heal pulse: heals allies when you shoot them
HeavyTank753810075-rally: an attack boost for allies
GuardianSupport5020-10075-125charge-up plasma + shield regenerator
MarauderOffense322375-150adrenaline: a rate-of-fire boost
SentinelTank1002575-175EMP blast: stuns a group
ViperOffense162512525-poison burst rifle + poison grenades
TechnicianSupport82812530-incendiary rifle + medi-gel heal-over-time
WraithTank322512550-cryo rifle + frost grenades (slows enemy attack speed)

Four more classes are described in the Extended Guide but are not in the V7 table:

Status effects the app defines: Standard, MedicHeal, ActivateShield, RallyPulse, Radiation (poison), Cryogenic (frost), ArmorPiercing, EMP, Shrapnel, StickyBomb, lethal and non-lethal explosive, ShottyPellets, MeleeDamage, Plasma. Each one has its own hit-sound slot in the app's sound table (poison hit, cold hit, EMP start/loop/end, incendiary start/loop/stop, and others).

Perks are what ALT cycles in Death Match / Generals. Not all games have perks, and TDM is the only stock mode with the perk row.

PerkEffect
Grenade Launcherlauncher alt-fire
Med Kitself-heal
Body Armorextra armor (on a General it lowers total health, a known stock quirk)
Extended Magsbigger magazines
Concussion Grenadestun grenade
Critical Strike (Extended Guide only)crit chance
Foregrip (Extended Guide only)less recoil drift
Focus (Extended Guide only)laser designator

Killstreak rewards in the Callsign app, from the app's config. None of them is a tagger command.

RewardWarns the enemy?
UAVyes
Counter UAVno
Power Weaponno
Body Armorno
Second Lifeno
Care Packageno
System Hackyes
Mortar Strikeyes
Weapons Crateno
Mystery Boxno
MEDEVACno
Support Packageno
Air Strikeyes
Chopperyes
Air Raid (bombing run)yes
Nukeyes

Post-game medals

21 medals, from the app's config:

The Smart Grenade's game modes

The BRX Smart Grenade is more than a bomb. Hold its button and it turns into a portable objective: a respawn station, a King-of-the-Hill point, an assault objective, or a CTF flag base. It talks to every gun in range with an IR beacon, and the guns make the sounds. There is no app for this. You set the mode on the device itself, and it stays locked there.

ColourModeHow it playsGuns can read its state live?
RedFraga blast grenade; throw it or press it to detonate (it needs pairing to your headset), and it wipes everyone within about 30 ftno beacon
GreenAssaultshoot it to capture it to your team's colour; attackers arm, defenders holdcaptures silently (LED only)
BlueHill (King of the Hill)starts neutral (white); shoot it to capture and you hear "control point captured"; each shot adds charge, so the other team must fire at least as much back to retake it; a thrown-grenade blast on the point captures it 100% instantly; the holder gets a rate-of-fire boostbeacons owner every ~3-5 s
YellowRespawnstarts neutral; shoot it to claim it for a team; press the button to respawn everyone of that team nearby, or face it with the front of your headset and pull the trigger (~18-20 ft)beacons owner every ~2.5 s
WhiteCTFflag-base mode; shoot it to grab it, and the carrier's tagger plays the "scary" flag musicno passive beacon

Setting a mode (the finicky part, exactly):

  1. Turn the grenade off, then on, and wait for the green LED (that means ready).
  2. Hold the top button for about 4 s: a long loud beep means you are in setup.
  3. It beeps fast and cycles colour while you hold. (A tagger left in its own setup mode says each mode's name as you cycle, which is a free audio monitor.)
  4. Let go on the colour you want. The LED turns white to confirm the lock.
  5. The mode survives a power-cycle. On boot it flashes the current mode's colour for about 1 s so you can check it.

The Respawn-station catch that earns the grenade its "buggy" reputation. Setting the grenade to Respawn is not enough. Each tagger must also receive the station's IR to switch from self-respawn to station-respawn. Either show every gun the station before the game, or press the grenade's button near each gun after the start (the reliable way). A gun that never got the signal just self-respawns as normal.

You wantGrenade modeCaveat
A respawn point per teamYellow (Respawn)arm every tagger; stations can be overtaken; not always consistent
King of the Hill / a checkpointBlue (Hill)no winner display on the grenade, so someone has to keep score
Two hills or two respawn pointstwo grenadeseach one is its own objective
A Counter-Strike bomb siteBlue (Hill) as the sitethe plant/defuse timer runs on a host, not the grenade

Where the grenade sounds come from. The detonation, the flashbang and gas effects, the CTF music, "control point captured": all of it plays from the gun and headset, triggered by the grenade's IR. The grenade itself only chirps and flashes for status. Swap the tagger's sound files and every grenade "sounds" different, without touching the accessory.

Beyond stock: what a host can add

The gun keeps no game state, so any rule you can write over hits, teams, health and spawns is a mode, and the host that runs it does not have to be Battle Company's app. That is what Open BRX is: a laptop and a phone per player, running rules the tagger never had to know about. The modes it runs, what each one needs and which have been played on real taggers are on the Open BRX modes page; the wider catalog of mode designs lives in the repository, in docs/game-modes.md.

The grenade as a control point

A control point is a place on the field a team can own: a King of the Hill point, a Domination point, a bomb site. A Smart Grenade in Hill mode is a complete one on its own. No phone, no host, no app, and it works in native games. You shoot it to capture it, and nothing else on the BRX does that.

Everything below was measured on the bench.

The hill chips you, and that is measured. An unattended enemy hill killed a player in about 106 seconds, 8 damage every 5 seconds, with no host involved. In a native game that is the mode working: it punishes standing on someone else's point.

Do not put a player on team 2 in a hill game. A neutral hill broadcasts team 2. The gun's own filter compares that against the gun's team, so a player on team 2 reads every neutral point as already theirs and takes no hill damage. Use teams 0, 1 and 3. That consequence follows from two measured facts and has not been tested directly.

What it costs. We paid about $200 for our Smart Grenade, from Battle Company. Read that as what was paid rather than as a current price: retail moves, it varies by region, and it is one purchase.