Machine Gun
SUPPRESSOR_MG5High-rate suppression weapon that controls lanes and shreds swarm pushes under sustained fire.
[ LOAD_OS... DONE ]
[ SYNC_DATA_LOG... DONE ]
[ ACCESS_GRANTED ]
Survival is not a guarantee. It is a calculation.
This digital briefing covers Protocol: Kill-Switch systems, threats, and tactical options.
ENTER_BRIEFINGThe AI has gone rogue. The grid is compromised. Every security drone in the sector is hunting your signature. There is only one way out: reach the Core and flip the Kill-Switch.
Survival is not a guarantee. It is a calculation.
Additional classified weapon systems are in active testing and will be revealed in future briefings.
High-rate suppression weapon that controls lanes and shreds swarm pushes under sustained fire.
Chain-lightning security drones into a cascading system failure.
Phase through logic-fields and reposition before the swarm closes in.
High-impact explosive launcher for crowd-breaking burst damage and lane denial in tight sectors.
Rapid plasma bursts built for sustained pressure and precision elimination of high-threat targets.
Hyper-velocity precision platform for long-range penetration and instant high-priority target deletion.
Build-defining modifiers that reshape combat tempo, survivability, and weapon efficiency. Current module list:
Move 20% faster.
+25 max health.
Fire 25% faster.
Reload 35% faster.
Magazine size +40%.
Reload 30% faster when mag not empty.
Reload 3x faster while standing still.
Clicking while reloading shaves time off.
Reload grants a short fire-rate boost.
+30% bullet damage.
Slowly heal over time.
+1 bullet per shot.
+20% bullet speed.
Temporary field pickups that spawn across active sectors. These are tactical momentum tools, separate from permanent augment modules.
All XP gains doubled for 15 seconds.
Enemies become edible - touch them to heal!
Bullets pierce and deal extra damage for 8 seconds.
Ring of 12 projectiles bursts from player.
All enemies frozen solid for 4 seconds.
Instantly heal 50 HP.
Massive explosion destroying nearby enemies.
Invulnerable for 6 seconds.
Chain lightning hits up to 8 enemies.
Enemies move at 30% speed for 5 seconds.
Double move speed for 5 seconds.
Double fire rate for 8 seconds.
Instantly gain 1000 XP.
Instantly gain 500 XP.
Full hostile roster currently active in compromised sectors.
HP 30, Speed 10, Contact 5, XP 8. Basic stalker/chaser frontline enemy.
HP 40, Speed 10, Contact 8, XP 12. Erratic flanker with quick direction changes (`erratic_change_interval 0.4`).
HP 20, Speed 14, Contact 3, XP 5. Fast erratic flanker; low HP but high pressure from speed.
HP 80, Speed 5, Contact 10, XP 20. Heavy lurker that drops web slow zones, fires ranged spikes, and splits into 3 small spiders on death.
HP 50, Speed 8, Contact 6, XP 15. Orbital pressure enemy that spawns 2 alien children on death.
HP 15, Speed 11, Contact 3, XP 3. Spawned by Alien death; fast cleanup/minion unit.
HP 100, Speed 5, Contact 3, XP 25. Ranged skirmisher that keeps distance and fires bullets (`projectile_damage 8`, `fire_rate 0.8`).
HP 15, Speed 11, Contact 5, XP 10. Dive-bomb flyer; explodes on death (radius 3, damage 15).
HP 20, Speed 13, Contact 4, XP 12. Dive-bomb/ranged hybrid flyer; shoots stingers (damage 6, range 14).
HP 50, Speed 7, Contact 3, XP 22. Teleport harasser with invisibility windows.
HP 70, Speed 6, Contact 6, XP 25. Advanced teleport harasser with dash and life-drain beam effect (drain 7 DPS, heals itself).
HP 200, Speed 6, Contact 18, XP 45. Elite tank/bruiser: shockwave slam, frontal armor, regen, charge, and ranged attacks.
Execute surgical strikes. Synchronize nodes. Reach the switch.
How long can you survive an accelerating system overload?