| Assault Rifle (AR) | 20–80m | The default primary. Handles most engagements outside close range. |
| Battle Rifle | 30–90m | Slower fire rate, harder hitting. Rewards crisp aim. Pairs well with an SMG secondary. |
| SMG | 0–25m | Close-quarters specialist. Fast ADS, fast sprint-out, high mobility. |
| LMG | 40–120m | High ammo capacity. Best for sustained suppression and beaming long sightlines. |
| Shotgun | 0–12m | One-shot close range, useless past 15m. A specialist secondary, not a universal answer. |
| Marksman Rifle | 50–120m | Semi-auto precision. Bridges the gap between AR and bolt-action sniper. |
| Sniper Rifle (Bolt) | 80m+ | One-shot headshots at long range. Slow handling. Rewards positioning over reflexes. |
| Sniper Rifle (Semi) | 60–100m | Faster fire, lower per-shot damage. Better for follow-up shots than the bolt. |
| Pistol / Sidearm | 0–20m | Last-resort secondary. A faster swap than a reload when the primary runs dry. |
| Launcher | AOE | Vehicle counter and area denial. Carry one when vehicles are everywhere; skip it otherwise. |