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Dual Armory Thesis

  • One Flow · two verbs: Melee Drive (Melee Drive) and Precision Fire (guns) share one Kinetic Flow → Singularity; equal kill credit — see 1b + Combat Mechanics & TTK.

  • FPS guns — Adaptive/Aggressive/Precision/Rapid-Fire/Lightweight/High-Impact frames.

  • Gun families (firearms only): Auto/Pulse/Scout/HC/SMG/Sidearm, Shotgun/Sniper/Fusion/Linear/Trace, GL/Rocket/MG/Bow/Crossbow (1H + 2H), plus Heavy Guns (2-Handed).

  • Aim Assist & gunfeel programming (vol. 02 / 05): Range, Accuracy/Bloom, Aim Assist (Rotation, Strafing, Magnetism, Stickiness), Recoil, Stability, Barrel Jump/Sway — one baseline for all modes; affixes can modify where gear is allowed.

  • Augmented/Rare modular weapon parts dial those frame base stats within Receiver bands (default Barrel→Recoil/Impact/Jump, Mag→Size/Reload, Stock→Stability/Sway/Kickback, Grip→Equip/Airborne/Slide; Receiver specialty sockets replace the Auto five where listed — Rocket Tube/Warhead, Bow/Crossbow Limbs/String/Quiver, etc.; melee Head→Damage/AR + Strike Impact feel, Guard→Block + clash settle, Haft→WSM + Inertia Drop, Pommel→Balance + Recovery Kick, Core→Channel + spool-up; each socket ships V1–V5 meshes — MeleeFeel effects TBA) — never Aim Assist / FOV / camera baseline (vol. 04 / 05 / 06).

  • Melee — blades, axes, mauls, polearms, spears & lances, heavy spears (Thrust/Breach), dirks, staves, scepters, glaives, dual blade (2H double-edge), Wrist Razors/Claws (Wrist slot only) (vol. 06 / master list; Staves universal — not Order-locked). Split 1H / 2H; all 1H dual-wieldable (hotkeys 1–7; Hold 2 / Hold 4 cycles; 6/7 hybrids).

  • Blades, glaives, and dual blades are not on the gun roster.

  • Paper doll (15): Weapon 1–4 (guns/melee), Wrist Melee, Physical Shield, Helm, Chest, Gloves, Belt, Boots, Energy Shield (Barrier), Ring 1, Ring 2, Amulet.

  • Five corps (vol. 09): C1 Halo-set, C2 Mass Effect human, C3 Doom, C4 Starship Troopers MI, C5 Starfield full armored suit — shared frames; five visual corp finishes (C1–C5) plus five named Refit variants (V1–V5; melee effects TBA) per modular part.

  • Shared salvage treadmill; shared resist Hell pressure.

Figure G. Gun frames

Figure H. Gun families (firearms only + Heavy Guns 2-Handed)

Figure I. Melee families (12; Dual Blade 2H; Heavy Spears replace Javelins)

Figure I1. Melee armory — One-Handed vs Two-Handed

Figure G2. Core gun frames — Adaptive / Aggressive / Precision / Rapid-Fire / Lightweight / High-Impact

Figure G3. Frames by gun Receiver (Type) (core + specialty pools)

Figure G4. Specialty family frames — gun art + cadence board (Burst / Wave / Slug / Draw / Brace · L / U / Apex drops)

Figure 1. Dual chase: guns + melee ARPG loot.

  • Aggressive Shotgun + Cleaving Axe — commit delete.
  • Lightweight SMG + Dirks/Claws — skirmish.
  • Precision Scout + Defensive Tentacles + high resists — lane fortress.
  • Rapid-Fire Auto + Offensive Tentacle mirror — density melt.
  • Hand Cannon + Combat Blade — duel fantasy.
  • Heavy Gun (2-Handed) + defensive tentacles — braced lane hold before melee collapse.
  • All pairings use the same input-driven FPP↔TPP engine (vol. 02).