Gun Family Frames
Every Augmented/Rare firearm rolls a Frame (intrinsic archetype) inside its Family. The Frame sets the readable FPS identity: locked RPM (or charge / draw time), Impact band, Recoil / Kickback behavior, and situational effectiveness bias.
Shotgun Shot Type (lock): Class Shotgun Frames author Spread (multi-pellet cone) or Single (one bullet — same grammar as Rifle / Hand Cannon / Sidearm). Core Year-1 Frames = Spread; Pinpoint Slug = Single. Parts never flip Shot Type — FS-GUN-010.
Contract
- Frame = intrinsic. Cannot be swapped on an existing drop (like Frame intrinsics).
- Family = Auto / Pulse / Scout / … / Heavy Gun (2-Handed) — from the Gun Armory.
- Cadence = Frame × Family lock. Adaptive Auto is 600 RPM; Adaptive Hand Cannon is 140 RPM. Two frames in the same family never share RPM.
- Parts = Barrel / Mag / Optic / Stock / Grip (+ family sockets) — deltas inside frame bands only. Parts never change RPM / charge / draw. Family sockets replace the Auto five where listed (Rocket, Bow, Crossbow, Fusion/Linear/Trace, HC/Sidearm, Heavy).
- Aim Assist baseline (Rotation / Strafing / Magnetism / Stickiness) stays frame-table owned, not part-owned.
- FOV / camera baseline never rewritten by Frame or Parts.
Frame names are TFA-coined only. TFA cadence bands follow the same archetype pattern (High-Impact slowest → Rapid-Fire fastest) with TFA-owned numbers. Fusion / Linear use charge time; Bows and Crossbows use draw time; Trace is a beam.

Shared Core Frames
Six cores are the shared language. Cadence is family-relative — Adaptive is mid-RPM for that family, not a global 600. Not every family gets every core — see per-family lists below.
Adaptive · Family-mid RPM — the default cadence. Auto 600 · Hand Cannon 140 · SMG 800.
Well-rounded chassis. The default readable FPS fantasy for the family.
- Gunfeel bias: Balanced Recoil / Impact / Stability / Kickback. Neutral Equip and situational effectiveness.
Aggressive · Usually slower than Adaptive (HC 120, Scout 120). MG / Rocket Aggressive fire faster.
Hits harder; fights the player more. Commit damage over comfort.
- Gunfeel bias: Higher Impact + Recoil; lower Stability; Kickback settles slower. Strong Barrel Jump.
Precision · Controlled cadence — often a step slower than Adaptive. Auto 450 · Scout 180 · HC 180.
Predictable vertical climb; built for controlled lanes and ADS discipline.
- Gunfeel bias: Lower Barrel Sway; Recoil pattern more vertical; stronger ADS feel; mid Impact.
Rapid-Fire · Fastest RPM in-family. Auto 720 · Pulse 540 · Scout 260 · SMG n/a · MG 900.
Highest cadence / densest magazine fantasy in-family.
- Gunfeel bias: Lower Impact per shot; higher Recoil frequency; Mag Size bias; Reload Speed bias when empty.
Lightweight · Fast unique RPM (not shared with Rapid-Fire). Auto 660 · SMG 950 · Sidearm 360.
Snappy bring-up and movement-friendly ready state.
- Gunfeel bias: Higher Equip Speed; stronger Hip-Fire / Airborne / Slide-Fire; lower Impact.
High-Impact · Slowest RPM in-family. Auto 360 · Pulse 340 · Scout 150 · MG 360.
Slowest cadence; hardest hits; longest engagement identity.
- Gunfeel bias: Highest Impact; lowest Recoil frequency; Stability fragile unless braced; Kickback heavy.
Locked Gunfeel Dials (Frame Bias)
When specifying a Frame, declare bias on these dials (high / mid / low). RPM is locked — not a bias. Parts may delta the other dials within the frame band. Aim Assist components are frame-table owned.
- Rate of Fire (RPM) — FRAME-LOCKED; parts never change cadence
- Recoil
- Impact
- Stability
- Barrel Jump
- Barrel Sway
- Kickback
- Reload Speed
- Magazine Size
- Equip Speed
- Airborne Effectiveness
- Hip-Fire Effectiveness
- Slide-Fire Effectiveness
Cadence Sheet (RPM / Charge / Draw)
The Frame is the fire-rate identity. Read a drop as “Adaptive Hand Cannon (140 RPM)” not just “Adaptive.” Impact inversely tracks cadence. Playtest may trim ±5%; do not collapse two frames in a family onto the same number.
| Family | Adaptive | Aggressive | Precision | Rapid-Fire | Lightweight | High-Impact |
|---|---|---|---|---|---|---|
| Auto | 600 RPM | — | 450 RPM | 720 RPM | 660 RPM | 360 RPM |
| Pulse | — | — | — | 540 RPM · 3-burst | 420 RPM · 3-burst | 340 RPM · 3-burst |
| Scout | 200 RPM | 120 RPM | 180 RPM | 260 RPM | 220 RPM | 150 RPM |
| Hand Cannon | 140 RPM | 120 RPM | 180 RPM | — | — | — |
| SMG | 800 RPM | — | 600 RPM | — | 950 RPM | — |
| Sidearm | 300 RPM | — | 260 RPM | 450 RPM | 360 RPM | — |
| Shotgun | — | 55 RPM | 65 RPM | 140 RPM | 100 RPM | — |
| Sniper | 90 RPM | 72 RPM | — | 140 RPM | — | — |
| Fusion | 660 ms charge | 740 ms charge | 780 ms charge | 500 ms charge | — | 960 ms charge |
| Linear Fusion | — | — | 533 ms charge · 1 bolt | — | — | — |
| Trace | 1000 RPM beam | — | — | — | — | — |
| Grenade Launcher | 90 RPM | — | 72 RPM | 150 RPM | 100 RPM | — |
| Rocket | 20 RPM | 25 RPM | 15 RPM | — | — | 12 RPM |
| Machine Gun | 450 RPM | 600 RPM | — | 900 RPM | — | 360 RPM |
| Bow | — | — | — | — | — | — |
| Crossbow | — | — | — | — | — | — |
| Heavy Gun (2-Handed) | 420 RPM | 500 RPM | 360 RPM | — | — | 280 RPM |
L/U/Apex frame options (burst, wave, slug, draw, brace) — hand-authored intrinsics per family:
| Family | Specialty Frame | Cadence |
|---|---|---|
| Auto | Support Frame | 520 RPM |
| Pulse | Adaptive Burst (3) | 390 RPM · 3-burst |
| Pulse | Aggressive Burst (4) | 450 RPM · 4-burst |
| Pulse | Heavy Burst (2) | 300 RPM · 2-burst |
| Pulse | Rocket-Assisted Pulse | 160 RPM · 3-burst |
| Hand Cannon | Heavy Burst HC | 260 RPM · 2-burst |
| Hand Cannon | Spread Shot HC | 80 RPM |
| Sidearm | Heavy Burst Sidearm | 325 RPM · 2-burst |
| Sidearm | Adaptive Burst Sidearm | 490 RPM · 3-burst |
| Sidearm | Rocket-Assisted Sidearm | 90 RPM |
| Shotgun | Pinpoint Slug Frame | 70 RPM |
| Sniper | Disruption Frame | 50 RPM |
| Fusion | Aggressive Fusion (Line Burst) | 800 ms charge |
| Linear Fusion | Adaptive Burst Linear | 640 ms charge · 3 bolts |
| Grenade Launcher | Wave Frame | 80 RPM |
| Grenade Launcher | Compressed Wave Frame | 60 RPM |
| Grenade Launcher | Area Denial Frame | 120 RPM · burst |
| Grenade Launcher | Double Fire Frame | 85 RPM |
| Grenade Launcher | Micro-Missile Frame | 110 RPM |
| Rocket | Precision Tracking Rocket | 18 RPM |
| Bow | Lightweight Bow (Recurve) | 540 ms draw |
| Bow | Precision Bow (Compound) | 684 ms draw |
| Bow | High-Impact Longbow | 760 ms draw |
| Crossbow | Lightweight Crossbow | 480 ms draw |
| Crossbow | Precision Crossbow | 620 ms draw |
| Crossbow | High-Impact Crossbow | 740 ms draw |
| Crossbow | Repeating Crossbow | 360 ms draw · semi |
| Heavy Gun (2-Handed) | Braced Sustained | 550 RPM |
| Heavy Gun (2-Handed) | Braced Burst | 240 RPM · 3-burst |


Frames by Gun Family
Which Frames ship for each TFA firearm family. Specialty Frames adapt archetype ideas into TFA language. RPM on every row is the locked ship band.
Full-auto primary density weapon.
Core frames: Adaptive (600 RPM), Precision (450 RPM), Rapid-Fire (720 RPM), Lightweight (660 RPM), High-Impact (360 RPM)
Specialty frames:
Support Frame · 520 RPM
Healing / restore-adjacent primary fantasy (ally support + self damage amp after feeding charge).
- Gunfeel bias: Lower Impact; higher Equip; Hip-Fire bias for ally-directed fire modes.
- Charge builds on damage dealt; hip-fire at allies consumes charge (Story / Progressive rules TBD).
- Inspiration: Support Frame Auto — TFA original ruleset required.
Burst-fire mid-range rifle.
Core frames: Lightweight (420 RPM · 3-burst), Rapid-Fire (540 RPM · 3-burst), High-Impact (340 RPM · 3-burst)
Specialty frames:
Adaptive Burst (3) · 390 RPM · 3-burst
Classic 3-round burst. Well-rounded mid-range identity.
- Gunfeel bias: Balanced Impact / Recoil; Kickback between bursts matters.
- Primary burst archetype for Pulse.
Aggressive Burst (4) · 450 RPM · 4-burst
Hard-hitting 4-round burst. High commit per trigger pull.
- Gunfeel bias: Higher Impact + Recoil; Stability stressed across the burst string.
Heavy Burst (2) · 300 RPM · 2-burst
Two hard rounds per pull. Sniper-adjacent hand-feel in a Pulse body.
- Gunfeel bias: Very high Impact; lower Mag Size; Kickback pronounced between bursts.
Rocket-Assisted Pulse · 160 RPM · 3-burst
Special-ammo burst that fires self-propelled explosive projectiles.
- Gunfeel bias: Impact skewed to blast; Recoil heavy; Mag Size small; Equip slower.
- Inspiration: Rocket-Assisted Pulse — Special ammo fantasy.
- Blast radius / self-damage rules TBD (pair with Heavy Flinch language).
Semi / paced long mid-range rifle.
Core frames: Adaptive (200 RPM), Precision (180 RPM), Rapid-Fire (260 RPM), Lightweight (220 RPM), High-Impact (150 RPM), Aggressive (120 RPM)
Hand Cannon
Section titled “Hand Cannon”High-Impact pistol fantasy; peek-shoot identity.
Core frames: Adaptive (140 RPM), Precision (180 RPM), Aggressive (120 RPM)
Specialty frames:
Heavy Burst HC · 260 RPM · 2-burst
Two-round burst Hand Cannon. Hard peek damage.
- Gunfeel bias: High Impact; Mag Size lower; Kickback between bursts.
Spread Shot HC · 80 RPM
Primary-ammo pellet Hand Cannon — pocket shotgun feel.
- Gunfeel bias: Hip-Fire / Slide-Fire strong; Range short; Impact pelletized; Recoil punchy.
- Inspiration: Spread Shot Hand Cannon.
- Pellet count / falloff TBD; stays Primary ammo.
Close-range full-auto skirmish weapon.
Core frames: Adaptive (800 RPM), Precision (600 RPM), Lightweight (950 RPM)
Sidearm
Section titled “Sidearm”Fast secondary pistol / PDW.
Core frames: Adaptive (300 RPM), Precision (260 RPM), Rapid-Fire (450 RPM), Lightweight (360 RPM)
Specialty frames:
Heavy Burst Sidearm · 325 RPM · 2-burst
Two-round burst Sidearm.
- Gunfeel bias: Higher Impact; Mag Size tradeoff.
Adaptive Burst Sidearm · 490 RPM · 3-burst
Three-round burst Sidearm.
- Gunfeel bias: Balanced burst Impact / Recoil.
Rocket-Assisted Sidearm · 90 RPM
Special-ammo sidearm firing micro-rockets that explode on impact.
- Gunfeel bias: Impact = blast; Mag Size tiny; Equip mid; Hip-Fire usable.
- Inspiration: Rocket-Assisted Sidearm.
- Strong area-control fantasy; Special ammo.
Shotgun
Section titled “Shotgun”Close-range delete tool. Class Shotgun is not always a pellet fan — every Shotgun Frame authors a Shot Type.
Pellet fields: Spread Frames author PelletCount + PelletSpreadBase; Barrel choke deltas PelletSpreadDelta. Single Frames (Pinpoint Slug) ignore spread. Not Receiver AA — see Accuracy / Bloom pellet fan lock · FS-GUN-010.
Core frames (all Spread): Precision (65 RPM), Rapid-Fire (140 RPM), Lightweight (100 RPM), Aggressive (55 RPM)
Specialty frames:
Pinpoint Slug Frame · 70 RPM · Shot Type Single
Single-projectile Shotgun (slug) with vertical Recoil bias — not a pellet cone.
- Gunfeel bias: High Impact; Precision Recoil; Hip-Fire weaker than Spread frames.
- Inspiration: Pinpoint Slug Frame.
Sniper
Section titled “Sniper”Long-range precision Special / Power lane weapon.
Core frames: Adaptive (90 RPM), Aggressive (72 RPM), Rapid-Fire (140 RPM)
Specialty frames:
Disruption Frame · 50 RPM
Single heavy round with disintegration / execute fantasy on valid targets.
- Gunfeel bias: Very high Impact; Mag Size 1–few; Kickback heavy; Equip slow.
- Inspiration: disruption sniper fantasy — TFA rules TBD.
- May be Legendary/Apex-only later.
Fusion
Section titled “Fusion”Charge-then-burst energy weapon.
Core frames: Adaptive (660 ms charge), Precision (780 ms charge), Rapid-Fire (500 ms charge), Aggressive (740 ms charge), High-Impact (960 ms charge)
Specialty frames:
Aggressive Fusion (Line Burst) · 800 ms charge
Releases the charge as a horizontal line of bolts.
- Gunfeel bias: Impact spread across bolts; Recoil spike on release; Stability during charge matters.
- Inspiration: Aggressive Fusion horizontal release.
Linear Fusion
Section titled “Linear Fusion”Charge-then-single precision bolt.
Core frames: Precision (533 ms charge · 1 bolt)
Specialty frames:
Adaptive Burst Linear · 640 ms charge · 3 bolts
Three precision bolts per charge instead of one.
- Gunfeel bias: Impact split across bolts; Mag Size / charge economy TBD.
- Inspiration: Adaptive Burst Linear.
Sustained beam weapon.
Core frames: Adaptive (1000 RPM beam)
Grenade Launcher
Section titled “Grenade Launcher”Explosive projector (Special or Heavy depending on band).
Core frames: Adaptive (90 RPM), Precision (72 RPM), Rapid-Fire (150 RPM), Lightweight (100 RPM)
Specialty frames:
Wave Frame · 80 RPM
Projectile releases a ground-following energy wave on contact.
- Gunfeel bias: Impact = wave; Equip mid; Mag Size low.
- Inspiration: Wave Frame GL.
- Crowd-control fantasy; Heavy Flinch on wave hit.
Compressed Wave Frame · 60 RPM
Heavy-band wave with denser / taller wave volume.
- Gunfeel bias: Higher Impact wave; slower Equip / Reload.
- Inspiration: Compressed Wave (Heavy GL).
Area Denial Frame · 120 RPM · burst
Burst GL; each projectile leaves a lingering damage pool.
- Gunfeel bias: Impact DoT pools; Mag Size low; Reload slow.
- Inspiration: Area Denial / area-denial-adjacent legendary frame.
Double Fire Frame · 85 RPM
Each trigger fires twin projectiles.
- Gunfeel bias: Impact split; Recoil doubled feel; Mag Size economy stressed.
Micro-Missile Frame · 110 RPM
High-speed direct projectile; reduced self-damage; movement bias.
- Gunfeel bias: Equip / Airborne / Slide-Fire strong; Impact mid; blast small.
- Inspiration: Micro-Missile / precision micro-missile fantasy.
Rocket
Section titled “Rocket”Heavy explosive payload launcher.
Core frames: Adaptive (20 RPM), Precision (15 RPM), Aggressive (25 RPM), High-Impact (12 RPM)
Specialty frames:
Precision Tracking Rocket · 18 RPM
Precision Frame rockets with inherent soft lock-on tracking fantasy.
- Gunfeel bias: Impact high; Mag Size 1; Equip slow; Kickback heavy.
- Inspiration: Precision Frame rockets (tracking).
- Tracking strength TBD; Ladder may normalize.
Machine Gun
Section titled “Machine Gun”Heavy sustained belt / box-fed platform.
Core frames: Adaptive (450 RPM), Rapid-Fire (900 RPM), High-Impact (360 RPM), Aggressive (600 RPM)
Draw-and-release primary.
(See specialty frames — cores replaced by draw archetypes.)
Specialty frames:
Lightweight Bow (Recurve) · 540 ms draw
Fast draw; move faster while equipped; cancel shot on reload input while drawn.
- Gunfeel bias: Equip / Hip-Fire / Airborne strong; Impact mid; Stability on hold mid.
- Inspiration: Lightweight Bow.
Precision Bow (Compound) · 684 ms draw
Longer draw optimized for damage and accuracy.
- Gunfeel bias: Higher Impact; Stability at full draw; Equip slower; Hip-Fire weaker.
- Inspiration: Precision Bow.
High-Impact Longbow · 760 ms draw
Over-penetrating arrows at full draw; multi-target pierce fantasy.
- Gunfeel bias: Highest Impact; slowest draw; Mag Size (quiver) mid; Kickback N/A — hold Stability matters.
- Inspiration: High-Impact Longbow (longbow high-impact era).
Crossbow
Section titled “Crossbow”Draw-and-release bolt weapon. Ships with 1H and 2H bases. Dual-wield only when both Weapon picks are 1H Crossbows (or another valid 1H). 2H Crossbow locks duals and Physical Shield while active — same stance rules as other 2H guns.
(See specialty frames — cores replaced by draw archetypes, same pattern as Bow.)
Specialty frames:
Lightweight Crossbow · 480 ms draw
Fast draw; stronger hip-fire and equip; 1H-friendly handling.
- Gunfeel bias: Equip / Hip-Fire / Airborne strong; Impact mid.
- TFA-original — mirrors Lightweight Bow cadence fantasy for bolts.
Precision Crossbow · 620 ms draw
Longer draw optimized for damage and bolt accuracy.
- Gunfeel bias: Higher Impact; Stability at full draw; Equip slower.
High-Impact Crossbow · 740 ms draw
Heavy bolt; over-penetrate fantasy at full draw. Favors 2H bases.
- Gunfeel bias: Highest Impact; slowest draw; Mag/Quiver mid.
Repeating Crossbow · 360 ms draw · semi
Magazine-fed semi cadence after each cock; lower per-bolt Impact.
- Gunfeel bias: Mag Size / Reload stressed; Impact mid-low; Equip mid.
- TFA-original specialty.
Parts: Prod/Limbs, String, Sight (owns Optic vars), Grip, Magazine/Quiver. Frame owns draw / fire cadence — String and Limbs never rewrite it.
Heavy Gun (2-Handed)
Section titled “Heavy Gun (2-Handed)”TFA-original braced / shouldered heavy firearm family (not MG / Rocket).
Core frames: Adaptive (420 RPM), Aggressive (500 RPM), High-Impact (280 RPM), Precision (360 RPM)
Specialty frames:
Braced Sustained · 550 RPM
Long mag / box fantasy; Stability spikes when braced (Bipod).
- Gunfeel bias: Stability / Kickback excellent braced; Equip slow; Airborne weak.
- TFA-original.
Braced Burst · 240 RPM · 3-burst
Heavy burst or semi platform for lane deletes.
- Gunfeel bias: High Impact; Recoil heavy; Slide-Fire poor; Mag Size low.
- TFA-original.

Drop / Crafting Rules
- Each legendary-analogue (Augmented/Rare) weapon drop locks one Frame from its family pool.
- Corp finish (C1–C5) never changes Frame — look only.
- Shaping / crafting (if shipped later): may allow Enhanced Frame minor dial boosts (e.g. +Kickback settle OR +Equip) without changing archetype.
- Legendary / Unique / Apex: may use unique intrinsics instead of (or on top of) a named Frame.
- Ladder normalization: Frame baseline stays; affix deltas flattened — Frames remain readable.
Open Notes
- Impact / Mag / Range bands per Frame × Family: still a balance sheet (cadence is locked above).
- Playtest may trim RPM ±5%; never let two frames in one family share cadence.
- Which specialty Frames are Launch vs Post-launch: TBD.
- Support Frame ally-heal rules must fit TFA Energy / mode locks (no Crit % in Ladder).
- Rocket-Assisted / Wave / Area Denial ammo slot (Primary vs Special vs Heavy): TBD.
- Rename pass for brand voice (avoid shipping ‘Adaptive Frame’ verbatim if legal wants distance).







Figure O14. Class × Receiver part matrix — specialty kits for Rocket / Bow / Crossbow / Fusion line; GL keeps Drum five-pack
Families
Section titled “Families”- Auto, Pulse, Scout, Hand Cannon, SMG, Sidearm
- Shotgun, Sniper, Fusion, Linear Fusion, Trace
- Grenade Launcher, Rocket, Machine Gun, Bow, Crossbow (1H + 2H)
- Heavy Guns (2-Handed) — braced / shouldered heavy platforms (not Machine Gun / Rocket)
Melee blades and glaives live in the Melee Armory (vol. 06), not this gun roster.
Modifications — Guns Meet ARPG Math
Section titled “Modifications — Guns Meet ARPG Math”- Energy guns bias Thermal/Arc/Cryo/Toxin/Isotopic/Fission/Plasma/Void for shield break and immunities.
- Kinetic guns feed leech/CB/DS when in hybrid Progressive rulesets.
- Heavy Guns (2-Handed): high sustained or burst platforms; slower handling; often Power-slot fantasy.
- Competitive Ladder: same Aim Assist baseline as all modes; gear normalized so affix gunfeel deltas are flattened; no Crit %. Progressive Multiplayer: also no Crit %. Story may still apply Crit % and AR to certain ballistics.
- Perk columns can roll −% enemy resist and +% skill damage per channel (facet fantasy on guns).
- Gun Phonon sockets: Phonon Chords empower guns with ARPG packages (ED, skills, leech, resists, utility) on top of frame + perk crafting — never ADS/FOV/Aim Assist baseline; never required for combat verbs.
- Augmented/Rare modular parts: volume-locked Barrel / Mag / Optic / Stock / Grip (family variants) on shared frames across five corps — each part dials frame base stats; each socket has five corp visual variations (vol. 09). Legendary/Unique/Apex are not modular kits.
0. Purpose & Contract
Section titled “0. Purpose & Contract”Every Augmented/Rare firearm rolls a Frame (intrinsic archetype) inside its Family. The Frame sets the readable FPS identity: locked RPM (or charge / draw time), Impact band, Recoil / Kickback behavior, and situational effectiveness bias. Modular parts then apply deltas only to the locked gunfeel dials — they never change cadence.
- Frame = intrinsic. Cannot be swapped on an existing drop (like Frame intrinsics).
- Family = Auto / Pulse / Scout / … / Heavy Gun (2-Handed) — from vol. 05.
- Cadence = Frame × Family lock. Adaptive Auto is 600 RPM; Adaptive Hand Cannon is 140 RPM.
- Two frames in the same family never share RPM / charge / draw.
- Parts = Barrel / Mag / Optic / Stock / Grip (+ family sockets) — deltas inside frame bands.
- Aim Assist baseline (Rotation / Strafing / Magnetism / Stickiness) stays frame-table owned, not part-owned.
- FOV / camera baseline never rewritten by Frame or Parts.
Legal / design: Frame names are TFA-coined only. TFA cadence bands follow the same archetype pattern (High-Impact slowest → Rapid-Fire fastest) with TFA-owned numbers. Do not copy studio UI strings.
2. Locked Gunfeel Dials Frames Must Bias
Section titled “2. Locked Gunfeel Dials Frames Must Bias”RPM is locked by the Frame — not a bias dial. Parts may delta the other dials (high / mid / low).
- Rate of Fire (RPM) — FRAME-LOCKED; parts never change cadence
- Recoil
- Impact
- Stability
- Barrel Jump
- Barrel Sway
- Kickback
- Reload Speed
- Magazine Size
- Equip Speed
- Airborne Effectiveness
- Hip-Fire Effectiveness
- Slide-Fire Effectiveness
2b. Cadence Sheet (RPM / Charge / Draw)
Section titled “2b. Cadence Sheet (RPM / Charge / Draw)”The Frame is the fire-rate identity. Read a drop as “Adaptive Hand Cannon (140 RPM)” not just “Adaptive.” Impact inversely tracks cadence. Fusion / Linear = charge time. Bows = draw time. Trace = beam RPM.
| Family | Adaptive | Aggressive | Precision | Rapid-Fire | Lightweight | High-Impact |
|---|---|---|---|---|---|---|
| Auto | 600 RPM | — | 450 RPM | 720 RPM | 660 RPM | 360 RPM |
| Pulse | — | — | — | 540 RPM · 3-burst | 420 RPM · 3-burst | 340 RPM · 3-burst |
| Scout | 200 RPM | 120 RPM | 180 RPM | 260 RPM | 220 RPM | 150 RPM |
| Hand Cannon | 140 RPM | 120 RPM | 180 RPM | — | — | — |
| SMG | 800 RPM | — | 600 RPM | — | 950 RPM | — |
| Sidearm | 300 RPM | — | 260 RPM | 450 RPM | 360 RPM | — |
| Shotgun | — | 55 RPM | 65 RPM | 140 RPM | 100 RPM | — |
| Sniper | 90 RPM | 72 RPM | — | 140 RPM | — | — |
| Fusion | 660 ms charge | 740 ms charge | 780 ms charge | 500 ms charge | — | 960 ms charge |
| Linear Fusion | — | — | 533 ms charge · 1 bolt | — | — | — |
| Trace | 1000 RPM beam | — | — | — | — | — |
| Grenade Launcher | 90 RPM | — | 72 RPM | 150 RPM | 100 RPM | — |
| Rocket | 20 RPM | 25 RPM | 15 RPM | — | — | 12 RPM |
| Machine Gun | 450 RPM | 600 RPM | — | 900 RPM | — | 360 RPM |
| Bow | — | — | — | — | — | — |
| Heavy Gun (2-Handed) | 420 RPM | 500 RPM | 360 RPM | — | — | 280 RPM |
L/U/Apex frame options — hand-authored intrinsics per family:
| Family | Specialty Frame | Cadence |
|---|---|---|
| Auto | Support Frame | 520 RPM |
| Pulse | Adaptive Burst (3) | 390 RPM · 3-burst |
| Pulse | Aggressive Burst (4) | 450 RPM · 4-burst |
| Pulse | Heavy Burst (2) | 300 RPM · 2-burst |
| Pulse | Rocket-Assisted Pulse | 160 RPM · 3-burst |
| Hand Cannon | Heavy Burst HC | 260 RPM · 2-burst |
| Hand Cannon | Spread Shot HC | 80 RPM |
| Sidearm | Heavy Burst Sidearm | 325 RPM · 2-burst |
| Sidearm | Adaptive Burst Sidearm | 490 RPM · 3-burst |
| Sidearm | Rocket-Assisted Sidearm | 90 RPM |
| Shotgun | Pinpoint Slug Frame | 70 RPM |
| Sniper | Disruption Frame | 50 RPM |
| Fusion | Aggressive Fusion (Line Burst) | 800 ms charge |
| Linear Fusion | Adaptive Burst Linear | 640 ms charge · 3 bolts |
| Grenade Launcher | Wave Frame | 80 RPM |
| Grenade Launcher | Compressed Wave Frame | 60 RPM |
| Grenade Launcher | Area Denial Frame | 120 RPM · burst |
| Grenade Launcher | Double Fire Frame | 85 RPM |
| Grenade Launcher | Micro-Missile Frame | 110 RPM |
| Rocket | Precision Tracking Rocket | 18 RPM |
| Bow | Lightweight Bow (Recurve) | 540 ms draw |
| Bow | Precision Bow (Compound) | 684 ms draw |
| Bow | High-Impact Longbow | 760 ms draw |
| Heavy Gun (2-Handed) | Braced Sustained | 550 RPM |
| Heavy Gun (2-Handed) | Braced Burst | 240 RPM · 3-burst |