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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.

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

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

Figure G5. Frame cadence sheet — RPM / charge / draw locked per Family × Frame (Bow + Crossbow draw rows)

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

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)

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)

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.

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.

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.

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.

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)

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.

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.

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).

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.

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.

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

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 G. Gun frames

Figure O16. Gun part → frame base stats

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

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

Figure — Weapon frame sockets with gunfeel ownership (Barrel→Recoil/Impact/Jump, Mag→Size/Reload, Stock→Stability/Sway/Kickback, Grip→Equip/Airborne/Slide).

Figure — Part socket → exact weapon variables (primary / secondary).

Figure Figure O14. Class × Receiver part matrix — specialty kits for Rocket / Bow / Crossbow / Fusion line; GL keeps Drum five-pack — HC/SMG separate; Brace on HC+Sidearm only; Linear uses Grip

Figure O14. Class × Receiver part matrix — specialty kits for Rocket / Bow / Crossbow / Fusion line; GL keeps Drum five-pack

  • 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.

  • 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.

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.

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

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