Weapons & SkillsThe State-Issued Arsenal
Officials promise the Early Access version "already includes multiple soldier types, weapons, buildings and cores." Weapons are manufactured by your colony's factories and continually reshaped by Core Fragments during expeditions — the same gun can be a different instrument of destruction every run.
Confirmed Weapon Types
The following types are confirmed to exist via hands-on press (a full official list of models has not been published):
| Type | Role |
|---|---|
| Machine Guns | Sustained suppressive fire; an excellent vessel for bullet-storm builds |
| Pistols | Flexible baseline sidearms |
| Bows | An offbeat ranged option — this game's weapon family is more eclectic than a typical military shooter |
| Knives | A melee option |
| Grenades | Area-damage throwables |
| Melee | A close-quarters strike available at any time |
Weapon Core Modding
Weapon personalization comes from the Core Fragment system: Weapon Cores "reshape how your guns feel and perform." Official screenshots show modded combat forms — for example weapons firing chain lightning that leaps between enemies, and turrets spraying ring-shaped barrages. Modding directions confirmed by press include:
- Stat boosts such as faster reloads and direct damage increases
- Projectile specializations such as missiles, energy bolts, explosions and homing
- Extreme builds that stack multiple directions into a "screen-wide projectile storm"
The Skill System
The combat loadout includes four swappable skill slots (officially confirmed). The official gameplay HUD shows skill icons arranged by slot; skill names visible in screenshots include Construction and Retaliation — the skill system echoes core archetypes (e.g. the "Retaliation Core" corresponds to Retaliation-line skills). Skills are unlocked and upgraded through the colony's research system (the weapons / combat capabilities category).
Armor & Equipment Manufacturing
Citizens in manufacturing posts produce weapons, armor, food and supplies — gear is not merchandise on a store shelf but a direct product of your colony's industrial capacity. Press stress the significance: "base upgrades directly unlock better equipment for harder fights — it's not just a checkbox on a to-do list." The root of military competitiveness therefore always lies in your colony building and production lines.
Officials have not released a complete weapon list or stat tables. Any "complete Pax Autocratica weapon codex (with damage values)" offered by other sites is speculation or fabrication at this stage; this site does not record such content and will update once official material is published.