Stiletto: a light-ammo battle rifle, cheap to craft, positioned as an early-game alternative to the Renegade. Spamming the trigger costs accuracy.
Bantam: a heavy-ammo snub-nosed revolver with a special hip-fire mode, good against ARC and Raiders.
Amplified weapons: a fully upgraded Research Workstation (in the new Outpost) unlocks a fifth quality level for 15 guns, with branching upgrades. Embark's examples: a fully automatic Burletta, a scoped Renegade, an incendiary Rattler with a 64-round magazine.
Gadgets: the Grappling Hook, the Tether Launcher (wire two points together, even a Raider to an ARC), the Yank Grenade (pulls a target toward the blast), and a Camera with focus, aperture and a selfie mode.
Also new: Weapon Stencils (other Raiders can take your stenciled gun), plus the Harmonica and Banjo instruments.
Build around the job: quest run, material run, PvP-ready run or machine hunt. Do not risk expensive equipment without a reason.
WEAPONS
Weapons
Carry something you can actually feed with ammunition. Range coverage and comfort matter more than chasing a theoretical best weapon.
SURVIVAL
Shields & Survival
Protection buys time, not immortality. Carry enough recovery to survive mistakes while leaving inventory room for the reason you went topside.
AUGMENTS
Augments
Use augments to reinforce how you intend to play the run. Inventory capacity, survivability and utility can be more valuable than raw aggression.
PROTECTED
Safe Pocket
Reserve protected space for the item you absolutely need to bring home when possible. Quest items and rare components deserve priority.
CGN ARMORY
Weapons & recommended builds
Open a weapon for its role, base profile, compatible mod slots and a CGN recommended setup. Recommendations prioritize fixing the weapon's actual weakness rather than pretending one attachment is best for everything.