// REQUISITION · SELECT AT INTEL

THE ARMORY

Three rifles, three sidearms, three disguises. None of them is the best. Every one of them is the best at something.

There is no strictly-correct loadout. There's the loadout for the roof you picked, the exit you planned, and the sound you can afford to make.

▸ PRIMARY · THE TRIANGLE

THREE RIFLES

The reticle's center dot hollows to a ring while the bolt cycles. You can watch your next shot arrive.

RIFLE 01
WINS AT · THE ESCAPE
LIGHTWEIGHT
"Gets there first, leaves fastest."
BOLT CYCLE2.0 s
MOVE SPEED+25%
REPORT65 m
STABILITYLOW · shakes
A whisper and a sprint. Outruns every cop on the map — but it shakes like a leaf and only trusts a close shot. Miss far and you'll wish you'd brought more gun.
RIFLE 02
WINS AT · THE FOLLOW-UP
STANDARD
"The second-chance rifle."
BOLT CYCLE1.0 s
MOVE SPEED
REPORT85 m
STABILITYMEDIUM
Fastest bolt in the case and balanced at everything else. When the first round goes wide, this is the rifle that gives you the correction shot before he reaches the wall.
RIFLE 03
WINS AT · THE FIRST SHOT
HEAVYWEIGHT
"Owns the whole map."
BOLT CYCLE2.5 s
MOVE SPEED−25%
REPORT200 m
STABILITYHIGH · rock steady
12× glass, half the spread, dead still. The only rifle that reaches clear across the map — and tells the whole map exactly where you stood. The escape cops will outrun you.
▸ SUPPORT · CLOSE WORK

THREE SIDEARMS

SIDEARM 01
SILENCED .22
8 ROUNDSHEARD 10 MEJECTS BRASS
Eight quiet answers for anyone who gets close. Barely louder than the city. It kicks its empties out onto the floor — pick your brass up after.
SIDEARM 02
.45 STOPPER
5 ROUNDSLOUDHITS HARD
Five rounds that hit like a door slamming. Everyone on the block hears it close. When close work has already gone wrong, this is how it stops.
SIDEARM 03
STILETTO
SILENTINFINITEARM'S REACH
No sound, no range, no reload. It only reaches as far as your arm — far enough to end the officer already reaching for the cuffs.
▸ IDENTITY · REQUISITIONS

THREE DISGUISES

REQ · PU-01 FIELD ART PENDING
POLICE UNIFORM
WINS THE CORDON
Walk through the line dressed as one of them. The cordon opens for a badge — right up until you do something a cop would never do.
REQ · IN-02 FIELD ART PENDING
INCOGNITO
WINS THE CROWD
Become nobody in particular. Your sins accrue to a second identity — a face you can take off and leave in an alley.
REQ · SH-03 FIELD ART PENDING
SHADOW SKILL
WINS THE WAIT
Be the empty elevator. Be the doorway nobody checks. Unseen, unmoving, waiting for the one clean second the street forgets you.
▸ THE RULE OF TWO

TWO SLOTS. CHOOSE AT INTEL.

SLOT 01
PRIMARY
a rifle
+
SLOT 02
SUPPORT
a sidearm or a disguise

Locked in during INTEL, before the clock runs out. You don't get to change your mind on the roof. That's the whole game.