FIELD REFERENCE

ARSENAL.

36 arms, listed straight out of the shipped build.

UTILUtility
  1. Jet Culture Pack Utility · 2 per match Burns fuel for powered flight. Enough lift to cross open water or climb out of a hole you dug yourself into, and you keep the turn when you land.
F1Projectiles
  1. Spore Zooka Direct fire · Unlimited · wind-affected The rocket everything else is measured against. Hold to charge, read the wind, and accept that the arc is never quite where you thought it was.
  2. Homing Phage Direct fire · 1 per match · wind-affected Climbs steeply, coasts, then turns onto the point you marked and chases it. The climb is what clears the ridge — fire it flat and it never gets the chance to turn.
  3. Culture Mortar Lobbed · 2 per match · wind-affected A high shell that breaks into bomblets on impact. Built for dropping over cover rather than hitting anything head on.
  4. Colony Cluster Lobbed · 2 per match Detonates on a fuse, then scatters bomblets from the blast. Land it in a hollow and the fragments have nowhere to go but into whoever is down there.
F2Lobbed charges
  1. Petri Grenade Lobbed · Unlimited A timed lob that bounces. You are setting two things at once — the throw and the fuse — and it goes off on the clock, not on contact.
  2. Ethanol Flask Lobbed · 2 per match Shatters and spreads burning fluid that runs downhill. Almost no impact damage; the fire does the work and makes the ground unusable for a while.
  3. Seismic Shake Called down · 1 per match · from round 3 Shakes the entire dish. Deals no damage at all — it exists to shrug loose footing out from under people and let the water finish the job.
F3Firearms
  1. Sporegun Instant hit · 5 per match Two instant shots in one turn, each punching a small hole clean through terrain. You re-aim between them, so the first can dig and the second can hit.
  2. Pipette Pistol Instant hit · 5 per match Six quick taps for a few points apiece. Chip damage, or a nudge towards an edge.
  3. Auto-Injector Instant hit · 2 per match Holds down a long spray of darts. Recoil walks the stream upward, so sweep across a target rather than parking on it.
  4. Microgun Instant hit · 1 per match · from round 2 A very long belt with recoil that climbs the whole time it fires. Brutal at point blank, close to useless across the map.
F4Close quarters
  1. Fever Punch Close quarters · Unlimited A leaping uppercut that throws whoever it lands on straight up. Carries you upward too, which is occasionally the point.
  2. Lysis Dive Close quarters · Unlimited Your germ flies in a straight line through solid ground and bursts at the end of it. It spends the germ, so it is a trade rather than an attack.
  3. Culture Prod Close quarters · Unlimited A shove. No damage whatsoever, just a short push — which is plenty when there is water on the other side.
  4. Agar Bat Close quarters · 2 per match A heavy swing with real knockback. Facing matters more than power here: the direction you look is the direction they travel.
F5Placed and walking
  1. Lab Dynamite Placed charge · 2 per match Dropped at your feet on a long fuse. The biggest blast you can place by hand, and the running window before it goes is part of the weapon.
  2. Spore Mine Placed charge · 2 per match A proximity charge left on the ground. It arms once you have walked away and triggers on the next germ close enough — including yours.
  3. Culture Critter Self-propelled · 1 per match Bounds along the ground under its own power and detonates on command. The way into a tunnel you have no line of fire on.
  4. Antique Culture Jar Placed charge · 1 per match A joke item that keeps killing people. Sits on a short fuse, then bursts into shards that spray outward and land wherever they like.
F6Air support
  1. Aerial Culture Drop Called down · 1 per match · wind-affected · from round 2 Calls a run of payloads down a line you choose. The wind pushes them off target, so lead it — precision was never the promise.
  2. Spore Carpet Run Called down · 1 per match · wind-affected · from round 3 A long line of payloads laid across the dish. It reshapes the map at least as much as it hurts anyone standing on it.
F7Dig and build
  1. Welding Torch Utility · 3 per match Aim first, then hold fire to burn a level tunnel in the direction you face. The standard way to get inside a hill.
  2. Ribosome Drill Utility · 2 per match Aim first, then hold fire to bore straight down. Puts you under cover without moving off the spot.
  3. Scaffold Utility · 3 per match Stamps a solid steel beam wherever you click, and aiming rotates it before it sets. Build a roof, a bridge, or a wall to sit behind.
  4. Sterilizer Utility · 1 per match Aim first, then hold fire to hose a cone of flame. The flame sticks to the ground and keeps burning after your turn is over.
F8Mobility
  1. Cilium Rope Utility · 5 per match Fires a tether you can swing from. The fastest way across a map and the only way onto some ledges, and you keep your turn the whole time.
  2. Pilus Bungee Utility · 2 per match An elastic tether that catches a long fall and lowers you the rest of the way. Movement, not damage.
  3. Petri Parachute Utility · Unlimited Opens mid-fall and cancels the landing damage. The wind carries you sideways while it is open, which is sometimes exactly what you wanted.
  4. Culture Teleport Utility · 2 per match Click a reachable spot and your germ reappears there. It ends the turn, so it is an escape or a setup, never a follow-up.
F9Heavy ordnance
  1. Sacred Flask Lobbed · 1 per match · from round 3 The most decisive single lob in the game: a short fuse and a blast that redraws the terrain it lands in. One, if you are lucky.
  2. Concrete Culture Called down · 1 per match · from round 5 A falling weight that crushes what it lands on, keeps going through the ground, and then detonates. Half kill, half demolition job.
  3. Autoclave Flood Turn action · Shelved · from round 4 Raises the water across the whole dish and drowns everything sitting low. Registered but not stocked — it is shelved until the later-era rules are balanced.
  4. Pandemic Rain Called down · 1 per match · from round 5 A dozen strikes falling over a wide front. Nowhere on the surface is reliably safe; the answer is to already be underground.
F10Match control
  1. Skip Turn Turn action · Unlimited Ends your go without firing. Costs nothing and gives away no position.
  2. Surrender Turn action · Unlimited Forfeits the whole team at once — for conceding a lost match rather than playing it out.

Panels, names, stocks and unlock rounds are generated from the shipped build's weapon registry, last synced 2026-08-13. Damage numbers are deliberately left out — they move between balance passes.