- Jet Culture Pack 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.
FIELD REFERENCE
ARSENAL.
36 arms, listed straight out of the shipped build.
- Spore Zooka 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.
- Homing Phage 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.
- Culture Mortar A high shell that breaks into bomblets on impact. Built for dropping over cover rather than hitting anything head on.
- Colony Cluster 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.
- Petri Grenade 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.
- Ethanol Flask 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.
- Seismic Shake 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.
- Sporegun 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.
- Pipette Pistol Six quick taps for a few points apiece. Chip damage, or a nudge towards an edge.
- Auto-Injector Holds down a long spray of darts. Recoil walks the stream upward, so sweep across a target rather than parking on it.
- Microgun A very long belt with recoil that climbs the whole time it fires. Brutal at point blank, close to useless across the map.
- Fever Punch A leaping uppercut that throws whoever it lands on straight up. Carries you upward too, which is occasionally the point.
- Lysis Dive 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.
- Culture Prod A shove. No damage whatsoever, just a short push — which is plenty when there is water on the other side.
- Agar Bat A heavy swing with real knockback. Facing matters more than power here: the direction you look is the direction they travel.
- Lab Dynamite 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.
- Spore Mine A proximity charge left on the ground. It arms once you have walked away and triggers on the next germ close enough — including yours.
- Culture Critter Bounds along the ground under its own power and detonates on command. The way into a tunnel you have no line of fire on.
- Antique Culture Jar A joke item that keeps killing people. Sits on a short fuse, then bursts into shards that spray outward and land wherever they like.
- Aerial Culture Drop Calls a run of payloads down a line you choose. The wind pushes them off target, so lead it — precision was never the promise.
- Spore Carpet Run A long line of payloads laid across the dish. It reshapes the map at least as much as it hurts anyone standing on it.
- Welding Torch Aim first, then hold fire to burn a level tunnel in the direction you face. The standard way to get inside a hill.
- Ribosome Drill Aim first, then hold fire to bore straight down. Puts you under cover without moving off the spot.
- Scaffold 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.
- Sterilizer 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.
- Cilium Rope 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.
- Pilus Bungee An elastic tether that catches a long fall and lowers you the rest of the way. Movement, not damage.
- Petri Parachute Opens mid-fall and cancels the landing damage. The wind carries you sideways while it is open, which is sometimes exactly what you wanted.
- Culture Teleport 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.
- Sacred Flask 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.
- Concrete Culture A falling weight that crushes what it lands on, keeps going through the ground, and then detonates. Half kill, half demolition job.
- Autoclave Flood 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.
- Pandemic Rain A dozen strikes falling over a wide front. Nowhere on the surface is reliably safe; the answer is to already be underground.
- Skip Turn Ends your go without firing. Costs nothing and gives away no position.
- Surrender 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.