Weapons
Six primary markers, a sidearm and three throwables. Every name is invented; the physics are real paintball: balls curve, drop and slow down.
Markers
Bramble
The starter semi. Quick, honest and forgiving.
PumpLevel 2Slowhand
One pump, one ball. The truest shot without a scope.
ScatterLevel 3Hailstorm
Six balls a pull. Turn a corner into a storm.
Magfed rifleLevel 4Heron LR
Finned rounds: fast, flat, and a 6x scope if you want it.
ElectroLevel 6Buzzkill
Twelve balls a second. Spray first, aim later.
SniperLevel 8Longshot
Bolt action, big glass. Useless from the hip, spot on through it.
PistolLevel 1Peashooter
Your backup. Light, quick, always there.
Throwables
Splash
Bursts a second and a half after it leaves your hand.
SmokeLevel 5Fogpot
Nine seconds of thick smoke. Cross the open unseen.
Paint mineLevel 6Tripwire
Arms in a second. Bursts when they step close.
Stats side by side
| Marker | Type | Balls/s | Hopper | Reload | Ball speed | Level |
|---|---|---|---|---|---|---|
| Bramble | Semi | 8 | 50 | 2.0 s | 52 m/s | 1 |
| Slowhand | Pump | 2.6 | 15 | 2.4 s | 57 m/s | 2 |
| Hailstorm | Scatter | 1.6 | 6 | 2.6 s | 44 m/s | 3 |
| Heron LR | Magfed rifle | 1.8 | 8 | 2.0 s | 88 m/s | 4 |
| Buzzkill | Electro | 12 | 80 | 2.6 s | 52 m/s | 6 |
| Longshot | Sniper | 1.2 | 5 | 2.8 s | 108 m/s | 8 |
| Peashooter | Pistol | 5 | 10 | 1.4 s | 46 m/s | 1 |
Balls per second is the marker's top rate with stock parts. Loader upgrades raise it for semis.
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