The armory
Twenty-two weapons across seven groups, from a standard-issue sidearm to a tripod-mounted machine gun. Most fire on a trigger; BACKDOOR is drawn by hand like a bow and TRUNCATE is thrown, not fired at all. Firewall is the one weapon in the rack that stays mounted rather than carried. Two precision rifles, SPEARPHISH and OVERFLOW, are the only ones built with see-through optics.
The ammo bay
Twenty-three loads across six families, each with its own gel-bay wound profile.
Bullet loads
FULL METAL JACKET
FMJBaseline ball ammunition; the load every spec sheet is quoted against.
HOLLOW POINT
HPMushrooms on impact: half the penetration, twice the hole.
ARMOUR-PIERCING
APHardened core that refuses to yaw: goes deep, disturbs little.
TRACER
TRCREvery fourth round burns bright - watch where the stream actually goes.
12 gauge shells
BUCKSHOT
BUCKEight heavy pellets in a spreading cluster; forgiving, close in.
SLUG
SLUGOne heavy projectile, no spread - punches deeper than any revolver.
BIRDSHOT
BIRDA wide wash of tiny shot: hard to miss with, barely marks anything.
INCENDIARY SHELL
FIREBurning payload sprayed out the muzzle; chars the face, penetrates nothing.
Crossbow bolts
EXPLOSIVE BOLT
HEDetonating tip; a wide shallow crater and a blast radius.
BROADHEAD BOLT
BRDHNo blast at all - one silent, very deep channel.
INCENDIARY BOLT
INCNBurns where it lands instead of bursting.
CLUSTER BOLT
CLSTSplits into three on release; one draw, three impacts.
Arrows
FIELD POINT
FIELDPlain conical target point; the shaft every other arrow is measured against.
BODKIN POINT
BODKNA hardened needle: goes deeper than anything else in the building, and disturbs nothing.
BARBED HEAD
BARBWide cutting head: half the reach, a hole you can see from the firing line.
Paint
RED TEAM PAINT
REDOffensive red. The marker's house colour.
BLUE TEAM PAINT
BLUEDefensive blue. Same round, same arc, different wall.
PURPLE TEAM PAINT
PRPLBoth sides at once. Same round, same arc, different wall.
Single-load
COHERENT BEAM
BEAMNothing to load; the emitter vents heat instead.
PRESSURISED FUEL
FUELOne tank, one mixture.
HIGH-EXPLOSIVE ROCKET
ROKTOne warhead, and it is quite enough.
RANGE BALL
BALLTwo-piece surlyn. Do not attempt to chamber it.
FORGED HEAD
AXESteel head, straight-grained haft. There is nothing to load and nothing to choose.
Switch loads mid-run with a flick of the thumbstick, no need to holster or stop moving. SHELLSHOCK's tube remembers exactly which load sits in which chamber, so a tube loaded buckshot, buckshot, slug comes out in that order, shell by shell (FORK BOMB carries its own two-shell mix too, one load per barrel instead of a tube). None of it touches scoring you cannot see coming: switching loads can never change how a target timeline plays out, only how it feels to shoot. Every block above prints straight off the gel bay, depth and cavity, the same reference every load on the rack is measured against.
Request access to the private beta
TurboPentest VR is in private beta for current TurboPentest users.
Come introduce yourself on our Discord.