1874e Petros Rifle
1874e Petros Rifle is worth keeping when you want careful 11x54 mm shots or a base rifle for the later Petros upgrade path; panic fights punish it fast.
NZ Mk2 Energy Rod is the fuel you keep before a long route, especially when running dry would kill the trip before the gunfire does.
NZ Mk2 Energy Rod matters most when the next run can fail on reactor range. If the Trampler is about to take a long route, recover from a detour, or crawl to a late extraction, the rod feels like real insurance. If reactor fuel is already covered, it stops being special cargo and starts competing with repairs, meds, and ammunition that solve the next fight more directly.
Found in forts, cities, vehicles, indoor spots, and extraction areas.
1874e Petros Rifle is worth keeping when you want careful 11x54 mm shots or a base rifle for the later Petros upgrade path; panic fights punish it fast.
1874s Petros Sniper Rifle is worth the slot when the run really gives you range and enough 11x54 mm ammo to cash in on it; cramped fights expose the risk fast.
866/9 Rifle feels like the sensible early rifle when the run expects medium-range fights and already has 9x42mm ammo behind it.
Anti-Reactor Rifle feels worth the slot in runs that actually want to pressure Trampler systems before boarding starts.
AV1 Rocket Launcher feels worth packing when you already have Rockets and expect targets that are worth burning them on.
Black Box only starts to matter once you have already won the reactor fight and still have enough left to get home.
Blitz 10R Pistol feels like the middle-ground Blitz: enough magazine to be usable, not enough to pretend it solves every close fight.
Blitz 15R Pistol feels like the Blitz version you keep when you want the family at its most forgiving.
Its best value shows up on routes where a stalled reactor would strand the Trampler after a detour, a long fight, or a slow final extraction.
It fixes reactor fuel pressure, not the rest of the run. A full reactor does not help much if the Trampler still lacks repairs, ammo, or a safe way out.
It is worth the slot when the next run is more likely to fail on reactor range than on raw firepower.
You usually run into it in forts, cities, vehicles, indoor spots, and extraction areas.