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.
Orbital Strike Pointer is a setup weapon. It only feels right when the crew expects a target that can actually be marked and punished.
Orbital Strike Pointer is worth carrying when the fight plan includes a target big, slow, trapped, or predictable enough to mark for the strike. If the next fights are likely to turn into quick boarding chaos or scrambling room clears, this is the wrong slot because it gives up normal gun pressure for delayed payoff. When the crew can choose the moment and the target is worth the mark, the pointer does something a regular firearm cannot.
It comes through weapon loot paths, then only pays off when the crew is deliberately bringing it for a marked-strike plan rather than treating it like a normal gun.
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 use is calling the strike onto a target the crew can actually hold in place or predict, because that is when giving up a normal firearm starts to make sense.
It falls off hard in fast boarding fights, cramped interiors, or any run where you need instant gun damage more than setup. If the mark cannot land cleanly, the slot was wasted before the strike even matters.
Not like a normal ammo gun. You bring it to mark a target for the strike, not to win a straight shooting trade.
It fits when the crew expects a target slow or exposed enough to mark cleanly and would rather have one decisive strike than another ordinary gun.