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.
Pepper Mill Shotgun is the 12-gauge upgrade that feels right for boarding and room fights, not for routes that stay open and stretched out.
Pepper Mill Shotgun earns the slot when the route is likely to collapse into ladders, doorways, and boarding angles where a shotgun can end the trade before range matters. That is where it beats carrying another backup gun. If the next fights are likely to stay on open deck, at longer sightlines, or behind Trampler cover, the shotgun drops behind rifles, mounted pressure, and the supplies that keep the vehicle alive.
It comes through weapon loot or crafting access, then becomes worth carrying only when the next route is truly built around close-range fights and a healthy 12-gauge stack.
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.
Pepper Mill pays off when you already expect a fight to happen at shotgun distance, because that is where spending the weapon slot and the 12-gauge stack finally feels justified.
It loses value the moment the route starts asking for range, sustained deck control, or more extraction supplies. A shotgun cannot cash in if the fight never closes.
It earns the stack when the route is likely to turn into boarding fights, doorways, and other close rooms where the shotgun can cash in.
It loses priority when the route is likely to stay open, stretch to longer sightlines, or demand more supplies than close-range burst.