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.
RG79s Smoke Grenade is the throwable cover tool for breaking sightlines instead of killing a target.
RG79s Smoke Grenade earns a slot when your next problem is exposure, not damage. It matters when smoke lets the crew cross an open angle, disengage from a losing trade, board under cover, or buy a few seconds for a reset. If the next route is more likely to demand killing power than movement denial, another firearm, explosive, or supply stack usually does more for the run.
It belongs to the grenade side of the weapon pool and also shows up in the throwable tech-tree branch. It only becomes worth carrying once your route actually benefits from smoke cover.
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 is not damage. It is the moment smoke gives your crew one safe crossing, one hidden board, or one clean disengage that another weapon could not buy.
Smoke buys position, not damage. Sightlines, boarding pressure, escape space, and Trampler supply pressure decide whether this belongs in the loadout.
It earns the slot when blocking vision is more important than doing damage, such as crossing open ground, escaping a losing angle, or boarding without giving the other crew a free shot.
It loses priority when the crew already has safe cover and the next fight is more likely to reward raw damage, extra ammo, or another survival item.