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.
RW1 Rocket Launcher is worth the slot when the run needs anti-vehicle punch badly enough to justify hauling rockets for it.
RW1 Rocket Launcher only makes sense when your crew expects armor, compartments, or fixed positions that actually reward spending rockets. That is the clean reason to bring it: one heavy hit can solve a target that ordinary guns would take too long to chew through. It loses the slot the moment the route stops supporting that plan. If rockets are scarce, the fights are mostly on foot, or the backup gun can answer more situations for less cost, the launcher becomes expensive optimism instead of real pressure.
RW1 Rocket Launcher shows up as a higher-end weapon find. It still needs rocket ammo before it can matter, so the slot only pays off when the crew is planning around anti-vehicle or anti-compartment shots.
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 appears when one rocket meaningfully changes the fight: a compartment you need gone, a vehicle target you must crack, or a position that ordinary guns would waste too much time on.
It loses badly when the route asks for repeated shots, closer pressure, or flexible infantry fights. Rockets are too costly to carry just in case.
It is worth that trade when the run expects targets that truly reward rocket burst, such as trampler parts or other heavy threats that ordinary guns answer too slowly.
It is a bad bring when rockets are scarce, the route is mostly infantry pressure, or your backup gun would answer more fights without betting so much cargo on one ammo type.