File 17 — field manual · arsenal & requisition

The arsenal.

Ammo runs out. The horde doesn't. Every gun you fire, every nail you drive and every turret you drop is paid for in points — the only currency on the wall. This is the requisition manual: how points flow, how to pull a weapon off the wall and re-buy it to top your ammo, what the arsenal crate and the mystery box do, the six weapon tiers, and the wave-gated wonder rack that ends rounds.

Contents — the requisition sheet

Rack 01 — economy

The points economy

There is one currency in a run and it is points. You earn them by killing — damage banks points, and headshots and specials pay more — and by surviving each wave. You spend them the second you have them: on guns off the wall, ammo, nails, turrets, doors and the box. Points do not carry between runs (that's XP and your stash — see the Field Manual). Points are fuel. Burn them to out-build the horde, and don't sit on a pile while your ammo runs dry.

Earn it, spend it, sell it back

Every purchasable in the run is priced in points. These are the shipped baseline costs — a balance pass tunes them, so treat them as the going rate, not gospel.

Sell-back refund — reclaim a purchase you're done with50%
Wall ammo re-buy — top the gun already in your handsthe wall's price · partial
Nail bundle — five nails off a wall dispenser100 · ×5
Replacement hammer — re-buy if you drop yours350
Barricade reinforce — promote Wood → Reinforced → Metal600 · per step
Auto turret — first sentry from the crate1,000

Selling pays half. Buy what wins the wave, not what looks good in your bag.

Rack 02 — the wall

Buying off the wall

A wall-buy is a weapon chalked onto a spot on the map — a rifle bracket by a doorway, a shotgun bolted in the stairwell. Walk up, hold your interact key F until the buy fills, and the gun is yours. Wall-buys are the backbone of the early game: cheap, fixed, always in the same place, so a squad learns the map by its guns.

The wall does two jobs

The wall you keep re-buying is your ammo crate. Anchor near one and it feeds you all night.

Rack 03 — the shop

The arsenal crate & the box

Wall-buys are what the map gives you. The arsenal crate is what you carry to the fight. It's a portable shop — pick it up and haul it to your firing line, though a loaded crate slows you to about 55% move speed, so someone covers the carrier. Open it and you get tabbed requisition: the full weapon rack sorted by tier, the turret rack, and ammo. Three ways to arm up, three different jobs:

Fixed · map-placed

Wall-Buy

A specific gun at a specific spot for a fixed price. Cheapest route to a known weapon, and it doubles as your ammo re-buy.

Best for: reliable early guns + ammo
Portable · tabbed shop

Arsenal Crate

Carry the whole rack to your line. Browse every tier, buy turrets, restock ammo — priced per tier. Costs mobility while you hold it.

Best for: picking exactly what you want
Random · a gamble

Mystery Box

Spend points for a random weapon. Mostly a standard-rack pull — but after the wonder gate it can jackpot a tier-6 wonder you can't buy any other way.

Best for: chasing a wonder weapon
How the box rolls

Every standard-rack gun sits in the box pool at equal weight. Wonder weapons are far rarer and only enter the pool once the squad clears Wave 5 — before that, the box can't hand you one. Post-gate, a spin lands a wonder roughly 2 in 100: a real jackpot, not the usual pull. Spin for the chase, not for your daily rifle.

Numbers above are the shipped defaults (sell-back 50%, nails 100/×5, wonder gate Wave 5, box wonder-odds ~2.2%). A balance patch can move any of them without changing how the systems work.

Rack 04 — the ladder

The six weapon tiers

Every gun in Svera Defense carries a tier from 1 to 6. Tier does two things at once: it decides which shop tab the weapon lands in, and it sets the weapon's rarity band in the mystery box. Low tiers are cheap, everywhere, and pull often. High tiers cost more, sit deeper, and pull rarely. Tier 6 is a rack of its own — the wonders — and it's locked until you've earned it.

TierBandExample weapons BuyWhere it lives
I Sidearm Starter pistol, revolver baserack Opening walls · common box pull
II Standard AK-47, Pump Shotgun baserack Wall-buys map-wide · common box
III Advanced LMG, L115A3 sniper baserack Deeper walls · crate
IV Elemental AK-74 Frostline, HK416 Volt, AK-12 1,400 Crate · deep walls
V Heavy Elemental Rem870 Toxin, VSS Plasma 2,000 Crate
VI Wonder · wave-gated Tesla, Cryo, Laser, Rocket, Seeker-6 3,400 Wonder rack · Wave 5+ · box jackpot

Tiers IV–VI and their prices are the shipped balance-table values (1,400 / 2,000 / 3,400 points; Seeker-6 is tier 6). Tiers I–III show representative rack weapons — per-row prices live in the weapon table and should be confirmed against it.

Rack 05 — tier six

Wonder weapons

Tier 6 is the wonder rack — the guns that don't play by the rules. Elemental death in a package: chain-lightning, freeze fields, a searing beam, a rocket that clears a lane, and the Seeker-6 that hunts targets on its own. They soak points and they end rounds. But you can't touch one until the squad has proven it can survive.

The wave gate

The wonder rack — and any chance of a wonder from the mystery box — is locked until Wave 5. Clear the gate and tier 6 opens on the crate and drops into the box pool. Until then, no points total buys one. It's the reward for holding the early line.

A wonder is a boss-wave answer, not a crutch. Bank for it, gate through Wave 5, and let it earn its price.

Rack 06 — worked loadouts

Two example sets

There's no one right rack — but there are two shapes most crews settle into. The Standard Rack is a cheap, mobile, wall-fed kit you can run from wave one. The Heavy Rack is the expensive, high-DPS anchor you build toward once the crate and the box open up. Read them as bookends, then build your own between.

Standard Rack

Wall-fed · mobile · early game
PrimaryAK-47
SecondaryPump Shotgun
SidearmStarter Pistol
Buy fromThe Wall
Tier bandI – III
Play it: anchor beside a rifle wall and a shotgun wall, re-buy both to refill ammo, and spend the points you save on nails and a first turret. Fast, cheap, forgiving — the kit you learn the map on.

Heavy Rack

Crate & box · high-DPS · deep waves
PrimaryLMG
SpecialRem870 Toxin · VSS Plasma
WonderSeeker-6
Buy fromCrate + Box
Tier bandIII – VI
Play it: a belt-fed LMG feeds the choke, a tier-5 elemental handles specials, and a wave-5 wonder answers the boss. Expensive and less mobile — keep a builder on your cades and a wall nearby for ammo, because the crate can't follow you fast.

Weapon names above are real rack entries; the exact slot each survivor can carry and any per-set restrictions should be confirmed against the live loadout rules.

Last word

Points are fuel, the wall is your ammo crate, the box is a gamble, and tier 6 is the reward for holding to Wave 5. Spend early, spend often, and never die on a full point bank. Pre-release means these numbers keep moving — if a price reads wrong in your build, file it on the Field Reports board.

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