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.
Points
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.
Hold to buy
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.
- 1Buy the gun. Hold interact on a wall you don't own the weapon for, and you pull the weapon plus a full loadout of ammo into your hands.
- 2Re-buy to refill. Already carrying that gun? Holding interact on the same wall tops your ammo for a fraction of the weapon price — the fastest reload in the game when a wave breaks you dry.
- 3Wall ammo dispensers. Some spots sell only ammo and nail bundles — a five-nail bundle runs 100 points so you can re-cade a doorway between waves without hiking back to the crate.
- 4Fixed price, fixed spot. A wall's weapon and cost never move. Map knowledge is real economy: the crew that knows where the LMG wall is holds the long lane cheaper than the crew that gambles the box.
The wall you keep re-buying is your ammo crate. Anchor near one and it feeds you all night.
Requisition
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.
Tier VI
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.
IIIIII
IVVVI · Wonder
| Tier | Band | Example weapons |
Buy | Where 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.
Wave 5+
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.
- ›Tesla & Cryo. Chain-lightning that arcs the horde, and a freeze field that locks a wave in place while you reset the room.
- ›Laser & Rocket. A beam that melts a line, and area death for when a doorway becomes a wall of bodies.
- ›Seeker-6. The crown of the rack at roughly 3,400 points — self-guiding rounds that chase the threat so you don't have to aim the chaos.
A wonder is a boss-wave answer, not a crutch. Bank for it, gate through Wave 5, and let it earn its price.
Two kits
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
Heavy Rack
Crate & box · high-DPS · deep waves
PrimaryLMG
SpecialRem870 Toxin · VSS Plasma
WonderSeeker-6
Buy fromCrate + Box
Tier bandIII – VI
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.
Dismissed
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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