FURNACE
FURNACE
Weapons / Light machine gun

FURNACE

Light machine gun

Free Circuit

Copper cooling fins surround a foundry-built receiver. Heat accumulates visibly during fire and must be vented before the mechanism reaches its lockout threshold.

01

Operating principle

Copper cooling fins surround a foundry-built receiver. Heat accumulates visibly during fire and must be vented before the mechanism reaches its lockout threshold.

02

Modification choices

A supported grip improves a planted firing lane. A lighter feed unit speeds movement but reduces reserve capacity. A cooling shroud extends a burst while adding weight to the front of the weapon.

03

Engagement doctrine

Cover a crossing instead of chasing a runner. Trio and Squads can protect the long reload; Solo requires a prepared fallback. PvE suppression works best against advancing light machines while a teammate handles armor.

04

Strengths, limits & counters

Fast suppression can deny a rush. Wait for the fins to brighten and punish an operator who ignores heat management.

05

Reading the specifications

Damage is one unarmored torso hit at close range; a burst rifle reports one projectile, not an entire burst. Rate is nominal cycling speed; burst pauses, charging, cooling and reloads reduce sustained output. Capacity counts projectiles, shells or charges per load. Range describes the intended engagement distance. Recoil is a 0–100 control-demand index: lower is steadier, not weaker.

06

Operators & modes

Recommended operators: KILN, TORQUE. The displayed range is 75 metres in this fictional design. Treat it as a planning guide: sightlines, armor and movement still decide the encounter.

Connected records

KILNOP—01
TORQUEOP—02

Further reading

Build a loadout around a route

Range, recovery and commitment: a practical way to read the arsenal.

A squad is a shared signal

Useful callouts, recoverable mistakes and the difference between four players and a team.