The Arms Lab researches the marine team's weapon and armor upgrades. Each upgrade applies to every marine as soon as it finishes, and each level requires the previous one.
Weapon upgrades#
| Level | Cost | Time | Damage bonus | Shotgun | Grenade Launcher / Flamethrower |
|---|---|---|---|---|---|
| 20 | 75 s | +10% | +7.8% | +7% | |
| 30 | 90 s | +20% | +15.7% | +14% | |
| 40 | 120 s | +30% | +23.5% | +21% |
Weapon upgrades affect marine-held weapons, including the Switch Axe and exo arms. They do not affect sentries, ARCs, MACs or mines.
Armor upgrades#
| Level | Cost | Time | Marine armor | Exosuit armor |
|---|---|---|---|---|
| None | – | – | 30 | 320 |
| 20 | 75 s | 50 | 350 | |
| 30 | 90 s | 70 | 380 | |
| 40 | 120 s | 90 | 410 |
Which first?#
- Armor 1 is the usual first upgrade against skulks: a Skulk needs 3 bites at A0 but a Focus skulk goes from 2 to 3 bites at A1.
- Weapons 1 cuts a skulk from 10 to 9 rifle bullets.
- Two Arms Labs research weapons and armor at the same time.
See Hits to kill for every combination.