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All Sidearms in Mortal Shell 2

The eight ranged offhands. Each one draws on Resolve rather than ammo, which makes the sidearm slot a spending decision every fight rather than a loadout decision once.

8catalogued
135compatible stones across them

How sidearms work

The sidearm is your ranged answer, and it runs on Resolve rather than ammunition. There is no scarcity to manage and no reloading to plan around — only the question of whether this shot is worth the Resolve your next weapon ability wants.

The ranged slot has its own stone pool: 35 Tarstones are named by at least one sidearm, and exactly one of them — the Voltaic Crown — also fits a primary. A sidearm build is not a smaller version of a melee one, it is a second collection.

It competes with your abilityBoth draw on the same bar. A sidearm build is really a decision to spend Resolve at range instead of on the weapon move.
The lists are not the sameSidearms take between 13 and 22 stones each, and only nine go in all eight. The Forgotten Crossbow's pool is nine stones deeper than the Troubadour's Lute's, which is most of what separates a build from a utility pick.
The Slayer Seal changes the mathsIt makes sidearms deal Break damage, which turns the ranged slot from chip damage into a way to set up Ripostes.
Ballistazooka19Sentry's Grave
Caged Hystrix17Reward for beating Sariel the Endless in the Chamber of Becoming
Cursed Child15Revered Beacon dungeon, Sester's Refuge
Forgotten Crossbow22Chapel inside the Flooded Village dungeon
Naylshotte17Given with Harros the Vassal in the Prologue
Salvaged Trebuchaxe19Ravaged Hideout dungeon, southern Gloomshade Grove
Triarch Repeater13Blackwell Cavern, below Castigator's Keep
Troubadour's Lute13Left of the stage in the One-Legged Wolf Tavern