Weapons and equipment

Primary (stock) weapons are the weapons available in Armory (including the unlocked ones) with which the soldiers respawns.

If the soldier dies, he will respawn with the same stock weapon/secondary equipment from his own faction/or with some other stock weapon/equipment that is already unlocked for the faction. Common soldiers always spawn with an unlocked primary weapon with unlimited ammunition.

On death, the dropped stock weapons/equipments stay on the ground for 45 seconds, then disappears.

Rare weapons are used by Elite soldiers (Officers) instead of the usual pool of faction's specific stock weapons used by common soldiers.

On death, rare weapons are always dropped (except due to death caused by team-killing) and stay on the ground for 90 seconds (compared to 45 seconds for the stock weapons/equipment and 120 seconds for the valuables/armor), then disappears.

Keep in mind that if you die with a rare weapon or with a weapon that is no longer available at Armory, you'll respawn with a random stock weapon.

Unlike the stock weapons, rare weapons cannot be unlocked by selling 5 pieces of type to an armory!

Secondary weapons/support equipment have some kind of limitation. Bazookas have only one shot. Silenced pistols have unlimited ammunition but a very low chance to kill (compared to stock weapons) unless you are undetected.

Throwables are the grenades/mines/explosives that can be thrown/planted with the grenade key (default G). The number you can carry is determined by your rank.

Mounted weapons are fixed emplacements that cannot be moved. Some are built from player's equipment, some other are mounted on vehicles/structures.

Armor (vest) is the decisive factor in how you handle the bullets. It has a few layers that reduce the damage you take, thus providing you protection. Requires no button presses to be active.

Equipment (as sandbags, MGs, TOWs) is deployable and will remain there unless destroyed. Can be used by friends and foes.

(WORK IN PROGRESS)UPDATED as of 1.71 Notes:


 * Most weapons affects player's speed - you will run slower with a sniper rifle than with a shotgun
 * Unlockable weapons are available after completing a certain tasks (delivering Cargo Trucks, selling Briefcases and Laptops at Armory)
 * All the enemy's primary stock weapons can be unlocked by selling 5 pieces of the particular type to an Armory. Once unlocked, the weapons will be available at Armory for 4 (four) hrs, then they will disappear and the procedure must be repeated for subsequent unlockment!
 * All kinds of weapons, equipment and items can be obtained by:
 * purchasing from the Armory
 * swapping out of the Stash
 * picking up one lying on the battlefield
 * breaking one of the crates that can be found in most places on the map

Table explanation

''Chance, probability and likeliness may be used interchangeably. „Round” is slang for bullet.''

Unrelated to weapon's performance.
 * Image; Name; Type - exactly what you think.
 * Faction - which faction's armory this spawns in.
 * Price - cost to buy or sell the weapon/equipment/item.
 * Magazine size - bullets fired before reloading.
 * Fire rate - rounds (bullets) per minute (number of bullets the weapon would fire for a minute at an infinitely large magazine).
 * Accuracy factor (higher is better) - the chance that the bullet will hit the target if properly aimed (and at a green crosshair). E.g.: 1 is always, 0 is never.
 * Recoil (lower is better) - the amount of accuracy decreasing by every second during firing.
 * Recoil recovery (higher is better) - the amount recoil is reduced for every second during which the weapon does not shoot.
 * Kill probability (higher is better) - the chance that the bullet will kill when it hits someone (and at a green crosshair). E.g.: 1=100%; 0.5=50%
 * Fall-Off Start (higher is better) - optimal distance for accurate shooting. Falloff is the max range where weapons retain 100% of their effective kill chance. Distance beyond falloff will have a gradual linear decrease in kill probability until it hits 0 at max range. E.g.: one way to measure is that the tanks are approximately 10-12m. long. One screen distance is approximately 30m.
 * Max range (higher is better) - the maximum distance for a weapon to be able to kill, once the bullet reaches max range, it will have 0% kill chance
 * Speed modifier (higher is better) - affects the movement speed while the soldier is currently holding the weapon/equipment in his hands. Speed modifier for body armor being worn is stacked with speed modifier for equipment a soldier is holding.
 * Commonness - the chance that the weapon will be spawned when a soldier die instead of the weapon he was using.

NOTE*** Zoom this page all the way out for best view experience.

Primary explosives
Notes:


 * All explosive weapons count a 100% kill chance any explosive dealling over 100 damage jumps to counting as 200% kill chance meaning the more damage the more vest layers it rips through
 * weapons with lower then 17 damage can not damage armored vehicles, example the Anti personel javelin does so low damage that it can not damage tanks or other armored vehicles which have around 600 health minimum

Primary special
Notes:


 * * The medical dart gun, is technically a secondary weapon. In here for sorting purposes''
 * ** The most accurate the blowgun can get is 0.99, when prone.''
 * *** The bow is the only weapon where standing is more accurate than crouching.''

Secondary handguns
Notes:


 * * Keep in mind that if the area is not under alert, the suppressed weapon's probability kill is 1.0, i.e. 100%''
 * ** The AIs can't spawn with those weapons, they are only available for the human players!