Running With Rifles Wiki

Welcome to Running With Rifles!

Running with Rifles is a top down/isometric shooter where you take on the role of a single soldier in the middle of a massive all out war between the Greenbelts, the Graycollars and the Brownpants. You are insignificant. You are no better than the man next to you. You are no god of war with regenerating health. You are just a soldier.

This handy handbook is the key to victory and success on the battlefield. While at a first glance RWR seems like an easy game to play and understand, there is actually quite a lot of depth and complexity to the gameplay that can easily frustrate or confuse new players. However, after reading this handbook, you should have a much better understanding of RWR.

This guide should help with any questions and issues you have and improves your chance of survival from 0% to at least 5%.


Getting started[]

When you start up the game, you will find yourself in the lobby/playground area, which is basically a small map without any enemies. You can toggle the menu on and off with the ESC key. Doing so will allow you to use The Playground, which contains some basic tips and allows you to familiarize yourself with the way the game works. To start/resume a quick game/campaign, you need to have the menu opened (ESC).

The lobby has a stash and an armory that you can interact with. There is also a jeep that you can drive. On the top of the main building there are 2 crates. You may want to climb the ladder and smash the crates with your knife (default key "V") and pick up the items inside. Note that you are only a private (see Ranks) so that you might not be able to pick everything up (default key "F") directly as they are rank restricted. So when you are near those grayed out objects, hold the F-key to open your inventory and drag and drop this stuff into the backpack section of the inventory.

The Playground allows you to do some basic tasks that will allow you to gather some xp, which in turn will let you use more of the equipment found in the aforementioned crates and in the armory. You can also read some tips scattered around this area.

You can then go to the armory and sell your stuff. You may also want to go to the stash and pick up a valuable and sell it to the armory in the event that you need more resource points to buy equipment.

When you leave a campaign or a quick match, you will automatically come back to the lobby with the Playground loaded.



Singleplayer[]

Campaign[]

The campaign in RWR is a series of Invasion type maps where you conquer the continent one map at a time. Each map has you starting with only one base and having to advance through either Graycollars or Brownpants resistance, or sometimes even both at the same time.

After defeating a map, you can choose the path to go and so choose your next map from any adjacent map that is logically connected with a dashed line in the worldview (see Mapview). During the campaign, all XP, RP, and equipment are tracked throughout. You can also turn a singleplayer campaign into a campaign online through local hosting at any time by activating a server by pressing ESC>Activate server. Note: Remember to forward the port that is shown when activating your server !

Quick Match[]

To jump right into a simple single player game, just select “Start new quick match” from the main menu. Unlike the campaign, you can adjust your settings freely, such as maximum numbers of bots, your starting rank, etc. The other point that differs it from the campaign is that once played online, players can join either team they want, which makes it suited for PvP sessions.

Multiplayer Joining[]

To join an ongoing multiplayer game, simply head to the main menu and hit “Join online game”. You will then be presented with 2 options: “Public server list” or “Manual IP”.

Public Server List[]

The public server list is a server browser that shows the open servers that are online. Simply double click a server, select a username, faction, enter a password and initial rank, and hit “Start!”. If you can't join a server, it might either run an obsolete version of the game or the host didn't forward the UDP port required (default port: 1234)

Manual IP[]

To connect via a direct connection using an IP address, select “Manual IP”, enter the address and port of the host server, select a username and password, a faction, initial rank, and hit “Start!”.

The server list is mainly for open games that anyone can join. Therefore, if you wish to play with a few select friends only, when hosting, choose not to advertize the server on the server browser and connect via manual IP.

Multiplayer Hosting[]

Hosting a multiplayer is as easy as setting up your own quickmatch game or campaign as shown previously, hitting “ESC” to get to the main menu, and then hitting the “Activate server” button.

  1. Port number. **Please ensure this port is properly forwarded!
  2. Your username. This will show up on the browser as the server name.
  3. If you wish to make a public game, select yes. For private matches, select no.
  4. Start the match.
  5. Back to main menu.

Once you hit “Start!” the server will be open for connections. If people are having issues connecting with your server, please check to make sure that the port is properly forwarded. We will not go into details about how to do this. To get instructions on port forwarding, please do a Google search or check the manual of your router.

Movement and Shooting[]

Congratulations! You are now smack dab in the middle of a fight. Now what? The first thing you should learn is how to navigate the open terrain and shoot those damn *insert other color here* soldiers. Please note that all of these key bindings are default. You can change them to your liking in the “Options” menu.

Movement Key Bindings[]

The keys shown are the default controls, which can be re-bound. See the controls page for more.

Basic Movement Keys
Crouch
Crouch Toggle
*For prone and toggle prone, they are by default bound to ALT and Z, respectively.
Vault Wall / Climb Ladder / Respawn / Enter and Exit Vehicle
Walk

Shooting[]

Shoot
Throw Grenade Towards Cursor
   * The further your cursor is from your character, the further the grenade will go
Knife
Strike Call Radio (Hold)   * A small red circle will denote the place where strike will fall on.
Pick up Weapon or Equipment
Switch Between Primary weapon slot and Secondary (Weapon/support) slot (e.g. between M16A4 and M72-LAW) *NOTE: Q is the default key now*

Inventory, Armory and Stash[]

UI[]

The UI in RWR is kept relatively simple, so that the player's screen isn't occluded with UI elements.




Primary weapon slot
Secondary weapon/Support item slot
Throwable item slot
Wearable item slot
Radio device - grayed out until you reach Corporal rank. The green dots below show which calls are available
Name of the base you are actually in
Capturing sector force bar (see Capturing Sectors)
Squad icon - the first number shows the number of soldiers in your squad and the second the number of max soldiers your squad could have
if a red cross is visible, it means there is at least one soldier with a Medkit as a secondary item




Inventory[]

When you access the inventory, you will see a tree-like window centered on your soldier. It mainly consists of 3 containers, which have been highlighted in 3 different colors to make it easier to visualize.
To interact within the containers you can either drag & drop items from a container to another or press the mouse buttons.
LMB and the item will be equipped, no matter if it is in the world container or backpack.
RMB on an object which is in your equipment into the backpack, RMB on an object which is in your backpack will move it into the world container (e.g. on the ground, stash or armory in case you are interacting with those).
Holding Ctrl allows you to move a single item in/out of a stack.









Hold (by default) to call the inventory
"World container": it shows the items lying around your soldier OR in the armory/stash if the solider stands next to them
Equipment: here are the directly useable items shown
Backpack: here are the items that are in your backpack shown
this row shows the primary weapons in each of the 3 containers
this row shows the secondary weapons/items in each of the 3 containers
this row shows the throwables (i.e. grenades) in each of the 3 containers
this row shows the wearables in each of the 3 containers
this row shows the valuables in the containers "world" or "backpack". Valuables Can not be stored in the equipment
shows your actual experience and resource points

shows the percentage of encumbrancy.
If it exceeds 100%, you will see a backpack attached to the soldier's back. The soldier's accuracy will be highly reduced as well as the movement speed. Accuracy decrease concerns only hitscan weapons, the projectile weapons are not affected.

See Backpack


encumbrancy >100%



Armory[]


Armory is a facility where the players can buy or/and sell weapons, valuables, vests, equipment, etc. In the game its function is most similar to a shop.

The currency used at the armory is RP or Resource points. In the armories, the player can sell any kind of items, but can ONLY buy those weapons that belong to his own faction as well as those enemy weapons that are already unlocked for the same faction.
There is usually one armory every two bases.


Stash[]


Stash is a storage place for all kinds of items, vests and weapons like duplicates of rare weapons, weapons which can not be used currently due to their higher XP requirement, various support equipment like medkits, explosives like C4, etc. and all other stuff that can be picked up at some later stage, if and when needed.

It's wise to place some extra equipment into the stash for a later use, in the event that you are not close to an armory but near to a stash. Items that you have stored to the Stash are saved and can be accessed through every stash within a map and are also available between rounds in a Singleplayer campaign or Online invasion.

A stash can contain a maximum of 300 items in total (increased to 500 items if the player owns the Veteran Pack) but only 120 different types of items are shown. The content of the stash is server specific and not carried over between servers unless you play on an official invasion server, which share the profiles (and saved items) between each other.

Some Stashes are near armories while some other are located near the bases where there are no armories.

Health system[]

The health system in RWR is not the usual one most might be used to from many other shooters as you don't "take damage" in the traditional sense.
In fact, every bullet can kill at any moment. You don't have a health bar or any other indication that you've been hit for that matter (until you're dead, that is).
Every weapon has a different kill probability which is around 50% for assault rifles but can be up to 100% for some precise weapons like sniper rifles, e.g. if those hit you, you are dead.

However, there is an armor type item in-game that comes a bit closer to a health-point system - a vest (to be more specific, the Vest Type II is used in this example).

It gives you the ability to survive 3 lethal shots, each shot bringing its own consequences and damaging the vest. These vests can be bought at the Armory. Vests can also be worn by some AI soldiers - Vest Type II (hey, give them some fun too!) and by Elite soldiers (Officers) - Vest Type III. Vest Type III can be obtained by knifing enemy Elite soldiers (Officers) and the stabbed enemy will drop a vest down to 60% or can be found in a secret crates(unscathed). A vest icon is shown to the right of the grenade slot. You can recognize a vest-carrier by a darker vest model around his torso like on the picture below:


Soldier without vest

Soldier with vest



In the table below those 3 stages of the vest status are listed below:

The vest is pristine, no shots have been LETHAL toward you yet. In the case that you do get hit by a LETHAL bullet, the vest will absorb the bullet as if nothing had happened. Of course, this does damage it, and if you get shot by a lethal bullet again, there will be consequences.


This vest has absorbed ONE lethal bullet, and is slightly damaged, so the NEXT TIME you get hit by a LETHAL bullet, it will only protect you enough so that you escape unharmed, but as a consequence you will be stunned in pain on the ground for a few seconds, unable to move and very vulnerable to more shots, but if you can get up then you are alive if you manage to get away without being shot again. However, the vest will be damaged even more, and with that comes even more consequences.


This vest is torn up, and will only be enough to protect against ONE more LETHAL bullet. Even so, the vest will be so damaged that it can only stop you dying and instead inflict you with a wound. The vest will be completely destroyed.

While wounded, you are permanently prone, and can only move very slowly. You can call for help by clicking the button you normally use to shoot (default is left mouse button). You can also still use your radio while wounded; and remember, every reinforcement call has at least one medic in it.
There are 3 ways out of being wounded:

  • die from bleeding after 60 seconds
  • die from a stray lethal shot, by a knife attack or by another reason
  • make it out alive, from an ally healing you with a medkit



Wounded soldier

Healing process


Objectives and game modes[]

Objectives[]

For most maps, the ultimate objective of RWR is to capture the entire map. This is done by capturing the sectors shown in the map. The sectors shaded by your faction's color belong to you already.

On King of the Hill type maps (Power Junction and Vigil Island), the objective is to capture the central base (which is a neutral zone at the beginning of the match) and hold it non-stop for the required amount of time. If the enemy faction take the "hill" back, the countdown timer will be reset.


Capturing Sectors[]

Capturing sectors is achieved by having more than 66% of the total troop count in the capture zone as denoted by a dashed square on the map for each sector (see image "capture zone example" below). As a sector is being captured, a timer will count down from 10 to 0 with an audible beeping sound. However, the last sector of the map will take 30 seconds to capture rather than the standard 10. If the countdown timer is interrupted (you suddenly have less than 66% of the total troop count), the timer will stop and restart next time you get more than 66% again.

The 66% mark are denoted by a vertical stroke (see image "capture force example"). If the black square is outside those vertical stroke, then it means that there are more than 66% of the forces of a faction inside the capture zone. In the specific example below, we have around 80% of the troups being the Graycollars, so that the timer is ticking down (6 seconds left to go before the base is captured by the attacking faction)

  • Capture zone example

Since version 0.99.5 you can see the red target crosshair marker on top of your capture force bar when you are inside an enemy capture zone. On the other hand, you'll have a blue shield marker when you are inside an allied capture zone. This makes it easier for you to know if you are inside that zone than having to look at the map.

  • Capture force example

  • Capture base reward

Capturing a base gives an RP reward to every soldier inside that zone depending on how much time the base was under enemy control. If the base was under enemy control for 1 minute or less, 0 RP is rewarded. If the base was under enemy control for 10 minutes or more, 150 RP is rewarded. If the base was under enemy control for between 1 and 10 minutes, the RP reward is scaled linearly between 0 and 150, For example, you'll receive 60 RP for capturing a base that was under enemy control for 4 minutes, 120 for 8 minutes, etc.

Side Missions[]

Capturing bases can be tough. There are a few, optional missions you can attempt on the side to help even the odds...

Seek

Be the eyes of your faction, perched up on rooftops or hidden deep in enemy territory. Spot vehicles and structures that will appear on the map for your whole team. Also gives a certain amount of RP.

Destroy

These targets of opportunity provide strategic abilities to the owning faction, and gives a certain XP and RP awards when destroyed:

Rescue

Targets that will grant a one-time influx of 20 prisoners of your faction as a extra units upon their destruction:

Retrieve

  • stealing and delivering cargo trucks unlocks an extra weapons or equipment
  • sell these items to an armory to improve your faction's arsenal:
  • enemy's stock weapons
    • to unlock an enemy stock weapon for your own faction, bring five pieces of a particular model to an armory

The unlocked weapons ends of stock after 4 hours. To re-unlock them you must repeat the same procedure.

Game Modes[]

There are 8 game modes ingame right now: Quick Match, Invasion, Classic, Dominance, Minimodes, Teddy Hunt, Team elimination and Deathmatch.

  • Quick Match is the "sandbox" standard game mode where all stock weapons are unlocked and players are free to join whichever faction they like. The rank which you start with can be set freely. In this mode you can capture any base you want as there are no restriction rules. This mode in online can only be hosted as a client server.
  • Classic is similar to Quick Match but has a few more defined rules like round timers and a map rotation. On most server it is also set that you can only capture 1 base (server admin can customize that) to avoid backdooring and base capture rotation. This mode in online can only be hosted as a dedicated server.
  • Invasion is a coop campaign type game mode where everyone joins the same faction: Brownpants (as of 1.5). In the join server menu, you will be defaulted to Graycollars no matter what. Along with this game mode being coop, there are a couple major differences from the standard quick match, such as specific side missions. Another difference is that the XP progression is around 73% slower and your progression throughout the campaign is persistent (XP/RP/stash content). There is also an official invasion server realm consisting in a few servers which share the profile with each other so that you can play on one of them and switch to another one and continue with the same progression. Invasion can either be hosted as a client server (start campaign and activating your game online for others to join) or as dedicated server.
  • The Dominance mode is a modified version of Classic focusing more on persistency and slower progression, similar to Invasion in that regard. This mode in online can only be hosted as a dedicated server.

Main features:

1) Persistent profiles: when you leave the match, you'll still have the equipment/XP/RP/stats you had when you join again
2) FoV is enabled on default which means you won't see the enemies/items/vehicles when your soldier doesn't have a direct visual line of sight to them 3) Overall/Match stats (on the scoreboard (default F1), you can switch between them by pressing the top banner)
4) No death penalty (No XP lost)
5) Lower equipment requirement for most items
6) Max amount of AI soldiers under your control is 4 (instead of 10 in other modes)
7) No elites, no valuables drops and no rare weapons
8) Killing a bot gives you 2XP+1RP, killing a human 20XP+20RP, capturing a base up to 50RP. Spotting and destroying of vehicles give less reward than in invasion
9) Max time a map lasts is 30 minutes. If noone won after the time ran out, the faction with the most bases will be victorious
10) extended single base capture system where sometimes you have more than one base that can be captured at time, the main objective which is the bigger red marker and optional smaller red markers. The AI commander will only target the main objective but players are free to choose which base to capture
11) Some maps have bases left out to keep the fighting territory smaller

  • In Minimodes, a map consists in having different sub-stage modes, such as Team Deathmatch, Team Teddy Hunt, King of the Hill, Delivery (not yet), Target (not yet). The sub-stages are usually 2-3 bases, keeping the playfield tight. Leaving the battle zone is not possible as there is a death-zone around the sub-stages. In minimodes the match starts only when a set number of humans join, default being 2. There are also a few bots but those will vanish once there are enough people in. This mode in online can only be hosted as a dedicated server.
  • Teddy Hunt is a variance of Capture the flag. You have special crates somewhere on the map (the commander will indicate you roughly where it is) that need to be destroyed and a teddy bear will be dropped. These will need to be sold at an armory (or mobile armory) to make your team score. The enemy team(s) need to do the same and also prevent you in doing so. The special crates are defended by the Teddy Guardians, an AI faction.

The winner of the round is the faction who delivered the most teddies. This mode in online can only be hosted as a dedicated server.

  • In Team elimination, your goal is to either annihilate the entire enemy team or to destroy the enemy Comms truck. In this case, your team will score and a new round will start. There are NO bots in this mode, it's pure PVP and FoV is enabled on default (you only see enemies/vehicles when you have direct vision to them, e.g. you won't see an enemy if there is a building between you and him). When you die in this mode you won't be able to respawn until the round has ended. You will have an extended view to be able to see what your team mates are doing. There is only one map so far which has been specifically designed for this game mode. This game mode can only be hosted throughout a dedicated server. The server starts in a warmup phase and the real match starts after you type "/start" in the chat.
  • In Deathmatch, the goal is self explanatory. You score for each kill you achieve. You can change your appearance by changing your "costume" at an armory. If you respawn, the server will choose a spawnpoint where there is no enemy around. There are NO bots in this mode, it's pure PVP. This mode in online can only be hosted as a dedicated server.
  • Man vs World is a purely single player campaign in which the player is the sole soldier. The player has to capture all of the bases in the map in order to progress to the next map. Permadeath is enabled for both the player and AI. However, the player is able to sustain 10 shots before dying. There is also a veteran mode in which fov(field of view) is enabled.

Weapons and equipment[]

Primary (stock) weapons are the weapons available in Armory (including the unlocked ones) with which the soldiers respawn.
If the soldier dies, he will respawn with the same stock weapon/secondary equipment from his own faction or with some other stock weapon/secondary equipment that is already unlocked for the faction.
Common soldiers always spawn with an unlocked primary weapon with unlimited ammunition.
On death, dropped stock weapon/equipment stays 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, a rare weapon is always dropped (except due to death caused by team-killing) and stays 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. Rocket launchers have only one shot each. Silenced pistols have unlimited ammunition but a very low chance to kill (compared to stock weapons) unless you are undetected.

Throwables are the grenades/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 can absorb hits, 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.


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 task (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 weapon will be available at Armory (in Invasion unlocks last 4 (four) hrs. net time, in Single Player Campaign it lasts 100 (one hundred) hrs.) then it will get out of stock and the procedure must be repeated to unlock it again!
  • All kinds of weapons, equipment and items can be obtained by:
    • purchasing from the Armory / swapping out of your Stash
    • picking up one lying on the battlefield
    • breaking one of the normal crates that can be found everywhere on the maps or destroying a Secret Crate that can be found in some places
    • as a reward from Gift Boxes and Lottery


Table explanation
Chance, probability and likeliness may be used interchangeably. "Round" is slang for bullet.

  • Image; Name - how the weapon/equipment is represented on your HUD.
  • Type - weapon/equipment features and special characteristics.
  • Faction - which faction uses said weapon or has it in Armory stock.
  • Price - cost to buy the weapon/equipment from Armory (if it is purchasable) and selling price to the Armory.
  • Magazine size - bullets fired before needing to reload.
  • 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) - affects weapon initial accuracy (before recoil effects), 1.0 max. Additionally, all weapons have Stance Accuracy Modifiers (not listed), which affect your accuracy depending on your soldier's stance and movement. Your real accuracy is Accuracy factor multiplied with Stance Accuracy Modifier. For example, usual assault rifles have 1.0 Accuracy factor, but also x0.95 prone, x0.9 crouch, x0.85 standing modifiers.
  • Recoil (lower is better) - how much accuracy is decreased after every bullet fired. The accumulated recoil is capped at 1.0 (full inaccuracy, largest crosshair size).
  • Recoil recovery (higher is better) - how much the accumulated recoil is reduced per second, until it is back to 0.0 (full accuracy, smallest crosshair size).
  • Kill probability (higher is better) - the chance that the bullet will kill when it hits a soldier (without a Vest). E.g.: 1.0=100%; 0.5=50%. If the target wears a Vest, a hit with successful roll will remove one Vest layer. A bullet with higher than 1.0 kill probability can remove more than one layer. For example, a hit with 1.6 kill probability will remove one Vest layer and have a 60% chance to remove a second Vest layer. Weapons that deal explosive damage function differently, see next line.
  • Explosive damage (higher is better) - any explosive damage above 0 has at least 1.0 kill probability. If an explosive deals over 100 damage it rips through more Vest layers. 101+ damage counts as 2.0 kill probability and therefore 2 layers, 201+ damage jumps to counting as 3.0 kill probability and therefore 3 layers, and so on.
  • Fall-Off Start (higher is better) - can be interpreted as optimal engagement distance. Fall-Off start is the max range where weapons retain 100% of their effective kill chance. Distance beyond Fall-Off 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 8-10m. long. One screen distance (top to bottom) is approximately 30m. Binoculars can be used to measure precise distances.
  • 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.
  • Bullet Speed / Projectile Speed (higher is better) - how fast bullets, rockets or other projectile types travel when fired from the weapon, in meters per second (m/s).
  • 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 - item weight in RNG, is used to determine the chance that an AI soldier will spawn with that weapon. Every AI type has its own weapon pool from which the random weapon is chosen. Regular soldiers: unlockable faction Assault Rifle, Machinegun, Shotgun, Sniper Rifle, Rocket Launcher and a few rare sidearms. EOD grenadiers: faction Grenade Launcher, Stoner LMG. EOD elites: rare Shotguns. Elite soldiers (Officers): rare Assault Rifles, Machineguns, Sniper Rifles, Grenade Launchers and KRISS Vector, P90. Ranger: faction Assault Rifle w/GL. Elite Paratrooper: faction Assault SMG. Lonewolf: APR, M6 Lynx. This column is also used to show other means to obtain the weapon (like Gift Boxes and Lottery).


NOTE: If you're viewing on desktop browser, here are some tips to make the tables more readable:

If you want to see the tables better on a mobile device, or compare the values ​​between two guns, check this site:
https://xiang511.com/RWR_WiKi/index.html

Primary Assault rifles[]

Image Name Type Faction Price (RP) Magazine size Fire rate Accuracy factor Recoil Recoil recovery Kill probability Fall-off Start(m) Max range(m) Bullet Speed Speed mod(%) Commonness
M16A4 Assault rifle, full-auto Greenbelts/

Unlockable

2 30 531 1 0.34 1.4 0.5 34 67 100 -3.6 0.2
G36 Assault rifle, full-auto Graycollars/

Unlockable

2 30 545 1 0.36 1.38 0.5 35 70 100 -1.8 0.2
AK47 Assault rifle, full-auto Brownpants/

Unlockable

2 30 488 1 0.4 1.2 0.55 33 68 100 -2 0.2
L85A2 Bullpup assault rifle, 3-round burst Greenbelts/

Unlockable

8 30 632 1 0.35 1.4 0.55 36 66 100 -3 0.0003
FAMAS G1 Bullpup assault rifle, 3-round burst Graycollars/

Unlockable

8 25 750 1 0.32 1.4 0.55 37 65 100 -2 0.0003
SG 552 Assault rifle, semi-auto Brownpants/

Unlockable

10 30 600 1 0.32 1.4 0.57 33 68 100 0 0.0003
AKS-74U Assault rifle, full-auto Rare 80 30 612 1 0.6 2.5 0.6 38 52 100 0 0.0005
(and Ice Cream Van (200 RP), Secret crate)
F2000 Bullpup assault rifle, full-auto Rare 80 30 545 1 0.25 0.8 0.58 45 75 100 -4 0.0006
(and Ice Cream Van (200 RP))
XM-8 Assault rifle, full-auto Rare 80 30 545 1 0.28 1.0 0.55 42 75 100 -4 0.0004
(and Ice Cream Van (200 RP))
Steyr AUG Bullpup assault rifle, full-auto, 1.3x scope, high-velocity Rare 180 42 488 1 0.36 1.0 0.55 54 90 120 -4 0.0002
(and Lottery)
M16A4 - Shield and Scope Assault rifle, full-auto, 1.2x scope, small ballistic shield, crouch/prone fire Gift Box 90 100 531 1 0.3 1.4 0.5 34 67 100 -8 0
(Community Box 2, Lottery)
FN FAL Battle rifle, full-auto, optional bayonet which extends melee range to 3m but reduces standing/crouching accuracy Gift Box 420 20 531 1 0.4 1.1 0.58 42 75 100 -3.6 0
(Community Box 2, Lottery)
G11 Bullpup assault rifle, full-auto, 1.2x scope, alternate 3-round burst mode (stats in parenthesis) Gift Box 440 45 462
(3000)
1 0.3
(0.1)
1.4
(0.4)
0.53 40 64 100 -2 0
(Community Box 4, Lottery)
TKB-059 Bullpup assault rifle, full-auto, triple barrel Gift Box 630 30 488 0.96 0.5 1.1 0.5x3 25 58 100 -3 0
(Community Box 4, Lottery)
Golden AK47 Assault rifle, full-auto, shiny Gift Box 3000 30 488 1 0.4 1.2 0.55
(and also deals 0.5 after each damaging shot)
36 75 110 -10 0
(Community Box 4, Golden egg, Lottery)
P416 Assault rifle, full-auto, 1.1x scope, suppressed Gift Box 416 30 531 1 0.4 1.2 0.52 30 62 100 -4 0
(Community Box 5, Lottery)
M16A4 w/ M203 GL Assault rifle, full-auto, alternate single-shot grenade launcher (GL functions identically to the M79) Greenbelt/Gift Box 250 30 531 0.95 0.29 1.4 0.5 34 67 100 -13.6 3.125% drop chance from Ranger
(and Community Box 6, Lottery)
G36 w/ AG36 GL Assault rifle, full-auto, alternate single-shot grenade launcher (GL functions identically to the M79) Graycollar/Gift Box 250 30 545 0.95 0.31 1.38 0.5 35 70 100 -11.8 3.125% drop chance from Ranger
(and Community Box 6, Lottery)
AK47 w/ GP25 GL Assault rifle, full-auto, alternate single-shot grenade launcher (GL functions identically to the M79) Brownpants/Gift Box 250 30 488 0.95 0.35 1.2 0.55 33 68 100 -12 3.125% drop chance from Ranger
(and Community Box 6, Lottery)
ASh-12.7 Bullpup assault rifle, full-auto, alternate semi-auto suppressed flashbang launcher inflicting stun in a 3.5m radius (flashbang launcher stats in parenthesis) Gift Box 721 20
(3)
545
(120)
1
(0.9)
2.0
(1.5)
1.5
(0.5)
0.75 40 60 100
(60)
-10 0
(Community Box 6, Lottery)
QBZ-95 Bullpup assault rifle, full-auto, alternate underbarrel full-auto shotgun (shotgun stats in parenthesis) Gift Box 280 30
(4)
500
(333)
0.95
(0.75)
0.42
(1.3)
1.3
(0.8)
0.53
(0.62x4)
35.2
(19.6)
59.9
(29.8)
95
(85)
-8 0
(Community Box 3, Pumpkin Box, Lottery)
G3A3 Battle rifle, full-auto, alternate semi-auto mode with 1.35x scope (semi-auto stats in parenthesis) Gift Box 490 20 500
(300)
1 0.5
(0.6)
1.8 0.6 40.3 89.7 115 -4 0
(Community Box 1, Pumpkin Box, Lottery)
Gilboa DBR Assault rifle, semi-auto, double barrel (consumes 2 ammo per shot) Gift Box 150 60 3000 1 0.27 1.2 0.5 38 52 100 -5 0
(Community Box 7, Lottery)
AN-94 Assault rifle, full-auto, alternate 2-round burst mode (2-round burst stats in parenthesis) Gift Box 250 45 588
(1714)
1 0.35
(0.15)
1.34
(0.6)
0.5 32
(38.4)
69
(82.8)
100
(120)
-3.2 0
(Community Box 7, Lottery)
MK47 Mutant Assault rifle, full-auto, 1.1x scope, suppressed, high-velocity Very Rare 470 30 612 1 0.42 1.8 0.58 39.6 63.8 110 -4 15% drop chance when melee killing an Off Duty Veteran (Summer Event)
AR15 Assault rifle, full-auto, 1.1x scope,

alternate thermal sight which reduces accuracy factor to 0.85 and zoom to 0.9x during day,

but increases accuracy factor to 1.1 and zoom to 1.3x during night
Gift Box 365 30 531 0.98 (0.85/1.1) 0.36 1.38 0.55 37.4 73.7 110 -3.6 0
(Cooler Box 1, Lottery)
OTs-14 w/ GP25 GL Bullpup assault rifle, full-auto,

alternate single-shot grenade launcher which has projectile speed of 120, accuracy factor of 0.8, special bouncing grenade that deals no initial damage on impact but flies straight up for 0.2s and then detonates for 45 damage in 5m radius
Gift Box 265 30 750 1 0.6 3.0 0.6 38 52 100 -8 0
(Cooler Box 2, Lottery)
Galil ARM Assault rifle, full-auto,
alternate bipod mode (stats in parentheses) which has low standing and crouching accuracy, but good prone / over cover accuracy
Gift Box 290 35 652 0.95
(0.83)
0.38
(0.45)
1.2
(2.0)
0.6
(0.62)
32.4
(37.8)
75.6 108 -9.2 (-13) 0
(Pumpkin Box 2, Lottery)
AKS w/ Tishina GL Assault rifle, full-auto, suppressed, 1.0 prone accuracy.

Alternate single-shot grenade launcher, suppressed, 65 damage in 4.2m radius.
Gift Box 380 30 612 1 0.45 1.8 0.56
(Explosive 65)
30 45 100 -8 0
(Easter egg #1, Golden egg)
M4 w/ M26 Frag Assault rifle, 3-round burst.

Alternate underbarrel bolt-action shotgun, explosive shells, 15 damage in 2.2m radius (stats in parentheses).
Gift Box 360 30
(5)
600
(63)
1
(0.9)
0.33
(0.27)
1.4
(1.2)
0.54
(Explosive 15)
35
(75)
65.9
(75)
103
(75)
-12 0
(Easter egg #3, Golden egg)
MPT-76 w/ AK-40 GL Assault rifle, full-auto, 1.0 prone accuracy.

Alternate single-shot grenade launcher, 140 damage in 3.8m radius.
Gift Box 415 25 454 1 0.48 2.8 0.58
(Explosive 140)
39.6 71.5 110 -12 0
(Easter egg #4, Golden egg)
SCAR L w/ MK13 GL Assault rifle, full-auto, 0.95x zoom, fixed thermal sight that increases accuracy factor to 1.1 and zoom to 1.2x during night.

Alternate single-shot grenade launcher, 1x3 damage in 5m radius.
Gift Box 450 30 545 0.95 0.58 2.8 0.53
(Explosive 1x3)
39.9 71.4 105 -12 0
(Easter egg #4, Golden egg)
QTS-11 Assault rifle with integrated GL, full-auto, 1.1x scope, 1.0 prone accuracy.

Alternate single-shot airburst GL, 1.1x scope, 45 damage in 4.2m radius.
Gift Box 800 30 521 1 0.32 1.4 0.54
(Explosive 45)
33.6 66.2 105 -14 0
(Easter egg #1, Easter egg #3, Golden egg)


Suppressed Submachineguns[]

Image Name Type Faction Price (RP) Magazine size Fire rate Accuracy factor Recoil Recoil recovery Kill probability Fall-off Start(m) Max range(m) Bullet Speed Speed modifier(%) Commonness
MP5SD Submachine gun, suppressed Greenbelts/

Unlockable

4 30 652 1 0.7 2.2 0.4 24 40 105 0 0.00001
Scorpion Evo III Submachine gun, suppressed Graycollars/

Unlockable

4 30 800 1 0.68 2 0.36 24 36 100 0 0.00001
QCW-05 Bullpup submachine gun, suppressed Brownpants/

Unlockable

4 50 706 1 0.62 2 0.35 23 37 100 0 0
KRISS Vector Submachine gun, suppressed Rare 250 25 845 1 0.82 3 0.42 28.6 44 110 0 0.0001
(and Lottery, Secret crate)
AAC Honey Badger Personal Defense Weapon,
3-round burst, suppressed
Gift Box 390 30 800 1 0.38 1.3 0.45 35.7 54.6 105 -2 0
(Purple Box, Titan Box, Lottery, Secret crate)
Golden MP5SD Submachine gun, suppressed, shiny Gift Box 2500 30 652 1 0.7 2.2 0.4 25.3 41.8 110 -6 0
(Community Box 6, Golden egg, Lottery)

Notes:

  • Suppressed weapons have a 100% killing chance when the enemy is unalerted and the bullet's Kill probability at that range is at least 0.25.
    For example, if you'd have a suppressed weapon with 0.24 Kill probability, it would never have 100% kill chance vs unalerted, but just 24% in every situation.


Assault Submachineguns[]

Image Name Type Faction Price (RP) Magazine size Fire rate Accuracy factor Recoil Recoil recovery Kill probability Fall-off Start(m) Max range(m) Bullet Speed Speed mod(%) Commonness
P90 Personal Defense Weapon Rare 100 50 857 1 0.58 3 0.57 32 44 100 0 0.0005
(and Secret crate)
UMP40 Submachine gun Greenbelts/

Non-unlockable

10 30 667 1 0.8 2.4 0.5 33 43 100 0 10% drop chance from elite paratrooper
(and Community Box 3, Lottery)
MX4 Storm Submachine gun Graycollars/

Non-unlockable

10 30 952 1 0.5 2 0.5 35 41 100 0 10% drop chance from elite paratrooper
(and Community Box 3, Lottery)
PP-19 Bizon Submachine gun Brownpants/

Non-unlockable

10 64 706 1 0.6 2.2 0.5 28 41 100 0 10% drop chance from elite paratrooper
(and Community Box 3, Lottery)
KP-31 Suomi Submachine gun, accurate while walking Gift Box 300 71 750 0.9 0.36 3 0.5 30 45 100 0 0
(Community Box 5, Lottery)
MPX Submachine gun,
optional magazine with hollow point bullets (stats in parenthesis)
Gift Box 300 30 822 1 0.33
(0.4)
2.5 0.5
(0.5, and also deals 1.6 after each damaging shot)
29.4
(28)
37.8
(36)
105
(100)
0 0
(Community Box 7, Lottery)
Tommy Gun Submachine gun,
accurate while walking.
Gives mafia gangster skin over Vest II.
Gift Box 200 50 727 0.9 0.36 3 0.52 31.68 54.72 96 -7.5 0
(Pumpkin Box 2, Lottery)


Primary light, medium, and general purpose machineguns[]

Image Name Type Faction Price (RP) Magazine size Fire rate Accuracy factor Recoil Recoil recovery Kill probability Fall-off Start(m) Max range(m) Bullet Speed Speed modifier(%) Commonness
M240 Medium machine gun* Greenbelts/ Unlockable 2 100 723 0.62 0.8 0.8 0.67 35 70 100 -10 0.05
IMI Negev Light machine gun* Graycollars/ Unlockable 2 100 779 0.63 0.8 0.8 0.65 40.7 78.1 110 -8 0.05
PKM Medium machine gun* Brownpants/ Unlockable 2 150 652 0.56 0.8 0.9 0.63 33 66.5 95 -6 0.05
Stoner LMG Light machine gun Rare 160 80 600 0.75 0.8 0.9 0.6 35 75 100 -7 0.0003
(and Secret crate)
Stoner 62 Light machine gun,
high accuracy when prone or behind cover,
1.4x zoom
Rare 450 30 652 0.94 0.3 1.4 0.7 52.8 77 110 -6 0.00002
(and Lottery, Secret crate)
ARES Shrike Light machine gun, crouch/prone fire,

6 round burst / semi-auto
Gift Box 300 60 705
(400)
0.9 0.1 0.4 0.57 38 70 100 -7 0
(Blue Box, Purple Box, Titan Box, Lottery, Secret crate)
Pecheneg Bullpup Bullpup machine gun*, 1.2x zoom Rare 430 150 545 0.82 0.7 1.4 0.7 42 90 100 -8 0.00005
(and Lottery)
KAC Chain SAW Light machine gun, full-auto, suppressed,
gives a special skin over Exo Suit
Rare 550 200 1200 0.7 0.015 0.18 0.46 30 72 100 -42 0.00005
(and Lottery, Secret crate)
M60 Medium machine gun Gift Box 700 100 600 0.725 2.5 1.15 0.71 35 65 100 -11 0
(Purple Box, Titan Box, Lottery, Secret crate)
WB-II Microgun Rotary machine gun,
gives a special skin over Exo Suit
Rare 800 1000 1875 0.75 0.01 0.15 0.5 30 72 120 -45 0.00004
(and Lottery)
MG-42 Machine gun* Very rare 1200 150 1200 0.7 0.016 0.2 0.62 42 90 120 -12 0.00001
(and Lottery, Secret crate)
RPD Light machine gun.

Optional bipod mode*
with reduced maximum bullet spread
(stats in parenthesis).
Gift Box 610 100 652 0.7 0.8
(0.4)
0.82
(1.3)
0.6
(0.62)
30
(35)
70 100 -9.2
(-13)
0
(Community Box 6, Lottery)
Ultimax 100 Negative recoil machine gun, optional assault rifle mode (AR mode stats in parenthesis) Gift Box 800 100
(30)
667
(600)
0.8
(0.85)
-0.15
(-0.2)
-1.2
(-1.35)
0.6 51
(52)
63.7
(65)
98
(100)
-10
(-7)
0
(Community Box 6, Lottery)
DPM Light machine gun.

Optional shield mode, crouch/prone fire (shield stats in parenthesis).
Gift Box 280 47 600 0.78 1
(0.8)
2.4 0.65 36.3 70.4 110 -10
(-30)
0
(Pumpkin Box, Lottery)
M249 Light machine gun, crouch/prone fire, 1.1x scope, optional suppressor (stats in parenthesis) Gift Box 249 120 779 0.85 0.65 0.85 0.58
(0.53)
35
(30)
70
(70)
100 -6.5 0
(Cooler Box 1, Lottery)
RPK16 Light machine gun.

Optional Long Barrel mode: crouch/prone fire, good accuracy when prone or behind cover (stats in parenthesis).
Gift Box 216 96 706 0.9 0.55
(0.15)
0.9
(0.7)
0.55
(0.65)
40
(50)
70
(70)
100 -6
(-12)
0
(Cooler Box 2, Lottery)
QJZ89 HMG Heavy machine gun* with 1.1x scope Gift Box 399 200 600 0.85 0.06 0.4 0.88 52.8 77 110 -45 0
(Cooler Box 2, Lottery)
Lewis Gun Machine gun, can overheat.
Gives mafia gangster skin over Vest II.
Gift Box 700 97 500 0.8 0.03 0.15 0.65 51 80 100 -20 0
(Pumpkin Box 2, Lottery)

Notes:

  • * Can only be fired whilst prone or behind cover


Primary Shotguns[]

Image Name Type Faction Price (RP) Magazine size Fire rate Accuracy factor Recoil Recoil recovery Kill probability Fall-off Start(m) Max range(m) Bullet Speed Speed modifier(%) Commonness
Mossberg 500 Shotgun, pump-action Greenbelts/

Unlockable

2 8 80 0.75 2 0.9 0.6x5 21.5 25.8 86 0 0.01
SPAS-12 Shotgun, pump-action Graycollars/

Unlockable

2 8 80 0.68 2 0.9 0.62x6 21.6 26.1 90 -2 0.01
QBS-09 Shotgun, semi-auto Brownpants/

Unlockable

2 10 150 0.74 2 0.9 0.59x5 19.8 27.5 86 0 0.01
UTS-15 Bullpup pump-action shotgun,
higher fire rate when prone
Uncommon/

EOD

20 14 80 / 133 0.75 2 0.9 0.65x6 23 27.5 100 -3 0.004
Neostead 2000 Bullpup pump-action shotgun Rare 100 10 80 0.8 2 0.9 0.7x4 31.5 36 90 0 0.0005
(and Lottery, Secret crate)
Pepperdust Pump-action shotgun,
stun only, suppressed
Rare 100 15 80 0.8 2 0.6 Stun 0.65x10 22.4 32 80 +6 0.0006
Benelli M4 Shotgun, semi-auto Rare 200 12 180 0.8 2 0.9 0.65x5 23.5 30.1 94 0 0.0006
(and Secret crate)
Benelli M4
suppressed
Shotgun, semi-auto, suppressed (swap from Benelli M4) Rare 200 12 180 0.78 2 0.8 0.65x5 19.8 34.2 90 0 0.0001
AA-12 Assault shotgun, full-auto,
full magazine reload
Rare 150 20 240 0.9 0.6 0.6 0.5x3 28.5 38 95 0 0.0002
(and Secret crate)
Jackhammer Shotgun, full-auto,
full magazine reload
Rare 350 10 240 0.9 0.7 1.4 0.6x3 31.4 49 98 -4 0.0001
(and Lottery, Secret crate)
TTI-Combat Shield Pump-action shotgun,

ballistic shield that blocks bullets,
but doesn't have any explosive protection
Gift Box 210 3 80 0.7 2 0.9 0.6x6 22.5 27 90 -35
(-32 for EOD AI)
0
(Community Box 2, Lottery)
KSxS-6 Hunter Double-barreled shotgun,
one shot contains 6 pellets.

Alternate mode simply fires both barrels,
launching 12 pellets at once.
Gift Box 400 2 600 0.75 2 1 0.6x6
(and also deals 1.0 after each damaging pellet)
9 63 90 -2 0
(Community Box 6, Lottery)
KSG Shotgun, pump-action, with 2 independent ammo tubes that have Buckshot and Slug rounds.

Slug rounds always have 1.0 accuracy, essentially 4 pellets are flying as one (stats in parentheses).

Higher fire rate when prone.
Gift Box 280 7
(7)
80 / 133 0.75
(1)
2 0.9
(1.5)
0.65x6
(0.65x4)
23
(32)
27.5
(44)
100
(80)
-3 0
(Cooler Box 1, Lottery)
KS-23 Shotgun, 4 gauge, pump-action Gift Box 299 3 75 0.65 5 1.6 0.55x10 18 45 90 -8 0
(Cooler Box 2, Lottery)
GEN-12 RED Shotgun, full-auto, 1.1x zoom, suppressed,
full magazine reload
Very Rare 470 10 462 0.82 0.8 1.3 0.51x4 20 45 100 -4 ?% drop chance when melee killing Bad Santa (Xmas event)


Primary Snipers and designated marksman rifles[]

Image Name Type Faction Price (RP) Magazine size Fire rate Accuracy factor Recoil Recoil recovery Kill probability Fall-off Start(m) Max range(m) Bullet Speed Speed modifier(%) Commonness
M24-A2 Sniper rifle, bolt-action, 1.6x zoom Greenbelts/

Unlockable

4 10 40 1 3 0.55 1.0 99 144 180 -7 0.01
PSG-90 Sniper rifle, bolt-action, 1.6x zoom Graycollars/

Unlockable

4 10 40 1 3 0.5 1.0 104.5 152 190 -6 0.01
Dragunov SVD Sniper rifle, semi-auto, 1.45x zoom Brownpants/

Unlockable

4 10 80 1 3 0.87 0.9 101.8 129.5 185 -4 0.01
APR Sniper rifle, bolt-action,
1.45x zoom, suppressed
Lone Wolf/
Unlockable
25 5 40 1 3 0.7 0.85 78 120 160 -9 0.00001
(and Secret crate)
SCAR SSR Designated marksman rifle, semi-auto,
1.5x zoom
Rare 320 20 120 1 2 1 1.0 81.6 136 170 -8 0.0002
(and Lottery)
VSS Vintorez Designated marksman rifle, full-auto,
1.3x zoom, suppressed
Rare 200 20 300 0.9 3 3 0.8 78 120 120 -5 0.0002
(and Lottery)
Barrett M107 Sniper rifle, semi-auto,
crouch/prone fire, 1.65x zoom
Rare 250 10 60 1 3 0.8 3.01 108 180 180 -15 0.0001
(and Lottery, Secret crate)
Lahti L-39 Sniper rifle, semi-auto,
explosive rounds, 1.35m radius,

prone/cover fire only,
can pierce through bodies, 1.65x zoom
Very rare 1000 10 50 1 1 0.85 Explosive 20x5 - - 160 -17 0.000005
(and Lottery, Secret crate)
M711-LA Enforcer Designated marksman rifle, lever action,
reloads 1 round at a time, 1.3x zoom
Gift Box 330 8 65 1 2.5 0.9 1.2 50.7 80.6 130 -8 0
(Community Box 3, Lottery)
M6 Lynx Sniper rifle, semi-auto,
1.65x zoom, suppressed
Lone Wolf/
Gift Box
300 5 60 1 3 0.9 1.5 90 150 150 -16 0.000001
(and Community Box 4, Lottery)
M14k Semi-auto rifle,

optional stim-pack mode, works like a fast reusable Medikit
Gift Box 390 10 561 1 2.5 0.9 0.75 54 72 120 -2 0
(Community Box 5, Pumpkin Box, Lottery)
FD-338 Semi-auto sniper rifle, 1.55x zoom (optional supressor) Gift Box 338 10 200
(150)
1
(0.95)
2.4
(2.2)
1.1 0.9
(0.8)
93.6
(67.5)
147.6
(112.5)
180
(150)
-10 0
(Community Box 4, Pumpkin Box, Lottery)
Golden Dragunov SVD Sniper rifle, shiny, semi-auto, 1.45x zoom Gift Box 3100 10 80 1 3 0.87 1.0 104.5 133 190 -10 0
(Titan Box, Pumpkin Box, Golden egg, Lottery)
SKS Designated marksman rifle, semi-auto, 1.45x zoom,

optional magazine with incendiary rounds
(1.7m blast radius, stats in parentheses)
Gift Box 400 20
(10)
231
(286)
1
(0.95)
0.72
(1)
1 0.85
(Explosive 10)
81.6
(50)
127.5
(50)
170
(100)
-4 0
(Community Box 7, Lottery)
M14EBR Battle rifle, 3 modes:

Assault mode, full-auto, 1.2x zoom.

Marksman mode, semi-auto, crouch/prone fire, 1.0 crouching accuracy, 1.35x zoom (stats in parenthesis).

Support mode, full auto, crouch/prone fire [stats in brackets].
Gift Box 314 15
(15)
[50]
300
(240)
[545]
0.98
(1.0)
[0.98]
2.0
(2.0)
[2.0]
1.5
(1.2)
[1.5]
0.8
(1.0)
[0.6]
78
(94.25)
[52.8]
120
(174)
[88]
120
(145)
[110]
-5
(-5)
[-7]
0
(Cooler Box 1, Lottery)
SV-98 & MP443 Grach Two-for-one special; a bolt-action sniper rifle with a 1.6x scope, and a semi-automatic pistol (stats in parenthesis) Gift Box 329 10
(17)
40
(600)
1
(0.95)
3
(0.4)
0.75
(1)
1.0
(0.5)
105
(35)
148.75
(50)
175
(100)
-10
(0)
0
(Cooler Box 2, Lottery)
VKS Bullpup sniper rifle, bolt-action,
1.3x zoom, suppressed
Gift Box 250 5 40 1 4 1.5 0.8x4 84 120 120 -16 0
(Cooler Box 2, Lottery)
M1 Garand Modern Semi-auto rifle Gift Box 200 8 214 0.95 2.5 2.8 1.05 62.5 80 125 0 0
(Pumpkin Box 2, Lottery)
Truvelo Amris Anti-materiel rifle, bolt-action, suppressed, 1.6x zoom, explosive rounds with 35 damage in 4m radius Gift Box 648 6 40 1 2.8 0.7 Explosive 35 - - 165 -15 0
(Easter egg #1, Golden egg)
TAC-50 Sniper rifle, bolt-action, 1.65x zoom.

Optional magazine with explosive rounds, 3 damage in 3.0m radius.
Gift Box 648 5 40 1 2 0.75 2.4 + 1.6
(Explosive 3)
105 280 175
(140)
-15 0
(Easter egg #3, Golden egg)
CheyTac M200 Sniper rifle, bolt-action,
crouch/prone fire, 1.65x zoom
Gift Box 880 7 27 1.2 10 0.5 1.5x2 168 448 280 -12 0
(Easter egg #2, Easter egg #4, Golden egg)


Primary explosives[]

Image Name Type Faction Price (RP) Magazine size Fire rate Accuracy factor Recoil Recoil recovery Explosive damage Projectile Speed Speed modifier(%) Commonness
M79 Grenade launcher Grenade launcher, single shot,
4.5m radius
Greenbelts/

Unlockable

25 1 N/A 0.8 3 0.2 55 120 -12 0.002
GL06 Grenade launcher Grenade launcher, single shot,
4m radius
Graycollars/

Unlockable

25 1 N/A 0.8 3 0.2 50 120 -10 0.002
(and Community Box 4, Lottery)
RGM-40 Kastet Grenade launcher, single shot,
6m radius
Brownpants/

Unlockable

25 1 N/A 0.8 3 0.2 70 120 -12 0.002
(and Community Box 4, Lottery)
MGL Flasher Grenade launcher, semi-auto,
1.1x zoom, stun grenades,

8m radius, full reload
Rare 200 6 75 0.9 4 1 0 110 -14 0.0002
Milkor MGL Grenade launcher, semi-auto,
4.2m radius, reloads 1 round at a time
Very rare 650 6 75 0.9 4 1 65 110 -14 0.00001
(and Lottery, Secret crate)
XM-25 Air-burst grenade launcher, semi-auto,
1.2x zoom, 4.2m radius.

Alt-fire remote detonation mode.
Gift Box 200 4 35 1 2.3 0.5 45 40 -12 0
(Blue Box, Lottery, Secret crate)
PAW-20 Direct-fire grenade launcher, semi-auto,
1.2x zoom, 3.5m radius
Rare/

Gift Box

350 7 54 1 2.8 1 40 70 -10 0.00005
(and Titan Box, Lottery, Secret crate)
Javelin, anti-personnel (APJ) Airburst clusterbomb launcher.
10 bombs, 2.5m radius per bomb.
Gift Box 999 1 N/A 1 N/A N/A 16x10 100 -20 0
(Community Box, Community Box 2, Lottery)
PF-98 rocket launcher Reloadable rocket launcher,
1.45x zoom, 4.8m radius,
4.7 seconds reload
Gift Box 980 1 N/A 1 0.4 1.5 520 75 -45 0
(Community Box 4, Lottery)
RWM Mortar Portable mortar,
1.55x zoom, 6m radius
Gift Box 380 Unlimited N/A 0.95 1 0.3 152 100 -45 0
(Community Box 4, Lottery)
Kulakov Incendiary grenade launcher,
semi-auto, full reload
Gift Box 530 5 40 0.8 3.5 0.2 20 110 -15 0
(Community Box 6, Lottery)
Chinalake - HEDP Grenade launcher, pump-action,
4m radius
Gift Box 395 4 46 1 3 1.2 120 110 -12 0
(Cooler Box 1, Lottery)
QLZ87 GL Grenade launcher, full-auto,
3.8m radius, 1.1x zoom, prone/cover fire
Gift Box 379 15 100 0.9 0.3 0.4 60 110 -45 0
(Cooler Box 2, Lottery)
GM94 - Thermobaric Grenade launcher, pump-action, reloads one grenade at a time,
5m radius, explosion is a triple hit
Gift Box 590 4 33 1 3 1 1x3 110 -12 0
(Pumpkin Box 2, Lottery)
RG6 Grenade launcher, semi-auto, reloads one grenade at a time.

Airburst mode: bouncing grenade that deals no initial damage on impact, flies straight up for 0.2s and then detonates for 45 damage in 5m radius (works the same as OTs-14 W/ GP25 GL).

Shrapnel mode (stats in parentheses): each shot fires 6 pellets in a shotgun fashion, one pellet deals 1 explosion damage in 1.35m radius, 16m max range.
Gift Box 600 6 46 0.9
(0.3)
2 1
(0.8)
45
(1x6)
110
(200)
-14 0
(Pumpkin Box 2, Lottery)
DP-64 GL Double-barreled grenade launcher,
4m radius, 1.15x zoom
Gift Box 400 2 70 0.85 3 0.8 20x5 120 -25 0
(Easter egg #2, Golden egg)

Notes:

  • Any explosive damage above 0 has at least 1.0 kill probability. If an explosive deals over 100 damage it rips through more vest layers. 101+ damage counts as 2.0 kill probability and therefore 2 layers, 201+ damage jumps to counting as 3.0 kill probability and therefore 3 layers, and so on.
  • Weapons with lower than 17 explosive damage can not damage armored vehicles. For example, the Javelin, anti-personnel (APJ) bombs can't damage tanks (armored vehicles are noted with * in the vehicles page).


Primary special[]

Image Name Type Faction Price (RP) Magazine size Fire rate Accuracy factor Recoil Recoil recovery Kill probability Fall-off Start(m) Max range(m) Projectile Speed Speed modifier(%) Commonness
44 Magnum Double-action revolver, alternate rapid fire mode
(rapid fire mode stats in parenthesis, is actually less accurate)
Rare 80 6 176 (600) 1 1 1.5 1.6 30.8 44 110 0 0.002
Buckshot Bess Musket Muzzleloader,
6 seconds to reload,
optional bayonet with 3m melee range
(bayonet stat changes in parenthesis)

Grants a special outfit while equipped
(has a different outfit if Cavalry Saber is also equipped)
Secret crate 600 1 N/A 0.32
(0.3)
3 0.2 0.7x30 35 40 100 -11
(-12)
0
(Lottery, Secret crate)
AA-12 Frag Assault Blast Shotgun, full-auto, full magazine reload,
1.8m radius, cannot damage armored vehicles
Gift Box 370 20 200 0.9 0.35 0.85 Explosive 8 75 75 75 -10 0
(Community Box, Lottery, Secret crate)
Flamethrower Assault Flamethrower, full-auto,
1.5m radius, cannot damage armored vehicles
Gift Box 400 100 1200 1.5 0.1 1 Explosive 2 - - 140 -15 0
(Community Box, Lottery, Secret crate)
Chainsaw (melee) Main attack: continuous sawing, 0.8m range, 5x2 explosive damage, also hits in 2m radius around the target in range.

Knife input attack: slow swing, 2.5m range, 1.0 melee kill probability.
Gift Box 120 Unlimited 857 0.95 0 2 Explosive 5x2
[Melee 1.0]
0.8 0.8 8 -20 0
(Community Box 3, Pumpkin Box, Pumpkin Box 2, Lottery)
Dragons breath Dragons breath shotgun, 1.2m radius per pellet Gift Box 360 2 286 0.68 2 0.9 Explosive 1x18 40 40 80 -2 0
(Community Box 3, Lottery)
Blowgun Pneumatic ranged hunting weapon, shoots poisonous darts,
wounds enemies, suppressed
Gift Box 70 1 N/A 1 1 0.8 Wound 1.01 24 42 60 -5 0
(Community Box 4, Lottery)
Compound bow Hand-drawn elastic hunting weapon, 1.4x zoom, suppressed.
Can't go prone, 1.0 standing accuracy, 0.9 crouching accuracy.

Alternate Explosive mode, non-suppressed, 4m blast radius (explosive stats in parenthesis).
Gift Box 215 1 N/A 1
(0.95)
2 0.5 1.5
(Explosive 80)
48
(60)
80
(60)
80
(50)
-10
(-11)
0
(Community Box 4, Lottery)
L30P-DUALIST Dual wielded pistols, gives John Wick skin while equipped Gift Box 420 15 300 0.88 2 2 0.4x2 33 38 110 +10 0
(Community Box 2, Lottery)
Ninjato Short sword.

Main attack: Shuriken throw, 3.01 kill probability (same stats as Shuriken throwable).

Main attack (alternate mode): firecrackers throw, stun, 12 projectiles with 2.5m radius (stats in parentheses).

Knife input attack: sword slash/thrust, 3m range, 4.0 melee kill probability.

Sword can block bullets (small bullet shield around weapon's model).

Gives a different skin over some Vests (Black Ops Vest - Ninja, Exo Suit - Cyber Ninja, EOD armor - Samurai) and with Golden Knife equipped (Samurai).
Gift Box 999 3
(1)
2000 1
(0.7)
0 1 3.01
(Stun 1x12)
[Melee 4.0]
120 120.2 20 +12 0
(Community Box 5, Lottery)
Zweihander Big sword.

Main attack: wide slash, 4m range, 3.5 melee kill probability.

Knife input attack: fast thrust, 4m range, 1.0 melee kill probability.

Sword can block bullets (small bullet shield around weapon's model).

Gives various medieval styled skins over different Vests.
Gift Box 1000 - - - - - Melee 3.5
[Melee 1.0]
- - - +5 0
(Community Box 6, Lottery)
Reaper's Scythe Large melee weapon.

Main attack: wide swing, 3m range, 6.66 melee kill probability.

Knife input attack: short swing, 2.5m range, 1.0 melee kill probability.

With Scythe and Reaper Costume equipped, a melee kill will summon 1 skeleton armed with Cavalry Saber, they join player's faction but can't be in your squad and are very weak to incoming fire.
Gift Box 222 - - - - - Melee 6.66
[Melee 1.0]
- - - 0 0
(Pumpkin Box, Pumpkin Box 2)
Defibrillator Reusable medikit, faster heal animation (~2/3 of the animation time before healing), has a unique stab animation (no extra range) Gift Box 100 - - - - - - - - - +3 0
(Community Box 2, Pumpkin Box, Lottery)
Welding torch Repairs vehicles to 110%, unlimited use.
Average repair speed: ~37.5 hp / sec.

Warning: Explodes on death, even if it was in your backpack. Exploded torches are NOT recoverable.

Dying to friendly fire does not cause torch explosion.
Gift Box 100 200 240 1 0 1 - - - 10 -35 0
(Community Box 6, Pumpkin Box, Easter egg #1, Lottery)
MRL Rocket artillery deploy.
Infinite use, but each rocket deploy costs 50 RP. 3 rocket units can exist at once, placing another unit will destroy the oldest.

Secondary mode is the Laser Guidance Kit (1.65x zoom) which is used to launch all rockets to any point on the map, as long as the rocket is facing the target within a few degrees. Rockets will launch vertically, and then come straight down on target area, with no delay for distance traveled. Each rocket has a blast radius of 8.5m and does 600 explosive damage.
Gift Box 500/900 3 N/A 0.75 0.24 0.2 Explosive 600 Infinite Infinite 1000 -40 (-6) 0
(Cooler Box 1, Lottery)
Crossbow Hunting crossbow, suppressed, 1.5x zoom.
Can't go prone, 1.0 standing & crouching accuracy.

Alternate Anesthetic arrows mode, suppressed, 1.5x zoom (stats in parentheses).
Gift Box 360 2 1200 1 0.8 2 3.0 + 3.2
(Wound 1.6)
64 80 80 -10 0
(Pumpkin Box 2, Lottery)
Egg Launcher Grenade launcher, same ballistics as Milkor MGL, but with random grenade effects on each shot.

1. Egg mine (35%) - detonates from enemy contact, 17 damage, 2m radius, despawns after 30 seconds. No friendly fire.

2. Flashbang grenade (25%) - stun in 8m radius.

3. Undresser grenade (15%) - removes clothes and armor (Vests) from enemies.

4. Chicken (15%) - spawns friendly chicken AI. If more than 5 chickens exist, Egg mine is placed instead.

5. Popcorn cluster bomb (10%) - airburst explosion, produces 20 popcorn bomblets that detonate ~1 second after hitting the ground, each doing 1 damage in 2.5m radius. No friendly fire.
Gift Box 600 6 75 0.9 4 1 Egg mine:
Explosive 17

Popcorn cluster bomb:
Explosive 1x20
- - 110 -14 0
(Golden egg)
Popcorn Launcher Popcorn Launcher mode:
shoots out 8 popcorn bomblets that detonate ~1.5-2 seconds after hitting the ground, each doing 1 damage in 2m radius.
No friendly fire. 1.2x zoom.

Corncob Launcher mode (stats in parentheses):
launches a corn grenade that explodes on impact, dispenses 5 popcorn bomblets around that detonate ~0.5 seconds after hitting the ground, each doing 17 damage in 2.5m radius.
Friendly fire on. 1.2x zoom.
Gift Box 404 1 N/A 0.9
(0.8)
2
(3)
1.5
(0.2)
Explosive 1x8

(Explosive 17x5)
- - 20
(120)
-11 5% (0%) drop chance from Easter Bunny Minions
(and Easter egg (any color))


Secondary special[]

Image Name Type Faction Price (RP) Magazine size Fire rate Accuracy factor Recoil Recoil recovery Kill probability Fall-off Start(m) Max range(m) Projectile Speed Speed modifier(%) Commonness
Medical Dart Gun Medigun, suppressed, 1.2x zoom, can heal wounded from distance Gift Box 180 1 N/A 1 2 0.5 Healing (1m radius) - - 100 -5 0
(Community Box 2, Easter egg #3, Lottery)
Cavalry Saber One-handed sword.

Main attack: strong cut, 3.5m range, 4.0 melee kill probability.

Knife input attack: fast slash/thrust, 3m range, 1.0 melee kill probability.

Sword can block bullets (small bullet shield around weapon's model).
Gift Box 333 - - - - - Melee 4.0
[Melee 1.0]
- - - +12 0
(Community Box 6, Lottery)
Golden Knife Prestigious melee weapon.

Main attack: soldier raises the knife high, sending shockwave in 6m radius that stuns infantry.

Knife input attack: stab, 2m range, 1.0 melee kill probability (same stats as normal knife).
Gift Box 1000 - - - - - Stun
[Melee 1.0]
- - - +10 0
(Community Box 2, Golden egg, Lottery)
SBL Saw Blade Launcher.

Shoots a spinning saw blade that after impacting the ground ricochets towards the nearest enemy.

At the first point of impact deals:
19 explosive damage in 1m radius.

After the ricochet, at the second point of impact deals:
5 explosive damage in 2.5m radius
+
5x4 explosive damage in 3m radius.

Maximum damage against a single soldier is the equivalent of removing 6 Vest layers.

Knife input attack: fast thrust with the SBL, 2.5m range, 1.0 melee kill probability.
Gift Box 300 1 N/A 1 0 1 Explosive 19 +
Explosive 5 +
Explosive 5x4

[Melee 1.0]
- - 35 -20 0
(Community Box 7, Lottery)
Banner (Chicken / President) Secondary banner, 2.8m melee range.
Can switch between either banner.
Gift Box 300 - - - - - 1 - - - 0 0
(Pumpkin Box, Pumpkin Box 2)
Banner (I Love RWR / Medic) Secondary banner, 2.8m melee range.
Can switch between either banner.
Gift Box 500 - - - - - 1 - - - 0 0
(Pumpkin Box, Pumpkin Box 2, Xmas Box)
Banner (Ice Cream / Pink Panda) Secondary banner, 2.8m melee range.
Can switch between either banner.
Gift Box 100 - - - - - 1 - - - 0 0
(Pumpkin Box, Pumpkin Box 2)
Banner (Voting) Secondary banner, 2.8m melee range.
Can switch between either banner.
Gift Box 100 - - - - - 1 - - - 0 0
(Pumpkin Box, Pumpkin Box 2)
Banner (Smiley / Jack O'Banner) Secondary banner, 2.8m melee range.
Can switch between either banner.
Gift Box 100 - - - - - 1 - - - 0 0
(Pumpkin Box, Pumpkin Box 2)
Banner (Present / Gingerbread) Secondary banner, 2.8m melee range.
Can switch between either banner.
Gift Box 100 - - - - - 1 - - - 0 0
(Xmas Box)
Banner (Santa / Grinch) Secondary banner, 2.8m melee range.
Can switch between either banner.
Gift Box 150 - - - - - 1 - - - 0 0
(Xmas Box)


Secondary handguns[]

Image Name Type Faction Price (RP) Magazine size Fire rate Accuracy factor Recoil Recoil recovery Kill
probability
Falloff
Start(m)
Max range(m) Bullet Speed Speed mod(%) Commonness
Beretta M9 Pistol, semi-auto,
optional suppressor (suppressed stats in parenthesis)
Greenbelts/

Non-unlockable

3 15 240 0.95 0.7 0.65 0.5
(0.45*)
35 50
(40)
100 0 0**
Glock 17 Pistol, semi-auto,
optional suppressor (suppressed stats in parenthesis)
Graycollars/

Non-unlockable

3 17 300 0.95 0.8 0.7 0.5
(0.45*)
32 48
(38)
100 0 0**
PB Pistol, semi-auto,
suppressed
Brownpants/

Non-unlockable

3 8 200 0.95 0.5 0.8 0.5* 28.5 38 95 0 0**
Beretta 93R Machine pistol, 3-round burst,
suppressed
Rare 100 15 857 0.95 0.25 0.7 0.5* 26 35 100 0 0.0014
MK23 SOCOM Pistol, 2-round burst,
suppressed
Unlockable 20 12 1000 0.95 0.5 1 0.4 28 38 100 0 0
(Purple Box, Lottery)
Desert Eagle Pistol, semi-auto Unlockable 10 7 200 1 0.5 0.8 0.7 44 66 110 0 0
Desert Eagle Gold Pistol, semi-auto Gift Box 300 8 200 1 0.5 0.8 0.9 48.3 71.3 115 0 0
(Titan Box, Golden egg, Lottery, Secret crate)
Mini UZI Machine pistol, full-auto Greenbelts/

Non-unlockable

3 20 681 0.87 0.30 1.2 0.45 32 42 100 0 0**
Steyr TMP Machine pistol, full-auto Graycollars/

Non-unlockable

3 30 666 0.90 0.28 1 0.5 27 39 100 0 0**
AEK-919k Machine pistol, full-auto Brownpants/

Non-unlockable

3 30 681 0.89 0.33 1.1 0.46 28 41 100 0 0**
M712 Schnellfeuer Machine pistol, full-auto Rare 220 20 909 0.95 0.6 1.6 0.8 22 36 100 0 0.0015
(and Secret crate)
MP7 Machine pistol, full-auto,
reduced maximum bullet spread
Rare /

Gift Box

290 40 759 0.92 0.7 2 0.55 27.5 49.5 110 0 0.0010
(and Titan Box, Lottery, Secret crate)
Sawn-Off Shotgun Short double-barreled shotgun Rare /

Gift Box

210 2 286 0.78 2 1.5 0.59x10 21.5 30.1 86 0 0.0005
(and Blue Box, Lottery)
Taser Nonlethal, wounds enemies Gift Box 80 1 N/A 0.95 0.8 0.65 Wound 5.01 25 26 100 +5 0
(Community Box, Easter egg #4, Lottery)
Squall Superposed load weapon,

shoots all rounds in one burst,

crouch fire only
Gift Box 700 50 1875 0.55 1.7 0.7 0.58 27.5 71.5 72 -45 0
(Community Box 3, Lottery)
MAC-10 Machine pistol, full-auto,
optional suppressor (stats in parenthesis)
Gift Box 210 50 923 0.89 0.25 1.5 0.45 28.4
(25)
45.2
(38)
105
(100)
0 0
(Community Box 6, Lottery)
MGV-176 Submachine gun, full-auto Gift Box 270 177 1200 0.55 0.61 3 0.42 16.2 33.3 95 0 0
(Community Box 7, Lottery)
Supershorty Shotgun, pump-action,
higher fire rate when prone
Gift Box 160 4 80 /
133
0.80 2 0.9 0.6x6 17.6 26.4 88 0 0
(Cooler Box 2, Lottery)
ChiappaRhino Revolver, semi-auto Gift Box 250 6 80 1 4.3 2 0.8
(and also deals 1.5 after each damaging shot)
51 75 150 0 0
(Pumpkin Box 2, Lottery)
MP7 AP w/ ISL200 GL Machine pistol, full-auto, reduced maximum bullet spread.

Alternate single-shot grenade launcher, 55 damage in 4m radius.
Gift Box 300 20 759 0.88 0.5 2 0.55
(and also deals 0.75 after each damaging shot)

[Explosive 55]
28.6 50.6 110 -2 0
(Easter egg #2, Golden egg)

Notes:

  • * Suppressed weapons have a 100% killing chance when the enemy is unalerted and the bullet's Kill probability at that range is at least 0.25.
    For example, if you'd have a suppressed weapon with 0.24 Kill probability, it would never have 100% kill chance vs unalerted, but just 24% in every situation.
  • ** The AIs can't spawn with those weapons, they are only available for the human players!


Secondary Anti-tank weapons/Anti-personnel mines[]

Image Name Faction Price (RP) Explosive
Damage
Blast radius(m) Projectile speed Description
M72 LAW Greenbelts/

Unlockable

4 330 4.0 50 Average/all-rounder stock rocket launcher.

-16% movement speed while carrying in hands.
M2 Carl Gustav Graycollars/

Unlockable

4 360 3.5 60 Highest damage and fastest projectile among stock rocket launchers, but smallest blast area,
1.1x zoom.

-20% movement speed while carrying in hands.
RPG-7 Brownpants/

Unlockable

3 301 5.0 40 Largest blast area but the lowest damage and slowest projectile among stock rocket launchers.

-18% movement speed while carrying in hands.
SMAW Unlockable 7 400 3.5 75 Surpasses all stock rocket launchers, except in blast radius,
1.5x zoom.

-20% movement speed while carrying in hands.

Ranger AI soldiers can spawn with the SMAW.
Unlockable in Campaign/Invasion by selling Briefcases or delivering enemy Cargo Trucks to Armory.
Javelin Uncommon 10 450 5.0 100 Largest splash area and high-damage with the fastest projectile but travels slowest because it flies at an arc,
1.25x zoom.

-20% movement speed while carrying in hands.

Not among the stock weapons, but regular AI soldiers have a chance to spawn with the Javelin and they drop it on death. Also found in some Secret Crates (Wooden, fixed spawn).
M202 flash Rare 30 220 x4 4.5 60 Four tubed rocket launcher, fires all rounds at once.
220 damage per rocket, 1.1x zoom.

-20% movement speed while carrying in hands.

Not among the stock weapons, but Elite soldiers (Officers) have a chance to spawn with the M202 and they drop it on death. Also found in some Secret Crates (Wooden, fixed spawn) and Lottery.
Claymore Non faction specific 5 10 6.0 N/A Once planted, it detonates only on contact with an enemy soldier/vehicle.
Can be disarmed by knifing it (V by default) and then picked up.
Despawns 4 minutes after deployed.

-40% movement speed while carrying in hands.

Available at Armory and Supply Quads.
Tracer Gift Box 80 1051 8.0 N/A Fires a tracer dart (suppressed), 6 seconds after that a missile will be launched at the location where the dart is.

+0% movement speed while carrying in hands.

Ranger AI soldiers can spawn with them, but the weapon doesn't drop after their death.
Available in Community Box, Easter egg #1, Lottery.
M320 Gift Box 320 50 4.4 100 Secondary grenade launcher, single shot, reloadable.

-3% movement speed while carrying in hands.

Available in Community Box 5, Lottery.
FHJ01 - FAE Gift Box 20 10x16 3.5 40 Secondary disposable rocket launcher that shoots 2 projectiles that will explode either on impact or after flying for 1 second.
Each projectile will spawn 8 sub projectiles on detonation.

-20% movement speed while carrying in hands.

Available in Cooler Box 1, Cooler Box 2, Easter egg #2, Lottery.


Secondary support equipment[]

Image Name Price (RP) Health Points Description
Cover deploy 10 495 Provides cover for soldiers. It is also hard to be pushed from light vehicles. Tracked vehicles will easily destroy it, however.

-40% movement speed while carrying in hands.

Available at Armory and Supply Quads.
Ordnance Shovel 80 280
(sandbag cover)
Shovel that allows you to dig and place sandbags for cover, one block at a time. Unlimited use.

Cannot dig on asphalt/road/rocky/ice terrain.
A newly placed sandbag cover has a time limit of 8 minutes, after which it despawns.

-12% movement speed while carrying in hands.

Available in Community Box 7, Easter egg #2 and Lottery.
Medikit 1 N/A When equipped, keep LMB pressed for 3 seconds near the wounded soldier and he will be healed.

+6% movement speed while carrying in hands.

Available at Armory and Supply Quads.
Small wrench 2 N/A A single use wrench can repair 100 damage units on vehicles, structures and deployables. Secondary weapon slot can carry 4 wrenches.
Average repair speed: ~21.5 health points / second.

+6% movement speed while carrying in hands.

Available at Armory and Supply Quads.
Large wrench 4 N/A A single use wrench can repair 150 damage units on vehicles, structures and deployables. Secondary weapon slot can carry 4 wrenches.
Average repair speed: ~30 health points / second.

+3% movement speed while carrying in hands.

Only available in Supply quads.
Repair crane deploy 400 500 Deploys a crane that can be controlled to repair damaged vehicles. Over-repairs vehicles to 110%.
Average repair speed: ~30 health points / second.
Repair function doesn't work in quick match!

-40% movement speed while carrying in hands.

Available in Community Box 3 and Lottery.
Binoculars 1 N/A 1.65x zoom. Press fire to measure the distance from your position to your target.

+0% movement speed while carrying in hands.

Available at Armory and Supply Quads.
Riot shield 3 2 layers
(100% / 50%)
Blocks bullets and explosions (including stun grenades) when pointed at the incoming fire.
Bullets can't break the shield, but explosives can.

Riot shield handles explosions in a similar way how armor (Vests) work.
The shield has 2 layers that can absorb explosive damage.
Many explosions remove more than one layer, see the note before Armors/Camouflage suits.
When both layers are removed the shield is destroyed, and if there are leftover explosive hits - they're transferred to the soldier.
When the shield is destroyed, the soldier is stunned, unless EOD armor (at 60% or above) or Exo Suit (at 100%) is equipped.

No melee protection.

-10% movement speed while equipped in hands.

Available at Armory.
Camouflaged Shield 100 N/A Blocks bullets when pointed at the incoming fire.
Doesn't protect you from explosions (except for stun explosions) and can't be damaged. No melee protection.

-10% detection range and -10% movement speed while equipped in hands.

Available in Easter egg (any color).
Vest Repair Kit 10 N/A Used for repairing damaged body armor or costumes.
Equip the damaged armor and use the Vest Repair Kit in order to repair it.

Note: armor/costumes that are labelled as "Destroyed" are actually repairable with the kit.

-5% movement speed while carrying in hands.

Available in Community Box 3, Easter egg #2 and Lottery.
Squad Equipment Kit 200 N/A Equips nearby soldiers with Vest Type II.
Only soldiers who have enough experience (1000+ XP) are eligible to get a Vest.
Maximum amount of distributed Vests per use: 10, radius of effect: 30m.

The user of the Equipment Kit will also get a new Vest, if the user is currently wearing damaged Vest Type II or doesn't have any armor equipped.

-40% movement speed while carrying in hands.

Available in Community Box 5, Easter egg #4 and Lottery.
Squad Equipment Kit - Navy 200 N/A Equips nearby soldiers with Vest, Navy.
Only soldiers who have enough experience (1000+ XP) are eligible to get a Vest.
Maximum amount of distributed Vests per use: 10, radius of effect: 30m.

The user of the Equipment Kit will also get a new Vest, if the user is currently wearing Vest Type II or doesn't have any armor equipped.

-40% movement speed while carrying in hands.

Available in Cooler Box 1, Cooler Box 2.
Chicken carrier 200 N/A Spawns 5 friendly chickens upon use. These chickens function as friendly AI, but cannot attack or join player squads.
They do contribute to capturing points, however killing friendly chickens has the same penalties as killing friendly AI.

-20% movement speed while carrying in hands.

Available in Community Box 5, Easter egg #1 and Lottery.
GPS laptop 50 N/A When used, temporarily reveals the locations of enemy radar towers, jammers, prisons, AA emplacement, radar tanks, commss and cargo trucks.

-40% movement speed while carrying in hands.

Available in Community Box 3, Community Box 7, Easter egg #3 and Lottery.
MG deploy 70 90 Fire rate 522 RPM, accuracy factor 0.83, recoil 0.029, recoil recovery 0.2, kill chance 0.7, fall-off start 43, max range 73.5, no reloading required, rotation angle 90°.

-40% movement speed while carrying in hands.

Available at Armory.
Minigun deploy 200 90 Fire rate 1500 RPM, accuracy factor 0.8, recoil 0.014, recoil recovery 0.2, kill chance 0.6, fall-off start 26.3, max range 73.5, no reloading required, rotation angle 90°.

-40% movement speed while carrying in hands.

Unlockable in Campaign/Invasion by selling Briefcases or delivering enemy Cargo Trucks to Armory.
Available at Armory and in Secret Crates.
Grenade Launcher deploy 300 90 Fire rate 75 RPM, accuracy factor 0.94, recoil 0.18, recoil recovery 0.18, damage 60, blast radius 3.1m, no reloading required, zoom 1.3x.

-40% movement speed while carrying in hands.

Unlockable in Campaign/Invasion by selling Briefcases or delivering enemy Cargo Trucks to Armory.
Available at Armory and in Secret Crates.
TOW deploy 250 270 Fire rate 12 RPM, accuracy factor 0.95, recoil 0.8, recoil recovery 0.2, damage 720, blast radius 3.5m, rotation angle 120°, zoom 1.8x.

-40% movement speed while carrying in hands.

Unlockable in Campaign/Invasion by selling Briefcases or delivering enemy Cargo Trucks to Armory.
Available at Armory.
Hornet deploy 350 270 Fire rate 17.1 RPM, accuracy factor 1, recoil 1.2, recoil recovery 0.6, damage 390, blast radius 6m, rotation angle 120°, zoom 1.65x.

-40% movement speed while carrying in hands.

Unlockable in Campaign/Invasion by selling Briefcases or delivering enemy Cargo Trucks to Armory.
Available at Armory and in Community Box 3, Lottery.
Mortar deploy 200 300 Fire rate 13.3 RPM, accuracy factor 0.9, damage 103, blast radius 5m, rotation angle 360°, zoom 1.6x.

-50% movement speed while carrying in hands.

Available at Armory.
Tank trap deploy 5 800 Blocks vehicles paths.

-20% movement speed while carrying in hands.

Available at Armory.
Only available in Minimodes and Teddy Hunt modes!
Xmas Tree 30 N/A Deploys a Christmas Tree, which can be destroyed and makes for poor cover. Contains an elevated sniping position.

-40% movement speed while carrying in hands.

Available in Xmas Box.


Throwables[]

Image Name Price (RP) Explosive
Damage
Effective
radius(m)
Description
Hand grenade 2 101 6.0 Detonates after 3 seconds.
Can hold 4 in throwable slot.

Available at Armory and Supply Quads.
Impact grenade 2 240 3.0 Detonates immediately on contact.
Slightly more throw range than hand grenade, but can not bounce from the ground as the hand grenade.
Can hold 4 in throwable slot.

Available at Armory.
Stun grenade 2 - 10.0 Detonates after 3 seconds.
Does no damage to vehicles but stuns infantry.
Can hold 4 in throwable slot.

Available at Armory and Supply Quads.
C4 20 2400 6.0 Powerful explosive with short throw range, used to destroy enemy structures (radar towers, jammers, prisons, AA emplacement) and ambush enemy vehicles.

Detonated by either clicking on the placed C4, or using the Squad command modifier button (Windows key by default) + grenade key (G by default).
Can hold 3 in throwable slot. Can be disarmed by knifing it (V by default) and then picked up.
Despawns 45 seconds after being placed.

Available at Armory and Supply Quads.
AT mine 5 450 5.0 Detonates in contact with any vehicle.
Can be disarmed by knifing it (V by default) and then picked up.

Available at Armory.
Only available in Minimodes and Teddy Hunt modes! Disabled by default in Campaign/Invasion!
Flare 150 N/A N/A Throw the Flare to set up a player paratrooper Spawn Point.
You can choose to spawn on the point by opening your map and clicking on the yellow dot at the Flare's location (only if you're dead).

Spawn Point is active only if there are no enemies nearby. Enemies presence will disable the Spawn Point, but won't destroy the Flare. If the surrounding area is clear of enemies, you can reactivate the Spawn Point by standing near for a moment.

The Flare will be destroyed if hit with explosives or a vehicle.

Available at Armory and Supply Quads.
- Vehicle Flare - N/A N/A
When thrown, the corresponding vehicle will be airdropped at the location.

ZJX-19/XE Drop (510 RP) - Available in Community Box 4, Lottery.
Banana Car Drop (100 RP) - Available in Community Box, Lottery.
Gun Truck Drop (400 RP) - Available in Community Box 3, Lottery.
AAV-G17/A1 Drop (700 RP) - Available in Community Box 2, Lottery.
Mustela Drop (800 RP) - Available in Community Box, Lottery.
FST ACAV Drop (600 RP) - Available in Community Box 3, Lottery.
NOXE Ghost Drop (600 RP) - Available in Community Box 5, Lottery.
M528 Drop (600 RP) - Available in Community Box 5, Lottery.
FT-CROC Drop (600 RP) - Available in Community Box 5, Lottery.
SEV-90 Drop (600 RP) - Available in Community Box 5, Lottery.
LAILV-002 Drop (500 RP) - Available in Community Box 7, Lottery.
MMLS-528 Drop (750 RP) - Available in Community Box 7, Lottery.
LAI-109 Drop (1000 RP) - Available in Community Box 7, Lottery.
F1 Drop (500 RP) - Available in Community Box 7, Lottery.
Scorpio AXN Drop (600 RP) - Available in Cooler Box 1, Cooler Box 2, Lottery.
Hovercraft Drop (500 RP) - Available in Cooler Box 1, Cooler Box 2, Lottery.
M551 Sheriff Drop (600 RP) - Available in Cooler Box 1, Cooler Box 2, Lottery.
Xmas Jeep Drop (50 RP) - Available in Xmas Box.
Lijia's Pumpkin (vehicle drop) (10 RP) - Available in Pumpkin Box, Pumpkin Box 2.

Stim Pack 30 N/A 2.0 Throws the Stim Pack on the ground, then you have to click on the Stim Pack for it to activate.
Activated Stim Packs heal same-faction players that are wounded and crawl onto them.
Can hold 3 in throwable slot.
Can be disarmed in the same manner as C4.

Available in Community Box 5, Easter egg #4, Lottery.
Doom's Hammer 50 2000 5.0 Powerful AoE throwable. Same throw range as Impact Grenade.
Can hold 4 in throwable slot, single use.

Available in Community Box 2, Easter egg #3, Lottery.
Shuriken 2 3.01
(kill probability)
- Ninja stars, suppressed throwable, doesn't alert enemies.
Can hold 10 in throwable slot, single use. 20 m/s velocity.

Available in Lottery.
Ballistic knife 3 3.01
(kill probability)
- Throwing knife, suppressed, doesn't alert enemies.
Can hold 10 in throwable slot, single use. 40 m/s velocity.

Available in Supply Quads (unlockable by selling Laptops to Armory) and Community Box 3, Lottery.
Banana peel 1 - 2.0 Toss a banana peel to play a harmless slapstick joke on your fellow friends.
Warning: not for use in war!

Available in Community Box 2, Cooler Box 1, Cooler Box 2, Easter egg (any color), Lottery, Secret crate, Banana Car (after being destroyed).
Ice cream 5 - 2.0 Even in times of war, its never a bad time for ice cream.

Available in Community Box 4, Lottery, Ice Cream Van.
EMP grenade 5 - 5 On impact, forces all occupants out of a vehicle.
Locks the vehicle for about 5 seconds.
Can hold 4 in throwable slot, single use.

Available in Community Box 3, Easter egg #4, Lottery.
Dog Bone 60 - 0.15 Throwing the bone will cause 3-5 crates with combat dogs to be airdropped nearby.
Dogs will join your faction, but they cannot be in a player's squad.
Can hold 1 in throwable slot, single use.

Available in Community Box 7, Pumpkin Box 2, Easter egg #3, Lottery.
Compound X 20 - -
Mysterious substance, on use replaces your current vest/suit with a random costume from the list below:

Cursed Coin (costume) — costume_coin.carry_item
Costume, Cowboy — costume_cowboy_hat.carry_item
Rabbit Suit — costume_rabbit.carry_item
Sunglasses (Off Duty Veteran costume) — costume_sunglasses.carry_item
Ocean Talisman (costume) — costume_talisman.carry_item
Terran's Cap — costume_tcap.carry_item
Fancy Sunglasses (costume) — costume_fancy_sunglasses.carry_item
Costume, Banana — costume_banana.carry_item
Psycho Butcher (costume) — costume_butcher.carry_item
Costume, Clown — costume_clown.carry_item
Mutagen, Lizard (costume) — costume_lizard.carry_item
Costume, Santa — costume_santa.carry_item
Worn Underpants (costume) — costume_underpants.carry_item
Costume, Werewolf — costume_werewolf.carry_item
Wings, Vampire (costume) — costume_bat.carry_item
Costume, Chicken — costume_chicken.carry_item
Costume, Reaper — costume_scream.carry_item
Worn Underpants (costume) — costume_underpants.carry_item
Costume, Panda — costume_panda.carry_item
Bizarre Carrot (costume) — bizarre_carrot.carry_item

Can hold 1 in throwable slot, single use.

Available in Pumpkin Box 2, Easter egg #1.


Armors/Camouflage suits[]

Note for the Vests category:
"One bullet hit" - means one instance of damage by a bullet. A target soldier must be visually hit by the bullet and the kill probability roll must be successful.
A shot from M16A4 has 0.5 kill probability, so 50% chance to deal one damage. A shot from Barrett M107 has 3.01 kill probability, so it is guaranteed to deal 3 instances of damage (or "three bullet hits"). A shot from SPAS-12 contains 6 pellets with 0.62 kill probability each, so if every pellet hits and has a successful roll, you get 6 instances of damage from a single shot.
Multiple instances of damage will remove multiple Vest layers, and kill the wearer if there are no more layers left to absorb the damage.

"One explosive hit" - means one instance of damage by an explosive. A target soldier just needs to be inside the AoE, no chance is involved.
Explosive weapons do Explosive damage against vehicles, when used against infantry the damage is converted like a multi-hit:
1-100 explosive damage is converted to "one explosive hit". Example: M79 Grenade launcher, AA-12 Frag.
101-200 explosive damage is converted to "two explosive hits". Example: Hand grenade, Mortar shell.
201-300 explosive damage is converted to "three explosive hits". Example: Impact grenade.
301-400 explosive damage is converted to "four explosive hits". Example: RPG-7, SMAW, Hornet, faction Tank cannon.
And so on.

Image Name Price (RP) Description
Vest Type I 20 Body armor, has 2 layers:
  • 100% Vest can take one bullet hit without stunning the wearer or one explosive hit and stun the wearer.
  • 50% Vest can take one bullet/explosive hit, deleting the Vest and wounding the wearer.

Melee hit/roadkill/wound projectile will go through the Vest and kill/wound the soldier wearing it with the Vest unharmed.

-10% movement speed while worn.

Available at the Armory.
Not available in Invasion/Vanilla campaign.

Vest Type II 40 Body armor, has 3 layers:
  • 100% Vest can take one bullet hit without stunning the wearer or one explosive hit and stun the wearer.
  • 50% Vest can take one bullet/explosive hit and stun the wearer.
  • 25% Vest can take one bullet/explosive hit, deleting the Vest and wounding the wearer.

Melee hit/roadkill/wound projectile will go through the Vest and kill/wound the soldier wearing it with the Vest unharmed.

-5% movement speed while worn.

Available at the Armory.

Vest Type III 150 Body armor, has 5 layers:
  • 100% Vest can take one bullet hit without stunning the wearer or one explosive/melee hit and stun the wearer.
  • 80% Vest can take one bullet hit without stunning the wearer or one explosive/melee hit and stun the wearer.
  • 60% Vest can take one bullet/explosive hit and stun the wearer. Melee hit becomes lethal.
  • 40% Vest can take one bullet/explosive hit and stun the wearer.
  • 20% Vest can take one bullet hit, deleting the Vest and wounding the wearer. Explosive hit will kill the wearer outright.

Roadkill/wound projectile will go through the Vest and kill/wound the soldier wearing it with the Vest unharmed.
Melee hit at 60% or lower durability will go through the Vest and kill the soldier wearing it with the Vest unharmed.

-8% movement speed while worn.

Available in Secret Crates (Wooden, fixed spawn), Blue Box, Purple Box, Easter egg (any color), Lottery.
Can also be obtained by roadkilling enemy Elite soldiers (Officers), Rangers, Combat Medics.

EOD armor 80 Body armor, higher explosive protection and around the same bullet protection compared to Vest Type II.
Has 6 layers:
  • 100%
    • Vest can take one bullet/explosive/melee hit without stunning the wearer.
  • 80%
    • Incoming bullets are more lethal (bullet kill probability + 1.25).
    • Vest can take one bullet hit and stun the wearer or one explosive/melee hit without the stun.
  • 60%
    • Incoming bullets are more lethal (bullet kill probability + 1.25).
    • Vest can take one bullet hit and stun the wearer or one explosive/melee hit without the stun.
  • 40%
    • Incoming bullets are more lethal (bullet kill probability + 0.20).
    • Vest can take one bullet/explosive hit and stun the wearer. Melee hit becomes lethal.
  • 20%
    • Vest can take one bullet/explosive hit, wounding the wearer.
  • Destroyed
    • Vest can take one explosive hit, deleting the Vest and wounding the wearer.
    • Bullet hit will kill the wearer outright.

Invulnerable against wounding and stun attacks until it drops to 40% durability.
Melee hit at 40% or lower durability will go through the Vest and kill the soldier wearing it with the Vest unharmed.

-18% movement speed and +10% detection range while worn.

When equipped by the AI EOD Elites (but not Grenadiers), the armor is significantly better: no bullet stun until at 40% condition, and it has two extra layers: 55% and 50% (same stats as 60% layer).

Unlockable in Campaign/Invasion by selling Briefcases or delivering enemy Cargo Trucks to Armory.
Available at the Armory.

Camouflage suit 20 A suit that reduces detection range by the enemies.

Overall detectability is still dependant on: your stance, day/night time, zoom (scope) on weapons/vehicles that enemy AI is using.
Does not provide any physical protection.

+4% movement speed and -20% detection range while worn.

Available at Armory and Supply Quads.

Black Ops Vest 40 Body armor, less detectable at night.
Has 2 layers:
  • 100%
    • +2% movement speed.
    • Incoming bullets are less lethal (bullet kill probability - 0.08).
    • Vest can take one bullet/melee hit without stunning the wearer or one explosive hit and stun the wearer.
  • Damaged
    • -4% movement speed.
    • Incoming bullets are less lethal (bullet kill probability - 0.05).
    • Vest can take one bullet hit, deleting the Vest and wounding the wearer. Explosive/melee hit will kill the wearer outright.

Wound projectile will go through the Vest and wound the soldier wearing it with the Vest unharmed.

-25% detection range during night time only.

Unlockable in Campaign/Invasion by selling Laptops to Armory.
Available at Armory, Supply Quads, Titan Box, Lottery.

Camouflaged Vest 150 Body armor, slightly reduces detectability.
Has 5 layers:
  • 100%
    • -5% movement speed.
    • -10% detection range.
    • Vest can take one bullet hit without stunning the wearer or one explosive/melee hit and stun the wearer.
  • 80%
    • -10% movement speed.
    • -5% detection range.
    • Vest can take one bullet hit without stunning the wearer or one explosive/melee hit and stun the wearer.
  • 50%
    • -12% movement speed.
    • -0% detection range (no longer reduces detection).
    • Vest can take one bullet/explosive hit and stun the wearer. Melee hit becomes lethal.
  • 20%
    • -15% movement speed.
    • Vest can take one bullet/explosive hit and stun the wearer.
  • Destroyed
    • -18% movement speed.
    • Vest can take one bullet hit, deleting the Vest and wounding the wearer. Explosive hit will kill the wearer outright.

Wound projectile will go through the Vest and wound the soldier wearing it with the Vest unharmed.
Melee hit at 50% or lower durability will go through the Vest and kill the soldier wearing it with the Vest unharmed.

Available in Secret Crates (Metallic, random spawn), Community Box, Easter egg (any color), Lottery.

Exo Suit 100 A suit that increases movement speed. Slightly better bullet protection than Vest Type II.
Has 3 layers:
  • 100%
    • Incoming bullets are less lethal (bullet kill probability - 0.2).
    • +17% movement speed.
    • Immune to melee hits. Immune to stun explosives (flashbangs).
    • Wound projectile (Taser) will only deal a stun.
    • Vest can take one bullet/explosive hit without stunning the wearer.
  • 50%
    • Incoming bullets are less lethal (bullet kill probability - 0.1).
    • +14% movement speed.
    • Melee hits will stun the wearer, but won't deal any damage. No longer immune to stun explosives.
    • Wound projectile will wound the wearer with the Vest unharmed.
    • Vest can take one bullet/explosive hit and stun the wearer.
  • Destroyed
    • +0% movement speed.
    • Immune to stun explosives again.
    • One bullet/explosive/melee hit will kill the wearer (but the Suit won't be deleted).

Available in Community Box 5, Easter egg (any color), Lottery.

Vest, Navy 0 Body armor, a tiny upgrade from Vest Type II.
Has 4 layers:
  • 100% Vest can take one bullet hit without stunning the wearer or one explosive/melee hit and stun the wearer.
  • 60% Vest can take one bullet/explosive hit and stun the wearer. Melee hit becomes lethal.
  • 30% Vest can take one bullet/explosive hit, wounding the wearer.
  • 10%:
    • Incoming bullets are less lethal (bullet kill probability - 0.2).
    • One bullet/explosive hit will delete the Vest and kill the wearer.

Roadkill/wound projectile will go through the Vest and kill/wound the soldier wearing it with the Vest unharmed.

-5% movement speed while worn.

Available by using Squad Equipment Kit - Navy that comes from Cooler Box 1, Cooler Box 2.

Costume, Clown 200 A suit that looks clownish and slightly boosts the movement speed.
Has 2 layers:
  • 100%
    • +5% movement speed.
    • Melee hit kills the wearer, but doesn't damage the suit.
    • Suit can take one bullet hit without stunning the wearer or one explosive hit and stun the wearer.
  • Destroyed
    • +100% detection range.
    • One bullet/explosive/melee hit kills the wearer and deletes the suit.

Available in Secret Crates (Wooden, fixed spawn), Purple Box, Pumpkin Box, Pumpkin Box 2, Lottery.

Costume, Santa 200 A bright red suit that looks jolly and merry.
Has 2 layers:
  • 100%
    • Melee hit kills the wearer, but doesn't damage the suit.
    • One bullet/explosive hit wounds the wearer and damages the suit.
  • Destroyed
    • +100% detection range.
    • One bullet/explosive/melee hit kills the wearer and deletes the suit.

Available in Secret Crates (Wooden, fixed spawn), Xmas Box.

Costume, Werewolf 350 Beastly looking Suit that provides speed boost and reduces detection during night.
Has 2 layers:
  • 100%
    • +15% movement speed.
    • -20% detection range during night time.
    • Incoming bullets are less lethal (bullet kill probability - 0.1).
    • Immune to stun explosives (flashbangs).
    • Melee hit kills the wearer, but doesn't damage the suit.
    • One bullet hit stuns the wearer and damages the suit.
    • One explosive hit kills the wearer and damages the suit.
  • Destroyed
    • Incoming bullets are more lethal (bullet kill probability + 0.2).
    • One bullet/explosive/melee hit kills the wearer and deletes the suit.

The Suit at 100% condition can be permanently changed into Frenzy mode, if you kill 6 enemies with melee attacks:

  • Frenzy!
    • +22% movement speed.
    • +20% detection range.
    • -20% detection range during night time (resulting in default detection range at night).
    • Incoming bullets are less lethal (bullet kill probability - 0.4).
    • Immune to melee attacks, wound & stun projectiles, stun explosives (flashbangs).
    • One bullet/explosive hit kills the wearer and deletes the suit.
    • Weights nothing in backpack, disappears if dropped.

Available in Secret Crates (Wooden, fixed spawn), Titan Box, Pumpkin Box, Pumpkin Box 2, Lottery.

Mutagen, Lizard (costume) 666 Suit that provides bullet resistance and speed boost while looking extraterrestrial.
Has 2 layers:
  • 100%
    • +10% movement speed.
    • -5% detection range.
    • Incoming bullets are less lethal (bullet kill probability - 0.15).
    • Immune to melee attacks, stun projectiles and stun explosives (flashbangs).
    • One bullet hit stuns the wearer and damages the suit.
    • One explosive hit kills the wearer and damages the suit.
  • Damaged
    • Incoming bullets are more lethal (bullet kill probability + 1.0).
    • One bullet/explosive/melee hit kills the wearer and deletes the suit.

Available in Community Box, Pumpkin Box, Pumpkin Box 2, Lottery.

Worn Underpants (costume) 1 For those that take going commando a bit too seriously.
Does not provide any protection while looking hot and sexy.
Can't be damaged by bullets/explosions/melee hits.

Available in Community Box, Pumpkin Box, Pumpkin Box 2.
Costume, Banana 8 Suit that provides small bullet resistance while looking like a snack, that enemies spot more easily.
Has 2 layers:
  • 100%
    • -10% movement speed.
    • +20% detection range.
    • Incoming bullets are less lethal (bullet kill probability - 0.15).
    • One bullet hit will wound the wearer, but won't damage the suit.
    • One explosive hit kills the wearer and damages the suit.
    • One melee hit wounds the wearer and damages the suit.
  • Destroyed
    • +100% detection range.
    • One bullet/explosive/melee hit kills the wearer and deletes the suit.

Available in Community Box 2, Pumpkin Box, Pumpkin Box 2, Lottery.

Psycho Butcher (costume) 280 Become your enemies worst nightmare while resisting bullets.
Has 2 layers:
  • 100%
    • +15% detection range.
    • Incoming bullets are less lethal (bullet kill probability - 0.25).
    • Immune to melee attacks, wound & stun projectiles, stun explosives (flashbangs).
    • One bullet hit won't stun the wearer, but will damage the suit.
    • One explosive hit kills the wearer and damages the suit.
  • Wounded
    • -50% movement speed.
    • One bullet/explosive/melee hit kills the wearer and deletes the suit.

Available in Community Box 3, Pumpkin Box, Pumpkin Box 2, Lottery.

Costume, Reaper 222 A Suit straight from a horror movie, move faster, resist bullets, sneaky at night, but very detectable during day.
Protection is similar to Vest Type II, but with more bullet resistance.
Has 3 layers:
  • 100%
    • +10% movement speed.
    • +10% detection range.
    • -25% detection range during night time (resulting in -15% detection range at night).
    • Incoming bullets are less lethal (bullet kill probability - 0.15).
    • Suit can take one bullet hit without stunning the wearer or one explosive hit and stun the wearer.
  • Damaged
    • +20% movement speed.
    • +20% detection range.
    • -50% detection range during night time (resulting in -30% detection range at night).
    • Incoming bullets are less lethal (bullet kill probability - 0.25).
    • Suit can take one bullet/explosive hit and stun the wearer.
  • Unchained
    • +20% movement speed.
    • +20% detection range.
    • -50% detection range during night time (resulting in -30% detection range at night).
    • Incoming bullets are less lethal (bullet kill probability - 0.25).
    • Suit can take one bullet/explosive hit, deleting the Suit and wounding the wearer.

Melee hit kills the wearer, but doesn't damage the suit.
Available in Pumpkin Box, Pumpkin Box 2.

During Halloween event, the Unchained layer is stronger (at least it should be):

  • Unchained (Halloween)
    • +30% movement speed.
    • +30% detection range.
    • -75% detection range during night time (resulting in -45% detection range at night).
    • Incoming bullets are less lethal (bullet kill probability - 0.42).
    • Suit can take one bullet/explosive hit, deleting the Suit and wounding the wearer.
Wings, Vampire (costume) 199 Vampire Suit with wings, faster movement and less detection range at night.
Has 2 layers:
  • 100%
    • +8% movement speed.
    • +5% detection range.
    • -30% detection range during night time (resulting in -25% detection range at night).
    • Incoming bullets are less lethal (bullet kill probability - 0.05).
    • Immune to wound & stun projectiles.
    • One bullet/melee hit stuns the wearer and damages the suit.
    • One explosive hit (including flashbangs) kills the wearer, but doesn't damage the suit.
  • Blood Thirsty
    • +20% movement speed.
    • +10% detection range.
    • -40% detection range during night time (resulting in -30% detection range at night).
    • Incoming bullets are less lethal (bullet kill probability - 0.25).
    • Immune to stun projectiles, but vulnerable to wound projectiles.
    • One bullet/explosive/melee hit kills the wearer and deletes the suit.
    • Stun explosives (flashbangs) kill the wearer, but don't damage the suit.
    • Attacking enemies in melee restores the Suit to 100% state (only with knife stabs? need to confirm this effect).

Available in Pumpkin Box, Pumpkin Box 2.

Costume, Chicken 100 A chicken suit that lets you run faster, however enemies will spot you more easily.
If you die with the Suit on, one chicken will spawn.
Has 2 layers:
  • 100%
    • +10% movement speed.
    • +20% detection range.
    • One bullet hit will wound the wearer, but won't damage the suit.
    • One explosive hit kills the wearer and damages the suit.
    • One melee hit wounds the wearer and damages the suit.
  • Destroyed
    • +10% movement speed.
    • +20% detection range.
    • One bullet/explosive/melee hit kills the wearer and deletes the suit.

Available in Pumpkin Box, Pumpkin Box 2.

Costume, Panda 100 Turns you into a cute bear, that runs slow and attracts the eyes of enemies.
Has 2 layers:
  • 100%
    • -10% movement speed.
    • +20% detection range.
    • Incoming bullets are less lethal (bullet kill probability - 0.25).
    • One bullet hit will wound the wearer, but won't damage the suit.
    • One explosive hit kills the wearer and damages the suit.
    • One melee hit wounds the wearer and damages the suit.
  • Destroyed
    • -10% movement speed.
    • +20% detection range.
    • Incoming bullets are less lethal (bullet kill probability - 0.25).
    • One bullet/explosive/melee hit kills the wearer and deletes the suit.

Available in Community Box 7, Lottery.

Demon Heart 250
Has 3 layers:
  • Calm (100%)
    • +20% movement speed.
    • +15% detection range.
    • -20% detection range during night time (resulting in -5% detection range at night).
    • Incoming bullets are less lethal (bullet kill probability - 0.10).
    • Suit can take one bullet/explosive/melee hit without stunning the wearer (layer gets removed).
  • Anxious
    • +25% movement speed.
    • +20% detection range.
    • -20% detection range during night time (resulting in default detection range at night).
    • Incoming bullets are less lethal (bullet kill probability - 0.20).
    • Suit can take one bullet/explosive/melee hit without stunning the wearer (layer gets removed).
    • One flashbang (stun explosive) kills the wearer, but doesn't damage the suit.
  • Beating fast
    • +35% movement speed.
    • +25% detection range.
    • -20% detection range during night time (resulting in +5% detection range at night).
    • Incoming bullets are less lethal (bullet kill probability - 0.30).
    • Taking one bullet/explosive/stun explosive/melee hit will kill the wearer.
    • Suit despawns immediately if dropped to the ground (including after death).

Immune to wound and Pepperdust attacks at all stages.

Available during Halloween Event: 50% drop chance when melee killing a Demon Sniper.


Others[]

Image Name Damage Effective radius Description
Naval mine 3000 8.0 Available at Map 9 (so far).

Detonates in contact with Patrol Ships only.
Can not be bought, planted, disarmed or destroyed.

Helium Balloon - - Each balloon in your backpack reduces encumbrance by 2%. Stacks infinitely.

You can have negative encumbrance, but it doesn't improve your running speed.

Warning: all balloons in your inventory will pop on death.
Dying to friendly fire doesn't count.

Available in Community Box 5, Pumpkin Box, Pumpkin Box 2, Xmas Box, Easter egg #2, Lottery.


Maps[]

The digital land the soldiers run on is called the Map. Click a picture below to get an overview of that map.

Vanilla game[]

Moorland Trenches

Moorland Trenches (map1)

Moorland Trenches

Moorland Apocalypse (map1_2)

Keepsake Bay

Keepsake Bay (map2)

Old Fort Creek

Old Fort Creek (map3)

Fridge Valley

Fridge Valley (map4)

Bootleg Islands

Bootleg Islands (map5)

Rattlesnake Crescent

Rattlesnake Crescent (map6)

Power Junction

Power Junction (map7)

Vigil Island

Vigil Island (map8)

Vigil Island

Tropical Blizzard (map8_2)

Black Gold Estuary

Black Gold Estuary (map9)

Railroad Gap

Railroad Gap (map10)

Copehill Down

Copehill Down (map11)

Frozen Canyon

Frozen Canyon (map12)

Iron Enclave

Iron Enclave (map13)

Iron Enclave

Dry Enclave (map13_2)

Misty Heights

Misty Heights (map14)

Green Coast

Green Coast (map16)

Gotcha Island

Gotcha Island (map17)

Islet of Eflen

Islet of Eflen (pvp1)

Warsalt Legacy

Warsalt Legacy (map18)

Swan River

Swan River (map19)

Elk Island (map20) Route 666 (map21)

RWR: PACIFIC[]

Guadalcanal

Guadalcanal (island1)

Russell Islands

Russell Islands (island2)

Bougainville Island

Bougainville Island (island3)

Tarawa

Tarawa (island4)

Saipan

Saipan (island5)

Iwo Jima

Iwo Jima (island6)

Operation Downfall

Operation Downfall (island7)

Peleliu Airfield

Peleliu Airfield (island8)

RWR: EDELWEISS[]

Sicily

Sicily (edelweiss1)

Sainte-Marie-du-Mont

Sainte-Marie-du-Mont (edelweiss2)

Hill 262

Hill 262 (edelweiss3)

Hell's Highway

Hell's Highway (edelweiss4)

Arnhem

Arnhem (edelweiss5)

Bastogne

Bastogne (edelweiss6)

Operation Varsity

Operation Varsity (edelweiss7)

Operation Sealion

Operation Sealion (edelweiss8)

Radio Calls[]

Click through to the full article to see a list of radio callsRadio calls are powerful game elements that can turn the tide of a battle. They have to be used wisely as they can require a significant amount of resource points and can also provide a lot of collateral damage if not timed properly.
Press and hold the radio calls button (H by default) to bring up your radio calls menu. Select a call by clicking on it or by pressing the number right next to the call symbol. Whatever you selected will then be dropped approximately where you had your crosshairs when you pressed the radio calls button.
Keep in mind that every radio call has a delay thus doesn't happen instantly.

Some maps has an anti-air emplacement that prevents the player from calling in paratroopers, airdrops or close air support, allowing only mortar strikes and artillery. The structure has map-wide range and needs to be destroyed in order to unlock the rest of the radio calls. The emplacement will then remain in its destroyed state indefinitely.

Enemy bases may also have a radio jammer that prevents the player and friendly AIs from using the radio. Unlike the anti-air, the jammer only affects the base itself, but is much more devastating since it completely strips the player off their radio ability.

You have to be at least Corporal (1000 XP) to get a radio device (will be added automatically to your HUD).


Radio device not available

(too low rank)


Radio device available

(at least Corporal rank)

Veterans Pack DLC[]

Players with the Veterans Pack DLC will have exclusive access to the light anti-armor VFS Call, though any players can enter the VFS afterwards, regardless of whether they own the DLC.

DLC owners can also toggle on/off a Skin Pack option for their vehicles (applies to Humvee, Buggy, Main Battle Tank), applying a unique map-dependent camo pattern/decals to vehicles that prevents non-DLC owners from entering them.

Vehicles[]

Vehicles will spawn in the same place every time, except special vehicles which spawns in one of several random locations (to avoid predictable matches).

Destroyed vehicles will respawn (reappear undamaged) in their original location (except some special vehicles, which gets a new random location).

You can hijack most vehicles (as some are unhijackable such as the Legion) by entering at the driver's door. You will drag him out! Don't forget to stab him, before he stabs you!

Some vehicles allow passengers to shoot and use throwables from their seats, which allows various weapons to be used on otherwise unarmed vehicles.

Vehicles can only be damaged by explosives: mines, grenades, bazookas.

Special vehicles[]

Special vehicles either provide utilities to their owning factions or are targets for destruction for various rewards. All special vehicles are unarmed.

Image Name Description Speed Acceleration Health Points
Spawn truck A mobile spawn point for the humans players from the same faction. Usually paired with an Armory Truck.

Total 10 seats - 1 driver, 9 passengers.

Cannot be driven independently by the AIs on their own will, except when a real human player has given a command to the driver[1]. Active only if there are no enemies nearby!

20 6 600
Cargo truck Appears as a special objective in some maps. Steal it and drive it to some of your stationary faction's Armories for a RP reward and an extra weapons or equipment unlock.


Total 2 seats - 1 driver, 1 passenger

20 6 480
Comms truck A mobile Radar Tower that provides intel on the map and prevents the enemy from using calls within a 100m radius. When destroyed the AI on the team will be less effective for three minutes.


Total 6 seats - 1 driver, 5 passengers

20 6 600
Cargo vehicle Appears as a challenge objective on some maps. Find it and drive it to some of your stationary faction's Armories for a RP reward. Required for the Tracker challenge.

Total 2 seats - 1 driver, 1 passenger

20 8 480
Prisoner transport Appears as a special objective in some maps. Destroy it for a RP reward and to release 20 prisoners as extra units for your faction. The Bus also spawns enemy units near it when active, thus its destruction is highly important to prevent bases from being recaptured. The engine is broken, therefore the bus moves very slowly.


Total 1 seats - 1 driver

2 5 2400
Armory Truck A mobile Armory with a full availability as in stationary Armory. Accessible from the rear. The Armory Truck is a vital asset that ensures frontline troops are always well-equipped and reduces the need to retreat to the nearest base with an Armory. Intentional destruction of the Armory Truck is strictly prohibited!


Total 2 seats - 1 driver, 1 passenger.

Cannot be driven independently by the AIs on their own will, except when a real human player has given a command to the driver[2].

16 5 480
Supply Quad Small mobile armory with a limited availability. Accessible from the rear.
Provides low passengers protection.


Total 1 seats - 1 driver

24 8.5 120


Generic combat vehicles[]

Each faction has equal access to these vehicles.

Image Name Description Armament Speed Acceleration Health Points
Quad Low passenger protection. Passenger sits from the back.
Total 2 seats - 1 driver, 1 passenger
None. 28 9.7 120
Buggy Low passenger protection. MG gunner enters from the back.
Total 3 seats - 1 driver, 1 gunner, 1 passenger
1 MG: 600 RPM. 28 7.7 240
Patriot Moderate protection, only the driver and the passenger next to them are fully protected. MG gunner enters from the back.


Total 5 seats - 1 driver, 1 gunner, 3 passengers

1 MG: 500 RPM. 20 6.7 330
Humvee Light transport vehicle armed with an MG. Fully protects driver and passengers from bullets. MG gunner enters from the back.


Total 5 seats - 1 driver, 1 gunner, 3 passengers

1 MG: 500 RPM. 22 6.6 420
Humvee GL Light transport vehicle armed with an auto grenade launcher. Fully protects both driver and passengers from bullets. GL gunner enters from the back.


Total 5 seats - 1 driver, 1 gunner, 3 passengers

1 Automatic GL: 60 RPM. 22 6.6 420
VFS Lightly armored anti-tank vehicle mounted with a TOW and MG. The anti-tank TOW is slightly elevated and can shoot over some cover. Suitable for general fire-support purposes.


Total 3 seats - 1 driver, 1 MG gunner and 1 TOW gunner

1 TOW:
  • 450 dmg, 3.5m blast radius.
  • 4s reload.

1 MG: 600 RPM

23 7.5 420
Vulcan tank* Minigun mounted tank loaded with explosive ammunition. Armed with a fast shooting rotary cannon. Not very effective against vehicles but very deadly to infantry.


Total 6 seats - 1 driver, 1 gunner and 4 passengers

1 Vulcan Minigun:
  • 3 dmg, 1m blast radius.
  • 750 RPM, 37.5 DPS.
10 15 840
Radar tank* Similar to Comms Truck but it is equipped with a fast shooting dual-cannon. Not very effective against vehicles but very deadly to infantry.

(Player-only in PVP and AI-only on Map 16, Map 1_2 and Reverse Map 6. )


Total 6 seats - 1 driver, 1 gunner and 4 passengers

1 Dual-cannon:
  • 2x16 dmg, 1.5m projectile blast radius.
  • 2x200 RPM, 2x53 DPS.

Has a large Radio jamming range around it. Watch out.

8 12 1400
Mortar tank* A mortar-equipped tank that provides moderate protection for soldiers, only the driver is fully protected. Excellent for fire-support purposes and not advised to go head-to-head against enemy armor.


Total 5 seats - 1 driver, 1 cannoneer, 1 gunner and 2 passengers

1 Mortar:
  • 301 dmg, 6m blast radius.
  • 13 RPM, 65 DPS.

1 MG: 521 RPM.

9 14 800
FST ACAV* A minigun-equipped tank that provides moderate protection for its crew, alongside 2 limited-angle MGs on the side for flank protection. Deadly against infantry but ineffective against armor.

Total 4 seats - 1 driver, 1 main gunner, 2 side gunners

1 Minigun turret: 1500 RPM.

2 MGs: 521 RPM.

10 15 840
Mustela A modern tankette, armed with a heavy TOW and MG3. Gives low protection to gunners but high protection to driver. Suitable for general fire-support purposes thanks to its versatility.


Total 3 seats - 1 driver, 1 TOW gunner, 1 machine gunner.

1 TOW:
  • 720 dmg, 3.5m blast radius.
  • 12 RPM, 144 DPS.

1 MG3: 750 RPM.

15 20 800
Mustela 20mm A modern tankette armed with a 20mm auto-cannon. Sadly the only delivery of this vehicle has been lost.


Total 2 seats - 1 driver, 1 main gunner

1 Auto-cannon:
  • 30 dmg, 1.5m blast radius.
  • 171 RPM, 86 DPS.
14 18 800
AAV-G17/A1* An amphibious landing craft heavily armored and armed with a twin-linked turret containing a machine gun and auto grenade launcher. Designed for beach landings and general armored warfare. Effective against infantry but doesn't perform too well against armor, though the AAV can tank some hits thanks to its high health.


Total 11 seats - 1 driver, 1 gunner, 9 passengers

1 Auto GL:
  • 75 dmg, 3.1m blast radius.
  • 48 RPM, 60 DPS

1 MG: 500 RPM.

12 15 1,100
Gun truck A heavily-modified convoy escort Troop Transport Truck mounted with 4 MGs. Tremendous crowd-control capability.


Total 8 seats - 1 driver, 4 gunners, 1 protected passenger, 2 open passengers

4 MG: 600 RPM 20 6 500
NOXE Ghost APC* A heavily armed APC with a dual-missile system. Dual-missile can shoot over walls (similar to the Hornet) with medium arc, suitable for long-range firing support. Effective against both infantry and armor.


Total 3 seats - 1 driver, 1 gunner, 1 passenger

1 Dual-missile Launcher:
  • 290 dmg/missile (580 total), 6m blast radius.
  • 2x13 RPM, 125 DPS.
20 8 700
FT-CROC* An APC equipped with a flamethrower and MG. Both turrets are controlled by 1 gunner. The flamethrower has limited magazine capacity. Unparalleled crowd-control capability but nigh-useless against armor.


Total 6 seats - 1 driver, 1 gunner, 4 passengers

1 Flamethrower:
  • 2 dmg, 1.8m blast radius.
  • 857 RPM, 28 DPS.

1 MG: 300 RPM.

22 8 640
SEV-90* A battle tank armed with an auto 40mm airburst grenade cannon. Main cannon has restricted range but can hit targets hiding behind cover thanks to its airburst capability. Excellent against infantry but ineffective against armor.


Total 6 seats - 1 driver, 1 gunner, 4 passengers

1 Auto Airburst GL:
  • 45 dmg, 4.8m blast radius.
  • 80 RPM, 60 DPS.
14 15 800
M528* An armored assault vehicle equipped with a medium caliber auto-cannon and a dual anti-personnel cluster bomb launcher (similar to AP Javelin). Both turrets are controlled by 1 gunner. Extremely effective against infantry but weak against armor.


Total 2 seats - 1 driver, 1 gunner

1 Auto-cannon:
  • 30 dmg.
  • 240 RPM, 120 DPS.

2 Cluster Missile Launcher:

  • 4x16 dmg/missile (2x64 total), 2.5m blast radius.
  • 2x12 RPM, 25.6 DPS.
10 15 840
Legion* Possibly the most powerful vehicle available to players, Legion is a heavy battle tank armed with a 165mm mortar cannon and a mounted MG for anti-infantry purposes. The main cannon is extremely devastating against both infantry and armor alike due to its brutal damage and massive blast radius, alongside the ability to shoot over walls/covers. Capable of shoving other vehicles out of the way.


Total 3 seats - 1 driver, 1 cannon gunner, 1 MG gunner

1 Mortar Cannon:
  • 401 dmg, 8m blast radius.
  • 15 RPM, 100 DPS.

1 MG: 400 RPM.

8 12 1400
ZJX-19/XE ASV* A repair vehicle bought from the Redshirts armed with a repair crane and an MG for self-defense. Repair crane functions similarly to wrenches, allowing for the repairing vehicles anywhere on the battlefield.


Total 4 seats - 1 driver, 1 gunner, 1 repair technician, 1 passenger

1 MG: 600 RPM. 12 16 860
Rubber boat It's a boat! Passengers can shoot from their seats. Driver sits from the back left. Destroyed when driven on to land.


Total 6 seats - 1 driver, 5 passengers

None 50 10 75
Patrol ship An attack boat with heavy armament almost on par with the Darkcat Supertank. Passengers can shoot from their seats. Destroyed when driven onto land.


Total 7 seats - 1 driver, 2 MG gunners, 2 cannoneers and 2 passengers

1 Quad-rocket Launcher:
  • 4x301 dmg, 4m blast radius.
  • 4x12 RPM.

1 Dual-cannon:

  • 2x45 dmg, 2m blast radius.
  • 2x86 RPM.

2 MG: 500 RPM.

50 7 1600

*Armored: weapons that deal less than 17 explosive damage will not harm.

Civilian vehicles[]

These are civilian vehicles the soldiers can access. Seems not everyone locked their doors.

Image Name Description Speed Acceleration Health Points
Tractor A vehicle that was meant for tactical farming operations. However the players' idea of farming was quite different. 22 7 450
Bananza Not meant for combat, this promotional vehicle was made to sell bananas. Sadly, no one has emptied the banana peels out of it. Its controls are a bit slippery.

On destruction spawns anywhere from 6 to 13 banana peels, so watch your step.

28 7.7 240
Ice cream van An Ice cream truck, apparently the person running it is also running a black market out of the back. Buy his tickets for 1,500 RP to get a random rare reward. So this is where the elites get their guns.

Melts on destruction

0 0 300
Ambulance An abandoned ambulance. Apparently it's out of fuel so it can't be driven, but fortunately the horn still works. Medikits are available for purchase at the back of the van. 0 0 300
Racing car Found on an abandoned racing track. These cars go fast around a track. Not meant for combat. Varries Varries 100


Faction unique vehicles[]

Each faction has their own slightly different version of jeep, truck, APC, tank.

Image Class Name Description Armament Speed Acceleration Health Points Faction
Light transport vehicle Jeep The fastest land vehicle for the faction but offers no protection. The passengers can shoot from their seats in the angle they are facing.


Total 4 seats - 1 driver, 3 passengers

None 23 6.5 240 Greenbelts
Light transport vehicle Pigeon P5 The fastest land vehicle for the faction but offers no protection. The passengers can shoot from their seats in the angle they are facing. Strongest light transport vehicle out of the three.


Total 4 seats - 1 driver, 3 passengers

None 21 7.2 300 Greycollars
Light transport vehicle Urbal UAS The fastest land vehicle for the faction but offers no protection. The passengers can shoot from their seats in the angle they are facing.


Total 4 seats - 1 driver, 3 passengers

None 24 8 240 Brownpants
Troop transport truck Transport truck Transport truck, unarmored truck for troop transport.


Total 10 seats - 1 driver, 9 passengers

None 20 6 480 Greenbelts
Troop transport truck Transport truck Transport truck, unarmored truck for troop transport.


Total 10 seats - 1 driver, 9 passengers

None 20 6 480 Greycollars
Troop transport truck Transport truck Transport truck, unarmored truck for troop transport.


Total 10 seats - 1 driver, 9 passengers

None 20 6 480 Brownpants
APC SIK-AP* Armored Personnel Carrier capable of carrying infantry and armed with an auto-cannon.

Generally the most powerful faction APC (highest damage and health).

Total 8 seats - 1 driver, 1 gunner, 6 passengers

1 Auto-cannon:
  • 45 dmg, 2m blast radius.
  • 120 RPM, 90 DPS.
20 6.7 720 Greenbelts
APC GT-C* Armored Personnel Carrier capable of carrying infantry and armed with an auto-cannon.

Generally the weakest faction APC (lowest damage and health).

Total 6 seats - 1 driver, 1 gunner, 4 passengers

1 Auto-cannon:
  • 30 dmg, 1.5m blast radius.
  • 171 RPM, 86 DPS.
23 7.3 570 Greycollars
APC BTX* Armored Personnel Carrier capable of carrying infantry and armed with an auto-cannon.


Total 8 seats - 1 driver, 1 gunner, 6 passengers

1 Auto-cannon:

+) 36 dmg, 1.5m blast radius.

+) 150 RPM, 90 DPS.

21 6.4 660 Brownpants
Tank RWR1a1* Main Battle Tank equipped with a cannon and a mounted MG.

Generally the weakest of the 3 MBTs (lowest damage and health).

Total 3 seats - 1 driver, 1 cannoneer and 1 MG gunner

1 Cannon:
  • 301 dmg, 3.5m blast radius.
  • 15 RPM, 75 DPS.

1 MG: 500 RPM.

13 15 1200 Greenbelts
Tank Leopold II* Main Battle Tank equipped with a cannon and mounted MG.

Generally the most powerful of the 3 MBTs (highest damage, speed and moderate health).

Total 3 seats - 1 driver, 1 cannoneer and 1 MG gunner

1 Cannon:
  • 390 dmg, 3m blast radius.
  • 15 RPM, 97.5 DPS.

1 MG: 500 RPM

14 15 1260 Greycollars
Tank TroX-80* Main Battle Tank equipped with a cannon and mounted MG.

The most well-rounded of the 3 MBTs (moderate damage, largest blast radius and highest health).

Total 3 seats - 1 driver, 1 cannoneer and 1 MG gunner

1 Cannon:
  • 330 dmg, 4m blast radius.
  • 15 RPM, 82.5 DPS.

1 MG: 500 RPM.

12 15 1350 Brownpants

*Armored: weapons that deal less than 17 explosive damage will not harm.

Image Class Name Description
Tank2 (1)
Supertank Darkcat Tank This heavily-armed special tank can only be found in the campaign during Final Mission 2 or may randomly spawn in Invasion Maps.

</noinclude>

Line of Sight, Vision[]

See also: Stealth In Running with Rifles, the field of view is different than in most other top-down shooters, as moving the cross-hair towards the edges of your screen increases your view distance in that direction by around 80% (for a default weapon without scope). On the other hand, you will have a sight disadvantage if someone attacks you from the opposite direction. The use of that sight advantage should be kept in mind as it gives you a noticeable advantage over the AI. This is even more important in PvP as the enemy player can also use extended cross-hair moving for early detection. It is not seldom that the player who detects the enemy first will be the winner of the duel.

Also in RWR you don't have a Fog of War so that you can see every enemy that is seen from your point of view, no matter if there is an object between you and the enemy. For the AI it is different, it behaves like it would have a line of sight occlusion, which means that if there is an object between you and the enemy, he won't be able to detect you.


Sight range modifier[]

Depending on the weapon you are using, your extended view might have different values, which makes you see farther if you you use a sniper rifle compared to a conventional weapon without scope.

Here is a comparison between an AK47 (left image) and a SVD with scope (right image) taken from the same location. the AI also takes advantage of sight range modifier

||


Detection range[]

In RWR, your stance has an impact on your visibility. If you are in the line of sight of an enemy, you will be harder to detect if you crouch or even harder if you go prone. Going prone and crouching affects not only detection range but also reaction time of enemy. Going prone has better concealment than crouch has. Distance between your soldier and enemy also affects reaction time of AI enemy. Shooting causes immediate detection against you if you are in dectection range of enemy.

Other factors are the day and night cycle as the overall visibility of the AI is reduced at night. Also, depending if a sector is alerted or not, the AI will have a different detection range. An alert happens when hostiles have been detected in a close distance either by sight or audibly.

Those factors are especially important, when you want to go stealth. A prone soldier with a silencer weapon, at night in a non-alerted location will be the hardest to detect.


Spotting[]

Mousing over enemy vehicles and structures will mark them on the map for your faction. AI can only spot enemy-occupied vehicles, and only once conditions are met for detection. Spotting gives an instant XP and RP reward to a single player. Only human players can make use of this map information.


Mapview[]

will bring you to the map screen. Note that being in the map screen does not stop the action.
Scrolling with the mouse wheel will zoom the map to your liking.


The mapview can be called by pressing the TAB key (default value). It gives you important informations about what territory is under your control and what base your commander AI is targeting. It also shows the different accessible spawn, vehicles and resources locations. It also shows the base names and those base are painted in the color of the faction which is under their control.

On the right hand side you have the name of the map (in this case Moorland Trenches) and on top of it a mini map of the worldview, which contains all maps for the campaign and a network which connected them together as you can't move from one map to another if those aren't linked together in the network. With WheelUP, WheelDOWN of your mouse, you can zoom in and out. With the Left Mouse Button keep pressed you can also pan through the mapview (if zoomed in).

Since version 0.96 the soldier repartition is represented by colored clouds. The darker those clouds the more soldiers are on the same location. Enemy clouds can only be seen in sectors in contact with your own one. Squads of your own faction can be seen over the whole map (the picture below is still from the old system where you saw small numbers in each populated square of the grid).



  • Action Markers

Attack Target: This is the main attack objective from the Commander AI.

Attack Start: This is where attacking forces gather up before launching the assault.

Alert: Hostiles has been sighted inside the capture zone.

Defense Target: Defense objective from the Commander AI after capturing main objectives and in KOTH maps.

Battle Alert: Hostiles has been sighted.

Secondary Target: This is a capturable base that isn't the main objective.







Player Marker: This is you. In multiplayer, it is a randomized color.

Spawn Point: click to spawn there instead of pressing SPACE to spawn automatically.

Exit Point: Extraction point in campaign to move between maps.

Final Map: Extraction point in campaign for the two final missions.

Recon Target: Spotting the base will give you RP and XP.






  • Communication Markers

Mortar strike, one salvo

Cluster Bombing

Artillery strike, two salvos

Artillery strike, five salvos

Gunship run

Airdrop, cover deploy or supply quad

Airdrop vehicle

Four paratroopers

Eight paratroopers

Four elite paratroopers, including a super medic

GPS marker

Teddy bear marker, only available in Teddy Hunt gamemode










  • Vehicles

Vehicles are shown in red color when those are enemy vehicles that has been spotted. If not spotted, an hostile vehicle will be invisible on the map. After a while a spotted enemy vehicle will become invisible again until it is spotted again. Allies Armored Truck has a spawnpoint attached to the vehicle. So does the Patrol ship and the Flare. If either of those are not near enemy units, you can use them as spawn location by clicking the vehicle. The Armory Truck is similar to the static armory, just mobile and destructible.


Jeep

Buggy

Quad

Supply Quad

Transport Truck

Gun Truck

Armored Truck

APC

Humvee

Humvee GL

Mortar Tank

FST ACAV

Vulcan Tank

Tank

Cargo Truck

Armory Truck

AAV-G17/A1

Mustela

Racecar

Rubber Boat

Patrol Ship

Flare

Darkcat

ACAV

ZJX

Sev-90

FT Croc

Legion

Noxe Ghost

M528

VFS

F1

LAI-109

LAILV-002

MMLS-528












  • Radars

Radars are present on some maps and are side mission objectives. They are usually well defended so it's hard to sabotage them, especially the Radar Tower but gives along with a nice RP reward, also a communication slow-down of the enemy, i.e. the mapview markers of the enemy team will become invisible and the commander AI won't start organized assaults anymore until the radar respawns (usually 300 seconds). Also it jams radio communication so that you won't be able to use radio calls in a large perimeter around a radar tower/truck. There is also a radio jamming tower ingame, which is similar to the radar tower but with the difference that it won't affect the commander AI slowdown.


Radar Truck

Radar Tank

Radar Tower





  • Resources

The stash is always visible on the map, even if it's in hostile territory.
The armory is only visible in your own territory but you can use enemy armories as well. They will only sell you resources that available for your faction.


Armory

Stash





  • Stationary Weapons and Deployables

TOW

Minigun

Mounted MG

Mounted GL

Mortar

Hornet

Repair Crane

Missile Launcher





Note: The missile launcher is a stationary which cannot be deployed and is exclusive to Swan River.

  • Mission Objective "vehicles"

Anti-Air Emplacements prevent air-dropped support calls in the area. Destruction gives an instant XP and RP reward to a single player.
Prison Doors, Prison Hatches and Prison Buses will grant a one-time influx of veteran soldiers upon their destruction.


Prison

Anti-air





Ranks, experience and Scoring[]

Ranks and experience[]

Similar to most RPG, you gain experience while killing enemies. The higher the rank of the enemy, the more XP you gain.

Performing kill combos will give you an XP boost. You also lose some XP by getting killed / committing suicide or team killing.

To view your XP/rank, hover over your character. The number at the bottom shows your experience points (XP) and it starts from 0 at the beginning. On the right side is shown your current rank. You can also check your rank by keeping the F key (by default) pressed and right beyond your soldier your XP and RP is shown.

Your rank will dictate a few things:

  • Capacity of equipment such as grenades, rockets, deployable weapons, etc.
  • Ability to use certain weapons/equipment that are rank-restricted.
  • Ability to use radio calls.
  • Number of maximum squadmates possible (one per 1000 XP, up to a maximum of 10).
  • Ability to take command of vehicles from allied AI or players. When your rank is greater than the rank of a soldier driving a vehicle, you can force the soldier to disembark by getting in the driver's side.
  • The higher your rank, the better you retain AI soldiers in your squad and have higher priority in filling your squad, in regards to other human players.

The XP requirements for each rank can be referred in the table below:
Note: when just a weapon category is listed (like Assault rifles, Machineguns), it includes only the basic faction weaponry.

XP Rank Radio calls Weapons Equipment Throwables
0
Private
Assault rifles
Shotguns
2x Medikit
4x Wrench
Riot shield
2 hand/stun grenades
250 M240 machinegun Deployable cover
Binoculars
500
Private 1st Class
Machineguns
1x Faction Rocket Launcher
2 impact grenades
750 Pistols
1000
Corporal

Mortar strike (1x8)

Sandbag drop
Suppressed SMGs
Machine Pistols
Desert Eagle pistol
FAMAS G1
Vest Type II
Vest Type III
Camouflage suit
1 C4
1 Claymore mine
1500 Sniper rifles
L85A2
SG 552
Pepperdust shotgun
Beretta 93R
1x Javelin
Deployable MG 1 Flare (Spawn Point)
2000
Sergeant

4 paratroops
AKS-74U
Stoner LMG
2x Faction Rocket Launcher
1x SMAW
Deployable minigun
Deployable mortar
2x Deployable cover
3 hand/stun/impact grenades
2 C4's
2 Claymore mines
2500 Single-shot Grenade Launchers
UTS-15 shotgun
APR sniper rifle
MGL Flasher
2x Javelin
3000
Staff Sergeant

Cluster bombing

Boat drop

Buggy drop
P90
XM-8
F2000
AA-12 shotgun
44 Magnum
Sawn-Off Shotgun
M712 machine pistol
Deployable GL
Black Ops Vest
3 C4's
2 Flares (Spawn Point)
4000
Staff Sergeant 1st Class

Artillery strike (2x16)

8 Paratroops

4 Elite Paratroops

Humvee airdrop
Steyr AUG
Benelli M4 shotgun
Neostead 2000 shotgun
Jackhammer shotgun
XM-25 GL
MP7 machine pistol
MK23 SOCOM
2x SMAW
2x Deployable Hornet 4 hand/stun/impact grenades
5000
Tank airdrop

Supply Quad airdrop

VFS airdrop
(exclusive to Veterans Pack owners, see Radio calls)
Assault Rifle w/ GL
Stoner 62
Pecheneg Bullpup
WB-II Microgun
KAC Chain SAW
Barrett M-107
KRISS Vector
3x Javelin
Deployable TOW missile nest
2x Deployable MG
2x Deployable minigun
2x Deployable GL
EOD armor
6000
2nd Lieutenant

A-10 gun run
MG-42
SCAR SSR
VSS Vintorez
Lahti L-39
PAW-20
1x M202 flash
3 Claymore mines
7000
Artillery strike (5x16)
Milkor MGL
3x SMAW
8000
Lieutenant
M60 machinegun
2x M202 flash
10,000
Captain

Gunship run
3x M202 flash 2x Deployable TOW missile nest
Exo Suit
12,000
Major
14,000
Lieutenant Colonel
20,000
Colonel
50,000
Brigadier General
100,000
Major General
200,000
Lieutenant General
500,000
General
1,000,000
General of the Army
Player model has a better outfit.
2,000,000
General of the Army (II)
Player model has a sweet outfit.
3,000,000
General of the Army (III)
4,000,000
General of the Army (IV)
Player model has a nicer outfit.
5,000,000
General of the Army (V)
Player model has an even sweeter outfit.
6,000,000
Field Marshal
Player model has a fancy outfit.
8,000,000
Vice President
Player model has a decently fancier outfit.
10,000,000
President (bald)
Player model has the fanciest outfit.

Scoring[]

Score is a statistic for online play. It is a simple Kills – Deaths calculation and gives you a general idea of performance. If a server has Persistent Statistics, then your score along with the other stats shown by pressing the F1-key (default) will be saved over multiple matches and logins. None of these statistics have any influence on gameplay.

Resource points[]

RP or "Resource Points" are points you receive during the game while completing different tasks. Those RP can be used to buy different equipments at an armory or to use different radio calls. You can see how much RP you have by keeping the inventory key (Default "F") pressed to call the inventory. It is displayed right below the XP information.


List of things that give you RP:

  • capturing a base
  • spotting an enemy vehicle
  • selling valuables at an armory. Those are dropped with different commonness from the enemy soldiers and have also different values
  • selling rare weapons (those can either be used or sold). Those are either dropped by mini-bosses or found in special crates (metallic boxes)
  • destroying enemy vehicles.
  • destroying mission targets such as comms truck, radar tower, prisoner bus, radio jamming tower, water tower, fuel tanks, mortars, ammunition crates, AA emplacement results in a good RP reward
  • Stealing the Cargo Truck of the enemy team and bringing it back to one of your armories
  • being promoted to a higher military rank


Squad control[]

Squad command example

When your character is of sufficient rank, squadmates will begin to follow you around. Soldiers of lower rank will automatically join your squad.

Members of your squad will have small grey indicators under their feet and will stay within a certain distance of you. By default they will follow you, but clicking the right mouse button (RMB) will order them to specific places. By double clicking RMB you can order squadmates to charge a position without taking cover.

A higher ranked officer nearby may "steal" soldiers from your squad to fill out his own squad. The size of your squad is determined by your XP: you can have one squadmate for every thousand XP, up to ten. Squad size does not correlate with rank.

Controls[]

Squad Move Command (double tap for charge*)
Increase Squad Capacity
Decrease Squad Capacity
Next Squad Layout
Previous Squad Layout

Vehicles[]

Squad members will attempt to enter any vehicle that you enter and will fill as many seats as possible. If, however, you are in the passenger seat of a vehicle and your squadmate is in the driver's seat, you can click RMB to command the driver to drive around the screen.

You can also open up the Map and click RMB on the Map to set waypoints further away. The driver AI will drive there, terribly, often running over other friendly troops.

Pressing PageDown will decrease your squad size. This can be useful when you want to sneak into an enemy base without being spotted, or if you just want to be a lone wolf. Pressing the PageUp key will increase the squad size to the max size a soldier of your rank can support.


Splitting the squad[]

Being the squad leader you can also split the squad into a vehicle sub-squad (which handles the vehicle and the mounted weapons) and a foot squad which will provide infantry support.

You need a modification key (MOD) bound to use these commands. The default is Windows key.


Example[]


In this example, the player hopped into the APC as gunner. All the squad members jumped into the vehicle as well. The driver seat has the highest priority, then gunner slots, then passengers.

The player first pressed "Windows+spacebar" to make the other sub-squad bail out, which in this case are the backseat soldiers.

Then, they clicked the "right mouse button" on the location where the APC Marker is, which will make the driver move the APC to that marker. Lastly, they clicked "Windows+Right mouse button" at the location where the Squad marker is, and the sub-squad on foot outside the APC will move there.

Squad layout[]

The squad layout represents the kind of soldiers you want in your squad. For example, the "Default Squad" layout will try to pick up first a soldier with a medikit on him and the other squad members are chosen randomly. For detailed information on how to edit config files to make your own kinds of squad, click through to the full article.

Combos and Badges[]

  • Combos are shown when you achieve to kill at least 3 soldiers with max 2 seconds between each kill. The more soldiers you eliminate within that logic, the higher the combo, thus the bonus XP award you receive on top of the XP for killing each soldier individually.
  • Badges are visual overlay images that show you that you did something special, like a kill streak, dying 5 times in a row without killing anyone, teamkilling at least 2 allies with one explosion, dogtag for killing an enemy soldier, etc.

Valuables[]

Valuables are items that soldiers drop randomly on death. Valuables can be sold at the Armory. The most important valuables are the Laptop and Briefcase, after being sold to the Armory it will unlock a weapon, much like delivering an enemy Cargo Truck to the Armory. Percent drop chance is rounded to the nearest hundredth of a percent, and only is applicable for invasion.

Click to the full article to see a complete list of valuables and their values.