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.
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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.
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Basic Movement Keys |
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Crouch |
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Crouch Toggle *For prone and toggle prone, they are by default bound to ALT and Z, respectively. |
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Vault Wall / Climb Ladder / Respawn / Enter and Exit Vehicle |
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Walk |
Shooting[]
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Shoot |
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Throw Grenade Towards Cursor * The further your cursor is from your character, the further the grenade will go |
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Knife |
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Strike Call Radio (Hold) * A small red circle will denote the place where strike will fall on. |
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Pick up Weapon or Equipment |
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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 |
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"World container": it shows the items lying around your soldier OR in the armory/stash if the solider stands next to them |
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Equipment: here are the directly useable items shown |
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Backpack: here are the items that are in your backpack shown |
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this row shows the primary weapons in each of the 3 containers |
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this row shows the secondary weapons/items in each of the 3 containers |
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this row shows the throwables (i.e. grenades) in each of the 3 containers |
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this row shows the wearables in each of the 3 containers |
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this row shows the valuables in the containers "world" or "backpack". Valuables Can not be stored in the equipment |
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shows your actual experience and resource points |
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shows the percentage of encumbrancy. See Backpack |
![]() encumbrancy >100% |
Armory[]
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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. |
Stash[]
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:
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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.
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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.
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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.
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![]() 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:
- Radio Jammers
- Radar Towers
- Comms Truck
- Anti-Air Emplacements
- Mortar Ammunitions
- Miscellaneous structures (fuel tanks, water towers)
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:
- briefcases and laptops, most commonly dropped by Elite soldiers (Officers)
- 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 |
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M16A4 | Assault rifle, full-auto | Greenbelts/
Unlockable |
2 | 30 | 531 | 1 | 0.34 | 1.4 | 0.5 | 34 | 67 | 100 | -3.6 | 0.2 |
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G36 | Assault rifle, full-auto | Graycollars/
Unlockable |
2 | 30 | 545 | 1 | 0.36 | 1.38 | 0.5 | 35 | 70 | 100 | -1.8 | 0.2 |
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AK47 | Assault rifle, full-auto | Brownpants/
Unlockable |
2 | 30 | 488 | 1 | 0.4 | 1.2 | 0.55 | 33 | 68 | 100 | -2 | 0.2 |
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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 |
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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 |
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SG 552 | Assault rifle, semi-auto | Brownpants/
Unlockable |
10 | 30 | 600 | 1 | 0.32 | 1.4 | 0.57 | 33 | 68 | 100 | 0 | 0.0003 |
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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) |
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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)) |
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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)) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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MP5SD | Submachine gun, suppressed | Greenbelts/
Unlockable |
4 | 30 | 652 | 1 | 0.7 | 2.2 | 0.4 | 24 | 40 | 105 | 0 | 0.00001 |
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Scorpion Evo III | Submachine gun, suppressed | Graycollars/
Unlockable |
4 | 30 | 800 | 1 | 0.68 | 2 | 0.36 | 24 | 36 | 100 | 0 | 0.00001 |
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QCW-05 | Bullpup submachine gun, suppressed | Brownpants/
Unlockable |
4 | 50 | 706 | 1 | 0.62 | 2 | 0.35 | 23 | 37 | 100 | 0 | 0 |
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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) |
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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) |
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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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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P90 | Personal Defense Weapon | Rare | 100 | 50 | 857 | 1 | 0.58 | 3 | 0.57 | 32 | 44 | 100 | 0 | 0.0005 (and Secret crate) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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M240 | Medium machine gun* | Greenbelts/ Unlockable | 2 | 100 | 723 | 0.62 | 0.8 | 0.8 | 0.67 | 35 | 70 | 100 | -10 | 0.05 |
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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 |
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PKM | Medium machine gun* | Brownpants/ Unlockable | 2 | 150 | 652 | 0.56 | 0.8 | 0.9 | 0.63 | 33 | 66.5 | 95 | -6 | 0.05 |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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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 |
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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 |
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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 |
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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 |
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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) |
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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 |
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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) |
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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 |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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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 |
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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 |
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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 |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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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 |
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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) |
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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) |
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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 |
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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) |
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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) |
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PAW-20 | Direct-fire grenade launcher, semi-auto, 1.2x zoom, 3.5m radius |
Rare/ | 350 | 7 | 54 | 1 | 2.8 | 1 | 40 | 70 | -10 | 0.00005 (and Titan Box, Lottery, Secret crate) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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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 |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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Banner (Voting) | Secondary banner, 2.8m melee range. Can switch between either banner. |
Gift Box | 100 | - | - | - | - | - | 1 | - | - | - | 0 | 0 (Pumpkin Box, Pumpkin Box 2) |
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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) |
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Banner (Present / Gingerbread) | Secondary banner, 2.8m melee range. Can switch between either banner. |
Gift Box | 100 | - | - | - | - | - | 1 | - | - | - | 0 | 0 (Xmas Box) |
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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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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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** |
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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** |
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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** |
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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 |
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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) |
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Desert Eagle | Pistol, semi-auto | Unlockable | 10 | 7 | 200 | 1 | 0.5 | 0.8 | 0.7 | 44 | 66 | 110 | 0 | 0 |
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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) |
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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** |
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Steyr TMP | Machine pistol, full-auto | Graycollars/
Non-unlockable |
3 | 30 | 666 | 0.90 | 0.28 | 1 | 0.5 | 27 | 39 | 100 | 0 | 0** |
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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** |
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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) |
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MP7 | Machine pistol, full-auto, reduced maximum bullet spread |
Rare / | 290 | 40 | 759 | 0.92 | 0.7 | 2 | 0.55 | 27.5 | 49.5 | 110 | 0 | 0.0010 (and Titan Box, Lottery, Secret crate) |
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Sawn-Off Shotgun | Short double-barreled shotgun | Rare / | 210 | 2 | 286 | 0.78 | 2 | 1.5 | 0.59x10 | 21.5 | 30.1 | 86 | 0 | 0.0005 (and Blue Box, Lottery) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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) |
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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 |
---|---|---|---|---|---|---|---|
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M72 LAW | Greenbelts/
Unlockable |
4 | 330 | 4.0 | 50 | Average/all-rounder stock rocket launcher. -16% movement speed while carrying in hands. |
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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. |
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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. |
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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. |
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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). |
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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. |
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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. |
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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. |
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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. |
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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 |
---|---|---|---|---|
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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). |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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! |
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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 |
---|---|---|---|---|---|
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Hand grenade | 2 | 101 | 6.0 | Detonates after 3 seconds. Can hold 4 in throwable slot. Available at Armory and Supply Quads. |
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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. |
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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. |
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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. |
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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! |
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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.
|
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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. |
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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. |
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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. |
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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. |
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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). |
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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. |
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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. |
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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. |
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Compound X | 20 | - | - | Mysterious substance, on use replaces your current vest/suit with a random costume from the list below:
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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 |
---|---|---|---|
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Vest Type I | 20 | Body armor, has 2 layers:
Melee hit/roadkill/wound projectile will go through the Vest and kill/wound the soldier wearing it with the Vest unharmed. |
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Vest Type II | 40 | Body armor, has 3 layers:
Melee hit/roadkill/wound projectile will go through the Vest and kill/wound the soldier wearing it with the Vest unharmed. |
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Vest Type III | 150 | Body armor, has 5 layers:
Roadkill/wound projectile will go through the Vest and kill/wound the soldier wearing it with the Vest unharmed. |
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EOD armor | 80 | Body armor, higher explosive protection and around the same bullet protection compared to Vest Type II. Has 6 layers:
Invulnerable against wounding and stun attacks until it drops to 40% durability. |
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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. |
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Black Ops Vest | 40 | Body armor, less detectable at night. Has 2 layers:
Wound projectile will go through the Vest and wound the soldier wearing it with the Vest unharmed. |
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Camouflaged Vest | 150 | Body armor, slightly reduces detectability. Has 5 layers:
Wound projectile will go through the Vest and wound the soldier wearing it with the Vest unharmed. |
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Exo Suit | 100 | A suit that increases movement speed. Slightly better bullet protection than Vest Type II. Has 3 layers:
Available in Community Box 5, Easter egg (any color), Lottery. |
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Vest, Navy | 0 | Body armor, a tiny upgrade from Vest Type II. Has 4 layers:
Roadkill/wound projectile will go through the Vest and kill/wound the soldier wearing it with the Vest unharmed. |
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Costume, Clown | 200 | A suit that looks clownish and slightly boosts the movement speed. Has 2 layers:
Available in Secret Crates (Wooden, fixed spawn), Purple Box, Pumpkin Box, Pumpkin Box 2, Lottery. |
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Costume, Santa | 200 | A bright red suit that looks jolly and merry. Has 2 layers:
Available in Secret Crates (Wooden, fixed spawn), Xmas Box. |
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Costume, Werewolf | 350 | Beastly looking Suit that provides speed boost and reduces detection during night. Has 2 layers:
The Suit at 100% condition can be permanently changed into Frenzy mode, if you kill 6 enemies with melee attacks:
Available in Secret Crates (Wooden, fixed spawn), Titan Box, Pumpkin Box, Pumpkin Box 2, Lottery. |
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Mutagen, Lizard (costume) | 666 | Suit that provides bullet resistance and speed boost while looking extraterrestrial. Has 2 layers:
Available in Community Box, Pumpkin Box, Pumpkin Box 2, Lottery. |
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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. |
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Costume, Banana | 8 | Suit that provides small bullet resistance while looking like a snack, that enemies spot more easily. Has 2 layers:
Available in Community Box 2, Pumpkin Box, Pumpkin Box 2, Lottery. |
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Psycho Butcher (costume) | 280 | Become your enemies worst nightmare while resisting bullets. Has 2 layers:
Available in Community Box 3, Pumpkin Box, Pumpkin Box 2, Lottery. |
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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:
Melee hit kills the wearer, but doesn't damage the suit.
|
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Wings, Vampire (costume) | 199 | Vampire Suit with wings, faster movement and less detection range at night. Has 2 layers:
Available in Pumpkin Box, Pumpkin Box 2. |
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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:
Available in Pumpkin Box, Pumpkin Box 2. |
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Costume, Panda | 100 | Turns you into a cute bear, that runs slow and attracts the eyes of enemies. Has 2 layers:
Available in Community Box 7, Lottery. |
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Demon Heart | 250 | Has 3 layers:
Immune to wound and Pepperdust attacks at all stages. |
Others[]
Image | Name | Damage | Effective radius | Description |
---|---|---|---|---|
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Naval mine | 3000 | 8.0 | Available at Map 9 (so far). Detonates in contact with Patrol Ships only. |
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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. |
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 (map1) |
![]() Moorland Apocalypse (map1_2) |
![]() Keepsake Bay (map2) |
![]() Old Fort Creek (map3) |
![]() Fridge Valley (map4) |
![]() Bootleg Islands (map5) |
![]() Rattlesnake Crescent (map6) |
![]() Power Junction (map7) |
![]() Vigil Island (map8) |
![]() Tropical Blizzard (map8_2) |
![]() Black Gold Estuary (map9) |
![]() Railroad Gap (map10) |
![]() Copehill Down (map11) |
![]() Frozen Canyon (map12) |
![]() Iron Enclave (map13) |
![]() Dry Enclave (map13_2) |
![]() Misty Heights (map14) |
![]() Green Coast (map16) |
![]() Gotcha Island (map17) |
![]() Islet of Eflen (pvp1) |
![]() Warsalt Legacy (map18) |
Swan River (map19) |
Elk Island (map20) | Route 666 (map21) |
RWR: PACIFIC[]
![]() Guadalcanal (island1) |
![]() Russell Islands (island2) |
![]() Bougainville Island (island3) |
![]() Tarawa (island4) |
![]() Saipan (island5) |
![]() Iwo Jima (island6) |
![]() Operation Downfall (island7) |
![]() Peleliu Airfield (island8) |
RWR: EDELWEISS[]
![]() Sicily (edelweiss1) |
![]() Sainte-Marie-du-Mont (edelweiss2) |
![]() Hill 262 (edelweiss3) |
![]() Hell's Highway (edelweiss4) |
![]() Arnhem (edelweiss5) |
![]() Bastogne (edelweiss6) |
![]() Operation Varsity (edelweiss7) |
![]() 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 |
---|---|---|---|---|---|
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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 |
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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.
|
20 | 6 | 480 |
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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.
|
20 | 6 | 600 |
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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 |
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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.
|
2 | 5 | 2400 |
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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!
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 |
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Supply Quad | Small mobile armory with a limited availability. Accessible from the rear. Provides low passengers protection.
|
24 | 8.5 | 120 |
Generic combat vehicles[]
Each faction has equal access to these vehicles.
Image | Name | Description | Armament | Speed | Acceleration | Health Points |
---|---|---|---|---|---|---|
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Quad | Low passenger protection. Passenger sits from the back. Total 2 seats - 1 driver, 1 passenger |
None. | 28 | 9.7 | 120 |
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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 |
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Patriot | Moderate protection, only the driver and the passenger next to them are fully protected. MG gunner enters from the back.
|
1 MG: 500 RPM. | 20 | 6.7 | 330 |
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Humvee | Light transport vehicle armed with an MG. Fully protects driver and passengers from bullets. MG gunner enters from the back.
|
1 MG: 500 RPM. | 22 | 6.6 | 420 |
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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.
|
1 Automatic GL: 60 RPM. | 22 | 6.6 | 420 |
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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.
|
1 TOW:
1 MG: 600 RPM |
23 | 7.5 | 420 |
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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.
|
1 Vulcan Minigun:
|
10 | 15 | 840 |
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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. )
|
1 Dual-cannon:
Has a large Radio jamming range around it. Watch out. |
8 | 12 | 1400 |
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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.
|
1 Mortar:
1 MG: 521 RPM. |
9 | 14 | 800 |
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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 |
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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.
|
1 TOW:
1 MG3: 750 RPM. |
15 | 20 | 800 |
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Mustela 20mm | A modern tankette armed with a 20mm auto-cannon. Sadly the only delivery of this vehicle has been lost.
|
1 Auto-cannon:
|
14 | 18 | 800 |
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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.
|
1 Auto GL:
1 MG: 500 RPM. |
12 | 15 | 1,100 |
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Gun truck | A heavily-modified convoy escort Troop Transport Truck mounted with 4 MGs. Tremendous crowd-control capability.
|
4 MG: 600 RPM | 20 | 6 | 500 |
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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.
|
1 Dual-missile Launcher:
|
20 | 8 | 700 |
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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.
|
1 Flamethrower:
1 MG: 300 RPM. |
22 | 8 | 640 |
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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.
|
1 Auto Airburst GL:
|
14 | 15 | 800 |
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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.
|
1 Auto-cannon:
2 Cluster Missile Launcher:
|
10 | 15 | 840 |
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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.
|
1 Mortar Cannon:
1 MG: 400 RPM. |
8 | 12 | 1400 |
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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.
|
1 MG: 600 RPM. | 12 | 16 | 860 |
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Rubber boat | It's a boat! Passengers can shoot from their seats. Driver sits from the back left. Destroyed when driven on to land.
|
None | 50 | 10 | 75 |
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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.
|
1 Quad-rocket Launcher:
1 Dual-cannon:
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 |
---|---|---|---|---|---|
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Tractor | A vehicle that was meant for tactical farming operations. However the players' idea of farming was quite different. | 22 | 7 | 450 |
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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 |
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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 |
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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.
*Armored: weapons that deal less than 17 explosive damage will not harm.
Image | Class | Name | Description |
---|---|---|---|
![]() |
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[]

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[]
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.