General notes
- An asterisk(*) next to a weapon name indicates it has a bayonet version as well. The bayonet may be swapped to by using the "weapon mode switch" keybind, "X" by default. Any differences between the two version of the weapon are shown with parenthesis () which indicates a difference on the bayoneted variant.
- The commonness of a certain weapon depends on their xp requirement too. The ANM2 Stinger for example, despite having a relatively high 0.15 commonness value, may only spawn if the wielding soldier has more than 10000 xp.
- Certain weapons, such as the flamethrowers, mobile machine guns and the katana, don't always drop when the wielding soldier is killed.
- Numbers in accuracy for specific stances are modifiers, to get actual accuracy of the weapon in a specific stance multiply base accuracy by a corresponding modifier. If figure for prone modifier is missing, treat it as 1.
Primary rifles and carbines[ | ]
Primary submachine guns[ | ]
Primary light and heavy machine guns[ | ]
Primary sniper rifles[ | ]
Primary grenade launchers and anti-tank weapons[ | ]
Primary misc[ | ]
Secondary handguns, carbines and submachine guns[ | ]
Secondary Anti-tank weapons[ | ]
Secondary support equipment[ | ]
Throwables[ | ]
Armor / Special Gear[ | ]
Image | Name | Faction | Price (RP) | Amount of shots to destroy | Description |
---|---|---|---|---|---|
Veteran Gear | Both | 20 | 4 | Available in the Armory. First and second shots only deal damage to vest, third shot leaves you wounded. Getting knifed will kill the wearer and destroy the vest in the process.
Does not affect detectability while worn. While worn gives -12.5%/-10%/-8% chance of lethal hit probability on respective layers. This modifier remains as-8% on the fourth "broken" layer. | |
Assault Gear | USMC/ Unlockable | 20 | 3 | First and second shots only deal damage to vest, third shot kills you. Getting knifed damages the vest but leaves you stunned.
-12.5%/-10%/-8% chance of lethal hit probability on respective layers. +15% movement speed, and +250% detection range while worn. These modifiers remains constant regardless of vest damage condition. Unlockable in Campaign/Invasion via briefcases. | |
Banzai Gear | IJA | 15 | 3 | Available in the Armory. First and second shots only deal damage to vest, third shot kills you. Getting knifed damages the vest but leaves you stunned.
-12.5%/-10%/-8% chance of lethal hit probability on respective layers. +15% movement speed, and +250% detection range while worn. These modifiers remains constant regardless of vest damage condition. | |
Sniper Gear | Both/ Unlockable | 25 | 1 | A suit that provide minimal protection. First shot or explosion will wound the wearer, knife will kill instantly. The wearer is more difficult to detect by the AI.
-15% lethal hit probability and -24% detection range while worn. Additional -11% detection range during night time only. When broken - vest provides -10% lethal hit probability and -12% detection range. At night receives additional -5% detection range. Unlockable in Campaign/Invasion via briefcases. | |
Sentry Gear | Both | 150 | 6 | Available in the Armory. Wearer can take 5 lethal bullet hits without dying. First three lethal hits will not stun wearer, fourth lethal hit will stun wearer, fifth lethal hit leaves you wounded. Knife hits yield identical results to bullet hits.
-12.5% of lethal hit probability, -10% movement speed, and +100% detection range while worn. These modifiers remains constant regardless of vest damage condition. |
Notes:
- The sentry gear worn by AI Sentry soldiers provides more protection than the one available to players.
- AI flamethrower operators are equipped with a special vest that grants them strong protection against bullets, but they die instantly to explosives and knifing.
- The banzai gear worn by AIs provides less protection, but grants a greater speed bonus compared to the one available to players.