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 reduce the damage you take, thus providing you protection. *Requires no button presses to be active*.

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

**Notes:
(UPDATED as of 1.91)**

* 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 the Stash
	+ picking up one lying on the battlefield
	+ breaking one of the normal crates that can be found everywhere on the maps/ destroying a special crate that can be found on some places
	+ Community/Gift Boxes and Lottery Tickets

**Table explanation**

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

* **Image; Name; Type** - exactly what you think.
* **Faction** - which faction's armory this spawns in.
* **Price** - cost to buy or sell the weapon**/**equipment**/**item.
* **Magazine size** - bullets fired before 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*) - the chance that the bullet will hit the target if properly aimed (*and at a green crosshair*). ***E.g.:** 1 is always, 0 is never. Some weapons have an accuracy factor of 1 but actually have less maximum accuracy because they are limited by stance accuracy modifiers. Ex. the standard assault rifles have a maximum accuracy of 0.95 due to the highest modifier (for being prone) being 0.95*
* **Recoil** (*lower is better*) - the amount of accuracy decreasing by every second during firing.
* **Recoil recovery** (*higher is better*) - the amount recoil is reduced for every second during which the weapon does not shoot.
* **Kill probability** (*higher is better*) - the chance that the bullet will kill when it hits someone. ***E.g.:** 1=100%; 0.5=50%*
* **Fall-Off Start** (*higher is better*) - optimal distance for accurate shooting. Falloff is the max range where weapons retain 100% of their effective kill chance. Distance beyond falloff will have a gradual linear decrease in kill probability until it hits 0 at max range. ***E.g.:** one way to measure is that the tanks are approximately 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
* **Speed modifier** (*higher is better*) - affects the movement speed while the soldier is currently holding the weapon/equipment in his hands. *Speed modifier for body armor being worn is stacked with speed modifier for equipment a soldier is holding.*
* **Commonness** - the chance that the weapon will be spawned when a soldier dies instead of the weapon he was using. Also used to determine the chance that newly spawned AI soldiers will spawn with the weapon
*Unrelated to weapon's performance*.

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

### Primary explosives

**Notes:**

* All explosive weapons have a 100% kill chance, if an explosive deals over 100 damage it rips through more vest layers. 100+ damage counts as 200% kill chance and therefore 2 layers, and any explosive dealing over 200 damage jumps to counting as 300% kill chance and therefore 3 layers, and so on.
* Weapons with lower then 17 damage can not damage armored vehicles, example the Anti personnel javelin does so low damage that it can not damage tanks or other armored vehicles which have around 600 health minimum

### Secondary handguns

**Notes:**

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

### Others

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