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§ 07Weapons & Gear

Weapons

The modular arsenal: who sells which side of it, where the rare rifles actually come from, and what a chest hands you.

Updated 27 Oct 2026

On this page
  1. Who sells what
  2. Weapon modding
  3. What a chest hands you
  4. The MP7
  5. Where the big rifles come from
  6. Guns don't open bases

Weapons here are modular: a rifle is a receiver plus the stock, handguard, grip, optic and muzzle device that go on it, and every part is an item with a price. Build the gun; don't just find it.

Comparing guns? Weapon Stats has every gun side by side: calibre, accuracy, recoil, rate of fire, weight and where to get it.

Who sells what#

The traders split the arsenal down the middle — Traders has the full picture.

  • Prapor: the Russian side, AKs, the SVD, VSS and Val, and the SMGs that go with them.
  • Peacekeeper: the NATO side, M4s, HKs, SCARs and the MCX, in dollars.
  • Skier: a few guns, and most of the SMGs by barter.
  • Jaeger: hunting rifles and shotguns.
  • Mechanic: weapon parts for both sides, and a few rifles.
  • Fence: a rotating share of everything, out on the map. The Lightkeeper trades the endgame tier nobody else has: the .50-cal rifles, the Timberwolf, Lynx and M200 are barters only at loyalty 4, one per restock, paid in the rarest finds (bitcoin, LEDX, military batteries, advanced electronics) plus millions of roubles. Fence barters the .338 bolt-actions the same way. No safezone trader has any of them. the Mjolnir and the best suppressors. He buys his own exclusives back for only 25% of his price.
  • Ref: a short shelf of built guns from the AKM up to the SCAR-H and MCX Spear, for GP coins only.

Every gun a trader sells has its magazine and its ammunition on the same shelf, guns come with the stock, handguard and suppressor they need, and guns from barters come with their stock and handguard. The best guns are only ever barters. Your loyalty level with each trader opens his higher shelves. Levels & Loyalty.

Weapon modding#

Build a gun at the trader's counter: every slot is laid out around it, your own parts are offered first and free, the recoil and sway stats update as you build, and you can save up to 20 builds. Traders.

Every attachment is a real choice. Heavy stocks and long handguards steady the gun; light parts make it quick to aim. Muzzle brakes tame the up-kick, compensators the side-kick, and each kind of part counts once. A fully built rifle handles clearly better than a bare one without becoming a laser, and recoil is back to normal for every gun.

Attachments carry real value: a kitted gun sells whole, paying for every part on it and the rounds in its magazine, so a rifle you've built is worth something at the trader and to whoever loots it. Hover a gun and press B to light up every magazine, round and attachment that fits it.

What a chest hands you#

Every weapon out of a loot chest or a key room arrives built — a magazine, an optic, and the handguard and stock it actually takes — with at most four spare magazines. The attachments are mixed: most parts can be swapped for another that fits the gun, and empty slots usually get one, so no two guns are quite alike. Free chests are capped at mid-tier rifles; the keyed ones aren't. Police stations hold police weapons and a guaranteed vest and helmet. Keys and keycards.

The MP7#

The MP7 is rare on purpose. It turns up about a quarter as often as it used to, from every source: the ground, chests, key rooms, airdrops, crash crates and searchable stashes, and so do its magazines and ammunition. Its round comes in two loads, FMJ SX and AP SX. Ammunition.

Where the big rifles come from#

The heaviest rifles hit like it: .408, .50 BMG and 14.5 rounds kill with one hit anywhere. These one-shot rifles are deliberately rare: they turn up in chests, key rooms, airdrops and patrol crates far less often than the other big finds, so finding one is an event. Their ammunition doesn't spawn loose in containers; only Lightkeeper and Peacekeeper sell it, at loyalty 4, by the round. Airdrops · Patrols.

Magazines show a fill bar, and inspecting one tells you roughly how full it is. The weapon panel shows READY, EMPTY or JAMMED.

Guns don't open bases#

No bullet of any calibre damages a base part. Explosives, rockets and a melee weapon on the soft side are the ways through a wall, and a hacking tablet opens code-locked storage. Raiding.

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