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Weapons are one of the key factors in game. Whether it is stopping robbers or tearing up a caravan these are required. Generally, all of these weapons are available in Fort Goks. Recommended items are marked with an asterisk.

MeleeEdit

Melee weapons have no ammo requirements but do little damage and must be used at point-blank range. Each attack takes 4 AP.

Name Weight(kg) Damage
Small Hunting Knife
Small Hunting Knife
0.2 2 + Strength/10
Big Hunting Knife
Big Hunting Knife
0.35 3 + Strength/10
Survival Knife
Survival Knife
0.5 5 + Strength/10
Scimitar
Scimitar
1.5 8 + Strength/10
Katana
Katana
1 10 + Strength/10

HandgunsEdit

These weapons have low accuracy and most have fairly low range and damage, but most are semiautomatic. Most of the shorther-ranged handguns won't reach all across the map.

All handguns take 4 AP to reload. Manual weapons take 4 AP for quick shots or 5 AP for aimed shots. Semi-autos weapons take 2 AP for quick shots or 3 AP for aimed shots.

Name Weight(kg) Magazine Ammo Eff. Range Damage Accuracy Recock
Luger Parabellum
Luger Parabellum
0.871 8 9mm Luger 60m 5 25 Manual
Beretta M1951
Beretta M1951
0.89 8 9mm Luger 75m 6 30 Semiauto
Browning Hi-Power
Browning Hi-Power
0.9 13 9mm Luger 80m 7 30 Semiauto
Colt Anaconda
Colt Anaconda
1.503 6 .44 Magnum 150m 15 30 Semiauto
S&W Model 29*
S&W Model 29
1.4 6 .44 Magnum 150m 15 35 Semiauto
Springfield 1911-A1
Springfield M1911A1
1.021 7 .45 ACP 65m 8 25 Semiauto
ATM Hardballer
AMT Hardballer
1.076 7 .45 ACP 70m 9 30 Semiauto
Colt M1917
Colt M1917
1.34 6 .45 ACP 46m 8 25 Semiauto
Makarov PM
Makarov PM
0.95 8 9×18mm Makarov 60m 5 30 Semiauto
ATM Automag
AMT Automag
1.31 7 .50 AE 50m 19 25 Semiauto
Desert Eagle
Desert Eagle
2 7 .50 AE 50m 20 20 Semiauto

RiflesEdit

These have good damage and accuracy but low magazine sizes. All long arms are more than able to reach all over the map, making their "eff. range" stat irrelevant.

All rifles take 4 AP to reload. Manual weapons take 4 AP for quick shots or 5 AP for aimed shots. Semi-autos weapons take 2 AP for quick shots or 3 AP for aimed shots.

Weapon Weight Magazine Ammo Damage Accuracy Recock Approx Cost Found In
Springfield M1903 3.95 kg 5 30-06 Springfield 20 50 Manual $1267.20 – $1689.60 Poca Cosa, Caganel, Drushlak, Merdin, Okaidi, Verdammter Platz, Fort Goks
M1 Garand 4.6 kg 5 30-06 Springfield 22 55 Manual $1386.00 – $1848.00 Poca Cosa, Caganel, Drushlak, Merdin, Okaidi, Verdammter Platz, Diep Gat, Smerd, Fort Goks
Beretta Cx4 Storm* 2.58 kg 15 9mm Luger 16 50 Semiauto $2250-2700 Merdin, Verdammter Platz

ShotgunsEdit

Good close range weapons that ALWAYS hit, but they have very poor damage at long range. All long arms are more than able to reach all over the map, making their "eff. range" stat irrelevant.

All shotguns take 4 AP to reload. Single shot weapons take 2 AP for quick shots but must be reloaded after each shot. Manual weapons take 4 AP for quick shots. Semi-autos weapons take 2 AP for quick shots. Shotguns cannot make aimed shots.

Weapon Weight Magazine Ammo Damage Accuracy Recock Approx Cost Found In
Browning BT-99 3.63 kg 1 12ga 4-48 25 Single Shot $1900 Verdammter Platz
NEF Tracker 2.72 kg 1 12ga 4-48 20 Single Shot $1100 Caganel
Savage Slug Warrior 2.4 kg 2 12ga 4-48 20 Manual $1650 Merdin
American Arms Brittany 2.72 kg 2 12ga 4-48 20 Single Shot $1500 Merdin
Winchester 1300 Defender 3.12 kg 8 12ga 4-48 20 Manual $1900-2300 Merdin, Verdammter Platz
Remington 870 Express 2.72 kg 6 12ga 4-48 20 Manual $
Beretta AL391* 2.68 6 12ga 5-60 25 Semiauto $3300-3900 Merdin, Verdammter Platz
Beretta S682 3.4 kg 2 12ga 6-72 40 Single Shot $4700 Verdammter Platz

SMGs and Assault RiflesEdit

Good all-round weapons, these are capable of single or burst fire. All long arms are more than able to reach all over the map, making their "eff. range" stat irrelevant.

All SMGs and assault rifles take 4 AP to reload. They take 2 AP for quick shots, 3 AP for aimed shots, 5 AP for 3 round bursts, and 7 AP for 5 round bursts.

Weapon WeightMagazineAmmoDamageAccuracyRecockApprox CostFound In
UZI 3.5 kg329mm Luger1220Automatic$2000Verdammter Platz
Bizon 3.2 kg649x18mm Makarov1330Automatic$1870-2250Merdin, Verdammter Platz
M16 2.9 kg305.56x45mm NATO1455Automatic$2750-3300Merdin, Okaidi, Verdammter Platz
AK-47 3.8 kg307.62x39mm1640Automatic$2200-2650Merdin, Okaidi, Verdammter Platz
AK 101 3.4 kg305.56x45mm NATO1750Automatic$3080-3700Merdin, Verdammter Platz
M4* 2.52 kg305.56x45mm NATO1570Automatic$4200 Verdammter Platz
M14* 4.5 kg207.62x51mm NATO2250Automatic$2350-2800Merdin, Verdammter Platz

Machine GunsEdit

These weapons have good damage but can only fire in bursts (this means no aimed shots, reducing their effectiveness at long range). All long arms are more than able to reach all over the map, making their "eff. range" stat irrelevant.

All machine guns take 4 AP to reload. They cannot fire quick or aimed shots at all. They take 5 AP for 3 round bursts, 7 AP for 5 round bursts, and 10 AP for 10 round bursts.

Weapon WeightMagazineAmmoDamageAccuracyRecockApprox CostFound In
RPK 5 kg1007.62x39mm2035Automatic$6000Verdammter Platz
Bren LMG 10.35 kg1007.62x51mm NATO2535Automatic$6900Verdammter Platz
CETME Ameli 6.35 kg2005.56x45mm NATO1640Automatic$6400Hara
M1919 Browning 14 kg250.30-06 Springfield2528Automatic$6388.80Qubba
FN MAG* 10.15 kg2007.62x51mm NATO2835Automatic$6200Merdin

Rocket LaunchersEdit

These weapons have high damage and can hit multiple targets, but take a long time to fire and have to be reloaded after every shot. The rockets they fire are also very heavy.

Each shot from a rocket launcher requires 5 AP. Reloading a rocket launcher requires 4 AP.

Weapon WeightMagazineAmmoDamageAccuracyRecockApprox CostFound In
Bazooka M9A1 7.23 kg1M6A3 Rocket (3.2 kg each)4518Single Shot$
RPG 7* 7 kg1PG-7VL Rocket (2.6 kg each)5020Single Shot$
RPG 29* 6.7 kg1PG-29V Rocket (6.7 kg each)6025Single Shot$6781.50 – $9042.00Fort Goks, Qubba

GrenadesEdit

Grenades can do large amounts of damage to multiple targets. The distance you can throw them depends on the character's strength. It is also important to note that you can throw more grenades than fire rockets with the same amount of AP. Bottom line is, unless your characters are super-strong, rockets are better for long range and grenades for close quarters.

Grenade Weight Power Cost Found In
MK II
MK II
0.6 kg 30 $24.75 – $33.00 Merdin, Okaidi, Diep Gat, Verdammter Platz, Smerd, Masriah, Fort Goks, Qubba, Kulin, Hara, Nirgendwo
F-1
F-1
0.6 kg 32 $29.70 – $42.90 Merdin, Okaidi, Verdammter Platz, Diep Gat, Smerd, Masriah, Fort Goks, Qubba, Kulin, Hara, Nirgendwo, Sekir Bashka, Abu Kirdyk
M67*
M67
0.4 kg 40 $49.50 – $66.00 Smerd, Fort Goks, Qubba

Sniper RiflesEdit

These guns have good damage and brilliant accuracy; but they can only fire aimed shots (3AP) and have small magazines. Reloading requires 4 AP.

Weapon Weight Magazine Ammo Damage Accuracy Recock Approx Cost Found In
M24 SWS*
M24 SWS
5.5kg 5 7.62x51mm NATO 25 100 Semiautomatic $8335.80 – $11114.40 Fort Goks, Qubba
M40A3
M40A3
7.5kg 5 7.62x51mm NATO 25 100 Semiautomatic $9405.00 – $12540.00 Fort Goks, Qubba

ArmorEdit

Armour reduces all damage taken by the character wearing it.

Type Weight Protection Approx Cost Found In
Light Bulletproof Vest
Light Bulletproof Vest
3 kg 20% $888.25 – $1309.00 Merdin, Okaidi, Diep Gat, Verdammter Platz, Hara, Nirgendwo, Qubba, Fort Goks, Smerd, Masriah, Kulin, Sekir Bashka, Abu Kirdyk
Standard Bulletproof Vest
Standard Bulletproof Vest
5 kg 30% $1328.25 Approximately Okaidi, Verdammter Platz
Heavy Bulletproof Vest
Heavy Bulletproof Vest
7 kg 50% $1922.8 approximately Qubba, Verdammter Platz
Military Armor*
Military Armor
7 kg 60% $3080.00 – $3696.00 Qubba, Fort Goks
Police Armor
Police Armor
6 kg 55% $2500.00 (base price) (Cut from game / only obtainable through hacking)

Recomended Weapons/Armour Edit

These weapons are some of the best in-game. Highly suggested for use.

RPG 29

PROS:

  • High Damage
  • More accurate that RPG 7
  • Even though shots are heavy and hard to carry more than 2 ammo, very useful when attacking police.

CONS:

  • Very heavy and expensive ammo
  • You have to reload after every shot
  • Only effective when enemy is in a group
  • And honestly, where will you find somebody that can hold this and 3 or 4 rockets? Much less find someone with enough AP to use this quickly.


M14

PROS:

  • High damage
  • Decent accuracy
  • Can fire bursts
  • Available fairly early
  • Relatively large magazine (compared to snipers)

CONS:

  • You need decent accuracy to use this at long range (around 70 will suffice with aimed shots)
  • But eventually, assualt rifles become pretty useless when you can carry a rocket or grenades (mostly because after a point in the game, the only enemies you will fight come in giant groups).


Military armor

PROS:

  • Best protection

CONS:

  • Heavy
  • Not available until fairly late in the game


M67

PROS:

  • Highest damage of all grenades
  • Light weight
  • You can throw more grenades then fire rockets
  • Real nice cause you don't have to aim directly at a person (Force Throw option lets you throw wherever you want-even at yourself)
  • Plus, its effective against a single person unlike rockets due to timed explosion no matter what (which means its OK to miss with a grenade)

CONS:

  • Limited range
  • You need good accuracy to throw this (apparently, low accuracy makes your aim really horrible when you throw).


RPG 7

PROS:

  • Lightest rockets
  • Can fire farther than you can throw a grenade
  • Great for use on bandits(around the robber base)/police/Caravn X/Army

CONS:

  • You have to reload after every shot
  • Not very useful on enemies that aren't in groups


M24 SWS

PROS:

  • The same as the M40A3 sniper rifle only cheaper and lighter.
  • Highest accuracy (tied with M40)
  • High damage

CONS:

  • Slightly lower effective range than M40A3, which in the end, doesn't really matter anyway
  • Small magazine
  • Can only fire aimed shots


Beretta AL391

PROS:

  • Massive damage at close range
  • Only takes 2 AP per shot to fire (and you don't have to reload in between every shot)
  • Available fairly early

CONS:

  • Very short effective range
  • And seriously, who's gonna get close enough to a giant group of robbers/police/army to use this effectively? I'd rather not kill off all my men.
FN MAG

PROS:

  • High damage
  • Can fire 10 round bursts for 10 AP
  • You almost never have to reload (200 round belt)

CONS:

  • Very heavy
  • Horrible accuracy-no aimed shots
  • Must shoot in bursts (which may either be a blessing or a curse)


M4

PROS:

  • Highest accuracy of any non-sniper
  • Can fire bursts
  • Large magazine
  • Available fairly early

CONS:

  • Low damage
  • Same problems as M14 with damage against enemies in the late game
S&W Model 29

PROS:

  • Highest range and accuracy of all pistols
  • Faily high damage
  • Lightest weapon able to output such damage at a decent range - reasonable weapon for weak characters and/or as backup weapon for a rocketeer
  • Available from the start

CONS:

  • Only six shoots
  • Niche weapon. Face it, it may act as a light rifle, but it doesn't perform as good as one - if a character's strength allows for a rifle in the loadout, better use one instead
  • Damage eventually not good enough against enemies in the late game

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