Weapons#
Guns in the exclusion zone are consumables, not keepsakes: durability drops, calibers must match, and repairs cost money. This page compiles the weapon classes, verified weapon names, the modification system, and the ammo caliber system from official and verifiable sources. All hard numbers (damage, fire rate, price ranges) lack complete official data, so this site invents none.
Weapon Classes#
Weapons fall into 8 categories:
| Class | Role |
|---|---|
| Melee | Last resort and ammo saver |
| Pistols | Light sidearm for emergencies |
| Shotguns | Close-range burst; room clearing and mutant control |
| SMGs | High rate of fire at short-to-mid range |
| Assault rifles | The all-purpose workhorse; the default for regular jobs |
| Sniper rifles | Precise kills at range |
| Machine guns | Sustained suppressive fire |
| Heavy weapons | Heavy firepower for special situations |
Per-weapon classifications follow the in-game compendium; the official total weapon count is unpublished, so this site keeps no tally.
Verified Weapon Names#
The following names are cross-checked against the official store page, official patch notes, and community sources — usable as reference samples:
| Weapon | Availability |
|---|---|
| AKM-74S | Assault rifle; present in the base game |
| AR416 | Present in the base game |
| UDP Compact | Present in the base game |
| PTM | Present in the base game |
| Zubr-19 | Present in the base game |
| Partner | Present in the base game |
| Predator | Present in the base game |
| Whip | Present in the base game |
| Three-Line Rifle | Added in 1.5 “Guns and Loot” |
| Kora | Pistol added in 1.5 “Guns and Loot” |
| Arev | Added in 2.0 “Return to the Zone” |
| GP3A | Added in 2.0 “Return to the Zone” |
| SKP | Added in 2.0 “Return to the Zone” |
| Fora-230 | Added in 2.0 “Return to the Zone” |
A special warning: some weapon lists circulating online smuggle in guns from other games (USP, Desert Eagle, MP5, HK416, Barrett M82, etc.) — none of these are in this game. Always verify names against the in-game compendium.
Acquisition and Durability#
- Sources: buying from traders, mission rewards, looting enemies and bases; scavenged weapons usually arrive with low durability, so “repair or sell?” requires arithmetic
- Weapons lose durability with use; at low durability they jam, lose accuracy, or fail at the worst moment
- Repairs only happen at base technicians and cost Coupons — there is no crafting system and no field self-repair
- Repair before every big fight: malfunctions love the hottest firefights
The Modification System#
- Technicians upgrade weapons and armor; the upgrade screen lists available mods and artifact slots (since patch 1.5, it also shows the artifact slots available on your current armor)
- Mods change a weapon’s functional profile (handling, capacity, shooting behavior), with in-game values authoritative
- Planning rule: max out one main weapon’s key mods before collecting — spreading resources thin is the most common early-game collapse
- No official mod-value table exists; treat any “specific mod bonus numbers” online skeptically and trust the in-game display
The Ammo Caliber System#
Ammo follows real-world calibers, and different weapons eat different rounds. The verified caliber system:
| Caliber | Notes |
|---|---|
| 9x18mm | Common small caliber for pistols and SMGs |
| 9x19mm | Common pistol and SMG caliber |
| .45 | Large pistol caliber |
| 12x70mm | Shotgun caliber |
| 5.45x39mm | Assault rifle caliber |
| 5.56x45mm | Assault rifle caliber |
| 7.62x39mm | Assault rifle caliber |
| 7.62x54mm | Sniper rifle and machine gun caliber |
| 9x39mm | Special-purpose caliber |
| .308 | Sniper rifle caliber |
Usage notes:
- Confirm your weapon’s caliber before opening fire — discovering mid-firefight that you brought the wrong ammo is a hard way to learn
- Stockpile your main calibers; take just enough of odd ones. Scavenged ammo is the early game’s main supply
- The same caliber may have different loads; differences follow the in-game item descriptions
- Buying from traders costs Coupons at in-game prices
Loadout Thinking#
- One main, one backup: guns jam and break — a single good gun is not reliable. Give the backup a different caliber than your main so they can bail each other out
- Suppressors are the stealth build’s core: fit one to your regular weapons early so gunfire doesn’t pull unneeded enemies; if you fight in the open, prioritize raw firepower instead
- Fit the scene: shotguns and SMGs for interiors and close encounters, assault rifles and snipers for open ground, machine guns only for static suppression
- Caliber consolidation: once your kit matures, concentrate on a few calibers to lighten your ammo burden
Related Pages#
- Combat System — engagement criteria, mutant counterplay, and tactics
- Artifacts — sell artifacts for Coupons, then return to repair and rearm
- Bandits and Factions — combat traits of each faction’s fighters
- Controls and Settings — settings tuning for shooting feel
- S.T.A.L.K.E.R. 2 Hub — section overview