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Metal Gear Solid V: The Phantom Pain weapons and equipment

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MGS5 Guns

Various weapons of Metal Gear Solid V.

This article is a list of weapons and equipment that appear in Metal Gear Solid V: The Phantom Pain.

Weapons

Primary Weapons (Hip)

Assault Rifles

Name
Image Stats Grade Description Development requirements Development time Unlock requirements
SVG-76 (Gryzov Assault Rifle-77 [sic]) SVG-76 Rank 1
  • Damage: 550
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 540
  • Effective Range (m): 45.0
  • Grouping: 469
  • Auto-Aim Correction: 400
1 Soviet 5.56mm assault rifle.

Its stability and low cost have made licensed and unlicensed versions of this rifle a common sight not only in the hands of communist forces, but in war zones around the world.

  • 0 GMP
  • 0 R&D
0 minutes Available from the start
SVG-76 (Gryzov Assault Rifle-77 [sic]) SVG-76 Rank 2
  • Damage: 687
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 540
  • Effective Range (m): 45.0
  • Grouping: 469
  • Auto-Aim Correction: 400
2 Soviet 5.56mm assault rifle.

Its stability and low cost have made licensed and unlicensed versions of this rifle a common sight not only in the hands of communist forces, but in war zones around the world.

  • 80,000 GMP
  • 8 R&D
0 minutes Requires development of the SVG-76 Rank 1
SVG-76 (Gryzov Assault Rifle-77 [sic]) SVG-76 Rank 3
  • Damage: 825
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 540
  • Effective Range (m): 45.0
  • Grouping: 469
  • Auto-Aim Correction: 400
3 Soviet 5.56mm assault rifle.

Its stability and low cost have made licensed and unlicensed versions of this rifle a common sight not only in the hands of communist forces, but in war zones around the world.

  • 220,000 GMP
  • 18 R&D
18 minutes Requires development of the SVG-76 Rank 2
SVG-76 (Gryzov Assault Rifle-77 [sic]) SVG-76 Rank 4
  • Damage: 962
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 540
  • Effective Range (m): 45.0
  • Grouping: 478
  • Auto-Aim Correction: 400
4 Soviet 5.56mm assault rifle.

Its stability and low cost have made licensed and unlicensed versions of this rifle a common sight not only in the hands of communist forces, but in war zones around the world.

  • 420,000 GMP
  • 32 R&D
36 minutes Requires development of the SVG-76 Rank 3
SVG-76 (Gryzov Assault Rifle-77 [sic]) SVG-76 Rank 5
  • Damage: 1100
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 540
  • Effective Range (m): 45.0
  • Grouping: 479
  • Auto-Aim Correction: 400
5 Soviet 5.56mm assault rifle.

Its stability and low cost have made licensed and unlicensed versions of this rifle a common sight not only in the hands of communist forces, but in war zones around the world.

  • 600,000 GMP
  • 48 R&D
72 minutes Requires development of the SVG-76 Rank 4
SVG-67 (Gryzov Assault Rifle-67) SVG-76 Rank 4
  • Damage: 1190
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 540
  • Effective Range (m): 47.0
  • Grouping: 467
  • Auto-Aim Correction: 300
4 7.62 conversion of the 76, visibly identicle to the 76 with noticable differences including the rear iron sights and AK-47 style magazines whereas the 76 uses balklite style magazines.
  • 390,000 GMP
  • 33 R&D
  • Common Metal x2000
36 minutes Requires recruiting personnel with the Gunsmith (Assault Rifle) skill and developing the SVG-76 Grade 3
SVG-67 (Gryzov Assault Rifle-67) SVG-67 Rank 5
  • Damage: 1360
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 540
  • Effective Range (m): 47.0
  • Grouping: 476
  • Auto-Aim Correction: 300
5 7.62 conversion of the 76, visibly identicle to the 76 with noticable differences including the rear iron sights and AK-47 style magazines whereas the 76 uses balklite style magazines.
  • 610,000 GMP
  • 49 R&D
72 minutes Requires development of the SVG-67 Rank 4
SVG-67 (Gryzov Assault Rifle-67.) 7
  • 1,580,040 GMP (Development cost)
  • 65 R&D
  • 75 Support
  • 43,000 Common Metal (Development cost)
  • 40,900 Minor Metal (Development cost)
  • 15,810 GMP (Deployment cost)
  • 422 Common Metal (Deployment cost)
  • 401 Minor Metal (Deployment cost)
Requires the Version 1.06 update.
SVG-76U SVG-76U Rank 3
  • Damage: 825
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 621
  • Effective Range (m): 40.5
  • Grouping: 451
  • Auto-Aim Correction: 536
3 5.56mm short barrel conversion.
  • 236,000 GMP
  • 16 R&D
18 minutes Requires recruiting personnel with the Gunsmith (Assault Rifle) skill and developing the SVG-76 Grade 2
SVG-76U SVG-76U Rank 4
  • Damage: 962
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 621
  • Effective Range (m): 40.5
  • Grouping: 460
  • Auto-Aim Correction: 536
4 5.56mm short barrel conversion.
  • 400,000 GMP
  • 30 R&D
36 minutes Requires developing the SVG-76U Grade 3
SVG-76U SVG-76U Rank 5
  • Damage: 1100
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 621
  • Effective Range (m): 40.5
  • Grouping: 460
  • Auto-Aim Correction: 536
5 5.56mm short barrel conversion.
  • 580,000 GMP
  • 46 R&D
72 minutes Requires developing the SVG-76U Grade 4
SVG-67U SVG-67U Rank 4
  • Damage: 1190
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 621
  • Effective Range (m): 42.3
  • Grouping: 441
  • Auto-Aim Correction: 402
4 7.62mm short barrel conversion.
  • 370,000 GMP
  • 31 R&D
  • Common Metal x2000
36 minutes Requires recruiting personnel with the Gunsmith (Assault Rifle) skill and developing the SVG-76 Grade 3
SVG-67U SVG-67U Rank 5
  • Damage: 1360
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 648
  • Effective Range (m): 41.4
  • Grouping: 423
  • Auto-Aim Correction: 400
5 7.62mm short barrel conversion.
  • 590,000 GMP
  • 47 R&D
72 minutes Requires and developing the SVG-67U Grade 4
SVG-67U SVG-67U Rank 6
  • Damage: 1360
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 648
  • Effective Range (m): 41.4
  • Grouping: 423
  • Auto-Aim Correction: 420
6 7.62mm short barrel conversion.
  • 940,000 GMP
  • 61 R&D
144 minutes Requires developing the SVG-76 Grade 5
PG-76 PG-76 Rank 3
  • Damage: 825
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 540
  • Effective Range (m): 45.0
  • Grouping: 501
  • Auto-Aim Correction: 400
3 5.56mm LMG barrel conversion.
  • 276,000 GMP
  • 20 R&D
18 minutes Requires recruiting personnel with the Gunsmith (Assault Rifle) skill and developing the SVG-76 Grade 2
PG-76 PG-76 Rank 4
  • Damage: 962
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 540
  • Effective Range (m): 45.0
  • Grouping: 501
  • Auto-Aim Correction: 400
4 5.56mm LMG barrel conversion.
  • 440,000 GMP
  • 34 R&D
36 minutes Requires developing the PG-76 Grade 3
PG-76 PG-76 Rank 5
  • Damage: 1100
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 540
  • Effective Range (m): 45.0
  • Grouping: 501
  • Auto-Aim Correction: 400
5 5.56mm LMG barrel conversion.
  • 620,000 GMP
  • 50 R&D
72 minutes Requires developing the PG-76 Grade 4
PG-76 7
  • 1,394,120 GMP (Development cost)
  • 63 R&D
  • 73 Combat
  • 31,300 Common Metal (Development cost)
  • 29,800 Minor Metal (Development cost)
  • 13,950 GMP (Deployment cost)
  • 307 Common Metal (Deployment cost)
  • 293 Minor Metal (Deployment cost)
Requires the Version 1.06 update.
PG-76 8 Requires the November 24 update.
PG-67 PG-67 Rank 4
  • Damage: 1190
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 540
  • Effective Range (m): 47.0
  • Grouping: 493
  • Auto-Aim Correction: 300
4 7.62 mm LMG barrel conversion.
  • 450,000 GMP
  • 35 R&D
  • Common Metal x2000
36 minutes Requires recruiting personnel with the Gunsmith (Assault Rifle) skill and developing the SVG-76 Grade 3
PG-67 PG-67 Rank 5
  • Damage: 1360
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 540
  • Effective Range (m): 47.0
  • Grouping: 493
  • Auto-Aim Correction: 300
5 7.62 mm LMG barrel conversion.
  • 630,000 GMP
  • 51 R&D
72 minutes Requires developing the PG-67 Grade 4
PG-67 PG-67 Rank 6
  • Damage: 1530
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 540
  • Effective Range (m): 47.0
  • Grouping: 493
  • Auto-Aim Correction: 300
6 7.62 mm LMG barrel conversion.
  • 990,000 GMP
  • 60 R&D
144 minutes Requires developing the SVG-76 Grade 5
PG-67 7 Requires the November 24 update.
PG-67 8 Requires the March 1 update.
AM-MRS-4 (Arms Material Multipurpose Rifle System Model 4) AM MRS-4 Rank 1
  • Damage: 550
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 720
  • Effective Range (m): 46.0
  • Grouping: 519
  • Auto-Aim Correction: 350
1 5.56mm light carbine.

Standard modle with greatest balance between effective range, accuracy, and eas of handling.

  • 0 GMP
  • 0 R&D
0 minutes Available from the start
AM-MRS-4 (Arms Material Multipurpose Rifle System Model 4) AM MRS-4 Rank 2
  • Damage: 687
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 720
  • Effective Range (m): 46.0
  • Grouping: 519
  • Auto-Aim Correction: 350
2 5.56mm light carbine.

Standard modle with greatest balance between effective range, accuracy, and eas of handling.

  • 110,000 GMP
  • 11 R&D
0 minutes Requires development of AM-MRS-4 Grade 1
AM-MRS-4 (Arms Material Multipurpose Rifle System Model 4) AM MRS-4 Rank 3
  • Damage: 825
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 720
  • Effective Range (m): 46.0
  • Grouping: 528
  • Auto-Aim Correction: 350
3 5.56mm light carbine.

Standard modle with greatest balance between effective range, accuracy, and eas of handling.

  • 250,000 GMP
  • 21 R&D
18 minutes Requires the development of the AM-MRS-4 Grade 2
AM-MRS-4 (Arms Material Multipurpose Rifle System Model 4) AM MRS-4 Rank 4
  • Damage: 962
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 720
  • Effective Range (m): 46.0
  • Grouping: 528
  • Auto-Aim Correction: 350
4 5.56mm light carbine.

Standard modle with greatest balance between effective range, accuracy, and eas of handling.

  • 450,000 GMP
  • 35 R&D
36 minutes Requires the development of the AM-MRS-4 Grade 3
AM-MRS-4 (Arms Material Multipurpose Rifle System Model 4) AM MRS-4 Rank 5
  • Damage: 1100
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 792
  • Effective Range (m): 42.3
  • Grouping: 517
  • Auto-Aim Correction: 462
5 5.56mm light carbine.

Standard modle with greatest balance between effective range, accuracy, and eas of handling.

  • 630,000 GMP
  • 51 R&D
72 minutes Requires the development of the AM-MRS-4 Grade 4
AM-MRS-4R AM MRS-4R Rank 3
  • Damage: 825
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 720
  • Effective Range (m): 52.9
  • Grouping: 519
  • Auto-Aim Correction: 315
3 Long barrel conversion.
  • 306,000 GMP
  • 23 R&D
18 minutes Requires recruiting personnel with the Gunsmith (Assault Rifle) skill and the development of the AM-MRS-4 Grade 2
AM-MRS-4R AM MRS-4R Rank 4
  • Damage: 962
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 720
  • Effective Range (m): 52.9
  • Grouping: 519
  • Auto-Aim Correction: 315
4 Long barrel conversion.
  • 470,000 GMP
  • 37 R&D
36 minutes Requires the development of the AM-MRS-4R Grade 3
AM-MRS-4R AM MRS-4R Rank 5
  • Damage: 1100
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 720
  • Effective Range (m): 52.9
  • Grouping: 528
  • Auto-Aim Correction: 315
5 Long barrel conversion.
  • 650,000 GMP
  • 53 R&D
72 minutes Requires the development of the AM-MRS-4R Grade 4
AM-MRS-4R MGSV-TPP-AM-MRS-4R-Grade-7 7
  • 2,044,770 GMP (Development cost)
  • 76 R&D
  • 85 Support
  • 4800 Tarragon (Development cost)
  • 48,300 Minor Metal (Development cost)
  • 20,460 GMP (Deployment cost)
  • 144 Tarragon (Deployment cost)
  • 474 Common Metal (Deployment cost)
Requires the Version 1.06 update.
AM-MRS-4LS AM MRS-4LS Rank 3
  • Damage: 825
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 720
  • Effective Range (m): 46.0
  • Grouping: 542
  • Auto-Aim Correction: 368
3 LMG barrel conversion.
  • 326,000 GMP
  • 25 R&D
18 minutes Requires recruiting personnel with the Gunsmith (Assault Rifle) skill and the development of the AM-MRS-4 Grade 2
AM-MRS-4 (Arms Material Multipurpose Rifle System Model 4) AM MRS-4LS Rank 4
  • Damage: 962
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 720
  • Effective Range (m): 46.0
  • Grouping: 542
  • Auto-Aim Correction: 368
4 LMG barrel conversion.
  • 490,000 GMP
  • 39 R&D
36 minutes Requires the development of the AM-MRS-4LS Grade 3
AM-MRS-4 (Arms Material Multipurpose Rifle System Model 4) AM MRS-4LS Rank 5
  • Damage: 1100
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 720
  • Effective Range (m): 46.0
  • Grouping: 542
  • Auto-Aim Correction: 368
5 LMG barrel conversion.
  • 670,000 GMP
  • 55 R&D
  • Common Metal x4,000
72 minutes Requires the development of the AM-MRS-4LS Grade 4
UN-ARC (UN-Automatic Rifle for Combat.) UN-ARC Rank 1
  • Damage: 680
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 720
  • Effective Range (m): 52.8
  • Grouping: 557
  • Auto-Aim Correction: 237
1 7.62mm full-length assault rifle.

Its precision-machined long barrel gives it greater accuracy than other assault rifles.

  • 40,000 GMP
  • 4 R&D
0 minutes Available from the start
UN-ARC (UN-Automatic Rifle for Combat.) UN-ARC Rank 2
  • Damage: 850
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 720
  • Effective Range (m): 52.8
  • Grouping: 558
  • Auto-Aim Correction: 238
2 7.62mm full-length assault rifle.

Its precision-machined long barrel gives it greater accuracy than other assault rifles.

  • 120,000 GMP
  • 12 R&D
0 minutes Requires procuring the [UN-ARC] Blueprint and the development of the UN-ARC Grade 1
UN-ARC (UN-Automatic Rifle for Combat.) UN-ARC Rank 3
  • Damage: 1020
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 720
  • Effective Range (m): 52.8
  • Grouping: 567
  • Auto-Aim Correction: 238
3 7.62mm full-length assault rifle.

Its precision-machined long barrel gives it greater accuracy than other assault rifles.

  • 250,000 GMP
  • 21 R&D
18 minutes Requires the development of the UN-ARC Grade 3
UN-ARC (UN-Automatic Rifle for Combat.) UN-ARC Rank 4
  • Damage: 1190
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 720
  • Effective Range (m): 52.8
  • Grouping: 567
  • Auto-Aim Correction: 238
4 7.62mm full-length assault rifle.

Its precision-machined long barrel gives it greater accuracy than other assault rifles.

  • 450,000 GMP
  • 36 R&D
36 minutes Requires the development of the UN-ARC Grade 4
UN-ARC (UN-Automatic Rifle for Combat.) UN-ARC Rank 5
  • Damage: 1360
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 720
  • Effective Range (m): 52.8
  • Grouping: 567
  • Auto-Aim Correction: 238
5 7.62mm full-length assault rifle.

Its precision-machined long barrel gives it greater accuracy than other assault rifles.

  • 630,000 GMP
  • 52 R&D
72 minutes Requires the development of the UN-ARC Grade 5
UN-ARC-PT UN-ARC-PT Rank 3
  • Damage: 1020
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 792
  • Effective Range (m): 45.6
  • Grouping: 540
  • Auto-Aim Correction: 320
3 Paratrooper short barrel conversion.
  • 240,000 GMP
  • 20 R&D
18 minutes Requires recruitment of personnel with the Gunsmith (Assault Rifles) skill and the development of the UN-ARC Grade 2
UN-ARC-PT UN-ARC-PT Rank 4
  • Damage: 1190
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 792
  • Effective Range (m): 45.6
  • Grouping: 549
  • Auto-Aim Correction: 320
4 Paratrooper short barrel conversion.
  • 440,000 GMP
  • 34 R&D
36 minutes Requires development of the UN-ARC-PT Grade 3
UN-ARC-HB UN-ARC-HB Rank 3
  • Damage: 1020
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 720
  • Effective Range (m): 48.0
  • Grouping: 594
  • Auto-Aim Correction: 238
3 LMG barrel conversion.
  • 280,000 GMP
  • 24 R&D
  • Common Metal x900
18 minutes Requires recruitment of personnel with the Gunsmith (Assault Rifles) skill and the development of the UN-ARC Grade 2
UN-ARC-HB UN-ARC-HB Rank 4
  • Damage: 1190
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 720
  • Effective Range (m): 48.0
  • Grouping: 558
  • Auto-Aim Correction: 238
4 LMG barrel conversion.
  • 480,000 GMP
  • 38 R&D
36 minutes Requires development of the UN-ARC-HB Grade 3
UN-ARC-HB UN-ARC-HB Rank 5
  • Damage: 1360
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 720
  • Effective Range (m): 48.0
  • Grouping: 594
  • Auto-Aim Correction: 238
5 LMG barrel conversion.
  • 660,000 GMP
  • 64 R&D
  • Common Metal x4,000
72 minutes Requires development of the UN-ARC-PT Grade 4
UN-ARC-NL UN-ARC-NL Rank 2
  • Damage: 687
  • Impact Force: 200
  • Penetration: No piercing
  • Firing Speed (RPM): 594
  • Effective Range (m): 40.9
  • Grouping: 548
  • Auto-Aim Correction: 512
2 Less-lethal rubber bullet conversion. Visably identicle to the standard ARC aside from the blue barrel and bottom of the magazine is blue.
  • 130,000 GMP
  • 13 R&D
  • Fuel Resources x200
0 minutes Requires development of the UN-ARC Grade 1
UN-ARC-NL UN-ARC-NL Rank 3
  • Damage: 825
  • Impact Force: 200
  • Penetration: No piercing
  • Firing Speed (RPM): 594
  • Effective Range (m): 40.9
  • Grouping: 549
  • Auto-Aim Correction: 512
3 Less-lethal rubber bullet conversion. Visably identicle to the standard ARC aside from the blue barrel and bottom of the magazine is blue.
  • 270,000 GMP
  • 23 R&D
18 minutes Requires recruitment of personnel with the Gunsmith (Assault Rifles) skill and the development of the UN-ARC-NL Grade 2
UN-ARC-NL UN-ARC-NL Rank 4
  • Damage: 962
  • Impact Force: 200
  • Penetration: No piercing
  • Firing Speed (RPM): 594
  • Effective Range (m): 40.9
  • Grouping: 558
  • Auto-Aim Correction: 512
4 Less-lethal rubber bullet conversion. Visably identicle to the standard ARC aside from the blue barrel and bottom of the magazine is blue.
  • 470,000 GMP
  • 37 R&D
36 minutes Requires development of the UN-ARC Grade 2
UN-ARC-NL UN-ARC-NL Rank 5
  • Damage: 1100
  • Impact Force: 200
  • Penetration: No piercing
  • Firing Speed (RPM): 594
  • Effective Range (m): 40.9
  • Grouping: 558
  • Auto-Aim Correction: 512
5 Less-lethal rubber bullet conversion. Visably identicle to the standard ARC aside from the blue barrel and bottom of the magazine is blue.
  • 650,000 GMP
  • 53 R&D
  • 53 Intel
72 minutes Requires recruitment of personnel with the Gunsmith (Assault Rifles) skill and the development of the UN-ARC Grade 2
UN-ARC-NL 7
  • 2,974,160 GMP (Development cost)
  • 80 R&D
  • 90 Intel
  • 5900 Black Carrot (Development cost)
  • 52,000 Minor Metal (Development cost)
  • 29,750 GMP (Deployment cost)
  • 177 Black Carrot (Deployment cost)
  • 510 Minor Metal (Deployment cost)
Requires the Version 1.06 update.
G44 (G44 Bullpup Assault Rifle.) G44 Rank 3
  • Damage: 825
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 750
  • Effective Range (m): 46.0
  • Grouping: 479
  • Auto-Aim Correction: 400
3 5.56mm bullpup assault rifle.

Specialized assault weapon made shorter by positioning the action behind the trigger, which also enables quicker aiming and firing.

  • 200,000 GMP
  • 20 R&D
18 minutes
G44 (G44 Bullpup Assault Rifle.) G44 Rank 4
  • Damage: 962
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 750
  • Effective Range (m): 46.0
  • Grouping: 487
  • Auto-Aim Correction: 400
4 5.56mm bullpup assault rifle.

Specialized assault weapon made shorter by positioning the action behind the trigger, which also enables quicker aiming and firing.

  • 460,000 GMP
  • 36 R&D
36 minutes Requires procurement of the [G44] Blueprint and development of the G44 Grade 3
G44 (G44 Bullpup Assault Rifle.) G44 Rank 5
  • Damage: 1100
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 750
  • Effective Range (m): 46.0
  • Grouping: 487
  • Auto-Aim Correction: 400
5 5.56mm bullpup assault rifle.

Specialized assault weapon made shorter by positioning the action behind the trigger, which also enables quicker aiming and firing.

  • 640,000 GMP
  • 52 R&D
72 minutes Requires development of the G44 Grade 4
G44 (G44 Bullpup Assault Rifle.) 7
  • 1,580,040 GMP (development cost)
  • 69 R&D
  • 79 Intel
  • 43,000 Fuel (development cost)
  • 40,900 Common Metal (development cost)
  • 15,810 GMP (deployment cost)
  • 422 Fuel (deployment cost)
  • 401 Common Metal (deployment cost)
Requires the Version 1.06 update
G44K
G44K Rank 4
  • Damage: 962
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 840
  • Effective Range (m): 42.3
  • Grouping: 463
  • Auto-Aim Correction: 520
4 Less-lethal rubber bullet conversion. Visably identicle to the standard ARC aside from the blue barrel and bottom of the magazine is blue.
  • 440,000 GMP
  • 34 R&D
36 minutes Requires recruitment of personnel with the Gunsmith (Assault Rifles) skill, the procurement of the [G44] Blueprint and the development of the G44 Grade 3
G44K 7
  • 1,580,040 GMP (Development cost)
  • 71 R&D
  • 81 Support
  • 43,000 Minor Metal (Development cost)
  • 40,900 Common Metal (Development cost)
  • 15,810 GMP (Deployment cost)
  • 422 Minor Metal (Deployment cost)
  • 401 Common Metal (Deployment cost)
Requires the Version 1.06 update.
G44K M1 G44K Rank 5
  • Damage: 1100
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 840
  • Effective Range (m): 42.3
  • Grouping: 463
  • Auto-Aim Correction: 520
5 Short barrel conversion.
  • 620,000 GMP
  • 50 R&D
72 minutes Requires development of the G44K Grade 4
G44-9 G44-9 Rank 5
  • Damage: 800
  • Impact Force: 200
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 897
  • Effective Range (m): 39.6
  • Grouping: 427
  • Auto-Aim Correction: 612
5 9mm conversion.
  • 630,000 GMP
  • 51 R&D
  • Common Metal x4000
72 minutes Requires recruitment of personnel with the Gunsmith (Assault Rifles) skill
G44-9 G44-9 Rank 6
  • Damage: 900
  • Impact Force: 200
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 897
  • Effective Range (m): 39.6
  • Grouping: 427
  • Auto-Aim Correction: 612
6 9mm conversion.
  • 990,000 GMP
  • 59 R&D
144 minutes Requires development of the G44-9 Grade 5
PG-76 8 Requires the November 24 update.
G44MB G44MG Rank 4
  • Damage: 962
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 750
  • Effective Range (m): 46.0
  • Grouping: 504
  • Auto-Aim Correction: 440
4 LMG barrel conversion.
  • 480,000 GMP
  • 38 R&D
  • Common Metal x2,000
36 minutes Requires recruitment of personnel with the Gunsmith (Assault Rifles) skill, procuring the [G44] Blueprint and the development of the G44 Grade 3
G44MB G44MG Rank 5
  • Damage: 1100
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 750
  • Effective Range (m): 46.0
  • Grouping: 504
  • Auto-Aim Correction: 440
5 LMG barrel conversion.
  • 660,000 GMP
  • 54 R&D
72 minutes Requires development of the G44MG Grade 4
G44MG 7
  • 1,580,040 GMP (Development cost)
  • 67 R&D
  • 77 Support
  • 43,000 Fuel (Development cost)
  • 40,900 Common Metal (Development cost)
  • 15,810 GMP (Deployment cost)
  • 422 Fuel (Deployment cost)
  • 401 Common Metal (Deployment cost)
Requires the Version 1.06 update.
Assault rifles

Shotguns

Name Image Stats Grade Description Development requirements Development time Unlock requirements
RASP TB-SG (Rasp Twinbarrel Shotgun) RASP TB-SG Rank 1
  • Damage: 600
  • Impact Force: 600
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 240
  • Effective Range (m): 29.0
  • Grouping: 194
  • Auto-Aim Correction: 500
1 Double-barreled hunting shotgun.

Only holds two shells, but is powerful enough at close range to send an enemy flying.

  • 20,000 GMP
  • 3 R&D
0 minutes Available from the start
RASP TB-SG (Rasp Twinbarrel Shotgun) RASP TB-SG Rank 2
  • Damage: 660
  • Impact Force: 600
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 240
  • Effective Range (m): 29.0
  • Grouping: 215
  • Auto-Aim Correction: 500
2 Double-barreled hunting shotgun.

Only holds two shells, but is powerful enough at close range to send an enemy flying.

  • 110,000 GMP
  • 11 R&D
0 minutes Requires development of the RASP TB-SG Grade 1
RASP TB-SG (Rasp Twinbarrel Shotgun) RASP TB-SG Rank 3
  • Damage: 720
  • Impact Force: 600
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 240
  • Effective Range (m): 29.0
  • Grouping: 235
  • Auto-Aim Correction: 235
3 Double-barreled hunting shotgun.

Only holds two shells, but is powerful enough at close range to send an enemy flying.

  • 250,000 GMP
  • 21 R&D
18 minutes Requires development of the RASP TB-SG Grade 2
RASP TB-SG (Rasp Twinbarrel Shotgun) RASP TB-SG Rank 3
  • Damage: 910
  • Impact Force: 600
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 240
  • Effective Range (m): 30.0
  • Grouping: 235
  • Auto-Aim Correction: 480
4 Double-barreled hunting shotgun.

Only holds two shells, but is powerful enough at close range to send an enemy flying.

  • 460,000 GMP
  • 35 R&D
  • Common Metal x2,000
36 minutes Requires development of the RASP TB-SG Rank 3
RASP TB-SG SLUG RASP TB-SG Rank 2
  • Damage: 2750
  • Impact Force: 600
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 240
  • Effective Range (m): 36.0
  • Grouping: 194
  • Auto-Aim Correction: 440
2 Slug shell conversion.
  • 260,000 GMP
  • 22 R&D
  • Common Metal x200
0 minutes Requires development of the RASP TB-SG Rank 1
RASP TB-SG SLUG RASP TB-SG Rank 2
  • Damage: 3000
  • Impact Force: 600
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 240
  • Effective Range (m): 36.0
  • Grouping: 215
  • Auto-Aim Correction: 440
3 Slug shell conversion.
  • 460,000 GMP
  • 22 R&D
18 minutes Requires recruiting personnel with the Gunsmith (Shotguns) skill and developing the RASP TB-SG SLUG Grade 2
RASP TB-SG SLUG RASP TB-SG Rank 2
  • Damage: 3250
  • Impact Force: 600
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 240
  • Effective Range (m): 36.0
  • Grouping: 235
  • Auto-Aim Correction: 440
4 Slug shell conversion.
  • 640,000 GMP
  • 36 R&D
36 minutes Requires development of the RASP TB-SG SLUG Rank 3
RASP TB-SG SLUG RASP TB-SG Rank 2
  • Damage: 4340
  • Impact Force: 600
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 240
  • Effective Range (m): 38.0
  • Grouping: 235
  • Auto-Aim Correction: 420
5 Slug shell conversion.
  • 600,000 GMP
  • 53 R&D
  • Common Metal x4000
72 minutes Requires recruiting personnel with the Gunsmith (Assault Rifle) skill and developing the RASP TB-SG SLUG Grade 4
RASP TB-SG AIR-S RASP TB-SG Rank 1
  • Damage: 3900
  • Impact Force: 600
  • Penetration: No piercing
  • Firing Speed (RPM): 240
  • Effective Range (m): 27.0
  • Grouping: 194
  • Auto-Aim Correction: 500
3 Air shock round conversion.
  • 220,000 GMP
  • 23 R&D
  • Fuel Resources x900
18 minutes Requires developing the RASP TB-SG SLUG Grade 2
RASP TB-SG AIR-S S1000 AIR-S Rank 4
  • Damage: 4200
  • Impact Force: 600
  • Penetration: No piercing
  • Firing Speed (RPM): 240
  • Effective Range (m): 27.0
  • Grouping: 235
  • Auto-Aim Correction: 500
4 Air shock round conversion.
  • 420,000 GMP
  • 37 R&D
36 minutes Requires recruitment of personnel with the Gunsmith (Shotguns) skill and the development the RASP TB Grade 3
RASP TB-SG AIR-S 120px
  • Damage: 4200
  • Impact Force: 600
  • Penetration: No piercing
  • Firing Speed (RPM): 240
  • Effective Range (m): 27.0
  • Grouping: 235
  • Auto-Aim Correction: 500
5 Air shock round conversion.
  • 600,000 GMP
  • 53 R&D
72 minutes Requires developing the RASP TB-SG AIR-S Grade 4
RASP TB-SG LB RASP TB-SG LB Rank 2
  • Damage: 660
  • Impact Force: 600
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 240
  • Effective Range (m): 44.2
  • Grouping: 194
  • Auto-Aim Correction: 368
2 Long barrel conversion.
  • 140,000 GMP
  • 14 R&D
0 minutes Requires recruiting personnel with the Gunsmith (Shotguns) skill and developing the RASP TB-SG Grade 1
RASP TB-SG LB RASP TB-SG LB Rank 3
  • Damage: 720
  • Impact Force: 600
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 240
  • Effective Range (m): 44.2
  • Grouping: 215
  • Auto-Aim Correction: 368
3 Long barrel conversion.
  • 240,000 GMP
  • 20 R&D
18 minutes Requires developing the RASP TB-SG LB Grade 2
RASP TB-SG LB RASP TB-SG LB Rank 4
  • Damage: 780
  • Impact Force: 600
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 240
  • Effective Range (m): 68.0
  • Grouping: 235
  • Auto-Aim Correction: 252
4 Long barrel conversion.
  • 440,000 GMP
  • 34 R&D
36 minutes Requires developing the RASP TB-SG LB Grade 3
RASP TB-SG LB RASP TB-SG LB Rank 4
  • Damage: 980
  • Impact Force: 600
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 240
  • Effective Range (m): 64.0
  • Grouping: 235
  • Auto-Aim Correction: 240
5 Long barrel conversion.
  • 440,000 GMP
  • 34 R&D
  • Common Metal x4000
36 minutes Requires developing the RASP TB-SG LB Grade 4
RASP TB-SG SB RASP TB-SG SB Rank 2
  • Damage: 770
  • Impact Force: 600
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 360
  • Effective Range (m): 23.8
  • Grouping: 181
  • Auto-Aim Correction: 550
2 Short barrel conversion.
  • 100,000 GMP
  • 10 R&D
0 minutes Requires recruiting personnel with the Gunsmith (Shotguns) skill and developing the RASP TB-SG Grade 1
RASP TB-SG SB RASP TB-SG SB Rank 3
  • Damage: 840
  • Impact Force: 600
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 420
  • Effective Range (m): 22.5
  • Grouping: 167
  • Auto-Aim Correction: 600
3 Short barrel conversion.
  • 240,000 GMP
  • 20 R&D
18 minutes Requires developing the RASP TB-SG Grade 2
RASP TB-SG SB RASP TB-SG SB Rank 4
  • Damage: 910
  • Impact Force: 600
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 420
  • Effective Range (m): 22.5
  • Grouping: 208
  • Auto-Aim Correction: 600
4 Short barrel conversion.
  • 440,000 GMP
  • 34 R&D
36 minutes Requires developing the RASP TB-SG SB Grade 3
RASP TB-SG SB RASP TB-SG SB Rank 4
  • Damage: 1050
  • Impact Force: 600
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 420
  • Effective Range (m): 23.4
  • Grouping: 208
  • Auto-Aim Correction: 600
5 Short barrel conversion.
  • 620,000 GMP
  • 50 R&D
  • Common Metal x4000
72 minutes Requires the development of the RASP TB-SG SB Grade 4
S1000 (Broughton Model 1000 Series Shotgun.) S1000 Rank 2
  • Damage: 550
  • Impact Force: 250
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 80
  • Effective Range (m): 31.0
  • Grouping: 165
  • Auto-Aim Correction: 420
2 Pump-action shotgun.

Has limited ammo, but enough power at close range to send enemies flying.

  • 50,000 GMP
  • 9 R&D
0 minutes Available from the start
S1000 (Broughton Model 1000 Series Shotgun.) S1000 Rank 3
  • Damage: 600
  • Impact Force: 250
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 80
  • Effective Range (m): 31.0
  • Grouping: 199
  • Auto-Aim Correction: 399
3 Pump-action shotgun.

Has limited ammo, but enough power at close range to send enemies flying.

  • 210,000 GMP
  • 17 R&D
18 minutes Requires the development of the S1000 Grade 2
S1000 (Broughton Model 1000 Series Shotgun.) S1000 Rank 4
  • Damage: 650
  • Impact Force: 240
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 80
  • Effective Range (m): 31.0
  • Grouping: 199
  • Auto-Aim Correction: 399
4 Pump-action shotgun.

Has limited ammo, but enough power at close range to send enemies flying.

  • 550,000 GMP
  • 29 R&D
  • 29 Intel
36 minutes Requires the development of the S1000 Grade 3
S1000 (Broughton Model 1000 Series Shotgun.) S1000 Rank 5
  • Damage: 700
  • Impact Force: 350
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 80
  • Effective Range (m): 31.0
  • Grouping: 199
  • Auto-Aim Correction: 399
5 Pump-action shotgun.

Has limited ammo, but enough power at close range to send enemies flying.

  • 645,000 GMP
  • 47 R&D
72 minutes Requires the development of the S1000 Grade 4
S1000 (Broughton Model 1000 Series Shotgun.) S1000 Rank 6
  • Damage: 750
  • Impact Force: 250
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 80
  • Effective Range (m): 31.0
  • Grouping: 199
  • Auto-Aim Correction: 399
6 Pump-action shotgun.

Has limited ammo, but enough power at close range to send enemies flying.

  • 950,000 GMP
  • 58 R&D
  • 58 Intel
144 minutes Requires the development of the S1000 Grade 3
S1000 SLUG S1000 Rank 5
  • Damage: 2940
  • Impact Force: 600
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 80
  • Effective Range (m): 32.0
  • Grouping: 199
  • Auto-Aim Correction: 380
5 Slug shell conversion.
  • 685,000 GMP
  • 48 R&D
  • Common Metal x4000
72 minutes Requires recruitment of personnel with the Gunsmith (Shotguns) skill and the development of the S1000 Grade 4
S1000 SLUG S1000 Rank 6
  • Damage: 3150
  • Impact Force: 600
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 80
  • Effective Range (m): 32.0
  • Grouping: 199
  • Auto-Aim Correction: 380
6 Slug shell conversion.
  • 1,000,000 GMP
  • 61 R&D
  • 61 Intel
144 minutes Requires the development of the S1000 SLUG Grade 5
S1000 AIR-S S1000 Rank 2
  • Damage: 3600
  • Impact Force: 600
  • Penetration: No piercing
  • Firing Speed (RPM): 80
  • Effective Range (m): 28.0
  • Grouping: 199
  • Auto-Aim Correction: 399
3 Less lethal air shock slug conversion.
  • 220,000 GMP
  • 18 R&D
  • Fuel Resources x900
18 minutes Requires the development of the S1000 Grade 2
S1000 AIR-S S1000 Rank 4
  • Damage: 3900
  • Impact Force: 600
  • Penetration: No piercing
  • Firing Speed (RPM): 80
  • Effective Range (m): 28.0
  • Grouping: 199
  • Auto-Aim Correction: 399
4 Less lethal air shock slug conversion.
  • 480,000 GMP
  • 30 R&D
36 minutes Requires the development of the S1000 AIR-S Grade 3
S1000 AIR-S S1000 Rank 3
  • Damage: 4200
  • Impact Force: 600
  • Penetration: No piercing
  • Firing Speed (RPM): 80
  • Effective Range (m): 28.0
  • Grouping: 199
  • Auto-Aim Correction: 399
5 Less lethal air shock slug conversion.
  • 695,000 GMP
  • 49 R&D
72 minutes Requires the development of the S1000 AIR-S Grade 4
S1000 AIR-S MGSV-S1000-AIR-S 7 Requires the 1.04 update.
S1000 AIR-S 8 Requires the November 24 update.
S1000 EXT. S1000 EXT Rank 3
  • Damage: 600
  • Impact Force: 250
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 80
  • Effective Range (m): 31.0
  • Grouping: 165
  • Auto-Aim Correction: 420
3 Extended magazine tube conversion
  • 240,000 GMP
  • 20 R&D
  • Common Metal x4000
18 minutes Requires recruitment of personnel with the Gunsmith (Shotguns) skill and the development of the S1000 Grade 2
S1000 EXT. S1000 EXT Rank 4
  • Damage: 650
  • Impact Force: 250
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 80
  • Effective Range (m): 31.0
  • Grouping: 199
  • Auto-Aim Correction: 399
4 Extended magazine tube conversion
  • 440,000 GMP
  • 34 R&D
36 minutes Requires development of the S1000 EXT. Grade 3
S1000 EXT. S1000 EXT Rank 5
  • Damage: 700
  • Impact Force: 250
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 80
  • Effective Range (m): 31.0
  • Grouping: 199
  • Auto-Aim Correction: 399
5 Extended magazine tube conversion
  • 715,000 GMP
  • 50 R&D
  • Common Metal x4000
72 minutes Requires the development of the S1000 EXT. Grade 4
S1000 EXT. 7
  • 1,647,760 GMP (Development costs)
  • 66 R&D
  • 76 Support
  • 43,000 Minor Metal (Development costs)
  • 40,900 Common Metal (Development costs)
  • 16,490 GMP (Deployment costs)
  • 422 Minor Metal (Deployment costs)
  • 401 Common Metal (Deployment costs)
Requires the Version 1.06 update
S1000 SHORTY S1000 Shorty Rank 3
  • Damage: 600
  • Impact Force: 250
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 80
  • Effective Range (m): 29.5
  • Grouping: 138
  • Auto-Aim Correction: 462
3 Short barrel conversion.
  • 200,000 GMP
  • 16 R&D
18 minutes Requires recruitment of personnel with the Gunsmith (Shotguns) skill and the development of the S1000 Grade 2
S1000 SHORTY S1000 Shorty Rank 4
  • Damage: 650
  • Impact Force: 250
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 80
  • Effective Range (m): 29.5
  • Grouping: 138
  • Auto-Aim Correction: 462
4 Short barrel conversion.
  • 400,000 GMP
  • 30 R&D
72 minutes Requires the development of the S1000 Shorty Rank 3
KABARGA-83 (Kabarga-83 Shotgun.) Kabarga-83 Rank 3
  • Damage: 540
  • Impact Force: 250
  • Penetration: Pierces thin wood, canvas and cloth
  • Firing Speed (RPM): 300
  • Effective Range (m): 30.0
  • Grouping: 171
  • Auto-Aim Correction: 380
3 Automatic shotgun.

Combines the power of a traditional shotgun with a large-capacity magazine.

  • 300,000 GMP
  • 21 R&D
  • Common Metal x900
18 minutes
KABARGA-83 (Kabarga-83 Shotgun.) Kabarga-83 Rank 4
  • Damage: 585
  • Impact Force: 250
  • Penetration: Pierces thin wood, canvas and cloth
  • Firing Speed (RPM): 300
  • Effective Range (m): 30.0
  • Grouping: 192
  • Auto-Aim Correction: 380
4 Automatic shotgun.

Combines the power of a traditional shotgun with a large-capacity magazine.

  • 630,000 GMP
  • 35 R&D
  • Common Metal x2000
36 minutes Requires procurement of the [KABARGA-83] Blueprint and the development of the KABARGA-83 Grade 3
KABARGA-83 (Kabarga-83 Shotgun.) Kabarga-83 Rank 5
  • Damage: 630
  • Impact Force: 250
  • Penetration: Pierces thin wood, canvas and cloth
  • Firing Speed (RPM): 300
  • Effective Range (m): 30.0
  • Grouping: 206
  • Auto-Aim Correction: 380
5 Automatic shotgun.

Combines the power of a traditional shotgun with a large-capacity magazine.

  • 990,000 GMP
  • 51 R&D
  • Common Metal x4000
72 minutes Requires development of the KABARGA-83 Grade 4
KABARGA-83 (Kabarga-83 Shotgun.) Kabarga-83 Rank 6
  • Damage: 675
  • Impact Force: 250
  • Penetration: Pierces thin wood, canvas and cloth
  • Firing Speed (RPM): 300
  • Effective Range (m): 30.0
  • Grouping: 206
  • Auto-Aim Correction: 380
6 Automatic shotgun.

Combines the power of a traditional shotgun with a large-capacity magazine.

  • 1,580,000 GMP
  • 63 R&D
  • Minor Metal x3,600
144 minutes Requires development of the KABARGA-83 Grade 5
KABARGA-83 (Kabarga-83 Shotgun.) KABARGA-83-Grade-8 8
  • 4,652,510 GMP (Development costs)
  • 85 R&D
  • 95 Support
  • 60,800 Precious Metals (Development costs)
  • 57,800 Minor Metals (Development costs)
  • 46,070 GMP (Deployment costs)
  • 894 Precious Metal (Deployment costs)
  • 850 Minor Metal (Deployment costs)
Requires the Version 1.06 update.
BULLHORN SG (BullHorn Shotgun.) Bullhorn SG Rank 4
  • Damage: 585
  • Impact Force: 250
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 240
  • Effective Range (m): 33.0
  • Grouping: 268
  • Auto-Aim Correction: 350
4 Bullpup shotgun.

Uses a bullpup design that places the chamber to the rear of the weapon, reducing muzzle rise when it is fired.

  • 660,000 GMP
  • 29 R&D
36 minutes
BULLHORN SG (BullHorn Shotgun.) Bullhorn SG Rank 5
  • Damage: 630
  • Impact Force: 250
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 240
  • Effective Range (m): 33.0
  • Grouping: 289
  • Auto-Aim Correction: 350
5 Bullpup shotgun.

Uses a bullpup design that places the chamber to the rear of the weapon, reducing muzzle rise when it is fired.

  • 920,000 GMP
  • 43 R&D
72 minutes Requires procurement of the [BULLHORN SG] Blueprint and the development of the BULLHORN SG Grade 4
BULLHORN SG (BullHorn Shotgun.) 7 Requires the Version 1.04 update
BULLHORN SG (BullHorn Shotgun.) 8 Requires the November 24 update.
RASP SB-SG GOLD (Rasp Short-Barreled Shotgun Gold)
  • Damage: 840
  • Impact Force: 600
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 360
  • Effective Range (m): 23.0
  • Grouping: 181
  • Auto-Aim Correction: 550
3 Sawed-off double-barreled shotgun.

A powerful hunting gun with its long barrels sawed off. This shining gold "persuader" is sure to make enemies see things your way.

  • 270,000 GMP
  • 23 R&D
18 minutes Requires voucher codes included in the Collector's Edition as well as various preorders for Metal Gear Solid V: The Phantom Pain.
Shotguns

Grenade Launchers

Name Image Stats Grade Description Development requirements Development time Unlock requirements
FAKEL-46 (Fakel Grenade Launcher 46.) FAKEL-46 Rank 1
  • Damage: 2600
  • Impact Force: 2000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 25.3
  • Grouping: 275
  • Auto-Aim Correction: 460
1 Caseless grenade launcher.

The simplified construction of this single-shot grenade launcher makes for an all-round better shooting experience, but the grenades' internalized propellant means weaker capabilities than similar ammunition.

  • 50,000 GMP
  • 7 R&D
0 minutes
FAKEL-46 (Fakel Grenade Launcher 46.) FAKEL-46 Rank 2
  • Damage: 2860
  • Impact Force: 2000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 25.3
  • Grouping: 275
  • Auto-Aim Correction: 460
2 Caseless grenade launcher.

The simplified construction of this single-shot grenade launcher makes for an all-round better shooting experience, but the grenades' internalized propellant means weaker capabilities than similar ammunition.

  • 180,000 GMP
  • 18 R&D
0 minutes Requires development of the FAKEL-46 Grade 1
FAKEL-46 (Fakel Grenade Launcher 46.) FAKEL-46 Rank 3
  • Damage: 3120
  • Impact Force: 2000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 25.3
  • Grouping: 275
  • Auto-Aim Correction: 460
3 Caseless grenade launcher.

The simplified construction of this single-shot grenade launcher makes for an all-round better shooting experience, but the grenades' internalized propellant means weaker capabilities than similar ammunition.

  • 320,000 GMP
  • 32 R&D
  • Common Metal x900
18 minutes Requires development of the FAKEL-46 Grade 2
FAKEL-46 (Fakel Grenade Launcher 46.) FAKEL-46 Rank 4
  • Damage: 3380
  • Impact Force: 2000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 25.3
  • Grouping: 275
  • Auto-Aim Correction: 460
4 Caseless grenade launcher.

The simplified construction of this single-shot grenade launcher makes for an all-round better shooting experience, but the grenades' internalized propellant means weaker capabilities than similar ammunition.

  • 320,000 GMP
  • 32 R&D
  • Common Metal x2000
36 minutes Requires development of the FAKEL-46 Grade 3
FAKEL (SMOKE) FAKEL-46 Rank 3
  • Damage: 0
  • Impact Force: 2000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 25.3
  • Grouping: 275
  • Auto-Aim Correction: 460
4 Smoke round conversion.
  • 560,000 GMP
  • 50 R&D
  • Common Metal x2000
36 minutes Requires recruitment of personnel with the Gunsmith (Grenade Launchers) skill and the development of the FAKEL-46 Grade 3
FAKEL (STUN) FAKEL-46 Rank 3
  • Damage: 4200
  • Impact Force: 2000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 25.3
  • Grouping: 275
  • Auto-Aim Correction: 460
5 Stun round conversion.
  • 780,000 GMP
  • 55 R&D
  • Minor Metal x2000
72 minutes Requires recruitment of personnel with the Gunsmith (Grenade Launchers) skill and the development of the FAKEL SMOKE Grade 4
FAKEL (SLEEP) FAKEL-46 Rank 3
  • Damage: 4500
  • Impact Force: 2000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 25.3
  • Grouping: 275
  • Auto-Aim Correction: 460
6 Sleep round conversion.
  • 1,090,000 GMP
  • 60 R&D
  • African Peach x576
  • Digitalis (Lutea) x144
144 minutes Requires recruitment of personnel with the Gunsmith (Grenade Launchers) skill and the development of the FAKEL STUN Grade 5
FAKEL G-33 FAKEL G-33 Rank 2
  • Damage: 2860
  • Impact Force: 2000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 25.3
  • Grouping: 275
  • Auto-Aim Correction: 460
2 Double barrel conversion.
  • 220,000 GMP
  • 26 R&D
  • Common Metal x200
0 minutes Requires recruitment of personnel with the Gunsmith (Grenade Launchers) skill and the development of the FAKEL-46 Grade 1
FAKEL G-33 FAKEL G-33 Rank 3
  • Damage: 3120
  • Impact Force: 2000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 25.3
  • Grouping: 275
  • Auto-Aim Correction: 460
3 Double barrel conversion.
  • 300,000 GMP
  • 37 R&D
  • Common Metal x900
18 minutes Requires developing the FAKEL G-33 Grade 2
FAKEL G-33 FAKEL G-33 Rank 4
  • Damage: 3380
  • Impact Force: 2000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 25.3
  • Grouping: 275
  • Auto-Aim Correction: 460
4 Double barrel conversion.
  • 500,000 GMP
  • 51 R&D
  • Common Metal x2000
36 minutes Requires the development the FAKEL G-33 Grade 3
FAKEL G-33 FAKEL G-33 Rank 5
  • Damage: 3640
  • Impact Force: 2000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 25.3
  • Grouping: 275
  • Auto-Aim Correction: 460
5 Double barrel conversion.
  • 790,000 GMP
  • 60 R&D
  • Common Metal x4000
72 minutes Requires developing the FAKEL G-33 Grade 4
DGL103-SA (Detachable Grenade Launcher 103 Standalone.) DGL 103-SA Rank 2
  • Damage: 2860
  • Impact Force: 2000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 27.5
  • Grouping: 316
  • Auto-Aim Correction: 396
2 40mm single-shot grenade launcher.

Uses cased ammunition for greater accuracy, further enhanced by its high-precision barrel. Also boasts a long effective range.

  • 100,000 GMP
  • 14 R&D
0 minutes
DGL103-SA (Detachable Grenade Launcher 103 Standalone.) DGL 103-SA Rank 3
  • Damage: 3120
  • Impact Force: 2000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 27.5
  • Grouping: 316
  • Auto-Aim Correction: 396
3 40mm single-shot grenade launcher.

Uses cased ammunition for greater accuracy, further enhanced by its high-precision barrel. Also boasts a long effective range.

  • 300,000 GMP
  • 27 R&D
  • Common Metal x900
18 minutes Requires developing the DGL103-SA Grade 2
DGL103-SA (Detachable Grenade Launcher 103 Standalone.) DGL 103-SA Rank 4
  • Damage: 3380
  • Impact Force: 2000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 27.5
  • Grouping: 316
  • Auto-Aim Correction: 396
4 40mm single-shot grenade launcher.

Uses cased ammunition for greater accuracy, further enhanced by its high-precision barrel. Also boasts a long effective range.

  • 600,000 GMP
  • 39 R&D
  • Common Metal x2,000
36 minutes Requires developing the DGL103-SA Grade 3
DGL103-SA (Detachable Grenade Launcher 103 Standalone.) DGL 103-SA Rank 5
  • Damage: 3640
  • Impact Force: 2000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 27.5
  • Grouping: 316
  • Auto-Aim Correction: 396
5 40mm single-shot grenade launcher.

Uses cased ammunition for greater accuracy, further enhanced by its high-precision barrel. Also boasts a long effective range.

  • 880,000 GMP
  • 52 R&D
  • Common Metal x4000
72 minutes Requires developing the DGL103-SA Grade 4
DGL103 (SMOKE) DGL 103-SA Rank 4
  • Damage: 0
  • Impact Force: 2000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 27.5
  • Grouping: 316
  • Auto-Aim Correction: 396
5 Smoke round conversion
  • 800,000 GMP
  • 53 R&D
  • Common Metal x4000
72 minutes Requires recruiting personnel with the Gunsmith (Grenade Launchers) skill and developing the DGL103-SA Grade 4
DGL103 (STUN) DGL 103-SA Rank 4
  • Damage: 4500
  • Impact Force: 2000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 27.5
  • Grouping: 316
  • Auto-Aim Correction: 396
6 Stun round conversion.
  • 1,320,000 GMP
  • 60 R&D
  • Minor Metal x3600
144 minutes Requires recruiting personnel with the Gunsmith (Grenade Launchers) skill and developing the DGL103 (STUN) Grade 5
DGL103 (SLEEP) Pic09 a 8 Requires the November 24 update.
DGL103-LB DGL 103-LB Rank 3
  • Damage: 3120
  • Impact Force: 2000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 40.5
  • Grouping: 316
  • Auto-Aim Correction: 336
3 Long barrel conversion.
  • 320,000 GMP
  • 29 R&D
  • Common Metal x900
18 minutes Requires recruiting personnel with the Gunsmith (Grenade Launchers) skill and developing the DGL103-SA Grade 2
DGL-103 LB DGL 103-LB Rank 4
  • Damage: 3380
  • Impact Force: 2000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 40.5
  • Grouping: 316
  • Auto-Aim Correction: 336
4 Long barrel conversion.
  • 620,000 GMP
  • 41 R&D
  • Common Metal x4000
72 minutes Requires the development of the DGL-103 LB Grade 3
DGL-103 LB DGL 103-LB Rank 5
  • Damage: 3640
  • Impact Force: 2000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 43.5
  • Grouping: 316
  • Auto-Aim Correction: 336
5 Long barrel conversion.
  • 1,140,000 GMP
  • 54 R&D
  • Common Metal x4000
72 minutes Requires the development of the DGL-103 LB Grade 4
ISANDO RGL-220 (Isando Revolver Grenade Launcher 220.) ISANDO RGL-220 Rank 2
  • Damage: 2860
  • Impact Force: 2000
  • Penetration: No piercing
  • Firing Speed (RPM): 180
  • Effective Range (m): 21.0
  • Grouping: 265
  • Auto-Aim Correction: 400
2 40mm 6-round grenade launcher.

Maintains long-range attack capability while enabling rapid fire. However, it is heavier and harder to handle.

  • 200,000 GMP
  • 18 R&D
  • Minor Metal x100
0 minutes
ISANDO RGL-220 (Isando Revolver Grenade Launcher 220.) ISANDO RGL-220 Rank 3
  • Damage: 3120
  • Impact Force: 2000
  • Penetration: No piercing
  • Firing Speed (RPM): 180
  • Effective Range (m): 25.2
  • Grouping: 265
  • Auto-Aim Correction: 320
3 40mm 6-round grenade launcher.

Maintains long-range attack capability while enabling rapid fire. However, it is heavier and harder to handle.

  • 446,000 GMP
  • 26 R&D
  • Minor Metal x450
18 minutes Requires procurement of the [ISANDO RGL-220] Blueprint and the development of the ISANDO RGL-220 Grade 2
ISANDO RGL-220 (Isando Revolver Grenade Launcher 220.) ISANDO RGL-220 Rank 4
  • Damage: 3380
  • Impact Force: 2000
  • Penetration: No piercing
  • Firing Speed (RPM): 180
  • Effective Range (m): 31.5
  • Grouping: 265
  • Auto-Aim Correction: 320
4 40mm 6-round grenade launcher.

Maintains long-range attack capability while enabling rapid fire. However, it is heavier and harder to handle.

  • 780,000 GMP
  • 42 R&D
  • Minor Metal x1000
36 minutes Requires the development of the ISANDO RGL-220 Grade 3
RGL-220 (SMOKE) ISANDO RGL-220 Rank 4
  • Damage: 0
  • Impact Force: 2000
  • Penetration: No piercing
  • Firing Speed (RPM): 180
  • Effective Range (m): 31.5
  • Grouping: 265
  • Auto-Aim Correction: 320
5 Smoke round conversion.
  • 950,000 GMP
  • 56 R&D
  • Minor Metal x2000
144 minutes Requires recruitment of personnel with the Gunsmith (Grenade Launchers) skill and the development of the S1000 Grade 3
RGL-220 (STUN) 7
  • 3,420,340 GMP (Development costs)
  • 84 R&D
  • 94 Intel
  • 5900 Wormwood (Development costs)
  • 52,000 Minor Metal (Development costs)
  • 34,210 GMP (Deployment costs)
  • 177 Wormwood (Deployment costs)
  • 510 Minor Metal (Deployment costs)
Requires the Version 1.06 update and the recruitment of personnel with the Gunsmith (Grenade Launchers) skill.
RGL-220 (SLEEP) 8 Requires the November 24 update.
HAIL MGR-4 (Hail Magazine Grenade Rifle.) HAIL MGR-4 Rank 3
  • Damage: 3120
  • Impact Force: 1000
  • Penetration: No piercing
  • Firing Speed (RPM): 180
  • Effective Range (m): 26.0
  • Grouping: 328
  • Auto-Aim Correction: 380
3 Magazine-loading grenade launcher.

This grenade launcher is fitted with a magazine port for rapid firing and quicker reloads. Since miniaturization of the grenades has proven difficult, there is little prospect of diverse ammunition types being developed for this weapon.

  • 445,000 GMP
  • 25 R&D
  • Minor Metal x450
18 minutes Requires recruitment of personnel with the Gunsmith (Shotguns) skill and the development of the S1000 Grade 4
HAIL MGR-4 (Hail Magazine Grenade Rifle.) HAIL MGR-4 Rank 4
  • Damage: 3380
  • Impact Force: 1000
  • Penetration: No piercing
  • Firing Speed (RPM): 180
  • Effective Range (m): 26.0
  • Grouping: 328
  • Auto-Aim Correction: 380
4 Magazine-loading grenade launcher.

This grenade launcher is fitted with a magazine port for rapid firing and quicker reloads. Since miniaturization of the grenades has proven difficult, there is little prospect of diverse ammunition types being developed for this weapon.

  • 680,000 GMP
  • 43 R&D
  • Minor Metal x1000
36 minutes Requires procurement of the [HAIL MGR-4] Blueprint and the development of the HAIL MGR-4 Grade 3
HAIL MGR-4 (Hail Magazine Grenade Rifle.) HAIL MGR-4 Rank 5
  • Damage: 3640
  • Impact Force: 1000
  • Penetration: No piercing
  • Firing Speed (RPM): 180
  • Effective Range (m): 32.4
  • Grouping: 328
  • Auto-Aim Correction: 304
5 Magazine-loading grenade launcher.

This grenade launcher is fitted with a magazine port for rapid firing and quicker reloads. Since miniaturization of the grenades has proven difficult, there is little prospect of diverse ammunition types being developed for this weapon.

  • 880,000 GMP
  • 58 R&D
  • Minor Metal x3000
18 minutes Requires the development of the HAIL MGR-4 Grade 4
HAIL MGR-4 (Hail Magazine Grenade Rifle.) MGSV-HAIL-MGR-4 7 Requires the 1.04 update.
MIRAZH-71 9 Mirazh-68 Grenade Launcher

40mm single-shot grenade launcher. Uses cased ammunition for greater accuracy, and provides a wide casualty radius due to its multiple-warhead dispersal design.

Development costs (Pre-Version 1.10 update)

  • 11,389,210 GMP (development)
  • 113 R&D [1]
  • 124 Support
  • Precious Metal x235,600 (development)
  • Common Metal x447,600 (development)

Development costs (Post-Version 1.10 update)

  • 7000 GMP (development)

Deployment costs (Pre-Version 1.10 update)

  • 72 R&D
  • 142,360 GMP (deployment)
  • Precious Metal x2,940 (deployment)
  • Common Metal x2,790 (deployment)

Deployment costs (Post-Version 1.10 update)

  • 700 GMP (deployment)
6 days Requires the December 2015 update as well as the [MIRAZH-71] Blueprint in the April 5-19 Mosquito's Legacy rerelease starting on April 12.
Grenade launchers

Primary Weapons (Back)

Sniper Rifles

Name Image Stats Grade Description Development requirements Development time Unlock requirements
RENOV-ICKX SR (Renov-ICKX Sniper rifle.) RENOV-ICKX SR Rank 1
  • Damage: 1700
  • Impact Force: 600
  • Penetration: Pierces thin metal
  • Firing Speed (RPM): 80
  • Effective Range (m): 105.0
  • Grouping: 396
  • Auto-Aim Correction: 140
1 Soviet 7.62mm sniper rifle.

High-precision rifle used extensively in the field since WWII. Its bolt action gives it excellent accuracy, but also a slow rate of fire.

  • 40,000 GMP
  • 4 R&D
0 minutes Available at start
RENOV-ICKX SR (Renov-ICKX Sniper rifle.) RENOV-ICKX SR Rank 2
  • Damage: 1925
  • Impact Force: 600
  • Penetration: Pierces thin metal
  • Firing Speed (RPM): 80
  • Effective Range (m): 105.0
  • Grouping: 396
  • Auto-Aim Correction: 140
2 Soviet 7.62mm sniper rifle.

High-precision rifle used extensively in the field since WWII. Its bolt action gives it excellent accuracy, but also a slow rate of fire.

  • 140,000 GMP
  • 14 R&D
0 minutes Requires development of the RENOV-ICKX SR Grade 1
RENOV-ICKX SR (Renov-ICKX Sniper rifle.) RENOV-ICKX Rank 3
  • Damage: 2100
  • Impact Force: 600
  • Penetration: Pierces thin metal
  • Firing Speed (RPM): 80
  • Effective Range (m): 107.1
  • Grouping: 444
  • Auto-Aim Correction: 108
3 Soviet 7.62mm sniper rifle.

High-precision rifle used extensively in the field since WWII. Its bolt action gives it excellent accuracy, but also a slow rate of fire.

  • 240,000 GMP
  • 24 R&D
18 minutes Requires development of the RENOV-ICKX SR Grade 2
RENOV-ICKX SR (Renov-ICKX Sniper rifle.) RENOV-ICKX Rank 4
  • Damage: 2470
  • Impact Force: 600
  • Penetration: Pierces thin metal
  • Firing Speed (RPM): 80
  • Effective Range (m): 122.4
  • Grouping: 435
  • Auto-Aim Correction: 126
4 Soviet 7.62mm sniper rifle.

High-precision rifle used extensively in the field since WWII. Its bolt action gives it excellent accuracy, but also a slow rate of fire.

  • 240,000 GMP
  • 24 R&D
36 minutes Requires development of the RENOV ICKX SR Grade 3
RENOV-ICKX SR (Renov-ICKX Sniper rifle.) RENOV-ICKX Rank 5
  • Damage: 2660
  • Impact Force: 600
  • Penetration: Pierces thin metal
  • Firing Speed (RPM): 80
  • Effective Range (m): 126.0
  • Grouping: 460
  • Auto-Aim Correction: 108
5 Soviet 7.62mm sniper rifle.

High-precision rifle used extensively in the field since WWII. Its bolt action gives it excellent accuracy, but also a slow rate of fire.

  • 640,000 GMP
  • 52 R&D
72 minutes Requires the development of the RENOV-ICKX SR Grade 4
RENOV-ICKX TP RENOV-ICKX SR Rank 1
  • Damage: 1375
  • Impact Force: 600
  • Penetration: No piercing
  • Firing Speed (RPM): 80
  • Effective Range (m): 85.0
  • Grouping: 404
  • Auto-Aim Correction: 160
2 Tranquilizer round conversion.
  • 150,000 GMP
  • 15 R&D
  • 15 Intel
  • Golden Crescent x40
0 minutes Requires development of RENOV-ICKX SR Grade 2
RENOV-ICKX TP RENOV-ICKX SR Rank 2
  • Damage: 1500
  • Impact Force: 600
  • Penetration: No piercing
  • Firing Speed (RPM): 80
  • Effective Range (m): 85.0
  • Grouping: 404
  • Auto-Aim Correction: 160
3 Tranquilizer round conversion.
  • 250,000 GMP
  • 24 R&D
  • Golden Crescent x90
  • Digitalis (Purpurea) x72
18 minutes Requires recruitment of personnel with the Anesthesia Specialist skill and the development of the RENOV-ICKX TP Grade 2
Renov-ICKX TP RENOV-ICKX Rank 3
  • Damage: 2100
  • Impact Force: 600
  • Penetration: No piercing
  • Firing Speed (RPM): 80
  • Effective Range (m): 86.7
  • Grouping: 452
  • Auto-Aim Correction: 144
4 Tranquilizer round conversion.
  • 450,000 GMP
  • 39 R&D
36 minutes Requires the development of the RENOV-ICKX TP Grade 3
Renov-ICKX TP RENOV-ICKX Rank 5
  • Damage: 1750
  • Impact Force: 600
  • Penetration: No piercing
  • Firing Speed (RPM): 80
  • Effective Range (m): 89.3
  • Grouping: 477
  • Auto-Aim Correction: 136
5 Tranquilizer round conversion.
  • 650,000 GMP
  • 53 R&D
72 minutes Requires developing the RENOV-ICKX TP Grade 4
M2000-D (Broughton Model 2000 SNiper Rifle, Detachable-Magazine.) M2000-D Rank 2
  • Damage: 2035
  • Impact Force: 600
  • Penetration: Pierces thin metal
  • Firing Speed (RPM): 60
  • Effective Range (m): 110.0
  • Grouping: 427
  • Auto-Aim Correction: 120
2 7.62mm sniper rifle.

Features superb effective range and power, but a slow rate of fire due to its bolt action.

  • 170,000 GMP
  • 13 R&D
0 minutes
M2000-D (Broughton Model 2000 SNiper Rifle, Detachable-Magazine.) M2000-D Rank 3
  • Damage: 2280
  • Impact Force: 600
  • Penetration: Pierces thin metal
  • Firing Speed (RPM): 60
  • Effective Range (m): 110.0
  • Grouping: 427
  • Auto-Aim Correction: 120
3 7.62mm sniper rifle.

Features superb effective range and power, but a slow rate of fire due to its bolt action.

  • 280,000 GMP
  • 18 R&D
  • 18 Intel
18 minutes Requires developing the M2000-D Grade 2
M2000-D (Broughton Model 2000 SNiper Rifle, Detachable-Magazine.) M2000-D Rank 4
  • Damage: 2470
  • Impact Force: 600
  • Penetration: Pierces thin metal
  • Firing Speed (RPM): 60
  • Effective Range (m): 117.7
  • Grouping: 499
  • Auto-Aim Correction: 96
4 7.62mm sniper rifle.

Features superb effective range and power, but a slow rate of fire due to its bolt action.

  • 430,000 GMP
  • 37 R&D
36 minutes Requires the development of the M2000-D Grade 3
M2000-D (Broughton Model 2000 SNiper Rifle, Detachable-Magazine.) M2000-D Rank 5
  • Damage: 2660
  • Impact Force: 600
  • Penetration: Pierces thin metal
  • Firing Speed (RPM): 60
  • Effective Range (m): 117.7
  • Grouping: 499
  • Auto-Aim Correction: 102
5 7.62mm sniper rifle.

Features superb effective range and power, but a slow rate of fire due to its bolt action.

  • 600,000 GMP
  • 48 R&D
  • 48 Intel
72 minutes Requires developing the M2000-D Grade 4
M2000-D (Broughton Model 2000 SNiper Rifle, Detachable-Magazine.) 7
  • 2,044,770 GMP (Development costs)
  • 76 R&D
  • 86 Support
  • 50,900 Common Metal (Development costs)
  • 48,300 Minor Metal (Development costs)
  • 20,460 GMP (Deployment costs)
  • 499 Common Metal (Deployment costs)
  • 474 Minor Metal (Deployment costs)
Requires the Version 1.06 update.
M2000-D (Broughton Model 2000 SNiper Rifle, Detachable-Magazine.) 8 Requires the November 24 update.
M2000-NL M2000-D Rank 3
  • Damage: 2275
  • Impact Force: 600
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 90.0
  • Grouping: 435
  • Auto-Aim Correction: 140
4 Tranquilizer round conversoin.
  • 420,000 GMP
  • 36 R&D
  • 31 Medical
  • Golden Crescent x200
  • Digitalis (Purpurea)
36 minutes Requires developing the M2000-D Grade 3
M2000-NL M2000-D Rank 4
  • Damage: 2450
  • Impact Force: 600
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 90.0
  • Grouping: 507
  • Auto-Aim Correction: 112
5 Tranquilizer round conversoin.
  • 610,000 GMP
  • 49 R&D
72 minutes Requires developing the M200-NL Grade 4
M2000-NL M2000-D Rank 5
  • Damage: 2625
  • Impact Force: 600
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 96.3
  • Grouping: 507
  • Auto-Aim Correction: 112
6 Tranquilizer round conversoin.
  • 960,000 GMP
  • 61 R&D
  • 61 Intel
144 minutes Requires development of the M2000-NL Grade 5
M2000-NL 8
  • 4,461,310 GMP (Development costs)
  • 82 R&D
  • 92 Support
  • 1200 Digitalis (Lutea) (Development costs)
  • 1100 Haoma (Development costs)
  • 43,500 GMP (Deployment costs)
  • 90 Digitalis (Lutea) (Deployment costs)
  • 83 Haoma (Deployment costs)
Requires the Version 1.06 update.
BAMBETOV SV (Bambetov Sniper Rifle.) BAMBETOV SV Rank 3
  • Damage: 1980
  • Impact Force: 600
  • Penetration: Pierces thin metal
  • Firing Speed (RPM): 180
  • Effective Range (m): 95.0
  • Grouping: 360
  • Auto-Aim Correction: 140
3 7.62mm semi-auto sniper rifle.

Uses various existing components to help lessen development cost. Since its design focuses on rapid firing, it suffers a comparative drop in accuracy. Uses a lightweight skeletonized stock.

  • 230,000 GMP
  • 23 R&D
18 minutes
BAMBETOV SV (Bambetov Sniper Rifle.) BAMBETOV SV Rank 4
  • Damage: 2160
  • Impact Force: 600
  • Penetration: Pierces thin metal
  • Firing Speed (RPM): 180
  • Effective Range (m): 95.0
  • Grouping: 360
  • Auto-Aim Correction: 140
4 7.62mm semi-auto sniper rifle.

Uses various existing components to help lessen development cost. Since its design focuses on rapid firing, it suffers a comparative drop in accuracy. Uses a lightweight skeletonized stock.

  • 390,000 GMP
  • 33 R&D
  • 33 Intel
36 minutes Requires procuring the [BAMBETOV SV] Blueprint and developing the BAMBETOV SV Grade 3
BAMBETOV SV (Bambetov Sniper Rifle.) BAMBETOV SV Rank 5
  • Damage: 2340
  • Impact Force: 600
  • Penetration: Pierces thin metal
  • Firing Speed (RPM): 180
  • Effective Range (m): 95.0
  • Grouping: 376
  • Auto-Aim Correction: 140
5 7.62mm semi-auto sniper rifle.

Uses various existing components to help lessen development cost. Since its design focuses on rapid firing, it suffers a comparative drop in accuracy. Uses a lightweight skeletonized stock.

  • 540,000 GMP
  • 42 R&D
72 minutes Requires the development of the BAMBETOV SV Grade 4
BAMBETOV SV (Bambetov Sniper Rifle.) 7
  • 2,044,770 GMP (development cost)
  • 79 R&D
  • 89 Support
  • 50,900 Minor Metal (development cost)
  • 48,300 Precious Metal (development cost)
  • 20,460 GMP (deployment cost)
  • 499 Minor Metal (deployment cost)
  • 474 Precious Metal (deployment cost)
Requires the Version 1.06 update.
BAMBETOV SV (Bambetov Sniper Rifle) 8 Requires the November 24 update.
AM-MRS-71 RIFLE (Arms Material Multipurpose Rifle SYstem Type 71 Precision Model.) AM MRS-71 Rifle Rank 3
  • Damage: 2160
  • Impact Force: 600
  • Penetration: Pierces thin metal
  • Firing Speed (RPM): 150
  • Effective Range (m): 100.0
  • Grouping: 375
  • Auto-Aim Correction: 120
3 7.62mm semi-auto sniper rifle.

Expensive to develop, but avoids the drop in accuracy that usually accompanies an increased rate of fire.

  • 1,140,000 GMP
  • 54 R&D
  • Common Metal x4000
72 minutes Requires the development of the DGL-103 LB Grade 4
AM-MRS-71 RIFLE (Arms Material Multipurpose Rifle SYstem Type 71 Precision Model.) AM MRS-71 Rifle Rank 4
  • Damage: 2340
  • Impact Force: 600
  • Penetration: Pierces thin metal
  • Firing Speed (RPM): 150
  • Effective Range (m): 100.0
  • Grouping: 375
  • Auto-Aim Correction: 120
4 7.62mm semi-auto sniper rifle.

Expensive to develop, but avoids the drop in accuracy that usually accompanies an increased rate of fire.

  • 450,000 GMP
  • 39 R&D
36 minutes Requires the procurement of the [AM-MRS-71 RIFLE] Blueprint and the development of the AM-MRS-71 Rifle Grade 3
AM-MRS-71 RIFLE (Arms Material Multipurpose Rifle SYstem Type 71 Precision Model.) AM MRS-71 Rifle Rank 5
  • Damage: 2520
  • Impact Force: 600
  • Penetration: Pierces thin metal
  • Firing Speed (RPM): 150
  • Effective Range (m): 105.0
  • Grouping: 467
  • Auto-Aim Correction: 102
5 7.62mm semi-auto sniper rifle.

Expensive to develop, but avoids the drop in accuracy that usually accompanies an increased rate of fire.

  • 600,000 GMP
  • 48 R&D
72 minutes Requires the development of the AM-MRS-71 RIFLE Grade 4
AM-MRS-71 RIFLE (Arms Material Multipurpose Rifle SYstem Type 71 Precision Model.) MGSV-AM-MRS-71-RIFLE 7 Requires the version 1.04 update.
AM-MRS-73 RIFLE AM MRS-73 Rifle Rank 5
  • Damage: 1680
  • Impact Force: 600
  • Penetration: Pierces thin metal
  • Firing Speed (RPM): 150
  • Effective Range (m): 90.0
  • Grouping: 539
  • Auto-Aim Correction: 160
5 5.56mm conversion.
  • 740,000 GMP
  • 52 R&D
  • Minor Metal x4000
72 minutes Requires recruitment of personnel possessing the Gunsmith (Sniper Rifles) skill and the development of the AM-MRS-71 RIFLE Grade 4
AM-MRS-73 RIFLE AM MRS-73 Rifle Rank 6
  • Damage: 1800
  • Impact Force: 600
  • Penetration: Pierces thin metal
  • Firing Speed (RPM): 150
  • Effective Range (m): 94.5
  • Grouping: 596
  • Auto-Aim Correction: 136
6 5.56mm conversion.
  • 1,280,000 GMP
  • 62 R&D
144 minutes Requires the development of the AM-MRS-73 Grade 5
AM-MRS-73 RIFLE 8 Requires the November 24 update.
AM-MRS-73 NL AM MRS-71 Rifle Rank 4
  • Damage: 1260
  • Impact Force: 600
  • Penetration: No piercing
  • Firing Speed (RPM): 150
  • Effective Range (m): 80.0
  • Grouping: 539
  • Auto-Aim Correction: 180
5 Tranquilizer round variant.
  • 630,000 GMP
  • 49 R&D
  • 49 Medical
  • Golden Crescent x400
  • Digitalis (Purpurea) x320
72 minutes Requires recruitment of personnel with the Anesthesia Specialist skill and the development of the AM-MRS-71 RIFLE Grade 4
AM-MRS-73 NL 7 Requires the November 24 update.
8 Requires the March 1 update.
BRENNAN LRS-46 (Brennan Long Range Sniper Type 54.) BRENNAN LRS-46 Rank 4
  • Damage: 2990
  • Impact Force: 2200
  • Penetration: Pierces thin concrete walls
  • Firing Speed (RPM): 60
  • Effective Range (m): 130.0
  • Grouping: 354
  • Auto-Aim Correction: 40
4 12.7mm anti-material rifle.

High-caliber sniper rifle boasting incredible power and penetration, though its bolt action gives it a slow rate of fire.

  • 500,000 GMP
  • 37 R&D
  • Common Metal x2000
36 minutes
BRENNAN LRS-46 (Brennan Long Range Sniper Type 54.) BRENNAN LRS-46 Rank 5
  • Damage: 3120
  • Impact Force: 2200
  • Penetration: Pierces thin concrete walls
  • Firing Speed (RPM): 60
  • Effective Range (m): 139.1
  • Grouping: 386
  • Auto-Aim Correction: 32
5 12.7mm anti-material rifle.

High-caliber sniper rifle boasting incredible power and penetration, though its bolt action gives it a slow rate of fire.

  • 940,000 GMP
  • 52 R&D
  • Common Metal x4000
72 minutes Requires procurement of the [BRENNAN LRS-46] Blueprint and the development of the BRENNAN LRS-46 Grade 4
BRENNAN LRS-46 (Brennan Long Range Sniper Type 54.) BRENNAN LRS-46 Rank 6
  • Damage: 3250
  • Impact Force: 2200
  • Penetration: Pierces thin concrete walls
  • Firing Speed (RPM): 60
  • Effective Range (m): 139.1
  • Grouping: 386
  • Auto-Aim Correction: 32
6 12.7mm anti-material rifle.

High-caliber sniper rifle boasting incredible power and penetration, though its bolt action gives it a slow rate of fire.

  • 1,700,000 GMP
  • 62 R&D
  • 62 Intel
  • Minor Metal x3600
144 minutes Requires the development of the BRENNAN LRS-46 Grade 5
BRENNAN LRS-46 (Brennan Long Range Sniper Type 54.) Pic13 c 8 Requires the January 26 update.
SERVAL AMR-7 (Serval Anti-material Rifle-7) SERVAL AMR-7 Rank 5
  • Damage: 3120
  • Impact Force: 2200
  • Penetration: Pierces thin concrete walls
  • Firing Speed (RPM): 80
  • Effective Range (m): 115.0
  • Grouping: 326
  • Auto-Aim Correction: 100
5 Large-caliber semi-auto sniper rifle.

Enables semi-automatic firing of the excellent general-purpose, flat-trajectory 12.7mm round. Its rapid fire rate and awesome power are a sight to behold.

  • 1,080,000 GMP
  • 56 R&D
  • Common Metal x4000
72 minutes Requires recruitment of personnel with the Gunsmith (Sniper Rifles) skill and procurement of the [SERVAL AMR-7] Blueprint
SERVAL AMR-7 (Serval Anti-material Rifle-7) 7
  • 4,461,310 GMP (Development costs)
  • 84 R&D
  • 94 Support
  • 5400 Digitalis (Purpurea) (Development costs)
  • 52,000 Precious Metal (Development costs)
  • 44,620 GMP (Deployment costs)
  • 567 Digitalis Purpurea (Deployment costs)
  • 510 Precious Metal (Deployment costs)
Requires the Version 1.06 update.
SERVAL AMR-7 (Serval Anti-material Rifle-7) 8 Requires the November 24 update.
MOLOTOK-68

Pic01b

9 Molotok-68 Anti-Materiel Rifle

12.7mm anti-materiel rifle. A large-caliber sniper rifle with an extremely long effective range and devastating power and penetration. Has a slow rate of fire due to its bolt-action mechanism.

  • 12,453,140 GMP (Development costs)
  • 117 Support
  • 128 Combat
  • Minor Metal 570,000 (Development costs)
  • Precious Metal 270,000 (Development costs)
  • 155,660 GMP (Deployment costs)
  • Minor 7,000 (Deployment costs)
  • Precious 3,300 (Deployment costs)
Requires the December 2015 update as well as the [MOLOTOK-68] Blueprint in the June 7-21 rerelease of the Mosquito's Legacy Event FOB Mission.
Sniper rifles

Machine Guns

Name Image Stats Grade Description Development requirements Development time Unlock requirements
ALM 48 (Averdeen Lighter Machine Gun Type 48.) ALM 48 Rank 2
  • Damage: 850
  • Impact Force: 400
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 540
  • Effective Range (m): 49.0
  • Grouping: 569
  • Auto-Aim Correction: 250
2 7.62mm general-purpose machine gun.

Delivers powerful rounds at a continuous rate of fire.

  • 80,000 GMP
  • 16 R&D
0 minutes
ALM 48 (Averdeen Lighter Machine Gun Type 48.) ALM 48 Rank 3
  • Damage: 1020
  • Impact Force: 400
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 540
  • Effective Range (m): 49.0
  • Grouping: 571
  • Auto-Aim Correction: 250
3 7.62mm general-purpose machine gun.

Delivers powerful rounds at a continuous rate of fire.

  • 260,000 GMP
  • 26 R&D
18 minutes Requires development of the ALM 48 Grade 2
ALM 48 (Averdeen Lighter Machine Gun Type 48.) ALM 48 Rank 4
  • Damage: 1190
  • Impact Force: 400
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 621
  • Effective Range (m): 49.0
  • Grouping: 571
  • Auto-Aim Correction: 250
4 7.62mm general-purpose machine gun.

Delivers powerful rounds at a continuous rate of fire.

  • 460,000 GMP
  • 40 R&D
36 minutes Requires development of the ALM 48 Grade 2
ALM 48 (Averdeen Lighter Machine Gun Type 48.) ALM 48 Rank 5
  • Damage: 1360
  • Impact Force: 400
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 621
  • Effective Range (m): 49.0
  • Grouping: 571
  • Auto-Aim Correction: 250
5 7.62mm general-purpose machine gun.

Delivers powerful rounds at a continuous rate of fire.

  • 780,000 GMP
  • 53 R&D
72 minutes Requires development of the ALM 48 Grade 4
ALM 48H ALM 48 Rank 4
  • Damage: 1360
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 828
  • Effective Range (m): 49.0
  • Grouping: 571
  • Auto-Aim Correction: 250
5 High firing rate conversion.
  • 880,000 GMP
  • 55 R&D
72 minutes Requires recruitment of personnel with the Gunsmith (Machine Guns) skill and the development of the ALM 48 Grade 4
ALM 48S ALM 48S Rank 4
  • Damage: 1190
  • Impact Force: 400
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 621
  • Effective Range (m): 44.1
  • Grouping: 564
  • Auto-Aim Correction: 275
4 Short barrel conversion.
  • 490,000 GMP
  • 38 R&D
36 minutes Requires recruitment of personnel with the Gunsmith (Machine Guns) skill and the development of ALM 48 Grade 3
ALM 48S ALM 48S Rank 5
  • Damage: 1360
  • Impact Force: 400
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 621
  • Effective Range (m): 44.1
  • Grouping: 564
  • Auto-Aim Correction: 275
5 Short barrel conversion.
  • 860,000 GMP
  • 51 R&D
72 minutes Requires the development of the ALM 48 Grade 3
UN-AAM (UN Modular Automatic Weapon.) UN-AAM Rank 3
  • Damage: 825
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 600
  • Effective Range (m): 47.0
  • Grouping: 620
  • Auto-Aim Correction: 350
3 5.56mm general-purpose machine gun.

This squad fire support weapon combines belt-fed rapid fire capability with an ease of handling comparable to an assault rifle.

  • 180,000 GMP
  • 22 R&D
18 minutes
UN-AAM (UN Modular Automatic Weapon.) UN-AAM Rank 4
  • Damage: 962
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 600
  • Effective Range (m): 47.0
  • Grouping: 622
  • Auto-Aim Correction: 350
4 5.56mm general-purpose machine gun.

This squad fire support weapon combines belt-fed rapid fire capability with an ease of handling comparable to an assault rifle.

  • 490,000 GMP
  • 36 R&D
36 minutes Requires procuring the [UN-AAM] Blueprint and developing the UN-AAM Grade 3
UN-AAM (UN Modular Automatic Weapon.) UN-AAM Rank 5
  • Damage: 1100
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 600
  • Effective Range (m): 47.0
  • Grouping: 625
  • Auto-Aim Correction: 333
5 5.56mm general-purpose machine gun.

This squad fire support weapon combines belt-fed rapid fire capability with an ease of handling comparable to an assault rifle.

  • 810,000 GMP
  • 49 R&D
72 minutes Requires the development of the UN-AAM Grade 4
UN-AAM (UN Modular Automatic Weapon.) UN-AAM Rank 6
  • Damage: 1237
  • Impact Force: 300
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 660
  • Effective Range (m): 42.3
  • Grouping: 622
  • Auto-Aim Correction: 385
6 5.56mm general-purpose machine gun.

This squad fire support weapon combines belt-fed rapid fire capability with an ease of handling comparable to an assault rifle.

  • 1,360,000 GMP
  • 60 R&D
144 minutes Requires developing the UN-AAM Grade 2
UN-AAM (UN Modular Automatic Weapon.) 7 Requires the November 24 update.
UN-AAMF UN-AAM Rank 3
  • Damage: 1190
  • Impact Force: 400
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 600
  • Effective Range (m): 50.0
  • Grouping: 601
  • Auto-Aim Correction: 300
4 7.62 conversion.
  • 530,000 GMP
  • 37 R&D
  • Common Metal x2000
36 minutes Requires recruitment of personnel with the Gunsmith (Machine Guns) skill, the procurement of the [UN-AAM] Blueprint, and the development of the UN-AAM Grade 3
UN-AAMF UN-AAM Rank 4
  • Damage: 1360
  • Impact Force: 400
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 600
  • Effective Range (m): 50.0
  • Grouping: 603
  • Auto-Aim Correction: 300
5 7.62 conversion.
  • 980,000 GMP
  • 50 R&D
72 minutes Requires developing the UN-AAMF Grade 4
UN-AAMF 7 Requires the Version 1.06 Upgrade.
LPG-61 (Gryzov Light Machine Gun-61.) LPG-61 Rank 3
  • Damage: 1020
  • Impact Force: 400
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 720
  • Effective Range (m): 48.0
  • Grouping: 518
  • Auto-Aim Correction: 300
3 Soviet 7.62 general-purpose machine gun.

Delivers powerful rounds at a continuous rate of fire. The trade-off for its rapid fire capability is the heavy recoil.

  • 170,000 GMP
  • 24 R&D
18 minutes
LPG-61 (Gryzov Light Machine Gun-61.) LPG-61 Rank 4
  • Damage: 1190
  • Impact Force: 400
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 720
  • Effective Range (m): 48.0
  • Grouping: 520
  • Auto-Aim Correction: 300
4 Soviet 7.62 general-purpose machine gun.

Delivers powerful rounds at a continuous rate of fire. The trade-off for its rapid fire capability is the heavy recoil.

  • 170,000 GMP
  • 38 R&D
36 minutes Requires procuring the [LPG-61] Blueprint and developing the LPG-61 Grade 3
LPG-61 (Gryzov Light Machine Gun-61.) LPG-61 Rank 5
  • Damage: 1360
  • Impact Force: 400
  • Penetration: Pierces thin wood
  • Firing Speed (RPM): 720
  • Effective Range (m): 48.0
  • Grouping: 520
  • Auto-Aim Correction: 300
5 Soviet 7.62 general-purpose machine gun.

Delivers powerful rounds at a continuous rate of fire. The trade-off for its rapid fire capability is the heavy recoil.

  • 890,000 GMP
  • 55 R&D
72 minutes Requires development of the LPG-61 Grade 4
LPG-61 (Gryzov Light Machine Gun-61.) 7 Requires the November 24 update.
UN-AAM-NL Non-Lethal Machine Gun Pic01g A general-purpose 5.56mm machine gun of European manufacture, specially modified to fire rubber bullets. Requires the May 10 update.
Machine guns

Rocket Launchers

Name Image Stats Grade Description Development requirements Development time Unlock requirements
GROM-11 (Grom Rocket Launcher-11.) GROM-11 Rank 2
  • Damage: 2940
  • Impact Force: 4000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 200.0
  • Grouping: 346
  • Auto-Aim Correction: 400
2 Soviet rocket-propelled grenade launcher.

Cheaper to use than other launchers, and also easy to modify.

  • 120,000 GMP
  • 12 R&D
  • Common Metal x200
0 minutes
GROM-11 (Grom Rocket Launcher-11.) GROM-11 Rank 3
  • Damage: 3850
  • Impact Force: 4000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 200.0
  • Grouping: 346
  • Auto-Aim Correction: 400
3 Soviet rocket-propelled grenade launcher.

Cheaper to use than other launchers, and also easy to modify.

  • 255,000 GMP
  • 17 R&D
  • Common Metal x900
18 minutes Requires development of the GROM-11 Grade 2
GROM-11 (Grom Rocket Launcher-11.) GROM-11 Rank 4
  • Damage: 4485
  • Impact Force: 5500
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 200.0
  • Grouping: 346
  • Auto-Aim Correction: 400
4 Soviet rocket-propelled grenade launcher.

Cheaper to use than other launchers, and also easy to modify.

  • 460,000 GMP
  • 22 R&D
  • Common Metal x2000
36 minutes Requires development of the GROM-11 Grade 3
FB MR R-Launcher (Falkenberg Multi-Role Rocket Launcher.) FB MR R-Launcher Rank 3
  • Damage: 3850
  • Impact Force: 4500
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 200.0
  • Grouping: 367
  • Auto-Aim Correction: 450
3 Warhead-specific large-caliber recoilless rifle.

Customized to fire special warheads.

  • 269,000 GMP
  • 29 R&D
  • Common Metal x900
18 minutes
FB MR R-Launcher (Falkenberg Multi-Role Rocket Launcher.) FB MR R-Launcher Rank 4
  • Damage: 4600
  • Impact Force: 5500
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 200.0
  • Grouping: 367
  • Auto-Aim Correction: 450
4 Warhead-specific large-caliber recoilless rifle.

Customized to fire special warheads.

  • 500,000 GMP
  • 29 R&D
  • Common Metal x2000
36 minutes Requires the procurement of the [FB MR R-LAUNCHER] Blueprint and the development of the FB MR R-LAUNCHER Grade 3
FB MR R-Launcher (Falkenberg Multi-Role Rocket Launcher.) FB MR R-Launcher Rank 5
  • Damage: 4800
  • Impact Force: 5500
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 200.0
  • Grouping: 367
  • Auto-Aim Correction: 450
5 Warhead-specific large-caliber recoilless rifle.

Customized to fire special warheads.

  • 760,000 GMP
  • 39 R&D
  • Common Metal x4000
72 minutes Requires development of FB MR R-LAUNCHER Grade 4
FB MR R-L MK-II FB MR R-Launcher Rank 3
  • Damage: 4025
  • Impact Force: 4500
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 200.0
  • Grouping: 367
  • Auto-Aim Correction: 450
4 Grenade Conversion.
  • 560,000 GMP
  • 31 R&D
  • Biological Material x2000
36 minutes Requires recruitment of personnel with the Gunsmith (Missile Launchers) skill, the procurement of the [FB MR R-LAUNCHER] Blueprint, and the development of the FB MR R-LAUNCHER Grade 3
FB MR R-L MK-II FB MR R-Launcher Rank 4
  • Damage: 4680
  • Impact Force: 4500
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 200.0
  • Grouping: 367
  • Auto-Aim Correction: 450
5 Grenade Conversion.
  • 790,000 GMP
  • 44 R&D
  • Biological Material x4000
72 minutes Requires the development of the FB MR R-L MK-II Grade 4
FB MR R-L MK-II 7 Requires the November 24 update.
KILLER BEE (Killer Bee Surface to Air Missile-81.) Killer Bee
  • Damage: 2530
  • Impact Force: 3000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 250.0
  • Grouping: 324
  • Auto-Aim Correction: 250
3 Man-portable dual-wavelength guided missile launcher.

The missiles' IR/UV fire-and-forget guidance system gives them superb accuracy, but they lack power due to the guidance device taking up much of the warhead's space.

  • 220,000 GMP
  • 23 R&D
  • Minor Metal x250
18 minutes Requires recruitment of personnel with the Missile Guidance Specialist
KILLER BEE (Killer Bee Surface to Air Missile-81.) Killer Bee
  • Damage: 2875
  • Impact Force: 3000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 250.0
  • Grouping: 324
  • Auto-Aim Correction: 250
4 Man-portable dual-wavelength guided missile launcher.

The missiles' IR/UV fire-and-forget guidance system gives them superb accuracy, but they lack power due to the guidance device taking up much of the warhead's space.

  • 450,000 GMP
  • 40 R&D
  • Minor Metal x1000
36 minutes Requires development of the KILLER BEE Grade 3
KILLER BEE (Killer Bee Surface to Air Missile-81.) Killer Bee
  • Damage: 3240
  • Impact Force: 3000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 250.0
  • Grouping: 324
  • Auto-Aim Correction: 250
5 Man-portable dual-wavelength guided missile launcher.

The missiles' IR/UV fire-and-forget guidance system gives them superb accuracy, but they lack power due to the guidance device taking up much of the warhead's space.

  • 670,000 GMP
  • 55 R&D
  • Minor Metal x2000
72 minutes Requires developing the KILLER BEE Grade 4
KILLER BEE (Killer Bee Surface to Air Missile-81.) Killer Bee
  • Damage: 3625
  • Impact Force: 3000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 250.0
  • Grouping: 324
  • Auto-Aim Correction: 250
6 Man-portable dual-wavelength guided missile launcher.

The missiles' IR/UV fire-and-forget guidance system gives them superb accuracy, but they lack power due to the guidance device taking up much of the warhead's space.

  • 1,030,000 GMP
  • 57 R&D
  • Precious Metal x5000
144 minutes Requires the development of the KILLER BEE Grade 5
CGM 25 (Cluster Guided Missile 25.) CGM 25
  • Damage: 2415
  • Impact Force: 4000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 200.0
  • Grouping: 303
  • Auto-Aim Correction: 300
4 Multi-lock homing missile.

The warhead is packed with multiple fire-and-forget auto-homing mini-missiles, for suppressing numerous targets in a single shot.

  • 600,000 GMP
  • 48 R&D
  • 48 Intel
36 minutes Requires recruiting personnel with the Gunsmith (Missile Launchers) skill
CGM 25 (Cluster Guided Missile 25.) CGM 25
  • Damage: 2640
  • Impact Force: 4000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 200.0
  • Grouping: 303
  • Auto-Aim Correction: 300
5 Multi-lock homing missile.

The warhead is packed with multiple fire-and-forget auto-homing mini-missiles, for suppressing numerous targets in a single shot.

  • 420,000 GMP
  • 36 R&D
  • 31 Medical
  • Golden Crescent x200
  • Digitalis (Purpurea)
72 minutes Multi-lock homing missile.

The warhead is packed with multiple fire-and-forget auto-homing mini-missiles, for suppressing numerous targets in a single shot.

CGM 25 (Cluster Guided Missile 25.) CGM 25
  • Damage: 2750
  • Impact Force: 4000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 200.0
  • Grouping: 303
  • Auto-Aim Correction: 300
6 Multi-lock homing missile.

The warhead is packed with multiple fire-and-forget auto-homing mini-missiles, for suppressing numerous targets in a single shot.

  • 610,000 GMP
  • 49 R&D
144 minutes Requires developing the CGM 25 Grade 5
CGM 25 (Cluster Guided Missile 25.) 8 Requires the November 24 update.
FB MR R-L FLTN Falkenberg Multi-Role Recoilless Rifle (Fulton Warheads) Pic01e 5 A recoilless rifle designed to Fulton extract targets struck by its specially-developed warhead. Requires the May 10 update.
Rocket launchers

Shields

Main article: Ballistic shield
Name Image Stats Grade Description Development requirements Development time Unlock requirements
PB SHIELD (Personal Ballistic Shield) N/A 2
  • 40,000 GMP
  • 13 R&D
  • Fuel Resources x200
0 minutes
PB SHIELD (Personal Ballistic Shield) N/A 3
  • 100,000 GMP
  • 23 R&D
  • Fuel Resources x900
18 minutes Requires procurement of the [PB SHIELD] Blueprint and the development of the PB SHIELD Grade 2
PB SHIELD (Personal Ballistic Shield) N/A 4
  • 200,000 GMP
  • 37 R&D
  • Fuel Resources x2000
36 minutes Requires development of the PB SHIELD Grade 3
PB SHIELD (SIL) (Personal Ballistic Shield [Silver]) N/A 2 Silver-painted, man-portable defensive equipment that combines metal plating and an aramid weave to be exceptionally bulletproof. Carried on the back, it can be raised using the [L2] Button (only secondary weapons can be used while shield is raised.
  • 10,000 GMP
  • 1 R&D
0 minutes Requires either voucher codes included in the Collector's Edition/Day One Editions, or otherwise preordering them from select store chains in Japan.
PB SHIELD (SIL) (Personal Ballistic Shield [Silver]) N/A 3 Silver-painted, man-portable defensive equipment that combines metal plating and an aramid weave to be exceptionally bulletproof. Carried on the back, it can be raised using the [L2] Button (only secondary weapons can be used while shield is raised.
  • 80,000 GMP
  • 18 R&D
  • Fuel Resources x900
18 minutes Requires the development of the PB SHIELD (SIL) Grade 2
PB SHIELD (SIL) (Personal Ballistic Shield [Silver]) N/A 4 Silver-painted, man-portable defensive equipment that combines metal plating and an aramid weave to be exceptionally bulletproof. Carried on the back, it can be raised using the [L2] Button (only secondary weapons can be used while shield is raised.
  • 180,000 GMP
  • 32 R&D
  • Fuel Resources x2000
36 minutes Requires development of the PB SHIELD (SIL) Grade 3
PB SHIELD (OD) (Personal Ballistic Shield [Olive Drab]) N/A 2 Olive drab, man-portable defensive equipment that combines metal plating and an aramid weave to be exceptionally bulletproof. Carried on the back, it can be raised using the [L2] Button (only secondary weapons can be used while shield is raised.)
  • 10,000 GMP
  • 1 R&D
0 minutes Requires either voucher codes included in the Collector's Edition/Day One Editions, or otherwise preordering them from select store chains in Japan.
PB SHIELD (OD) (Personal Ballistic Shield [Olive Drab]) N/A 3 Olive drab, man-portable defensive equipment that combines metal plating and an aramid weave to be exceptionally bulletproof. Carried on the back, it can be raised using the [L2] Button (only secondary weapons can be used while shield is raised.)
  • 80,000 GMP
  • 18 R&D
  • Fuel Resources x900
18 minutes Requires the development of the PB SHIELD (OD) Grade 2
PB SHIELD (OD) (Personal Ballistic Shield [Olive Drab]) N/A 4 Olive drab, man-portable defensive equipment that combines metal plating and an aramid weave to be exceptionally bulletproof. Carried on the back, it can be raised using the [L2] Button (only secondary weapons can be used while shield is raised.)
  • 180,000 GMP
  • 32 R&D
  • Fuel Resources x2000
36 minutes Requires development of the PB SHIELD (OD) Grade 3
PB SHIELD (WHT) (Personal Ballistic Shield [White]) N/A 2 White-painted, man-portable defensive equipment that combines metal plating and an aramid weave to be exceptionally bulletproof. Carried on the back, it can be raised using the [L2] Button (only secondary weapons can be used while shield is raised.)
  • 10,000 GMP
  • 1 R&D
0 minutes
PB SHIELD (WHT) (Personal Ballistic Shield [White]) Requires either voucher codes included in the Collector's Edition/Day One Editions, or otherwise preordering them from select store chains in Japan. N/A 3 White-painted, man-portable defensive equipment that combines metal plating and an aramid weave to be exceptionally bulletproof. Carried on the back, it can be raised using the [L2] Button (only secondary weapons can be used while shield is raised.)
  • 80,000 GMP
  • 18 R&D
  • Fuel Resources x900
18 minutes Requires the development of the PB SHIELD (WHT) Grade 2
PB SHIELD (WHT) (Personal Ballistic Shield [White]) N/A 4 White-painted, man-portable defensive equipment that combines metal plating and an aramid weave to be exceptionally bulletproof. Carried on the back, it can be raised using the [L2] Button (only secondary weapons can be used while shield is raised.)
  • 180,000 GMP
  • 32 R&D
  • Fuel Resources x2000
36 minutes Requires development of the PB SHIELD (WHT) Grade 3
PB SHIELD (GLD) (Personal Ballistic Shield [Gold]) N/A 2 Gold-painted, man-portable defensive equipment that combines metal plating and an aramid weave to be exceptionally bulletproof. Carried on the back, it can be raised using the [L2] Button (only secondary weapons can be used while shield is raised.)
  • 10,000 GMP
  • 1 R&D
0 minutes Requires either voucher codes included in the Collector's Edition/Day One Editions, or otherwise preordering them from select store chains in Japan.
PB SHIELD (GLD) (Personal Ballistic Shield [Gold]) N/A 3 Gold-painted, man-portable defensive equipment that combines metal plating and an aramid weave to be exceptionally bulletproof. Carried on the back, it can be raised using the [L2] Button (only secondary weapons can be used while shield is raised.)
  • 80,000 GMP
  • 18 R&D
  • Fuel Resources x900
18 minutes Requires the development of the PB SHIELD (GLD) Grade 2
PB SHIELD (GLD) (Personal Ballistic Shield [Gold]) N/A 4 Gold-painted, man-portable defensive equipment that combines metal plating and an aramid weave to be exceptionally bulletproof. Carried on the back, it can be raised using the [L2] Button (only secondary weapons can be used while shield is raised.)
  • 180,000 GMP
  • 32 R&D
  • Fuel Resources x2000
36 minutes Requires development of the PB SHIELD (GLD) Grade 3
Shields

Secondary Weapons

Handguns

Wu S. Pistol

Wu S. Pistol
(Windurger No.2 Silent Pistol)
Single-shot tranquilizer handgun.
This miniaturized tranquilizer gun delivers an immobilization agent from a distance, but has poor rapid-fire capability as each round must be loaded manually.
Bonuses
--
WU S.Pistol Rank 1 Notes
--
Prerequisites Development Usage
-- -- GMP 100
Damage Impact Force Penetration
750 200 dart
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 20 387 500

Wu S. Pistol
(Windurger No.2 Silent Pistol)
Single-shot tranquilizer handgun.
This miniaturized tranquilizer gun delivers an immobilization agent from a distance, but has poor rapid-fire capability as each round must be loaded manually.
Bonuses
--
WU S.Pistol Rank 2 Notes
--
Prerequisites Development Usage
-- Icon TeamRD TPP 7
GMP 70,000
GMP 700
Damage Impact Force Penetration
937 200 dart
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 34.5 387 384

Wu S. Pistol
(Windurger No.2 Silent Pistol)
Single-shot tranquilizer handgun.
This miniaturized tranquilizer gun delivers an immobilization agent from a distance, but has poor rapid-fire capability as each round must be loaded manually.
Bonuses
+ammo
WU S.Pistol Rank 3 Notes
18 minutes
Prerequisites Development Usage
Wu S.Pistol ★2 Icon TeamRD TPP 20
Icon GoldenCrescent TPP 60
GMP 200,000
GMP 2,000
Damage Impact Force Penetration
1125 200 dart
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 34.5 387 384

Wu S. Pistol
(Windurger No.2 Silent Pistol)
Single-shot tranquilizer handgun.
This miniaturized tranquilizer gun delivers an immobilization agent from a distance, but has poor rapid-fire capability as each round must be loaded manually.
Bonuses
--
WU S.Pistol Rank 4 Notes
36 mintues
Prerequisites Development Usage
Wu S.Pistol ★3 Icon TeamRD TPP 35
Icon GoldenCrescent TPP 120
GMP 410,000
GMP 3,900
Damage Impact Force Penetration
1312 200 dart
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 34.5 387 384

Wu S. Pistol
(Windurger No.2 Silent Pistol)
Single-shot tranquilizer handgun.
This miniaturized tranquilizer gun delivers an immobilization agent from a distance, but has poor rapid-fire capability as each round must be loaded manually.
Bonuses
Suppressor (∞)
WU S.Pistol Rank 5 Notes
72 minutes
Prerequisites Development Usage
Wu S.Pistol ★4
Noise Suppression Specialist
Icon TeamRD TPP 47 Icon TeamIntel TPP 47
Icon GoldenCrescent TPP 480 Icon DigitalisPurpurea TPP 120
GMP 790,000
Icon GoldenCrescent TPP 32 Icon DigitalisPurpurea TPP 2
GMP 7,500
Damage Impact Force Penetration
1,500 200 dart
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 34.5 387 384

Wu S. Pistol
(Windurger No.2 Silent Pistol)
Single-shot tranquilizer handgun.
This miniaturized tranquilizer gun delivers an immobilization agent from a distance, but has poor rapid-fire capability as each round must be loaded manually.
Bonuses
--
WU S.Pistol Rank 4 Notes
72 minutes
Prerequisites Development Usage
Wu S.Pistol ★4
Anestesia Specialist
Icon TeamRD TPP 49 Icon TeamMedical TPP 49
Icon GoldenCrescent TPP 400
GMP 610,000
Icon GoldenCrescent TPP 32
GMP 5,700
Damage Impact Force Penetration
1,500 200 glass
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 34.5 387 384

Wu S. Pistol
(Windurger No.2 Silent Pistol)
Single-shot tranquilizer handgun.
This miniaturized tranquilizer gun delivers an immobilization agent from a distance, but has poor rapid-fire capability as each round must be loaded manually.
Bonuses
--
WU S.Pistol Rank 5 Notes
Time: 120 hours
Prerequisites Development Usage
Icon TeamRD TPP79 Icon TeamMedical TPP 89
Icon Haoma TPP 1,000 Icon DigitalisLutea TPP 1,000
GMP 2,921,100
Icon Haoma TPP 50Icon DigitalisLutea TPP 50
GMP 29,220
Damage Impact Force Penetration
dart
Fire Rate (RPM) Effective Range Grouping Auto-aim
387 384

Wu S. Pistol
(Windurger No.2 Silent Pistol)
Single-shot tranquilizer handgun.
This miniaturized tranquilizer gun delivers an immobilization agent from a distance, but has poor rapid-fire capability as each round must be loaded manually.
Bonuses
--
WU S.Pistol Rank 5 Notes
--
Prerequisites Development Usage
Noise Suppression Specialist Icon TeamRD TPP 85 Icon TeamMedical TPP 95
Icon GoldenCrescent TPP 7,100 Icon ProPeciousMetal TPP 57,800
GMP 5,353,600
Icon GoldenCrescent TPP 320 Icon ProPeciousMetal TPP 850
GMP 44,980
Damage Impact Force Penetration
+ 200 dart
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 + + -

Wu S. Pistol
(Windurger No.2 Silent Pistol)
Single-shot handgun.
This miniaturized gun delivers an immobilization agent from a distance, but has poor rapid-fire capability as each round must be loaded manually.
Bonuses
--
WU S.Pistol Rank 5 Notes
--
Prerequisites Development Usage
Icon TeamRD TPP 30
Icon ProCommonMetal TPP 2,000
GMP 360,000
Icon ProCommonMetal TPP 200
GMP 3,400
Damage Impact Force Penetration
962 200 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 49.5 347 368

Wu S. Pistol
(Windurger No.2 Silent Pistol)
Single-shot handgun.
This miniaturized gun delivers an immobilization agent from a distance, but has poor rapid-fire capability as each round must be loaded manually.
Bonuses
--
WU S.Pistol Rank 5 Notes
--
Prerequisites Development Usage
Icon TeamRD TPP 78 Icon TeamIntel TPP 88
Icon Tarragon TPP 4,800 Icon ProCommonMetal TPP 48,300
GMP 2,044,770
Icon Tarragon TPP 144 Icon ProCommonMetal TPP 474
GMP 20,460
Damage Impact Force Penetration
-- 200 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 49.5 347 368


AM D114

AM D114
(Arms Material Delta-114 Combat Pistol)
.45 caliber automatic handgun.
Boasts impressive anti-personnel stopping power at close range, and a reliable frame design that is unlikely to jam.
Bonuses
--
AM D114 Rank 1 Notes
--
Prerequisites Development Usage
-- -- GMP 100
Damage Impact Force Penetration
400 300 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 35 200 480

AM D114
(Arms Material Delta-114 Combat Pistol)
.45 caliber automatic handgun.
Boasts impressive anti-personnel stopping power at close range, and a reliable frame design that is unlikely to jam.
Bonuses
Suppressor (low)
AM D114 Rank 2 Notes
--
Prerequisites Development Usage
★1 AM D114 Icon TeamRD TPP 12 Icon TeamIntel TPP 12
GMP 120,000
GMP 1,200
Damage Impact Force Penetration
500 300 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 35 200 480

AM D114
(Arms Material Delta-114 Combat Pistol)
.45 caliber automatic handgun.
Boasts impressive anti-personnel stopping power at close range, and a reliable frame design that is unlikely to jam.
Bonuses
Undermount
+ammo
AM D114 Rank 3 Notes
Time: 18 minutes
Prerequisites Development Usage
★2 AM D114 Icon TeamRD TPP 22
Icon ProCommonMetal TPP 900
GMP 256,000
GMP 2,500
Damage Impact Force Penetration
600 300 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 35 203 480

AM D114
(Arms Material Delta-114 Combat Pistol)
.45 caliber automatic handgun.
Boasts impressive anti-personnel stopping power at close range, and a reliable frame design that is unlikely to jam.
Bonuses
Suppressor (mid)
+accuracy
AM D114 Rank 4 Notes
Time: 36 minutes
Prerequisites Development Usage
★3 AM D114 Icon TeamRD TPP 31 Icon TeamIntel TPP 31
GMP 370,000
GMP 3,500
Damage Impact Force Penetration
700 300 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 35 278 624

AM D114
(Arms Material Delta-114 Combat Pistol)
.45 caliber automatic handgun.
Boasts impressive anti-personnel stopping power at close range, and a reliable frame design that is unlikely to jam.
Bonuses
3x scope
+accuracy
AM D114 Rank 6 Notes
Time: 144 minutes
Prerequisites Development Usage
★4 AM D114 Icon TeamRD TPP 57
GMP 960,000
GMP 8,200
Damage Impact Force Penetration
900 300 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 41 303 650

AM D114
(Arms Material Delta-114 Combat Pistol)
9mm caliber automatic handgun.
Boasts impressive anti-personnel stopping power at close range, and a reliable frame design that is unlikely to jam.
Bonuses
+penetration
AM D114 Rank 4 Notes
Time: 72 minutes
Prerequisites Development Usage
Gunsmith (Handguns)
★4 AM D114
Icon TeamRD TPP 48 Icon ProMinorMetal TPP 2,000
GMP 600,000
Icon ProMinorMetal TPP 160
GMP 5,500
Damage Impact Force Penetration
800 300 thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 36 278 598

AM D114
(Arms Material Delta-114 Combat Pistol)
.45 caliber automatic handgun.
Boasts impressive anti-personnel stopping power at close range, and a reliable frame design that is unlikely to jam.
Bonuses
+range
AM D114LB Rank 4 Notes
Time: 72 minutes
Prerequisites Development Usage
Gunsmith (Handguns)
★3 AM D114
Icon TeamRD TPP 48 Icon ProMinorMetal TPP 2,000
GMP 390,000
GMP 3,650
Damage Impact Force Penetration
700 300 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 44.9 203 352

AM D114
(Arms Material Delta-114 Combat Pistol)
.45 caliber automatic handgun.
Boasts impressive anti-personnel stopping power at close range, and a reliable frame design that is unlikely to jam.
Bonuses
Compensator
+accuracy
AM D114LB Rank 5 Notes
Time: 72 minutes
Prerequisites Development Usage
★4 AM D114LB-45 Icon TeamRD TPP 51
GMP 630,000
GMP 6,000
Damage Impact Force Penetration
800 300 thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 46 203 336

AM D114
(Arms Material Delta-114 Combat Pistol)
9mm automatic handgun.
Boasts impressive anti-personnel stopping power at close range, and a reliable frame design that is unlikely to jam.
Bonuses
+penetration
AM D114LB Rank 5 Notes
Time: 72 minutes
Prerequisites Development Usage
Gunsmith (Handguns)
★4 AM D114LB-45
Icon TeamRD TPP 50 Icon ProMinorMetal TPP 2,000
GMP 620,000
Icon ProMinorMetal TPP 160
GMP 5,900
Damage Impact Force Penetration
800 300 thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 46 203 336

AM D114
(Arms Material Delta-114 Combat Pistol)
9mm automatic handgun.
Boasts impressive anti-personnel stopping power at close range, and a reliable frame design that is unlikely to jam.
Bonuses
Compensator
+accuracy
Notes
--
Prerequisites Development Usage
★5 AM D114LB-9 Icon TeamRD TPP 62 Icon TeamCombat TPP 72
Icon ProCommonMetal TPP 31,300 Icon ProMinorMetal TPP 29,800
GMP 1,991,600
Icon ProCommonMetal TPP 307 Icon ProMinorMetal TPP 293
GMP 13,950
Damage Impact Force Penetration
+ 300 thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 46 + 336

AM D114
(Arms Material Delta-114 Combat Pistol)
9mm automatic handgun.
Boasts impressive anti-personnel stopping power at close range, and a reliable frame design that is unlikely to jam.
Bonuses
+penetration
+impact force
Notes
Not released
Prerequisites Development Usage
★7 AM D114LB-9 TBA TBA
Damage Impact Force Penetration
+ + anti-material
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 46 = 336

AM D114
(Arms Material Delta-114 Combat Pistol)
9mm automatic handgun.
Boasts impressive anti-personnel stopping power at close range, and a reliable frame design that is unlikely to jam.
Bonuses
--
Notes
Not released
Prerequisites Development Usage
★10 AM D114LB-9 TBA TBA
Damage Impact Force Penetration
+ = anti-material
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 46 = 336

[2]


Burkov

Burkov
(Burkov Pistol)
Soviet 9mm automatic handgun.
A medium-caliber handgun with a good balance between stopping power and recoil.
Bonuses
--
Burkov Rank 1 Notes
--
Prerequisites Development Usage
-- Icon TeamRD TPP 2
GMP 20,000
GMP 200
Damage Impact Force Penetration
400 200 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 35 278 480

Burkov
(Burkov Pistol)
Soviet 9mm automatic handgun.
A medium-caliber handgun with a good balance between stopping power and recoil.
Bonuses
Suppressor (low)
Burkov Rank 2 Notes
--
Prerequisites Development Usage
★1 Burkov Icon TeamRD TPP 8 Icon TeamIntel TPP 8
GMP 80,000
GMP 800
Damage Impact Force Penetration
500 200 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 35 278 480

Burkov
(Burkov Pistol)
Soviet 9mm automatic handgun.
A medium-caliber handgun with a good balance between stopping power and recoil.
Bonuses
Undermount
+ammo
Burkov Rank 3 Notes
Time: 18 minutes
Prerequisites Development Usage
★2 Burkov Icon TeamRD TPP 18
Icon ProCommonMetal TPP 900
GMP 230,000
GMP 2,300
Damage Impact Force Penetration
600 200 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 35 280 480

Burkov
(Burkov Pistol)
Soviet 9mm automatic handgun.
A medium-caliber handgun with a good balance between stopping power and recoil.
Bonuses
Suppressor (∞)
Burkov Rank 5 Notes
Time: 72 minutes
Prerequisites Development Usage
Noise Suppression Specialist
★3 Burkov
Icon TeamRD TPP 50 Icon TeamIntel TPP 50
GMP 620,000
GMP 5,900
Damage Impact Force Penetration
800 200 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 35 280 480

Burkov
(Burkov Pistol)
Soviet 9mm automatic handgun.
A medium-caliber handgun with a good balance between stopping power and recoil.
Bonuses
--
Burkov Rank 3 Notes
Time: 36 minutes
Prerequisites Development Usage
Anestesia Specialist
★3 Burkov
Icon TeamRD TPP 33 Icon TeamMedical TPP 33
Icon GoldenCrescent TPP 200 Icon DigitalisPurpurea TPP 160
GMP 450,000
Icon GoldenCrescent TPP 10 Icon DigitalisPurpurea TPP 6
GMP 4,200
Damage Impact Force Penetration
1312 200 dart
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 22 320 480

Burkov
(Burkov Pistol)
Soviet 9mm automatic handgun.
A medium-caliber handgun with a good balance between stopping power and recoil.
Bonuses
Suppressor (∞)
Burkov Rank 5 Notes
Prerequisites Development Usage
★4 Burkov TP Icon GoldenCrescent TPP 180 Icon DigitalisLutea TPP 50
GMP 29,220
Damage Impact Force Penetration
+ 200 dart
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 22 320 480


Geist P3

Geist P3
(Geist P3 Pistol)
9mm handgun with an unconventional design.
The lightweight slide enables smoother rapid-fire capability.
Bonuses
--
Geist P3 Rank 2 Notes
--
Prerequisites Development Usage
-- Icon TeamRD TPP 9
GMP 90,000
GMP 900
Damage Impact Force Penetration
500 200 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
900 35 288 480

Geist P3
(Geist P3 Pistol)
9mm handgun with an unconventional design.
The lightweight slide enables smoother rapid-fire capability.
Bonuses
Undermount
+ammo
Geist P3 Rank 3 Notes
Time: 18 minutes
Prerequisites Development Usage
Geist P3 blueprint
★2 Geist P3
Icon TeamRD TPP 19
GMP 195,000
GMP 1,900
Damage Impact Force Penetration
600 200 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
900 35 296 480

Geist P3
(Geist P3 Pistol)
9mm handgun with an unconventional design.
The lightweight slide enables smoother rapid-fire capability.
Bonuses
3-round burst
Geist P3 Rank 4 Notes
Time: 36 minutes
Prerequisites Development Usage
★3 Geist P3 Icon TeamRD TPP 33
GMP 420,000
GMP 3,900
Damage Impact Force Penetration
700 200 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
1020 35 296 480

Geist P3
(Geist P3 Pistol)
9mm handgun with an unconventional design.
The lightweight slide enables smoother rapid-fire capability.
Bonuses
+ammo
Geist P3 Rank 5 Notes
Time: 72 minutes
Prerequisites Development Usage
★4 Geist P3 Icon TeamRD TPP 51
GMP 660,000
GMP 6,300
Damage Impact Force Penetration
800 200 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
1020 35 296 480

Geist P3
(Geist P3 Pistol)
9mm handgun with an unconventional design.
The lightweight slide enables smoother rapid-fire capability.
Bonuses
Compensator
Geist P3 Rank 5 Notes
Time: minutes
Prerequisites Development Usage
★5 Geist P3 Icon TeamRD TPP 64 Icon TeamCombat TPP 74
Icon ProMinorMetal TPP 31,300 Icon ProCommonMetal TPP 29,800
GMP 1,991,600
Icon ProMinorMetal TPP 307 Icon ProCommonMetal TPP 293
GMP 19,920
Damage Impact Force Penetration
+ 200 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
1020 35 + 480

Geist P3
(Geist P3 Pistol)
9mm handgun with an unconventional design.
The lightweight slide enables smoother rapid-fire capability.
Bonuses
Stock mount
Scope mount
Notes
Prerequisites Development Usage
★7 Geist P3 Team levels unknown
Icon ProCommonMetal TPP ? Icon BlackCarrot TPP ?
GMP 11,398,600
Icon ProCommonMetal TPP 930 Icon BlackCarrot TPP 560
GMP 14,260
Damage Impact Force Penetration
+ 200 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
1020 + + -


Wu S3xx revolvers

Wu S333
(Windurger Series 333 Revolver)
.44 caliber revolver.
Uses larger-caliber rounds than automatic pistols for unrivaled anti-personnel stopping power at close range, but is inferior to automatics in terms of reload speed and ammunition capacity.
Bonuses
--
WU S333 Rank 3 Notes
Time: 18 minutes
Prerequisites Development Usage
-- Icon TeamRD TPP 14
GMP 100,000
GMP 1,000
Damage Impact Force Penetration
1200 600 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
180 38 169 400

Wu S333
(Windurger Series 333 Revolver)
.44 caliber revolver.
Uses larger-caliber rounds than automatic pistols for unrivaled anti-personnel stopping power at close range, but is inferior to automatics in terms of reload speed and ammunition capacity.
Bonuses
+reload speed
WU S333 Rank 3 Notes
Time: 36 minutes
Prerequisites Development Usage
Wu S333 blueprint
★3 Wu S333
Icon TeamRD TPP 27
GMP 330,000
GMP 3,300
Damage Impact Force Penetration
1400 600 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
180 38 169 400

Wu S333
(Windurger Series 333 Revolver)
.44 caliber revolver.
Uses larger-caliber rounds than automatic pistols for unrivaled anti-personnel stopping power at close range, but is inferior to automatics in terms of reload speed and ammunition capacity.
Bonuses
Scope mount
Undermount
WU S333 Rank 5 Notes
Time: 72 minutes
Prerequisites Development Usage
★4 Wu S333 Icon TeamRD TPP 46
Icon ProBioMat TPP 4,000
GMP 600,000
Icon ProBioMat TPP 320
GMP 5,500
Damage Impact Force Penetration
2,000 600 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
180 40 174 342

Wu S333
(Windurger Series 333 Revolver)
.44 caliber revolver.
Uses larger-caliber rounds than automatic pistols for unrivaled anti-personnel stopping power at close range, but is inferior to automatics in terms of reload speed and ammunition capacity.
Bonuses
+damage
WU S333 Rank 5 Notes
Prerequisites Development Usage
★5 Wu S333 Unknown team levels
Icon ProMinorMetal TPP ? Icon ProBioMat TPP ?
GMP 8,497,800
Icon ProMinorMetal TPP 850 Icon ProBioMat TPP 800
GMP 2,450
Damage Impact Force Penetration
+ 600 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
180 + + -

Wu S324LB
(Windurger Series 324 Revolver)
.44 caliber revolver.
Uses larger-caliber rounds than automatic pistols for unrivaled anti-personnel stopping power at close range, but is inferior to automatics in terms of reload speed and ammunition capacity.
Bonuses
+range
+reload speed
WU S324LB Rank 4 Notes
Time: 36 minutes
Prerequisites Development Usage
Wu S333
Gunsmith (Handguns)
★3 Wu S333
Icon TeamRD TPP 30
GMP 390,000

GMP 3,650
Damage Impact Force Penetration
1400 600 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
180 43.7 169 320

Wu S324LB
(Windurger Series 324 Revolver)
.44 caliber revolver.
Uses larger-caliber rounds than automatic pistols for unrivaled anti-personnel stopping power at close range, but is inferior to automatics in terms of reload speed and ammunition capacity.
Bonuses
Scope mount
Undermount
WU S333LB Rank 5 Notes
Time: 72 minutes
Prerequisites Development Usage
★4 Wu S324LB Icon TeamRD TPP 48
Icon ProBioMat TPP 4,000
GMP 700,000
Icon ProBioMat TPP 320
GMP 6,700
Damage Impact Force Penetration
2,000 600 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
180 46 174 304

Wu S324LB
(Windurger Series 324 Revolver)
.44 caliber revolver.
Uses larger-caliber rounds than automatic pistols for unrivaled anti-personnel stopping power at close range, but is inferior to automatics in terms of reload speed and ammunition capacity.
Bonuses
+damage
+grouping
WU S333LB Rank 5 Notes
Prerequisites Development Usage
★5 Wu S324LB Unknown team levels
Icon ProCommonMetal TPPIcon ProMinorMetal TPP
GMP 10,572,170
Icon ProCommonMetal TPP 1480 Icon ProMinorMetal TPP 1410
GMP 28,130
Damage Impact Force Penetration
+ 600 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
180 - + +

Wu S362SB
(Windurger Series 362 Revolver)
.44 caliber revolver.
Uses larger-caliber rounds than automatic pistols for unrivaled anti-personnel stopping power at close range, but is inferior to automatics in terms of reload speed and ammunition capacity.
Bonuses
+firing speed
+auto-aim
WU S362SB Rank 4 Notes
Time: 36 minutes
Prerequisites Development Usage
Wu S333
Gunsmith (Handguns)
★3 Wu S333
Icon TeamRD TPP 26
GMP 320,000
GMP 2,240
Damage Impact Force Penetration
1,400 600 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
225 34.2 140 480

Wu S362SB
(Windurger Series 362 Revolver)
.44 caliber revolver.
Uses larger-caliber rounds than automatic pistols for unrivaled anti-personnel stopping power at close range, but is inferior to automatics in terms of reload speed and ammunition capacity.
Bonuses
--
WU S362SB Rank 5 Notes
Time: 36 minutes
Prerequisites Development Usage
★4 Wu S362LB Icon TeamRD TPP 44
Icon ProBioMat TPP 4,000
GMP 610,000
Icon ProBioMat TPP 320
GMP 3,990
Damage Impact Force Penetration
2,000 600 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
225 36 146 456

Wu S362SB
(Windurger Series 362 Revolver)
.44 caliber revolver.
Uses larger-caliber rounds than automatic pistols for unrivaled anti-personnel stopping power at close range, but is inferior to automatics in terms of reload speed and ammunition capacity.
Bonuses
+damage
WU S362SB Rank 5 Notes
Prerequisites Development Usage
★5 Wu S362SB Unknown team levels
Icon ProMinorMetal TPP ? Icon AfricanPeach TPP ?
GMP 9,863,840
Icon ProMinorMetal TPP 1,230 Icon AfricanPeach TPP 660
GMP 23,170
Damage Impact Force Penetration
+ 600 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
225 + - -


Name Image Stats Grade Description Development requirements Development time Unlock requirements
URAGAN-5 (BTS Instrument Design Bureau Urgan-5 Pistol.) URGAN-5 Rank 3
  • Damage: 675
  • Impact Force: 250
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 150
  • Effective Range (m): 21.0
  • Grouping: 137
  • Auto-Aim Correction: 500
3 Handgun designed to fire shotshells.

The power of shotshells combined with close-quarters maneuverability makes for incredible anti-personnel stopping power. The enlarged chamber enables multiple ammunition types to be loaded.

  • 120,000 GMP
  • 21 R&D
18 minutes
URAGAN-5P URGAN-5 Rank 4
  • Damage: 787
  • Impact Force: 250
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 150
  • Effective Range (m): 25.2
  • Grouping: 144
  • Auto-Aim Correction: 450
4 Handgun designed to fire shotshells.

The power of shotshells combined with close-quarters maneuverability makes for incredible anti-personnel stopping power. The enlarged chamber enables multiple ammunition types to be loaded.

  • 450,000 GMP
  • 35 R&D
36 minutes Requires procurement of the [URAGAN-5] Blueprint and the development of the URAGAN-5 Grade 3
URAGAN-5 SLUG URGAN-5 Rank 4
  • Damage: 3800
  • Impact Force: 250
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 150
  • Effective Range (m): 42.0
  • Grouping: 136
  • Auto-Aim Correction: 432
5 Slug round conversion.
  • 650,000 GMP
  • 53 R&D
  • Common Metal x4000
72 minutes Requires recruitment of personnel with the Gunsmith (Handguns) skill and the development of the URAGAN-5P Grade 4
URAGAN-5 AIR-S URGAN-5 Rank 4
  • Damage: 4500
  • Impact Force: 600
  • Penetration: Glass-piercing
  • Firing Speed (RPM): 150
  • Effective Range (m): 24.0
  • Grouping: 144
  • Auto-Aim Correction: 450
6 Air shock round conversion.
  • 1,010,000 GMP
  • 60 R&D
  • Fuel Resources x7200
144 minutes Requires recruitment of personnel with the Gunsmith (Handguns) skill and the development of the URAGAN-5 SLUG Grade 5.
ZORN-KP (Zorn Kampf Pistole.) ZORN-KP Rank 3
  • Damage: 3120
  • Impact Force: 2000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 20.0
  • Grouping: 169
  • Auto-Aim Correction: 500
3 Hand cannon designed to fire grenades.

Delivers grenades more accurately and over a longer range than hand-throwing, and offers effectiveness against hard targets as well as soft.

  • 240,000 GMP
  • 28 R&D
  • Common Metal x900
18 minutes
ZORN-KP (Zorn Kampf Pistole.) ZORN-KP Rank 4
  • Damage: 3280
  • Impact Force: 2000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 20.0
  • Grouping: 176
  • Auto-Aim Correction: 500
4 Hand cannon designed to fire grenades.

Delivers grenades more accurately and over a longer range than hand-throwing, and offers effectiveness against hard targets as well as soft.

  • 450,000 GMP
  • 37 R&D
  • Common Metal x2000
36 minutes Requires the procurement of the [ZORN-KP] Blueprint and the development of the ZORN-KP (SMOKE) Grade 3
ZORN-KP (SMOKE) ZORN-KP Stun-Smoke
  • Damage: 0
  • Impact Force: 2000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 20.0
  • Grouping: 176
  • Auto-Aim Correction: 500
5 Smoke round conversion.
  • 670,000 GMP
  • 55 R&D
  • Common Metal x4000
36 minutes Requires recruitment of personnel with the Gunsmith (Handguns) skill and the development of the ZORN-KP Grade 4
ZORN-KP (STUN) ZORN-KP Stun-Smoke
  • Damage: 4500
  • Impact Force: 2000
  • Penetration: No piercing
  • Firing Speed (RPM): 60
  • Effective Range (m): 20.0
  • Grouping: 176
  • Auto-Aim Correction: 500
6 Stun round conversion.
  • 1,830,000 GMP
  • 62 R&D
  • Minor Metal x3600
144 minutes Requires recruitment of personnel with the Gunsmith (Handguns) skill and the development of the ZORN-KP (SMOKE) Grade 5)
ZORN-KP (SLEEP) 7
  • 3,569,020 GMP (Development cost)
  • 84 R&D
  • 94 Medical
  • 5300 African Peach (Development cost)
  • 1000 Digitalis (Lutea) (Development cost)
  • 35,700 GMP (Deployment cost)
  • 318 African Peach (Deployment cost)
  • 50 Digitalis (Lutea) (Deployment cost)
Requires the Version 1.06 update and the recruitment of personnel with the Gunsmith (Handguns) skill.
WATER PISTOL (Water pistol.) Water Pistol
  • Damage: 0
  • Impact Force: 0
  • Penetration: No piercing
  • Firing Speed (RPM): 320
  • Effective Range (m): 3.0
  • Grouping: 691
  • Auto-Aim Correction: 500
3 Water-based weapon system.

Operating the finely-tuned trigger connected to the high-capacity water pump launches a controlled stream of water from the muzzle.

  • 1,000 GMP
  • 20 R&D
18 minutes Requires the procurement of the Children's Reward.
WATER PISTOL (Water pistol.) Water Pistol
  • Damage: 0
  • Impact Force: 0
  • Penetration: No piercing
  • Firing Speed (RPM): 320
  • Effective Range (m): 5.0
  • Grouping: 670
  • Auto-Aim Correction: 500
4 Water-based weapon system.

Operating the finely-tuned trigger connected to the high-capacity water pump launches a controlled stream of water from the muzzle.

  • 5,000 GMP
  • 34 R&D
36 minutes Requires the development of the WATER PISTOL Grade 3
WATER PISTOL (Water pistol.) Water Pistol
  • Damage: 0
  • Impact Force: 0
  • Penetration: No piercing
  • Firing Speed (RPM): 320
  • Effective Range (m): 10.0
  • Grouping: 649
  • Auto-Aim Correction: 500
5 Water-based weapon system.

Operating the finely-tuned trigger connected to the high-capacity water pump launches a controlled stream of water from the muzzle.

  • 10,000 GMP
  • 52 R&D
  • Common Metal
72 minutes Requires the development of WATER PISTOL 4
ADAM-SKA SP. (Adam-Ska Special) ADAM-SKA SP
  • Damage: 600
  • Impact Force: 300
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 300
  • Effective Range (m): 35.0
  • Grouping: 200
  • Auto-Aim Correction: 480
3 .45-caliber revolver decorated with high-quality engraving, rumored to have been used by a notorious triple-crosser. But does it give you a tactical advantage...?
  • 0 GMP
  • 0 R&D
18 minutes Requires Voucher codes included in either the Collector's/Special Editions/Day One Editions, or otherwise via preorders through select stores.
WU S333 CB SP. (Windurger series S333 Combat Special)
  • Damage: 1200
  • Impact Force: 600
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 180
  • Effective Range (m): 38.0
  • Grouping: 169
  • Auto-Aim Correction: 400
3 Based on a reliable revolver much loved by veteran gun fighters, but combat customized and given a flat, menacing olive drab paint job.
  • 0 GMP
  • 0 R&D
18 minutes Requires Voucher codes included in either the Collector's/Special Editions/Day One Editions, or otherwise via preorders through select stores.
AM A114 RP Pic01a 7 Arms Material Alpha 114 Riot Pistol

Single-shot tranquilizer gas handgun. A compact non-lethal weapon used for delivering an immobilization agent from a distance. Each round disperses gas upon impact, for immediate effect across a small area. Has a slow rate of fire since each round must be loaded manually.

  • 5,000,000 GMP (development)
  • 68 R&D
  • 85 Support
  • 78,000 Biological Material (development)
  • 2,900 Wormwood (development)
  • 27360 GMP (deployment)
3 days Requires the December 2015 update as well as the [AM A114 RP] Blueprint in the Event FOB New World Order [March 15-22 rerelease].
AM A114 RP Pic01a 8 Arms Material Alpha 114 Riot Pistol

Single-shot tranquilizer gas handgun. A compact non-lethal weapon used for delivering an immobilization agent from a distance. Each round disperses gas upon impact, for immediate effect across a small area. Has a slow rate of fire since each round must be loaded manually.

27360 GMP Requires the December 2015 update as well as the [AM A114 RP] Blueprint in the Event FOB New World Order [March 15-22 rerelease] and the development of the AM A114 RP Grade 7.
AM A114 RP Pic01a 9 Arms Material Alpha 114 Riot Pistol

Single-shot tranquilizer gas handgun. A compact non-lethal weapon used for delivering an immobilization agent from a distance. Each round disperses gas upon impact, for immediate effect across a small area. Has a slow rate of fire since each round must be loaded manually.

27360 GMP Requires the December 2015 update as well as the [AM A114 RP] Blueprint in the Event FOB New World Order [March 15-22 rerelease] and the development of the AM A114 RP Grade 8.
TORNADO-6 Revolver Pic01f 3 Ocelot's revolver of choice. Firing at solid surfaces such as walls causes a ricochet that may hit nearby enemies. Requires the May 10 update.
Handguns

Submachine Guns

Name Image Stats Grade Description Development requirements Development time Unlock requirements
Sz.-336 SMG (Sodomka zbrojovka Type 336 Submachine Gun.) Sz.-336 SMG Rank 2
  • Damage: 562
  • Impact Force: 200
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 810
  • Effective Range (m): 37.0
  • Grouping: 477
  • Auto-Aim Correction: 400
2 7.65mm compact submachine gun.

The use of low-caliber ammunition has allowed for a truly compact design. Ideal for clearing confined spaces.

  • 80,000 GMP
  • 6 R&D
  • 6 Intel
0 minutes
Sz.-336 SMG (Sodomka zbrojovka Type 336 Submachine Gun.) Sz.-336 SMG Rank 3
  • Damage: 675
  • Impact Force: 200
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 810
  • Effective Range (m): 37.0
  • Grouping: 477
  • Auto-Aim Correction: 400
3 7.65mm compact submachine gun.

The use of low-caliber ammunition has allowed for a truly compact design. Ideal for clearing confined spaces.

  • 196,000 GMP
  • 16 R&D
  • Common Metal x4000
18 minutes Requires development of the Sz.-336 SMG Grade 2
Sz.-336 SMG (Sodomka zbrojovka Type 336 Submachine Gun.) Sz.-336 SMG Rank 4
  • Damage: 787
  • Impact Force: 200
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 810
  • Effective Range (m): 37.0
  • Grouping: 481
  • Auto-Aim Correction: 400
4 7.65mm compact submachine gun.

The use of low-caliber ammunition has allowed for a truly compact design. Ideal for clearing confined spaces.

  • 360,000 GMP
  • 30 R&D
36 minutes Requires development of the Sz.-336 SMG Grade 3
Sz.-336 SMG (Sodomka zbrojovka Type 336 Submachine Gun.) Sz.-336 SMG Rank 5
  • Damage: 900
  • Impact Force: 200
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 810
  • Effective Range (m): 37.0
  • Grouping: 481
  • Auto-Aim Correction: 400
5 7.65mm compact submachine gun.

The use of low-caliber ammunition has allowed for a truly compact design. Ideal for clearing confined spaces.

  • 600,000 GMP
  • 48 R&D
  • 48 Intel
  • Common Metal x4000
72 minutes Requires development of the Sz.-336 SMG Grade 4
Sz.-336 SMG (Sodomka zbrojovka Type 336 Submachine Gun.) Sz.-336 SMG Rank 6
  • Damage: 1012
  • Impact Force: 200
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 810
  • Effective Range (m): 37.0
  • Grouping: 481
  • Auto-Aim Correction: 500
6 7.65mm compact submachine gun.

The use of low-caliber ammunition has allowed for a truly compact design. Ideal for clearing confined spaces.

  • 950,000 GMP
  • 55 R&D
144 minutes Requires development of the Sz.-336 SMG Grade 5
Sz.-336 SMG HS Sz.-335 SMG HS Rank 5
  • Damage: 900
  • Impact Force: 200
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 900
  • Effective Range (m): 37.0
  • Grouping: 491
  • Auto-Aim Correction: 400
5
  • 700,000 GMP
  • 50 R&D
36 minutes Requires recruitment of personnel with the Gunsmith (Submachine Guns) skill and the development of the Sz.-336 SMG Grade 4
RIOT SMG (Riot Submachine Gun.) Riot SMG Rank 2
  • Damage: 500
  • Impact Force: 200
  • Penetration: Glass-piercing
  • Firing Speed (RPM): 810
  • Effective Range (m): 30.0
  • Grouping: 441
  • Auto-Aim Correction: 400
2 A submachine gun designed to fire rubber bullets for riot control. Has poor accuracy, but will neutralize enemies without killing them.
  • 120,000 GMP
  • 10 R&D
0 minutes
RIOT SMG (Riot Submachine Gun.) Riot SMG Rank 3
  • Damage: 600
  • Impact Force: 200
  • Penetration: Glass-piercing
  • Firing Speed (RPM): 810
  • Effective Range (m): 30.0
  • Grouping: 444
  • Auto-Aim Correction: 400
3 A submachine gun designed to fire rubber bullets for riot control. Has poor accuracy, but will neutralize enemies without killing them.
  • 296,000 GMP
  • 20 R&D
18 minutes Requires procurement of the [RIOT SMG] Blueprint and the development of the RIOT SMG Grade 2.
RIOT SMG (Riot Submachine Gun.) Riot SMG Rank 4
  • Damage: 700
  • Impact Force: 200
  • Penetration: Glass-piercing
  • Firing Speed (RPM): 810
  • Effective Range (m): 30.0
  • Grouping: 444
  • Auto-Aim Correction: 400
4 A submachine gun designed to fire rubber bullets for riot control. Has poor accuracy, but will neutralize enemies without killing them.
  • 480,000 GMP
  • 34 R&D
36 minutes Requires development of the RIOT SMG Grade 3
RIOT SMG (Riot Submachine Gun.) Riot SMG Rank 5
  • Damage: 800
  • Impact Force: 200
  • Penetration: Glass-piercing
  • Firing Speed (RPM): 810
  • Effective Range (m): 30.0
  • Grouping: 444
  • Auto-Aim Correction: 400
5 A submachine gun designed to fire rubber bullets for riot control. Has poor accuracy, but will neutralize enemies without killing them.
  • 720,000 GMP
  • 52 R&D
72 minutes Requires development of the RIOT SMG Grade 4
RIOT SMG Pic09 b 7 Requires the November 24 update.
ZE'EV (Ze'ev Submachine gun.) ZE'EV Rank 3
  • Damage: 600
  • Impact Force: 200
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 810
  • Effective Range (m): 39.0
  • Grouping: 441
  • Auto-Aim Correction: 360
3 9mm general-purpose submachine gun.

Has a good balance of handling and stopping power, with a frame that can accept a number of upgrades. Trades accuracy for stopping power, meaning fewer rounds on target at longer ranges.

  • 140,000 GMP
  • 19 R&D
18 minutes
ZE'EV (Ze'ev Submachine gun.) ZE'EV Rank 4
  • Damage: 600
  • Impact Force: 200
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 810
  • Effective Range (m): 39.0
  • Grouping: 441
  • Auto-Aim Correction: 360
4 9mm general-purpose submachine gun.

Has a good balance of handling and stopping power, with a frame that can accept a number of upgrades. Trades accuracy for stopping power, meaning fewer rounds on target at longer ranges.

  • 380,000 GMP
  • 32 R&D
  • Common Metal x2000
36 minutes Requires the procurement of the [ZE'EV] Blueprint and the development of the ZE'EV Grade 3
ZE'EV (Ze'ev Submachine gun.) ZE'EV Rank 5
  • Damage: 600
  • Impact Force: 200
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 810
  • Effective Range (m): 39.0
  • Grouping: 441
  • Auto-Aim Correction: 360
5 9mm general-purpose submachine gun.

Has a good balance of handling and stopping power, with a frame that can accept a number of upgrades. Trades accuracy for stopping power, meaning fewer rounds on target at longer ranges.

  • 730,000 GMP
  • 51 R&D
72 minutes Requires the development of the ZE'EV Grade 4
ZE'EV-10 Pic09 c 7 Requires the November 24 update.
MACHT 37 (Maschinen Taktische Pistole 37.) MACHT 37 Rank 3
  • Damage: 600
  • Impact Force: 200
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 810
  • Effective Range (m): 41.0
  • Grouping: 521
  • Auto-Aim Correction: 340
3 9mm high-accuracy submachine gun.

Has the same internal mechanism as an assault rifle, giving it greater accuracy than other submachine guns.

  • 210,000 GMP
  • 24 R&D
18 minutes
MACHT 37 (Maschinen Taktische Pistole 37.) MACHT 37 Rank 4
  • Damage: 700
  • Impact Force: 200
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 810
  • Effective Range (m): 41.0
  • Grouping: 524
  • Auto-Aim Correction: 340
4 9mm high-accuracy submachine gun.

Has the same internal mechanism as an assault rifle, giving it greater accuracy than other submachine guns.

  • 460,000 GMP
  • 38 R&D
  • 38 Intel
36 minutes Requires the procurement of the [MACHT 37] Blueprint and the development of the MACHT 37 Grade 3.
MACHT 37 (Maschinen Taktische Pistole 37.) MACHT 37 Rank 5
  • Damage: 800
  • Impact Force: 200
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 810
  • Effective Range (m): 41.0
  • Grouping: 524
  • Auto-Aim Correction: 340
5 9mm high-accuracy submachine gun.

Has the same internal mechanism as an assault rifle, giving it greater accuracy than other submachine guns.

  • 720,000 GMP
  • 52 R&D
  • 52 Intel
72 minutes Requires the development of the MACHT 37 Grade 4.
MACHT 37 (Maschinen Taktische Pistole 37.) 7
  • 1,580,040 GMP (Development cost)
  • 70 R&D
  • 80 Intel
  • 43,000 Common Metal (Development cost)
  • 4000 Digitalis (Purpurea) (Development cost)
  • 15,810 GMP (Deployment cost)
  • 422 Common Metal (Deployment cost)
  • 120 Digitalis (Purpurea) (Deployment cost)
Requires the Version 1.06 update and the recruitment of personnel with the Gunsmith (Handguns) skill.
MACHT 37L MACHT 37L Rank 5
  • Damage: 800
  • Impact Force: 200
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 810
  • Effective Range (m): 66.0
  • Grouping: 524
  • Auto-Aim Correction: 256
5 Long barrel conversion.
  • 810,000 GMP
  • 53 R&D
72 minutes Requires recruitment of personnel with the Gunsmith (Submachine Guns) skill and the development of the MACHT 37 Grade 4.
MACHT 37L MACHT 37L Rank 6
  • Damage: 900
  • Impact Force: 200
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 810
  • Effective Range (m): 41.0
  • Grouping: 524
  • Auto-Aim Correction: 256
6 Long barrel conversion.
  • 1,040,000 GMP
  • 58 R&D
144 minutes Requires development of the MACHT 37 Grade 5.
MACHT 37K MACHT 37K Rank 5
  • Damage: 800
  • Impact Force: 200
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 1053
  • Effective Range (m): 34.2
  • Grouping: 507
  • Auto-Aim Correction: 480
5 Short barrel conversion.
  • 730,000 GMP
  • 49 R&D
72 minutes Requires recruitment of personnel with the Gunsmith (Submachine Guns) skill and the development of the MACHT 37 Grade 4.
MACHT-P5 WEISS (Macht-P5 Weiss)
  • Damage: 800
  • Impact Force: 200
  • Penetration: Pierces canvas and cloth
  • Firing Speed (RPM): 1053
  • Effective Range (m): 34.2
  • Grouping: 507
  • Auto-Aim Correction: 480
3 9mm high-accuracy submachine gun.

Customized model featuring a short barrel and sharp shooter's stock. A stripped-down quick personal defense weapon - the ideal sidearm.

  • 450,000 GMP
  • 1 R&D
18 minutes Requires Voucher codes included in either the Collector's/Special Editions/Day One Editions, or otherwise via preorders through select stores.
Submachine guns

Bionic Arm

Name Image Grade Description Development requirements Development time Unlock requirements
BIONIC ARM 1 Myoelectric prosthesis for Snake. Use the Call Button (L1) + [the Right analog stick] to perform a "knock" (lure enemies). When equipped as a secondary weapon, press the CQC button while sprinting to unleash a devastating punch. 0 GMP 0 minutes Available at the start
+ACTIVE SONAR 1 2
  • 30,000 GMP
  • 12 R&D
  • 12 Intel
0 minutes Requires the completion of Main Mission 6: Over the Fence
+ACTIVE SONAR 2 3
  • 220,000 GMP
  • 22 R&D
  • 22 Intel
18 minutes Requires the recruitment of personnel with the Radar Specialist skill and the development of the +Active Sonar 1
+ACTIVE SONAR 3 4
  • 360,000 GMP
  • 36 R&D
  • 36 Intel
36 minutes Requires the development of the +Active Sonar 2
+MOBILITY 1 2
  • 90,000 GMP
  • 9 R&D
0 minutes Requires the completion of Main Mission 6: Over the Fence
+MOBILITY 2 3
  • 190,000 GMP
  • 19 R&D
18 minutes Requires the development of the +MOBILITY 1
+MOBILITY 3 4
  • 330,000 GMP
  • 33 R&D
36 minutes Requires the development of the +MOBILITY 2
+PRECISION 1 2
  • 100,000 GMP
  • 10 R&D
  • 10 Intel
0 minutes Requires the completion of Main Mission 6: Over the Fence and the recruitment of personnel with the Mechatronics Specialist skill
+PRECISION 2 3
  • 200,000 GMP
  • 20 R&D
  • 20 Intel
18 minutes Requires the development of the +PRECISION 1
+PRECISION 3 4
  • 340,000 GMP
  • 34 R&D
  • 34 Intel
0 minutes Requires the development of the +PRECISION 2
+MEDICAL 1 2
  • 110,000 GMP
  • 11 R&D
  • 11 Medical
0 minutes Requires the completion of Main Mission 6: Over the Fence and the recruitment of personnel with the Cybernetic Specialist skill.
+MEDICAL 2 3
  • 210,000 GMP
  • 21 R&D
  • 21 Medical
18 minutes Requires the development of the +MEDICAL 1
+MEDICAL 3 4
  • 350,000 GMP
  • 35 R&D
  • 35 Medical
36 minutes Requires the development of the +MEDICAL 2
BIONIC ARM (SIL) 1 Silver-painted myoelectric prosthesis.

Use the Call button ([L1]) + [R-stick] to perform a "knock" (lure enemies).
When equipped as a secondary weapon, press the CQC Button while springing to unleash a devastating punch.

  • 25,000 GMP
  • 2 R&D
0 minutes Requires the procurement of the Master Certificate (Elite) Key Item.
BIONIC ARM (GLD) 2 Gold-painted myoelectric prosthesis.

Use the Call button ([L1]) + [R-stick] to perform a "knock" (lure enemies).
When equipped as a secondary weapon, press the CQC Button while springing to unleash a devastating punch.

  • 100,000 GMP
  • 8 R&D
0 minutes Requires save data from Metal Gear Solid V: Ground Zeroes
STUN ARM
9Hv55uI
2 Snake Custom stun gun prosthesis. Delivers a 1.2 megavolt electric shock capable of incapacitating enemies. Battery is charged by kinetic energy generated by the wearer's natural motions, supplemented by solar power.
  • 30,000 GMP
  • 13 R&D
0 minutes Requires the completion of Main Mission 6: Over the Fence
STUN ARM
9Hv55uI
3 Snake Custom stun gun prosthesis. Delivers a 1.2 megavolt electric shock capable of incapacitating enemies. Battery is charged by kinetic energy generated by the wearer's natural motions, supplemented by solar power.
  • 230,000 GMP
  • 23 R&D
18 minutes Requires the procurement of the [STUN ARM] Blueprint and the development of the STUN ARM Grade 2
STUN ARM
9Hv55uI
4 Snake Custom stun gun prosthesis. Delivers a 1.2 megavolt electric shock capable of incapacitating enemies. Battery is charged by kinetic energy generated by the wearer's natural motions, supplemented by solar power.
  • 360,000 GMP
  • 36 R&D
  • 36 Intel
0 minutes Requires the development of the STUN ARM Grade 3
HAND OF JEHUTY 4 Snake Custom capture prosthesis. Fires its detachable "Wisp" weapon forward, capturing and pulling target soldiers/prisoners back to user.
  • 34,000 GMP
  • 28 R&D
  • Precious Metal x120
36 minutes Requires the extraction of the Jehuty Legendary Iblis.
HAND OF JEHUTY 5 Snake Custom capture prosthesis. Fires its detachable "Wisp" weapon forward, capturing and pulling target soldiers/prisoners back to user.
  • 560,000 GMP
  • 46 R&D
  • Precious Metal x150
72 minutes Requires the development of the HAND OF JEHUTY Grade 4
HAND OF JEHUTY 7 Snake Custom capture prosthesis. Fires its detachable "Wisp" weapon forward, capturing and pulling target soldiers/prisoners back to user. Requires the November 24 update.
ROCKET ARM 4 Snake Custom remote control prosthesis. The miniature camera-equipped hand can be released to run free and incapacitate distant enemies. Once released, the hand is guided using [the Left analog stick], accelerating with R2 and decelerating with L2.
  • 360,000 GMP
  • 30 R&D
  • 30 Intel
  • Common Metal x400
36 minutes Requires the completion of Main Mission 6: Over the Fence
ROCKET ARM 5 Snake Custom remote control prosthesis. The miniature camera-equipped hand can be released to run free and incapacitate distant enemies. Once released, the hand is guided using [the Left analog stick], accelerating with R2 and decelerating with L2.
  • 580,000 GMP
  • 48 R&D
  • 48 Intel
  • Common Metal x500
72 minutes Requires the recruitment of personnel with the Rocket Control Specialist skill and the development of the ROCKET ARM Grade 4
BLAST ARM 5 Snake Custom remote control prosthesis. The miniature camera-equipped hand can be released to run free and harm distant enemies. Once released, the hand is guided using [the Left analog stick], accelerating with R2 and decelerating with L2.
  • 520,000 GMP
  • 42 R&D
  • 42 Combat
  • Minor Metal x250
72 minutes Requires the completion of Main Mission 6: Over the Fence and the recruitment of personnel with the Rocket Control Specialist skill
BLAST ARM 6 Snake Custom remote control prosthesis. The miniature camera-equipped hand can be released to run free and harm distant enemies. Once released, the hand is guided using [the Left analog stick], accelerating with R2 and decelerating with L2.
  • 820,000 GMP
  • 60 R&D
  • 60 Intel
  • Minor Metal x600
144 minutes Requires the development of the BLAST ARM Grade 5
BLAST ARM 8 Snake Custom remote control prosthesis. The miniature camera-equipped hand can be released to run free and harm distant enemies. Once released, the hand is guided using [the Left analog stick], accelerating with R2 and decelerating with L2. Requires the November 24 update.
Bionic arms

Support Weapons

Throwable Weapons

Name Image Enhancements Grade Description Development requirements Development time Unlock requirements
MAGAZINE Portable ammo: ∞ 1
  • GMP: 0
  • R&D: 0
0 Available at start
DECOY Portable Ammo: Portable Ammo: 4 2
  • GMP: 120,000
  • R&D: 12
0
DECOY
  • Durability Up [1]
  • Portable Ammo: 6
3
  • GMP: 230,000
  • R&D: 23
18 Requires development of DECOY Grade 2
DECOY
  • Durability Up [2]
  • Portable Ammo: 12
4
  • GMP: 36
  • R&D: 420,000
36 Requires development of the DECOY Grade 3
ACTIVE DECOY Portable Ammo: 6 3
  • GMP: 200,000
  • R&D: 24
18 Requires the development of the DECOY GRADE 2
ACTIVE DECOY
  • Durability Up [1]
  • Portable Ammo: 8
4
  • GMP: 440,000
  • R&D: 38
36 Requires the development of the ACTIVE DECOY Grade 3
Magazine
  • Durability Up [2]
  • Portable Ammo: 12
5
  • GMP: 660,000
  • R&D: 56
36 Requires the development of the ACTIVE DECOY Grade 4
E-STUN DECOY Portable Ammo: 4 4
  • GMP: 300,000
  • R&D: 40
  • Security: 25
  • Minor Metal x200
36 Requires recruitment of personnel with the Trap Specialist skill and the development of the ACTIVE DECOY Grade 3
E-STUN DECOY Portable Ammo: ∞ 5
  • GMP: 680,000
  • R&D: 58
  • Security: 58
  • Minor Metal x400
72 Requires the development of the E-STUN DECOY Grade 4
E-STUN DECOY 7 Requires the Version 1.06 update.
BAIT BOTTLE Portable Ammo: 4 3
  • GMP: 40,000
  • R&D: 14
  • Medical: 14
  • Biological Material x300
  • Black Carrot x30
18
BAIT BOTTLE Portable Ammo: 8 4
  • GMP: 340,000
  • R&D: 28
  • Medical: 28
  • Biological Material x400
  • Black Carrot x40
36 Requires recruitment of personnel with the Zoologist skill and the development of the BAIT BOTTLE Grade 3
BAIT BOTTLE Portable Ammo: 12 5
  • GMP: 560,000
  • R&D: 26
  • Medical: 26
  • Biological Material x500
  • Black Carrot x50
18 Requires the development of the BAIT BOTTLE Grade 4
FLARE GRENADE Portable Ammo: 4 1
  • GMP: 5,000
  • R&D: 1
  • Support: 1
0
FLARE GRENADE Portable Ammo: 8 2
  • GMP: 50,000
  • R&D: 7
  • Support: 7
0 Requires development of the FLARE GRENADE Grade 1
FLARE GRENADE Portable Ammo: 12 3
  • GMP: 150,000
  • R&D: 17
  • Support: 17
18 Requires development of the FLARE GRENADE Grade 2
FLARE SUPPLY Portable Ammo: 4 2
  • GMP: 10,000
  • R&D: 5
  • Support: 5
0 Requires development of the FLARE GRENADE Grade 1
FLARE GRENADE Portable Ammo: 8 3 Requires development of the FLARE SUPPLY Grade 2
  • GMP: 70,000
  • R&D: 15
  • Support: 15
18
FLARE GRENADE Portable Ammo: 12 4
  • GMP: 180,000
  • R&D: 28
  • Support: 28
18 Requires development of the FLARE SUPPLY Grade 3
HAND GRENADE Portable Ammo: 6 1
  • GMP: 0
  • R&D: 0
0 Available at the start
HAND GRENADE Stopping Power Up [1] 2
  • GMP: 80,000
  • R&D: 8
0 Requires development of the HAND GRENADE Grade 1
HAND GRENADE Portable Ammo: 8 3
  • GMP: 180,000
  • R&D: 18
  • Common Metal x300
18 Requires development of the HAND GRENADE Grade 2
HAND GRENADE Stopping Power Up [2] 4
  • GMP: 380,000
  • R&D: 32
36 Requires development of the HAND GRENADE Grade 3
HAND GRENADE Portable Ammo: 12 5
  • GMP: 600,000
  • R&D: 50
  • Minor Metal x250
72 Requires development of the HAND GRENADE Grade 4
HAND GRENADE 8 Requires the November 24 update.
SMOKE GRENADE Portable Ammo: 6 1
  • GMP: 40,000
  • R&D: 4
  • Common Metal x100
0 Available at the start
SMOKE GRENADE Stopping Power Up [1] 2
  • GMP: 130,000
  • R&D: 13
  • Common Metal x200
0 Requires development of the HAND GRENADE Grade 1
SMOKE GRENADE Portable Ammo: 8 3
  • GMP: 200,000
  • R&D: 20
  • Common Metal x300
18 Requires development of the HAND GRENADE Grade 2
SMOKE GRENADE Stopping Power Up [2] 4
  • GMP: 400,000
  • R&D: 34
  • Common Metal x400
36 Requires development of the HAND GRENADE Grade 3
SMOKE GRENADE Portable Ammo: 12 5
  • GMP: 620,000
  • R&D: 52
  • Common Metal x500
72 Requires development of the HAND GRENADE Grade 4
STUN GRENADE Portable Ammo: 4 3
  • GMP: 100,000
  • R&D: 16
  • Fuel Resources x300
  • Minor Metal x150
18 Requires the development of the SMOKE GRENADE Grade 2
STUN GRENADE
  • Stopping Power Up [1]
  • Portable Ammo: 8
4
  • GMP: 360,000
  • R&D: 30
  • Fuel Resources x400
  • Minor Metal x600
36 Requires procurement of the [STUN GRENADE] Blueprint and the development of the STUN GRENADE Grade 3
STUN GRENADE
  • Stopping Power Up [2]
  • Portable Ammo: 12
5
  • GMP: 580,000
  • R&D: 48
  • Fuel Resources x500
  • Precious Metal x800
72 Requires development of the STUN GRENADE Grade 4
STUN GRENADE 8 Requires the November 24 update.
SLEEP GRENADE Portable Ammo: 4 4
  • GMP: 200,000
  • R&D: 24
  • Medical: 24
  • African Peach x40
  • Digitalis (Lutea) x6
36 Requires development of the STUN GRENADE Grade 3
SLEEP GRENADE
  • Stopping Power Up [1]
  • Effect Radius Up [1]
  • Portable Ammo: 8
5
  • GMP: 560,000
  • R&D: 46
  • Medical: 46
  • African Peach x50
  • Digitalis (Lutea) x8
72 Requires recruitment of personnel with the Sleeping Gas Specialist skill and the development of the HAND GRENADE Grade 4
SLEEP GRENADE 7 Requires the November 24 update.
PETROL BOMB Portable Ammo: 4 3
  • GMP: 100,000
  • R&D: 24
  • Fuel Resources x300
18 Requires the procurement of the Conch Shell
PETROL BOMB
  • Stopping Power Up [1]
  • Portable Ammo: 8
4
  • GMP: 440,000
  • R&D: 38
  • Fuel Resources x400
36 Requires development of the PETROL BOMB Grade 3
PETROL BOMB
  • Stopping Power Up [2]
  • Portable Ammo: 12
5
  • GMP: 660,000
  • R&D: 57
  • Fuel Resources x500
72 Requires development of the PETROL BOMB Grade 4
FOM DECOY Dummy Field of Movement Emitter Pic01d 5 Jams the search capabilities of an FOB defender's Intel Team, showing a false FOM prediction where the emitter is thrown. Requires the May 10 update.
Throwable weapons

Placeable Weapons

Name Image Enhancements Grade Description Development requirements Development time Unlock requirements
C-4 Portable Ammo: 4 1
  • GMP: 40,000
  • R&D: 4
0
C-4 Stopping Power Up [1] 2
  • GMP: 80,000
  • R&D: 8
0 Requires development of the C-4 Grade 1
C-4 Portable Ammo: 8 3
  • GMP: 200,000
  • R&D: 20
  • Common Metal x300
18 Requires development of the C-4 Grade 2
C-4 Stopping Power Up [2] 4
  • GMP: 400,000
  • R&D: 34
36 Requires development of the C-4 Grade 3
C-4 Portable Ammo: 12 5
  • GMP: 620,000
  • R&D: 52
  • Minor Metal x250
72 Requires development of the C-4 Grade 4
CAPTURE CAGE
  • Portable Ammo: 4
  • Capture targets up to Common
2
  • GMP: 60,000
  • R&D: 6
  • Biological Material x200
  • Black Carrot x20
0
CAPTURE CAGE
  • Portable Ammo: 6
  • Capture targets up to Rare
3
  • GMP: 160,000
  • R&D: 16
  • Biological Material x300
  • Black Carrot x30
18 Requires the development of the CAPTURE CAGE Grade 2
CAPTURE CAGE
  • Portable Ammo: 8
  • Capture targets up to Extremely Rare
4
  • GMP: 360,000
  • R&D: 30
  • Biological Material x400
  • Black Carrot x40
0 Requires the development of the CAPTURE CAGE Grade 3
M21 D-MINE Portable Ammo: 6 3
  • GMP: 1400,000
  • R&D: 14
  • Common Metal x300
18
M21 D-MINE
  • Stopping Power Up [1]
  • Portable Ammo: 8
4
  • GMP: 350,000
  • R&D: 29
  • Common Metal x1000
36 Requires the development of the M21 D-MINE Grade 3
M21 D-MINE
  • Stopping Power Up [2]
  • Portable Ammo: 12
5
  • GMP: 570,000
  • R&D: 47
  • Common Metal x2000
72 Requires the development of the M21 D-MINE Grade 4
M21 D-MINE 8 Requires the November 24 update.
LLG-MINE Portable Ammo: 6 4
  • GMP: 290,000
  • R&D: 23
  • Medical: 23
  • African Peach x40
  • Digitalis (Lutea) x10
36
LLG-MINE
  • Stopping Power Up [1]
  • Effect Radius Up [1]
  • Portable Ammo: 6
5
  • GMP: 510,000
  • R&D: 41
  • Medical: 41
  • African Peach x50
  • Digitalis (Lutea) x12
72 Requires recruitment of personnel with the Sleeping Gas Specialist skill and the development of the LLG-MINE Grade 4
LLG-MINE 8 Requires the November 24 update.
ATB-MINE Portable Ammo: 4 4
  • GMP: 200,000
  • R&D: 25
  • Biological Material x400
36
ATB-MINE
  • Stopping Power Up [1]
  • Portable Ammo: 8
5
  • GMP: 530,000
  • R&D: 43
  • Biological Material x1000
72 Requires the development of the ATB-MINE Grade 4
ATB-MINE 7 Requires the Version 1.04 update
EMN-MINE Portable Ammo: 4 4
  • GMP: 300,000
  • R&D: 27
  • Minor Metal x250
36
EMN-MINE
  • Effect Duration Up [1]
  • Portable Ammo: 8
5
  • GMP: 700,000
  • R&D: 45
  • Minor Metal x600
72 Requires recruitment of personnel with the Electromagnetic Net Specialist skill and the development of the EMN-MINE Grade 4
EMN-MINE 6 Requires the Version 1.04 update
EMN-MINE 7 Requires the Version 1.06 update
E-RB WH GEN. Pic01c 9 E-RB Wormhole Generator

Remotely activated, it allows the player to warp to the location where it was placed. Once placed, hold the ready button (//) and press the action button (//E) to activate.

  • Can be used only during FOB missions.
  • 35430 GMP (deployment)
  • 1100 Precious Metal
  • 730 Golden Crescent
Requires the December 2015 update as well as the [E-RB WH GEN.] Blueprint during the Bound Dragons January 12-26 Event FOB starting on January 19.

E-RB WH GEN.[★9]

Placed weapons

Other

  • Combat knife:
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The ultimate hand to hand combat weapon. Can be used to eliminate or interrogate enemies during the CQC hold. Its current in-game name and to why Snake adopted one instead of the standard Militaires Sans Frontières Stun Rod is currently unknown. Enemies are also equipped with knives and will use them against the player if they are in close enough range or down to their last resort of self defense.

  • CQC:
    Cqc t2124

(Close Quarters Combat): A system of combined combat techniques which allow rapid alternation between armed and hand-to-hand combat while engaging enemy personnel. It was developed together by The Boss and Big Boss. An enhanced version of this technique named as "Dynamic CQC" is present in The Phantom Pain.

Equipment

There are 3 type of items, Tools, Item and Option. Items in The Phantom Pain need to be either located, unlocked or developed in.

Uniforms

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Snake wearing Tiger Stripe pattern Jungle Fatigues.

MGSV Battledress

Snake wearing Desert Tiger Stripe pattern Battle Dress.

In The Phantom Pain, Uniform Selection allows the player to choose the uniform Big Boss and the Diamond Dogs wear during a mission. Uniforms have unique abilities and advantages to help aid the player such as more items/weapons equipped, less damage taken and higher camo index.

Name Image Grade Description Development requirements Development time Unlock requirements
OLIVE DRAB 1 Olive Drab - Standard combat fatigues (olive drab). Wear among greenery to blend in, making it harder for the enemy to spot you.
  • GMP: 0 (for development)
  • GMP: 100 (for delivery)
0 Available at the start
SPLITTER 2 Splitter - Standard combat fatigues (splitter). Wear when operating vehicles or weapon emplacements to blend in, making it harder for the enemy to spot you.
  • GMP: 10,000
  • R&D: 7
0
SQUARE 3 Square - Standard combat fatigues (squares). Wear on metal or concrete surfaces to blend in, making it harder for the enemy to spot you.
  • GMP: 30,000
  • R&D: 17
18 Requires development of Splitter
TIGER STRIPE 1 Tiger Stripe - Standard combat fatigues (tiger stripe). Wear on rocky surfaces to blend in, making it harder for the enemy to spot you.
  • GMP: 0
  • R&D: 0
0 Available at the start
GOLDEN TIGER 2 Golden Tiger - Standard combat fatigues (gold tiger). Wear on red soil to blend in, making it harder for the enemy to spot you.
  • GMP: 10,000
  • R&D: 8
0
ANIMALS 3 Animals - Standard combat fatigues (animal). Wear on sandy surfaces or among greenery to blend in, making it harder for the enemy to spot you.
  • GMP: 30,000
  • R&D: 18
18 Requires development of the Golden Tiger.
DESERT FOX 1 Desert Fox - Standard combat fatigues (desert fox). Wear on sand or soil to blend in, making it harder for the enemy to spot you.
  • GMP: 5,000 (for development)
  • GMP: 300 (for delivery)
  • R&D: 3
0
WOODLAND Woodland - Standard combat fatigues (woodland). Wear among greenery to blend in, making it harder for the enemy to spot you. 2
  • GMP: 10,000
  • R&D: 9
0 Requires the development of the Desert Fox
WETWORK 3 Wetwork - Standard combat fatigues (wetwork). Wear in rivers or swamps to blend in, making it harder for the enemy to spot you.
  • GMP: 30,000
  • R&D: 19
0 Requires the development of the Woodland
NAKED (SILVER) 5 Naked (Silver) - A special silver Naked uniform awarded only to mission completion experts. Its magnificent radiance will leave rivals awestruck.
  • GMP: 700,000
  • R&D: 46
72 Requires procurement of the Master Certificate (Elite) Key Item
NAKED (GOLD) 6 Naked (Gold) - A special golden Naked uniform awarded only to ultimate mission completion masters. Its magnificent radiance will leave rivals awestruck.
  • GMP: 1,020,000
  • R&D: 58
144 Requires procurement of the Grand Master Certificate (Elite) (Key Item) and development of the Naked (Silver)
SV-SNEAKING SUIT 1 SV-SNEAKING SUIT
All-weather survival & infiltration suit designed to be heat-, water-, and shock-resistant while also maintaining optimum body temperature.
The noise-dampening soles eliminate the sound of footsteps.
*In FOB Missions, this uniform prevents your body heat being detected by NVG-equipped enemies.
  • GMP: 40,000
  • R&D: 4
0 Requires transferring of save data from Metal Gear Solid V: Ground Zeroes
SNEAKING SUIT 2 Sneaking suit - Specialized infiltration suit. In addition to the noise dampening soles that eliminate the sound of footsteps, this suit features a high-strength aramid weave that offers superb damage resistance.
  • In FOB missions, this uniform prevents your body heat being detected by NVG-equipped enemies.
  • GMP: 120,000 (for development)
  • GMP: 2400 (for delivery)
  • R&D: 12
  • Fuel resources x200
0
SNEAKING SUIT 3 Sneaking suit - Specialized infiltration suit. In addition to the noise dampening soles that eliminate the sound of footsteps, this suit features a high-strength aramid weave that offers superb damage resistance.
  • In FOB missions, this uniform prevents your body heat being detected by NVG-equipped enemies.
  • GMP: 240,000
  • R&D: 24
  • Fuel resources x1,000
18 Requires development of the SNEAKING SUIT Grade 2
SNEAKING SUIT 4 Sneaking suit - Specialized infiltration suit. In addition to the noise dampening soles that eliminate the sound of footsteps, this suit features a high-strength aramid weave that offers superb damage resistance.
  • In FOB missions, this uniform prevents your body heat being detected by NVG-equipped enemies.
  • GMP: 420,000
  • R&D: 36
  • Fuel resources x2,000
36 Requires development of the SNEAKING SUIT Grade 3
SNEAKING SUIT 7 Requires the November 24 update.
SNEAKING SUIT 8 Requires the November 24 update.
BATTLE DRESS 3 Battle Dress - The standard sneaking suit with bulletproof ceramic plates fitted/inserted throughout to act as heavy combat protective gear, greatly increasing protection for the wearer.
  • GMP: 160,000 (for development)
  • GMP: 1600 (for delivery)
  • R&D: 16
  • Combat: 16
  • Common Metal x300
18
BATTLE DRESS 4 Battle Dress - The standard sneaking suit with bulletproof ceramic plates fitted/inserted throughout to act as heavy combat protective gear, greatly increasing protection for the wearer.
  • GMP: 360,000
  • R&D: 30
  • Combat: 30
  • Minor Metal x1,000
36 Requires the recruitment of personnel with the Materials Engineer skill and the development of the BATTLE DRESS Grade 3.
BATTLE DRESS 5 Battle Dress - The standard sneaking suit with bulletproof ceramic plates fitted/inserted throughout to act as heavy combat protective gear, greatly increasing protection for the wearer.
  • GMP: 580,000
  • R&D: 48
  • Combat: 48
  • Precious Metal x2,000
0 Requires development of the BATTLE DRESS Grade 4.
BATTLE DRESS 7 Requires the November 24 update.
BATTLE DRESS 8 Requires the November 24 update.
PARASITE SUIT 4 Parasite Suit - Special prototype combat suit based on the Skulls' parasite technology. Equip with cartridges containing parasites to activate the same special abilities as the Skulls.
  • Restricts mission completion rank to an A or below, and cannot be used during FOB Missions.
  • GMP: 310,000
  • R&D: 25
  • Medical: 25
36 Requires recruitment of personnel with the Parasitologist skill (ie, it requires recruiting Code Talker)
PARASITE SUIT 5 Parasite Suit - Special prototype combat suit based on the Skulls' parasite technology. Equip with cartridges containing parasites to activate the same special abilities as the Skulls.
  • Restricts mission completion rank to an A or below, and cannot be used during FOB Missions.
  • GMP: 530,000
  • R&D: 43
  • Medical: 43
72 Requires development of the PARASITE SUIT rank 4.
PARASITE SUIT 6 Parasite Suit - Special prototype combat suit based on the Skulls' parasite technology. Equip with cartridges containing parasites to activate the same special abilities as the Skulls.
  • Restricts mission completion rank to an A or below, and cannot be used during FOB Missions.
  • GMP: 1,030,000 (development)
  • R&D: 65
  • Medical: 65
  • GMP: 8240 (deployment)
144 Requires Version 1.04 update
LEATHER JACKET 1 Leather Jacket - A biker jacket that will keep the wearer safe and sound even under the harshest conditions. A favorite of "The Man Who Sold the World."
  • GMP: 10,000
  • R&D: 1
0 Requires procurement of "The Codename: Big Boss" (Key Item).
SOLID SNAKE 2 Solid Snake - Unlock requirements: Complete the Deja Vu mission in Metal Gear Solid V: Ground Zeroes on normal and transfer the saved data to the Phantom Pain.
  • GMP: 110,000
  • R&D: 11
0 Requires transferring of save data from Ground Zeroes with Deja Vu completed.
CYBORG NINJA 4 Cyborg Ninja - A costume for roleplaying as the Cyborg Ninja. Improves speed while sprinting as well as jump distance
  • Restricts mission completion rank to an A or below, and cannot be used during FOB Missions.
  • GMP: 460,000
  • R&D: 40
  • Digitalis (Purpurea) x40
  • Digitalis (Lutea) x10
36 Requires the procurement of the Master Certificate (Standard) (Key Item).
RAIDEN 5 Raiden - A costume for roleplaying as Raiden, replete with custom cyborg body. Significantly increases sprinting speed and jump distance.
  • Restricts mission completion rank to an A or below, and cannot be used during FOB Missions.
  • GMP: 1,190,000
  • R&D: 53
  • Digitalis (Purpurea) x70
  • Digitalis (Lutea) x20
144 Requires the procurement of the Grand Master Certficate (Standard) (Key Item) and the development of the CYBORG NINJA.
GRAY URBAN 1 GRAY URBAN
Standard combat fatigues (Gray Urban)
Wear among steel and concrete to blend in, making it harder for the enemy to spot you.
  • GMP: 50,000
  • R&D: 1
0 Requires voucher code from the Collector's Edition
BLUE URBAN 1 BLUE URBAN
Standard combat fatigues (Blue Urban)
Wear among marsh terrain to blend in, making it harder for the enemy to spot you.
  • GMP: 5,000
  • R&D: 1
0 Requires voucher code from either the Physical Day-One Edition or the Collector's Edition.
APD 1 APD
Standard combat fatigues (Pixilated Desert)
Wear among sandy surfaces or among greenery to blend in, making it harder for the enemy to spot you.
  • GMP: 5,000
  • R&D: 1
0 Requires voucher code from the Collector's Edition
BLACK OCELOT 1 BLACK OCELOT
Standard combat fatigues (Black Ocelot)
Wear at nighttime to blend in, making it harder for the enemy to spot you.
Uniform worn by Ocelot's private unit.
  • GMP: 5,000
  • R&D: 1
0 Requires voucher code from either the Digital Day One Edition or the Collector's Edition
BANDANA 4 Bandana - "Her" bandana, salvaged from Lake Nicaragua and lovingly repaired. Lowers occurences of serious injury.
  • GMP: 400,000
  • R&D: 34
  • Medical: 34
36 Requires procurement of the Strangelove's Memento (Key Item).
INFINITY BANDANA 5 Infinity Bandana - Bandana embroidered with the word "infinity." Enables the wearer to carry limitless ammunition.
  • Restricts mission completion rank to an A or below, and cannot be used during FOB Missions.
  • GMP: 1,000,000
  • R&D: 48
  • Combat: 48
  • Fuel resources x2,000
72 Requires procurement of the Star of Bethlehem (Key Item).
JUNGLE FATIGUES (NS) 1
  • GMP: 5000 (development)
  • R&D: 1
  • GMP: 100 (deployment)
0 Downloadable content
SNEAKING SUIT (NS) 2
  • GMP: 10000 (development)
  • R&D: 1
  • GMP: 1000 (deployment)
0 Downloadable content
SNEAKING SUIT (NS) 3
  • GMP: 20000 (development)
  • R&D: 18
  • Fuel resources x900
  • GMP: 2000 (deployment)
18 Downloadable content
SNEAKING SUIT (NS) 4
  • GMP: (development)
  • R&D:
  • GMP: (deployment)
36 Downloadable content
SNEAKING SUIT (NS) 6
  • GMP: (development)
  • R&D:
  • GMP: (deployment)
36 Downloadable content
SNEAKING SUIT (NS) 7
  • GMP: (development)
  • R&D:
  • GMP: (deployment)
36 Downloadable content
SNEAKING SUIT (NS) 8
  • GMP: (development)
  • R&D:
  • GMP: (deployment)
36 Downloadable content
TUXEDO (NS) 1
  • GMP: 300000 (development)
  • R&D: 1
  • GMP: 100 (deployment)
0 Downloadable content
SNEAKING SUIT (TB) 4
  • GMP: 300000 (development)
  • R&D: 1
  • GMP: 100 (deployment)
36 Downloadable content
JUMPSUIT (EVA) 1
  • GMP: 10000 (development)
  • R&D: 1
  • GMP: 100 (deployment)
0 Downloadable content
WOODLAND FLECK Woodland Fleck uniform 1 Woodland Fleck - Standard combat fatigues (woodland fleck). Wear among greenery to blend in, making it harder for the enemy to spot you.
  • GMP: 7200 (development)
  • R&D: 0
  • GMP: 0 (deployment)
  • Event Points: 7200
  • MB Coins: 1 (optional)
5 December 2015 update as well as purchasing them in various Event FOBs.
AMBUSH Ambush SP
Ambush Scarf SP
1 Ambush - Standard combat fatigues (ambush). Wear among greenery to blend in, making it harder for the enemy to spot you.
  • GMP: 7200 (development)
  • R&D: 0
  • GMP: 0 (deployment)
  • Event Points: 7200
  • MB Coins: 1 (optional)
5 December 2015 update as well as purchasing them in various Event FOBs.
SOLUM Solum SP
Solum Scarf SP
1 Solum - Standard combat fatigues (solum). Wear in rivers or swamps to blend in, making it harder for the enemy to spot you.
  • GMP: 7200 (development)
  • R&D: 0
  • GMP: 0 (deployment)
  • Event Points: 7200
  • MB Coins: 1 (optional)
5 December 2015 update as well as purchasing them in various Event FOBs.
DEAD LEAF Dead Leaf SP
Dead Leaf Scarf SP
1 Dead Leaf - Standard combat fatigues (dead leaf). Wear among greenery to blend in, making it harder for the enemy to spot you.
  • GMP: 7200 (development)
  • R&D: 0
  • GMP: 0 (deployment)
  • Event Points: 7200
  • MB Coins: 1 (optional)
5 December 2015 update as well as purchasing them in various Event FOBs.
LICHEN Lichen SP
Lichen Scarf SP
1 Lichen - Standard combat fatigues (lichen). Wear among greenery to blend in, making it harder for the enemy to spot you.
  • GMP: 7200 (development)
  • R&D: 0
  • GMP: 0 (deployment)
  • Event Points: 7200
  • MB Coins: 1 (optional)
5 December 2015 update as well as purchasing them in various Event FOBs.
STONE Stone SP
Stone Scarf SP
1 Stone - Standard combat fatigues (stone). Wear on rocky surfaces to blend in, making it harder for the enemy to spot you.
  • GMP: 7200 (development)
  • R&D: 0
  • GMP: 0 (deployment)
  • Event Points: 7200
  • MB Coins: 1 (optional)
5 December 2015 update as well as purchasing them in various Event FOBs.
PARASITE MIST Parasite Mist SP
Parasite Mist Scarf SP
1 Parasite Mist - Standard combat fatigues (parasite mist). Wear on metal or concrete surfaces to blend in, making it harder for the enemy to spot you.
  • GMP: 7200 (development)
  • R&D: 0
  • GMP: 0 (deployment)
  • Event Points: 7200
  • MB Coins: 1 (optional)
5 December 2015 update as well as purchasing them in various Event FOBs.
OLD ROSE Pic06b 1 Old Rose - Standard combat fatigues (old rose). Wear on metal or concrete surfaces to blend in, making it harder for the enemy to spot you.
  • GMP: 7200 (development)
  • R&D: 0
  • GMP: 0 (deployment)
  • Event Points: 7200
  • MB Coins: 1 (optional)
5 December 2015 update as well as purchasing them in various Event FOBs.
BRICK RED Brick Red SP
Brick Red Scarf SP
1 Brick Red - Standard combat fatigues (brick red). Wear on metal or concrete surfaces to blend in, making it harder for the enemy to spot you.
  • GMP: 7200 (development)
  • R&D: 0
  • GMP: 0 (deployment)
  • Event Points: 7200
  • MB Coins: 1 (optional)
5 December 2015 update as well as purchasing them in various Event FOBs.
IRON BLUE Iron Blue SP
Iron Blue Scarf SP
1 Iron Blue - Standard combat fatigues (iron blue). Wear among metal or concrete surfaces to blend in, making it harder for the enemy to spot you.
  • GMP: 7200 (development)
  • R&D: 0
  • GMP: 0 (deployment)
  • Event Points: 7200
  • MB Coins: 1 (optional)
5 December 2015 update as well as purchasing them in various Event FOBs.
STEEL GREY Steel Grey SP
Steel Grey Scarf SP
1 Steel Grey - Standard combat fatigues (steel grey). Wear on metal or concrete surfaces to blend in, making it harder for the enemy to spot you.
  • GMP: 7200 (development)
  • R&D: 0
  • GMP: 0 (deployment)
  • Event Points: 7200
  • MB Coins: 1 (optional)
5 December 2015 update as well as purchasing them in various Event FOBs.
TSELINOYARSK Tselinoyarsk SP
Tselinoyarsk Scarf SP
1 Tselinoyarsk - Standard combat fatigues (tselinoyarsk). Wear among metal or concrete surfaces to blend in, making it harder for the enemy to spot you.
  • GMP: 7200 (development)
  • R&D: 0
  • GMP: 0 (deployment)
  • Event Points: 7200
  • MB Coins: 1 (optional)
5 December 2015 update as well as purchasing them in various Event FOBs.


  • Naked: Fatigues with low defense, camo index, and main weapon ammo storage, but high movement speed.
  • Fatigues: Simple military fatigues, offering the basic level of defense, main weapon storage, ammo storage, and camo index. Comes in variants (Olive Drab, Tiger Stripes, Desert Fox, Splitter, Black Ocelot, Urban Water and Golden Tiger).
  • Scarf:
Uniforms

Tools

Name Image Grade Description Development requirements Development time Unlock requirements
INT-SCOPE 1 GMP: 0 0
+ ANALYZER 1 2
  • GMP: 35,000
  • R&D: 7
0
+ ANALYZER 2 3
  • GMP: 100,000
  • R&D: 16
  • Intel: 14
18 Requires development of + ANALYZER 1
+ ANALYZER 3 4
  • GMP: 150,000
  • R&D: 30
  • Intel: 30
36 Requires development of the + ANALYZER 2
IDROID 1 GMP: 0 0 Available at the Start
+ SPEAKER 2
  • GMP: 35,000
  • R&D: 7
0
+ MARKER 1 3
  • GMP: 85,000
  • R&D: 17
  • Intel: 17
18 Requires the development of the + SPEAKER
+ MARKER 2 4
  • GMP: 215,000
  • R&D: 31
  • Intel: 31
36 Requires the development of the + MARKER 2
FULTON DEVICE 1 GMP: 0 0 Available after completing Mission 2
FULTON DEVICE 2
  • GMP: 90,000
  • R&D: 9
  • Support: 9
0 Requires development of the FULTON DEVICE Grade 1
FULTON DEVICE 3
  • GMP: 190,000
  • R&D: 19
  • Support: 19
18 Requires procurement of the Master Certificate (Fulton) (Key Item) and development of the FULTON DEVICE Grade 2
FULTON DEVICE 4
  • GMP: 390,000
  • R&D: 33
  • Support: 33
36 Requires development of the FULTON DEVICE Grade 3
+ CARGO 1 2
  • GMP: 30,000
  • R&D: 8
  • Support: 8
0 Requires development of the FULTON DEVICE Grade 1
+ CARGO 2 3
  • GMP: 100,000
  • R&D: 18
  • Support: 16
18 Requires recruitment of personnel with the Transportation Specialist skill and development of the + CARGO 1
+ CHILDREN 4
  • GMP: 240,000
  • R&D: 24
  • Support: 24
36 Requires procurement of the Conch Shell (Key Item).
+ WORMHOLE 6
  • GMP: 850,000
  • R&D: 40
  • Support: 40
144 Requires capturing the Legendary Jackal via Side Op 50.
Tools

Items

Name Image Grade Description Development requirements Development time Unlock requirements
C.BOX (DSRT) 1
  • GMP: 0
  • R&D: 1
  • Support: 1
0 Fulton some of your Mother Base staff during Mission 2
C.BOX (DSRT) 2
  • GMP: 10,000
  • R&D: 7
  • Support: 7
  • Biological Material x 200
0 Develop the C.BOX (DSRT) Grade 1
C.BOX (DSRT) 3
  • GMP: 100,000
  • R&D: 17
  • Support: 17
  • Biological Material x 300
18 Develop the C.BOX (DSRT) Grade 2
C.BOX (WR) 4
  • GMP: 300,000
  • R&D: 31
  • Support: 31
  • Biological Material x400
36 Requires the procurement of the Master Certificate (Box) Key Item
C.BOX (SMK) 5
  • GMP: 400,000
  • R&D: 49
  • Support: 49
  • Biological Material x500
72 Requires the procurement of the Grand Master Certificate (Box) Key Item
C.BOX (FRST) 2
  • GMP: 10,000
  • R&D: 8
  • Support: 8
  • Biological Material x200
0
C.BOX (FRST) 3
  • GMP: 100,000
  • R&D: 18
  • Support: 18
  • Biological Material x300
18
C.BOX (RED) 2
  • GMP: 10,000
  • R&D: 9
  • Support: 9
  • Biological Material x200
0
C.BOX (RED) 3
  • GMP: 100,000
  • R&D: 19
  • Support: 19
  • Biological Material x300
18
C.BOX (CITY) 2
  • GMP: 10,000
  • R&D: 10
  • Support: 10
  • Biological Material x200
0
C.BOX (CITY) 3
  • GMP: 100,000
  • R&D: 20
  • Support: 20
  • Biological Material x300
18
C.BOX (APD) 2
  • GMP: 5,000
  • R&D: 1
0 Requires pre-order voucher code from the Collector's Edition
C.BOX (APD) 3
  • GMP: 50,000
  • R&D: 14
  • Support: 14
  • Biological Material x300
18 Requires development of the C.BOX (APD) Grade 2
C.BOX (RT) 2
  • GMP: 5,000
  • R&D: 1
0 Requires pre-order voucher code from either the Day One Digital Edition or the Collector's Edition
C.BOX (RT) 3
  • GMP: 50,000
  • R&D: 14
  • Support: 14
  • Biological Material x300
18 Requires development of the C.BOX (RT) Grade 2
C.BOX (WET) 2
  • GMP: 5,000
  • R&D: 1
0 Requires pre-order voucher code from either the Day One Physical Edition or the Collector's Edition
C.BOX (WET) 3
  • GMP: 50,000
  • R&D: 14
  • Support: 14
  • Biological Material x300
18 Requires development of the C.BOX (WET) Grade 2
NVG 1
  • GMP: 0
  • R&D: 0
0 Available from the start
NVG 2
  • GMP: 80,000
  • R&D: 8
  • Intel: 8
0 Requires development of the NVG Grade 1
NVG 3
  • GMP: 180,000
  • R&D: 18
  • Intel: 16
18 Requires development of the NVG Grade 2
NVG 4
  • GMP: 38,000
  • R&D: 32
  • Intel: 32
36 Requires development of the NVG Grade 3
NVG 5
  • GMP: 600,000
  • R&D: 50
  • Intel: 50
0 Requires development of the NVG Grade 4
STEALTH CAMO.PP 3
  • GMP: 280,000
  • R&D: 22
  • Minor Metal x150
18
STEALTH CAMO.PP 4
  • GMP: 360,000
  • R&D: 30
  • Minor Metal x1,000
36 Requires the recruitment of personnel with the Metamaterials Specialist skill and the development of the STEALTH CAMO.PP Grade 3.
STEALTH CAMO.PP 5
  • GMP: 580,000
  • R&D: 48
  • Minor Metal x2,000
72 Requires the development of the STEALTH CAMO.PP Grade 4
STEALTH CAMO 6
  • GMP: 880,000
  • R&D: 63
  • Precious Metal x1,000
144 Requires the procurement of the Emmerich's Research Notes (Key Item) and the development of the STEALTH CAMO.PP Grade 5.
PHANTOM CIGAR 1 0 Available at the start
PHANTOM CIGAR 2
  • GMP: 20,000
  • Medical: 5
  • Wormwood x20
0
PHANTOM CIGAR 3
  • GMP: 50,000
  • Medical: 15
  • Wormwood x30
18 Requires development of the PHANTOM CIGAR Grade 2.
PENTAZEMIN 1
  • GMP: 5,000
  • Medical: 3
  • Biological Material x100
  • Tarragon x10
0
PENTAZEMIN 2
  • GMP: 20,000
  • Medical: 9
  • Biological Material x200
  • Tarragon x20
0 Requires development of the PENTAZEMIN Grade 1
PENTAZEMIN 3
  • GMP: 50,000
  • Medical: 19
  • Biological Material x300
  • Tarragon x30
18 Requires the development of the PENTAZEMIN Grade 2
NOCTOCYANIN 2
  • GMP: 50,000
  • Intel: 11
  • Medical: 11
  • Biological Material x200
  • Haoma x21
0
NOCTOCYANIN 3
  • GMP: 100,000
  • Intel: 35
  • Medical: 35
  • Biological Material x300
  • Haoma x10
0 Requires the recruitment of personnel with the Drug Developer skill and development of the NOCTOCYANIN Grade 2
NOCTOCYANIN 4
  • GMP: 200,000
  • Intel: 53
  • Medical: 53
  • Biological Material x400
  • Haoma x15
36 Requires the development of the NOCTOCYANIN Grade 2
NOCTOCYANIN 5
  • GMP: 400,000
  • Medical: 19
  • Biological Material x500
  • Haoma x20
72 Requires the development of the NOCTOCYANIN Grade 4
NOCTOCYANIN 7 Requires the November 24 update.
ACCELERAMIN 3
  • GMP: 40,000
  • Combat: 19
  • Medical: 19
  • Tarragon x10
  • Haoma x10
18
ACCELERAMIN 4
  • GMP: 190,000
  • Combat: 33
  • Medical: 33
  • Tarragon x15
  • Haoma x15
36 Requires recruitment of personnel with the Drug Developer skill and development of the ACCELERAMIN Grade 3
ACCELERAMIN 5
  • GMP: 390,000
  • Combat: 51
  • Medical: 51
  • Tarragon x20
  • Haoma x20
72 Requires the development of the ACCELERAMIN Grade 4
ACCELERAMIN 5
  • GMP: 610,000
  • Combat: 62
  • Medical: 62
  • Tarragon x25
  • Haoma x25
144 Requires the development of the ACCELERAMIN Grade 4
PARASITE (MIST) 4
  • GMP: 245,000
  • Medical: 25
  • Mist Parasites: x4
  • Biological Material x1,000
36 Requires recruitment of personnel with the Parasite Suit skill (ie, Code Talker)
PARASITE (MIST) 5
  • GMP: 690,000
  • Medical: 43
  • Mist Parasites: x8
  • Biological Material x2,000
72 Requires recruitment of personnel with the Parasite Suit skill (ie, Code Talker) and the development of the PARASITE (MIST) Grade 4.
PARASITE (MIST) 7
  • GMP: 870000 (development)
  • Medical: 63
  • Mist Parasites: x12 (development)
  • Biological Material x30,000 (development)
  • GMP: 6960 (deployment)
  • Mist Parasites: x3 (deployment)
  • Biological Material x600 (deployment)
144 Requires the Version 1.04 update.
PARASITE (CAMO) 4
  • GMP: 230,000
  • Medical: 27
  • Mist Parasites: x4
  • Biological Material x1,000
36 Requires recruitment of personnel with the Parasite Suit skill (ie, Code Talker)
PARASITE (CAMO) 5
  • GMP: 550,000
  • Medical: 45
  • Camouflage Parasites: x8
  • Biological Material x2,000
72 Requires recruitment of personnel with the Parasite Suit skill (ie, Code Talker) and the development of the PARASITE (CAMO) Grade 4.
PARASITE (CAMO) 6
  • GMP: 870000 (development)
  • Medical: 63
  • Camouflage Parasites: x12 (development)
  • Biological Material x30,000 (development)
  • GMP: 6960 (deployment)
  • Camouflage Parasites: x3 (deployment)
  • Biological Material x600 (deployment)
144 Requires the Version 1.04 update
PARASITE (ARMOR) 4
  • GMP: 250,000
  • Medical: 29
  • Armor Parasites: x4
  • Biological Material x1,000
36 Requires recruitment of personnel with the Parasite Suit skill (ie, Code Talker)
PARASITE (ARMOR) 5
  • GMP: 570,000
  • Medical: 47
  • Armor Parasites: x8
  • Biological Material x2,000
72 Requires recruitment of personnel with the Parasite Suit skill (ie, Code Talker) and the development of the PARASITE (ARMOR) Grade 4.
PARASITE (ARMOR) 6
  • GMP: 870000 (development)
  • Medical: 63
  • Armor Parasites: x12 (development)
  • Biological Material x30,000 (development)
  • GMP: 6960 (deployment)
  • Armor Parasites: x3 (deployment)
  • Biological Material x600 (deployment)
144 Requires the Version 1.04 update.
Items

Options

  • Light: A tactical light mounted on a gun. Lights can be turned ON/OFF in the weapon menu, or by pressing the right directional button while you have a weapon readied. You can blind an enemy by pointing a weapon at them with its light, on though the light makes you more visible to the enemy.
  • Suppressor: A noise suppression device that reduces gunshot sound and muzzle flash. Though it allows a weapon to be fired without alerting the enemy, its limited-use parts mean that eventually it will lose its function. Can be attached or removed via the weapon menu.
  • Grenade launcher: An underbarrel attachment used to launch fragmentation grenades quickly and efficiently, has its own ammo count. For example: AM-69 AAS Rifle.

Buddy Equipment

Quiet

Name Image Enhancements Grade Description Buddy equipment type (if applicable) Development requirements Development time Unlock requirements
WICKED BUTTERFLY N/A 2 Wicked Butterly.

RENOV-ICKX sniper rifle customized by Quiet. Fitted with a laser sight for improved accuracy. Nicknamed "Wicked Butterfly."

Weapon *0 GMP 0 minutes Available after unlocking Quiet as a buddy
WICKED BUTTERFLY Suppressor 3 Wicked Butterly.

RENOV-ICKX sniper rifle customized by Quiet. Fitted with a laser sight for improved accuracy. Nicknamed "Wicked Butterfly."

Rank notes: Starts at rank 2, rank 4 adds a suppressor.

Weapon
  • GMP: 500,000
  • R&D: 18
  • Intel: 15
  • Bond: 60+
36 minutes Requires development of WICKED BUTTERFLY Grade 2
GUILTY BUTTERFLY Tranquilizer Round Conversion (Attack Type: Non-lethal) Guilty Butterfly.

RENOV-ICKX sniper rifle customized by Quiet. Fires tranquilizer rounds at subsonic speeds, for improved accuracy. Nicknamed "Guilty Butterfly."

Weapon
  • GMP: 286,000
  • R&D: 15
  • Medical: 15
  • Golden Crescent x60
  • Digitalis (Purpurea) x10
  • Bond: 20+
18 minutes
GUILTY BUTTERFLY Suppressor 5 Guilty Butterfly.

RENOV-ICKX sniper rifle customized by Quiet. Fires tranquilizer rounds at subsonic speeds, for improved accuracy. Nicknamed "Guilty Butterfly."

Weapon
  • GMP: 750,000
  • R&D: 22
  • Intel: 18
  • Bond: 80+
72 minutes Requires the development of the GUILTY BUTTERFLY Grade 3
SINFUL BUTTERFLY N/A 4 Sinful Butterfly.

Brennan LRS-46 sniper rifle customized by Quiet. Uses special handloaded ammunition packed with the maximum amount of gunpowder, for severe stopping power. Nicknamed "Sinful Butterfly."

Weapon
  • GMP: 490,000
  • R&D: 20
  • Bond: 40+
36 minutes Requires procurement of the [BRENNAN LRS-46] Blueprint.
NAKED N/A 1 Naked.

Quiet custom combat gear. Exposes the maximum amount of dart, supposedly as not to impede her transcelaneous respiration.

Uniform GMP: 0 N/A Available upon recruiting Quiet.
NAKED (BLOOD) Quiet Naked Blood N/A 3 Naked Blood.

A special blood-soaked Naked uniform that Quiet wears only for those who fight by her side. The fake blood is designed to strike fear into enemies.

Uniform
  • GMP: 186,000
  • R&D: 15
  • Bond: +30
18 minutes
NAKED (SILVER Q) Quiet Naked Silver N/A 4 Naked Silver Q.

A special silver Naked uniform that Quiet wears only for those who have earned her trust. Its magnificent radiance will... leave enemies awestruck?

Uniform
  • GMP: 350,000
  • R&D: 19
  • Bond: +70
36 minutes
NAKED (GOLD Q) Quiet Naked Gold N/A 5 Naked Gold Q.

A special golden Naked uniform that Quiet wears only for those she feels a close bond with. Its magnificent radiance will... leave enemies awestruck?

Uniform
  • GMP: 570,000
  • R&D: 22
  • Bond: 100
72 minutes
SNIPER WOLF Quiet Sniper Wolf N/A 4 Sniper Wolf.

Costume for Quiet. Now you can finally go into battle with Sniper Wolf... or the next best thing.

Uniform
  • GMP: 450,000
  • R&D: 23
36 minutes Requires procurement of the Handkerchief (Key Item)
GRAY XOF Quiet Gray XOF N/A 5 Gray XOF.

Standard gray combat fatigues worn by Cipher's covert strike force, XOF.

Uniform
  • GMP: 670,000
  • R&D: 25
72 minutes Requires procurement of Quiet's Examination Report (Key Item)
Quiet

D-Dog

Name Image Enhancements Grade Description Buddy equipment type (if applicable) Development requirements Development time Unlock requirements
NAKED N/A 1
  • GMP: 0
  • R&D: 0
0 minutes Available upon DD growing up.
SNEAKING (KNIFE) D-Dog Sneaking Suit Knife N/A 2 Sneaking Knife.

Sneaking suit for D-Dog. Equipped with a knife. Use the "Do it (kill enemy)" command to have him kill an enemy.

Uniform
  • GMP: 100,000
  • R&D: 10
0 minutes Requires recruitment of personnel with the Electromagnetic Specialist skill.
SNEAKING (STUN) D-Dog Sneaking Suit Stun N/A 3 Sneaking Stun.

Sneaking suit for D-Dog. Equipped with a stun knife. Use the "Do it (knock out enemy)" command to have him knock out an enemy.

Uniform
  • GMP: 200,000
  • R&D: 20
  • Security: 20
  • Minor Metal x150
18 minutes Requires procurement of the [STUN ARM] Blueprint.
BATTLE DRESS D-Dog Battledress Defense Up 4 Battle Dress.

Battledress for D-Dog. Use the "Do it (wound enemy)" command to have him critically wound an enemy.

Uniform
  • GMP: 400,000
  • R&D: 34
  • Combat: 34
  • Biological Material x400
36 minutes Requires recruitment of personnel with the Materials Engineer skill.
TACTICAL (FULTON) D-Dog Tactical Fulton N/A 3 Tactical Fulton.

Tactical vest for D-Dog. Equipped with a Fulton extraction device. Use the "Get it" command to have him fulton extract neutralized soldiers, animals and prisoners.

Uniform
  • GMP: 240,000
  • R&D: 24
  • Medical: 24
  • Bond: 60+
18 Requires procurement of the First Aid Manual (Key Item).
D-Dog

D-Horse

Name Image Enhancements Grade Description Buddy equipment type (if applicable) Development requirements Development time Unlock requirements
NORMAL N/A 1
  • GMP: 0
  • R&D: 0
0 minutes Available at the start.
BATTLE DRESS D-Horse Battledress Rank 2 N/A 2 Battle Dress.

Battledress for D-Horse. Reinforced with bulletproof ceramic plates fitted/inserted throughout.

Uniform
  • GMP: 50,000
  • R&D: 5
0 minutes
BATTLE DRESS D-Horse Battledress Rank 3 Defense Up 1 3 Battle Dress.

Battledress for D-Horse. Reinforced with bulletproof ceramic plates fitted/inserted throughout.

Uniform
  • GMP: 150,000
  • R&D: 15
  • Combat: 15
18 minutes Requires recruitment of personnel with the Electrospinning Specialist skill and the development of the BATTLE DRESS Grade 2
BATTLE DRESS D-Horse Battledress Rank 4 Defense Up 2 4 Battle Dress.

Battledress for D-Horse. Reinforced with bulletproof ceramic plates fitted/inserted throughout.

Uniform
  • GMP: 350,000
  • R&D: 29
  • Combat: 29
36 minutes Requires recruitment of personnel with the Materials Engineer skill and the development of the BATTLE DRESS Grade 3.
FURICORN D-Horse Furicorn N/A 4 Furicorn.

Costume for D-Horse. Jet black loadout inspired by the Man on Fire's horse, though it doesn't envelop its wearer in flames or grant any other special abilities.

Uniform
  • GMP: 410,000
  • R&D: 35
18 minutes Requires procurement of the Man on Fire (Corpse) (Key Item).
WESTERN TACK 1
  • GMP: 10000 (development)
  • GMP: 0 (deployment)
0 DLC
PARADE TACK 1
  • GMP: 10000 (development)
  • GMP: 0 (deployment)
0 DLC
D-Horse

D-Walker

Name Image Enhancements Grade Description Buddy equipment type (if applicable) Development requirements Development time Unlock requirements
D-WALKER Default D-Walker N/A 2
  • GMP: 0
  • R&D: 0
0 minutes Available at the start.
D-WALKER Default D-Walker Durability Up 1 3 Snake Custom Walker Gear.

Employs rolled homogenous armor to protect, but not obstruct, the many drive parts inherent in bipedal weapons platforms. Improved chassis durability.

Chassis
  • GMP: 80000
  • R&D: 15
  • Minor Metal x150
18 minutes Requires recruitment of personnel with the Materials Engineer skill and the development of the D-WALKER Grade 2
D-WALKER Default D-Walker Durability Up 2 4 Snake Custom Walker Gear.

Employs composite armor (layered panels of simple materials) to protect against penetrator projectiles. Improved chassis durability.

Chassis
  • GMP: 170,000
  • R&D: 29
  • Minor Metal x400
36 minutes Requires the development of the D-WALKER Grade 3.
AMMO RACK Default D-Walker N/A 2
  • GMP: 0
  • R&D: 0
0 minutes Available at the start
AMMO RACK Default D-Walker Ammo Capacity Up 1 3
  • GMP: 90,000
  • R&D: 17
18 minutes Requires the development of the AMMO RACK Grade 2
AMMO RACK Default D-Walker Ammo Capacity Up 2 4
  • GMP: 230,000
  • R&D: 31
0 minutes Requires the development of the AMMO RACK Grade 3
AUTO LOADER Default D-Walker N/A 2
  • GMP: 0
  • R&D: 0
0 minutes Available at the start
AUTO LOADER Default D-Walker Reload Speed Up 1 3
  • GMP: 100,000
  • R&D: 19
18 minutes Requires the development of the AUTO LOADER Grade 2
AUTO LOADER Default D-Walker Reload Speed Up 2 4
  • GMP: 300,000
  • R&D: 33
36 minutes Requires the development of the AUTO LOADER Grade 3
SUPPORT HEAD D-Walker Support Head N/A 2 Support Head.

In addition to basic aiming functions, recognizes the user and responds to "Whistle (call)"

Head
  • GMP: 0
  • R&D: 0
0 minutes Available at the start
SUPPORT HEAD D-Walker Support Head Stealth Wait Mode 3 Support Head.

In addition to basic aiming functions, recognizes the user and responds to "Whistle (call)"

Head
  • GMP: 100,000
  • R&D: 20
  • Intel: 20
  • Minor Metal x150
18 minutes Requires recruitment of personnel with the Metamaterials Specialist skill and the development of the SUPPORT HEAD Grade 3.
SCOUTING HEAD D-Walker Scout Head Auto-Search Mode 4 Scouting Head.

Fitted with video surveillance system capable of identifying hostiles. Will automatically scout for and mark enemies.

Head
  • GMP: 230,000
  • R&D: 30
  • Security: 30
  • Precious Metal x200
36 minutes Requires recruitment of personnel with the Video Surveillance Specialist skill and the development of the SUPPORT HEAD Grade 3.
INTERCEPT HEAD D-Walker Intercept Head Auto-Intercept Mode 4 Intercept Head.

Fitted with a high-spec surveillance system. Can identify, engage, and neutralize enemies under its own judgement.

Head
  • GMP: 360,000
  • R&D: 44
  • Security: 44
  • Precious Metal x250
72 minutes Requires the procurement of the [GUN-CAM DEFENDER] Blueprint and the development of the SCOUTING HEAD.
TASK-ARM D-Walker Task Arm Can carry a body 2 Task-arm.

General-purpose manipulator arm. Adding objective-specific programming will enable this robot arm to function in a range of mission roles.

Manipulators
  • GMP: 0
  • R&D: 0
0 minutes Available at the start
TASK-ARM CQC D-Walker Task Arm Close Combat Function 3 Task-arm CQC.

Fitted with reinforced drive parts and additional close-quarters melee combat programming. Press the CQC button to perform throws and strikes.

Manipulator
  • GMP: 10,000
  • R&D: 12
18 minutes Requires the development of the TASK-ARM
TASK-ARM MCHT D-Walker Task Arm Machete Machete-equipped 4 Task-arm MCHT.

Has a common machete mounted on the forearm. Equip with d-pad plus right analogue stick, allowing you to perform slashing attacks.

Manipulator
  • GMP: 18,000
  • R&D: 22
36 minutes Requires recruitment of personnel with the Mechatronics skill and the development of the TASK-ARM CQC
TASK-ARM SM D-Walker Task Arm Skulls Machete Skulls Machete-equipped 5 Task-arm SM.

Fitted with a repurposed Skulls machete. Its attacks are effective even against vehicles such as trucks and Walker Gears.

Manipulator
  • GMP: 100,000
  • R&D: 36
72 minutes Requires the procurement of the Skulls Machete (Key Item) and the development of the TASK-ARM MCHT.
DW S.PISTOL-CS D-Walker S.Pistol-CS Rank 1 Suppressor (Durability: Low) 1 DW S.Pistol-CS.

WU S.Pistol customized for use by Walker Gear.

Sub Weapon
  • GMP: 0
  • R&D: 0
0 minutes Available at the start.
DW S.PISTOL-CS D-Walker S.Pistol-CS Rank 3
  • Long Magazine (Loaded Ammo Count Up)
  • Stopping Power Up 1
3 DW S.Pistol-CS.

WU S.Pistol customized for use by Walker Gear.

Sub Weapon
  • GMP: 700,000
  • R&D: 15
18 minutes Requires the development of the DW S.PISTOL-CS Grade 1.
DW S.PISTOL-CS D-Walker S.Pistol-CS Rank 5
  • Built-in Suppressor (Durability: Unlimited)
  • Stopping Power Up 2
5 DW S.Pistol-CS.

WU S.Pistol customized for use by Walker Gear.

Sub Weapon
  • GMP: 570,000
  • R&D: 47
  • Intel: 47
72 minutes Requires the recruitment of the noise suppression specialist and the development of the DW S.PISTOL-CS Grade 3.
DW S.PISTOL-AP D-Walker S.Pisol-AP Rank 4
  • Tranquilizer Round Glass-piercing Conversion (Penetration Up)
  • Stopping Power Up 2
4 DW S.Pistol-CS.

WU S.Pistol customized for use by Walker Gear.

Sub Weapon
  • GMP: 290,000
  • R&D: 49
  • Medical: 49
  • Golden Crescent x100
  • Digitalis (Purpurea) x16
36 minutes Requires recruitment of personnel with the Anasthesia Specialist skill and the development of the DW S.PISTOL-CS Grade 3.
DW D114-CS D-Walker D114-CS Suppressor (Durability: Low) 2 DW D114-CS.

AM D114 handgun customized for use by Walker Gear.

Manipulator
  • GMP: 50,000
  • R&D: 7
  • Intel: 7
0 minutes
DW GEIST K11-CS D-Walker Geist K11-CS 3-round Burst Conversion 4 DW Geist K11-CS.

Geist K11 handgun customized for use by Walker Gear.

Sub Weapon
  • GMP: 200,000
  • R&D: 33
36 minutes Requires recruitment of personnel with the Gunsmith (Handguns) skill
DW ZE'EV-CS D-Walker ZE'EV-CS Full Auto Conversion (Firing Speed Up) 6 DW ZE'EV-CS.

ZE'EV submachine gun customized for use by Walker Gear.

Sub Weapon
  • GMP: 400,000
  • R&D: 58
144 minutes Requires the recruitment of personnel with the Gunsmith (Submachine Guns) skill
GATLING-GUN D-Walker Gattling Gun N/A 3 Gatling-Gun.

Multiple barrels unlease a storm of bullets at an unparalleled rate of fire, for extrodinary stopping power. Accuracy on the move has been thoroughly proven in live fire tests.

Main Weapon
  • GMP: 80,000
  • R&D: 13
0 minutes
GATLING-GUN D-Walker Gattling Gun Ammo Capacity Up 1 4 Gatling-Gun.

Multiple barrels unlease a storm of bullets at an unparalleled rate of fire, for extrodinary stopping power. Accuracy on the move has been thoroughly proven in live fire tests.

Main Weapon
  • GMP: 230,000
  • R&D: 23
18 minutes Requires the development of the GATLING GUN Grade 3
GATLING-GUN D-Walker Gattling Gun Ammo Capacity Up 2 5 Gatling-Gun.

Multiple barrels unlease a storm of bullets at an unparalleled rate of fire, for extrodinary stopping power. Accuracy on the move has been thoroughly proven in live fire tests.

Main Weapon
  • GMP: 430,000
  • R&D: 37
36 minutes Requires the development of the GATLING GUN Grade 4
ATGM-MK IV D-Walker ATGM-MK IV N/A 3 ATGM-MK IV.

Anti-tank guided missile. An anti-material missile fitted with an automatic homing system. The "Munroe/Neumann effect" of the shaped charge warhead focuses blast energy on a single point, easily penetrating even tank armor.|Main Weapon

  • GMP: 150,000
  • R&D: 25
18 minutes
ATGM-MK IV D-Walker ATGM-MK IV Stopping Power Up 4 ATGM-MK IV.

Anti-tank guided missile. An anti-material missile fitted with an automatic homing system. The "Munroe/Neumann effect" of the shaped charge warhead focuses blast energy on a single point, easily penetrating even tank armor.

Main Weapon
  • GMP: 490,000
  • R&D: 43
36 minutes Requires recruitment of personnel with the Missile Guidance Specialist skill and the development of the ATGM-MK IV Grade 3.
ATGM-MK IV D-Walker ATGM-MK IV Capacity Up 5 ATGM-MK IV.

Anti-tank guided missile. An anti-material missile fitted with an automatic homing system. The "Munroe/Neumann effect" of the shaped charge warhead focuses blast energy on a single point, easily penetrating even tank armor.

Main Weapon
  • GMP: 750,000
  • R&D: 55
72 minutes Requires the development of the ATGM-MK IV Grade 4.
FLAMTHROWER D-Walker Flamethrower N/A 4 Flamethrower.

Uses pressurized gas to eject highly adhesive flammable fuel, which is ignited at the muzzle to create a stream of flame. Has limited range, but is effective in closed spaces.

Main Weapon
  • GMP: 100,000
  • R&D: 27
  • Fuel Resources x400
36 minutes
FLAMETHROWER D-Walker Flamethrower Fuel Capacity Up 1 5 Flamethrower.

Uses pressurized gas to eject highly adhesive flammable fuel, which is ignited at the muzzle to create a stream of flame. Has limited range, but is effective in closed spaces.

Main Weapon
  • GMP: 550,000
  • R&D: 45
  • Fuel Resources x500
36 minutes Requires the procurement of the [FLAMETHROWER] Blueprint and the development of the FLAMETHROWER Grade 4.
H-DISCHARGER D-Walker H-Discharger N/A 4 H-Discharger.

High-voltage stun gun. Device designed to neutralize enemies with a high-voltage electric shock. Has a wide effective range, and can even incapacitate enemies on the far side of walls.|Main Weapon

  • GMP: 150,000
  • R&D: 29
  • Medical: 27
  • Minor Metal x400
36 minutes
H-DISCHARGER D-Walker H-Discharger Charging Speed Up 1 5 H-Discharger.

High-voltage stun gun. Device designed to neutralize enemies with a high-voltage electric shock. Has a wide effective range, and can even incapacitate enemies on the far side of walls.

Main Weapon
  • GMP: 200,000
  • R&D: 47
  • Medical: 45
  • Minor Metal x500
72 minutes Requires the procurement of the [STUN ARM] Blueprint and the development of the H-DISCHARGER Grade 5.
H-DISCHARGER 7 Requires the Version 1.04 update
F-Ballista D-Walker F-Ballista N/A 5 F-Ballista.

Fulton extraction ballista. Specialized grenade launcher that fires a fulton extraction device developed to fit into a grenade casing. Can also fire cargo/child-safe Fulton devices provided these have been developed separately.

  • Restricts mission completion to an A rank or below.
Main Weapon
  • GMP: 510,000
  • R&D: 41
  • Support: 41
72 minutes Requires the procurement of the Grand Master Certificate (Fulton).
F-Ballista 7 Requires the Version 1.04 update.
D-Walker

Helicopter

Name Image Enhancements Grade Description Equipment type (if applicable) Development requirements Unlock requirements
UTH-66 BLACKFOOT Naked Pequod N/A 1 General-purpose tactical helicopter.

A prototype for next-generation helicopter design. The quadruple engines are still in development, but the armament installed in the stub wings can be upgraded. This helicopter is uniquely equipped with a Fulton recovery arm.

Chassis GMP: 0 Available at the start.
UTH-66 BLACKFOOT Naked Pequod Reduced Dispatch Time [1] 2 Has had its quadruple engines expertely tuned for better cruise speed.

Enables faster deployment.

Chassis
  • GMP: 60,000
  • R&D: 6
  • Support: 6
  • Common Metal x200
  • Fuel Resources x200
Requires development of UTH-66 BLACKFOOT Grade 1
UTH-66 BLACKFOOT Naked Pequod Reduced Dispatch Time [2] 3 The fuel system injects a special gas into the mixture for a major increase in thrust.

The resulting improved cruise speed enables even faster deployment.

Chassis
  • GMP: 160,000
  • R&D: 16
  • Support: 16
  • Common Metal x300
  • Fuel Resources x300
Requires development of UTH-66 BLACKFOOT Grade 2
UTH-66 BLACKFOOT Naked Pequod Reduced Dispatch Time [3] 4 Two of its four gas turbine engines have been replaced with jet engines, for higher cruise speed and extremely fast deployment. Chassis
  • GMP: 360,000
  • R&D: 30
  • Support: 30
  • Common Metal x400
  • Fuel Resources x400
Requires development of UTH-66 BLACKFOOT Grade 3
UTH-66 BLACKFOOT Naked Pequod Reduced Dispatch Time [4] 5 All engines have been fitted with afterburners for maximum thrust.

The resulting optimal cruise speed enables unrivaled fast deployment.

Chassis
  • GMP: 580,000
  • R&D: 48
  • Support: 48
  • Common Metal x500
  • Fuel Resources x500
Requires development of UTH-66 BLACKFOOT Grade 4
SPEAKER N/A 2
  • GMP: 20,000
  • R&D: 2
GATLING-GUN N/A 1 GMP: 0 Available at start
H-ROCKET Pequod with H-Rockets N/A 2 Air-to-ground rocket launcher.

Fires simple rockets that lack any guidance technology. The powerful HE warheads make for highly effective area suppression when fired in volleys.

Weapons
  • GMP: 120,000
  • R&D: 10
H-ROCKET Pequod with H-Rockets Stopping Power Up 3 Air-to-ground rocket launcher.

Fires simple rockets that lack any guidance technology. The powerful HE warheads make for highly effective area suppression when fired in volleys.

Weapons
  • GMP: 236,000
  • R&D: 20
Requires development of H-ROCKET Grade 2
H-ROCKET Pequod with H-Rockets Capacity Up 4 Air-to-ground rocket launcher.

Fires simple rockets that lack any guidance technology. The powerful HE warheads make for highly effective area suppression when fired in volleys.

Weapons
  • GMP: 400,000
  • R&D: 34
Requires development of H-ROCKET Grade 3
AS.MISSILE Pequod with AS Missiles N/A 3 Air-to-ground guided missiles.

Hihgly accurate air-to-ground missiles that use active radar homing to track targets. Has a high operating cost due to the complicated hardware packed into each missile.

Weapons
  • GMP: 276,000
  • R&D: 24
AS.MISSILE Pequod with AS Missiles Stopping Power Up 4 Air-to-ground guided missiles.

Hihgly accurate air-to-ground missiles that use active radar homing to track targets. Has a high operating cost due to the complicated hardware packed into each missile.

Weapons
  • GMP: 440,000
  • R&D: 22
Requires recruitment of personnel with Missile Guidance Specialist skill and the development of AS.MISSILE Grade 3
AS.MISSILE Pequod with AS Missiles Capacity Up 5 Air-to-ground guided missiles.

Hihgly accurate air-to-ground missiles that use active radar homing to track targets. Has a high operating cost due to the complicated hardware packed into each missile.

Weapons
  • GMP: 660,000
  • R&D: 56
Requires development of AS.MISSILE Grade 4
FLARE N/A 2 Anti-air missile countermeasure flare dispenser.

A device that ignites dense bursts of metal filings to make IR-guided missiles "Dummy off" on the resulting heat and miss the helicopter. Effectiveness in missile evasion depends on the number of flares and their burn time.

Weapons
  • GMP: 140,000
  • R&D: 12
FLARE Capacity Up [1] 3 Anti-air missile countermeasure flare dispenser.

A device that ignites dense bursts of metal filings to make IR-guided missiles "Dummy off" on the resulting heat and miss the helicopter. Effectiveness in missile evasion depends on the number of flares and their burn time.

Weapons
  • GMP: 256,000
  • R&D: 22
Requires recruitment of personnel with Radar Specialist skill and development of FLARE Grade 2
FLARE Capacity Up [2] 4 Anti-air missile countermeasure flare dispenser.

A device that ignites dense bursts of metal filings to make IR-guided missiles "Dummy off" on the resulting heat and miss the helicopter. Effectiveness in missile evasion depends on the number of flares and their burn time.

Weapons
  • GMP: 420,000
  • R&D: 36
Requires development of FLARE Grade 3
APPLIQUE ARMOR Armor Rank 4 7,600 HP (+2,000) 4 Lightweight applique armor.

Add-on aircraft armor composed primarily of an aluminum alloy. Improves helicopter durability.

Armor
  • GMP: 340,000
  • R&D: 28
  • Minor Metal x200
APPLIQUE ARMOR Armor Rank 5 Defense Up [1]
9,600 HP (+2,000)
5 Lightweight applique armor.

Add-on aircraft armor composed primarily of an aluminum alloy. Improves helicopter durability.

Armor
  • GMP: 560,000
  • R&D: 38
  • Minor Metal x250
Requires recruitment of personnel with the Materials Engineer skill and the development of APPLIQUE ARMOR Grade 4
APPLIQUE ARMOR Armor Rank 6 Defense Up [2]
11,600 HP (+2,000)
2 Lightweight applique armor.

Add-on aircraft armor composed primarily of an aluminum alloy. Improves helicopter durability.

Armor
  • GMP: 860,000
  • R&D: 58
  • Minor Metal x300
Requires development of APPLIQUE ARMOR Grade 5
Helicopter

Key Items

Name Image Description Unlock requirements
Children's Reward METAL GEAR SOLID V THE PHANTOM PAIN 20150924012909 Reward from the children rescued from the mine.
Makes [WATER PISTOL] (handgun) available for development.
Complete Mission 18
First Aid Manual METAL GEAR SOLID V THE PHANTOM PAIN 20150924012916 Document used for training D-Dog.
Makes [TACTICAL (FULTON)] (D-Dog equipment) available for development.
Found in Masa Village after you've completed Mission 18
Master Certificate (Marking) METAL GEAR SOLID V THE PHANTOM PAIN 20150924012922 (2) Awarded to marking experts.
Enables the bearer to distinguish between enemy soldiers and the decoys they have placed.
Mark 500 Targets
Master Certificate (Box) METAL GEAR SOLID V THE PHANTOM PAIN 20150924012928 Awarded to skilled users of the cardboard box.
Makes [C.BOX (WR)] (item) available for development.
Pick up all Invoices in either Afghanistan or Africa.
Grand Master Certificate (Box) METAL GEAR SOLID V THE PHANTOM PAIN 20150924012937 Awarded to those who have mastered the art of the cardboard box.
Makes [C.BOX (SMK)] (item) available for development.
Pick up all Invoices in both Afghanistan and Africa.
Master Certificate (Fulton) METAL GEAR SOLID V THE PHANTOM PAIN 20150924012945 Awarded to skilled practitioners of Fulton extraction.
Makes the [Durability Up] upgrade to the Fulton device available via R&D.
Successfully extract 500 targets.
Grand Master Certificate (Fulton) METAL GEAR SOLID V THE PHANTOM PAIN 20150924012952 Awarded to those who have mastered the art of Fulton extraction.
Makes [F. Ballista] (D-Walker armament) available for development.
Successfully extract 1000 targets.
Conch Shell METAL GEAR SOLID V THE PHANTOM PAIN 20150924013001 Eli's conch shell
Makes [PETROL BOMB] (support weapon) and [+ CHILDREN] (tool) available for development.
Complete Side Op 113
Skulls Machete METAL GEAR SOLID V THE PHANTOM PAIN 20150924013008 Machete wielded by the Skulls.
Makes [TASK-ARM-SM] (D-Walker armament) available for development.
Complete Mission 29
Strangelove's Memento METAL GEAR SOLID V THE PHANTOM PAIN 20150924013014 (2) Strangelove's memento found in the AI pod.
Makes [BANDANA] (uniform) available for development.
Complete Side Op 143
Man on Fire (Corpse) METAL GEAR SOLID V THE PHANTOM PAIN 20150924013021 Corpse of the Man on Fire, crushed by Sahelanthropus.
Makes [FURICORN] (D-Horse equipment) available for development.
Complete Side Op 144
Quiet's Examination Report METAL GEAR SOLID V THE PHANTOM PAIN 20150924013041 An examination report that lays bare the truth of Quiet's past.
Makes [GRAY XOF] (Quiet equipment) available for development.
Watch the cutscene where Quiet is interrogated, or complete Mission 40.
Handkerchief METAL GEAR SOLID V THE PHANTOM PAIN 20150924013029 The handkerchief of a beautiful and deadly sharpshooter.
Makes [SNIPER WOLF] (Quiet equipment) available for development.
Complete Mission 40.
Emmerich's Research Notes METAL GEAR SOLID V THE PHANTOM PAIN 20150924013035 Research documentation left behind by Emmerich.
Makes [STEALTH CAMO] (item) available for development.
Watch the cutscene where Emmerich is exiled.
The Codename: Big Boss METAL GEAR SOLID V THE PHANTOM PAIN 20150924013048 (2) A gift from "The Man Who Sold the World."
Makes [LEATHER JACKET] (uniform) available for development.
Complete Mission 46/the secret mission.
Master Certificate (Standard) Complete all missions (except those on high difficulty levels).
Grand Master Certificate (Standard) Complete all missions (except those on high difficulty levels) with an S rank.
Master Certificate (Elite) Complete all missions played on high difficulty levels (Extreme, Total Stealth, Subsistence).
Grand Master Certificate (Elite) Complete all missions played on high difficulty levels (Extreme, Total Stealth, Subsistence) with an S-rank.
Star of Bethlehem METAL GEAR SOLID V THE PHANTOM PAIN 20150924013054 A flower in memory of "Her."
Makes [INFINITY BANDANA] (uniform) available for development.
Complete Mission 46/the secret mission.
Key items

Other

A portable stereo cassette player manufactured by Sony. Works through the iDroid data terminal, from which you can play, stop and change cassette tapes. Can also be fitted with speakers to play cassette tapes externally. Doing so can attract the attention of enemy combatants.

Raw Diamonds (S): Small sized diamonds, used as currency to help upgrade Mother Base and R&D.

Raw Diamonds (M): Medium sized diamonds, used as currency to help upgrade Mother Base and R&D.

Raw Diamonds (L): Large sized diamonds, used as currency to help upgrade Mother Base and R&D.

Chickenn5z51

Chicken Hat concept art.

Chicken Hat: A cap that gives a superficial resemblance to a chicken outfit. It was unveiled on Kojima Station on Christmas Day, with a still that implied that it could be used during cutscenes. The cap can be selected by players who get too many Game Over screens, and assists the player in their stealth, as enemies will mistake the player for a chicken up to three times before becoming ineffective.

Eggshell Hat: A cap similar to the Chicken Hat. Protects players from being detected an unlimited number of times, however it reduces the final mission score significantly.

Cassette Tape: Sony labeled tapes can be found scattered all around mission areas through the game. Their appearances may change according the mission the player is currently on. May contain various intel, music, or data.

Med Spray: An emergency treatment agent for use after sustaining an injury too grievous for the body to recover naturally.

Other

Metal Gear Online

Weapons

Weapons exclusive to Metal Gear Online and will not be available to use in the standard The Phantom Pain gameplay.

Primary Weapons (Hip)

AM MRS-4 Rifle Golden: A golden version of the same rifle seen in Ground Zeroes and The Phantom Pain. No changes besides its appearance.

Secondary Weapons

Wu Silent Pistol Golden: A golden version of the same pistol seen in Ground Zeroes and The Phantom Pain. No changes besides its appearance.

Tornado-6 Revolver: Ocelot's signature weapon, and can be used for ricochets and dual wielding. Can only be used by Ocelot, obviously.

Other

Metal Gear REX Mask: A mask mimicking the bi-pedal walking weapon Metal Gear REX. It is only for aesthetic purposes and offers no advantage.

Behind the scenes

For reasons which are not entirely clear, the game drops the series' prior tendency to use real weapons with generally correct names unlike previous Metal Gear games, exempting Metal Gear Rising: Revengeance. This is probably due to licensing restrictions arising from the customization system, which allows the player to swap and change parts from real world companies' weapons. The game features fictional hybrid weapons based closely on real ones from the era. All of the weapons in MGS5: TPP can be traced back to a more or less real-life counterpart, albeit slightly changed and reconfigured. Imfdb has compiled a list of what the aforementioned guns in the Phantom Pain are based on: http://www.imfdb.org/wiki/Metal_Gear_Solid_V:_The_Phantom_Pain

Several newer promotional renders, along with several older ones of previous games (i.e. promotional images of Peace Walker), have had their previously real life weapons replaced with a Metal Gear Solid V equivalent. For example, a promotional render of Snake from Peace Walker wielding an M16A1 or a render of Old Snake from Metal Gear Solid 4 wielding a M4 Custom now shows them both holding the AM Rifle Type 69 (renamed the AM MRS–4R in TPP) and the HD render art of Solid Snake is seen with a Wu Silent Pistol in his holster instead of a Mk23 SOCOM. This is seen on the cover of The Legacy Collection (the original, real-life originally used guns are still in the main games themselves however) and many of the cards of Social Ops.

Metal Gear Online

Sources

  • Metal Gear Solid V: The Phantom Pain Piggyback official strategy guide Collector's Edition/GAME Edition (for the stats of weapons of any and all weapons that aren't included via updates)

Notes and references

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