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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. Some of the development requirements are listed the same as a previous grade due to being sourced from the game files, which include grades of equipment not yet enabled by Konami for online development.

Weapons[]

Primary Weapons (Hip)[]

Assault Rifles[]

SVG standard series

SVG-76
(Gryzov Assault Rifle-76)
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.
SVG-76 Rank 1 optim
Bonuses
Normal Barrel Muzzle
Standard Stock 1
Notes
Time: 0 minutes
Prerequisites Development Usage
-- GMP 100
Damage Impact Force Penetration
550 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
540 45 469 400

SVG-76
(Gryzov Assault Rifle-76)
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.
SVG-76 Rank 2 optim
Bonuses
Recoil Dampening Muzzle (Closer Shot Grouping)
Standard Stock 2 (Improved Stability While Moving)
Notes
Time: 0 minutes
Prerequisites Development Usage
★1 SVG-76 R&D Team8
GMP 80000
GMP 800
Damage Impact Force Penetration
687 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
540 45 469 400

SVG-76
(Gryzov Assault Rifle-76)
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.
SVG-76 Rank 3 optim
Bonuses
Scope Mount (Upper Option Slot)
Dot Sight 1
Dual Magazine (Reload Speed Up)
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 SVG-76 R&D Team18
GMP 220000
GMP 2200
Damage Impact Force Penetration
825 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
540 45 469 400

SVG-76
(Gryzov Assault Rifle-76)
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.
SVG-76 Rank 4 optim
Bonuses
Side Mount (Side Option Slot)
Flashlight (Soviet)
Undermount (Lower Option Slot)
Foregrip (Soviet/Improved Stability While Moving)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 SVG-76 R&D Team32
GMP 420000
GMP 3900
Damage Impact Force Penetration
962 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
540 45 478 400

SVG-76
(Gryzov Assault Rifle-76)
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.
SVG-76 Rank 5 optim
Bonuses
Compensator (Closer Shot Grouping)
Additional Option Slot (2x Upper Option Slots)
2x Booster (Magnifier)
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 SVG-76 R&D Team48
GMP 600000
GMP 5500
Damage Impact Force Penetration
1100 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
540 45 479 400

SVG-67
(Gryzov assault rifle-67)
Soviet 7.62mm 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.
SVG-76 Rank 4 optim
Bonuses
7.62mm Conversion (Damage Up)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 SVG-76
A R&D Team skillGunsmith (Assault Rifles)
R&D Team33
Common Metal2000
GMP 390000
GMP 3650
Damage Impact Force Penetration
1190 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
540 47 467 300

SVG-67
(Gryzov assault rifle-67)
Soviet 7.62mm 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.
SVG-67 Rank 5 optim
Bonuses
Side Mount (Side Option Slot)
Flashlight (Soviet)
Undermount (Lower Option Slot)
Foregrip (Soviet/Improved Stability While Moving)
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 SVG-67 R&D Team49
GMP 610000
GMP 5700
Damage Impact Force Penetration
1360 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
540 47 476 300

SVG-67
(Gryzov assault rifle-67)
Soviet 7.62mm 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.
SVG-67 Rank 7 optim
Bonuses
Compensator (Closer Shot Grouping)
Additional Option Slot (2x Upper Option Slots)
2x Booster (Magnifier)
Notes
Time: 3 days
Server-side development.
Prerequisites Development Usage
★5 SVG-67 R&D Team65 Support Unit75
Common Metal43000 Minor Metal40900
GMP 2257200
Common Metal422 Minor Metal401
GMP 22580
Damage Impact Force Penetration
1360+ 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
540 47 476+ 300

SVG short series

SVG-76U
(Gryzov Assault Rifle-76)
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.
SVG-76U Rank 3 optim
Bonuses
Short Barrel Conversion (Firing Speed/Auto-Aim Range Up)
Muzzle for Short Barrel
Standard Stock 3 (Improved Stability While Moving)
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 SVG-76
A R&D Team skillGunsmith (Assault Rifles)
R&D Team16
GMP 236000
GMP 2360
Damage Impact Force Penetration
825 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
621 40.5 451 536

SVG-76U
(Gryzov Assault Rifle-76)
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.
SVG-76U Rank 4 optim
Bonuses
Side Mount (Side Option Slot)
Flashlight (Soviet)
Undermount (Lower Option Slot)
Foregrip (Soviet/Improved Stability While Moving)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 SVG-76U R&D Team30
GMP 400000
GMP 3800
Damage Impact Force Penetration
962 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
621 40.5 460 536

SVG-76U
(Gryzov Assault Rifle-76)
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.
SVG-76U Rank 5 optim
Bonuses
Muzzle Brake (Closer Shot Grouping)
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 SVG-76U R&D Team46
GMP 580000
GMP 5200
Damage Impact Force Penetration
1100 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
621 40.5 460 536

SVG-67U
(Gryzov assault rifle-67)
Soviet 7.62mm 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.
SVG-67U Rank 4 optim
Bonuses
7.62mm Conversion (Damage Up)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 SVG-76U
A R&D Team skillGunsmith (Assault Rifles)
R&D Team31
Common Metal2000
GMP 370000
GMP 3500
Damage Impact Force Penetration
1190 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
621 42.3 441 402

SVG-67U
(Gryzov assault rifle-67)
Soviet 7.62mm 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.
SVG-67U Rank 5 optim
Bonuses
Ultra-short Barrel Conversion (Firing Speed/Auto-Aim Range Up)
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 SVG-67U R&D Team47
GMP 590000
GMP 5300
Damage Impact Force Penetration
1360 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
648 41.4 423 400

SVG-67U
(Gryzov assault rifle-67)
Soviet 7.62mm 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.
SVG-67U Rank 6 optim
Bonuses
Side Mount (Side Option Slot)
Flashlight (Soviet)
Undermount (Lower Option Slot)
Foregrip (Soviet/Improved Stability While Moving)
Notes
Time: 2h, 24m
Prerequisites Development Usage
★5 SVG-67U R&D Team60
GMP 940000
GMP 8000
Damage Impact Force Penetration
1360 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
648 41.4 423 420

SVG LMG series (PG)

PG-76
(Gryzov Assault Rifle-76)
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.
PG-76 Rank 3 optim
Bonuses
LMG Barrel Conversion (Closer Shot Grouping)
LMG Stock 1 (Improved Stability While Moving)
Long Banana Magazine (Loaded Ammo Count Up)
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 SVG-76
A R&D Team skillGunsmith (Assault Rifles)
R&D Team20
GMP 276000
GMP 2700
Damage Impact Force Penetration
825 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
540 45 501 400

PG-76
(Gryzov Assault Rifle-76)
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.
PG-76 Rank 4 optim
Bonuses
Scope Mount (Upper Option Slot)
Dot Sight 1
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 PG-76 R&D Team34
GMP 440000
GMP 4050
Damage Impact Force Penetration
962 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
540 45 501 400

PG-76
(Gryzov Assault Rifle-76)
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.
PG-76 Rank 5 optim
Bonuses
Side Mount (Side Option Slot)
Laser Sight (U.S. 2)
Undermount (Lower Option Slot)
Foregrip (Soviet/Improved Stability While Moving)
LMG Stock 2 (Improved Stability While Moving)
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 PG-76 R&D Team50
GMP 620000
GMP 5900
Damage Impact Force Penetration
1100 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
540 45 501 400

PG-76
(Gryzov Assault Rifle-76)
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.
PG-76 Rank 7 optim
Bonuses
Compensator (Closer Shot Grouping)
Notes
Time: 24 hour(s)
Server-side development.
Prerequisites Development Usage
★5 PG-76 R&D Team63 Combat Unit73
Common Metal31300 Minor Metal29800
GMP 1991600
Common Metal307 Minor Metal293
GMP 19920
Damage Impact Force Penetration
1100+ 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
540 45 501+ 400

PG-76
(Gryzov Assault Rifle-76)
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.
PG-76 Rank 8 optim
Bonuses
5.56mm Drum Magazine (Loaded Ammo Count Up)
Notes
Time: 5 days, 23h, 30m
Server-side development.
Prerequisites Development Usage
★7 PG-76 R&D Team107 Support Unit118
Minor Metal297000 Precious Metal141100
GMP 8582600
Minor Metal1480 Precious Metal490
GMP 85820
Damage Impact Force Penetration
1100+ 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
540 45 501+ 400

PG-67
(Gryzov assault rifle-67)
Soviet 7.62mm 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.
PG-67 Rank 4 optim
Bonuses
7.62mm Conversion (Damage Up)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 PG-76
A R&D Team skillGunsmith (Assault Rifles)
R&D Team35
Common Metal2000
GMP 450000
GMP 4200
Damage Impact Force Penetration
1190 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
540 47 493 300

PG-67
(Gryzov assault rifle-67)
Soviet 7.62mm 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.
PG-67 Rank 5 optim
Bonuses
Drum Magazine (Loaded Ammo Count Up)
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 PG-67 R&D Team51
GMP 630000
GMP 6000
Damage Impact Force Penetration
1360 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
540 47 493 300

PG-67
(Gryzov assault rifle-67)
Soviet 7.62mm 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.
PG-67 Rank 6 optim
Bonuses
Side Mount (Side Option Slot)
Laser Sight (U.S. 2)
Undermount (Lower Option Slot)
Foregrip (Soviet/Improved Stability While Moving)
Notes
Time: 2h, 24m
Prerequisites Development Usage
★5 PG-67 R&D Team60
GMP 990000
GMP 8350
Damage Impact Force Penetration
1530 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
540 47 493 300

PG-67
(Gryzov assault rifle-67)
Soviet 7.62mm 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.
PG-67 Rank 8 optim
Bonuses
Scope Mount (Upper Option Slot)
Dot Sight 1
Notes
Time: 3 days, 11h, 30m
Server-side development.
Prerequisites Development Usage
★6 PG-67 R&D Team125 Support Unit128
Precious Metal197200 Tarragon17300
GMP 12354300
Precious Metal490 Tarragon860
GMP 123540
Damage Impact Force Penetration
1530+ 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
540 47 500+ 300

AM-MRS series

AM MRS-4
(Arms Material Multipurpose Rifle System Model 4)
5.56mm light carbine.
Standard model with the greatest balance between effective range, accuracy, and ease of handling.
AM MRS-4 Rank 1 optim
Bonuses
Suppressor (Durability: Low)
Normal Barrel Muzzle
Standard Stock 1
Notes
Time: 0 minutes
Usable by FOB staff.
Prerequisites Development Usage
-- GMP 200
Damage Impact Force Penetration
550 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
720 46 519 350

AM MRS-4
(Arms Material Multipurpose Rifle System Model 4)
5.56mm light carbine.
Standard model with the greatest balance between effective range, accuracy, and ease of handling.
AM MRS-4 Rank 2 optim
Bonuses
Scope Mount (Upper Option Slot)
Dot Sight 2
Dual Magazine (Reload Speed Up)
Notes
Time: 0 minutes
Usable by FOB staff.
Prerequisites Development Usage
★1 AM MRS-4 R&D Team11
GMP 110000
GMP 1100
Damage Impact Force Penetration
687 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
720 46 519 350

AM MRS-4
(Arms Material Multipurpose Rifle System Model 4)
5.56mm light carbine.
Standard model with the greatest balance between effective range, accuracy, and ease of handling.
AM MRS-4 Rank 3 optim
Bonuses
Side Mount (Side Option Slot)
Flashlight (U.S. 1)
Undermount (Lower Option Slot)
Foregrip (U.S./Improved Stability While Moving)
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 AM MRS-4 R&D Team21
GMP 250000
GMP 2500
Damage Impact Force Penetration
825 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
720 46 528 350

AM MRS-4
(Arms Material Multipurpose Rifle System Model 4)
5.56mm light carbine.
Standard model with the greatest balance between effective range, accuracy, and ease of handling.
AM MRS-4 Rank 4 optim
Bonuses
Suppressor (Durability: Medium)
Additional Option Slot (2x Upper Option Slots)
2x Booster (Magnifier)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 AM MRS-4 R&D Team35
GMP 450000
GMP 4200
Damage Impact Force Penetration
962 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
720 46 528 350

AM MRS-4
(Arms Material Multipurpose Rifle System Model 4)
5.56mm light carbine.
Standard model with the greatest balance between effective range, accuracy, and ease of handling.
AM MRS-4 Rank 5 optim
Bonuses
Short Barrel Conversion (Firing Speed/Auto-Aim Range Up)
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 AM MRS-4 R&D Team51
GMP 630000
GMP 6000
Damage Impact Force Penetration
1100 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
792 42.3 517 462

AM MRS-4R
(Arms Material Multipurpose Rifle System Model 4)
5.56mm light carbine.
Standard model with the greatest balance between effective range, accuracy, and ease of handling.
AM MRS-4R Rank 3 optim
Bonuses
Long Barrel Conversion (Effective Range Up)
Sharpshooter's Stock 1 (Improved Stability While Moving)
Notes
Time: 18 minutes
Usable by FOB staff.
Prerequisites Development Usage
★1 AM MRS-4
A R&D Team skillGunsmith (Assault Rifles)
R&D Team23
GMP 306000
GMP 3000
Damage Impact Force Penetration
825 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
720 52.9 519 315

AM MRS-4R
(Arms Material Multipurpose Rifle System Model 4)
5.56mm light carbine.
Standard model with the greatest balance between effective range, accuracy, and ease of handling.
AM MRS-4R Rank 4 optim
Bonuses
Scope Mount (Upper Option Slot)
Dot Sight 2
Notes
Time: 36 minutes
Usable by FOB staff.
Prerequisites Development Usage
★3 AM MRS-4R R&D Team37
GMP 470000
GMP 4400
Damage Impact Force Penetration
962 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
720 52.9 519 315

AM MRS-4R
(Arms Material Multipurpose Rifle System Model 4)
5.56mm light carbine.
Standard model with the greatest balance between effective range, accuracy, and ease of handling.
AM MRS-4R Rank 5 optim
Bonuses
Stout Barrel Conversion (Closer Shot Grouping)
Recoil Dampening Muzzle (Closer Shot Grouping)
Side Mount (Side Option Slot)
Laser Sight (U.S. 1)
Undermount (Lower Option Slot)
Foregrip (U.S./Improved Stability While Moving)
Notes
Time: 72 minutes
Usable by FOB staff.
Prerequisites Development Usage
★4 AM MRS-4R R&D Team53
GMP 650000
GMP 6200
Damage Impact Force Penetration
1100 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
720 52.9 528 315

AM MRS-4R
(Arms Material Multipurpose Rifle System Model 4)
5.56mm light carbine.
Standard model with the greatest balance between effective range, accuracy, and ease of handling.
AM MRS-4R Rank 7p optim
Bonuses
Suppressor (Durability: High)
Drum Magazine (Loaded Ammo Count Up)
Notes
Time: 5 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
★5 AM MRS-4R R&D Team76 Support Unit85
Tarragon4800 Minor Metal48300
GMP 2921100
Tarragon144 Minor Metal474
GMP 29220
Damage Impact Force Penetration
1100+ 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
720 52.9 528- 315

AM MRS-4R
(Arms Material Multipurpose Rifle System Model 4)
5.56mm light carbine.
Standard model with the greatest balance between effective range, accuracy, and ease of handling.
AM MRS-4R Rank 7p optim
Bonuses
Stopping Power Up
Notes
Time: 7 days, 23h, 30m
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
★7 AM MRS-4R R&D Team124 Base Development Unit137
Minor Metal410200 African Peach 12000
GMP 11233600
Minor Metal1530 African Peach 750
GMP 98290
Damage Impact Force Penetration
1100+ 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
720 52.9 528- 315

AM MRS-4R
(Arms Material Multipurpose Rifle System Model 4)
5.56mm light carbine.
Standard model with the greatest balance between effective range, accuracy, and ease of handling.
AM MRS-4R Rank 7p optim
Bonuses
Stopping Power Up
Notes
Time: 5 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
★9 AM MRS-4R R&D Team131 Support Unit144
Minor Metal441700 Golden Crescent15500
GMP 8570310
Minor Metal5960 Golden Crescent1046
GMP 115700
Damage Impact Force Penetration
1100+ 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
720 52.9 528- 315

AM MRS-4R
(Arms Material Multipurpose Rifle System Model 4)
5.56mm light carbine.
Standard model with the greatest balance between effective range, accuracy, and ease of handling.
AM MRS-4R Rank 7p optim
Bonuses
Stopping Power Up
Notes
Time: 5 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
★10 AM MRS-4R R&D Team76 Support Unit85
Tarragon4800 Minor Metal48300
GMP 2921100
Tarragon144 Minor Metal474
GMP 29220
Damage Impact Force Penetration
1100+ 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
720 52.9 528- 315

AM MRS-4LS
(Arms Material Multipurpose Rifle System Model 4)
5.56mm light carbine.
Standard model with the greatest balance between effective range, accuracy, and ease of handling.
AM MRS-4LS Rank 3 optim
Bonuses
LMG Barrel Conversion (Closer Shot Grouping)
Muzzle for LMG Barrel
LMG Stock 1 (Improved Stability While Moving)
Extended Magazine (Loaded Ammo Count Up)
Notes
Time: 18 minutes
Prerequisites Development Usage
★1 AM MRS-4
A R&D Team skillGunsmith (Assault Rifles)
R&D Team25
GMP 326000
GMP 3260
Damage Impact Force Penetration
825 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
720 46 542 368

AM MRS-4LS
(Arms Material Multipurpose Rifle System Model 4)
5.56mm light carbine.
Standard model with the greatest balance between effective range, accuracy, and ease of handling.
AM MRS-4LS Rank 4 optim
Bonuses
Side Mount (Side Option Slot)
Laser Sight (U.S. 1)
Undermount (Lower Option Slot)
Foregrip (U.S./Improved Stability While Moving)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 AM MRS-4LS R&D Team39
GMP 490000
GMP 4500
Damage Impact Force Penetration
962 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
720 46 542 368

AM MRS-4LS
(Arms Material Multipurpose Rifle System Model 4)
5.56mm light carbine.
Standard model with the greatest balance between effective range, accuracy, and ease of handling.
AM MRS-4LS Rank 5 optim
Bonuses
Drum Magazine (Loaded Ammo Count Up)
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 AM MRS-4LS R&D Team55
Common Metal4000
GMP 670000
GMP 6500
Damage Impact Force Penetration
1100 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
720 46 542 368

UN-ARC lethal series

UN-ARC
(UN-Automatic Rifle for Combat)
7.62mm full-length assault rifle.
Its precision-machined long barrel gives it greater accuracy than other assault rifles.
UN-ARC Rank 1 optim
Bonuses
Normal Barrel Muzzle
Sharpshooter's Stock 1
Notes
Time: 0 minutes
Prerequisites Development Usage
R&D Team4
GMP 40000
GMP 400
Damage Impact Force Penetration
680 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
720 52.8 557 237

UN-ARC
(UN-Automatic Rifle for Combat)
7.62mm full-length assault rifle.
Its precision-machined long barrel gives it greater accuracy than other assault rifles.
UN-ARC Rank 2 optim
Bonuses
Scope Mount (Upper Option Slot)
Dot Sight 2
Additional Option Slot (2x Upper Option Slots)
2x Booster (Magnifier)
Notes
Time: 0 minutes
Prerequisites Development Usage
★1 UN-ARC
[UN-ARC] Blueprint
R&D Team12
GMP 120000
GMP 1200
Damage Impact Force Penetration
850 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
720 52.8 558 238

UN-ARC
(UN-Automatic Rifle for Combat)
7.62mm full-length assault rifle.
Its precision-machined long barrel gives it greater accuracy than other assault rifles.
UN-ARC Rank 3 optim
Bonuses
Side Mount (Side Option Slot)
Laser Sight (U.S. 1)
Undermount (Lower Option Slot)
Foregrip (European/Improved Stability While Moving)
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 UN-ARC R&D Team22
GMP 250000
GMP 2500
Damage Impact Force Penetration
1020 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
720 52.8 567 238

UN-ARC
(UN-Automatic Rifle for Combat)
7.62mm full-length assault rifle.
Its precision-machined long barrel gives it greater accuracy than other assault rifles.
UN-ARC Rank 4 optim
Bonuses
4x Variable Zoom Booster (Magnifier/2-step)
Dual Magazine (Reload Speed Up)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 UN-ARC R&D Team36
GMP 460000
GMP 4300
Damage Impact Force Penetration
1190 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
720 52.8 567 238

UN-ARC
(UN-Automatic Rifle for Combat)
7.62mm full-length assault rifle.
Its precision-machined long barrel gives it greater accuracy than other assault rifles.
UN-ARC Rank 5 optim
Bonuses
Recoil Dampening Muzzle (Closer Shot Grouping)
Sharpshooter's Stock 2 (Improved Stability While Moving)
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 UN-ARC R&D Team52
GMP 640000
GMP 6100
Damage Impact Force Penetration
1360 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
720 52.8 567 238

UN-ARC-PT
(UN-Automatic Rifle for Combat)
7.62mm full-length assault rifle.
Its precision-machined long barrel gives it greater accuracy than other assault rifles.
UN-ARC-PT Rank 3 optim
Bonuses
Short Barrel Conversion (Firing Speed/Auto-Aim Range Up)
Muzzle for Short Barrel
Standard Stock 1
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 UN-ARC
A R&D Team skillGunsmith (Assault Rifles)
R&D Team20
GMP 240000
GMP 2400
Damage Impact Force Penetration
1020 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
792 45.6 540 320

UN-ARC-PT
(UN-Automatic Rifle for Combat)
7.62mm full-length assault rifle.
Its precision-machined long barrel gives it greater accuracy than other assault rifles.
UN-ARC-PT Rank 4 optim
Bonuses
Side Mount (Side Option Slot)
Flashlight (U.S. 1)
Undermount (Lower Option Slot)
Foregrip (European/Improved Stability While Moving)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 UN-ARC-PT R&D Team34
GMP 440000
GMP 4050
Damage Impact Force Penetration
1190 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
792 45.6 540 320

UN-ARC-HB
(UN-Automatic Rifle for Combat)
7.62mm full-length assault rifle.
Its precision-machined long barrel gives it greater accuracy than other assault rifles.
UN-ARC-HB Rank 3 optim
Bonuses
LMG Barrel Conversion (Closer Shot Grouping)
Muzzle for LMG Barrel
LMG Stock 1 (Improved Stability While Moving)
Long Magazine (Loaded Ammo Count Up)
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 UN-ARC
A R&D Team skillGunsmith (Assault Rifles)
R&D Team24
Common Metal900
GMP 280000
GMP 2800
Damage Impact Force Penetration
1020 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
720 48 594 238

UN-ARC-HB
(UN-Automatic Rifle for Combat)
7.62mm full-length assault rifle.
Its precision-machined long barrel gives it greater accuracy than other assault rifles.
UN-ARC-HB Rank 4 optim
Bonuses
Side Mount (Side Option Slot)
Laser Sight (U.S. 1)
Undermount (Lower Option Slot)
Foregrip (European/Improved Stability While Moving)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 UN-ARC-HB R&D Team38
GMP 480000
GMP 4450
Damage Impact Force Penetration
1190 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
720 48 558 238

UN-ARC-HB
(UN-Automatic Rifle for Combat)
7.62mm full-length assault rifle.
Its precision-machined long barrel gives it greater accuracy than other assault rifles.
UN-ARC-HB Rank 5 optim
Bonuses
Drum Magazine (Loaded Ammo Count Up)
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 UN-ARC-HB R&D Team54
Common Metal4000
GMP 660000
GMP 6300
Damage Impact Force Penetration
1360 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
720 48 594 238

UN-ARC non-lethal series

UN-ARC-NL
(UN-Automatic Rifle for Combat)
7.62mm full-length assault rifle.
Its precision-machined long barrel gives it greater accuracy than other assault rifles.
UN-ARC-NL Rank 2 optim
Bonuses
Rubber Bullet Conversion (Attack Type: Non-lethal)
Normal Barrel Muzzle
Notes
Time: 0 minutes
Usable by FOB staff.
Prerequisites Development Usage
★1 UN-ARC R&D Team13
Fuel Resources200
GMP 130000
Fuel Resources20
GMP 1300
Damage Impact Force Penetration
687 200 galss
Fire Rate (RPM) Effective Range Grouping Auto-aim
594 40.9 548 512

UN-ARC-NL
(UN-Automatic Rifle for Combat)
7.62mm full-length assault rifle.
Its precision-machined long barrel gives it greater accuracy than other assault rifles.
UN-ARC-NL Rank 3 optim
Bonuses
Scope Mount (Upper Option Slot)
Dot Sight 2
Notes
Time: 18 minutes
Usable by FOB staff.
Prerequisites Development Usage
★2 UN-ARC-NL
A R&D Team skillGunsmith (Assault Rifles)
R&D Team23
GMP 270000
Fuel Resources30
GMP 2700
Damage Impact Force Penetration
825 200 glass
Fire Rate (RPM) Effective Range Grouping Auto-aim
594 40.9 549 512

UN-ARC-NL
(UN-Automatic Rifle for Combat)
7.62mm full-length assault rifle.
Its precision-machined long barrel gives it greater accuracy than other assault rifles.
UN-ARC-NL Rank 4 optim
Bonuses
Side Mount (Side Option Slot)
Flashlight (U.S. 1)
Undermount (Lower Option Slot)
Foregrip (European/Improved Stability While Moving)
Notes
Time: 36 minutes
Usable by FOB staff.
Prerequisites Development Usage
★3 UN-ARC-NL R&D Team37
GMP 470000
Fuel Resources200
GMP 4400
Damage Impact Force Penetration
962 200 glass
Fire Rate (RPM) Effective Range Grouping Auto-aim
594 40.9 558 512

UN-ARC-NL
(UN-Automatic Rifle for Combat)
7.62mm full-length assault rifle.
Its precision-machined long barrel gives it greater accuracy than other assault rifles.
UN-ARC-NL Rank 5 optim
Bonuses
Suppressor (Durability: Low)
Additional Option Slot (2x Upper Option Slots)
2x Booster (Magnifier)
Notes
Time: 72 minutes
Usable by FOB staff.
Prerequisites Development Usage
★4 UN-ARC-NL R&D Team53 Intel Team53
GMP 650000
Fuel Resources320
GMP 6200
Damage Impact Force Penetration
1100 200 glass
Fire Rate (RPM) Effective Range Grouping Auto-aim
594 40.9 558 512

UN-ARC-NL
(UN-Automatic Rifle for Combat)
7.62mm full-length assault rifle.
Its precision-machined long barrel gives it greater accuracy than other assault rifles.
UN-ARC-NL Rank 5 optim
Bonuses
Suppressor (Durability: Medium)
Notes
Time: 10 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
★5 UN-ARC-NL R&D Team80 Intel Team90
Black Carrot5900 Minor Metal52000
GMP 4248800
Black Carrot177 Minor Metal510
GMP 42490
Damage Impact Force Penetration
1100+ 200 glass
Fire Rate (RPM) Effective Range Grouping Auto-aim
594 40.9 558 512

UN-ARC-NL
(UN-Automatic Rifle for Combat)
7.62mm full-length assault rifle.
Its precision-machined long barrel gives it greater accuracy than other assault rifles.
UN-ARC-NL Rank 5 optim
Bonuses
Stopping Power Up
Notes
Time: 7 days, 23h, 30m
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
★7 UN-ARC-NL R&D Team124 Intel Team137
Minor Metal410200 Black Carrot13200
GMP 11233600
Minor Metal1530 Black Carrot825
GMP 98290
Damage Impact Force Penetration
1100+ 200 glass
Fire Rate (RPM) Effective Range Grouping Auto-aim
594 40.9 558 512

UN-ARC-NL
(UN-Automatic Rifle for Combat)
7.62mm full-length assault rifle.
Its precision-machined long barrel gives it greater accuracy than other assault rifles.
UN-ARC-NL Rank 5 optim
Bonuses
Stopping Power Up
Notes
Time: 10 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
★9 UN-ARC-NL R&D Team132 Intel Team145
Minor Metal444600 Golden Crescent15600
GMP 8645000
Minor Metal6000 Golden Crescent1053
GMP 116710
Damage Impact Force Penetration
1100+ 200 glass
Fire Rate (RPM) Effective Range Grouping Auto-aim
594 40.9 558 512

UN-ARC-NL
(UN-Automatic Rifle for Combat)
7.62mm full-length assault rifle.
Its precision-machined long barrel gives it greater accuracy than other assault rifles.
UN-ARC-NL Rank 5 optim
Bonuses
Stopping Power Up
Notes
Time: 10 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
★10 UN-ARC-NL R&D Team80 Intel Team90
Black Carrot5900 Minor Metal52000
GMP 4248800
Black Carrot177 Minor Metal510
GMP 42490
Damage Impact Force Penetration
1100+ 200 glass
Fire Rate (RPM) Effective Range Grouping Auto-aim
594 40.9 558 512

G44 series

G44
(G44 Bullpup Assault Rifle)
5.56mm bullpup assault rifle.
Specialized assault weapon made shorter by positioning the action behind the trigger, which also enables quicker aiming and firing.
G44 Rank 3 optim
Bonuses
Normal Barrel Muzzle
2x Fixed Scope
Notes
Time: 18 minutes
Prerequisites Development Usage
R&D Team20
GMP 200000
GMP 2000
Damage Impact Force Penetration
825 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
750 46 479 400

G44
(G44 Bullpup Assault Rifle)
5.56mm bullpup assault rifle.
Specialized assault weapon made shorter by positioning the action behind the trigger, which also enables quicker aiming and firing.
G44 Rank 4 optim
Bonuses
Side Mount (Side Option Slot)
Flashlight (U.S. 1)
Undermount (Lower Option Slot)
Foregrip (U.S./Improved Stability While Moving)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 G44
[G44] Blueprint
R&D Team36
GMP 460000
GMP 4300
Damage Impact Force Penetration
962 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
750 46 487 400

G44
(G44 Bullpup Assault Rifle)
5.56mm bullpup assault rifle.
Specialized assault weapon made shorter by positioning the action behind the trigger, which also enables quicker aiming and firing.
G44 Rank 5 optim
Bonuses
Scope Mount (Upper Option Slot)
3x Short Scope
Dual Magazine (Reload Speed Up)
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 G44 R&D Team52
GMP 640000
GMP 6100
Damage Impact Force Penetration
1100 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
750 46 487 400

G44
(G44 Bullpup Assault Rifle)
5.56mm bullpup assault rifle.
Specialized assault weapon made shorter by positioning the action behind the trigger, which also enables quicker aiming and firing.
G44 Rank 7 optim
Bonuses
Additional Option Slot (2x Upper Option Slots)
Dot Sight 3
Extended Magazine (Loaded Ammo Count Up)
Notes
Time: 3 days
Server-side development.
Prerequisites Development Usage
★5 G44 R&D Team69 Intel Team79
Fuel Resources43000 Common Metal40900
GMP 1580040
Fuel Resources422 Common Metal401
GMP 15810
Damage Impact Force Penetration
1100+ 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
750 46 487+ 400

G44K
(G44 Bullpup Assault Rifle)
5.56mm bullpup assault rifle.
Specialized assault weapon made shorter by positioning the action behind the trigger, which also enables quicker aiming and firing.
G44K Rank 4 optim
Bonuses
Short Barrel Conversion (Firing Speed/Auto-Aim Range Up)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 G44
[G44] Blueprint
A R&D Team skillGunsmith (Assault Rifles)
R&D Team34
GMP 440000
GMP 4050
Damage Impact Force Penetration
962 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
840 42.3 463 520

G44K
(G44 Bullpup Assault Rifle)
5.56mm bullpup assault rifle.
Specialized assault weapon made shorter by positioning the action behind the trigger, which also enables quicker aiming and firing.
G44K Rank 5 optim
Bonuses
Scope Mount (Upper Option Slot)
3x Short Scope
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 G44K R&D Team50
GMP 620000
GMP 5900
Damage Impact Force Penetration
1100 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
840 42.3 463 520

G44K
(G44 Bullpup Assault Rifle)
5.56mm bullpup assault rifle.
Specialized assault weapon made shorter by positioning the action behind the trigger, which also enables quicker aiming and firing.
G44K Rank 7 optim
Bonuses
Additional Option Slot (2x Upper Option Slots)
Dot Sight 3
Side Mount (Side Option Slot)
Flashlight (U.S. 1)
Undermount (Lower Option Slot)
Foregrip (European/Improved Stability While Moving)
Notes
Time: 3 days
Server-side development.
Prerequisites Development Usage
★5 G44K R&D Team71 Support Unit81
Minor Metal43000 Common Metal40900
GMP 1580040
Minor Metal422 Common Metal401
GMP 15810
Damage Impact Force Penetration
1100+ 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
840 42.3 463+ 520

G44-9
(G44 Bullpup Assault Rifle)
9mm bullpup assault rifle.
Specialized assault weapon made shorter by positioning the action behind the trigger, which also enables quicker aiming and firing.
G44-9 Rank 5 optim
Bonuses
9mm Conversion (Portable Ammo Count Up)
Ultra-short Barrel Conversion (Firing Speed/Auto-Aim Range Up)
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 G44K
A R&D Team skillGunsmith (Assault Rifles)
R&D Team51
Common Metal4000
GMP 630000
GMP 6000
Damage Impact Force Penetration
800 200 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
897 39.6 427 612

G44-9
(G44 Bullpup Assault Rifle)
9mm bullpup assault rifle.
Specialized assault weapon made shorter by positioning the action behind the trigger, which also enables quicker aiming and firing.
G44-9 Rank 6 optim
Bonuses
Side Mount (Side Option Slot)
Flashlight (U.S. 1)
Undermount (Lower Option Slot)
Foregrip (U.S./Improved Stability While Moving)
Notes
Time: 2h, 24m
Prerequisites Development Usage
★5 G44-9 R&D Team59
GMP 990000
GMP 8350
Damage Impact Force Penetration
900 200 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
897 39.6 427 612

G44-9
(G44 Bullpup Assault Rifle)
9mm bullpup assault rifle.
Specialized assault weapon made shorter by positioning the action behind the trigger, which also enables quicker aiming and firing.
G44-9 Rank 8 optim
Bonuses
Scope Mount (Upper Option Slot)
Dot Sight 3
Additional Option Slot (2x Upper Option Slots)
Night Vision Scope
Notes
Time: 5 days, 23h, 30m
Server-side development.
Prerequisites Development Usage
★6 G44-9 R&D Team117 Support Unit130
Biological Material519100 Precious Metal246600
GMP 10779090
Biological Material1550 Precious Metal730
GMP 107790
Damage Impact Force Penetration
900+ 200 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
897 39.6 427+ 612

G44MG
(G44 Bullpup Assault Rifle)
5.56mm bullpup assault rifle.
Specialized assault weapon made shorter by positioning the action behind the trigger, which also enables quicker aiming and firing.
G44MG Rank 4 optim
Bonuses
Heavy Barrel Conversion (Closer Shot Grouping)
Extended Magazine (Loaded Ammo Count Up)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 G44
[G44] Blueprint
A R&D Team skillGunsmith (Assault Rifles)
R&D Team38
Common Metal2000
GMP 480000
GMP 4450
Damage Impact Force Penetration
962 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
750 46 504 440

G44MG
(G44 Bullpup Assault Rifle)
5.56mm bullpup assault rifle.
Specialized assault weapon made shorter by positioning the action behind the trigger, which also enables quicker aiming and firing.
G44MG Rank 5 optim
Bonuses
Side Mount (Side Option Slot)
Laser Sight (U.S. 1)
Undermount (Lower Option Slot)
Foregrip (U.S./Improved Stability While Moving)
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 G44MG R&D Team54
GMP 660000
GMP 6300
Damage Impact Force Penetration
1100 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
750 46 504 440

G44MG
(G44 Bullpup Assault Rifle)
5.56mm bullpup assault rifle.
Specialized assault weapon made shorter by positioning the action behind the trigger, which also enables quicker aiming and firing.
G44MG Rank 7 optim
Bonuses
Scope Mount (Upper Option Slot)
3x Short Scope
Notes
Time: 3 days
Server-side development.
Prerequisites Development Usage
★5 G44MG R&D Team67 Support Unit77
Fuel Resources43000 Common Metal40900
GMP 1580040
Fuel Resources422 Common Metal401
GMP 15810
Damage Impact Force Penetration
1100+ 300 rifle
Fire Rate (RPM) Effective Range Grouping Auto-aim
750 46 504 440

Assault rifles

Shotguns[]

RASP TB-SG standard series

RASP TB-SG
(Rasp Twinbarrel Shotgun)
Double-barreled hunting shotgun.
Only holds two shells, but is powerful enough at close range to send an enemy flying.
RASP TB-SG Rank 1
Bonuses Notes
Time: 0 minutes
Prerequisites Development Usage
Available from the start R&D Team3
GMP 20,000
GMP 150
Damage Impact Force Penetration
600 600 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
240 29.0 194 500

RASP TB-SG
(Rasp Twinbarrel Shotgun)
Double-barreled hunting shotgun.
Only holds two shells, but is powerful enough at close range to send an enemy flying.
RASP TB-SG Rank 2
Bonuses
Side Mount (Side Option Slot)
Flashlight (U.S. 2)
Notes
Time: 0 minutes
Prerequisites Development Usage
★1 RASP TB-SG R&D Team11
GMP 110000
GMP 810
Damage Impact Force Penetration
660 600 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
240 29.0 215 500

RASP TB-SG
(Rasp Twinbarrel Shotgun)
Double-barreled hunting shotgun.
Only holds two shells, but is powerful enough at close range to send an enemy flying.
RASP TB-SG Rank 3
Bonuses
Scope Mount (Upper Option Slot)
Dot Sight 1
Additional Option Slot (2x Upper Option Slots)
2x Booster (Magnifier)
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 RASP TB-SG R&D Team21
GMP 250000
GMP 1830
Damage Impact Force Penetration
720 600 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
240 29.0 235 500

RASP TB-SG
(Rasp Twinbarrel Shotgun)
Double-barreled hunting shotgun.
Only holds two shells, but is powerful enough at close range to send an enemy flying.
RASP TB-SG Rank 3
Bonuses
Magnum Shotshell Conversion (Damage Up)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 RASP TB-SG R&D Team35
GMP 460000
Common Metal 2,000
GMP 3140
Common Metal 200
Damage Impact Force Penetration
910 600 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
240 30.0 235 480

RASP TB-SG SLUG
(Rasp Twinbarrel Shotgun)
Double-barreled hunting shotgun.
Only holds two shells, but is powerful enough at close range to send an enemy flying.
RASP TB-SG Rank 1
Bonuses
Slug Round Conversion (Damage Up)
Notes
Time: 0 minutes
Prerequisites Development Usage
★1 RASP TB-SG R&D Team22
GMP 260000
Common Metal 200
GMP 1060
Common Metal 20
Damage Impact Force Penetration
2750 600 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
240 36.0 194 440

RASP TB-SG SLUG
(Rasp Twinbarrel Shotgun)
Double-barreled hunting shotgun.
Only holds two shells, but is powerful enough at close range to send an enemy flying.
RASP TB-SG Rank 2
Bonuses
Side Mount (Side Option Slot)
Flashlight (U.S. 2)
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 RASP TB-SG SLUG
R&D Team SkillGunsmith (Shotguns)
R&D Team22
GMP 460000
GMP 2050
Common Metal 30
Damage Impact Force Penetration
3000 600 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
240 36.0 215 440

RASP TB-SG SLUG
(Rasp Twinbarrel Shotgun)
Double-barreled hunting shotgun.
Only holds two shells, but is powerful enough at close range to send an enemy flying.
RASP TB-SG Rank 3
Bonuses
Scope Mount (Upper Option Slot)
Dot Sight 1
Additional Option Slot (2x Upper Option Slots)
2x Booster (Magnifier)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 RASP TB-SG SLUG R&D Team36
GMP 640000
GMP 3870
Common Metal 200
Damage Impact Force Penetration
3250 600 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
240 36.0 235 440

RASP TB-SG SLUG
(Rasp Twinbarrel Shotgun)
Double-barreled hunting shotgun.
Only holds two shells, but is powerful enough at close range to send an enemy flying.
RASP TB-SG Rank 3
Bonuses
Slug Round Enhancement (Damage Up)
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 RASP TB-SG SLUG R&D Team53
GMP 600000
GMP 5260
Common Metal 320
Damage Impact Force Penetration
4340 600 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
240 38.0 235 420

RASP TB-SG AIR-S
(Rasp Twinbarrel Shotgun)
Double-barreled hunting shotgun.
Only holds two shells, but is powerful enough at close range to send an enemy flying.
RASP TB-SG Rank 1
Bonuses
Air Shock Round Conversion
(Attack Type: Non-Lethal)
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 RASP TB-SG SLUG R&D Team23
GMP 220000
Fuel Resources 900
GMP 1460
Fuel Resources 30
Damage Impact Force Penetration
3900 600 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
240 27.0 194 500

RASP TB-SG AIR-S
(Rasp Twinbarrel Shotgun)
Double-barreled hunting shotgun.
Only holds two shells, but is powerful enough at close range to send an enemy flying.
RASP TB-SG Rank 2
Bonuses
Side Mount (Side Option Slot)
Flashlight (U.S. 2)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 RASP TB-SG AIR-S
R&D Team SkillGunsmith (Shotguns)
R&D Team37
GMP 420000
GMP 2850
Fuel Resources 200
Damage Impact Force Penetration
4200 600 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
240 27.0 194 500

RASP TB-SG AIR-S
(Rasp Twinbarrel Shotgun)
Double-barreled hunting shotgun.
Only holds two shells, but is powerful enough at close range to send an enemy flying.
RASP TB-SG Rank 3
Bonuses
Side Mount (Side Option Slot)
Flashlight (U.S. 2)
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 RASP TB-SG AIR-S R&D Team53
GMP 600000
GMP 4020
Fuel Resources 320
Damage Impact Force Penetration
5000 600 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
240 27.0 214 500

RASP TB-SG AIR-S
(Rasp Twinbarrel Shotgun)
Double-barreled hunting shotgun.
Only holds two shells, but is powerful enough at close range to send an enemy flying.
RASP TB-SG Rank 3
Bonuses
Side Mount (Side Option Slot)
Flashlight (U.S. 2)
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★5 RASP TB-SG AIR-S R&D Team53
GMP 600000
GMP 4020
Fuel Resources 320
Damage Impact Force Penetration
5000 600 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
240 27.0 214 500

RASP TB-SG AIR-S
(Rasp Twinbarrel Shotgun)
Double-barreled hunting shotgun.
Only holds two shells, but is powerful enough at close range to send an enemy flying.
RASP TB-SG Rank 3
Bonuses
Side Mount (Side Option Slot)
Flashlight (U.S. 2)
Notes
Time: 12 days, 0 hours (server side development)
Prerequisites Development Usage
★7 RASP TB-SG AIR-S Support Unit 133 Medical Team 120
Common Metal 595500 Digitalis (Lutea) 10700
GMP 11479300
GMP 1721900
Common Metal 1760 Digitalis (Lutea) 267
Damage Impact Force Penetration
5000 600 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
240 27.0 214 500

RASP TB-SG long barrel series

RASP TB-SG LB
(Rasp Twinbarrel Shotgun)
Double-barreled hunting shotgun.
Only holds two shells, but is powerful enough at close range to send an enemy flying.
RASP TB-SG LB Rank 2
Bonuses
Long Barrel Conversion (Effective Range Up)
Notes
Time: 0 minutes
Prerequisites Development Usage
★1 RASP TB-SG
R&D Team Skill Gunsmith (Shotguns)
R&D Team14
GMP 140000
GMP 1030
Damage Impact Force Penetration
660 600 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
240 44.2 194 368

RASP TB-SG LB
(Rasp Twinbarrel Shotgun)
Double-barreled hunting shotgun.
Only holds two shells, but is powerful enough at close range to send an enemy flying.
RASP TB-SG LB Rank 3
Bonuses
Scope Mount (Upper Option Slot)
Dot Sight 1
Additional Option Slot (2x Upper Option Slots)
2x Booster (Magnifier)
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 RASP TB-SG LB R&D Team20
GMP 240000
GMP 2050
Damage Impact Force Penetration
720 600 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
240 44.2 215 368

RASP TB-SG LB
(Rasp Twinbarrel Shotgun)
Double-barreled hunting shotgun.
Only holds two shells, but is powerful enough at close range to send an enemy flying.
RASP TB-SG LB Rank 4
Bonuses
Ultra-long Barrel Conversion (Effective Range Up)
Side Mount (Side Option Slot)
Laser Sight (U.S 2)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 RASP TB-SG LB R&D Team34
GMP 440000
GMP 3250
Damage Impact Force Penetration
780 600 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
240 68.0 235 252

RASP TB-SG LB
(Rasp Twinbarrel Shotgun)
Double-barreled hunting shotgun.
Only holds two shells, but is powerful enough at close range to send an enemy flying.
RASP TB-SG LB Rank 4
Bonuses
Magnum Round Conversion (Damage Up)
Notes
Time: 36 minutes
Prerequisites Development Usage
★4 RASP TB-SG LB R&D Team34
GMP 440000
Common Metal4000
GMP 4600
Common Metal 320
Damage Impact Force Penetration
980 600 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
240 64.0 235 240

RASP TB-SG short barrel series

RASP TB-SG SB
(Rasp Twinbarrel Shotgun)
Double-barreled hunting shotgun.
Only holds two shells, but is powerful enough at close range to send an enemy flying.
RASP TB-SG SB Rank 2
Bonuses
Short Barrel Conversion
(Firing Speed/Auto-Aim Range Up)
Notes
Time: 0 minutes
Prerequisites Development Usage
★1 RASP TB-SG
R&D Team Skill Gunsmith (Shotguns)
R&D Team10
GMP 100000
GMP 590
Damage Impact Force Penetration
770 600 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
360 23.8 181 550

RASP TB-SG SB
(Rasp Twinbarrel Shotgun)
Double-barreled hunting shotgun.
Only holds two shells, but is powerful enough at close range to send an enemy flying.
RASP TB-SG SB Rank 3
Bonuses
Sawed-off Conversion (Firing Speed/Auto-Aim Range Up)
Underbarrel Conversion (Undermount Slot)
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 RASP TB-SG SB R&D Team20
GMP 240000
GMP 1760
Damage Impact Force Penetration
840 600 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
420 22.5 167 600

RASP TB-SG LB
(Rasp Twinbarrel Shotgun)
Double-barreled hunting shotgun.
Only holds two shells, but is powerful enough at close range to send an enemy flying.
RASP TB-SG SB Rank 4
Bonuses
Scope Mount (Upper Option Slot)
Dot Sight 1
Side Mount (Side Option Slot)
Flashlight (U.S 2)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 RASP TB-SG SB R&D Team34
GMP 440000
GMP 2960
Damage Impact Force Penetration
910 600 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
420 22.5 208 600

RASP TB-SG LB
(Rasp Twinbarrel Shotgun)
Double-barreled hunting shotgun.
Only holds two shells, but is powerful enough at close range to send an enemy flying.
RASP TB-SG SB Rank 4
Bonuses
Magnum Round Conversion (Damage Up)
Notes
Time: 36 minutes
Prerequisites Development Usage
★4 RASP TB-SG SB R&D Team50
GMP 620,000
Common Metal4000
GMP 4310
Common Metal 320
Damage Impact Force Penetration
1050 600 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
420 23.4 208 600

S1000 standard series

S1000
(Broughton Model 1000 Series Shotgun)
Pump-action shotgun.
Has limited ammo, but enough power at close range to send enemies flying.
S1000 Rank 2
Bonuses
Normal Barrel Muzzle
Standard Stock 1
Notes
Time: 0 minutes
Usable by FOB staff
Prerequisites Development Usage
Available from the start R&D Team9
GMP 50000
GMP 370
Damage Impact Force Penetration
550 250 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 31.0 165 420

S1000
(Broughton Model 1000 Series Shotgun)
Pump-action shotgun.
Has limited ammo, but enough power at close range to send enemies flying.
S1000 Rank 3
Bonuses
Scope Mount (Upper Option Slot)
Dot Sight 1
Side Mount (Side Option Slot)
Flashlight (U.S 2)
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 S1000 R&D Team17
GMP 210000
GMP 1540
Damage Impact Force Penetration
600 250 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 31.0 199 399

S1000
(Broughton Model 1000 Series Shotgun)
Pump-action shotgun.
Has limited ammo, but enough power at close range to send enemies flying.
S1000 Rank 4
Bonuses
Suppressor (Durability: Low)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 S1000 R&D Team29
Intel Team29
GMP 550000
GMP 3000
Damage Impact Force Penetration
650 240 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 31.0 199 399

S1000
(Broughton Model 1000 Series Shotgun)
Pump-action shotgun.
Has limited ammo, but enough power at close range to send enemies flying.
S1000 Rank 5
Bonuses
Reload Speed Up
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 S1000 R&D Team47
GMP 645000
GMP 4680
Damage Impact Force Penetration
700 350 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 31.0 199 399

S1000
(Broughton Model 1000 Series Shotgun)
Pump-action shotgun.
Has limited ammo, but enough power at close range to send enemies flying.
S1000 Rank 6
Bonuses
Suppressor (Durability: Medium)
Notes
Time: 2 Hours 24 minutes
Prerequisites Development Usage
★5 S1000 R&D Team58
Intel Team58
GMP 950000
GMP 6570
Damage Impact Force Penetration
750 250 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 31.0 199 399

S1000 SLUG
(Broughton Model 1000 Series Shotgun)
Pump-action shotgun.
Has limited ammo, but enough power at close range to send enemies flying.
S1000 Rank 4
Bonuses
Slug Round Conversion (Damage Up)
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 S1000 R&D Team48
GMP 685000
Common Metal 4000
GMP 4970
Common Metal 320
Damage Impact Force Penetration
2940 600 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 32.0 199 380

S1000 SLUG
(Broughton Model 1000 Series Shotgun)
Pump-action shotgun.
Has limited ammo, but enough power at close range to send enemies flying.
S1000 Rank 4
Bonuses
Suppressor (Durability: Medium)
Notes
Time: 2 Hours 24 minutes
Prerequisites Development Usage
★5 S1000 SLUG R&D Team61
Intel Team61
GMP 1000000
GMP 65700
Common Metal 350
Damage Impact Force Penetration
3150 600 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 32.0 199 380

S1000 non-lethal series

S1000 AIR-S
(Broughton Model 1000 Series Shotgun)
Pump-action shotgun.
Has limited ammo, but enough power at close range to send enemies flying.
S1000 Rank 2
Bonuses
Air Shock Conversion (Atack Type: Non-lethal)
Notes
Time: 18 minutes
Usable by FOB staff
Prerequisites Development Usage
★2 S1000 R&D Team18
GMP 220000
Fuel Resources 900
GMP 1610
Fuel Resources 160
Damage Impact Force Penetration
3600 600 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 28.0 199 399

S1000 AIR-S
(Broughton Model 1000 Series Shotgun)
Pump-action shotgun.
Has limited ammo, but enough power at close range to send enemies flying.
S1000 Rank 3
Bonuses
Flashlight (U.S 2)
Notes
Time: 36 minutes
Usable by FOB staff
Prerequisites Development Usage
★3 S1000 AIR-S R&D Team30
GMP 480000
GMP 3070
Fuel Resources 200
Damage Impact Force Penetration
3900 600 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 28.0 199 399

S1000 AIR-S
(Broughton Model 1000 Series Shotgun)
Pump-action shotgun.
Has limited ammo, but enough power at close range to send enemies flying.
S1000 Rank 3
Bonuses
Dot Sight 1
Notes
Time: 1 hour 12 minutes
Usable by FOB staff
Prerequisites Development Usage
★4 S1000 AIR-S R&D Team30
GMP 480000
GMP 3070
Fuel Resources 200
Damage Impact Force Penetration
3900 600 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 28.0 199 399

S1000 AIR-S
(Broughton Model 1000 Series Shotgun)
Pump-action shotgun.
Has limited ammo, but enough power at close range to send enemies flying.
MGSV-S1000-AIR-S
Bonuses
Stopping Power Up
Suppressor (Durability: Low)
Notes
Time: -- minutes
Usable by FOB staff
Prerequisites Development Usage
★5 S1000 AIR-S R&D Team--
GMP --
GMP 12350
Fuel Resources 630
Precious Metal 189
Damage Impact Force Penetration
7000 600 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 28.0 199 399

S1000 AIR-S
(Broughton Model 1000 Series Shotgun)
Pump-action shotgun.
Has limited ammo, but enough power at close range to send enemies flying.
MGSV-S1000-AIR-S
Bonuses
Stopping Power Up
Suppressor (Durability: Mid)
Notes
Time: 12 days
Server-side development
Usable by FOB staff
Prerequisites Development Usage
★7 S1000 AIR-S Support Unit133
Medical Team120
GMP 11479300
Common Metal 595500
Digitalis Lutea 10700
GMP 172190
Common Metal 1780
Digitalis Lutea 267
Damage Impact Force Penetration
7500 600 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 28.0 199 399

S1000 extended series

S1000 EXT.
(Broughton Model 1000 Series Shotgun)
Pump-action shotgun.
Has limited ammo, but enough power at close range to send enemies flying.
S1000 EXT Rank 3
Bonuses
Magazine Tube Extension 1 (Loaded Ammo Count Up)
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 S1000 R&D Team20
GMP 240000
Common Metal 4000
GMP 1760
Damage Impact Force Penetration
600 250 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 31.0 165 420

S1000 EXT.
(Broughton Model 1000 Series Shotgun)
Pump-action shotgun.
Has limited ammo, but enough power at close range to send enemies flying.
S1000 EXT Rank 4
Bonuses
Scope Mount (Upper Option Slot)
Dot sight 1
Side Mount (Side Option Slot)
Flashlight (U.S 2)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 S1000 EXT. R&D Team34
GMP 440000
GMP 2960
Damage Impact Force Penetration
650 250 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 31.0 199 399

S1000 EXT.
(Broughton Model 1000 Series Shotgun)
Pump-action shotgun.
Has limited ammo, but enough power at close range to send enemies flying.
S1000 EXT Rank 5
Bonuses
Magazine Tube Extension 2 (Loaded Ammo Count Up)
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 S1000 EXT. R&D Team50
GMP 715000
Common Metal4000
GMP 5260
Damage Impact Force Penetration
700 250 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 31.0 199 399

S1000 EXT.
(Broughton Model 1000 Series Shotgun)
Pump-action shotgun.
Has limited ammo, but enough power at close range to send enemies flying.
S1000 EXT Rank 5
Bonuses
Shotshell Holder (Portable Ammo Count Up)
Additional Option Slot (2x Upper Option Slots)
2x Booster (Magnifier)
Notes
Time: 3 days
Prerequisites Development Usage
★5 S1000 EXT. R&D Team66
Support Unit76
GMP 1647760
Minor Metal43000
Common Metal40900
GMP 16490
Minor Metal422
Common Metal401
Damage Impact Force Penetration
800 250 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 31.0 210 399

S1000 short barrel series

S1000 SHORTY
(Broughton Model 1000 Series Shotgun)
Pump-action shotgun.
Has limited ammo, but enough power at close range to send enemies flying.<
S1000 Shorty Rank 3
Bonuses
Short Barrel Conversion (Firing Speed/Auto Aim Range Up)
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 S1000
R&D Team Skill Gunsmith (Shotguns)
R&D Team16
GMP 200000
GMP 1460
Damage Impact Force Penetration
600 250 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 29.5 138 462

S1000 SHORTY
(Broughton Model 1000 Series Shotgun)
Pump-action shotgun.
Has limited ammo, but enough power at close range to send enemies flying.<
S1000 Shorty Rank 4
Bonuses
Underbarrel Conversion (Undermount Slot)
Standard Stock 2 (Improved Stability While Moving)
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★3 S1000 Shorty R&D Team30
GMP 400000
GMP 2780
Damage Impact Force Penetration
650 250 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 29.5 138 462

KABARGA-83 series

KABARGA-83
(Kabarga-83 Shotgun)
Automatic shotgun.
Combines the power of a traditional shotgun with a large-capacity magazine
Kabarga-83 Rank 3
Bonuses
Normal Barrel Muzzle
Standard Stock 1
Notes
Time: 18 minutes
Usable by FOB staff
Prerequisites Development Usage
-- R&D Team21
GMP 300000
Common Metal 900
GMP 1100
Common Metal 50
Damage Impact Force Penetration
540 250 Pierces thin wood, canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 30.0 171 380

KABARGA-83
(Kabarga-83 Shotgun)
Automatic shotgun.
Combines the power of a traditional shotgun with a large-capacity magazine
Kabarga-83 Rank 4
Bonuses
Scope Mount (Upper Option Slot)
Dot Sight 1
Long Magazine (Loaded Ammo Count Up)
Notes
Time: 36 minutes
Usable by FOB staff
Prerequisites Development Usage
★ 3 KABARGA-83
[KABARGA-83] Blueprint
R&D Team35
GMP 630000
Common Metal 2000
GMP 4380
Common Metal 200
Damage Impact Force Penetration
585 250 Pierces thin wood, canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 30.0 192 380

KABARGA-83
(Kabarga-83 Shotgun)
Automatic shotgun.
Combines the power of a traditional shotgun with a large-capacity magazine
Kabarga-83 Rank 5
Bonuses
Side Mount (Side Option Slot)
Flashlight (U.S 2)
Undermount (Lower Option Slot)
Foregrip (U.S/Improved Stability While Moving)
Notes
Time: 1 hour 12 minutes
Usable by FOB staff
Prerequisites Development Usage
★ 4 KABARGA-83 R&D Team51
GMP 990000
Common Metal 4000
GMP 6100
Common Metal 320
Damage Impact Force Penetration
630 250 Pierces thin wood, canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 30.0 206 380

KABARGA-83
(Kabarga-83 Shotgun)
Automatic shotgun.
Combines the power of a traditional shotgun with a large-capacity magazine
Kabarga-83 Rank 6
Bonuses
Flash Hider
Drum Magazine (Loaded Ammo Count Up)
Notes
Time: 2 hours 24 minutes
Usable by FOB staff
Prerequisites Development Usage
★ 5 KABARGA-83 R&D Team63
GMP 1580000
Minor Metal 3600
GMP 7670
Minor Metal 180
Damage Impact Force Penetration
675 250 Pierces thin wood, canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 30.0 206 380

KABARGA-83
(Kabarga-83 Shotgun)
Automatic shotgun.
Combines the power of a traditional shotgun with a large-capacity magazine
KABARGA-83-Grade-8
Bonuses
Additional Option Slot (2x Upper Option Slots)
2x Booster (Magnifier)
Notes
Time: 12 days
Usable by FOB staff
Prerequisites Development Usage
★ 6 KABARGA-83 R&D Team85
Support Unit95
GMP 4461310
Precious Metal 60800
Minor Metal 57800
GMP 44170
Precious Metal 894
Minor Metal 850
Damage Impact Force Penetration
720 300 Pierces thin wood, canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 30.0 220 380

BULLHORN SG series

BULLHORN SG
(BullHorn Shotgun)
Bullpup shotgun
Uses a bullpup design that places the chamber to the rear of the weapon, reducing muzzle rise when it is fired
Bullhorn SG Rank 4
Bonuses
Normal barrel Muzzle
Notes
Time: 36 minutes
Prerequisites Development Usage
-- R&D Team29
GMP 660000
GMP 2920
Damage Impact Force Penetration
585 250 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
240 33.0 268 350

BULLHORN SG
(BullHorn Shotgun)
Bullpup shotgun
Uses a bullpup design that places the chamber to the rear of the weapon, reducing muzzle rise when it is fired
Bullhorn SG Rank 5
Bonuses
Side Mount (Side Option Slot)
Flashlight (U.S 2)
Undermount (Lower Option Slot)
Foregrip (U.S/Improved Stability While Moving)
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★ 4 BULLHORN SG
[BULLHORN SG] Blueprint
R&D Team43
GMP 920000
GMP 6500
Damage Impact Force Penetration
630 250 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
240 33.0 289 350

BULLHORN SG
(BullHorn Shotgun)
Bullpup shotgun
Uses a bullpup design that places the chamber to the rear of the weapon, reducing muzzle rise when it is fired
(Provide Image)
Bonuses
Scope Mount (Upper Option Slot)
Dot Sight 1
Additional Option Slot (2x Upper Option Slot)
2x Booster (Magnifier)
Notes
Time: --
Prerequisites Development Usage
★ 5 BULLHORN SG R&D Team67
GMP 117600
GMP 6500
Damage Impact Force Penetration
630 250 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
240 33.0 289 350

BULLHORN SG
(BullHorn Shotgun)
Bullpup shotgun
Uses a bullpup design that places the chamber to the rear of the weapon, reducing muzzle rise when it is fired
(Provide Image)
Bonuses
--
Notes
Time: --
Prerequisites Development Usage
★ 7 BULLHORN SG R&D Team94
Support Unit105
GMP 5496890
Common Metal172400
Biological Material163800
GMP 54970
Common Metal860
Biological Material810
Damage Impact Force Penetration
Fire Rate (RPM) Effective Range Grouping Auto-aim

Special Weapon List

RASP SB-SG GOLD
((Rasp Short-Barreled Shotgun Gold))
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.
(Provide Image)
Bonuses
--
Notes
Time: 18 minutes
Prerequisites Development Usage
Requires voucher codes included in the Collector's Edition as well as various preorders for Metal Gear Solid V: The Phantom Pain. R&D Team23
GMP 270000
GMP 700
Damage Impact Force Penetration
840 600 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
360 23.0 181 550

Shotguns

Grenade Launchers[]

FAKEL 46 series

FAKEL-46
(Fakel Grenade Launcher 46)
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.
FAKEL-46 Rank 1
Bonuses
Standard Stock 1
Notes
Time: 0 minutes
Prerequisites Development Usage
-- R&D Team7
GMP 50000
GMP 410
Damage Impact Force Penetration
2600 2000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 25.3 275 460

FAKEL-46
(Fakel Grenade Launcher 46)
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.
FAKEL-46 Rank 2
Bonuses
Scope Mount (Upper Option Slot)
3x Rangefinding Scope (Soviet)
Underbarrel Conversion (Undermount Slot)
Notes
Time: 0 minutes
Prerequisites Development Usage
★1 FAKEL-46 R&D Team18
GMP 180000
GMP 1480
Damage Impact Force Penetration
2860 2000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 25.3 275 460

FAKEL-46
(Fakel Grenade Launcher 46)
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.
FAKEL-46 Rank 3
Bonuses
Side Mount (Side Option Slot)
Laser Sight (U.S 2)
Standard Stock 2 (Improved Stability While Moving)
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 FAKEL-46 R&D Team32
GMP 320000
Common Metal900
GMP 2630
Common Metal90
Damage Impact Force Penetration
3120 2000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 25.3 275 460

FAKEL-46
(Fakel Grenade Launcher 46)
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.
FAKEL-46 Rank 4
Bonuses
Additional Option Slot (2x Upper Option Slots)
Dot Sight 1
2x Booster (Magnifier)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 FAKEL-46 R&D Team32
GMP 320000
Common Metal2000
GMP 4190
Common Metal200
Damage Impact Force Penetration
3380 2000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 25.3 275 460

FAKEL-46
(Fakel Grenade Launcher 46)
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.
FAKEL-46 Rank 3
Bonuses
Smoke Round Conversion (Attack Type:Non-lethal)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 FAKEL-46
R&D Team SkillGunsmith (Grenade Launchers)
R&D Team50
GMP 560000
Common Metal2000
GMP 4320
Common Metal200
Damage Impact Force Penetration
0 2000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 25.3 275 460

FAKEL-46
(Fakel Grenade Launcher 46)
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.
FAKEL-46 Rank 3
Bonuses
Stun Round Conversion (Attack Type:Non-lethal)
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 FAKEL SMOKE
R&D Team SkillGunsmith (Grenade Launchers)
R&D Team55
GMP 780000
Minor Metal2000
GMP 6070
Minor Metal160
Damage Impact Force Penetration
4200 2000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 25.3 275 460

FAKEL-46
(Fakel Grenade Launcher 46)
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.
FAKEL-46 Rank 3
Bonuses
Sleeping Gas Round Conversion (Attack Type:Non-lethal)
Notes
Time: 1 hour 24 minutes
Prerequisites Development Usage
★5 FAKEL STUN
R&D Team SkillGunsmith (Grenade Launchers)
R&D Team60
GMP 1090000
African Peach576
Digitalis Lutea144
GMP 6970
African Peach29
Digitalis Lutea7
Damage Impact Force Penetration
4500 2000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 25.3 275 460

FAKEL G-33 series

FAKEL G-33
(Fakel Grenade Launcher 46)
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.
FAKEL G-33 Rank 2
Bonuses
Double-barrel Conversion (Loaded Ammo Count Up)
Notes
Time: 0 minutes
Prerequisites Development Usage
★1 FAKE-46
R&D Team SkillGunsmith (Grenade Launchers)
R&D Team26
GMP 220000
Common Metal200
GMP 1810
Common Metal20
Damage Impact Force Penetration
2860 2000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 25.3 275 460

FAKEL G-33
(Fakel Grenade Launcher 46)
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.
FAKEL G-33 Rank 3
Bonuses
Scope Mount )Upper option Slot)
3x Rangefinding Scope (Soviet)
Side Mount (Side Option Slot)
Laser Sight (U.S 2)
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 FAKE G-33 R&D Team37
GMP 300000
Common Metal900
GMP 2710
Common Metal90
Damage Impact Force Penetration
3120 2000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 25.3 275 460

FAKEL G-33
(Fakel Grenade Launcher 46)
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.
FAKEL G-33 Rank 4
Bonuses
Triple-barrel Conversion (Loaded Ammo Count)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 FAKE G-33 R&D Team51
GMP 500000
Common Metal2000
GMP 3940
Common Metal200
Damage Impact Force Penetration
3380 2000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 25.3 275 460

FAKEL G-33
(Fakel Grenade Launcher 46)
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.
FAKEL G-33 Rank 5
Bonuses
Additional Option Slot (2x Upper Option Slots)
Dot Sight 1
2x Booster (Magnifier)
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 FAKE G-33 R&D Team60
GMP 790000
Common Metal4000
GMP 6150
Common Metal320
Damage Impact Force Penetration
3640 2000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 25.3 275 460

DGL103 standard series

DGL103-SA
(Detachable Grenade Launcher 103 Standalone.)
40mm single-shot grenade launcher.
Uses cased ammunition for greater accuracy, further enhanced by its high-precision barrel. Also boasts a long effective range.
DGL 103-SA Rank 2
Bonuses
Standard Stock 1
Notes
Time: 0 minutes
Prerequisites Development Usage
-- R&D Team14
GMP 100000
GMP 820
Damage Impact Force Penetration
2860 2000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 27.5 316 396

DGL103-SA
(Detachable Grenade Launcher 103 Standalone.)
40mm single-shot grenade launcher.
Uses cased ammunition for greater accuracy, further enhanced by its high-precision barrel. Also boasts a long effective range.
DGL 103-SA Rank 3
Bonuses
Scope Mount (Upper Option Slot)
3x Rangefinding Scope (U.S)
Underbarrel Conversion (Undermount Slot)
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 DGL103-SA R&D Team27
GMP 300000
Common Metal900
GMP 2460
Common Metal90
Damage Impact Force Penetration
3120 2000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 27.5 316 396

DGL103-SA
(Detachable Grenade Launcher 103 Standalone.)
40mm single-shot grenade launcher.
Uses cased ammunition for greater accuracy, further enhanced by its high-precision barrel. Also boasts a long effective range.
DGL 103-SA Rank 4
Bonuses
Side Mount (Side Option Slot)
Laser Sight (U.S 1)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 DGL103-SA R&D Team27
GMP 300000
Common Metal900
GMP 2460
Common Metal90
Damage Impact Force Penetration
3120 2000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 27.5 316 396

DGL103-SA
(Detachable Grenade Launcher 103 Standalone.)
40mm single-shot grenade launcher.
Uses cased ammunition for greater accuracy, further enhanced by its high-precision barrel. Also boasts a long effective range.
DGL 103-SA Rank 5
Bonuses
Additional Option Slot (2x Upper Option Slots)
Dot Sight 2
2x Booster (Magnifier)
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 DGL103-SA R&D Team52
GMP 880000
Common Metal4000
GMP 6400
Common Metal320
Damage Impact Force Penetration
3640 2000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 27.5 316 396

DGL103 (SMOKE)
(Detachable Grenade Launcher 103 Standalone.)
40mm single-shot grenade launcher.
Uses cased ammunition for greater accuracy, further enhanced by its high-precision barrel. Also boasts a long effective range.
DGL 103-SA Rank 4
Bonuses
Smoke Round Conversion (Attack Type:Non-lethal)
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 DGL103-SA
R&D Team SkillGunsmith (Grenade Launchers)
R&D Team53
GMP 880000
Common Metal4000
GMP 6240
Common Metal 320
Damage Impact Force Penetration
0 2000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 27.5 316 396

DGL103 (STUN)
(Detachable Grenade Launcher 103 Standalone.)
40mm single-shot grenade launcher.
Uses cased ammunition for greater accuracy, further enhanced by its high-precision barrel. Also boasts a long effective range.
DGL 103-SA Rank 4
Bonuses
Stun Round Conversion (Attack Type: Non-lethal)
Notes
Time: 1 hour 24 minutes
Prerequisites Development Usage
★5 DGL103 (SMOKE)
R&D Team SkillGunsmith (Grenade Launchers)
R&D Team60
GMP 1 320000
Minor Metal3600
GMP 7630
Minor Metal 180
Damage Impact Force Penetration
4500 2000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 27.5 316 396

DGL103 (SLEEP)
(Detachable Grenade Launcher 103 Standalone.)
40mm single-shot grenade launcher.
Uses cased ammunition for greater accuracy, further enhanced by its high-precision barrel. Also boasts a long effective range.
Pic09 a
Bonuses
Sleeping Gas Round Conversion (Attack Type: Non-lethal)
Notes
Time: 12 days
Server-side development
Prerequisites Development Usage
★6 DGL103 (STUN)
R&D Team SkillGunsmith (Grenade Launchers)
R&D Team85
Medical Team95
GMP 5130510
African Peach5900
Haoma1100
GMP 44640
African Peach531
Haoma83
Damage Impact Force Penetration
6000 2000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 27.5 316 396

DGL103 long barrel series

DGL103-LB
(Detachable Grenade Launcher 103 Standalone.)
40mm single-shot grenade launcher.
Uses cased ammunition for greater accuracy, further enhanced by its high-precision barrel. Also boasts a long effective range.
DGL 103-LB Rank 3
Bonuses
Long Barrel Conversion (Effective Range Up)
Scope Mount (Upper Option Slot)
3x Rangefinding Scope (U.S)
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 DGL103-SA
R&D Team SkillGunsmith (Grenade Launchers)
R&D Team29
GMP 320000
Common Metal 900
GMP 2460
Common Metal 90
Damage Impact Force Penetration
3120 2000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 40.5 316 336

DGL103-LB
(Detachable Grenade Launcher 103 Standalone.)
40mm single-shot grenade launcher.
Uses cased ammunition for greater accuracy, further enhanced by its high-precision barrel. Also boasts a long effective range.
DGL 103-LB Rank 4
Bonuses
Side Mount (Side Option Slot)
Laser Sight (U.S 1)
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★3 DGL103-LB R&D Team41
GMP 620000
Common Metal 4000
GMP 4840
Common Metal 200
Damage Impact Force Penetration
3380 2000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 40.5 316 336

DGL103-LB
(Detachable Grenade Launcher 103 Standalone.)
40mm single-shot grenade launcher.
Uses cased ammunition for greater accuracy, further enhanced by its high-precision barrel. Also boasts a long effective range.
DGL 103-LB Rank 5
Bonuses
6x Variable Zoom Rangefinding Scope (U.S/2-step)
RPG Conversion (Effective Range Up)
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 DGL103-LB R&D Team54
GMP 1140000
Common Metal 4000
GMP 7140
Common Metal 320
Damage Impact Force Penetration
3640 2000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 43.5 316 336

DGL103-LB
(Detachable Grenade Launcher 103 Standalone.)
40mm single-shot grenade launcher.
Uses cased ammunition for greater accuracy, further enhanced by its high-precision barrel. Also boasts a long effective range.
(Provide Image)
Bonuses
Additional Option Slot (2x Upper Option Slots)
Dot Sight 2
2x Booster (Magnifier)
Notes
Time: --
Prerequisites Development Usage
★5 DGL103-LB R&D Team--
GMP --
Minor Metal --
GMP 10880
Minor Metal 315
Damage Impact Force Penetration
4100 2000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 43.5 316 336

ISANDO RGL-220 series

ISANDO RGL-220
(Isando Revolver Grenade Launcher 220.)
40mm 6-round grenade launcher
Maintains long-range attack capability while enabling rapid fire. However, it is heavier and harder to handle
ISANDO RGL-220 Rank 2
Bonuses
Standard Stock 1
Notes
Time: 0 minutes
Prerequisites Development Usage
-- R&D Team18
GMP 200000
Minor Metal 100
GMP 1480
Minor Metal 10
Damage Impact Force Penetration
2860 2000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
180 21.0 265 400

ISANDO RGL-220
(Isando Revolver Grenade Launcher 220.)
40mm 6-round grenade launcher
Maintains long-range attack capability while enabling rapid fire. However, it is heavier and harder to handle
ISANDO RGL-220 Rank 3
Bonuses
Long Range Barrel Conversion (Semi-long/Effective Range Up)
Scope Mount (Upper Option Slot)
3x Rangefinding Scope (U.S)
Additional Option Slot (2x Upper Option Slots)
Notes
Time: 18 minutes
Prerequisites Development Usage
★ 2 ISANDO RGL-220 R&D Team26
GMP 446000
Minor Metal 450
GMP 3450
Minor Metal 30
Damage Impact Force Penetration
3120 2000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
180 25.2 265 320

ISANDO RGL-220
(Isando Revolver Grenade Launcher 220.)
40mm 6-round grenade launcher
Maintains long-range attack capability while enabling rapid fire. However, it is heavier and harder to handle
ISANDO RGL-220 Rank 4
Bonuses
Long Barrel Conversion (Long/Effective Range Up)
Side Mount (Side Option Slot)
Laser Sight (U.S 2)
Undermount (Lower Option Slot)
Foregrip (U.S/Improved Stability While Moving)
Notes
Time: 36 minutes
Prerequisites Development Usage
★ 3 ISANDO RGL-220 R&D Team42
GMP 780000
Minor Metal 1000
GMP 6070
Minor Metal 100
Damage Impact Force Penetration
3120 2000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
180 25.2 265 320

RGL-220 (SMOKE)
(Isando Revolver Grenade Launcher 220.)
40mm 6-round grenade launcher
Maintains long-range attack capability while enabling rapid fire. However, it is heavier and harder to handle
ISANDO RGL-220 Rank 4
Bonuses
Smoke Round Conversion (Attack Type: Non-lethal)
Notes
Time: 1 hour 24 minutes
Prerequisites Development Usage
★ 4 ISANDO RGL-220
R&D Team Skill Gunsmith (Grenade Launchers)
R&D Team42
GMP 780000
Minor Metal 1000
GMP 6070
Minor Metal 100
Damage Impact Force Penetration
0 2000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
180 25.2 265 320

RGL-220 (STUN)
(Isando Revolver Grenade Launcher 220.)
40mm 6-round grenade launcher
Maintains long-range attack capability while enabling rapid fire. However, it is heavier and harder to handle
(Provide Image)
Bonuses
Stun Round Conversion (Attack Type: Non-lethal)
Notes
Time: 10 days
Prerequisites Development Usage
★ 5 RGL-220 (SMOKE)
R&D Team Skill Gunsmith (Grenade Launchers)
R&D Team84
Intel Team94
GMP 3420340
Wormwood 5900
Minor Metal 52000
GMP 37150
GMP 3420340
Wormwood 177
Minor Metal 510
Damage Impact Force Penetration
5000 2000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
180 25.2 265 320

RGL-220 (SLEEP)
(Isando Revolver Grenade Launcher 220.)
40mm 6-round grenade launcher
Maintains long-range attack capability while enabling rapid fire. However, it is heavier and harder to handle
(Provide Image)
Bonuses
Sleeping Gas Conversion (Attack Type: Non-lethal)
Notes
Time: 6 days
Server-side development
Prerequisites Development Usage
★ 7 RGL-220 (STUN)
R&D Team Skill Gunsmith (Grenade Launchers)
R&D Team105
Medical Team116
GMP 5893580
Tarragon 11900
Wormwood 136000
GMP 58940
GMP 3420340
Tarragon 357
Wormwood 400
Damage Impact Force Penetration
5100 2000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
180 25.2 265 320

HAIL MGR-4 series

HAIL MGR-4
(Hail Magazine Grenade Rifle.)
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.
HAIL MGR-4 Rank 3
Bonuses
3x Rangefinding Scope
Sharpshooter's Stock 1 (Improved Stability While Moving)
Notes
Time: 18 minutes
Prerequisites Development Usage
-- R&D Team25
GMP 445000
Minor Metal 450
GMP 3370
Minor Metal 20
Damage Impact Force Penetration
3120 1000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
180 26.0 328 380

HAIL MGR-4
(Hail Magazine Grenade Rifle.)
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.
HAIL MGR-4 Rank 4
Bonuses
Long Magazine (Loaded Ammo Count Up)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 HAIL MGR-4
[HAIL MGR-4] Blueprint
R&D Team43
GMP 680000
Minor Metal 1000
GMP 5380
Minor Metal 100
Damage Impact Force Penetration
3380 1000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
180 26.0 328 380

HAIL MGR-4
(Hail Magazine Grenade Rifle.)
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.
HAIL MGR-4 Rank 5
Bonuses
Enhanced Barrel Accuracy (Effective Range Up)
Additional Option Slot (2x Upper Option Slots)
Dot Sight 3
2x Booster (Magnifier)
Side Mount (Side Option Slot)
Laser Sight (U.S 1)
Undermount (Lower Option Slot)
Foregrip (U.S/Improved Stabilty While Moving)
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 HAIL MGR-4 R&D Team58
GMP 880000
Minor Metal 3000
GMP 6400
Minor Metal 160
Damage Impact Force Penetration
3640 1000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
180 26.0 328 304

HAIL MGR-4
(Hail Magazine Grenade Rifle.)
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.
MGSV-HAIL-MGR-4
Bonuses
Drum Magazine (Loaded Ammo Count Up)
Notes
Time: 2 hour 24 minutes
Prerequisites Development Usage
★5 HAIL MGR-4 R&D Team65
GMP 1558000
Precious Metal 15000
GMP 14030
Precious Metal 108
Damage Impact Force Penetration
4100 1000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
180 26.0 328 304

Special Grenade Launcher

MIRAZH-71
(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
(Provide Image)
Bonuses
--
Notes
Time: 6 days
Server-side development
Prerequisites Development Usage
[MIRAZH-71] Blueprint R&D Team113
Support Unit124
GMP 11389210
Precious Metal 235600
Common Metal 447600
GMP 142360
Precious Metal 2940
Common Metal 2790
Damage Impact Force Penetration
4200 1000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
70 26.0 328 410

Grenade launchers

Primary Weapons (Back)[]

Sniper Rifles[]

RENOV-ICKX standard series

RENOV-ICKX SR
(Renov-ICKX Sniper rifle.)
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.
RENOV-ICKX SR Rank 1
Bonuses
Normal Barrel Muzzle
4x Rifle Scope (Soviet 1)
5-round Magazine
Notes
Time: 0 minutes
Prerequisites Development Usage
Available from the start R&D Team4
GMP 40000
GMP 280
Damage Impact Force Penetration
1700 600 Pierces thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 105.0 396 140

RENOV-ICKX SR
(Renov-ICKX Sniper rifle.)
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.
RENOV-ICKX SR Rank 2
Bonuses
Sharpshooter's Stock 2 (Improved Stability While Moving)
Notes
Time: 0 minutes
Prerequisites Development Usage
★1 RENOV-ICKX SR R&D Team14
GMP 140000
GMP 980
Damage Impact Force Penetration
1925 600 Pierces thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 105.0 396 140

RENOV-ICKX SR
(Renov-ICKX Sniper rifle.)
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.
RENOV-ICKX Rank 3
Bonuses
High-accuracy Barrel [1] (Effective Range Up)
8x Variable Zoom Rifle Scope 1 (3-step)
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 RENOV-ICKX SR R&D Team24
GMP 240000
GMP 1680
Damage Impact Force Penetration
2100 600 Pierces thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 107.1 444 108

RENOV-ICKX SR
(Renov-ICKX Sniper rifle.)
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.
RENOV-ICKX Rank 4
Bonuses
Magnum Round Conversion (Damage Up)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 RENOV-ICKX SR R&D Team24
GMP 240000
GMP 2840
Biological Material 200
Damage Impact Force Penetration
2470 600 Pierces thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 122.4 435 126

RENOV-ICKX SR
(Renov-ICKX Sniper rifle.)
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.
RENOV-ICKX Rank 5
Bonuses
High-accuracy Barrel [2] (Effective range Up)
Additional Option Slot (2x Upper Option Slots)
Dot Sight 1
4x Variable Zoom Booster (Magnifier/2-step)
Side Mount (Side Option Slot)
Laser Sight (U.S 2)
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 RENOV-ICKX SR R&D Team52
GMP 640000
GMP 4270
Biological Material 320
Damage Impact Force Penetration
2660 600 Pierces thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 126.0 460 108

RENOV-ICKX tranquilizer round series

RENOV-ICKX TP
(Renov-ICKX Sniper rifle.)
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.
RENOV-ICKX SR Rank 1
Bonuses
Tranquilizer Round Conversion (Attack Type: Non-lethal)
Notes
Time: 0 minutes
Usable by FOB staff
Prerequisites Development Usage
★1 RENOV-ICKX SR R&D Team15
Intel Team15
GMP 150000
Golden Crescent 40
GMP 1050
Golden Crescent 4
Damage Impact Force Penetration
1375 600 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 85.0 404 160

RENOV-ICKX TP
(Name)
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.
RENOV-ICKX SR Rank 2
Bonuses
Sharpshooter's Stock 2 (Improved Stability While Moving)
Notes
Time: 18 minutes
Usable by FOB staff
Prerequisites Development Usage
★2 RENOV-ICKX TP
R&D Team SkillAnesthesia Specialist
R&D Team24
GMP 250000
Golden Crescent 90
Digitalis Purpurea 72
GMP 1750
Golden Crescent 7
Digitalis Purpurea 2
Damage Impact Force Penetration
1500 600 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 85.0 404 160

RENOV-ICKX TP
(Renov-ICKX Sniper rifle.)
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.
RENOV-ICKX Rank 3
Bonuses
High-accuracy Barrel (Effective Range Up)
8x Variable Zoom Rifle Scope 1 (3-step)
Stopping Power Up
Notes
Time: 36 minutes
Usable by FOB staff
Prerequisites Development Usage
★3 RENOV-ICKX TP R&D Team39
GMP 450000
GMP 2940
Golden Crescent 10
Digitalis Purpurea 6
Damage Impact Force Penetration
1750 600 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 86.7 452 144

RENOV-ICKX TP
(Renov-ICKX Sniper rifle.)
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.
RENOV-ICKX Rank 5
Bonuses
Additional Option Slot (2x Upper Option Slots)
Dot Sight 1
4x Variable Zoom Booster (Magnifier/2-step)
Side Mount (Side Option Slot)
Laser Sight (U.S 2)
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 RENOV-ICKX TP R&D Team53
GMP 650000
GMP 4340
Golden Crescent 32
Digitalis Purpurea 26
Damage Impact Force Penetration
2100 600 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 89.3 477 136

M2000-D standard series

M2000-D
(Broughton Model 2000 Sniper Rifle, Detachable-Magazine.)
7.62mm sniper rifle.
Features superb effective range and power, but a slow rate of fire due to its bolt action.
M2000-D Rank 2
Bonuses
Normal Barrel Muzzle
4x Rifle Scope (U.S 1)
5-round Magazine
Notes
Time: 0 minutes
Usable by FOB staff
Prerequisites Development Usage
-- R&D Team13
GMP 170000
GMP 1190
Damage Impact Force Penetration
2035 600 Pierces thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 110.0 427 120

M2000-D
(Broughton Model 2000 Sniper Rifle, Detachable-Magazine.)
7.62mm sniper rifle.
Features superb effective range and power, but a slow rate of fire due to its bolt action.
M2000-D Rank 3
Bonuses
Suppressor (Durability:Low)
Sharshooter's Stock (Improved Stabiliy While Moving)
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 M2000-D R&D Team18
Intel Team18
GMP 280000
GMP 1960
Damage Impact Force Penetration
2280 600 Pierces thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 110.0 427 120

M2000-D
(Broughton Model 2000 Sniper Rifle, Detachable-Magazine.)
7.62mm sniper rifle.
Features superb effective range and power, but a slow rate of fire due to its bolt action.
M2000-D Rank 4
Bonuses
Bull Barrel [1] (Closer Shot Grouping)
Muzzle for High-accuracy Barrel
8x Variable Zoom Rangefinding Rifle Scope (3-step)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 M2000-D R&D Team37
GMP 430000
GMP 2800
Damage Impact Force Penetration
2470 600 Pierces thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 117.7 499 96

M2000-D
(Broughton Model 2000 Sniper Rifle, Detachable-Magazine.)
7.62mm sniper rifle.
Features superb effective range and power, but a slow rate of fire due to its bolt action.
M2000-D Rank 5
Bonuses
Suppressor (Durability: Medium)
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 M2000-D R&D Team48
Intel Team48
GMP 600000
GMP 3850
Damage Impact Force Penetration
2660 600 Pierces thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 117.7 499 102

M2000-D
(Broughton Model 2000 Sniper Rifle, Detachable-Magazine.)
7.62mm sniper rifle.
Features superb effective range and power, but a slow rate of fire due to its bolt action.
M2000-D Rank 5
Bonuses
Magnum Round Conversion (Damage Up)
Notes
Time: 5 days

Server-side development
Prerequisites Development Usage
★5 M2000-D R&D Team76
Support Unit86
GMP 2044770
Common Metal 50900
Minor Metal 48300
GMP 20460
Common Metal 499
Minor Metal 474
Damage Impact Force Penetration
3200 600 Pierces thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 121.0 499 102

M2000-D
(Broughton Model 2000 Sniper Rifle, Detachable-Magazine.)
7.62mm sniper rifle.
Features superb effective range and power, but a slow rate of fire due to its bolt action.
(Provide Image)
Bonuses
Bull Barrel [2] (Closer Shot Grouping)
Additional Option Slot (2x Upper Option Slots)
Dot Sight 2
4x Variable Zoom Booster (Magnifier/2-step)
Side Mount (Side Option Slot)
Laser Sight (U.S. 1)
Notes
Time: 6 days

Server-side development
Prerequisites Development Usage
★7 M2000-D R&D Team100
Intel Unit111
GMP 5675740
Minor Metal 217900
Biological Material 207000
GMP 56760
Minor Metal 1080
Biological Material 1030
Damage Impact Force Penetration
3200+ 600 Pierces thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 121+ 500+ 102-

M2000-D tranquilizer round series

M2000-NL
(Broughton Model 2000 Sniper Rifle, Detachable-Magazine.)
7.62mm sniper rifle.
Features superb effective range and power, but a slow rate of fire due to its bolt action.
M2000-D Rank 3
Bonuses
Tranquilizer Round Conversion (Attack Type: Non-lethal)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 M2000-D R&D Team36
Medical Team31
GMP 420000
Golden Crescent200
Digitalis Purpurea --
GMP 2730
Golden Crescent10
Digitalis Purpurea8
Damage Impact Force Penetration
2275 600 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 90.0 435 140

M2000-NL
(Broughton Model 2000 Sniper Rifle, Detachable-Magazine.)
7.62mm sniper rifle.
Features superb effective range and power, but a slow rate of fire due to its bolt action.
M2000-D Rank 4
Bonuses
Bull Barrel (closer shot Grouping)
Muzzle for High-accuracy Barrel
8x Variable Zoom Rangefinding Rifle Scope (3-step)
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 M2000-NL R&D Team49
GMP 610000
GMP 3990
Golden Crescent32
Digitalis Purpurea29
Damage Impact Force Penetration
2450 600 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 90.0 507 112

M2000-NL
(Broughton Model 2000 Sniper Rifle, Detachable-Magazine.)
7.62mm sniper rifle.
Features superb effective range and power, but a slow rate of fire due to its bolt action.
M2000-D Rank 5
Bonuses
Suppressor (Durability: Medium)
Notes
Time: 2 hour 24 minutes
Prerequisites Development Usage
★5 M2000-NL R&D Team61
Intel Team61
GMP 960000
GMP 5740
Golden Crescent36
Digitalis Purpurea29
Damage Impact Force Penetration
2625 600 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 96.3 507 112

M2000-NL
(Broughton Model 2000 Sniper Rifle, Detachable-Magazine.)
7.62mm sniper rifle.
Features superb effective range and power, but a slow rate of fire due to its bolt action.
(Provide Image)
Bonuses
Additional Option Slot (2x Upper Option Slots)
Dot Sight 2
4x Variable Zoom Booster (Magnifier/2-step)
Side Mount (Side Option Slot)
Laser Sight (U.S. 1)
Notes
Time: 12 days
Server-side development
Prerequisites Development Usage
★6 M2000-NL R&D Team82
Intel Team92
GMP 4461310
Digitalis Lutea1200
Haoma1100
GMP 43500
Digitalis Lutea90
Haoma83
Damage Impact Force Penetration
3000 600 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 96.3 520 100

BAMBETOV series

BAMBETOV SV
(Bambetov Sniper Rifle.)
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.
BAMBETOV SV Rank 3
Bonuses
Normal Barrel
4x Rifle Scope (Soviet 2)
Sharpshooter's Stock 1
8-round Magazine
Notes
Time: 18 minutes
Prerequisites Development Usage
-- R&D Team23
GMP 230000
GMP 1610
Damage Impact Force Penetration
1980 600 Pierces thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
180 95.0 360 140

BAMBETOV SV
(Bambetov Sniper Rifle.)
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.
BAMBETOV SV Rank 4
Bonuses
Suppressor (Durability: Low)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 BAMBETOV SV
[BAMBETOV SV] Blueprint
R&D Team33
Intel Team33
GMP 390000
GMP 2560
Damage Impact Force Penetration
2160 600 Pierces thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
180 95.0 360 140

BAMBETOV SV
(Bambetov Sniper Rifle.)
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.
BAMBETOV SV Rank 5
Bonuses
Side Mount (Side Option Slot)
Laser Sight (U.S 2)
Undermount (Lower Option Slot)
Foregrip (Soviet/Improved Stability While Moving)
Sharpshooter's Stock 2 (Improved Stability While Moving)
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 BAMBETOV SV R&D Team42
GMP 540000
GMP 3500
Damage Impact Force Penetration
2340 600 Pierces thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
180 95.0 376 140

BAMBETOV SV
(Bambetov Sniper Rifle.)
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.
(Provide Image)
Bonuses
High-power Muzzle Brake (Closer Shot Grouping)
Notes
Time: 5 days
Server-side development
Prerequisites Development Usage
★5 BAMBETOV SV R&D Team79
Support Unit89
GMP 2044770
Minor Metal 50900
Precious Metal 48300
GMP 20460
Minor Metal 499
Precious Metal 474
Damage Impact Force Penetration
2340 600 Pierces thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
180 95.0 376 140

BAMBETOV SV
(Bambetov Sniper Rifle.)
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.
(Provide Image)
Bonuses
Additional Option Slots (2x Upper Option Slots)
Dot Sight 1
4x Variable Zoom Booster (Magnifier/2-Step)
Notes
Time: 3 days 12 hours
Server-side development
Prerequisites Development Usage
★7 BAMBETOV SV R&D Team88
Intel Team99
GMP 4453120
Common Metal 118600
Minor Metal 112700
GMP 44530
Common Metal 590
Minor Metal 560
Damage Impact Force Penetration
-- -- Pierces thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
-- -- -- --

AM-MRS sniper rifle series

AM-MRS-71 RIFLE
(Arms Material Multipurpose Rifle System Type 71 Precision Model.)
7.62mm semi-auto sniper rifle.
Expensive to develop, but avoids the drop in accuracy that usually accompanies an increased rate of fire.
AM MRS-71 Rifle Rank 3
Bonuses
Normal Barrel Muzzle
4x Rifle Scope (U.S 2)
Sharpshooter's Stock 1
Notes
Time: 1 hour 12 minutes
Usable by FOB staff
Prerequisites Development Usage
-- R&D Team54
GMP 1140000
Common Metal 4000
GMP 1750
Damage Impact Force Penetration
2160 600 Pierces thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
150 100.0 375 120

AM-MRS-71 RIFLE
(Arms Material Multipurpose Rifle System Type 71 Precision Model.)
7.62mm semi-auto sniper rifle.
Expensive to develop, but avoids the drop in accuracy that usually accompanies an increased rate of fire.
AM MRS-71 Rifle Rank 4
Bonuses
6x Variable Zoom Rifle Scope (U.S/2-step)
Sharpshooter's Stock 2 (Improved Stability While Moving)
Notes
Time: 36 minutes
Usable by FOB staff
Prerequisites Development Usage
★3 AM-MRS-71 RIFLE
[AM-MRS-71 RIFLE] Blueprint
R&D Team39
GMP 450000
GMP 2940
Damage Impact Force Penetration
2340 600 Pierces thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
150 100.0 375 120

AM-MRS-71 RIFLE
(Arms Material Multipurpose Rifle System Type 71 Precision Model.)
7.62mm semi-auto sniper rifle.
Expensive to develop, but avoids the drop in accuracy that usually accompanies an increased rate of fire.
AM MRS-71 Rifle Rank 5
Bonuses
Bull Barrel (Closer Shot Grouping)
Side Mount (Side Option Slot)
Laser Sight (U.S 1)
Undermount (Lower Option Slot)
Foregrip (U.S/Improved Stability While Moving)
Notes
Time: 1 hour 12 minutes
Usable by FOB staff
Prerequisites Development Usage
★4 AM-MRS-71 RIFLE R&D Team48
GMP 600000
GMP 3850
Damage Impact Force Penetration
2520 600 Pierces thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
150 105.0 467 102

AM-MRS-71 RIFLE
(Arms Material Multipurpose Rifle System Type 71 Precision Model.)
7.62mm semi-auto sniper rifle.
Expensive to develop, but avoids the drop in accuracy that usually accompanies an increased rate of fire.
MGSV-AM-MRS-71-RIFLE
Bonuses
Additional Option Slot (2x Upper Option Slots)
Dot Sight 2
4x Variable Zoom Booster (Magnifier/2-Step)
Notes
Time: 2 hour 24 minutes
Usable by FOB staff
Prerequisites Development Usage
★5 AM-MRS-71 RIFLE R&D Team71
GMP 1568000
Precious Metal 20000
GMP 14120
Damage Impact Force Penetration
2700 600 Pierces thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
150 105.0 480 102

AM-MRS-71 RIFLE
(Arms Material Multipurpose Rifle System Type 71 Precision Model.)
7.62mm semi-auto sniper rifle.
Expensive to develop, but avoids the drop in accuracy that usually accompanies an increased rate of fire.
(Provide Image)
Bonuses
Stopping Power Up
Notes
Time: 12 days
Usable by FOB staff
Prerequisites Development Usage
★7 AM-MRS-71 RIFLE R&D Team127
Combat Unit140
GMP 9587900
Fuel Resources 497900
Digitalis Lutea 9400
GMP 83890
Fuel Resources 6220
Digitalis Lutea 587
Damage Impact Force Penetration
3000 600 Pierces thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
150 105.0 480 102

AM-MRS-71 RIFLE
(Arms Material Multipurpose Rifle System Type 71 Precision Model.)
7.62mm semi-auto sniper rifle.
Expensive to develop, but avoids the drop in accuracy that usually accompanies an increased rate of fire.
(Provide Image)
Bonuses
--
Notes
Time: --
Usable by FOB staff
Prerequisites Development Usage
★9 AM-MRS-71 RIFLE R&D Team133
Combat Unit146
GMP 10469830
Minor Metals 537200
Biological Material 483500
GMP --
Minor Metals --
Biological Material --
Damage Impact Force Penetration
-- -- Pierces thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
-- -- -- --

AM-MRS-73 RIFLE
(Arms Material Multipurpose Rifle System Type 73 Precision Model.)
5.56mm semi-auto sniper rifle.
Expensive to develop, but avoids the drop in accuracy that usually accompanies an increased rate of fire.
AM MRS-73 Rifle Rank 5
Bonuses
5.56mm Conversion (Closer Shot Grouping)
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 AM-MRS-71 RIFLE
R&D Team SkillGunsmith (Sniper Rifles)
R&D Team52
GMP 740000
Minor Metal 4000
GMP 5070
Damage Impact Force Penetration
1680 600 Pierces thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
150 90.0 539 160

AM-MRS-73 RIFLE
(Arms Material Multipurpose Rifle System Type 73 Precision Model.)
5.56mm semi-auto sniper rifle.
Expensive to develop, but avoids the drop in accuracy that usually accompanies an increased rate of fire.
AM MRS-73 Rifle Rank 6
Bonuses
Bull Barrel (Closer Shot Grouping)
Side Mount (Side Option Slot)
Laser Sight (U.S. 1)
Undermount (Lower Option Slot)
Foregrip (U.S/Improved Stability While Moving)
Notes
Time: 2 hour 24 minutes
Prerequisites Development Usage
★5 AM-MRS-73 RIFLE R&D Team62
GMP 1280000
GMP 6370
Damage Impact Force Penetration
1800 600 Pierces thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
150 94.5 596 136

AM-MRS-73 RIFLE
(Arms Material Multipurpose Rifle System Type 73 Precision Model.)
5.56mm semi-auto sniper rifle.
Expensive to develop, but avoids the drop in accuracy that usually accompanies an increased rate of fire.
(Provide Image)
Bonuses
Additional Option Slot (2x Upper Option Slot)
Dot Sight 2
4x Variable Zoom Booster (Magnifier/2-step)
Notes
Time: 12 days
Server-side development
Prerequisites Development Usage
★6 AM-MRS-73 RIFLE R&D Team85
Support Unit95
GMP 5130510
Common Metal 60800
Fuel Resources 57800
GMP 43780
Common Metal 894
Fuel Resources 850
Damage Impact Force Penetration
2000 600 Pierces thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
150 94.5 600 136

AM-MRS tranquilizer round series

AM-MRS-73 NL
(Arms Material Multipurpose Rifle System Type 73 Precision Model.)
5.56mm semi-auto sniper rifle.
Expensive to develop, but avoids the drop in accuracy that usually accompanies an increased rate of fire.
AM MRS-71 Rifle Rank 4
Bonuses
Tranquilizer Round Conversion (Attack Type: Non-lethal)
Notes
Time: 1 hour 12 minutes
Usable by FOB staff
Prerequisites Development Usage
★4 AM-MRS-71 RIFLE
R&D Team SkillAnesthesia Specialist
R&D Team49
Medical Team49
GMP 630000
Golden Crescent 400
Digitalis Purpurea 320
GMP 4200
Golden Crescent 32
Digitalis Purpurea 26
Damage Impact Force Penetration
1260 600 Pierces thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
150 80.0 539 180

AM-MRS-73 NL
(Arms Material Multipurpose Rifle System Type 73 Precision Model.)
5.56mm semi-auto sniper rifle.
Expensive to develop, but avoids the drop in accuracy that usually accompanies an increased rate of fire.
(Provide Image)
Bonuses
Bull Barrel (Closer Shot Grouping)
Side Mount (Side Option Slot)
Laser Sight (U.S. 1)
Undermount (Lower Option Slot)
Foregrip (U.S./Improved Stability While Moving
Notes
Time: --
Usable by FOB staff
Prerequisites Development Usage
★5 AM-MRS-73 NL -- GMP 13420
Digitalis Lutea 13
Digitalis Purpurea 50
Damage Impact Force Penetration
1300 600 Pierces thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
150 80.0 570 150

AM-MRS-73 NL
(Arms Material Multipurpose Rifle System Type 73 Precision Model.)
5.56mm semi-auto sniper rifle.
Expensive to develop, but avoids the drop in accuracy that usually accompanies an increased rate of fire.
(Provide Image)
Bonuses
Additional Option Slot (2x Upper Option Slots)
Dot Sight 2
4x Variable Zoom Booster (Magnifier/2-step)
Notes
Time: 10 days
Server-side development
Usable by FOB staff
Prerequisites Development Usage
★7 AM-MRS-73 NL Base Development Unit125
Medical Team128
GMP 7186060
Digitalis Purpurea 15400
Black Carrot 17000
GMP 103780
Digitalis Purpurea 616
Black Carrot 680
Damage Impact Force Penetration
1400 600 Pierces thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
150 80.0 580 150

AM-MRS-73 NL
(Arms Material Multipurpose Rifle System Type 73 Precision Model.)
5.56mm semi-auto sniper rifle.
Expensive to develop, but avoids the drop in accuracy that usually accompanies an increased rate of fire.
(Provide Image)
Bonuses
Stopping Power Up
Notes
Time: 12 days
Server-side development
Usable by FOB staff
Prerequisites Development Usage
★8 AM-MRS-73 NL R&D Team129
Support Unit142
GMP 9718590
Fuel Resources 502900
Wormwood 16200
GMP 121480
Fuel Resources 6280
Wormwood 1012
Damage Impact Force Penetration
1500 600 Pierces thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
150 80.0 580 150

AM-MRS-73 NL
(Arms Material Multipurpose Rifle System Type 73 Precision Model.)
5.56mm semi-auto sniper rifle.
Expensive to develop, but avoids the drop in accuracy that usually accompanies an increased rate of fire.
(Provide Image)
Bonuses
--
Notes
Time: 12 days
Server-side development
Usable by FOB staff
Prerequisites Development Usage
★9 AM-MRS-73 NL R&D Team135
Medical Team148
GMP 10579970
Common Metal 545300
African Peach 15900
--
Damage Impact Force Penetration
Fire Rate (RPM) Effective Range Grouping Auto-aim

BRENNAN series

BRENNAN LRS-46
(Brennan Long Range Sniper Type 54.)
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.
BRENNAN LRS-46 Rank 4
Bonuses
Normal Barrel Muzzle
4x Rifle Scope (U.S. 2)
Notes
Time: 36 minutes
Prerequisites Development Usage
-- R&D Team37
GMP 500000
Common Metal 2000
GMP 2590
Common Metal 100
Damage Impact Force Penetration
2990 2200 Pierces thin concrete walls
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 130.0 354 40

BRENNAN LRS-46
(Brennan Long Range Sniper Type 54.)
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.
BRENNAN LRS-46 Rank 5
Bonuses
Enhanced Barrel Accuracy [1] (Effective Range Up)
Muzzle for High-accuracy Barrel
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 BRENNAN LRS-46
[BRENNAN LRS-46] Blueprint
R&D Team52
GMP 940000
Common Metal 4000
GMP 5600
Common Metal 320
Damage Impact Force Penetration
3120 2200 Pierces thin concrete walls
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 139.1 386 32

BRENNAN LRS-46
(Brennan Long Range Sniper Type 54.)
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.
BRENNAN LRS-46 Rank 6
Bonuses
Suppressor (Durability: Low)
8x Variable Zoom Scope 2 (3-step)
Extended Magazing (Loaded Ammo Count Up)
Notes
Time: 2 hour 24 minutes
Prerequisites Development Usage
★5 BRENNAN LRS-46 R&D Team62
Intel Team62
GMP 1700000
Minor Metal 3600
GMP 7840
Minor Metal 180
Damage Impact Force Penetration
3250 2200 Pierces thin concrete walls
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 139.1 386 32

BRENNAN LRS-46
(Brennan Long Range Sniper Type 54.)
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.
Pic13 c
Bonuses
Enhanced Barrel Accuracy [2] (Effective Range Up)
Additional Option Slot (2x Upper Option Slots)
Dot Sight 1
4x Variable Zoom Booster (Magnifier/2-step)
Side Mount (Side Option Slot)
Laser Sight (U.S. 2)
Enhanced Stock Performance (Improved Stability While Moving)
Notes
Time: 6 days
Server-side development
Prerequisites Development Usage
★6 BRENNAN LRS-46 R&D Team122
Support Unit111
GMP 9444960
Minor Metal357600
Common Metal339700
GMP 94450
Minor Metal 1780
Common Metal1690
Damage Impact Force Penetration
3600 2200 Pierces thin concrete walls
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 139.1 386 32

BRENNAN LRS-46
(Brennan Long Range Sniper Type 54.)
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.
(Provide Image)
Bonuses
Stopping Power Up
Suppressor (Durability: Medium)
Notes
Time: 6 days
Server-side development
Prerequisites Development Usage
★8 BRENNAN LRS-46 R&D Team135
Support Unit148
GMP 10679970
Black Carrot17600
Biological Material490800
GMP 144180
Black Carrot 230
Biological Material 6625
Damage Impact Force Penetration
3800 2200 Pierces thin concrete walls
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 139.1 386 32

SERVAL series

SERVAL AMR-7
(Serval Anti-material Rifle-7)
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.
SERVAL AMR-7 Rank 5
Bonuses
Automatic Conversion (Firing Speed Up)
Normal Barrel Muzzle
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 BRENNAN LRS-46
[SERVAL AMR-7] Blueprint
R&D Team Skill Gunsmith (Sniper Rifles)
R&D Team56
GMP 1080000
Common Metal 4000
GMP 5950
Common Metal 320
Damage Impact Force Penetration
3120 2200 Pierces thin concrete walls
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 115.0 326 100

SERVAL AMR-7
(Serval Anti-material Rifle-7)
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.
(Provide Image)
Bonuses
Enhanced Barrel Accuracy [1] (Effective Range Up)
Suppressor (Durability:Low)
Extended Magazine (Loaded Ammo Count Up)
Notes
Time: 10 days
Server-side development
Prerequisites Development Usage
★5 SERVAL AMR-7 R&D Team84
Support Unit94
GMP 4461310
Digitalis Purpurea 5400
Precious Metal52000
GMP 44620
Digitalis Purpurea 567
Precious Metal510
Damage Impact Force Penetration
3200 2200 Pierces thin concrete walls
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 115.0 326 100

SERVAL AMR-7
(Serval Anti-material Rifle-7)
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.
(Provide Image)
Bonuses
Enhanced Barrel Accuracy [2] (Effective Range Up)
Additional Option Slot (2x Upper Option Slots)
Dot Sight 1
4x Variable Zoom Booster (Magnifier/2-step)
Side Mount (Side Option Slot)
Laser Sight (U.S. 2)
Undermount (lower Option Slot)
Foregrip (European/Improved Stability While Moving)
Notes
Time: 6 days
Server-side development
Prerequisites Development Usage
★7 SERVAL AMR-7 Base Development Unit131
Intel Team118
GMP 11632320
Common Metal 543600
Precious Metal258200
GMP 116320
Common Metal 1630
Precious Metal770
Damage Impact Force Penetration
3500 2200 Pierces thin concrete walls
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 115.0 326 100

Special Weapon list

MOLOTOK-68
(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.
Pic01b
Bonuses
--
Notes
Time: 6 days
Prerequisites Development Usage
-- Support Unit117
Support Unit128
GMP 12453140
Minor Metal 567900
Precious Metal 269800
GMP 155660
Minor Metal 7090
Precious Metal 3370
Damage Impact Force Penetration
5000 2200 Pierces thin concrete walls
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 100.0 326 40

RENOV-ICKX BIS
(Renov-Ickx bis Sniper Rifle)
Sniper rifle that fires rounds that penetrate obstacles.
Boasts extremely long effective range and exceedingly high stopping power and penetration.
*Only usable in FOB Missions
Bonuses
--
Notes
Time: 7 days
Prerequisites Development Usage
-- R&D Team85
Combat Unit98
GMP 3895290
Common Metal 103900
Fuel Resources 62400
GMP 31160
Common Metal 830
Fuel Resources 499
Damage Impact Force Penetration
5000 2200 Pierces thin concrete walls
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 100.0 326 40

RENOV-ICKX BIS
(Renov-Ickx bis Sniper Rifle)
Sniper rifle that fires rounds that penetrate obstacles.
Boasts extremely long effective range and exceedingly high stopping power and penetration.
*Only usable in FOB Missions
Bonuses
--
Notes
Time: 12 days
Prerequisites Development Usage
-- R&D Team129
Combat Unit142
GMP 12634160
Fuel Resources 653800
Golden Crescent 17600
GMP 157930
Fuel Resources 8170
Golden Crescent 880
Damage Impact Force Penetration
5000 2200 Pierces thin concrete walls
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 100.0 326 40

RENOV-ICKX BIS
(Renov-Ickx bis Sniper Rifle)
Sniper rifle that fires rounds that penetrate obstacles.
Boasts extremely long effective range and exceedingly high stopping power and penetration.
*Only usable in FOB Missions
Bonuses
--
Notes
Time: 12 days
Prerequisites Development Usage
-- R&D Team147
Intel Team160
GMP 14900270
Precious Metal 319800
Digitalis (Lutea) 12100
GMP 216050
Precious Metal 4630
Digitalis (Lutea) 438
Damage Impact Force Penetration
5000 2200 Pierces thin concrete walls
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 100.0 326 40

RENOV-ICKX BIS
(Renov-Ickx bis Sniper Rifle)
Sniper rifle that fires rounds that penetrate obstacles.
Boasts extremely long effective range and exceedingly high stopping power and penetration.
*Only usable in FOB Missions
Bonuses
--
Notes
Time: 7 days
Prerequisites Development Usage
-- R&D Team86
Combat Unit99
GMP 3915660
Minor Metal 106800
Fuel Resources 64100
GMP 31330
Minor Metal 850
Fuel Resources 512
Damage Impact Force Penetration
5000 2200 Pierces thin concrete walls
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 100.0 326 40

RENOV-ICKX BIS
(Renov-Ickx bis Sniper Rifle)
Sniper rifle that fires rounds that penetrate obstacles.
Boasts extremely long effective range and exceedingly high stopping power and penetration.
*Only usable in FOB Missions
Bonuses
--
Notes
Time: 12 days
Prerequisites Development Usage
-- R&D Team130
Combat Unit143
GMP 12730690
Biological Material 657400
Black Carrot 16300
GMP 159140
Biological Material 8210
Black Carrot 815
Damage Impact Force Penetration
5000 2200 Pierces thin concrete walls
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 100.0 326 40

RENOV-ICKX BIS
(Renov-Ickx bis Sniper Rifle)
Sniper rifle that fires rounds that penetrate obstacles.
Boasts extremely long effective range and exceedingly high stopping power and penetration.
*Only usable in FOB Missions
Bonuses
--
Notes
Time: 12 days
Prerequisites Development Usage
-- R&D Team147
Intel Team160
GMP 14900270
Precious Metal 319800
Digitalis (Lutea) 12100
GMP 216050
Precious Metal 4630
Digitalis (Lutea) 438
Damage Impact Force Penetration
5000 2200 Pierces thin concrete walls
Fire Rate (RPM) Effective Range Grouping Auto-aim
80 100.0 326 40

Sniper rifles

Machine Guns[]

ALM series

ALM 48
(Averdeen Lighter Machine Gun Type 48)
7.62mm general-purpose machine gun.
Delivers powerful rounds at a continuous rate of fire.
ALM 48 Rank 2
Bonuses
Normal Barrel Muzzle
Notes
Time: 0 minutes
Usable by FOB staff
Prerequisites Development Usage
-- R&D Team16
GMP 80000
GMP 350
Damage Impact Force Penetration
850 400 Pierces thin wood
Fire Rate (RPM) Effective Range Grouping Auto-aim
540 49.0 569 250

ALM 48
(Averdeen Lighter Machine Gun Type 48)
7.62mm general-purpose machine gun.
Delivers powerful rounds at a continuous rate of fire.
ALM 48 Rank 3
Bonuses
Scope Mount (Upper Option Slot)
Dot Sight 1
150-round Magazine (Loaded Ammo Count Up)
Notes
Time: 18 minutes
Usable by FOB staff
Prerequisites Development Usage
★2 ALM 48 R&D Team26
GMP 260000
GMP 1820
Common Metal 90
Damage Impact Force Penetration
1020 400 Pierces thin wood
Fire Rate (RPM) Effective Range Grouping Auto-aim
540 49.0 571 250

ALM 48
(Averdeen Lighter Machine Gun Type 48)
7.62mm general-purpose machine gun.
Delivers powerful rounds at a continuous rate of fire.
ALM 48 Rank 4
Bonuses
Heat Sink (Firing Speed Up)
Side Mount (Side Option Slot)
Flashlight (U.S. 1)
Notes
Time: 36 minutes
Usable by FOB staff
Prerequisites Development Usage
★3 ALM 48 R&D Team40
GMP 460000
GMP 3010
Common Metal 200
Damage Impact Force Penetration
1190 400 Pierces thin wood
Fire Rate (RPM) Effective Range Grouping Auto-aim
621 49.0 571 250

ALM 48
(Averdeen Lighter Machine Gun Type 48)
7.62mm general-purpose machine gun.
Delivers powerful rounds at a continuous rate of fire.
ALM 48 Rank 5
Bonuses
200-round Magazine (Loaded Ammo Count Up)
Notes
Time: 1 hour 12 minutes
Usable by FOB staff
Prerequisites Development Usage
★4 ALM 48 R&D Team53
GMP 780000
GMP 5180
Common Metal 320
Damage Impact Force Penetration
1360 400 Pierces thin wood
Fire Rate (RPM) Effective Range Grouping Auto-aim
621 49.0 571 250

ALM 48
(Averdeen Lighter Machine Gun Type 48)
7.62mm general-purpose machine gun.
Delivers powerful rounds at a continuous rate of fire.
ALM 48 Rank 5
Bonuses
Heat Guard (Firing Speed Up)
Laser Sight (U.S. 1)
Notes
Time: 3 hour 36 minutes
Usable by FOB staff
Prerequisites Development Usage
★5 ALM 48 R&D Team70
GMP 1603000
Precious Metal 20000
GMP 14430
Precious Metal 189
Damage Impact Force Penetration
1500 400 Pierces thin wood
Fire Rate (RPM) Effective Range Grouping Auto-aim
660 49.0 571 250

ALM 48
(Averdeen Lighter Machine Gun Type 48)
7.62mm general-purpose machine gun.
Delivers powerful rounds at a continuous rate of fire.
ALM 48 Rank 5
Bonuses
Stopping Power Up
Notes
Time: 8 days
Server-side development
Usable by FOB staff
Prerequisites Development Usage
★7 ALM 48 R&D Team123
Intel Team136
GMP 7831250
Precious Metal 204500
African Peach 11900
GMP 68530
Precious Metal 760
African Peach 743
Damage Impact Force Penetration
1700 400 Pierces thin wood
Fire Rate (RPM) Effective Range Grouping Auto-aim
660 49.0 571 250

ALM 48
(Averdeen Lighter Machine Gun Type 48)
7.62mm general-purpose machine gun.
Delivers powerful rounds at a continuous rate of fire.
(Provide Image)
Bonuses
--
Notes
Time: --
Prerequisites Development Usage
★9 ALM 48 -- --
Damage Impact Force Penetration
-- -- Pierces thin wood
Fire Rate (RPM) Effective Range Grouping Auto-aim
-- -- -- --

ALM 48H
(Averdeen Lighter Machine Gun Type 48)
7.62mm general-purpose machine gun.
Delivers powerful rounds at a continuous rate of fire.
ALM 48 Rank 4
Bonuses
High Firing Rate Reciver (Firing Speed Up)
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 ALM 48
R&D Team Skill Gunsmith (Machine Guns)
R&D Team55
GMP 780000
GMP 5460
Damage Impact Force Penetration
1360 400 Pierces thin wood
Fire Rate (RPM) Effective Range Grouping Auto-aim
828 49.0 571 250

ALM 48S
(Averdeen Lighter Machine Gun Type 48)
7.62mm general-purpose machine gun.
Delivers powerful rounds at a continuous rate of fire.
ALM 48S Rank 4
Bonuses
Short Barrel Conversion (Firing Speed/Auto-Aim Range Up)
Side Mount (Side Option Slot)
Flashlight (U.S. 1)
Undermount (Lower Option Slot)
Foregrip (U.S/Improved Stability While Moving)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 ALM 48
R&D Team Skill Gunsmith (Machine Guns)
R&D Team38
GMP 490000
GMP 3150
Damage Impact Force Penetration
1190 400 Pierces thin wood
Fire Rate (RPM) Effective Range Grouping Auto-aim
621 44.1 564 250

ALM 48S
(Averdeen Lighter Machine Gun Type 48)
7.62mm general-purpose machine gun.
Delivers powerful rounds at a continuous rate of fire.
ALM 48S Rank 5
Bonuses
Recoil Dampening Muzzle (closer Shot Grouping)
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 ALM 48S R&D Team51
GMP 860000
GMP 5430
Damage Impact Force Penetration
1360 400 Pierces thin wood
Fire Rate (RPM) Effective Range Grouping Auto-aim
621 44.1 564 275

UN-AAM series

UN-AAM
(UN Modular Automatic Weapon.)
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.
UN-AAM Rank 3
Bonuses
Normal Barrel
LMG Stock
Notes
Time: 18 minutes
Prerequisites Development Usage
-- R&D Team22
GMP 180000
GMP 840
Damage Impact Force Penetration
825 300 Pierces thin wood
Fire Rate (RPM) Effective Range Grouping Auto-aim
600 47.0 620 350

UN-AAM
(UN Modular Automatic Weapon.)
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.
UN-AAM Rank 4
Bonuses
Scope Mount (Upper Option Slot)
Dot Sight 2
150-roud Magazine (Loaded Ammo Count)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 UN-AAM
[UN-AAM] Blueprint
R&D Team36
GMP 490000
GMP 3150
Damage Impact Force Penetration
962 300 Pierces thin wood
Fire Rate (RPM) Effective Range Grouping Auto-aim
600 47.0 622 350

UN-AAM
(UN Modular Automatic Weapon.)
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.
UN-AAM Rank 5
Bonuses
Side Mount (Side Option Slot)
Laser Sight (U.S. 1)
200-round Magazine (Loaded Ammo Count)
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 UN-AAM R&D Team49
GMP 810000
GMP 5360
Damage Impact Force Penetration
1100 300 Pierces thin wood
Fire Rate (RPM) Effective Range Grouping Auto-aim
600 47.0 625 333

UN-AAM
(UN Modular Automatic Weapon.)
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.
UN-AAM Rank 5
Bonuses
Short Barrel Conversion (Firing Speed/Auto-Aim Range Up)
Muzzle for Short Barrel
Heat Sink (Firing Speed Up)
Undermount (Lower Option Slot)
Foregrip (European/Improved Stability While Moving)
Notes
Time: 36 minutes
Prerequisites Development Usage
★5 UN-AAM R&D Team60
GMP 1360000
GMP 6550
Damage Impact Force Penetration
1237 300 Pierces thin wood
Fire Rate (RPM) Effective Range Grouping Auto-aim
660 42.3 622 385

UN-AAM-NL
(UN Modular Automatic Weapon.)
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.
UN-AAM Rank 3
Bonuses
Rubber Bullet Conversion (Attack Type: Non-lethal)
Notes
Time: 2 Days 12 Hours
Server-side development
Prerequisites Development Usage
★4 UN-AAM R&D Team42
GMP 525840
Common Metal5500
Minor Metal2200
GMP 5320
Common Metal300
Damage Impact Force Penetration
-- -- No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
-- -- -- --

UN-AAM-NL
(UN Modular Automatic Weapon.)
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.
UN-AAM Rank 4
Bonuses
150-round Magazine (Loaded Ammo Count Up)
Notes
Time: --
Server-side development
Prerequisites Development Usage
★5 UN-AAM-NL R&D Team55
Combat Unit68
GMP 1297800
Fuel Resources40000
Minor Metal35000
GMP 6550
Fuel Resources350
Common Metal150
Damage Impact Force Penetration
-- -- No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
-- -- -- --

UN-AAM-NL
(UN Modular Automatic Weapon.)
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.
Pic01g
Bonuses
200-round Magazine (Loaded Ammo Count Up)
Notes
Time: 5 days
Server-side development
Prerequisites Development Usage
★6 UN-AAM-NL R&D Team76
Combat Unit89
GMP 3634960
Fuel Resources56700
Minor Metal51100
GMP 29080
Fuel Resources450
Common Metal408
Damage Impact Force Penetration
-- -- No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
-- -- -- --

UN-AAMF
(UN Modular Automatic Weapon.)
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.
UN-AAM Rank 3
Bonuses
7.62 Conversion (Damage Up)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 UN-AAM
[UN-AAM] Blueprint
R&D Team Skill Gunsmith (Machine Guns)
R&D Team37
GMP 530000
Common Metal 2000
GMP 3430
Damage Impact Force Penetration
1190 400 Pierces thin wood
Fire Rate (RPM) Effective Range Grouping Auto-aim
600 50.0 601 300

UN-AAMF
(UN Modular Automatic Weapon.)
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.
UN-AAM Rank 4
Bonuses
Scope Mount (Upper Option Slot)
Dot Sight 2
150-round Magazine (Loaded Ammo Count)
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 UN-AAMF R&D Team50
GMP 980000
GMP 5810
Damage Impact Force Penetration
1360 400 Pierces thin wood
Fire Rate (RPM) Effective Range Grouping Auto-aim
600 50.0 603 300

UN-AAMF
(UN Modular Automatic Weapon.)
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.
UN-AAM Rank 5
Bonuses
Heat Sink (Firing Speed Up)
Side Mount (Side Option Slot)
Laser Sight (U.S. 1)
200-round Magazine (Loaded Ammo Count Up
Notes
Time: 3 days
Server-side development
Prerequisites Development Usage
★5 UN-AAMF R&D Team68
Support Unit78
GMP 1580040
Minor Metal43000
Common Metal40900
GMP 15810
Minor Metal422
Common Metal401
Damage Impact Force Penetration
1460 400 Pierces thin wood
Fire Rate (RPM) Effective Range Grouping Auto-aim
640 50.0 603 300

LPG series

LPG-61
(Gryzov Light Machine Gun-61.)
Soviet 7.62mm 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.
LPG-61 Rank 3
Bonuses
Normal Barrel
LMG Stock
Notes
Time: 18 minutes
Prerequisites Development Usage
-- R&D Team24
GMP 170000
GMP 770
Damage Impact Force Penetration
1020 400 Pierces thin wood
Fire Rate (RPM) Effective Range Grouping Auto-aim
720 48.0 518 300

LPG-61
(Gryzov Light Machine Gun-61.)
Soviet 7.62mm 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.
LPG-61 Rank 4
Bonuses
Scope Mount (Upper Option Slot)
4x Rifle Scope (Soviet 1)
150-round Magazine (Loaded Ammo Count Up)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 LPG-61
[LPG-61] Blueprint
R&D Team38
GMP 170000
GMP 3010
Damage Impact Force Penetration
1190 400 Pierces thin wood
Fire Rate (RPM) Effective Range Grouping Auto-aim
720 48.0 520 300

LPG-61
(Gryzov Light Machine Gun-61.)
Soviet 7.62mm 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.
LPG-61 Rank 5
Bonuses
Side Mount (Side Option Slot)
Laser Sight (U.S. 2)
200-round Magazine (Loaded Ammo Count)
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 LPG-61 R&D Team55
GMP 890000
GMP 5500
Damage Impact Force Penetration
1360 400 Pierces thin wood
Fire Rate (RPM) Effective Range Grouping Auto-aim
720 48.0 520 300

LPG-61
(Gryzov Light Machine Gun-61.)
Soviet 7.62mm 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.
(Provide Image)
Bonuses
--
Notes
Time: --
Prerequisites Development Usage
★5 LPG-61 R&D Team75
Support Unit85
GMP 1673000
Minor Metal47000
Common Metal44600
GMP 16730
Minor Metal461
Common Metal438
Damage Impact Force Penetration
-- -- Pierces thin wood
Fire Rate (RPM) Effective Range Grouping Auto-aim
-- -- -- --

Machine guns

Rocket Launchers[]

GROM-11 series

GROM-11
(Grom Rocket Launcher-11.)
Soviet rocket-propelled grenade launcher.
Cheaper to use than other launchers, and also easy to modify.
GROM-11 Rank 2
Bonuses
--
Notes
Time: 0 minutes
Prerequisites Development Usage
-- R&D Team 12
GMP 120000
Common Metal 200
GMP 840
Common Metal 20
Damage Impact Force Penetration
2940 4000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 200.0 346 400

GROM-11
(Grom Rocket Launcher-11.)
Soviet rocket-propelled grenade launcher.
Cheaper to use than other launchers, and also easy to modify.
GROM-11 Rank 3
Bonuses
Stopping Power Up
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 GROM-11 R&D Team 17
GMP 255000
Common Metal 900
GMP 1790
Common Metal 90
Damage Impact Force Penetration
3850 4000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 200.0 346 400

GROM-11
(Grom Rocket Launcher-11.)
Soviet rocket-propelled grenade launcher.
Cheaper to use than other launchers, and also easy to modify.
GROM-11 Rank 4
Bonuses
Side Mount (Side Option Slot)
Laser Sight (U.S. 2)
Tandem Warhead Conversion (Damage Up)
Total Portable Ammo Up
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 GROM-11 R&D Team 22
GMP 460000
Common Metal 2000
GMP 2800
Common Metal 200
Damage Impact Force Penetration
4485 5500 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 200.0 346 400

FB MR series

FB MR R-Launcher
(Falkenberg Multi-Role Rocket Launcher)
Warhead-specific large-caliber recoilless rifle.
Customized to fire special warheads.
FB MR R-Launcher Rank 3
Bonuses
--
Notes
Time: 18 minutes
Prerequisites Development Usage
-- R&D Team29
GMP 269000
Common Metal 900
GMP 1890
Common Metal 30
Damage Impact Force Penetration
3850 4500 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 200.0 367 450

FB MR R-Launcher
(Falkenberg Multi-Role Rocket Launcher)
Warhead-specific large-caliber recoilless rifle.
Customized to fire special warheads.
FB MR R-Launcher Rank 4
Bonuses
Stopping Power Up
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 FB MR R-LAUNCHER
[FB MR R-LAUNCHER] Blueprint
R&D Team29
GMP 500000
Common Metal 2000
GMP 3360
Common Metal 200
Damage Impact Force Penetration
4600 5500 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 200.0 367 450

FB MR R-Launcher
(Falkenberg Multi-Role Rocket Launcher)
Warhead-specific large-caliber recoilless rifle.
Customized to fire special warheads.
FB MR R-Launcher Rank 5
Bonuses
Side Mount (Side Option Slot)
Laser Sight (U.S. 1)
Total Portable Ammo Up
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 FB MR R-LAUNCHER R&D Team39
GMP 760000
Common Metal 4000
GMP 5110
Common Metal 320
Damage Impact Force Penetration
4800 5500 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 200.0 367 450

FB MR R-L NLSP
(Falkenberg Multi-Role Rocket Launcher)
Warhead-specific large-caliber recoilless rifle.
Customized to fire special warheads.
FB MR R-Launcher Rank 5
Bonuses
Sleeping Gas Conversion (Attack Type: Non-lethal)
Notes
Time: 10 days
Server-side development
Usable by FOB staff
Prerequisites Development Usage
★5 FB MR R-LAUNCHER R&D Team86
Medical Team97
GMP 3964940
Fuel Resources 67500
Digitalis Lutea 1300
GMP 31720
Fuel Resources 540
Digitalis Lutea 15
Damage Impact Force Penetration
3850 900 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 200.0 367 450

FB MR R-L NLSP
(Falkenberg Multi-Role Rocket Launcher)
Warhead-specific large-caliber recoilless rifle.
Customized to fire special warheads.
FB MR R-Launcher Rank 5
Bonuses
Total Portable Ammo Up
Notes
Time: 10 days
Server-side development
Usable by FOB staff
Prerequisites Development Usage
★7 FB MR R-LAUNCHER R&D Team122
Support Unit135
GMP 7704410
Minor Metal 408100
Tarragon 11500
GMP 67410
Minor Metal 1530
Tarragon 718
Damage Impact Force Penetration
4000 900 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 200.0 367 450

FB MR R-L NLSP
(Falkenberg Multi-Role Rocket Launcher)
Warhead-specific large-caliber recoilless rifle.
Customized to fire special warheads.
(Provide Image)
Bonuses
--
Notes
Time: --
Prerequisites Development Usage
★9 FB MR R-LAUNCHER -- --
Damage Impact Force Penetration
Fire Rate (RPM) Effective Range Grouping Auto-aim

FB MR R-L MK-II
(Falkenberg Multi-Role Rocket Launcher)
Warhead-specific large-caliber recoilless rifle.
Customized to fire special warheads.
FB MR R-Launcher Rank 3
Bonuses
Grenade Conversion (Blast Radius Up)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 FB MR R-LAUNCHER
[FB MR R-LAUNCHER] Blueprint
R&D Team Skill Gunsmith (Missile Launchers)
R&D Team31
GMP 560000
Biological Material 2000
GMP 3610
Biological Material 200
Damage Impact Force Penetration
4025 4500 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 200.0 367 450

FB MR R-L MK-II
(Falkenberg Multi-Role Rocket Launcher)
Warhead-specific large-caliber recoilless rifle.
Customized to fire special warheads.
FB MR R-Launcher Rank 4
Bonuses
Stopping Power Up
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 FB MR R-L MK-II R&D Team44
GMP 790000
Biological Material 4000
GMP 5250
Biological Material 320
Damage Impact Force Penetration
4680 4500 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 200.0 367 450

FB MR R-L MK-II
(Falkenberg Multi-Role Rocket Launcher)
Warhead-specific large-caliber recoilless rifle.
Customized to fire special warheads.
FB MR R-Launcher Rank 5
Bonuses
Side Mount (Side Option Slot)
Laser Sight (U.S. 1)
Total Portable Ammo Up
Notes
Time: 5 days
Server-side development
Prerequisites Development Usage
★5 FB MR R-L MK-II R&D Team78
Support Unit88
GMP 2044770
Common Metal 50900
Fuel Resources 48300
GMP 20460
Common Metal 499
Fuel Resources 474
Damage Impact Force Penetration
5100 4500 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 200.0 367 450

KILLER BEE series

KILLER BEE
(Killer Bee Surface to Air Missile-81.)
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
Killer Bee
Bonuses
--
Notes
Time: 18 minutes
Usable by FOB staff
Prerequisites Development Usage
R&D Team Skill Missile Guidance Specialist R&D Team23
GMP 220000
Minor Metal 250
GMP 1540
Minor Metal 10
Damage Impact Force Penetration
2530 3000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 250.0 324 250

KILLER BEE
(Killer Bee Surface to Air Missile-81.)
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
Killer Bee
Bonuses
Stopping Power Up
Lock-on Speed Up
Notes
Time: 36 minutes
Usable by FOB staff
Prerequisites Development Usage
★3 KILLER BEE R&D Team40
GMP 450000
Minor Metal 1000
GMP 2940
Minor Metal 100
Damage Impact Force Penetration
2875 3000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 250.0 324 250

KILLER BEE
(Killer Bee Surface to Air Missile-81.)
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
Killer Bee
Bonuses
Stopping Power Up
Enhanced Homing
Total Portable Ammo Up
Notes
Time: 1 hour 12 minutes
Usable by FOB staff
Prerequisites Development Usage
★4 KILLER BEE R&D Team55
GMP 670000
Minor Metal 2000
GMP 4550
Minor Metal 160
Damage Impact Force Penetration
3240 3000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 250.0 324 250

KILLER BEE
(Killer Bee Surface to Air Missile-81.)
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
Killer Bee
Bonuses
Stopping Power Up
Lock-on Speed Up
Total Porable Ammo Up
Notes
Time: 2 hour 24 minutes
Usable by FOB staff
Prerequisites Development Usage
★5 KILLER BEE R&D Team57
GMP 1030000
Precious Metal 5000
GMP 5880
Precious Metal 220
Damage Impact Force Penetration
3625 3000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 250.0 324 250

KILLER BEE
(Killer Bee Surface to Air Missile-81.)
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
Killer Bee
Bonuses
Stopping Power Up
Lock-on Speed Up
Notes
Time: 7 days
Server-side development
Usable by FOB staff
Prerequisites Development Usage
★6 KILLER BEE R&D Team122
Intel Team135
GMP 4622660
Biological Material 244900
Tarragon 6900
GMP 40450
Biological Material 910
Tarragon 431
Damage Impact Force Penetration
5100 3000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 250.0 324 250

KILLER BEE
(Killer Bee Surface to Air Missile-81.)
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
Killer Bee
Bonuses
Stopping Power Up
Lock-on Speed Up
Notes
Time: 8 days
Server-side development
Usable by FOB staff
Prerequisites Development Usage
★9 KILLER BEE R&D Team129
Base Development Unit142
GMP 5061770
Biological Material 261900
Minor Metal 235800
GMP 68300
Biological Material 3530
Minor Metal 3183
Damage Impact Force Penetration
5200 3000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 250.0 324 250

KILLER BEE
(Killer Bee Surface to Air Missile-81.)
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
Killer Bee
Bonuses
--
Notes
Time: --
Server-side development
Usable by FOB staff
Prerequisites Development Usage
★10 KILLER BEE R&D Team129
Combat Unit152
GMP 5810560
Biological Material 293600
Fuel Resources 264300
--
Damage Impact Force Penetration
-- -- No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
-- -- -- --

CGM 25 series

CGM 25
(Cluster Guided Missile 25.)
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
Bonuses
--
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 KILLER BEE
R&D Team Skill Gunsmith (Missile Launchers)
R&D Team48
Intel Team48
GMP 450000
GMP 3850
Minor Metal 50
Damage Impact Force Penetration
2415 4000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 200.0 303 300

CGM 25
(Cluster Guided Missile 25.)
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
Bonuses
Stopping Power Up
Enhanced Homing
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 CGM 25 R&D Team36
Medical Team31
GMP 420000
Golden Crescent 200
Digitalis Purpurea --
GMP 5530
Minor Metal 250
Damage Impact Force Penetration
2640 4000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 200.0 303 300

CGM 25
(Cluster Guided Missile 25.)
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
Bonuses
Warhead No. Up (Max Lock-ons: 8)
Total Portable Ammo Up
Notes
Time: 2 hours 24 minutes
Prerequisites Development Usage
★5 CGM 25 R&D Team49
GMP 610000
GMP 6860
Precious Metal 200
Damage Impact Force Penetration
2750 4000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 200.0 303 300

CGM 25
(Cluster Guided Missile 25.)
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
Bonuses
Stopping Power Up
Lock-on Speed Up
Notes
Time: 6 days
Server-side development
Prerequisites Development Usage
★7 CGM 25 Support Unit120
Combat Unit132
GMP 11232200
Fuel Resources 569000
Common Metal 540500
GMP 168490
Fuel Resources 3120
Common Metal 2970
Damage Impact Force Penetration
4700 4000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 200.0 303 300

FB MR R-L Fulton Warheads series

FB MR R-L FLTN
(Falkenberg Multi-Role Rocket Launcher)
Warhead specific large-caliber recoilless rifle.
Customized to fire special warheads.
Pic01e
Bonuses
Fulton Warhead Conversion
Notes
Time: 23 hours, 30 minutes
Server-side development
Instant Development: 197 MB Coins
Prerequisites Development Usage
Requires the May 10 update (delayed to April 18, 2017[1][2]). R&D Team45
GMP 576800
Minor Metal 9375
Fuel Resources 7200
GMP 5460
Minor Metal 350
Damage Impact Force Penetration
3600 1000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 200.0 340 400

FB MR R-L FLTN
(Falkenberg Multi-Role Rocket Launcher)
Warhead specific large-caliber recoilless rifle.
Customized to fire special warheads.
Pic01e
Bonuses
Total Portable Ammo Up
Notes
Time: 2 days
Server-side development
Prerequisites Development Usage
★5 FB MR R-L FLTN R&D Team55
Base Development Unit60
GMP 865200
Minor Metal 12500
Fuel Resources 9500
GMP 6860
Minor Metal 480
Damage Impact Force Penetration
3600 1000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 200.0 340 400

FB MR R-L FLTN
(Falkenberg Multi-Role Rocket Launcher)
Warhead specific large-caliber recoilless rifle.
Customized to fire special warheads.
Pic01e
Bonuses
Total Portable Ammo Up
Notes
Time: 3 days 12 hours
Server-side development
Prerequisites Development Usage
★5 FB MR R-L FLTN R&D Team75
Combat Unit88
GMP 3992520
Minor Metal 61800
Fuel Resources 55700
GMP 39930
Minor Metal 610
Fuel Resources 557
Damage Impact Force Penetration
3600 1000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 200.0 340 400

FB MR R-L FLTN
(Falkenberg Multi-Role Rocket Launcher)
Warhead specific large-caliber recoilless rifle.
Customized to fire special warheads.
Pic01e
Bonuses
Total Portable Ammo Up
Notes
Time: 4 days 12 hours
Server-side development
Prerequisites Development Usage
★8 FB MR R-L FLTN R&D Team139
Base Development Unit152
GMP 9311820
Minor Metal 470500
Biological Material 423400
GMP 125710
Minor Metal 6350
Biological Material 5715
Damage Impact Force Penetration
3600 1000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 200.0 340 400

FB MR R-L FLTN
(Falkenberg Multi-Role Rocket Launcher)
Warhead specific large-caliber recoilless rifle.
Customized to fire special warheads.
Pic01e
Bonuses
Total Portable Ammo Up
Notes
Time: 4 days 12 hours
Server-side development
Prerequisites Development Usage
★10 FB MR R-L FLTN R&D Team148
Base Development Unit161
GMP 10960460
Minor Metal 539400
Biological Material 485500
--
Damage Impact Force Penetration
3600 1000 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 200.0 340 400

Rocket Launchers

Shields[]

Main article: Ballistic shield
PB SHIELD standard series

PB SHIELD
(Personal Ballistic Shield)
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 (Targeting/Right Mouse/L2) button. (Only secondary weapons can be used while shield is raised.)
(Provide Image)
Bonuses
--
Notes
Time: 0 minutes
Usable by FOB staff
Prerequisites Development Usage
-- R&D Team13
GMP 40000
Fuel Resources 200
GMP 100
Fuel Resources 10
Durability
500

PB SHIELD
(Personal Ballistic Shield)
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 (Targeting/Right Mouse/L2) button. (Only secondary weapons can be used while shield is raised.)
(Provide Image)
Bonuses
Durability Up
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 PB SHIELD
[PB SHIELD] Blueprint
R&D Team23
GMP 100000
Fuel Resources 900
GMP 2000
Fuel Resources 20
Durability
800

PB SHIELD
(Personal Ballistic Shield)
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 (Targeting/Right Mouse/L2) button. (Only secondary weapons can be used while shield is raised.)
(Provide Image)
Bonuses
Durability Up
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 PB SHIELD R&D Team27
GMP 200000
Fuel Resources 2000
GMP 35000
Fuel Resources 50
Durability
1000

PB SHIELD SIL series

PB SHIELD (SIL)
(Personal Ballistic Shield [Silver])
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 (Targeting/Right Mouse/L2) button. (Only secondary weapons can be used while shield is raised.)
(Provide Image)
Bonuses
--
Notes
Time: 0 minutes
Prerequisites Development Usage
Requires either voucher codes included in the Collector's Edition/Day One Editions, or otherwise preordering them from select store chains in Japan. R&D Team1
GMP 10000
GMP 100
Durability
500

PB SHIELD (SIL)
(Personal Ballistic Shield [Silver])
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 (Targeting/Right Mouse/L2) button. (Only secondary weapons can be used while shield is raised.)
(Provide Image)
Bonuses
Durability Up
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 PB SHIELD (SIL) R&D Team18
GMP 80000
Fuel Resources 900
GMP 1800
Fuel Resources 20
Durability
800

PB SHIELD (SIL)
(Personal Ballistic Shield [Silver])
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 (Targeting/Right Mouse/L2) button. (Only secondary weapons can be used while shield is raised.)
(Provide Image)
Bonuses
Durability Up
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 PB SHIELD (SIL) R&D Team32
GMP 180000
Fuel Resources 2000
GMP 3200
Fuel Resources 50
Durability
1000

PB SHIELD OD series

PB SHIELD (OD)
(Personal Ballistic Shield [Olive Drab])
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 (Targeting/Right Mouse/L2) button. (Only secondary weapons can be used while shield is raised.)
(Provide Image)
Bonuses
--
Notes
Time: 0 minutes
Prerequisites Development Usage
Requires either voucher codes included in the Collector's Edition/Day One Editions, or otherwise preordering them from select store chains in Japan. R&D Team1
GMP 10000
GMP 100
Durability
500

PB SHIELD (OD)
(Personal Ballistic Shield [Olive Drab])
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 (Targeting/Right Mouse/L2) button. (Only secondary weapons can be used while shield is raised.)
(Provide Image)
Bonuses
Durability Up
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 PB SHIELD (OD) R&D Team18
GMP 80000
Fuel Resources 900
GMP 1800
Fuel Resources 20
Durability
800

PB SHIELD (OD)
(Personal Ballistic Shield [Olive Drab])
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 (Targeting/Right Mouse/L2) button. (Only secondary weapons can be used while shield is raised.)
(Provide Image)
Bonuses
Durability Up
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 PB SHIELD (OD) R&D Team32
GMP 180000
Fuel Resources 2000
GMP 3200
Fuel Resources 50
Durability
1000

PB SHIELD WHT series

PB SHIELD (WHT)
(Personal Ballistic Shield [White])
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 (Targeting/Right Mouse/L2) button. (Only secondary weapons can be used while shield is raised.)
(Provide Image)
Bonuses
--
Notes
Time: 0 minutes
Prerequisites Development Usage
Requires either voucher codes included in the Collector's Edition/Day One Editions, or otherwise preordering them from select store chains in Japan. R&D Team1
GMP 10000
GMP 100
Durability
500

PB SHIELD (WHT)
(Personal Ballistic Shield [White])
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 (Targeting/Right Mouse/L2) button. (Only secondary weapons can be used while shield is raised.)
(Provide Image)
Bonuses
Durability Up
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 PB SHIELD (WHT) R&D Team18
GMP 80000
Fuel Resources 900
GMP 1800
Fuel Resources 20
Durability
800

PB SHIELD (WHT)
(Personal Ballistic Shield [White])
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 (Targeting/Right Mouse/L2) button. (Only secondary weapons can be used while shield is raised.)
(Provide Image)
Bonuses
Durability Up
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 PB SHIELD (WHT) R&D Team32
GMP 180000
Fuel Resources 2000
GMP 3200
Fuel Resources 50
Durability
1000

PB SHIELD GLD series

PB SHIELD (GLD)
(Personal Ballistic Shield [Gold])
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 (Targeting/Right Mouse/L2) button. (Only secondary weapons can be used while shield is raised.)
(Provide Image)
Bonuses
--
Notes
Time: 0 minutes
Prerequisites Development Usage
Requires either voucher codes included in the Collector's Edition/Day One Editions, or otherwise preordering them from select store chains in Japan. R&D Team1
GMP 10000
GMP 100
Durability
500

PB SHIELD (GLD)
(Personal Ballistic Shield [Gold])
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 (Targeting/Right Mouse/L2) button. (Only secondary weapons can be used while shield is raised.)
(Provide Image)
Bonuses
Durability Up
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 PB SHIELD (GLD) R&D Team18
GMP 80000
Fuel Resources 900
GMP 1800
Fuel Resources 20
Durability
800

PB SHIELD (GLD)
(Personal Ballistic Shield [Gold])
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 (Targeting/Right Mouse/L2) button. (Only secondary weapons can be used while shield is raised.)
(Provide Image)
Bonuses
Durability Up
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 PB SHIELD (GLD) R&D Team32
GMP 180000
Fuel Resources 2000
GMP 3200
Fuel Resources 50
Durability
1000

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.
WU S.Pistol Rank 1 optim
Bonuses
Suppressor (Durability: Low)
Notes
Time: 0 minutes
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.
WU S.Pistol Rank 2 optim
Bonuses
Long Barrel Conversion (Effective Range Up)
Undermount (Lower Option Slot)
Flashlight
Stopping Power Up
Notes
Time: 0 minutes
Prerequisites Development Usage
★1 WU S.PISTOL R&D Team7
GMP 70000
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.
WU S.Pistol Rank 3 optim
Bonuses
Long Magazine (Loaded Ammo Count Up)
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 WU S.PISTOL R&D Team20
Golden Crescent60
GMP 200000
GMP 2000
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.
WU S.Pistol Rank 4 optim
Bonuses
Flashlight + Laser Sight
Stopping Power Up
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 WU S.PISTOL R&D Team35
Golden Crescent120
GMP 410000
GMP 3900
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.
WU S.Pistol Rank 5 optim
Bonuses
Built-in Suppressor (Durability: Unlimited)
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 WU S.PISTOL
A R&D Team skillNoise Suppression Specialist
R&D Team47 Intel Team47
Golden Crescent480 Digitalis Purpurea120
GMP 790000
Golden Crescent32 Digitalis Purpurea2
GMP 7500
Damage Impact Force Penetration
1500 200 dart
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 34.5 387 384

WU S.PISTOL CB
(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.
WU S.Pistol CB Rank 8 optim
Bonuses
Carbine Conversion (Closer Shot Grouping)
Underbarrel Conversion (Undermount Slot)
3x Short Scope
Notes
Time: 12 days
Server-side development.
Prerequisites Development Usage
★5 WU S.PISTOL R&D Team85 Medical Team95
Golden Crescent7100 Precious Metal57800
GMP 7648000
Golden Crescent320 Precious Metal850
GMP 64250
Damage Impact Force Penetration
1500+ 200 dart
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 34.5+ 387+ 384-

WU S.PISTOL +SB
(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.
WU S.Pistol Rank 5 optim
Bonuses
Tranquilizer Round Fast-acting Conversion (Damage Up)
Notes
Time: 5 days
Server-side development.
Prerequisites Development Usage
★5 WU S.PISTOL
A R&D Team skillAnesthesia Specialist
R&D Team79 Medical Team89
Haoma1000 Digitalis Lutea1000
GMP 2921100
Haoma50 Digitalis Lutea50
GMP 29220
Damage Impact Force Penetration
4500 200 dart
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 34.5 387 384

WU S.PISTOL AP
(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.
WU S.Pistol Rank 4 optim
Bonuses
Tranquilizer Round Glass-piercing Conversion (Penetration Up)
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 WU S.PISTOL
A R&D Team skillAnesthesia Specialist
R&D Team49 Medical Team49
Golden Crescent400
GMP 610000
Golden Crescent32
GMP 5700
Damage Impact Force Penetration
1500 200 glass
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 34.5 387 384

WU S.PISTOL 9
(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.
WU S.Pistol Rank 4 optim
Bonuses
9mm Live Round Conversion (Attack Type: Lethal)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 WU S.PISTOL
A R&D Team skillGunsmith (Handguns)
R&D Team30
Common Metal2000
GMP 360000
Common Metal200
GMP 3400
Damage Impact Force Penetration
962 200 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 49.5 347 368

WU S.PISTOL 9
(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.
WU S.Pistol Rank 5 optim
Bonuses
Built-in Suppressor (Durability: Unlimited)
Notes
Time: 5 days
Server-side development.
Prerequisites Development Usage
★4 WU S.PISTOL 9
A R&D Team skillNoise Suppression Specialist
R&D Team78 Intel Team88
Tarragon4800 Common Metal48300
GMP 2921100
Tarragon144 Common Metal474
GMP 29220
Damage Impact Force Penetration
~1995 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.
AM D114 Rank 1 optim
Bonuses
Notes
Time: 0 minutes
Usable by FOB staff.
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.
AM D114 Rank 2 optim
Bonuses
Suppressor (Durability: Low)
Notes
Time: 0 minutes
Prerequisites Development Usage
★1 AM D114 R&D Team12 Intel Team12
GMP 120000
GMP 1200
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.
AM D114 Rank 3 optim
Bonuses
Undermount (Lower Option Slot)
Flashlight
Long Magazine (Loaded Ammo Count Up)
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 AM D114 R&D Team22
Common Metal900
GMP 256000
GMP 2500
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.
AM D114 Rank 4 optim
Bonuses
Suppressor (Durability: Medium)
Operating Precision Up (Grouping/Auto-Aim Range Up)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 AM D114 R&D Team31 Intel Team31
GMP 370000
GMP 3500
Damage Impact Force Penetration
700 300 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 35 278 624

AM D114 CB
(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.
AM D114 Rank 6 optim
Bonuses
Carbine Conversion (Closer Shot Grouping)
Underbarrel Conversion (Undermount Slot)
Scope Mount (Upper Option Slot)
3x Short Scope
Notes
Time: 2h, 24m
Prerequisites Development Usage
★4 AM D114 R&D Team57
GMP 960000
GMP 8200
Damage Impact Force Penetration
900 300 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 41 303 650

AM D114-9
(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.
AM D114 Rank 4 optim
Bonuses
Piercing Round Conversion (Penetration Up)
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 AM D114
A R&D Team skillGunsmith (Handguns)
R&D Team48
Minor Metal2000
GMP 600000
Minor Metal160
GMP 5500
Damage Impact Force Penetration
800 300 thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 36 278 598

AM D114LB-45
(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.
AM D114LB Rank 4 optim
Bonuses
Long Barrel Conversion (Effective Range Up)
Operating Precision Up (Grouping/Auto-Aim Range Up)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 AM D114
A R&D Team skillGunsmith (Handguns)
R&D Team33
GMP 390000
GMP 3650
Damage Impact Force Penetration
700 300 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 44.9 203 352

AM D114LB-45
(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.
AM D114LB Rank 5p optim
Bonuses
Compensator (Closer Shot Grouping)
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 AM D114LB-45 R&D Team51
GMP 630000
GMP 6000
Damage Impact Force Penetration
800 300 thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 46 203 336

AM D114LB-9
(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.
AM D114LB Rank 5p optim
Bonuses
Piercing Round Conversion (Penetration Up)
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 AM D114LB-45
A R&D Team skillGunsmith (Handguns)
R&D Team50
Minor Metal2000
GMP 620000
Minor Metal160
GMP 5900
Damage Impact Force Penetration
800 300 thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 46 203 336

AM D114LB-9
(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.
AM D114LB Rank 5p optim
Bonuses
Compensator (Closer Shot Grouping)
Notes
Time: 24 hour(s)
Server-side development.
Prerequisites Development Usage
★5 AM D114LB-9 R&D Team62 Combat Unit72
Common Metal31300 Minor Metal29800
GMP 1991600
Common Metal307 Minor Metal293
GMP 19920
Damage Impact Force Penetration
800+ 300 thin metal
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 46 203+ 336

AM D114LB-9
(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.
AM D114LB Rank 5p optim
Bonuses
Piercing Round Conversion (Penetration Up)
Notes
Time: 8 day(s)
Server-side development.
Prerequisites Development Usage
★7 AM D114LB-9 R&D Team137 Combat Unit150
Common Metal554500 Minor Metal49900
GMP 14189130
Common Metal7480 Minor Metal6736
GMP 191550
Damage Impact Force Penetration
800+ 300+ anti-material
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 46 203+ 336

AM D114LB-9
(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.
AM D114LB Rank 5p optim
Bonuses
Stopping Power Up
Notes
Time: 24 hour(s)
Server-side development.
Prerequisites Development Usage
★10 AM D114LB-9 R&D Team146 Base Development Unit159
Common Metal568900 Fuel Resources632100
GMP 12320830
Common Metal307 Minor Metal293
GMP 19920
Damage Impact Force Penetration
800+ 300+ anti-material
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 46 203+ 336

[3]

Burkov

BURKOV
(Burkov Pistol)
Soviet 9mm automatic handgun.
A medium-caliber handgun with a good balance between stopping power and recoil.
Burkov Rank 1 optim
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
R&D Team2
GMP 20000
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.
Burkov Rank 2 optim
Bonuses
Suppressor (Durability: Low)
Notes
Time: 0 minutes
Prerequisites Development Usage
★1 BURKOV R&D Team8 Intel Team8
GMP 80000
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.
Burkov Rank 3 optim
Bonuses
Undermount (Lower Option Slot)
Flashlight
Long Magazine (Loaded Ammo Count Up)
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 BURKOV R&D Team18
Common Metal900
GMP 230000
GMP 2300
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.
Burkov Rank 5 optim
Bonuses
Built-in Suppressor (Durability: Unlimited)
Notes
Time: 72 minutes
Prerequisites Development Usage
★3 BURKOV
A R&D Team skillNoise Suppression Specialist
R&D Team50 Intel Team50
GMP 620000
GMP 5900
Damage Impact Force Penetration
800 200 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 35 280 480

BURKOV TB
(Burkov Pistol)
Soviet 9mm automatic handgun.
A medium-caliber handgun with a good balance between stopping power and recoil.
Burkov Rank 3 optim
Bonuses
Tranquilizer Round Conversion (Attack Type: Non-lethal)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 BURKOV
A R&D Team skillAnesthesia Specialist
R&D Team33 Medical Team33
Golden Crescent200 Digitalis Purpurea160
GMP 450000
Golden Crescent10 Digitalis Purpurea6
GMP 4200
Damage Impact Force Penetration
1312 200 dart
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 22 320 480

BURKOV HS
(Burkov Pistol)
Soviet 9mm automatic handgun.
A medium-caliber handgun with a good balance between stopping power and recoil.
Burkov Rank 5 optim
Bonuses
Built-in Suppressor (Durability: Unlimited)
Notes
Time: 5 days
Server-side development.
Prerequisites Development Usage
★4 BURKOV TB
A R&D Team skillNoise Suppression Specialist
R&D Team72 Intel Team82
Golden Crescent6000 Digitalis Lutea1000
GMP 2921100
Golden Crescent180 Digitalis Lutea50
GMP 29220
Damage Impact Force Penetration
1312+ 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.
Geist P3 Rank 2 optim
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
R&D Team9
GMP 90000
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.
Geist P3 Rank 3 optim
Bonuses
Undermount (Lower Option Slot)
Flashlight
Long Magazine 1 (Loaded Ammo Count Up)
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 GEIST P3
[GEIST P3] Blueprint
R&D Team19
GMP 195000
GMP 1900
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.
Geist P3 Rank 3 optim
Bonuses
3-round Burst Conversion (Enables 3-round Burst Fire)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 GEIST P3 R&D Team33
GMP 420000
GMP 3900
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.
Geist P3 Rank 5 optim
Bonuses
Long Magazine 2 (Loaded Ammo Count Up)
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 GEIST P3 R&D Team51
GMP 660000
GMP 6300
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.
Geist P3 Rank 5 optim
Bonuses
Compensator (Closer Shot Grouping)
Notes
Time: 24 hour(s)
Server-side development.
Prerequisites Development Usage
★5 GEIST P3 R&D Team64 Combat Unit74
Minor Metal31300 Common Metal29800
GMP 1991600
Minor Metal307 Common Metal293
GMP 19920
Damage Impact Force Penetration
800+ 200 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
1020 35 296+ 480

GEIST P3 CB
(Geist P3 Pistol )
9mm handgun with an unconventional design.
The lightweight slide enables smoother rapid-fire capability.
Geist P3 CB Rank 8 optim
Bonuses
Carbine Conversion (Closer Shot Grouping)
Underbarrel Conversion (Undermount Slot)
Scope Mount (Upper Option Slot)
3x Short Scope
Notes
Time: 3 days, 11h, 30m
Server-side development.
Prerequisites Development Usage
★7 GEIST P3 R&D Team123 Intel Team112
Common Metal312300 Black Carrot11200
GMP 11398600
Common Metal930 Black Carrot560
GMP 79790
Damage Impact Force Penetration
800+ 200 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
1020 35+ 296+ 480-

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.
WU S333 Rank 3 optim
Bonuses
Notes
Time: 18 minutes
Prerequisites Development Usage
R&D Team14
GMP 100000
GMP 1000
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.
WU S333 Rank 3 optim
Bonuses
Reload Speed Up
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 WU S333
[WU S333] Blueprint
R&D Team27
GMP 330000
GMP 3300
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.
WU S333 Rank 5 optim
Bonuses
Scope Mount (Upper Option Slot)
Dot Sight 2
Undermount (Lower Option Slot)
Flashlight
Overpressure Round Conversion (Damage Up)
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 WU S333 R&D Team46
Biological Material4000
GMP 600000
Biological Material320
GMP 5500
Damage Impact Force Penetration
2000 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.
WU S333 Rank 5 optim
Bonuses
Counterweight (Closer Shot Grouping)
Enhanced Overpressure Rounds (Damage Up)
Notes
Time: 5 days, 23h, 30m
Server-side development.
Prerequisites Development Usage
★5 WU S333 R&D Team106 Combat Unit117
Minor Metal283700 Biological Material269500
GMP 8497800
Minor Metal850 Biological Material800
GMP 67980
Damage Impact Force Penetration
2000+ 600 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
180 40+ 174+ 342-

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.
WU S324LB Rank 4 optim
Bonuses
Long Barrel Conversion (Effective Range Up)
Reload Speed Up
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 WU S333
[WU S333] Blueprint
A R&D Team skillGunsmith (Handguns)
R&D Team30
GMP 390000
GMP 3650
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.
WU S324LB Rank 5 optim
Bonuses
Scope Mount (Upper Option Slot)
3x Short Scope
Undermount (Lower Option Slot)
Laser Sight 1
Overpressure Round Conversion (Damage Up)
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 WU S324LB R&D Team48
Biological Material4000
GMP 700000
Biological Material320
GMP 6700
Damage Impact Force Penetration
2000 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.
WU S324LB Rank 5 optim
Bonuses
Counterweight (Closer Shot Grouping)
Enhanced Overpressure Rounds (Damage Up)
Notes
Time: 5 days, 23h, 30m
Server-side development.
Prerequisites Development Usage
★5 WU S324LB R&D Team129 Intel Team113
Common Metal495700 Minor Metal470900
GMP 15103100
Common Metal1480 Minor Metal1410
GMP 105720
Damage Impact Force Penetration
2000+ 600 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
180 46- 174+ 304+

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.
WU S362SB Rank 4 optim
Bonuses
Snub Nose Conversion (Firing Speed/Auto-Aim Range Up)
Reload Speed Up
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 WU S333
[WU S333] Blueprint
A R&D Team skillGunsmith (Handguns)
R&D Team26
GMP 320000
GMP 3200
Damage Impact Force Penetration
1400 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.
WU S362SB Rank 5 optim
Bonuses
Compensator (Closer Shot Grouping)
Scope Mount (Upper Option Slot)
Dot Sight 2
Undermount (Lower Option Slot)
Flashlight
Overpressure Round Conversion (Damage Up)
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 WU S362SB R&D Team44
Biological Material4000
GMP 610000
Biological Material320
GMP 5700
Damage Impact Force Penetration
2000 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.
WU S362SB Rank 5 optim
Bonuses
Enhanced Overpressure Rounds (Damage Up)
Notes
Time: 5 days, 23h, 30m
Server-side development.
Prerequisites Development Usage
★5 WU S362SB R&D Team125 Support Unit114
Minor Metal411500 African Peach 13300
GMP 14091200
Minor Metal1230 African Peach 660
GMP 98630
Damage Impact Force Penetration
2000+ 600 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
225 36+ 146- 456-

URAGAN revolvers

URAGAN-5
(BTS Instrument Design Bureau Uragan-5 Pistol)
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.
URAGAN-5 Rank 3 optim
Bonuses
Notes
Time: 18 minutes
Prerequisites Development Usage
R&D Team21
GMP 120000
GMP 1200
Damage Impact Force Penetration
675 250 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
150 21 137 500

URAGAN-5P
(BTS Instrument Design Bureau Uragan-5 Pistol)
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.
URAGAN-5 Rank 4p optim
Bonuses
Long Barrel Conversion (Effective Range Up)
Scope Mount (Upper Option Slot)
Dot Sight 1
Undermount (Lower Option Slot)
Flashlight
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 URAGAN-5
[URAGAN-5] Blueprint
R&D Team35
GMP 450000
GMP 4200
Damage Impact Force Penetration
787 250 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
150 25.2 144 450

URAGAN-5 SLUG
(BTS Instrument Design Bureau Uragan-5 Pistol)
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.
URAGAN-5 Rank 4p optim
Bonuses
Slug Round Conversion (Damage Up)
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 URAGAN-5P
A R&D Team skillGunsmith (Handguns)
R&D Team53
Common Metal4000
GMP 650000
Common Metal320
GMP 6200
Damage Impact Force Penetration
3800 250 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
150 42 136 432

URAGAN-5 AIR-S
(BTS Instrument Design Bureau Uragan-5 Pistol)
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.
URAGAN-5 Rank 4p optim
Bonuses
Air Shock Round Conversion (Attack Type: Non-lethal)
Notes
Time: 2h, 24m
Prerequisites Development Usage
★4 URAGAN-5P
A R&D Team skillGunsmith (Handguns)
R&D Team60
Fuel Resources7200
GMP 1010000
Fuel Resources360
GMP 8400
Damage Impact Force Penetration
4500 600 glass
Fire Rate (RPM) Effective Range Grouping Auto-aim
150 24 144 450

Zorn-KP

ZORN-KP
(Zorn Kampf Pistole)
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.
ZORN-KP Rank 3 optim
Bonuses
Notes
Time: 18 minutes
Prerequisites Development Usage
R&D Team28
Common Metal900
GMP 240000
Common Metal50
GMP 2400
Damage Impact Force Penetration
3120 2000 --
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 20 169 500

ZORN-KP
(Zorn Kampf Pistole)
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.
ZORN-KP Rank 4 optim
Bonuses
Undermount (Lower Option Slot)
Laser Sight 2
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 ZORN-KP
[ZORN-KP] Blueprint
R&D Team37
Common Metal2000
GMP 450000
Common Metal200
GMP 4200
Damage Impact Force Penetration
3282 2000 --
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 20 176 500

ZORN-KP (SMOKE)
(Zorn Kampf Pistole)
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.
ZORN-KP NL optim
Bonuses
Smoke Round Conversion (Attack Type: Non-lethal)
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 ZORN-KP
A R&D Team skillGunsmith (Handguns)
R&D Team55
Common Metal4000
GMP 670000
Common Metal320
GMP 6500
Damage Impact Force Penetration
-- 2000 gas
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 20 176 500

ZORN-KP (STUN)
(Zorn Kampf Pistole)
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.
ZORN-KP NL optim
Bonuses
Stun Round Conversion (Attack Type: Non-lethal)
Notes
Time: 2h, 24m
Prerequisites Development Usage
★5 ZORN-KP (SMOKE)
A R&D Team skillGunsmith (Handguns)
R&D Team60
Minor Metal3600
GMP 1830000
Minor Metal180
GMP 11500
Damage Impact Force Penetration
4500 2000 --
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 20 176 500

ZORN-KP (SLEEP)
(Zorn Kampf Pistole)
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.
ZORN-KP NL optim
Bonuses
Sleeping Gas Round Conversion (Attack Type: Non-lethal)
Notes
Time: 10 days
Server-side development.
Prerequisites Development Usage
★6 ZORN-KP (STUN)
A R&D Team skillGunsmith (Handguns)
R&D Team84 Medical Team94
African Peach 5300 Digitalis Lutea1000
GMP 5098600
African Peach 318 Digitalis Lutea50
GMP 50990
Damage Impact Force Penetration
4500+ 2000 gas
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 20 176 500

Water Pistol

WATER PISTOL
(Water Pistol)
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.
Tpp Water Pistol optim
Bonuses
Notes
Time: 18 minutes
Prerequisites Development Usage
Children's Reward R&D Team20
GMP 1000
GMP 100
Damage Impact Force Penetration
-- -- --
Fire Rate (RPM) Effective Range Grouping Auto-aim
320 3 691 500

WATER PISTOL
(Water Pistol)
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.
Tpp Water Pistol optim
Bonuses
Effective Range Up
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 WATER PISTOL R&D Team34
GMP 5000
GMP 200
Damage Impact Force Penetration
-- -- --
Fire Rate (RPM) Effective Range Grouping Auto-aim
320 5 670 500

WATER PISTOL
(Water Pistol)
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.
Tpp Water Pistol optim
Bonuses
Effective Range Up
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 WATER PISTOL R&D Team52
GMP 10000
GMP 300
Damage Impact Force Penetration
-- -- --
Fire Rate (RPM) Effective Range Grouping Auto-aim
320 10 649 500

AM A114 RP

AM A114 RP
(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.
AM-A114 RP optim
Bonuses
Notes
Time: 2 days, 23h, 30m
Server-side development.
Prerequisites Development Usage
[AM A114 RP] Blueprint R&D Team68 Support Unit85
Biological Material78800 Wormwood2900
GMP 7559600
Biological Material630 Wormwood116
GMP 60470
Damage Impact Force Penetration
max ~2000 gas
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 ~20 387 ~500

AM A114 RP
(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.
AM-A114 RP optim
Bonuses
Total Portable Ammo Up
Notes
Time: 5 days, 23h, 30m
Server-side development.
Prerequisites Development Usage
★7 AM A114 RP R&D Team98 Medical Team115
Biological Material259200 Wormwood9300
GMP 12520500
Biological Material2590 Wormwood465
GMP 125200
Damage Impact Force Penetration
max ~2000 gas
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 ~20 387 ~500

AM A114 RP
(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.
AM-A114 RP optim
Bonuses
Total Portable Ammo Up
Notes
Time: 5 days, 23h, 30m
Server-side development.
Prerequisites Development Usage
★8 AM A114 RP R&D Team121 Medical Team130
Biological Material652300 Wormwood23400
GMP 18855400
Biological Material6520 Wormwood877
GMP 184220
Damage Impact Force Penetration
max ~2000 gas
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 ~20 387 ~500

AM A114 RP
(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.
AM-A114 RP optim
Bonuses
Total Portable Ammo Up
Notes
Time: 8 days
Server-side development.
Prerequisites Development Usage
★9 AM A114 RP R&D Team137 Medical Team150
Common Metal554500 Tarragon15600
GMP 14189140
Common Metal7480 Tarragon1053
GMP 191550
Damage Impact Force Penetration
max ~2000 gas
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 ~20 387 ~500

AM A114 RP
(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.
AM-A114 RP optim
Bonuses
Total Portable Ammo Up
Notes
Time: 5 days, 23h, 30m
Server-side development.
Prerequisites Development Usage
★10 AM A114 RP R&D Team143 Support Team156
Biological Material611300 Digitalis (Purpurea)17900
GMP 14685160
Biological Material7480 Digitalis (Purpurea)1053
GMP 191550
Damage Impact Force Penetration
max ~2000 gas
Fire Rate (RPM) Effective Range Grouping Auto-aim
60 ~20 387 ~500

Tornado-6 Revolver

TORNADO-6
(TORNADO-6 Revolver)
TORNADO-6
Ocelot's revolver of choice.
Bullets can be ricocheted off walls and other objects to strike nearby enemy soldiers.
Tpp Tornado-6 Revolver optim
Bonuses
Notes
Time: 36 minutes
Server-side development.
Prerequisites Development Usage
[WU S333] Blueprint
A R&D Team skillGunsmith (Handguns)
R&D Team34
Common Metal1000 Minor Metal500
GMP 173000
GMP 3650
Damage Impact Force Penetration
1400- 600 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
180 38 169 400

TORNADO-6
(TORNADO-6 Revolver)
TORNADO-6
Ocelot's revolver of choice.
Bullets can be ricocheted off walls and other objects to strike nearby enemy soldiers.
Tpp Tornado-6 Revolver optim
Bonuses
Total Portable Ammo Up
Stopping Power Up
Notes
Time: 2h, 30m
Server-side development.
Prerequisites Development Usage
★3 TORNADO-6 R&D Team58
Common Metal6000 Minor Metal3500
GMP 804000
Common Metal150 Minor Metal80
GMP 7000
Damage Impact Force Penetration
1400+ 600 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
180 38 169 400

TORNADO-6
(TORNADO-6 Revolver)
TORNADO-6
Ocelot's revolver of choice.
Bullets can be ricocheted off walls and other objects to strike nearby enemy soldiers.
Tpp Tornado-6 Revolver optim
Bonuses
Total Portable Ammo Up
Stopping Power Up
Notes
Time: 35h, 30m
Server-side development.
Prerequisites Development Usage
★5 TORNADO-6 R&D Team73 Support Unit60
Common Metal15000 Minor Metal8000
GMP 1689520
Common Metal300 Minor Metal160
GMP 8800
Damage Impact Force Penetration
1400+ 600 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
180 38 169 400

TORNADO-6
(TORNADO-6 Revolver)
TORNADO-6
Ocelot's revolver of choice.
Bullets can be ricocheted off walls and other objects to strike nearby enemy soldiers.
Tpp Tornado-6 Revolver optim
Bonuses
Total Portable Ammo Up
Stopping Power Up
Notes
Time: 47h, 30m
Server-side development.
Prerequisites Development Usage
★6 TORNADO-6 R&D Team89 Support Unit75
Common Metal28400 Minor Metal25600
GMP 2596400
Common Metal500 Minor Metal150
GMP 20770
Damage Impact Force Penetration
1400+ 600 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
180 38 169 400

Console-exclusive

ADAM-SKA SP.
(Adamska Special)
.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...?
ADAM-SKA SP optim
Bonuses
Notes
Time: 18 minutes
Prerequisites Development Usage
Console-exclusive, paid DLC. -- GMP 2000
Damage Impact Force Penetration
600 300 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
300 35 200 480

WU S333 CB SP.
(Windurger Series 333 Combat Special)
Based on a reliable revolver much loved by veteran gunfighters, but combat customized and given a flat, menacing olive drab paintjob.
Wu S333 CB SP optim
Bonuses
Notes
Time: 18 minutes
Prerequisites Development Usage
Console-exclusive, paid DLC. -- GMP 900
Damage Impact Force Penetration
1200 600 handgun
Fire Rate (RPM) Effective Range Grouping Auto-aim
180 38 169 400

Handguns

Submachine Guns[]

Sz.-336 SMG series

Sz.-336 SMG
(Sodomka zbrojovka Type 336 Submachine Gun.)
7.65mm compact submachine gun.
The use of low-caliber ammunition has allowed for a truly compact design. Ideal for clearing confined spaces.
Sz.-336 SMG Rank 2
Bonuses
Suppressor (Durability Low)
Standard Stock 1
Notes
Time: 0 minutes
Prerequisites Development Usage
-- R&D Team6
Intel Team6
GMP 80
GMP 560
Damage Impact Force Penetration
562 200 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
810 37.0 477 400

Sz.-336 SMG
(Sodomka zbrojovka Type 336 Submachine Gun.)
7.65mm compact submachine gun.
The use of low-caliber ammunition has allowed for a truly compact design. Ideal for clearing confined spaces.
Sz.-336 SMG Rank 3
Bonuses
Long Magazine 1 (Loaded Ammo Count Up)
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 Sz.-336 SMG R&D Team16
GMP 196000
Common Metal 4000
GMP 1330
Damage Impact Force Penetration
675 200 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
810 37.0 477 400

Sz.-336 SMG
(Sodomka zbrojovka Type 336 Submachine Gun.)
7.65mm compact submachine gun.
The use of low-caliber ammunition has allowed for a truly compact design. Ideal for clearing confined spaces.
Sz.-336 SMG Rank 4
Bonuses
Scope Mount (Upper Option Slot)
Dot Sight 2
Undermount (Lower Option Slot)
Laser Sight 2
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 Sz.-336 SMG R&D Team30
GMP 360000
GMP 2380
Damage Impact Force Penetration
787 200 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
810 37.0 481 400

Sz.-336 SMG
(Sodomka zbrojovka Type 336 Submachine Gun.)
7.65mm compact submachine gun.
The use of low-caliber ammunition has allowed for a truly compact design. Ideal for clearing confined spaces.
Sz.-336 SMG Rank 5
Bonuses
Suppressor (Durability: Medium)
Long Magazine 2 (Loaded Ammo Count Up)
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 Sz.-336 SMG R&D Team48
Intel Team48
GMP 600000
Common Metal 4000
GMP 3850
Damage Impact Force Penetration
900 200 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
810 37.0 481 400

Sz.-336 SMG
(Sodomka zbrojovka Type 336 Submachine Gun.)
7.65mm compact submachine gun.
The use of low-caliber ammunition has allowed for a truly compact design. Ideal for clearing confined spaces.
Sz.-336 SMG Rank 6
Bonuses
Lightweight Conversion (Auto-Aim Range Up)
Recoil Dampening Muzzle (Closer Slot Grouping)
Notes
Time: 2 hour 24 minutes
Prerequisites Development Usage
★5 Sz.-336 SMG R&D Team55
GMP 950000
GMP 5670
Damage Impact Force Penetration
1012 200 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
810 37.0 481 500

Sz.-336 SMG HS
(Sodomka zbrojovka Type 336 Submachine Gun.)
7.65mm compact submachine gun.
The use of low-caliber ammunition has allowed for a truly compact design. Ideal for clearing confined spaces.
Sz.-335 SMG HS Rank 5
Bonuses
High Firing Rate Receiver (Firing Speed Up)
Standard Stock 2 (Improved Stability While Moving)
Notes
Time: 36 minutes
Prerequisites Development Usage
★4 Sz.-336 SMG
R&D Team Skill Gunsmith (Submachine Guns)
R&D Team50
GMP 700000
GMP 4690
Damage Impact Force Penetration
900 200 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
810 37.0 491 400

ZE'EV series

ZE'EV
(Ze'ev Submachine gun)
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.
ZE'EV Rank 3
Bonuses
Suppressor (Durability Low)
Standard Stock 1
Notes
Time: 18 minutes
Usable by FOB staff
Prerequisites Development Usage
-- R&D Team19
GMP 140000
GMP 980
Damage Impact Force Penetration
600 200 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
810 39.0 441 360

ZE'EV
(Ze'ev Submachine gun)
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.
ZE'EV Rank 4
Bonuses
Scope Mount (Upper Option Slot)
Dot Sight 1
Long Magazine 1 (Loaded Ammo Count Up)
Notes
Time: 36 minutes
Usable by FOB staff
Prerequisites Development Usage
★3 ZE'EV
[ZE'EV] Blueprint
R&D Team32
GMP 140000
Common Metal 2000
GMP 2520
Damage Impact Force Penetration
620 200 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
810 39.0 451 360

ZE'EV
(Ze'ev Submachine gun)
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.
ZE'EV Rank 5
Bonuses
Undermount (Lower Option Slot)
Foregrip (Improved Stability While Moving)
Dual Magazine) Reload Speed Up)
Notes
Time: 1 hour 12 minutes
Usable by FOB staff
Prerequisites Development Usage
★4 ZE'EV R&D Team51
GMP 730000
GMP 4970
Damage Impact Force Penetration
640 200 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
810 39.0 451 360

ZE'EV
(Ze'ev Submachine gun)
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.
(Provide Image)
Bonuses
Standard Stock 2 (Improved Stability While Moving)
Long Magazine 2 (Loaded Ammo Count Up)
Notes
Time: --
Usable by FOB staff
Prerequisites Development Usage
★5 ZE'EV -- GMP 8130
Precious Metal 108
Damage Impact Force Penetration
660 200 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
810 39.0 461 360

ZE'EV-10
(Ze'ev Submachine gun)
10mm 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.
Pic09 c
Bonuses
10mm Conversion (Damage Up)
Notes
Time: 10 days
Usable by FOB staff
Prerequisites Development Usage
★5 ZE'EV
R&D Team Skill Gunsmith (Submachine Guns)
R&D Team83
Support Unit93
GMP 2974160
Common Metal54800
Fuel Resources52000
GMP 29750
Common Metal538
Fuel Resources510
Damage Impact Force Penetration
640 200 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
810 39.0 451 360

ZE'EV-10
(Ze'ev Submachine gun)
10mm 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.
Pic09 c
Bonuses
Stopping Power Up
Suppressor (Durability: High)
Notes
Time: 10 days
Usable by FOB staff
Prerequisites Development Usage
★7 ZE'EV
R&D Team Skill Gunsmith (Submachine Guns)
R&D Team121
Support Unit134
GMP 7601650
Biological Material407300
Golden Crescent14300
GMP 66520
Biological Material1520
Golden Crescent893
Damage Impact Force Penetration
780 200 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
810 39.0 451 360

ZE'EV-10
(Ze'ev Submachine gun)
10mm 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.
Pic09 c
Bonuses
--
Notes
Time: 9 days
Usable by FOB staff
Prerequisites Development Usage
★9 ZE'EV
R&D Team Skill Gunsmith (Submachine Guns)
R&D Team127
Base Development Unit140
GMP 8322790
Common Metal432200
Minor Metal216100
GMP 78650
Common Metal5830
Golden Crescent2917
Damage Impact Force Penetration
-- -- Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
-- -- -- --

ZE'EV-10
(Ze'ev Submachine gun)
10mm 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.
Pic09 c
Bonuses
--
Notes
Time: --
Usable by FOB staff
Prerequisites Development Usage
★10 ZE'EV
R&D Team Skill Gunsmith (Submachine Guns)
R&D Team138
Base Development Unit151
GMP 11209650
Minor Metal484000
Precious Metal218200
--
Damage Impact Force Penetration
-- -- Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
-- -- -- --

MACHT 37 series

MACHT 37
(Maschinen Taktische Pistole 37)
9mm high-accuracy submachine gun.
Has the same internal mechanism as an assault rifle, giving it greater accuracy than other submachine guns.
MACHT 37 Rank 3
Bonuses
Suppressor (Durability Low)
Shooter’s Stock 1
Notes
Time: 18 minutes
Prerequisites Development Usage
-- R&D Team24
GMP 210000
GMP 1470
Damage Impact Force Penetration
600 200 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
810 41.0 521 340

MACHT 37
(Maschinen Taktische Pistole 37)
9mm high-accuracy submachine gun.
Has the same internal mechanism as an assault rifle, giving it greater accuracy than other submachine guns.
MACHT 37 Rank 4
Bonuses
Undermount (Lower Option Slot)
Foregrip (Improved Stability While Moving)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 MACHT 37
[MACHT 37] Blueprint
R&D Team38
Intel Team38
GMP 460000
GMP 3010
Damage Impact Force Penetration
700 200 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
810 41.0 524 340

MACHT 37
(Maschinen Taktische Pistole 37)
9mm high-accuracy submachine gun.
Has the same internal mechanism as an assault rifle, giving it greater accuracy than other submachine guns.
MACHT 37 Rank 5
Bonuses
Suppressor (Durability: Medium)
Scope Mount (Upper Option Slot)
Dot Sight 3
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 MACHT 37 R&D Team52
Intel Team52
GMP 720000
GMP 4900
Damage Impact Force Penetration
800 200 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
810 41.0 524 340

MACHT 37
(Maschinen Taktische Pistole 37)
9mm high-accuracy submachine gun.
Has the same internal mechanism as an assault rifle, giving it greater accuracy than other submachine guns.
(Provide Image)
Bonuses
Suppressor (Durability: High)
Dual Magazine (Reload Speed Up)
Notes
Time: 3 days
Server-side development
Prerequisites Development Usage
★5 MACHT 37
R&D Team SkillGunsmith (Submachine Gun)
R&D Team70
Intel Team80
GMP 1580040
Common Metal43000
Digitalis Purpurea4000
GMP 15810
Common Metal422
Digitalis Purpurea120
Damage Impact Force Penetration
830 200 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
810 41.0 524 340

MACHT 37L
(Maschinen Taktische Pistole 37)
9mm high-accuracy submachine gun.
Has the same internal mechanism as an assault rifle, giving it greater accuracy than other submachine guns.
MACHT 37L Rank 5
Bonuses
Long Barrel Conversion (Effective Range Up)
Scope Mount (Upper Option Slot)
Dot Sight 3
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 MACHT 37
R&D Team SkillGunsmith (Submachine Gun)
R&D Team53
GMP 810000
GMP 5360
Damage Impact Force Penetration
800 200 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
810 41.0 524 256

MACHT 37L
(Maschinen Taktische Pistole 37)
9mm high-accuracy submachine gun.
Has the same internal mechanism as an assault rifle, giving it greater accuracy than other submachine guns.
MACHT 37L Rank 6
Bonuses
Sharpshooter's Stock 2 (Improved Stability While Moving)
Notes
Time: 2 hour 24 minutes
Prerequisites Development Usage
★5 MACHT 37L R&D Team58
GMP 1040000
GMP 5950
Damage Impact Force Penetration
900 200 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
810 41.0 524 256

MACHT 37K
(Maschinen Taktische Pistole 37)
9mm high-accuracy submachine gun.
Has the same internal mechanism as an assault rifle, giving it greater accuracy than other submachine guns.
MACHT 37K Rank 5
Bonuses
Short Barrel Conversion (Firing Speed/Auto-Aim Range Up)
Scope Mount (Upper Option Slot)
Dot Sight 3
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 MACHT 37
R&D Team SkillGunsmith (Submachine Gun)
R&D Team49
GMP 730000
GMP 4970
Damage Impact Force Penetration
800 200 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
1053 34.2 507 480

RIOT SMG series

RIOT SMG
(Riot Submachine Gun)
A submachine gun designed to fire rubber bullets for riot control. Has poor accuracy, but will neutralize enemies without killing them.
Riot SMG Rank 2
Bonuses
Suppressor (Durability Low)
Standard Stock 1
Notes
Time: 0 minutes
Usable by FOB staff
Prerequisites Development Usage
-- R&D Team10
GMP 120000
GMP 700
Damage Impact Force Penetration
500 200 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
810 30.0 441 400

RIOT SMG
(Riot Submachine Gun)
A submachine gun designed to fire rubber bullets for riot control. Has poor accuracy, but will neutralize enemies without killing them.
Riot SMG Rank 3
Bonuses
Scope Mount (Upper Option Slot)
Dot Sight 1
Long Magazine 1 (Loaded Ammo Count Up)
Notes
Time: 18 minutes
Usable by FOB staff
Prerequisites Development Usage
★2 RIOT SMG
[RIOT SMG] Blueprint
R&D Team20
GMP 296000
GMP 2030
Damage Impact Force Penetration
600 200 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
810 30.0 444 400

RIOT SMG
(Riot Submachine Gun)
A submachine gun designed to fire rubber bullets for riot control. Has poor accuracy, but will neutralize enemies without killing them.
Riot SMG Rank 4
Bonuses
Undermount (Lower Option Slot)
Foregrip (Improved Stability While Moving)
Dual Magazine (Reload Speed Up)
Notes
Time: 36 minutes
Usable by FOB staff
Prerequisites Development Usage
★3 RIOT SMG R&D Team34
GMP 480000
GMP 3120
Damage Impact Force Penetration
700 200 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
810 30.0 444 400

RIOT SMG
(Riot Submachine Gun)
A submachine gun designed to fire rubber bullets for riot control. Has poor accuracy, but will neutralize enemies without killing them.
Riot SMG Rank 5
Bonuses
Standard Stock 2 (Improved Stability While Moving)
Long Magazine 2 (Loaded Ammo Count Up)
Notes
Time: 1 hour 12 minutes
Usable by FOB staff
Prerequisites Development Usage
★4 RIOT SMG R&D Team52
GMP 720000
GMP 4900
Damage Impact Force Penetration
800 200 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
810 30.0 444 400

RIOT SMG
(Riot Submachine Gun)
A submachine gun designed to fire rubber bullets for riot control. Has poor accuracy, but will neutralize enemies without killing them.
Pic09 b
Bonuses
Suppressor (Durability: Medium)
Notes
Time: 10 days
Usable by FOB staff
Prerequisites Development Usage
★5 RIOT SMG R&D Team81
Intel Team91
GMP 2974160
Minor Metal54800
Digitalis Purpurea5100
GMP 29750
Minor Metal538
Digitalis Purpurea153
Damage Impact Force Penetration
840 200 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
810 30.0 444 400

RIOT SMG
(Riot Submachine Gun)
A submachine gun designed to fire rubber bullets for riot control. Has poor accuracy, but will neutralize enemies without killing them.
Pic09 b
Bonuses
Stopping Power Up
Notes
Time: 10 days
Usable by FOB staff
Prerequisites Development Usage
★7 RIOT SMG R&D Team121
Intel Team134
GMP 7601650
Minor Metal407300
Black Carrot13100
GMP 29750
Minor Metal1520
Black Carrot818
Damage Impact Force Penetration
910 200 No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
810 30.0 444 400

RIOT SMG
(Riot Submachine Gun)
A submachine gun designed to fire rubber bullets for riot control. Has poor accuracy, but will neutralize enemies without killing them.
Pic09 b
Bonuses
--
Notes
Time: 9 days
Usable by FOB staff
Prerequisites Development Usage
★9 RIOT SMG R&D Team128
Intel Team141
GMP 8376970
Common Metal434300
Minor Metal217200
GMP 113090
Common Metal5860
Minor Metal2932
Damage Impact Force Penetration
-- -- No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
-- -- -- --

RIOT SMG
(Riot Submachine Gun)
A submachine gun designed to fire rubber bullets for riot control. Has poor accuracy, but will neutralize enemies without killing them.
Pic09 b
Bonuses
--
Notes
Time: --
Usable by FOB staff
Prerequisites Development Usage
★10 RIOT SMG R&D Team138
Support Unit151
GMP 11209650
Minor Metal484800
Tarragon13600
--
Damage Impact Force Penetration
-- -- No piercing
Fire Rate (RPM) Effective Range Grouping Auto-aim
-- -- -- --

Special Weapon list

MACHT-P5 WEISS
(Macht-P5 Weiss)
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.
(Provide Image)
Bonuses
--
Notes
Time: 18 minutes
Prerequisites Development Usage
Requires Voucher codes included in either the Collector's/Special Editions/Day One Editions, or otherwise via preorders through select stores. R&D Team1
GMP 450000
GMP 700
Damage Impact Force Penetration
800 200 Pierces canvas and cloth
Fire Rate (RPM) Effective Range Grouping Auto-aim
1053 34.2 507 480

Submachine guns

Bionic Arm[]

BIONIC ARM series

BIONIC ARM
(Bionic Arm)
Myoelectric prosthesis for Snake.
Use the Call Button (L1)/(Q) + [the Right analog stick]/Mouse to perform a "knock" (lure enemies).
When equipped as a secondary weapon, press the CQC button while sprinting to unleash a devastating punch.
(Provide Image)
Bonuses
Notes
--
Prerequisites Development Usage
Available at the Start -- GMP 0

BIONIC ARM
(+ ACTIVE SONAR 1)
Additional prosthesis function.
Enables the use of echolocation to locate enemies, prisoners, and animals.
Emits sound waves, so there is a risk of enemies noticing when used.
(Provide Image)
Bonuses
Active Sonar Added
Notes
0 minutes
Prerequisites Development Usage
Requires the completion of
Main Mission 6: Over the Fence
R&D Team12
Intel Team12
GMP 30000
GMP 0

BIONIC ARM
(+ ACTIVE SONAR 2)
Additional prosthesis function.
Enables the use of echolocation to locate enemies, prisoners, and animals.
Emits sound waves, so there is a risk of enemies noticing when used.
(Provide Image)
Bonuses
Sensor Range Up [1]
Notes
18 minutes
Prerequisites Development Usage
★2 Sonar
R&D Team Skill Radar Specialist
R&D Team22
Intel Team22
GMP 220000
GMP 0

BIONIC ARM
(+ ACTIVE SONAR 3)
Additional prosthesis function.
Enables the use of echolocation to locate enemies, prisoners, and animals.
Emits sound waves, so there is a risk of enemies noticing when used.
(Provide Image)
Bonuses
Sensor Range Up [2]
Notes
36 minutes
Prerequisites Development Usage
★3 Sonar R&D Team36
Intel Team36
GMP 360000
GMP 0

BIONIC ARM
(+ MOBILITY 1)
Added function for prosthetic arm.
Upgrading this provides Snake with new skill.
(Provide Image)
Bonuses
Extended Reflex Mode Duration
Notes
0 minutes
Prerequisites Development Usage
Requires the completion of
Main Mission 6: Over the Fence
R&D Team9
GMP 90000
GMP 0

BIONIC ARM
(+ MOBILITY 2)
Added function for prosthetic arm.
Upgrading this provides Snake with new skill.
(Provide Image)
Bonuses
Faster Prone/Climbing Movement
Notes
18 minutes
Prerequisites Development Usage
★2 Mobility R&D Team19
GMP 190000
GMP 0

BIONIC ARM
(+ MOBILITY 3)
Added function for prosthetic arm.
Upgrading this provides Snake with new skill.
(Provide Image)
Bonuses
Faster Sprinting Movement
Notes
36 minutes
Prerequisites Development Usage
★3 Mobility R&D Team33
GMP 330000
GMP 0

BIONIC ARM
(+ PRECISION 1)
Added function for prosthetic arm.
Upgrading this provides Snake with new skill.
(Provide Image)
Bonuses
Improved Fulton Extraction Success Rate
Notes
0 minutes
Prerequisites Development Usage
Requires the completion of
Main Mission 6: Over the Fence
R&D Team SkillMechatronics Specialist
R&D Team10
Intel Team10
GMP 100000
GMP 0

BIONIC ARM
(+ PRECISION 2)
Added function for prosthetic arm.
Upgrading this provides Snake with new skill.
(Provide Image)
Bonuses
Quicker Reloading
Notes
18 minutes
Prerequisites Development Usage
★2 Precision R&D Team20
Intel Team20
GMP 200000
GMP 0

BIONIC ARM
(+ PRECISION 3)
Added function for prosthetic arm.
Upgrading this provides Snake with new skill.
(Provide Image)
Bonuses
Quicker Weapon Raising
Notes
36 minutes
Prerequisites Development Usage
★3 Precision R&D Team34
Intel Team34
GMP 340000
GMP 0

BIONIC ARM
(+ MEDICAL 1)
Added function for prosthetic arm.
Upgrading this provides Snake with new skill.
(Provide Image)
Bonuses
Improved Damage Resistance
Notes
0 minutes
Prerequisites Development Usage
Requires the completion of
Main Mission 6: Over the Fence
R&D Team SkillCybernetic Specialist
R&D Team11
Medical Team11
GMP 110000
GMP 0

BIONIC ARM
(+ MEDICAL 2)
Added function for prosthetic arm.
Upgrading this provides Snake with new skill.
(Provide Image)
Bonuses
Serious Injury Subdual
Notes
18 minutes
Prerequisites Development Usage
★2 Precision R&D Team21
Medical Team21
GMP 210000
GMP 0

BIONIC ARM
(+ MEDICAL 3)
Added function for prosthetic arm.
Upgrading this provides Snake with new skill.
(Provide Image)
Bonuses
Higher Medicinal Plant Harvesting
Notes
36 minutes
Prerequisites Development Usage
★3 Precision R&D Team35
Medical Team35
GMP 350000
GMP 0

Stun Arm series

STUN ARM
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.
9Hv55uI
Bonuses
--
Notes
Time: 0 minutes
Prerequisites Development Usage
Requires the completion of
Main Mission 6: Over the Fence
R&D Team13
GMP 30000
GMP 1300
Damage Battery
400 1 charge

STUN ARM
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.
9Hv55uI
Bonuses
Battery Capacity Up [1]
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 STUN ARM
[STUN ARM] Blueprint
R&D Team23
GMP 230000
GMP 2300
Damage Battery
600 2 charge

STUN ARM
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.
9Hv55uI
Bonuses
Battery Capacity Up [2]
Notes
Time: 36 minutes
Special Attack on 3rd charge
Prerequisites Development Usage
★3 STUN ARM R&D Team36
Intel Team36
GMP 360000
GMP 3700
Damage Battery
800 3 charge

Hand of Jehuty series

HAND OF JEHUTY
Snake Custom capture prosthesis.
Fires its detachable "Wisp" weapon forward, capturing and pulling target soldiers/prisoners back toward the user.
(Provide Image)
Bonuses
--
Notes
Time: 36 minutes
Prerequisites Development Usage
Requires the extraction of
the Jehuty Legendary Iblis.
R&D Team28
GMP 34000
Precious Metal120
GMP 2800
Precious Metal12
Range Battery
10m 1 charge

HAND OF JEHUTY
Snake Custom capture prosthesis.
Fires its detachable "Wisp" weapon forward, capturing and pulling target soldiers/prisoners back toward the user.
(Provide Image)
Bonuses
Effective Range Up [1]
Battery Capacity Up [1]
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 HAND OF JEHUTY R&D Team46
GMP 56000
Precious Metal150
GMP 4600
Precious Metal15
Range Battery
20m 2 charge

HAND OF JEHUTY
Snake Custom capture prosthesis.
Fires its detachable "Wisp" weapon forward, capturing and pulling target soldiers/prisoners back toward the user.
(Provide Image)
Bonuses
Effective Range Up [2]
Battery Capacity Up [2]
Notes
Time: 10 days
Server-side development
Prerequisites Development Usage
★5 HAND OF JEHUTY R&D Team83
Support Unit93
GMP 6104900
Precious Metal60500
Black Carrot6200
GMP 61050
Precious Metal593
Black Carrot186
Range Battery
30m 3 charge

Rocket Arm series

ROCKET ARM
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]/Movement Keys, accelerating with R2/E and decelerating with L2/Q.
(Provide Image)
Bonuses
--
Notes
Time: 36 minutes
Prerequisites Development Usage
Requires the completion of
Main Mission 6: Over the Fence
R&D Team30
Intel Team30
GMP 360000
Common Metal400
GMP 3000
Common Metal40
Damage Battery
400 1 charge

ROCKET ARM
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]/Movement Keys, accelerating with R2/E and decelerating with L2/Q.
(Provide Image)
Bonuses
Stopping Power Up [1]
Battery Capacity Up [1]
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 ROCKET ARM
R&D Team SkillRocket Control Specialist
R&D Team48
Intel Team48
GMP 580000
Common Metal500
GMP 4800
Common Metal100
Damage Battery
600 2 charge

ROCKET ARM
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]/Movement Keys, accelerating with R2/E and decelerating with L2/Q.
(Provide Image)
Bonuses
Stopping Power Up [2]
Battery Capacity Up [2]
Notes
Time: 10 days
Server-side development
Prerequisites Development Usage
★5 ROCKET ARM R&D Team83
Intel Team93
GMP 5165700
Precious Metal60500
Tarragon5400
GMP 51660
Precious Metal593
Tarragon162
Damage Battery
800 3 charge

BLAST ARM
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]/Movement Keys, accelerating with R2/E and decelerating with L2/Q.
(Provide Image)
Bonuses
Notes
Time: 1 hour 12 minutes
Prerequisites Development Usage
★4 ROCKET ARM
R&D Team SkillRocket Control Specialist
R&D Team42
Combat Unit42
GMP 520000
Minor Metal250
GMP 4200
Minor Metal25
Damage Battery
380 1 charge

BLAST ARM
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]/Movement Keys, accelerating with R2/E and decelerating with L2/Q.
(Provide Image)
Bonuses
Stopping Power Up [1]
Battery Capacity Up [1]
Notes
Time: 2 hours 24 minutes
Prerequisites Development Usage
★5 BLAST ARM R&D Team60
Intel Team60
GMP 820000
Minor Metal600
GMP 6400
Minor Metal100
Damage Battery
600 2 charge

BLAST ARM
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]/Movement Keys, accelerating with R2/E and decelerating with L2/Q.
(Provide Image)
Bonuses
Stopping Power Up [2]
Battery Capacity Up [2]
Notes
Time: 6 days
Server-side development
Prerequisites Development Usage
★5 BLAST ARM R&D Team101
Combat Unit112
GMP 7772600
Biological Material173200
Common Metal164600
GMP 77720
Biological Material860
Common Metal820
Damage Battery
800 3 charge

Bionic arms

Support Weapons[]

Throwable Weapons[]

Magazine

MAGAZINE
(MAGAZINE)
An empty ammunition magazine.
Throw near enemy to create a noise distraction. Tap the Attack Button to perform a quick toss. Hold the button to perform a long-range throw.
Tpp eqp thr magazine
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
-- GMP 0
Damage Impact Force Ammo
Effective Range Duration Durability
30

Decoys (inflatable)

DECOY
(DECOY)
Decoy.
After throwing, press the Ready Button and the Action Button to deploy a diversionary balloon that looks like a soldier.
Tpp eqp thr decoy
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
R&D Team12
GMP 120000
GMP 1200
Damage Impact Force Ammo
4
Effective Range Duration Durability
300

DECOY
(DECOY)
Decoy.
After throwing, press the Ready Button and the Action Button to deploy a diversionary balloon that looks like a soldier.
Tpp eqp thr decoy
Bonuses
Durability Up [1]
Portable Ammo Up [1]
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 DECOY R&D Team23
GMP 230000
GMP 2300
Damage Impact Force Ammo
6
Effective Range Duration Durability
500

DECOY
(DECOY)
Decoy.
After throwing, press the Ready Button and the Action Button to deploy a diversionary balloon that looks like a soldier.
Tpp eqp thr decoy
Bonuses
Durability Up [2]
Portable Ammo Up [2]
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 DECOY R&D Team36
GMP 420000
GMP 3600
Damage Impact Force Ammo
12
Effective Range Duration Durability
700

ACTIVE DECOY
(ACTIVE DECOY)
Active decoy.
Standard decoy upgraded with a speaker function. Deploys a diversionary balloon that also plays continuous voice clips.
*No sound if deployed to FOB.
Tpp eqp thr decoy
Bonuses
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 DECOY R&D Team24
GMP 200000
GMP 2400
Damage Impact Force Ammo
6
Effective Range Duration Durability
300

ACTIVE DECOY
(ACTIVE DECOY)
Active decoy.
Standard decoy upgraded with a speaker function. Deploys a diversionary balloon that also plays continuous voice clips.
*No sound if deployed to FOB.
Tpp eqp thr decoy
Bonuses
Durability Up [1]
Portable Ammo Up [1]
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 ACTIVE DECOY R&D Team38
GMP 440000
GMP 3800
Damage Impact Force Ammo
8
Effective Range Duration Durability
500

ACTIVE DECOY
(ACTIVE DECOY)
Active decoy.
Standard decoy upgraded with a speaker function. Deploys a diversionary balloon that also plays continuous voice clips.
*No sound if deployed to FOB.
Tpp eqp thr decoy
Bonuses
Durability Up [2]
Portable Ammo Up [2]
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 ACTIVE DECOY R&D Team56
GMP 660000
GMP 5600
Damage Impact Force Ammo
12
Effective Range Duration Durability
700

E-STUN DECOY
(E-STUN DECOY)
Stun decoy.
Standard decoy upgraded with an electric shock function. When popped, unleashes a powerful electric surge that incapacitates enemies.
Tpp eqp thr decoy
Bonuses
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 ACTIVE DECOY
A R&D Team skillTrap Specialist
R&D Team40 Security Team25
Minor Metal200
GMP 300000
Minor Metal20
GMP 4000
Damage Impact Force Ammo
3000 1000 4
Effective Range Duration Durability
? 300

E-STUN DECOY
(E-STUN DECOY)
Stun decoy.
Standard decoy upgraded with an electric shock function. When popped, unleashes a powerful electric surge that incapacitates enemies.
Tpp eqp thr decoy
Bonuses
Durability Up [1]
Portable Ammo Up [1]
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 E-STUN DECOY R&D Team58 Security Team58
Minor Metal400
GMP 680000
Minor Metal50
GMP 5800
Damage Impact Force Ammo
3000 1000 8
Effective Range Duration Durability
? 500

E-STUN DECOY
(E-STUN DECOY)
Stun decoy.
Standard decoy upgraded with an electric shock function. When popped, unleashes a powerful electric surge that incapacitates enemies.
Tpp eqp thr decoy
Bonuses
Durability Up [2]
Portable Ammo Up [2]
Notes
Time: 4 days
Server-side development.
Prerequisites Development Usage
★5 E-STUN DECOY Medical Team0 Base Development Unit83
Minor Metal44500 Common Metal42300
GMP 2264200
Minor Metal437 Common Metal415
GMP 22650
Damage Impact Force Ammo
3000 1000 12
Effective Range Duration Durability
? 700

E-STUN DECOY
(E-STUN DECOY)
Stun decoy.
Standard decoy upgraded with an electric shock function. When popped, unleashes a powerful electric surge that incapacitates enemies.
Tpp eqp thr decoy
Bonuses
Effect Range Up
Notes
Time: 4 days
Server-side development.
Prerequisites Development Usage
★7 E-STUN DECOY Medical Team0 Base Development Unit83
Minor Metal44500 Common Metal42300
GMP 2264200
Minor Metal437 Common Metal415
GMP 22650
Damage Impact Force Ammo
3500 1000 12
Effective Range Duration Durability
? 700

E-STUN DECOY
(E-STUN DECOY)
Stun decoy.
Standard decoy upgraded with an electric shock function. When popped, unleashes a powerful electric surge that incapacitates enemies.
Tpp eqp thr decoy
Bonuses
Effect Range Up
Notes
Time: 4 days
Server-side development.
Prerequisites Development Usage
★9 E-STUN DECOY Medical Team0 Base Development Unit83
Minor Metal44500 Common Metal42300
GMP 2264200
Minor Metal437 Common Metal415
GMP 22650
Damage Impact Force Ammo
4000 1000 12
Effective Range Duration Durability
? 700

Bait Bottle

BAIT BOTTLE
(BAIT BOTTLE)
All-purpose bait.
Uses a special blend of medicinal plants to stimulate the appetite of animals. Will attract and fixate wild animals.
Tpp eqp thr bottle bait
Bonuses
Notes
Time: 18 minutes
Prerequisites Development Usage
R&D Team14 Medical Team14
Biological Material300 Black Carrot30
GMP 40000
Biological Material30 Black Carrot6
GMP 200
Damage Impact Force Ammo
4
Effective Range Duration Durability
30 60

BAIT BOTTLE
(BAIT BOTTLE)
All-purpose bait.
Uses a special blend of medicinal plants to stimulate the appetite of animals. Will attract and fixate wild animals.
Tpp eqp thr bottle bait
Bonuses
Portable Ammo Up [1]
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 BAIT BOTTLE
A R&D Team skillZoologist
R&D Team28 Medical Team28
Biological Material400 Black Carrot40
GMP 340000
Biological Material40 Black Carrot8
GMP 3200
Damage Impact Force Ammo
8
Effective Range Duration Durability
30 120

BAIT BOTTLE
(BAIT BOTTLE)
All-purpose bait.
Uses a special blend of medicinal plants to stimulate the appetite of animals. Will attract and fixate wild animals.
Tpp eqp thr bottle bait
Bonuses
Portable Ammo Up [2]
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 BAIT BOTTLE R&D Team46 Medical Team46
Biological Material500 Black Carrot50
GMP 560000
Biological Material50 Black Carrot10
GMP 5000
Damage Impact Force Ammo
12
Effective Range Duration Durability
30 180

Flare Grenades

FLARE GRENADE
(FLARE GRENADE)
Flare grenade (helicopter).
A luminescent signal used to call in a support helicopter to a specific location.
*Restricts mission completion rank to an A or below, and cannot be used during FOB Missions.
Tpp eqp thr grenade gas heli
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
R&D Team1 Support Unit1
GMP 5000
GMP 100
Damage Impact Force Ammo
4
Effective Range Duration Durability
30

FLARE GRENADE
(FLARE GRENADE)
Flare grenade (helicopter).
A luminescent signal used to call in a support helicopter to a specific location.
*Restricts mission completion rank to an A or below, and cannot be used during FOB Missions.
Tpp eqp thr grenade gas heli
Bonuses
Portable Ammo Up [1]
Notes
Time: 0 minutes
Prerequisites Development Usage
★1 FLARE GRENADE R&D Team7 Support Unit7
GMP 50000
GMP 200
Damage Impact Force Ammo
8
Effective Range Duration Durability
30

FLARE GRENADE
(FLARE GRENADE)
Flare grenade (helicopter).
A luminescent signal used to call in a support helicopter to a specific location.
*Restricts mission completion rank to an A or below, and cannot be used during FOB Missions.
Tpp eqp thr grenade gas heli
Bonuses
Portable Ammo Up [2]
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 FLARE GRENADE R&D Team17 Support Unit17
GMP 150000
GMP 1000
Damage Impact Force Ammo
12
Effective Range Duration Durability
30

FLARE SUPPLY
(FLARE SUPPLY)
Flare grenade (supply drop).
A luminescent signal used to mark a drop site for ammunition or suppressors.
*Cannot be used during FOB Missions.
Tpp eqp thr grenade gas supply
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
★1 FLARE GRENADE R&D Team5 Support Unit5
GMP 10000
GMP 100
Damage Impact Force Ammo
4
Effective Range Duration Durability
30

FLARE SUPPLY
(FLARE SUPPLY)
Flare grenade (supply drop).
A luminescent signal used to mark a drop site for ammunition or suppressors.
*Cannot be used during FOB Missions.
Tpp eqp thr grenade gas supply
Bonuses
Portable Ammo Up [1]
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 FLARE SUPPLY R&D Team15 Support Unit15
GMP 70000
GMP 500
Damage Impact Force Ammo
8
Effective Range Duration Durability
30

FLARE SUPPLY
(FLARE SUPPLY)
Flare grenade (supply drop).
A luminescent signal used to mark a drop site for ammunition or suppressors.
*Cannot be used during FOB Missions.
Tpp eqp thr grenade gas supply
Bonuses
Portable Ammo Up [2]
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 FLARE SUPPLY R&D Team28 Support Unit28
GMP 180000
GMP 1000
Damage Impact Force Ammo
12
Effective Range Duration Durability
30

Hand Grenade

HAND GRENADE
(HAND GRENADE)
Fragmentation grenade.
Can be tossed over obstacles to strike enemy targets in cover.
Tpp eqp thr grenade frag
Bonuses
Notes
Time: 0 minutes
Usable by FOB staff.
Prerequisites Development Usage
-- GMP 200
Damage Impact Force Ammo
2600 2000 6
Effective Range Duration Durability
2.5

HAND GRENADE
(HAND GRENADE)
Fragmentation grenade.
Can be tossed over obstacles to strike enemy targets in cover.
Tpp eqp thr grenade frag
Bonuses
Stopping Power Up [1]
Notes
Time: 0 minutes
Usable by FOB staff.
Prerequisites Development Usage
★1 HAND GRENADE R&D Team8
GMP 80000
GMP 800
Damage Impact Force Ammo
2800 2500 6
Effective Range Duration Durability
2.5

HAND GRENADE
(HAND GRENADE)
Fragmentation grenade.
Can be tossed over obstacles to strike enemy targets in cover.
Tpp eqp thr grenade frag
Bonuses
Portable Ammo Up [1]
Notes
Time: 18 minutes
Usable by FOB staff.
Prerequisites Development Usage
★2 HAND GRENADE R&D Team18
Common Metal300
GMP 180000
GMP 1800
Damage Impact Force Ammo
2800 2500 8
Effective Range Duration Durability
2.5

HAND GRENADE
(HAND GRENADE)
Fragmentation grenade.
Can be tossed over obstacles to strike enemy targets in cover.
Tpp eqp thr grenade frag
Bonuses
Stopping Power Up [2]
Notes
Time: 36 minutes
Usable by FOB staff.
Prerequisites Development Usage
★3 HAND GRENADE R&D Team32
GMP 380000
GMP 3200
Damage Impact Force Ammo
3000 3000 8
Effective Range Duration Durability
2.5

HAND GRENADE
(HAND GRENADE)
Fragmentation grenade.
Can be tossed over obstacles to strike enemy targets in cover.
Tpp eqp thr grenade frag
Bonuses
Portable Ammo Up [2]
Notes
Time: 72 minutes
Usable by FOB staff.
Prerequisites Development Usage
★4 HAND GRENADE R&D Team50
Minor Metal250
GMP 600000
GMP 5000
Damage Impact Force Ammo
3000 3000 12
Effective Range Duration Durability
2.5

HAND GRENADE
(HAND GRENADE)
Fragmentation grenade.
Can be tossed over obstacles to strike enemy targets in cover.
Tpp eqp thr grenade frag
Bonuses
Stopping Power Up [3]
Notes
Time: 6 days, 23h, 30m
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
★5 HAND GRENADE R&D Team96 Support Unit107
Minor Metal88400 Common Metal84000
GMP 5663500
Minor Metal440 Common Metal420
GMP 56630
Damage Impact Force Ammo
4500 4500 12
Effective Range Duration Durability
2.5

HAND GRENADE
(HAND GRENADE)
Fragmentation grenade.
Can be tossed over obstacles to strike enemy targets in cover.
Tpp eqp thr grenade frag
Bonuses
Stopping Power Up
Notes
Time: 6 days, 23h, 30m
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
★8 HAND GRENADE R&D Team121 Support Unit134
Common Metal209500 Minor Metal188500
GMP 6701900
Common Metal780 Minor Metal706
GMP 67010
Damage Impact Force Ammo
4800 5500 12
Effective Range Duration Durability
2.5

HAND GRENADE
(HAND GRENADE)
Fragmentation grenade.
Can be tossed over obstacles to strike enemy targets in cover.
Tpp eqp thr grenade frag
Bonuses
Stopping Power Up
Notes
Time: 6 days, 23h, 30m
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
★9 HAND GRENADE R&D Team96 Support Unit107
Minor Metal88400 Common Metal84000
GMP 5663500
Minor Metal440 Common Metal420
GMP 56630
Damage Impact Force Ammo
5200 6500 12
Effective Range Duration Durability
2.5

HAND GRENADE
(HAND GRENADE)
Fragmentation grenade.
Can be tossed over obstacles to strike enemy targets in cover.
Tpp eqp thr grenade frag
Bonuses
Stopping Power Up
Notes
Time: 6 days, 23h, 30m
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
★10 HAND GRENADE R&D Team96 Support Unit107
Minor Metal88400 Common Metal84000
GMP 5663500
Minor Metal440 Common Metal420
GMP 56630
Damage Impact Force Ammo
5600 7500 12
Effective Range Duration Durability
2.5

Smoke Grenade

SMOKE GRENADE
(SMOKE GRENADE)
Smoke grenade.
Releases a smokescreen to obscure enemy visibility.
Tpp eqp thr grenade gas smoke
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
R&D Team4
Common Metal100
GMP 40000
Common Metal10
GMP 400
Damage Impact Force Ammo
6
Effective Range Duration Durability
8 30

SMOKE GRENADE
(SMOKE GRENADE)
Smoke grenade.
Releases a smokescreen to obscure enemy visibility.
Tpp eqp thr grenade gas smoke
Bonuses
Portable Ammo Up [1]
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 SMOKE GRENADE R&D Team20
Common Metal300
GMP 200000
Common Metal100
GMP 2000
Damage Impact Force Ammo
6
Effective Range Duration Durability
8 45

SMOKE GRENADE
(SMOKE GRENADE)
Smoke grenade.
Releases a smokescreen to obscure enemy visibility.
Tpp eqp thr grenade gas smoke
Bonuses
Portable Ammo Up [2]
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 SMOKE GRENADE R&D Team52
Common Metal500
GMP 620000
Common Metal200
GMP 5200
Damage Impact Force Ammo
8
Effective Range Duration Durability
8 45

SMOKE GRENADE
(SMOKE GRENADE)
Smoke grenade.
Releases a smokescreen to obscure enemy visibility.
Tpp eqp thr grenade gas smoke
Bonuses
Effect Duration Up [1]
Notes
Time: 0 minutes
Prerequisites Development Usage
★1 SMOKE GRENADE R&D Team13
Common Metal200
GMP 130000
Common Metal50
GMP 1300
Damage Impact Force Ammo
8
Effective Range Duration Durability
8 60

SMOKE GRENADE
(SMOKE GRENADE)
Smoke grenade.
Releases a smokescreen to obscure enemy visibility.
Tpp eqp thr grenade gas smoke
Bonuses
Effect Duration Up [2]
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 SMOKE GRENADE R&D Team34
Common Metal400
GMP 400000
Common Metal150
GMP 3400
Damage Impact Force Ammo
12
Effective Range Duration Durability
8 60

Stun Grenade

STUN GRENADE
(STUN GRENADE)
Flashbang grenade.
Incapacitates nearby enemies upon detonation.
Tpp eqp thr grenade stun
Bonuses
Notes
Time: 18 minutes
Usable by FOB staff.
Prerequisites Development Usage
R&D Team16
Fuel Resources300 Minor Metal150
GMP 100000
Fuel Resources30 Minor Metal10
GMP 1600
Damage Impact Force Ammo
1000 1200 4
Effective Range Duration Durability
10

STUN GRENADE
(STUN GRENADE)
Flashbang grenade.
Incapacitates nearby enemies upon detonation.
Tpp eqp thr grenade stun
Bonuses
Stopping Power Up [1]
Portable Ammo Up [1]
Notes
Time: 36 minutes
Usable by FOB staff.
Prerequisites Development Usage
★3 STUN GRENADE
[STUN GRENADE] Blueprint
R&D Team30
Fuel Resources400 Minor Metal600
GMP 360000
Fuel Resources40 Minor Metal100
GMP 3000
Damage Impact Force Ammo
2000 1200 8
Effective Range Duration Durability
10

STUN GRENADE
(STUN GRENADE)
Flashbang grenade.
Incapacitates nearby enemies upon detonation.
Tpp eqp thr grenade stun
Bonuses
Stopping Power Up [2]
Portable Ammo Up [2]
Notes
Time: 72 minutes
Usable by FOB staff.
Prerequisites Development Usage
★4 STUN GRENADE R&D Team48
Fuel Resources500 Precious Metal800
GMP 580000
Fuel Resources50 Precious Metal150
GMP 4800
Damage Impact Force Ammo
4000 1200 12
Effective Range Duration Durability
10

STUN GRENADE
(STUN GRENADE)
Flashbang grenade.
Incapacitates nearby enemies upon detonation.
Tpp eqp thr grenade stun
Bonuses
Stopping Power Up [3]
Notes
Time: 11 days, 23h, 30m
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
★5 STUN GRENADE R&D Team110 Intel Team121
Biological Material195000 Wormwood10500
GMP 9133900
Biological Material1072 Wormwood525
GMP 91330
Damage Impact Force Ammo
6000 1200 12
Effective Range Duration Durability
10

STUN GRENADE
(STUN GRENADE)
Flashbang grenade.
Incapacitates nearby enemies upon detonation.
Tpp eqp thr grenade stun
Bonuses
Stopping Power Up
Notes
Time: 11 days, 23h, 30m
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
★8 STUN GRENADE R&D Team125 Medical Team138
Minor Metal423400 Digitalis Purpurea12400
GMP 11609200
Minor Metal1580 Digitalis Purpurea775
GMP 101580
Damage Impact Force Ammo
6000 1200 12
Effective Range Duration Durability
10

STUN GRENADE
(STUN GRENADE)
Flashbang grenade.
Incapacitates nearby enemies upon detonation.
Tpp eqp thr grenade stun
Bonuses
Stopping Power Up
Notes
Time: 11 days, 23h, 30m
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
★9 STUN GRENADE R&D Team110 Intel Team121
Biological Material195000 Wormwood10500
GMP 9133900
Biological Material1072 Wormwood525
GMP 91330
Damage Impact Force Ammo
6000 1200 12
Effective Range Duration Durability
10

STUN GRENADE
(STUN GRENADE)
Flashbang grenade.
Incapacitates nearby enemies upon detonation.
Tpp eqp thr grenade stun
Bonuses
Stopping Power Up
Notes
Time: 11 days, 23h, 30m
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
★10 STUN GRENADE R&D Team110 Intel Team121
Biological Material195000 Wormwood10500
GMP 9133900
Biological Material1072 Wormwood525
GMP 91330
Damage Impact Force Ammo
6000 1200 12
Effective Range Duration Durability
10

Sleep Grenade

SLEEP GRENADE
(SLEEP GRENADE)
Sleeping gas grenade.
Disperses gas containing a high volume of soporific agent, putting nearby enemies to sleep.
Tpp eqp thr grenade gas soporific
Bonuses
Notes
Time: 36 minutes
Prerequisites Development Usage
R&D Team24 Medical Team24
African Peach 40 Digitalis Lutea6
GMP 200000
African Peach 8 Digitalis Lutea1
GMP 2800
Damage Impact Force Ammo
3000 1000 4
Effective Range Duration Durability
8 10

SLEEP GRENADE
(SLEEP GRENADE)
Sleeping gas grenade.
Disperses gas containing a high volume of soporific agent, putting nearby enemies to sleep.
Tpp eqp thr grenade gas soporific
Bonuses
Stopping Power Up [1]
Effect Radius Up [1]
Portable Ammo Up [1]
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 SLEEP GRENADE
A R&D Team skillSleeping Gas Specialist
R&D Team46 Medical Team46
African Peach 50 Digitalis Lutea8
GMP 560000
African Peach 10 Digitalis Lutea2
GMP 4600
Damage Impact Force Ammo
3500 1200 8
Effective Range Duration Durability
8 10

SLEEP GRENADE
(SLEEP GRENADE)
Sleeping gas grenade.
Disperses gas containing a high volume of soporific agent, putting nearby enemies to sleep.
Tpp eqp thr grenade gas soporific
Bonuses
Stopping Power Up [2]
Effect Radius Up [2]
Portable Ammo Up [2]
Notes
Time: 10 days
Server-side development.
Prerequisites Development Usage
★5 SLEEP GRENADE R&D Team82 Medical Team92
African Peach 5100 Haoma1000
GMP 4025200
African Peach 459 Haoma75
GMP 40260
Damage Impact Force Ammo
4000 1200 12
Effective Range Duration Durability
8 10

Petrol Bomb

PETROL BOMB
(PETROL BOMB)
Molotov cocktail.
Improvised incendiary weapon made from a bottle and fuel mixed with a thickening agent.
Ui swp molotov 00 10 alp
Bonuses
Notes
Time: 18 minutes
Prerequisites Development Usage
Conch Shell R&D Team24
Fuel Resources300
GMP 100000
Fuel Resources30
GMP 1000
Damage Impact Force Ammo
2500 1000 4
Effective Range Duration Durability
1 30

PETROL BOMB
(PETROL BOMB)
Molotov cocktail.
Improvised incendiary weapon made from a bottle and fuel mixed with a thickening agent.
Ui swp molotov 00 10 alp
Bonuses
Stopping Power Up [1]
Portable Ammo Up [1]
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 PETROL BOMB R&D Team38
Fuel Resources400
GMP 440000
Fuel Resources80
GMP 3800
Damage Impact Force Ammo
2700 1000 8
Effective Range Duration Durability
1 30

PETROL BOMB
(PETROL BOMB)
Molotov cocktail.
Improvised incendiary weapon made from a bottle and fuel mixed with a thickening agent.
Ui swp molotov 00 10 alp
Bonuses
Stopping Power Up [2]
Portable Ammo Up [2]
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 PETROL BOMB R&D Team57
Fuel Resources500
GMP 660000
Fuel Resources100
GMP 5600
Damage Impact Force Ammo
2900 1000 12
Effective Range Duration Durability
1 30

FOM Decoy

FOM DECOY
(FOM DECOY)
Decoy enemy field of movement generator.
Confuses defender's Intel Team's Scouting function, creating a dummy enemy field of movement where thrown.
Pic01d
Bonuses
Notes
Time: 6 days, 23h, 30m
Server-side development.
Prerequisites Development Usage
R&D Team96 Support Unit107
Minor Metal88400 Common Metal84000
GMP 5663500
Minor Metal440 Common Metal420
GMP 56630
Damage Impact Force Ammo
5
Effective Range Duration Durability
60

FOM DECOY
(FOM DECOY)
Decoy enemy field of movement generator.
Confuses defender's Intel Team's Scouting function, creating a dummy enemy field of movement where thrown.
Pic01d
Bonuses
Ammunition Up
Effect Time Up
Notes
Time: 6 days, 23h, 30m
Server-side development.
Prerequisites Development Usage
★5 FOM DECOY R&D Team96 Support Unit107
Minor Metal88400 Common Metal84000
GMP 5663500
Minor Metal440 Common Metal420
GMP 56630
Damage Impact Force Ammo
7
Effective Range Duration Durability
80

FOM DECOY
(FOM DECOY)
Decoy enemy field of movement generator.
Confuses defender's Intel Team's Scouting function, creating a dummy enemy field of movement where thrown.
Pic01d
Bonuses
Ammunition Up
Effect Time Up
Notes
Time: 6 days, 23h, 30m
Server-side development.
Prerequisites Development Usage
★7 FOM DECOY R&D Team104 Intel Unit91
Common Metal123700 Minor Metal85600
GMP 8509500
Common Metal1230 Minor Metal856
GMP 25520
Damage Impact Force Ammo
9
Effective Range Duration Durability
100

Throwable weapons

Placeable Weapons[]

C-4

C-4
(C-4)
A radio-detonated bomb.
Perfect for special tactics such as ambushes.
After placing, detonate by pressing the Ready
Button and the Action Button.
Tpp eqp put c4
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
R&D Team4
GMP 40000
GMP 400
Damage Impact Force Ammo
3000 4000 4
Effective Range Duration Durability
2.5

C-4
(C-4)
A radio-detonated bomb.
Perfect for special tactics such as ambushes.
After placing, detonate by pressing the Ready
Button and the Action Button.
Tpp eqp put c4
Bonuses
Stopping Power Up [1]
Notes
Time: 0 minutes
Prerequisites Development Usage
★1 C-4 R&D Team11
GMP 110000
GMP 1100
Damage Impact Force Ammo
4500 4500 4
Effective Range Duration Durability
2.5

C-4
(C-4)
A radio-detonated bomb.
Perfect for special tactics such as ambushes.
After placing, detonate by pressing the Ready
Button and the Action Button.
Tpp eqp put c4
Bonuses
Portable Ammo Up [1]
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 C-4 R&D Team20
Common Metal300
GMP 200000
GMP 2000
Damage Impact Force Ammo
4500 4500 8
Effective Range Duration Durability
2.5

C-4
(C-4)
A radio-detonated bomb.
Perfect for special tactics such as ambushes.
After placing, detonate by pressing the Ready
Button and the Action Button.
Tpp eqp put c4
Bonuses
Stopping Power Up [2]
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 C-4 R&D Team34
GMP 400000
GMP 3400
Damage Impact Force Ammo
5500 5500 8
Effective Range Duration Durability
2.5

C-4
(C-4)
A radio-detonated bomb.
Perfect for special tactics such as ambushes.
After placing, detonate by pressing the Ready
Button and the Action Button.
Tpp eqp put c4
Bonuses
Portable Ammo Up [2]
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 C-4 R&D Team52
Minor Metal250
GMP 620000
GMP 5200
Damage Impact Force Ammo
5500 5500 12
Effective Range Duration Durability
2.5

Capture Cage

CAPTURE CAGE
(CAPTURE CAGE)
Animal capture cage.
Placing these in the area of operations enables humane capture of small to mid-sized animals. Support Unit will handle extraction of captured animals.
Tpp eqp put cage
Bonuses
Capture Function [1] (Capture Targets: C/UC)
Notes
Time: 0 minutes
Prerequisites Development Usage
R&D Team6
Biological Material200 Black Carrot20
GMP 60000
Biological Material20 Black Carrot4
GMP 600
Damage Impact Force Ammo
4
Effective Range Duration Durability

CAPTURE CAGE
(CAPTURE CAGE)
Animal capture cage.
Placing these in the area of operations enables humane capture of small to mid-sized animals. Support Unit will handle extraction of captured animals.
Tpp eqp put cage
Bonuses
Capture Function [2] (Capture Targets: C/UC/R)
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 CAPTURE CAGE R&D Team16
Biological Material300 Black Carrot30
GMP 160000
Biological Material30 Black Carrot6
GMP 1600
Damage Impact Force Ammo
6
Effective Range Duration Durability

CAPTURE CAGE
(CAPTURE CAGE)
Animal capture cage.
Placing these in the area of operations enables humane capture of small to mid-sized animals. Support Unit will handle extraction of captured animals.
Tpp eqp put cage
Bonuses
Capture Function [3] (Capture Targets: C/UC/R/SR/UR)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 CAPTURE CAGE R&D Team30
Biological Material400 Black Carrot40
GMP 360000
Biological Material40 Black Carrot8
GMP 3000
Damage Impact Force Ammo
8
Effective Range Duration Durability

Directional mines

M21 D-MINE
(M21 D-MINE)
Directional mine.
Anti-personnel/anti-vehicle mine.
Detonates when a moving object enters its [1.2 meter, 120 degree] trigger area.
Tpp eqp put mine M21
Bonuses
Notes
Time: 18 minutes
Prerequisites Development Usage
R&D Team14
Common Metal300
GMP 140000
Common Metal30
GMP 1400
Damage Impact Force Ammo
2800 2000 6
Effective Range Duration Durability
2.5

M21 D-MINE
(M21 D-MINE)
Directional mine.
Anti-personnel/anti-vehicle mine.
Detonates when a moving object enters its [1.2 meter, 120 degree] trigger area.
Tpp eqp put mine M21
Bonuses
Stopping Power Up [1]
Portable Ammo Up [1]
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 M21 D-MINE R&D Team29
Common Metal1000
GMP 350000
Common Metal100
GMP 2900
Damage Impact Force Ammo
3000 2500 8
Effective Range Duration Durability
2.5

M21 D-MINE
(M21 D-MINE)
Directional mine.
Anti-personnel/anti-vehicle mine.
Detonates when a moving object enters its [1.2 meter, 120 degree] trigger area.
Tpp eqp put mine M21
Bonuses
Stopping Power Up [2]
Portable Ammo Up [2]
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 M21 D-MINE R&D Team47
Common Metal2000
GMP 570000
Common Metal200
GMP 4700
Damage Impact Force Ammo
4000 3000 12
Effective Range Duration Durability
2.5

M21 D-MINE
(M21 D-MINE)
Directional mine.
Anti-personnel/anti-vehicle mine.
Detonates when a moving object enters its [1.2 meter, 120 degree] trigger area.
Tpp eqp put mine M21
Bonuses
Stopping Power Up [3]
Notes
Time: 6 days, 23h, 30m
Server-side development.
Prerequisites Development Usage
★5 M21 D-MINE R&D Team92 Base Development Unit103
Biological Material76700 Fuel Resources72800
GMP 5557500
Biological Material380 Fuel Resources360
GMP 55570
Damage Impact Force Ammo
5000 3500 12
Effective Range Duration Durability
2.5

LLG-Mine

LLG-MINE
(LLG-MINE)
Sleeping gas mine.
Releases soporific gas when a target enters its [0.8 meter] trigger area, putting those who inhale the gas to sleep.
Tpp eqp put mine soporific
Bonuses
Notes
Time: 36 minutes
Prerequisites Development Usage
R&D Team23 Medical Team23
African Peach 40 Digitalis Purpurea10
GMP 290000
African Peach 8 Digitalis Purpurea2
GMP 2300
Damage Impact Force Ammo
3000 1000 4
Effective Range Duration Durability
4

LLG-MINE
(LLG-MINE)
Sleeping gas mine.
Releases soporific gas when a target enters its [0.8 meter] trigger area, putting those who inhale the gas to sleep.
Tpp eqp put mine soporific
Bonuses
Stopping Power Up [1]
Effect Radius Up [1]
Portable Ammo Up [1]
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 LLG-MINE
A R&D Team skillSleeping Gas Specialist
R&D Team41 Medical Team41
African Peach 50 Digitalis Purpurea12
GMP 510000
African Peach 10 Digitalis Purpurea3
GMP 4100
Damage Impact Force Ammo
3500 1200 8
Effective Range Duration Durability
4

LLG-MINE
(LLG-MINE)
Sleeping gas mine.
Releases soporific gas when a target enters its [0.8 meter] trigger area, putting those who inhale the gas to sleep.
Tpp eqp put mine soporific
Bonuses
Stopping Power Up [2]
Effect Radius Up [2]
Portable Ammo Up [2]
Notes
Time: 6 days, 23h, 30m
Server-side development.
Prerequisites Development Usage
★5 LLG-MINE R&D Team98 Medical Team109
Biological Material95600 Golden Crescent10600
GMP 5723500
Biological Material478 Golden Crescent265
GMP 57230
Damage Impact Force Ammo
4000 1200 12
Effective Range Duration Durability
4

ATB-Mine

ATB-MINE
(ATB-MINE)
Anti-tank mine.
Large mine powerful enough to destroy armored vehicles. Not triggered by personnel or animals. [0.8 meter trigger area]
Tpp eqp put mine AT
Bonuses
Notes
Time: 36 minutes
Prerequisites Development Usage
R&D Team25
Biological Material400
GMP 200000
Biological Material40
GMP 2500
Damage Impact Force Ammo
4500 5000 4
Effective Range Duration Durability
4

ATB-MINE
(ATB-MINE)
Anti-tank mine.
Large mine powerful enough to destroy armored vehicles. Not triggered by personnel or animals. [0.8 meter trigger area]
Tpp eqp put mine AT
Bonuses
Stopping Power Up [1]
Portable Ammo Up [1]
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 ATB-MINE R&D Team43
Biological Material1000
GMP 530000
Biological Material100
GMP 4300
Damage Impact Force Ammo
5000 5500 8
Effective Range Duration Durability
4

ATB-MINE
(ATB-MINE)
Anti-tank mine.
Large mine powerful enough to destroy armored vehicles. Not triggered by personnel or animals. [0.8 meter trigger area]
Tpp eqp put mine AT
Bonuses
Stopping Power Up [2]
Portable Ammo Up [2]
Notes
Time: 2h, 24m
Prerequisites Development Usage
★5 ATB-MINE R&D Team60
Biological Material20000 Minor Metal12000
GMP 830000
Biological Material360
GMP 6640
Damage Impact Force Ammo
5500 5500 12
Effective Range Duration Durability
4

EMN-Mine

EMN-MINE
(EMN-MINE)
Electromagnetic net mine.
Special mine that uses powerful electromagnetic attraction to capture vehicles. [0.8 meter trigger area.]
Tpp eqp put mine EMN
Bonuses
Notes
Time: 36 minutes
Prerequisites Development Usage
R&D Team27
Minor Metal250
GMP 300000
Minor Metal20
GMP 2700
Damage Impact Force Ammo
4500 1200 4
Effective Range Duration Durability
5 5

EMN-MINE
(EMN-MINE)
Electromagnetic net mine.
Special mine that uses powerful electromagnetic attraction to capture vehicles. [0.8 meter trigger area.]
Tpp eqp put mine EMN
Bonuses
Effect Duration Up [1]
Portable Ammo Up [1]
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 EMN-MINE
A R&D Team skillElectromagnetic Net Specialist
R&D Team45
Minor Metal600
GMP 700000
Minor Metal200
GMP 4500
Damage Impact Force Ammo
4500 1200 8
Effective Range Duration Durability
5 10

EMN-MINE
(EMN-MINE)
Electromagnetic net mine.
Special mine that uses powerful electromagnetic attraction to capture vehicles. [0.8 meter trigger area.]
Tpp eqp put mine EMN
Bonuses
Effect Duration Up [2]
Portable Ammo Up [2]
Notes
Time: 2h, 24m
Prerequisites Development Usage
★5 EMN-MINE R&D Team62
Biological Material20000 Precious Metal6000
GMP 1050000
Precious Metal189
GMP 8400
Damage Impact Force Ammo
4500 1200 12
Effective Range Duration Durability
5 20

Wormhole Generator

E-RB WH GEN.
(E-RB WH GEN.)
E-RB Wormhole Generator.
Remotely activated, it allows the user to warp to the location where it was placed.
Once placed, hold the Ready Button and press the Action Button to activate.
* Can be used only during FOB Missions.
Pic01c
Bonuses
Notes
Time: 5 days, 8 hour(s)
Server-side development.
Prerequisites Development Usage
R&D Team94 Base Development Unit105
Precious Metal88700 Golden Crescent19700
GMP 8077000
Precious Metal1100 Golden Crescent730
GMP 100960
Damage Impact Force Ammo
3
Effective Range Duration Durability

E-RB WH GEN.
(E-RB WH GEN.)
E-RB Wormhole Generator.
Remotely activated, it allows the user to warp to the location where it was placed.
Once placed, hold the Ready Button and press the Action Button to activate.
* Can be used only during FOB Missions.
Pic05
Bonuses
Notes
Time: 3 Day(s)
Server-side development.
Prerequisites Development Usage
R&D Team93 Base Development Unit106
Common Metal166000 Minor Metal115000
GMP 8259300
Common Metal 2240 Minor Metal 1552
GMP 111500
Damage Impact Force Ammo
3
Effective Range Duration Durability

E-RB WH GEN.
(E-RB WH GEN.)
E-RB Wormhole Generator.
Remotely activated, it allows the user to warp to the location where it was placed.
Once placed, hold the Ready Button and press the Action Button to activate.
* Can be used only during FOB Missions.
Pic05
Bonuses
Notes
Time: 5 days, 8 hour(s)
Server-side development.
Prerequisites Development Usage
R&D Team132 Support Unit145
Biologic Material618200 Precious Metal214000
GMP 17174300
Biologic Materal8960 Precious Metal3103
GMP 249020
Damage Impact Force Ammo
3
Effective Range Duration Durability

E-RB WH GEN.
(E-RB WH GEN.)
E-RB Wormhole Generator.
Remotely activated, it allows the user to warp to the location where it was placed.
Once placed, hold the Ready Button and press the Action Button to activate.
* Can be used only during FOB Missions.
Pic05
Bonuses
Notes
Time: 5 days, 8 hour(s)
Server-side development.
Prerequisites Development Usage
R&D Team149 Intel Unit160
Precious Metal365100 Fuel Resources505500
GMP 21258600
Precious Metal5290 Fuel Resources7329
GMP 308240
Damage Impact Force Ammo
3
Effective Range Duration Durability

Dark Matter Generator

DM Generator
Dark Matter Generator
Emits a massive ball of dark matter that blocks light. Ball inflicts damage on any enemy that comes into contact with it.
After placing, press Ready Button (L2) and Action Button (PlayStationTriangle) to activate.
*Only usable in FOB Missions
VXeukIv
Bonuses
Notes
Time: 2 days, 12 hour(s) (348 MB Coins)
Server-side development.
Prerequisites Development Usage
R&D Team74 Support Unit87
Common Metal39000 Biological Material35100
GMP 3620600
Common Metal310 Biological Material280
GMP 8680
Damage Impact Force Ammo
3
Effective Range Duration Durability

DM Generator
Dark Matter Generator
Emits a massive ball of dark matter that blocks light. Ball inflicts damage on any enemy that comes into contact with it.
After placing, press Ready Button (L2) and Action Button (PlayStationTriangle) to activate.
*Only usable in FOB Missions
VXeukIv
Bonuses
Notes
Time: 6 Day(s)
Server-side development.
Prerequisites Development Usage
R&D Team102 Support Unit115
Biological Material166000 Fuel Resources115000
GMP 9087200
Biological Material 1540 Fuel Resources 1333
GMP 90870
Damage Impact Force Ammo
3
Effective Range Duration Durability

DM Generator
Dark Matter Generator
Emits a massive ball of dark matter that blocks light. Ball inflicts damage on any enemy that comes into contact with it.
After placing, press Ready Button (L2) and Action Button (PlayStationTriangle) to activate.
*Only usable in FOB Missions
VXeukIv
Bonuses
Notes
Time: 12 days, 0 hour(s)
Server-side development.
Prerequisites Development Usage
R&D Team135 Combat Unit148
Common Metal607600 Tarragon13200
GMP 17000700
Common Metal 6560 Fuel Resources 178
GMP 229500
Damage Impact Force Ammo
3
Effective Range Duration Durability

DM Generator
Dark Matter Generator
Emits a massive ball of dark matter that blocks light. Ball inflicts damage on any enemy that comes into contact with it.
After placing, press Ready Button (L2) and Action Button (PlayStationTriangle) to activate.
*Only usable in FOB Missions
VXeukIv
Bonuses
Notes
Time: 12 Days, 0 Hour(s)
Server-side development.
Prerequisites Development Usage
"|R&D Team145 Base Development Unit158
Fuel Resources696400 Tarragon18800
GMP 20032300
Fuel Resources 8070 Golden Crescent 272
GMP 290460
Damage Impact Force Ammo
3
Effective Range Duration Durability

Stun Dark Matter Generator

Stun DM Generator
Stun Dark Matter Generator
Emits a massive ball of dark matter that blocks light and has a stun effect. Ball knocks out any enemy that comes into contact with it.
After placing, press Ready Button (L2) and Action Button (PlayStationTriangle) to activate.
*Only usable in FOB Missions
VXeukIv
Bonuses
Notes
Time: 2 days, 12 hour(s) (348 MB Coins)
Server-side development.
Prerequisites Development Usage
R&D Team75 Support Unit88
Minor Metal39800 Biological Material35800
GMP 3666600
Minor Metal310 Biological Material286
GMP 8790
Damage Impact Force Ammo
3
Effective Range Duration Durability

Stun DM Generator
Stun Dark Matter Generator
Emits a massive ball of dark matter that blocks light and has a stun effect. Ball knocks out any enemy that comes into contact with it.
After placing, press Ready Button (L2) and Action Button (PlayStationTriangle) to activate.
*Only usable in FOB Missions
VXeukIv
Bonuses
Notes
Time: 6 Day(s)
Server-side development.
Prerequisites Development Usage
R&D Team103 Support Unit116
Biological Material201400 Precious Metal69800
GMP 9166000
Biological Material 1610 Precious Metal 698
GMP 91660
Damage Impact Force Ammo
3
Effective Range Duration Durability

Stun DM Generator
Stun Dark Matter Generator
Emits a massive ball of dark matter that blocks light and has a stun effect. Ball knocks out any enemy that comes into contact with it.
After placing, press Ready Button (L2) and Action Button (PlayStationTriangle) to activate.
*Only usable in FOB Missions
VXeukIv
Bonuses
Notes
Time: 12 days, 0 hour(s)
Server-side development.
Prerequisites Development Usage
R&D Team136 Intel Unit149
Common Metal612600 African Peach13700
GMP 17182700
Common Metal 6610 African Peach 184
GMP 231960
Damage Impact Force Ammo
3
Effective Range Duration Durability

Stun DM Generator
Stun Dark Matter Generator
Emits a massive ball of dark matter that blocks light and has a stun effect. Ball knocks out any enemy that comes into contact with it.
After placing, press Ready Button (L2) and Action Button (PlayStationTriangle) to activate.
*Only usable in FOB Missions
VXeukIv
Bonuses
Notes
Time: 12 Days, 0 Hour(s)
Server-side development.
Prerequisites Development Usage
"|R&D Team146 Medical Unit159
Fuel Resources704400 Digitalis (Purpurea)15900
GMP 20323600
Fuel Resources 8170 Digitalis (Purpurea) 230
GMP 294690
Damage Impact Force Ammo
3
Effective Range Duration Durability

Placed weapons

Other[]

  • Combat knife:
    1836908 10151953141677843 1193192923 o

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[]

Tumblr mvwv0de8IH1s4rr21o7 1280

Snake wearing Tiger Stripe pattern combat fatigues.

Most uniforms have unique abilities or characteristics that aid the player, such as camouflage bonuses, damage resistance, and silent footsteps when crouched. With the exception of FOB missions they can be changed in the field by ordering a supply drop. Combat fatigues come with naked, standard, and scarf options but these have no impact on gameplay and are purely cosmetic choices.
;Bandanas Headgear that can only be applied to Venom Snake. The base bandana reduces the rate of "serious injuries," meaning that Venom is less likely to be forced to stop fighting and heal, though this doesn't increase damage-resistance or anything along those lines. It can be worn during FOB missions but essentially becomes a cosmetic item due to the serious injury slow-motion events being disabled in them. The Infinity Bandana gives the player unlimited ammo but does not affect battery life, fulton counts, and some equipment.

BANDANA
"Her" bandana, salvaged from Lake Nicaragua and lovingly repaired.
Lowers occurrences of serious injury.
Ui st bandana alp
Bonuses
Notes
Time: 36 minutes
Prerequisites Development Usage
R&D Team34 Medical Team34
GMP 400000
GMP 3400

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.
Ui st infinity bandana alp
Bonuses
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 BANDANA
Star of Bethlehem
R&D Team48 Combat Unit48
GMP 1000000
GMP 10000


;Combat fatigues

Uniforms that increase camo index when the player is in contact with the correct surface or object, up to a certain point. Though the lack of a camo index HUD display may make this bonus seem non-existant or insignificant compared to other uniforms, when properly used it is excellent for avoiding guard suspicion (gray band indicators). Crouched movement on the correct surface reduces the suspicion range of on-foot guard vision cones from around 70m during the day to 45m, and from around 35m at night to 15m.

OLIVE DRAB
Standard combat fatigues (olive drab).
Wear among greenery to blend in, making it harder for the enemy to spot you.
Ui st sna0 c00 alp
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
-- GMP 100

SPLITTER
Standard combat fatigues (splitter).
Wear when operating vehicles or weapon emplacements to blend in, making it harder for the enemy to spot you.
Ui st sna0 c06 alp
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
★1 OLIVE DRAB R&D Team7
GMP 10000
GMP 700

SQUARE
Standard combat fatigues (squares).
Wear on metal or concrete surfaces to blend in, making it harder for the enemy to spot you.
Ui st sna0 c12 alp
Bonuses
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 SPLITTER R&D Team17
GMP 30000
GMP 1700

TIGER STRIPE
Standard combat fatigues (tiger stripe).
Wear on rocky surfaces to blend in, making it harder for the enemy to spot you.
Ui st sna0 c01 alp
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
-- GMP 200

GOLDEN TIGER
Standard combat fatigues (gold tiger).
Wear on red soil to blend in, making it harder for the enemy to spot you.
Ui st sna0 c02 alp
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
★1 TIGER STRIPE R&D Team8
GMP 10000
GMP 800

ANIMALS
Standard combat fatigues (animal).
Wear on sandy surfaces or among greenery to blend in, making it harder for the enemy to spot you.
Ui st sna0 c14 alp
Bonuses
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 GOLDEN TIGER R&D Team18
GMP 30000
GMP 800

DESERT FOX
Standard combat fatigues (desert fox).
Wear on sand or soil to blend in, making it harder for the enemy to spot you.
Ui st sna0 c03 alp
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
R&D Team3
GMP 5000
GMP 300

WOODLAND
Standard combat fatigues (woodland).
Wear among greenery to blend in, making it harder for the enemy to spot you.
Ui st sna0 c10 alp
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
★1 DESERT FOX R&D Team9
GMP 10000
GMP 900

WETWORK
Standard combat fatigues (wetwork).
Wear in rivers or swamps to blend in, making it harder for the enemy to spot you.
Ui st sna0 c05 alp
Bonuses
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 WOODLAND R&D Team19
GMP 30000
GMP 1900

GRAY URBAN
Standard combat fatigues (gray urban).
Wear among steel and concrete to blend in, making it harder for the enemy to spot you.
Ui st sna0 c08 alp
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
Console-exclusive, paid DLC. R&D Team1
GMP 5000
GMP 100

BLUE URBAN
Standard combat fatigues (blue urban).
Wear among marsh terrain to blend in, making it harder for the enemy to spot you.
Ui st sna0 c07 alp
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
Console-exclusive, paid DLC. R&D Team1
GMP 5000
GMP 100

APD
Standard combat fatigues (pixelated desert).
Wear on sandy surfaces or among greenery to blend in, making it harder for the enemy to spot you.
Ui st sna0 c11 alp
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
Console-exclusive, paid DLC. R&D Team1
GMP 5000
GMP 100

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.
Ui st sna0 c13 alp
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
Console-exclusive, paid DLC. R&D Team1
GMP 5000
GMP 100

FATIGUES (NS)
Standard-issue combat fatigues worn by Naked Snake during Operation Snake Eater.
Wear on sandy surfaces or among greenery to blend in, making it harder for the enemy to spot you.
Ui st dla alp
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
Paid DLC, available all platforms. R&D Team1
GMP 5000
GMP 100

JUMPSUIT (EVA)
Jumpsuit that the female spy EVA wore during Operation Snake Eater.
The chest area can be unzipped for a tactical advantage.
*For female staff only
Ui st dle alp
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
Paid DLC, available all platforms. R&D Team1
GMP 10000
GMP 100


;Combat fatigues (FOB Event)

These can be purchased with Event Points during FOB Events whenever they are made available.

WOODLAND FLECK
Standard combat fatigues (woodland fleck).
Wear among greenery to blend in, making it harder for the enemy to spot you.
Ui st sna0 c23 alp
Bonuses
Notes
Time: 5 minutes
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

AMBUSH
Standard combat fatigues (ambush).
Wear among greenery to blend in, making it harder for the enemy to spot you.
Ui st sna0 c24 alp
Bonuses
Notes
Time: 5 minutes
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

SOLUM
Standard combat fatigues (solum).
Wear in rivers or swamps to blend in, making it harder for the enemy to spot you.
Ui st sna0 c27 alp
Bonuses
Notes
Time: 5 minutes
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

DEAD LEAF
Standard combat fatigues (dead leaf).
Wear among greenery to blend in, making it harder for the enemy to spot you.
Ui st sna0 c29 alp
Bonuses
Notes
Time: 5 minutes
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

LICHEN
Standard combat fatigues (lichen).
Wear among greenery to blend in, making it harder for the enemy to spot you.
Ui st sna0 c19 alp
Bonuses
Notes
Time: 5 minutes
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

STONE
Standard combat fatigues (stone).
Wear on rocky surfaces to blend in, making it harder for the enemy to spot you.
Ui st sna0 c35 alp
Bonuses
Notes
Time: 5 minutes
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

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.
Ui st sna0 c38 alp
Bonuses
Notes
Time: 5 minutes
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

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.
Ui st sna0 c39 alp
Bonuses
Notes
Time: 5 minutes
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

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.
Ui st sna0 c42 alp
Bonuses
Notes
Time: 5 minutes
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

IRON BLUE
Standard combat fatigues (iron blue).
Wear on metal or concrete surfaces to blend in, making it harder for the enemy to spot you.
Ui st sna0 c46 alp
Bonuses
Notes
Time: 5 minutes
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

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.
Ui st sna0 c49 alp
Bonuses
Notes
Time: 5 minutes
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

TSELINOYARSK
Standard combat fatigues (tselinoyarsk).
Wear on metal or concrete surfaces to blend in, making it harder for the enemy to spot you.
Ui st sna0 c52 alp
Bonuses
Notes
Time: 5 minutes
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

NIGHT SPLITTER
Standard combat fatigues (night splitter).
Wear among greenery to blend in, making it harder for the enemy to spot you.
Ui st sna0 c16 alp
Bonuses
Notes
Time: 5 minutes
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

RAIN
Standard combat fatigues (rain).
Wear in rivers or swamps to blend in, making it harder for the enemy to spot you.
Ui st sna0 c17 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

GREEN TIGER
Standard combat fatigues (green tiger stripe).
Wear on rocky surfaces to blend in, making it harder for the enemy to spot you.
Ui st sna0 c18 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

BIRCH LEAF
Standard combat fatigues (birch leaf).
Wear among greenery to blend in, making it harder for the enemy to spot you.
Ui st sna0 c19 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

DESERT AMBUSH
Standard combat fatigues (desert ambush).
Wear among greenery to blend in, making it harder for the enemy to spot you.
Ui st sna0 c20 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

DARK LEAF FLECK
Standard combat fatigues (dark leaf fleck).
Wear among greenery to blend in, making it harder for the enemy to spot you.
Ui st sna0 c22 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

NIGHT BUSH
Standard combat fatigues (night bush).
Wear on rocky surfaces to blend in, making it harder for the enemy to spot you.
Ui st sna0 c25 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

GRASS
Standard combat fatigues (grass).
Wear among greenery to blend in, making it harder for the enemy to spot you.
Ui st sna0 c26 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

RIPPLE
Standard combat fatigues (ripple).
Wear among greenery to blend in, making it harder for the enemy to spot you.
Ui st sna0 c28 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

CITRULLUS
Standard combat fatigues (citrullus).
Wear among greenery to blend in, making it harder for the enemy to spot you.
Ui st sna0 c31 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

DIGITAL BUSH
Standard combat fatigues (digital bush).
Wear in rivers or swamps to blend in, making it harder for the enemy to spot you.
Ui st sna0 c32 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

ZEBRA
Standard combat fatigues (zebra).
Wear on rocky surfaces to blend in, making it harder for the enemy to spot you.
Ui st sna0 c33 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

DESERT SAND
Standard combat fatigues (desert sand).
Wear on metal or concrete surfaces to blend in, making it harder for the enemy to spot you.
Ui st sna0 c36 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

STEEL KHAKI
Standard combat fatigues (steel khaki).
Wear on metal or concrete surfaces to blend in, making it harder for the enemy to spot you.
Ui st sna0 c47 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

DARK RUBBER
Standard combat fatigues (dark rubber).
Wear on metal or concrete surfaces to blend in, making it harder for the enemy to spot you.
Ui st sna0 c40 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

GRAY
Standard combat fatigues (gray).
Wear on metal or concrete surfaces to blend in, making it harder for the enemy to spot you.
Ui st sna0 c41 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

CAMOUFLAGE YELLOW
Standard combat fatigues (camouflage yellow).
Wear on metal or concrete surfaces to blend in, making it harder for the enemy to spot you.
Ui st sna0 c43 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

CAMOUFLAGE GREEN
Standard combat fatigues (camouflage green).
Wear on metal or concrete surfaces to blend in, making it harder for the enemy to spot you.
Ui st sna0 c44 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

IRON GREEN
Standard combat fatigues (iron green).
Wear on metal or concrete surfaces to blend in, making it harder for the enemy to spot you.
Ui st sna0 c45 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

LIGHT RUBBER
Standard combat fatigues (light rubber).
Wear on metal or concrete surfaces to blend in, making it harder for the enemy to spot you.
Ui st sna0 c53 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

RED RUST
Standard combat fatigues (red rust).
Wear on metal or concrete surfaces to blend in, making it harder for the enemy to spot you.
Ui st sna0 c48 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

STEEL GREEN
Standard combat fatigues (steel green).
Wear on metal or concrete surfaces to blend in, making it harder for the enemy to spot you.
Ui st sna0 c50 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

STEEL ORANGE
Standard combat fatigues (steel orange).
Wear on metal or concrete surfaces to blend in, making it harder for the enemy to spot you.
Ui st sna0 c51 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

MUD
Standard combat fatigues (mud).
Wear on metal or concrete surfaces to blend in, making it harder for the enemy to spot you.
Ui st sna0 c37 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

STEEL BLUE
Standard combat fatigues (steel blue).
Wear on metal or concrete surfaces to blend in, making it harder for the enemy to spot you.
Ui st sna0 c54 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

DARK RUST
Standard combat fatigues (dark rust).
Wear on metal or concrete surfaces to blend in, making it harder for the enemy to spot you.
Ui st sna0 c55 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

CITRULLUS 2T
Standard combat fatigues (citrullus two-tone).
Wear among greenery to blend in, making it harder for the enemy to spot you.
Ui st sna0 c56 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

GOLD TIGER 2T
Standard combat fatigues (gold tiger stripe two-tone).
Wear among greenery to blend in, making it harder for the enemy to spot you.
Ui st sna0 c57 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

BIRCH LEAF 2T
Standard combat fatigues (birch leaf two-tone).
Wear among greenery to blend in, making it harder for the enemy to spot you.
Ui st sna0 c58 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

STONE 2T
Standard combat fatigues (stone two-tone).
Wear among greenery to blend in, making it harder for the enemy to spot you.
Ui st sna0 c59 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0

KHAKI URBAN 2T
Standard combat fatigues (khaki urban two-tone).
Wear among greenery to blend in, making it harder for the enemy to spot you.
Ui st sna0 c60 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Prerequisites Development Usage
GMP 1000 GMP 0


;Battledress

Armor that increases player damage-resistance.

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.
* Will be equipped by guards when SECURITY SETTINGS are set to Lethal.
Ui st sna5 alp
Bonuses
Notes
Time: 18 minutes
Usable by FOB staff.
Prerequisites Development Usage
★2 SNEAKING SUIT R&D Team16 Combat Unit16
Common Metal300
GMP 160000
GMP 1600

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.
* Will be equipped by guards when SECURITY SETTINGS are set to Lethal.
Ui st sna5 alp
Bonuses
Defense Up [1]
Notes
Time: 36 minutes
Usable by FOB staff.
Prerequisites Development Usage
★3 BATTLE DRESS
A R&D Team skillMaterials Engineer
R&D Team30 Combat Unit30
Minor Metal1000
GMP 360000
GMP 3000

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.
* Will be equipped by guards when SECURITY SETTINGS are set to Lethal.
Ui st sna5 alp
Bonuses
Defense Up [2]
Notes
Time: 72 minutes
Usable by FOB staff.
Prerequisites Development Usage
★4 BATTLE DRESS R&D Team48 Combat Unit48
Precious Metal2000
GMP 580000
GMP 4800

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.
* Will be equipped by guards when SECURITY SETTINGS are set to Lethal.
Ui st sna5 alp
Bonuses
Defense Up [3]
Mission Complete Rank Restricted to A or Below
Notes
Time: 7 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
★5 BATTLE DRESS R&D Team74 Combat Unit84
Precious Metal56400 Common Metal53600
GMP 4427800
GMP 24360

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.
* Will be equipped by guards when SECURITY SETTINGS are set to Lethal.
Ui st sna5 alp
Bonuses
Defense Up [4]
Mission Complete Rank Restricted to A or Below
Notes
Time: 10 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
★6 BATTLE DRESS R&D Team84 Combat Unit94
Precious Metal63400 Digitalis Lutea1200
GMP 5165700
GMP 51660

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.
* Will be equipped by guards when SECURITY SETTINGS are set to Lethal.
Ui st sna5 alp
Bonuses
Defense Up [5]
Mission Complete Rank Restricted to A or Below
Notes
Time: 11 days, 23h, 30m
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
★7 BATTLE DRESS R&D Team121 Support Unit126
Precious Metal150600 Digitalis Lutea5400
GMP 10001200
GMP 100010

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.
* Will be equipped by guards when SECURITY SETTINGS are set to Lethal.
Ui st sna5 alp
Bonuses
Defense Up
Mission Complete Rank Restricted to A or Below
When discovering an FOB intruder, Security Team staff will use Stealth Camo for a fixed time.
Notes
Time: 11 days, 23h, 30m
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
★8 BATTLE DRESS R&D Team127 Base Development Unit140
Digitalis Lutea9900 Fuel Resources469500
GMP 14349200
GMP 179360

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.
* Will be equipped by guards when SECURITY SETTINGS are set to Lethal.
Ui st sna5 alp
Bonuses
Defense Up
Mission Complete Rank Restricted to A or Below
When discovering an FOB intruder, Security Team staff will use Stealth Camo for a fixed time.
Notes
Time: 11 days, 23h, 30m
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
★9 BATTLE DRESS R&D Team121 Support Unit126
Precious Metal150600 Digitalis Lutea5400
GMP 10001200
GMP 100010

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.
* Will be equipped by guards when SECURITY SETTINGS are set to Lethal.
Ui st sna5 alp
Bonuses
Defense Up
Mission Complete Rank Restricted to A or Below
When discovering an FOB intruder, Security Team staff will use Stealth Camo for a fixed time.
Notes
Time: 11 days, 23h, 30m
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
★10 BATTLE DRESS R&D Team148 Support Unit161
Precious Metal678100 Haoma12800
GMP 19684100
GMP 100010


;Parasite Suit

Temporarily grants the player one of three abilities used by encountered units of the Skulls Unit: The creation of a mist that lowers enemy vision like a sandstorm, defensive plating mimicing that of the armor Skulls, or camouflage that turns the player translucent. Only one of these abilities can be used at a time. Similiar to drug items, each ability activation consumes an associated parasite cartridge and the effect can be stacked.

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.
*Cannot be used during FOB Missions.
Ui st sna7 alp
Bonuses
Notes
Time: 36 minutes
Prerequisites Development Usage
A Medical Team skillParasitologist R&D Team25 Medical Team25
GMP 310000
GMP 2500

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.
*Cannot be used during FOB Missions.
Ui st sna7 alp
Bonuses
Effect Duration Up [1]
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 PARASITE SUIT R&D Team43 Medical Team43
GMP 530000
GMP 4300

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.
*Cannot be used during FOB Missions.
Ui st sna7 alp
Bonuses
Effect Duration Up [2]
Notes
Time: 2h, 24m
Prerequisites Development Usage
★5 PARASITE SUIT R&D Team65 Medical Team65
Biological Material50000
GMP 1030000
GMP 8240


;Sneaking Suits

Uniforms that slightly improve health regeneration speed and muffle the player's footsteps when crouched. Later grades also increase damage resistance. In FOB missions these conceal the player's body heat from human opponents, though carried weapons will remain visible to night-vision goggles.

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.
* Will be equipped by guards when SECURITY SETTINGS are set to Non-lethal.
Ui st sna4 alp
Bonuses
Notes
Time: 0 minutes
Usable by FOB staff.
Prerequisites Development Usage
R&D Team12
Fuel Resources200
GMP 120000
GMP 1200

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.
* Will be equipped by guards when SECURITY SETTINGS are set to Non-lethal.
Ui st sna4 alp
Bonuses
Health Recovery Speed Up [1]
Notes
Time: 18 minutes
Usable by FOB staff.
Prerequisites Development Usage
★2 SNEAKING SUIT R&D Team24
Fuel Resources1000
GMP 240000
GMP 2400

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.
* Will be equipped by guards when SECURITY SETTINGS are set to Non-lethal.
Ui st sna4 alp
Bonuses
Health Recovery Speed Up [2]
Notes
Time: 36 minutes
Usable by FOB staff.
Prerequisites Development Usage
★3 SNEAKING SUIT R&D Team36
Fuel Resources2000
GMP 420000
GMP 3600

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.
* Will be equipped by guards when SECURITY SETTINGS are set to Non-lethal.
Ui st sna4 alp
Bonuses
Defense Up [1]
Mission Complete Rank Restricted to A or Below
Notes
Time: 7 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
★4 SNEAKING SUIT R&D Team74 Intel Team84
Minor Metal56400 Common Metal53600
GMP 4427800
GMP 24360

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.
* Will be equipped by guards when SECURITY SETTINGS are set to Non-lethal.
Ui st sna4 alp
Bonuses
Defense Up [2]
Mission Complete Rank Restricted to A or Below
Notes
Time: 10 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
★6 SNEAKING SUIT R&D Team84 Intel Team94
Precious Metal63400 Haoma1200
GMP 5165700
GMP 51660

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.
* Will be equipped by guards when SECURITY SETTINGS are set to Non-lethal.
Ui st sna4 alp
Bonuses
Defense Up [3]
Mission Complete Rank Restricted to A or Below
Notes
Time: 11 days, 23h, 30m
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
★7 SNEAKING SUIT R&D Team113 Intel Team124
Precious Metal137100 Haoma5000
GMP 9692300
GMP 96920

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.
* Will be equipped by guards when SECURITY SETTINGS are set to Non-lethal.
Ui st sna4 alp
Bonuses
Defense Up
Mission Complete Rank Restricted to A or Below
When discovering an FOB intruder, Security Team staff will use Stealth Camo for a fixed time.
Notes
Time: 11 days, 23h, 30m
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
★8 SNEAKING SUIT R&D Team126 Medical Team139
Haoma9800 Fuel Resources467500
GMP 14264700
GMP 178300

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.
* Will be equipped by guards when SECURITY SETTINGS are set to Non-lethal.
Ui st sna4 alp
Bonuses
Defense Up
Mission Complete Rank Restricted to A or Below
When discovering an FOB intruder, Security Team staff will use Stealth Camo for a fixed time.
Notes
Time: 11 days, 23h, 30m
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
★9 SNEAKING SUIT R&D Team113 Intel Team124
Precious Metal137100 Haoma5000
GMP 9692300
GMP 96920

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.
* Will be equipped by guards when SECURITY SETTINGS are set to Non-lethal.
Ui st sna4 alp
Bonuses
Defense Up
Mission Complete Rank Restricted to A or Below
When discovering an FOB intruder, Security Team staff will use Stealth Camo for a fixed time.
Notes
Time: 11 days, 23h, 30m
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
★10 SNEAKING SUIT R&D Team147 Intel Team160
Fuel Resources670000 Digitalis Lutea12700
GMP 19391100
GMP 96920

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.
Ui st sna2 alp
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
DLC unlocked by uploading a Ground Zeroes save to Konami's servers, and downloading it within The Phantom Pain. R&D Team4
GMP 40000
GMP 400

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.
Ui st sna2 alp
Bonuses
Defense Up [1]
Mission Complete Rank Restricted to A or Below
Notes
Time: 35h, 30m
Server-side development.
Prerequisites Development Usage
★1 SV-SNEAKING SUIT R&D Team74 Intel Team85
Precious Metal5500 Common Metal10500
GMP 1056000
GMP 3160

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.
Ui st sna2 alp
Bonuses
Defense Up [2]
Mission Complete Rank Restricted to A or Below
Notes
Time: 2 days, 11h, 30m
Server-side development.
Prerequisites Development Usage
★6 SV-SNEAKING SUIT R&D Team84 Intel Team95
Precious Metal14100 Common Metal26700
GMP 2442400
GMP 19530

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.
Ui st sna2 alp
Bonuses
Defense Up [3]
Mission Complete Rank Restricted to A or Below
Notes
Time: 3 days, 11h, 30m
Server-side development.
Prerequisites Development Usage
★7 SV-SNEAKING SUIT R&D Team123 Intel Team126
Common Metal188200 Digitalis Purpurea17100
GMP 12501500
GMP 125010

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.
Ui st sna2 alp
Bonuses
Defense Up
Mission Complete Rank Restricted to A or Below
Notes
Time: 5 days, 23h, 30m
Server-side development.
Prerequisites Development Usage
★8 SV-SNEAKING SUIT R&D Team140
Biological Material678100 Precious Metal339100
GMP 18654000
GMP 116580

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.
Ui st sna2 alp
Bonuses
Defense Up
Mission Complete Rank Restricted to A or Below
Notes
Time: 3 days, 11h, 30m
Server-side development.
Prerequisites Development Usage
★9 SV-SNEAKING SUIT R&D Team123 Intel Team126
Common Metal188200 Digitalis Purpurea17100
GMP 12501500
GMP 125010

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.
Ui st sna2 alp
Bonuses
Defense Up
Mission Complete Rank Restricted to A or Below
Notes
Time: 3 days, 11h, 30m
Server-side development.
Prerequisites Development Usage
★10 SV-SNEAKING SUIT R&D Team147 Intel Team160
Precious Metal335000 Digitalis Lutea12700
GMP 2299700
GMP 125010

SNEAKING SUIT (NS)
Soviet Sneaking Suit worn by Naked Snake during Operation Snake Eater.
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.
Ui st dlb alp
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
Paid DLC, available all platforms. R&D Team1
GMP 100000
GMP 1000

SNEAKING SUIT (NS)
Soviet Sneaking Suit worn by Naked Snake during Operation Snake Eater.
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.
Ui st dlb alp
Bonuses
Health Recovery Speed Up [1]
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 SNEAKING SUIT (NS) R&D Team18
Fuel Resources900
GMP 200000
GMP 2000

SNEAKING SUIT (NS)
Soviet Sneaking Suit worn by Naked Snake during Operation Snake Eater.
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.
Ui st dlb alp
Bonuses
Health Recovery Speed Up [2]
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 SNEAKING SUIT (NS) R&D Team32
Fuel Resources4000
GMP 380000
GMP 3800

SNEAKING SUIT (NS)
Soviet Sneaking Suit worn by Naked Snake during Operation Snake Eater.
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.
Ui st dlb alp
Bonuses
Defense Up [1]
Mission Complete Rank Restricted to A or Below
Notes
Time: 35h, 30m
Server-side development.
Prerequisites Development Usage
★4 SNEAKING SUIT (NS) R&D Team74 Medical Team85
Precious Metal16500 Tarragon5200
GMP 2111900
GMP 6330

SNEAKING SUIT (NS)
Soviet Sneaking Suit worn by Naked Snake during Operation Snake Eater.
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.
Ui st dlb alp
Bonuses
Defense Up [2]
Mission Complete Rank Restricted to A or Below
Notes
Time: 2 days, 11h, 30m
Server-side development.
Prerequisites Development Usage
★6 SNEAKING SUIT (NS) R&D Team84 Medical Team95
Precious Metal42100 Tarragon7500
GMP 4884800
GMP 58610

SNEAKING SUIT (NS)
Soviet Sneaking Suit worn by Naked Snake during Operation Snake Eater.
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.
Ui st dlb alp
Bonuses
Defense Up [3]
Mission Complete Rank Restricted to A or Below
Notes
Time: 3 days, 11h, 30m
Server-side development.
Prerequisites Development Usage
★7 SNEAKING SUIT (NS) R&D Team124 Medical Team127
Common Metal394400 Wormwood19800
GMP 12714900
GMP 127140

SNEAKING SUIT (NS)
Soviet Sneaking Suit worn by Naked Snake during Operation Snake Eater.
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.
Ui st dlb alp
Bonuses
Defense Up
Mission Complete Rank Restricted to A or Below
Notes
Time: 5 days, 23h, 30m
Server-side development.
Prerequisites Development Usage
★8 SNEAKING SUIT (NS) R&D Team140
Biological Material678100 Precious Metal339100
GMP 18654000
GMP 116580

SNEAKING SUIT (NS)
Soviet Sneaking Suit worn by Naked Snake during Operation Snake Eater.
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.
Ui st dlb alp
Bonuses
Defense Up
Mission Complete Rank Restricted to A or Below
Notes
Time: 3 days, 11h, 30m
Server-side development.
Prerequisites Development Usage
★9 SNEAKING SUIT (NS) R&D Team124 Medical Team127
Common Metal394400 Wormwood19800
GMP 12714900
GMP 127140

SNEAKING SUIT (NS)
Soviet Sneaking Suit worn by Naked Snake during Operation Snake Eater.
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.
Ui st dlb alp
Bonuses
Defense Up
Mission Complete Rank Restricted to A or Below
Notes
Time: 3 days, 11h, 30m
Server-side development.
Prerequisites Development Usage
★10 SNEAKING SUIT (NS) R&D Team147 Intel Team160
Precious Metal335000 Haoma12700
GMP 22299700
GMP 127140


;Specialized Suits (no upgrades)

Other uniforms with abilities that may have fallen under another category but were merged into this one due to them having a single grade.

CYBORG NINJA
A costume for roleplaying as the Cyborg Ninja.
Improves speed when sprinting as well as jump distance.
Ui st nin0 alp
Bonuses
Notes
Time: 36 minutes
Prerequisites Development Usage
Master Certificate (Standard) R&D Team40
Digitalis Purpurea40 Digitalis Lutea10
GMP 460000
GMP 4000

RAIDEN
A costume for roleplaying as Raiden, replete with custom cyborg body.
Significantly increases sprinting speed and jump distance.
Ui st rai0 alp
Bonuses
Notes
Time: 2h, 24m
Prerequisites Development Usage
★4 CYBORG NINJA
Grand Master Certificate (Standard)
R&D Team53
Digitalis Purpurea70 Digitalis Lutea20
GMP 1190000
GMP 8400

SOLID SNAKE
A costume for roleplaying as Solid Snake, replete with Sneaking Suit.
Reduces footstep noise when moving, and provides increased damage resistance.
*In FOB missions, this uniform prevents your body heat being detected by NVG-equipped enemies.
Ui st sna6 alp
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
DLC unlocked by uploading a Ground Zeroes save with Déjà Vu completed to Konami's servers, and downloading it within The Phantom Pain. R&D Team11
GMP 110000
GMP 1100

SNEAKING SUIT (TB)
White Sneaking Suit that The Boss wore during Operation Snake Eater.
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.
*For female staff only.
*In FOB missions, this uniform prevents your body heat being detected by NVG-equipped enemies.
Ui st dlc alp
Bonuses
Notes
Time: 36 minutes
Prerequisites Development Usage
Paid DLC, available all platforms. R&D Team1
GMP 300000
GMP 100


;Swimwear

These increase running speed similarily to the Raiden and Ninja uniforms, but without the lightning effects. They were made available during a series of late-summer 2016 FOB Events.

SWIMSUIT (OLV DRB)
Swimsuit (olive drab).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
Ui st swimwear c00 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

SWIMSUIT (TGR ST)
Swimsuit (tiger stripe).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
Ui st swimwear c01 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

SWIMSUIT (GLD TGR)
Swimsuit (gold tiger).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
Ui st swimwear c02 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

SWIMSUIT (DSRT FX)
Swimsuit (desert fox).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
Ui st swimwear c03 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

SWIMSUIT (WET WRK)
Swimsuit (wet work).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
Ui st swimwear c05 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

SWIMSUIT (SPLITTR)
Swimsuit (splitter).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
Ui st swimwear c06 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

SWIMSUIT (PRST MST)
Swimsuit (parasite mist).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
Ui st swimwear c38 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

SWIMSUIT (OLD RS)
Swimsuit (old rose).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
Ui st swimwear c39 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

SWIMSUIT (CAMO GR)
Swimsuit (camouflage green).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
Ui st swimwear c44 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

SWIMSUIT (IRON BL)
Swimsuit (iron blue).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
Ui st swimwear c46 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

SWIMSUIT (RED RST)
Swimsuit (red rust).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
Ui st swimwear c48 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

SWIMSUIT (MUD)
Swimsuit (mud).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
Ui st swimwear c53 alp
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0


;Goblin Suit

These increase running speed similarily to the Raiden and Ninja uniforms, but without the lightning effects. They were made available during a series of late-summer 2016 FOB Events.

GOB SUIT(OLV DRB)
Goblin Suit (olive drab).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
GOBL Olive Drab thumb
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

GOB SUIT(TGR ST)
Goblin Suit (tiger stripe).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
GOBL Tiger Stripe thumb
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

GOB SUIT(GLD TGR)
Goblin Suit (gold tiger).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
GOBL Gold Tiger thumb
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

GOB SUIT(DSRT FX)
Goblin Suit (desert fox).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
GOBL Desert Fox thumb
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

GOB SUIT(WET WRK)
Goblin Suit (wet work).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
GOBL Wet Work thumb
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

GOB SUIT(SPLITTR)
Goblin Suit (splitter).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
GOBL Splitter thumb
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

GOB SUIT(PRST MST)
Goblin Suit (parasite mist).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
GOBL Parasite Mist thumb
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

GOB SUIT(OLD RS)
Goblin Suit (old rose).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
GOBL Old Rose thumb
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

GOB SUIT(CAMO GR)
Goblin Suit (camouflage green).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
GOBL Camo Green thumb
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

GOB SUIT(IRON BL)
Goblin Suit (iron blue).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
GOBL Iron Blue thumb
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

GOB SUIT(RED RST)
Goblin Suit (red rust).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
GOBL Red Rust thumb
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

GOB SUIT(MUD)
Goblin Suit (mud).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
GOBL Mud thumb
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0


;Megalodon Swimwear

These increase running speed similarily to the Raiden and Ninja uniforms, but without the lightning effects. They were made available during a series of late-summer 2016 FOB Events.

MEG SUIT(OLV DRB)
Megalodon Suit (olive drab).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
MEGA Olive Drab thumb
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

MEG SUIT(TGR ST)
Megalodon Suit (tiger stripe).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
MEGA Tiger Stripe thumb
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

MEG SUIT(GLD TGR)
Megalodon Suit (gold tiger).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
MEGA Gold Tiger thumb
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

MEG SUIT(DSRT FX)
Megalodon Suit (desert fox).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
MEGA Desert Fox thumb
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

MEG SUIT(WET WRK)
Megalodon Suit (wet work).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
MEGA Wet Work thumb
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

MEG SUIT(SPLITTR)
Megalodon Suit (splitter).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
MEGA Splitter thumb
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

MEG SUIT(PRST MST)
Megalodon Suit (parasite mist).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
MEGA Parasite Mist thumb
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

MEG SUIT(OLD RS)
Megalodon Suit (old rose).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
MEGA Old Rose thumb
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

MEG SUIT(CAMO GR)
Megalodon Suit (camouflage green).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
MEGA Camo Green thumb
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

MEG SUIT(IRON BL)
Megalodon Suit (iron blue).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
MEGA Iron Blue thumb
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

MEG SUIT(RED RST)
Megalodon Suit (red rust).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
MEGA Red Rust thumb
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0

MEG SUIT(MUD)
Megalodon Suit (mud).
Only equippable by DD soldiers.
Does nothing to camouflage the wearer, but is light and airy enough to aid mobility.
MEGA Mud thumb
Bonuses
Notes
Time: 6 days
Server-side development.
Usable by FOB staff.
Prerequisites Development Usage
GMP 1000 GMP 0


;Casual

Uniforms that only affect appearance.

NAKED (SILVER)
A special silver Naked uniform awarded only to mission completion experts.
Its magnificent radiance will leave rivals awestruck.
Ui st sna0 sil alp
Bonuses
Notes
Time: 72 minutes
Prerequisites Development Usage
Master Certificate (Elite) R&D Team45
GMP 700000
GMP 3750

NAKED (GOLD)
A special golden Naked uniform awarded only to ultimate mission completion masters.
Its magnificent radiance will leave rivals awestruck.
Ui st sna0 gld alp
Bonuses
Notes
Time: 2h, 24m
Prerequisites Development Usage
★5 NAKED (SILVER)
Grand Master Certificate (Elite)
R&D Team58
GMP 1020000
GMP 5730

LEATHER JACKET
A biker jacket that will keep the wearer safe and sound under even the harshest conditions. A favorite of "The Man Who Sold the World."
Ui st sna3 alp
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
The Codename: Big Boss R&D Team1
GMP 10000
GMP 100

TUXEDO
Tuxedo that Naked Snake is said to have worn during Operation Snake Eater.
For the gentleman who knows how to dress for the occasion.
Ui st dld alp
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
Paid DLC, available all platforms. R&D Team1
GMP 30000
GMP 100

Uniforms

Tools[]

Int-Scope

INT-SCOPE
Variable-magnification binoculars for long-range recon and intel support.
Equipped with a directional microphone feature, allowing the user to listen to distant noises and conversations.
Ui tl binocle 00 10 alp
Bonuses
Directional Mic Function
Notes
Time: 0 minutes
Prerequisites Development Usage
-- GMP 0

INT-SCOPE
Variable-magnification binoculars for long-range recon and intel support.
Equipped with a directional microphone feature, allowing the user to listen to distant noises and conversations.
The added analyzer feature can determine soldiers' and prisoners' abilities and whether they possess skills.
Ui tl binocle 00 10 alp
Bonuses
Analyzer Function [1] (Max. Analyzable Rank: B)
Notes
Time: 0 minutes
Prerequisites Development Usage
★1 INT-SCOPE R&D Team7
GMP 35000
GMP 0

INT-SCOPE
Variable-magnification binoculars for long-range recon and intel support.
Equipped with a directional microphone feature, allowing the user to listen to distant noises and conversations.
The added analyzer feature can determine soldiers' and prisoners' abilities and the category of any skills they possess.
Ui tl binocle 00 10 alp
Bonuses
Analyzer Function [2] (Max. Analyzable Rank: A++)
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 INT-SCOPE R&D Team16 Intel Team14
GMP 100000
GMP 0

INT-SCOPE
Variable-magnification binoculars for long-range recon and intel support.
Equipped with a directional microphone feature, allowing the user to listen to distant noises and conversations.
The added analyzer feature can determine soldiers' and prisoners' abilities and the exact skills they possess.
Ui tl binocle 00 10 alp
Bonuses
Analyzer Function [3] (Max. Analyzable Rank: S++)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 INT-SCOPE R&D Team30 Intel Team30
GMP 150000
GMP 0


;iDroid

iDROID
Portable data device for downloading and viewing tactical information necessary for executing missions.
Ui tl idoroid 00 10 alp
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
-- GMP 0

iDROID
Portable data device for downloading and viewing tactical information necessary for executing missions.
Ui tl idoroid 00 10 alp
Bonuses
Speaker Function
Notes
Time: 0 minutes
Prerequisites Development Usage
★1 iDROID R&D Team7
GMP 35000
GMP 0

iDROID
Portable data device for downloading and viewing tactical information necessary for executing missions.
Ui tl idoroid 00 10 alp
Bonuses
Markers Placeable Up [1] (Max. Placeable: 4)
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 iDROID R&D Team17 Intel Team17
GMP 85000
GMP 0

iDROID
Portable data device for downloading and viewing tactical information necessary for executing missions.
Ui tl idoroid 00 10 alp
Bonuses
Markers Placeable Up [2] (Max. Placeable: 5)
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 iDROID R&D Team31 Intel Team31
GMP 215000
GMP 0


;Fulton Device

FULTON DEVICE
Device that uses a balloon to extract personnel from the battlefield. Can also be used on animals.
Ui tl fulton 00 10 alp
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
-- GMP 300

+ CARGO 1
Added function for Fulton recovery device.
Enables extraction of gun emplacements and mortars.
Ui tl fulton option alp
Bonuses
Cargo Extraction [1]
Notes
Time: 0 minutes
Prerequisites Development Usage
★1 FULTON DEVICE R&D Team8 Support Unit8
GMP 30000
GMP 0

FULTON DEVICE
Device that uses a balloon to extract personnel from the battlefield. Can also be used on animals.
Ui tl fulton 00 10 alp
Bonuses
Portable Ammo Up [1]
Notes
Time: 0 minutes
Prerequisites Development Usage
★1 FULTON DEVICE R&D Team9 Support Unit9
GMP 90000
GMP 900

+ CARGO 2
Added function for Fulton recovery device.
Enables extraction of large cargo such as vehicles, anti-air emplacements, and containers.
Ui tl fulton option alp
Bonuses
Cargo Extraction [2]
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 + CARGO 1
A R&D Team skillTransportation Specialist
R&D Team18 Support Unit16
GMP 100000
GMP 0

FULTON DEVICE
Device that uses a balloon to extract personnel from the battlefield. Can also be used on animals.
Ui tl fulton 00 10 alp
Bonuses
Durability Up [1]
Reduced Waiting Time 1
Portable Ammo Up [2]
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 FULTON DEVICE
Master Certificate (Fulton)
R&D Team19 Support Unit19
GMP 190000
GMP 1900

+ CHILDREN
Added function for Fulton recovery device.
Enables extraction of children.
Ui tl fulton option alp
Bonuses
Child Extraction
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 + CARGO 2
Conch Shell
R&D Team24 Support Unit24
GMP 240000
GMP 0

FULTON DEVICE
Device that uses a balloon to extract personnel from the battlefield. Can also be used on animals.
Ui tl fulton 00 10 alp
Bonuses
Durability Up [2]
Reduced Waiting Time [2]
Portable Ammo Up [3]
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 FULTON DEVICE R&D Team33 Support Unit33
GMP 390000
GMP 3300

+ WORMHOLE
Added function for Fulton recovery device.
Uses a wormhole to transport all manner of cargo off the battlefield, from soldiers, children, and animals to vehicles and containers.
Ui tl fulton option alp
Bonuses
Wormhole Extraction
Notes
Time: 2h, 24m
Prerequisites Development Usage
★4 + CHILDREN
Complete Side Op 50
R&D Team40 Support Unit40
GMP 850000
GMP 6700

Tools

Items[]

Carboard Boxes

C.BOX (DSRT)
A cardboard box with a desert camo pattern.
Use on sand or soil to blend in, making it harder for the enemy to spot you.
Tpp item box pattern sand
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
R&D Team1 Support Unit1 GMP 100

C.BOX (DSRT)
A cardboard box with a desert camo pattern.
Use on sand or soil to blend in, making it harder for the enemy to spot you.
Tpp item box pattern sand
Bonuses
Durability Up [1]
Portable Ammo Up [1]
Notes
Time: 0 minutes
Prerequisites Development Usage
★1 C.BOX (DSRT) R&D Team7 Support Unit7
Biological Material200
GMP 10000
GMP 700

C.BOX (DSRT)
A cardboard box with a desert camo pattern.
Use on sand or soil to blend in, making it harder for the enemy to spot you.
Tpp item box pattern sand
Bonuses
Durability Up [2]
Portable Ammo Up [2]
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 C.BOX (DSRT) R&D Team17 Support Unit17
Biological Material300
GMP 100000
Biological Material5
GMP 1700

C.BOX (FRST)
A cardboard box with a forest camo pattern.
Use among greenery to blend in, making it harder for the enemy to spot you.
Tpp item box pattern green
Bonuses
Durability Up [1]
Portable Ammo Up [1]
Notes
Time: 0 minutes
Prerequisites Development Usage
★1 C.BOX (DSRT) R&D Team8 Support Unit8
Biological Material200
GMP 10000
GMP 800

C.BOX (FRST)
A cardboard box with a forest camo pattern.
Use among greenery to blend in, making it harder for the enemy to spot you.
Tpp item box pattern green
Bonuses
Durability Up [2]
Portable Ammo Up [2]
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 C.BOX (FRST) R&D Team18 Support Unit18
Biological Material300
GMP 100000
Biological Material5
GMP 1800

C.BOX (RED)
A cardboard box with a red soil camo pattern.
Use on red soil to blend in, making it harder for the enemy to spot you.
Tpp item box pattern red
Bonuses
Durability Up [1]
Portable Ammo Up [1]
Notes
Time: 0 minutes
Prerequisites Development Usage
★1 C.BOX (DSRT) R&D Team9 Support Unit9
Biological Material200
GMP 10000
GMP 900

C.BOX (RED)
A cardboard box with a red soil camo pattern.
Use on red soil to blend in, making it harder for the enemy to spot you.
Tpp item box pattern red
Bonuses
Durability Up [2]
Portable Ammo Up [2]
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 C.BOX (RED) R&D Team19 Support Unit19
Biological Material300
GMP 100000
Biological Material5
GMP 1900

C.BOX (CITY)
A cardboard box with an urban camo pattern.
Use on metal or concrete surfaces to blend in, making it harder for the enemy to spot you.
Tpp item box pattern urban
Bonuses
Durability Up [1]
Portable Ammo Up [1]
Notes
Time: 0 minutes
Prerequisites Development Usage
★1 C.BOX (DSRT) R&D Team10 Support Unit10
Biological Material200
GMP 10000
GMP 1000

C.BOX (CITY)
A cardboard box with an urban camo pattern.
Use on metal or concrete surfaces to blend in, making it harder for the enemy to spot you.
Tpp item box pattern urban
Bonuses
Durability Up [2]
Portable Ammo Up [2]
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 C.BOX (CITY) R&D Team20 Support Unit20
Biological Material300
GMP 100000
Biological Material5
GMP 2000

C.BOX (A.P.D.)
A cardboard box with a universal camo pattern.
Use on sand or among greenery to blend in, making it harder for the enemy to spot you.
Tpp item box pattern sandGreen
Bonuses
Durability Up [1]
Portable Ammo Up [1]
Notes
Time: 0 minutes
Prerequisites Development Usage
Console-exclusive, paid DLC. R&D Team1
GMP 5000
GMP 100

C.BOX (A.P.D.)
A cardboard box with a universal camo pattern.
Use on sand or among greenery to blend in, making it harder for the enemy to spot you.
Tpp item box pattern sandGreen
Bonuses
Durability Up [2]
Portable Ammo Up [2]
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 C.BOX (A.P.D.) R&D Team14 Support Unit14
Biological Material300
GMP 50000
Biological Material5
GMP 1400

C.BOX (RT)
A cardboard box with a mountain camo pattern.
Use on rocky terrain to blend in, making it harder for the enemy to spot you.
Tpp item box pattern rocky
Bonuses
Durability Up [1]
Portable Ammo Up [1]
Notes
Time: 0 minutes
Prerequisites Development Usage
Console-exclusive, paid DLC. R&D Team1
GMP 5000
GMP 100

C.BOX (RT)
A cardboard box with a mountain camo pattern.
Use on rocky terrain to blend in, making it harder for the enemy to spot you.
Tpp item box pattern rocky
Bonuses
Durability Up [2]
Portable Ammo Up [2]
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 C.BOX (RT) R&D Team14 Support Unit14
Biological Material300
GMP 50000
Biological Material5
GMP 1400

C.BOX (WET)
A cardboard box with a marsh camo pattern.
Use in marsh terrain to blend in, making it harder for the enemy to spot you.
Tpp item box pattern swamp
Bonuses
Durability Up [1]
Portable Ammo Up [1]
Notes
Time: 0 minutes
Prerequisites Development Usage
Console-exclusive, paid DLC. R&D Team1
GMP 5000
GMP 100

C.BOX (WET)
A cardboard box with a marsh camo pattern.
Use in marsh terrain to blend in, making it harder for the enemy to spot you.
Tpp item box pattern swamp
Bonuses
Durability Up [2]
Portable Ammo Up [2]
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 C.BOX (WET) R&D Team14 Support Unit14
Biological Material300
GMP 50000
Biological Material5
GMP 1400

C.BOX (WR)
A high-grade cardboard box made of water-resistant material. A special item custom-made for the legendary mercenary himself.
Tpp item box pattern waterproof
Bonuses
Durability Up [2]
Portable Ammo Up [2]
Notes
Time: 36 minutes
Prerequisites Development Usage
★2 C.BOX (DSRT)
Master Certificate (Box)
R&D Team31 Support Unit31
Biological Material400
GMP 300000
Biological Material10
GMP 3100

C.BOX (SMK)
An infiltration-model cardboard box that disperses a smokescreen when destroyed, aiding the user's escape. A special item custom-made for the legendary mercenary himself.
Tpp item box pattern smoke
Bonuses
Durability Up [2]
Portable Ammo Up [2]
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 C.BOX (WR)
Grand Master Certificate (Box)
R&D Team49 Support Unit49
Biological Material500
GMP 400000
Biological Material20
GMP 4900


;Night-vision Goggles

NVG
Highly sensitive night-vision gear that augments sight for better situational awareness in low light.
Battery is charged by kinetic energy generated by the user's natural motions, supplemented by solar power.
Ui it nvg 00 10 alp
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
-- GMP 200

NVG
Highly sensitive night-vision gear that augments sight for better situational awareness in low light.
Battery is charged by kinetic energy generated by the user's natural motions, supplemented by solar power.
Ui it nvg 00 10 alp
Bonuses
Light Amplification Up [1]
Exposure Correction Up [1]
Thermal Detection Up [1]
Notes
Time: 0 minutes
Prerequisites Development Usage
★1 NVG R&D Team8 Intel Team8
GMP 80000
GMP 800

NVG
Highly sensitive night-vision gear that augments sight for better situational awareness in low light.
Battery is charged by kinetic energy generated by the user's natural motions, supplemented by solar power.
Ui it nvg 00 10 alp
Bonuses
Battery Capacity Up [1]
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 NVG R&D Team18 Intel Team16
GMP 180000
GMP 1800

NVG
Highly sensitive night-vision gear that augments sight for better situational awareness in low light.
Battery is charged by kinetic energy generated by the user's natural motions, supplemented by solar power.
Ui it nvg 00 10 alp
Bonuses
Light Amplification Up [2]
Exposure Correction Up [2]
Thermal Detection Up [2]
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 NVG R&D Team32 Intel Team32
GMP 380000
GMP 3200

NVG
Highly sensitive night-vision gear that augments sight for better situational awareness in low light.
Battery is charged by kinetic energy generated by the user's natural motions, supplemented by solar power.
Ui it nvg 00 10 alp
Bonuses
Battery Capacity Up [2]
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 NVG R&D Team50 Intel Team50
GMP 600000
GMP 5000


;Stealth camouflage

STEALTH CAMO.PP
Prototype stealth camouflage.
Renders the user optically transparent, making visual detection next to impossible. Since this is still a prototype, it can only be used in short bursts.
*Restricts mission completion rank to an A or below, and cannot be used during FOB Missions.
[Quick change] + [Quick Dive]: Use
Ui it stecamo dispo 00 10 alp
Bonuses
Mission Complete Rank Restricted to A or Below
Notes
Time: 18 minutes
Prerequisites Development Usage
R&D Team22
Minor Metal150
GMP 280000
Minor Metal20
GMP 2800

STEALTH CAMO.PP
Prototype stealth camouflage.
Renders the user optically transparent, making visual detection next to impossible. Since this is still a prototype, it can only be used in short bursts.
*Restricts mission completion rank to an A or below, and cannot be used during FOB Missions.
[Quick change] + [Quick Dive]: Use
Ui it stecamo dispo 00 10 alp
Bonuses
Effect Duration Up [1]
Portable Ammo Up [1]
Mission Complete Rank Restricted to A or Below
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 STEALTH CAMO.PP
A R&D Team skillMetamaterials Specialist
R&D Team30
Minor Metal1000
GMP 360000
Minor Metal300
GMP 3000

STEALTH CAMO.PP
Prototype stealth camouflage.
Renders the user optically transparent, making visual detection next to impossible. Since this is still a prototype, it can only be used in short bursts.
*Restricts mission completion rank to an A or below, and cannot be used during FOB Missions.
[Quick change] + [Quick Dive]: Use
Ui it stecamo dispo 00 10 alp
Bonuses
Effect Duration Up [2]
Portable Ammo Up [2]
Mission Complete Rank Restricted to A or Below
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 STEALTH CAMO.PP R&D Team48
Minor Metal2000
GMP 580000
Minor Metal650
GMP 4800

STEALTH CAMO
Stealth camouflage.
Renders the user optically transparent, making visual detection next to impossible. Battery is charged by kinetic energy generated by the user's natural motions, supplemented by solar power.
*Restricts mission completion rank to an A or below, and cannot be used during FOB Missions.
Ui it stecamo dispo 01 10 alp
Bonuses
Mission Complete Rank Restricted to A or Below
Notes
Time: 2h, 24m
Prerequisites Development Usage
★5 STEALTH CAMO.PP
Emmerich's Research Notes
R&D Team60
Precious Metal1000
GMP 880000
Precious Metal200
GMP 7000


;Phantom Cigar

PHANTOM CIGAR
A cigar blended with a medicinal plant that speeds up the perception of time. Doesn't work if user is under stress, such as when spotted by an enemy.
*Cannot be used during FOB Missions.
[Quick change] + [Quick Dive]: Use
Ui it timecigarette 00 10 alp
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
Medical Team0 Wormwood2
GMP 100

PHANTOM CIGAR
A cigar blended with a medicinal plant that speeds up the perception of time. Doesn't work if user is under stress, such as when spotted by an enemy.
*Cannot be used during FOB Missions.
[Quick change] + [Quick Dive]: Use
Ui it timecigarette 00 10 alp
Bonuses
Effect Duration Up [1]
Portable Ammo Up [1]
Notes
Time: 0 minutes
Prerequisites Development Usage
★1 PHANTOM CIGAR Medical Team5
Wormwood20
GMP 20000
Wormwood4
GMP 500

PHANTOM CIGAR
A cigar blended with a medicinal plant that speeds up the perception of time. Doesn't work if user is under stress, such as when spotted by an enemy.
*Cannot be used during FOB Missions.
[Quick change] + [Quick Dive]: Use
Ui it timecigarette 00 10 alp
Bonuses
Effect Duration Up [2]
Portable Ammo Up [2]
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 PHANTOM CIGAR Medical Team15
Wormwood30
GMP 50000
Wormwood6
GMP 1500


;Drugs

PENTAZEMIN
Special medicinal plant blend that has a relaxing effect. For a limited time, suppresses hand tremors when aiming a weapon.
[Quick change] + [Quick Dive]: Use
Ui it pentazemin 00 10 alp
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
Medical Team3
Tarragon10 Biological Material100
GMP 5000
Tarragon2 Biological Material10
GMP 300

PENTAZEMIN
Special medicinal plant blend that has a relaxing effect. For a limited time, suppresses hand tremors when aiming a weapon.
[Quick change] + [Quick Dive]: Use
Ui it pentazemin 00 10 alp
Bonuses
Effect Duration Up [1]
Portable Ammo Up [1]
Notes
Time: 0 minutes
Prerequisites Development Usage
★1 PENTAZEMIN Medical Team9
Tarragon20 Biological Material200
GMP 20000
Tarragon4 Biological Material20
GMP 900

PENTAZEMIN
Special medicinal plant blend that has a relaxing effect. For a limited time, suppresses hand tremors when aiming a weapon.
[Quick change] + [Quick Dive]: Use
Ui it pentazemin 00 10 alp
Bonuses
Effect Duration Up [2]
Portable Ammo Up [2]
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 PENTAZEMIN Medical Team19
Tarragon30 Biological Material300
GMP 50000
Tarragon6 Biological Material30
GMP 1900

NOCTOCYANIN
Special medicinal plant blend that heightens awareness. For a limited time, makes user aware of nearby organisms without having marked them.
[Quick change] + [Quick Dive]: Use
Ui it pentazemin 00 10 alp
Bonuses
Notes
Time: 0 minutes
Prerequisites Development Usage
Medical Team11 Intel Team11
Haoma5 Biological Material200
GMP 50000
Haoma1 Biological Material20
GMP 1100

NOCTOCYANIN
Special medicinal plant blend that heightens awareness. For a limited time, makes user aware of nearby organisms without having marked them.
[Quick change] + [Quick Dive]: Use
Ui it pentazemin 00 10 alp
Bonuses
Effect Duration Up [1]
Notes
Time: 18 minutes
Prerequisites Development Usage
★2 NOCTOCYANIN
A Medical Team skillDrug Developer
Medical Team21 Intel Team21
Haoma10 Biological Material300
GMP 100000
Haoma2 Biological Material30
GMP 2100

NOCTOCYANIN
Special medicinal plant blend that heightens awareness. For a limited time, makes user aware of nearby organisms without having marked them.
[Quick change] + [Quick Dive]: Use
Ui it pentazemin 00 10 alp
Bonuses
Portable Ammo Up [1]
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 NOCTOCYANIN Medical Team35 Intel Team35
Haoma15 Biological Material400
GMP 200000
Haoma3 Biological Material40
GMP 3500

NOCTOCYANIN
Special medicinal plant blend that heightens awareness. For a limited time, makes user aware of nearby organisms without having marked them.
[Quick change] + [Quick Dive]: Use
Ui it pentazemin 00 10 alp
Bonuses
Effect Duration Up [2]
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 NOCTOCYANIN Medical Team53 Intel Team53
Haoma20 Biological Material500
GMP 400000
Haoma4 Biological Material50
GMP 5300

NOCTOCYANIN
Special medicinal plant blend that heightens awareness. For a limited time, makes user aware of nearby organisms without having marked them.
[Quick change] + [Quick Dive]: Use
Ui it pentazemin 00 10 alp
Bonuses
Portable Ammo Up [2]
Notes
Time: 5 days (or 600 MB Coins)
Server-side development.
Prerequisites Development Usage
★5 NOCTOCYANIN Medical Team91 Intel Team90
Haoma900 Wormwood4700
GMP 2613600
Haoma12 Wormwood141
GMP 26140

ACCELERAMIN
Special medicinal plant blend that boosts concentration.
Used to artificially induce a reflex mode effect.
*Cannot be used during FOB missions.
[Quick change] + [Quick Dive]: Use
Ui it pentazemin 00 10 alp
Bonuses
Notes
Time: 18 minutes
Prerequisites Development Usage
Medical Team19 Combat Unit19
Tarragon10 Haoma10
GMP 40000
Tarragon2 Haoma2
GMP 1900

ACCELERAMIN
Special medicinal plant blend that boosts concentration.
Used to artificially induce a reflex mode effect.
*Cannot be used during FOB missions.
[Quick change] + [Quick Dive]: Use
Ui it pentazemin 00 10 alp
Bonuses
Effect Duration Up [1]
Notes
Time: 36 minutes
Prerequisites Development Usage
★3 ACCELERAMIN
A Medical Team skillDrug Developer
Medical Team33 Combat Unit33
Tarragon15 Haoma15
GMP 190000
Tarragon3 Haoma3
GMP 3300

ACCELERAMIN
Special medicinal plant blend that boosts concentration.
Used to artificially induce a reflex mode effect.
*Cannot be used during FOB missions.
[Quick change] + [Quick Dive]: Use
Ui it pentazemin 00 10 alp
Bonuses
Portable Ammo Up [1]
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 ACCELERAMIN Medical Team51 Combat Unit51
Tarragon20 Haoma20
GMP 390000
Tarragon4 Haoma4
GMP 5100

ACCELERAMIN
Special medicinal plant blend that boosts concentration.
Used to artificially induce a reflex mode effect.
*Cannot be used during FOB missions.
[Quick change] + [Quick Dive]: Use
Ui it pentazemin 00 10 alp
Bonuses
Effect Duration Up [2]
Notes
Time: 2h, 24m
Prerequisites Development Usage
★5 ACCELERAMIN Medical Team60 Combat Unit60
Tarragon25 Haoma25
GMP 610000
Tarragon5 Haoma5
GMP 7300

ACCELERAMIN
Special medicinal plant blend that boosts concentration.
Used to artificially induce a reflex mode effect.
*Cannot be used during FOB missions.
[Quick change] + [Quick Dive]: Use
Ui it pentazemin 00 10 alp
Bonuses
Portable Ammo Up [2]
Notes
Time: 4h, 48m
Prerequisites Development Usage
★6 ACCELERAMIN Medical Team65 Combat Unit65
Tarragon100 Haoma100
GMP 1040000
Tarragon6 Haoma6
GMP 8320


;Parasite cartridges

PARASITE (MIST)
Parasite supply cartridge (Mist-type).
Equip to Parasite Suit to activate a special ability of the Skulls: Mist dispersal.
[Quick change] + [Quick Dive]: Use
Ui it eclstp 00 10 alp
Bonuses
Notes
Time: 36 minutes
Prerequisites Development Usage
Fulton associated Skulls after
completing mission 29.
Medical Team25
Parasite Mist4 Biological Material1000
GMP 245000
Parasite Mist1 Biological Material100
GMP 2500

PARASITE (MIST)
Parasite supply cartridge (Mist-type).
Equip to Parasite Suit to activate a special ability of the Skulls: Mist dispersal.
[Quick change] + [Quick Dive]: Use
Ui it eclstp 00 10 alp
Bonuses
Portable Ammo Up [1]
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 PARASITE (MIST) Medical Team43
Parasite Mist8 Biological Material2000
GMP 690000
Parasite Mist2 Biological Material400
GMP 4300

PARASITE (MIST)
Parasite supply cartridge (Mist-type).
Equip to Parasite Suit to activate a special ability of the Skulls: Mist dispersal.
[Quick change] + [Quick Dive]: Use
Ui it eclstp 00 10 alp
Bonuses
Portable Ammo Up [2]
Notes
Time: 2h, 24m
Prerequisites Development Usage
★5 PARASITE (MIST) Medical Team59
Parasite Mist12 Biological Material30000
GMP 830000
Parasite Mist3 Biological Material600
GMP 6640

PARASITE (CAMOUFLAGE)
Parasite supply cartridge (Camouflage-type).
Equip to Parasite Suit to activate a special ability of the Skulls: Invisibility.
*Restricts mission completion rank to an A or below.
[Quick change] + [Quick Dive]: Use
Ui it eclstp 00 10 alp
Bonuses
Mission Complete Rank Restricted to A or Below
Notes
Time: 36 minutes
Prerequisites Development Usage
Fulton associated Skulls after
completing mission 29.
Medical Team27
Parasite Camouflage4 Biological Material1000
GMP 230000
Parasite Camouflage1 Biological Material100
GMP 2700

PARASITE (CAMOUFLAGE)
Parasite supply cartridge (Camouflage-type).
Equip to Parasite Suit to activate a special ability of the Skulls: Invisibility.
*Restricts mission completion rank to an A or below.
[Quick change] + [Quick Dive]: Use
Ui it eclstp 00 10 alp
Bonuses
Portable Ammo Up [1]
Mission Complete Rank Restricted to A or Below
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 PARASITE (CAMOUFLAGE) Medical Team45
Parasite Camouflage8 Biological Material2000
GMP 550000
Parasite Camouflage2 Biological Material400
GMP 4500

PARASITE (CAMOUFLAGE)
Parasite supply cartridge (Camouflage-type).
Equip to Parasite Suit to activate a special ability of the Skulls: Invisibility.
*Restricts mission completion rank to an A or below.
[Quick change] + [Quick Dive]: Use
Ui it eclstp 00 10 alp
Bonuses
Portable Ammo Up [2]
Mission Complete Rank Restricted to A or Below
Notes
Time: 2h, 24m
Prerequisites Development Usage
★5 PARASITE (CAMOUFLAGE) Medical Team61
Parasite Camouflage12 Biological Material30000
GMP 850000
Parasite Camouflage3 Biological Material600
GMP 6800

PARASITE (ARMOR)
Parasite supply cartridge (Armor-type).
Equip to Parasite Suit to activate a special ability of the Skulls: Enhanced armor.
[Quick change] + [Quick Dive]: Use
Ui it eclstp 00 10 alp
Bonuses
Notes
Time: 36 minutes
Prerequisites Development Usage
Fulton associated Skulls after
completing mission 29.
Medical Team29
Parasite Armor4 Biological Material1000
GMP 250000
Parasite Armor1 Biological Material100
GMP 2900

PARASITE (ARMOR)
Parasite supply cartridge (Armor-type).
Equip to Parasite Suit to activate a special ability of the Skulls: Enhanced armor.
[Quick change] + [Quick Dive]: Use
Ui it eclstp 00 10 alp
Bonuses
Portable Ammo Up [1]
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 PARASITE (ARMOR) Medical Team47
Parasite Armor8 Biological Material2000
GMP 570000
Parasite Armor2 Biological Material400
GMP 4700

PARASITE (ARMOR)
Parasite supply cartridge (Armor-type).
Equip to Parasite Suit to activate a special ability of the Skulls: Enhanced armor.
[Quick change] + [Quick Dive]: Use
Ui it eclstp 00 10 alp
Bonuses
Portable Ammo Up [2]
Notes
Time: 2h, 24m
Prerequisites Development Usage
★5 PARASITE (ARMOR) Medical Team63
Parasite Armor12 Biological Material30000
GMP 870000
Parasite Armor3 Biological Material600
GMP 6960

Energy Wall

ENERGY WALL
Energy Wall
Generates a protective shield that temporarily nullifies shots, stun effects, sleep, and markings. Shield will dissipate if it takes a certain amount of damage.
[R3]: Use
*Only usable in FOB missions.
Bonuses
Notes
Time: 5 days, 0 hours
Prerequisites Development Usage
Fulton associated Skulls after
completing mission 29.
R&D Team77 Medical Team90
Biological Material70200 Minor Metals42200
GMP 4248300
Parasite Mist1 Biological Material560 Minor Metals337
GMP 33980

ENERGY WALL
Energy Wall
Generates a protective shield that temporarily nullifies shots, stun effects, sleep, and markings. Shield will dissipate if it takes a certain amount of damage.
[R3]: Use
*Only usable in FOB missions.
Ui it eclstp 00 10 alp
Bonuses
Ammunition Up
Notes
Time: 7 days, 0 hours
Prerequisites Development Usage
★7 ENERGY WALL R&D Team107 Medical Team120
Common Metals228600 Precious Metals79200
GMP 9020700
Common Metals2280 Precious Metals792
GMP 90200

ENERGY WALL
Energy Wall
Generates a protective shield that temporarily nullifies shots, stun effects, sleep, and markings. Shield will dissipate if it takes a certain amount of damage.
[R3]: Use
*Only usable in FOB missions.
Ui it eclstp 00 10 alp
Bonuses
Portable Ammo Up [2]
Notes
Time: 2h, 24m
Prerequisites Development Usage
★8 ENERGY WALL (MIST) R&D Team107 Medical Team120
Common Metals228600 Precious Metals79200
GMP 9020700
Common Metals2280 Precious Metals792
GMP 90200

PARASITE (CAMOUFLAGE)
Parasite supply cartridge (Camouflage-type).
Equip to Parasite Suit to activate a special ability of the Skulls: Invisibility.
*Restricts mission completion rank to an A or below.
[Quick change] + [Quick Dive]: Use
Ui it eclstp 00 10 alp
Bonuses
Mission Complete Rank Restricted to A or Below
Notes
Time: 36 minutes
Prerequisites Development Usage
Fulton associated Skulls after
completing mission 29.
Medical Team27
Parasite Camouflage4 Biological Material1000
GMP 230000
Parasite Camouflage1 Biological Material100
GMP 2700

PARASITE (CAMOUFLAGE)
Parasite supply cartridge (Camouflage-type).
Equip to Parasite Suit to activate a special ability of the Skulls: Invisibility.
*Restricts mission completion rank to an A or below.
[Quick change] + [Quick Dive]: Use
Ui it eclstp 00 10 alp
Bonuses
Portable Ammo Up [1]
Mission Complete Rank Restricted to A or Below
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 PARASITE (CAMOUFLAGE) Medical Team45
Parasite Camouflage8 Biological Material2000
GMP 550000
Parasite Camouflage2 Biological Material400
GMP 4500

PARASITE (CAMOUFLAGE)
Parasite supply cartridge (Camouflage-type).
Equip to Parasite Suit to activate a special ability of the Skulls: Invisibility.
*Restricts mission completion rank to an A or below.
[Quick change] + [Quick Dive]: Use
Ui it eclstp 00 10 alp
Bonuses
Portable Ammo Up [2]
Mission Complete Rank Restricted to A or Below
Notes
Time: 2h, 24m
Prerequisites Development Usage
★5 PARASITE (CAMOUFLAGE) Medical Team61
Parasite Camouflage12 Biological Material30000
GMP 850000
Parasite Camouflage3 Biological Material600
GMP 6800

PARASITE (ARMOR)
Parasite supply cartridge (Armor-type).
Equip to Parasite Suit to activate a special ability of the Skulls: Enhanced armor.
[Quick change] + [Quick Dive]: Use
Ui it eclstp 00 10 alp
Bonuses
Notes
Time: 36 minutes
Prerequisites Development Usage
Fulton associated Skulls after
completing mission 29.
Medical Team29
Parasite Armor4 Biological Material1000
GMP 250000
Parasite Armor1 Biological Material100
GMP 2900

PARASITE (ARMOR)
Parasite supply cartridge (Armor-type).
Equip to Parasite Suit to activate a special ability of the Skulls: Enhanced armor.
[Quick change] + [Quick Dive]: Use
Ui it eclstp 00 10 alp
Bonuses
Portable Ammo Up [1]
Notes
Time: 72 minutes
Prerequisites Development Usage
★4 PARASITE (ARMOR) Medical Team47
Parasite Armor8 Biological Material2000
GMP 570000
Parasite Armor2 Biological Material400
GMP 4700

PARASITE (ARMOR)
Parasite supply cartridge (Armor-type).
Equip to Parasite Suit to activate a special ability of the Skulls: Enhanced armor.
[Quick change] + [Quick Dive]: Use
Ui it eclstp 00 10 alp
Bonuses
Portable Ammo Up [2]
Notes
Time: 2h, 24m
Prerequisites Development Usage
★5 PARASITE (ARMOR) Medical Team63
Parasite Armor12 Biological Material30000
GMP 870000
Parasite Armor3 Biological Material600
GMP 6960

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. On pistols and submachine guns the light occupies an underbarrel mount point, while on larger weapons it uses a dedicated side mount. Pistols and SMGs can use a combined laser/light module with both functions.
  • Laser: A laser aiming module which projects a visible beam for improved over-shoulder aiming at close range: the beam is more visible when using NVGs. Occupies the underbarrel mount on pistols and submachine guns, and a dedicated side mount on other weapons.
  • Suppressor: A noise suppression device that reduces gunshot sound and muzzle flash. Durability is determined by the grade of the suppressor and usually finite (ranked as low, medium or high), after which the device is lost. To preserve durability when stealth is not required, it can be attached or removed via the weapon menu. Some weapons feature integral suppressors which do not degrade. In most cases, once the Customize option is unlocked, the player is free to swap non-integral suppressors between weapons of the same type (pistol/SMG, shotgun, rifle/sniper rifle/machine gun and anti-materiel rifle) provided their barrel can accept muzzle accessories, though some weapons like the Riot SMG and UN-ARC NL have their suppressor locked.
  • Compensator/Muzzle Brake/Recoil Dampening Muzzle: Accessory that improves shot grouping for the weapon. Almost always only mounts to variants of that specific weapon (eg AM D114 compensator only mounts to other AM D114 variants). Precludes use of a suppressor.
  • Grip: A foregrip which stabilizes the weapon and reduces the accuracy penalty associated with firing while moving. Precludes the use of a laser or light on submachine guns, but occupies a different slot on other weapons.
  • Sight: Weapons can have up to two mounting points for sights. Pistols and submachine guns have a more limited sight selection than other weapons, only able to use dot and low-magnification short scopes, while other weapons can use a much wider selection with various reticle designs, some with additional rangefinding functions. A weapon with two scope mounts can only use them if the front mount is a dot sight or night-vision sight, and the rear a magnifier or 3x Short Scope.
  • Underbarrel weapons: Various weapons which can be mounted under the handguard of a rifle or sniper rifle with an underbarrel mounting point. On weapons other than the G44 series, mounting an underbarrel accessory other than a grip will generally preclude the use of any magazine larger than the standard one for that weapon. Mounting an underbarrel weapon adds the GMP and materials cost of using that weapon to the cost of using the host weapon.
    • Grenade launcher: A device used to launch munitions with the same effects as hand grenades (explosive, smoke, stun and sleeping gas), depending on the variant. Each variant can only be used to fire a specific ammo type. These rounds are less effective than the equivalent hand grenade, but can be fired further and can be selected and fired more quickly than switching to and throwing a hand grenade.
    • Pistol: Carbine variants of certain pistols (WU Silent, AM D114 and Geist P3) can be mounted as underbarrel accessories.
    • Shotgun: Short variants of the RASP-TB and S1000 shotguns can also be used as underbarrel accessories.

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 Kit 1516d919460f1 optim Reward from the children rescued from the mine.
Makes [WATER PISTOL] (handgun) available for development.
Complete Mission 18
First Aid Manual Kit 1a1631073bcdc optim 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) KitCert 217da2abcb002 optim Awarded to marking experts.
Enables the bearer to distinguish between enemy soldiers and the decoys they have placed.
Mark 500 Targets
Master Certificate (Box) KitCert 1f5e8e9259c73 optim 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) KitCert fb0f8d732433 optim 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) KitCert c79d3485579a optim 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) KitCert 60fa043e530f optim 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 Kit c41a55657b93 optim Eli's conch shell
Makes [PETROL BOMB] (support weapon) and [+ CHILDREN] (tool) available for development.
Complete Side Op 113
Skulls Machete Kit 49e6288716e0 optim Machete wielded by the Skulls.
Makes [TASK-ARM-SM] (D-Walker armament) available for development.
Complete Mission 29
Strangelove's Memento Kit 22bcabf15844a optim Strangelove's memento found in the AI pod.
Makes [BANDANA] (uniform) available for development.
Complete Side Op 143
Man on Fire (Corpse) Kit 3673610299757 optim 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 Kit 3569dbed59658 optim 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 Kit 1e64b3c7db3e9 optim The handkerchief of a beautiful and deadly sharpshooter.
Makes [SNIPER WOLF] (Quiet equipment) available for development.
Complete Mission 40.
Emmerich's Research Notes Kit 192db20b6d0ce optim Research documentation left behind by Emmerich.
Makes [STEALTH CAMO] (item) available for development.
Watch the cutscene where Emmerich is exiled.
The Codename: Big Boss Kit 1e5d02765b21e optim 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) KitCert 4967a7300950 optim Awarded to combatants who are nothing short of legendary.
Makes [CYBORG NINJA] (uniform) available for development.
Complete all missions (except those on high difficulty levels).
Grand Master Certificate (Standard) KitCert e9831b611f36 optim Awarded to ultimate soldiers.
Makes [RAIDEN] (uniform) available for development.
Complete all missions (except those on high difficulty levels) with an S rank.
Master Certificate (Elite) KitCert ea73797be87b optim Awarded to mission completion experts.
Makes [NAKED (SIL)] (uniform) available for development.
Complete all missions played on high difficulty levels (Extreme, Total Stealth, Subsistence).
Grand Master Certificate (Elite) KitCert 246af2597c207 optim Awarded to ultimate mission completion masters.
Makes [NAKED (GLD)] (uniform) available for development.
Complete all missions played on high difficulty levels (Extreme, Total Stealth, Subsistence) with an S-rank.
Star of Bethlehem Kit d0e762a59cbb optim A flower in memory of "Her."
Makes [INFINITY BANDANA] (uniform) available for development.
Complete Mission 46/the secret mission.
Key items

Mission-exclusive equipment[]

TDG: Variant of the thermal goggles acquired halfway through the mission "Shining Lights, Even in Death". They are necessary for completing the mission as they allow for detecting anyone who is infected. Is exclusive to this mission and cannot be used in any other mission or in free roam mode.
"TDG
Thermal imaging infection detector. Night vision goggles modified by a researcher in the Laboratory. Detects the heat given off by vocal cord parasites within infected personnel, and highlights the heat signature for easy identification.
"
―TDG item description in ‘’Metal Gear Solid V: The Phantom Pain’’
Mission-exclusive equipment

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

Security Devices[]

IR-Sensor

IR-SENSOR
(Infrared sensor)
Intruder detection system that uses the infrared beam interruption method. Detects any individual who touches the beam, and sounds the alarm.
Prerequisites Development Usage
-- GMP 1000
Damage Impact Force Ammo
Effective Range Duration Durability

IR-SENSOR
(Infrared sensor)
Intruder detection system that uses the infrared beam interruption method. Detects any individual who touches the beam, and sounds the alarm.
Prerequisites Development Usage
-- GMP 2000
Damage Impact Force Ammo
Effective Range Duration Durability

IR-SENSOR
(Infrared sensor)
Intruder detection system that uses the infrared beam interruption method. Detects any individual who touches the beam, and sounds the alarm.
Prerequisites Development Usage
GMP 4919700
R&D Team80
Base Development Unit91
Common Metal x63400
Minor Metal x60200
GMP 3000
Damage Impact Force Ammo
Effective Range Duration Durability

Antitheft device

ANTITHEFT DEVICE
(Antitheft device)
Alarm device that uses a tilt sensor. Remembers the positional angles of protected object, and sounds an alarm when object tilts beyond an allowable angle, such as due to Fulton extraction.
Prerequisites Development Usage
-- GMP 1500
Damage Impact Force Ammo
Effective Range Duration Durability

ANTITHEFT DEVICE
(Antitheft device)
Alarm device that uses a tilt sensor. Remembers the positional angles of protected object, and sounds an alarm when object tilts beyond an allowable angle, such as due to Fulton extraction.
Prerequisites Development Usage
[ANTITHEFT DEVICE] Blueprint GMP 4919700
R&D Team80
Base Development Unit91
Common Metal x63400
Minor Metal x60200
GMP 2500
Damage Impact Force Ammo
Effective Range Duration Durability

ANTITHEFT DEVICE
(Antitheft device)
Alarm device that uses a tilt sensor. Remembers the positional angles of protected object, and sounds an alarm when object tilts beyond an allowable angle, such as due to Fulton extraction.
Prerequisites Development Usage
GMP 9539500
R&D Team104
Base Development Unit115
Minor Metal x197500
Haoma x3600
GMP 5000
Damage Impact Force Ammo
Effective Range Duration Durability

Surveillance Cameras

SURVEILLANCE-CAM
(Surveillance camera)
Camera that monitors a fixed area in a cycle. Sounds an alarm if an intruder enters its visual field.
Prerequisites Development Usage
-- GMP 2000
Damage Impact Force Ammo
Effective Range Duration Durability

SURVEILLANCE-CAM
(Surveillance cam)
Camera that monitors a fixed area in a cycle. Sounds an alarm if an intruder enters its visual field.
Notes
Time: 5 Days, 0 hours
Prerequisites Development Usage
Video Surveillance Specialist x1 GMP 3197900
R&D Team72
Base Development Team83
Common Metal x45800
Minor Metal x43500
GMP 3000
Damage Impact Force Ammo
Effective Range Duration Durability

SURVEILLANCE-CAM
(Surveillance camera)
Camera that monitors a fixed area in a cycle. Sounds an alarm if an intruder enters its visual field.
Note: 10 Days, 0 hours
Prerequisites Development Usage
GMP 4427800
R&D Team73
Base Development Team84
Common Metal x56400
Minor Metal x53600
GMP 4000
Damage Impact Force Ammo
Effective Range Duration Durability

GUN-CAM DEFENDER
(Gun camera)
Surveillance camera with an added attack system that responds immediately to an intruder. If an intruder enters its visual field, it sounds an alarm and also engages the intruder with its 5.56mm machine gun.
Prerequisites Development Usage
-- GMP 4500
Damage Impact Force Ammo
Effective Range Duration Durability

GUN-CAM DEFENDER
(Gun camera)
Surveillance camera with an added attack system that responds immediately to an intruder. If an intruder enters its visual field, it sounds an alarm and also engages the intruder with its 5.56mm machine gun.
Note: 10 Days, 0 hours
Prerequisites Development Usage
GMP 6607500
R&D Team90
Base Development Team101
Biological Material x86300
African Peach x8000
GMP 7000
Damage Impact Force Ammo
Effective Range Duration Durability

GUN-CAM DEFENDER
(Gun camera)
Surveillance camera with an added attack system that responds immediately to an intruder. If an intruder enters its visual field, it sounds an alarm and also engages the intruder with its 5.56mm machine gun.
Note: 12 Days, 0 hours
Prerequisites Development Usage
GMP 10421600
R&D Team112
Base Development Team123
Common Metal x285500
Minor Metal x271200
GMP 9500
Damage Impact Force Ammo
Effective Range Duration Durability

CAM MARKING DVC.
(SURVEILLANCE CAMERA MARKING DEVICE)
A handgun-type invisible light pointer used on your FOB to specify positions to place your surveillance cameras/gun cameras.
Aim at a vertical wall surface and "fire" to automatically place a camera. That will be the designated placement for the camera from then on. However, cameras cannot be set on surfaces blocked by obstacles.
Prerequisites Development Usage
-- GMP 1000
Damage Impact Force Ammo
Effective Range Duration Durability

CAM MARKING DVC.
(SURVEILLANCE CAMERA MARKING DEVICE)
A handgun-type invisible light pointer used on your FOB to specify positions to place your surveillance cameras/gun cameras.
Aim at a vertical wall surface and "fire" to automatically place a camera. That will be the designated placement for the camera from then on. However, cameras cannot be set on surfaces blocked by obstacles.
Note: 10 Days, 0 hours
Prerequisites Development Usage
GMP 9327100
R&D Team112
Minor Metal x173200
Precious Metal x82300
GMP 1000
Damage Impact Force Ammo
Effective Range Duration Durability

CAM MARKING DVC.
(SURVEILLANCE CAMERA MARKING DEVICE)
A handgun-type invisible light pointer used on your FOB to specify positions to place your surveillance cameras/gun cameras.
Aim at a vertical wall surface and "fire" to automatically place a camera. That will be the designated placement for the camera from then on. However, cameras cannot be set on surfaces blocked by obstacles.
Note: 12 Days, 0 hours
Prerequisites Development Usage
GMP 14366000
R&D Team131
Haoma x9400
Precious Metal x236100
GMP 1000
Damage Impact Force Ammo
Effective Range Duration Durability

UA-Drones

UA-DRONE
(General purpose unmanned security device.)
A drone that conducts aerial surveillance of a fixed area. Equipped with a 5.56mm machine gun. If an intruder enters its visual field, it sounds an alarm and also engages the intruder with its machine gun.
Prerequisites Development Usage
-- GMP 3000
Damage Impact Force Ammo
Effective Range Duration Durability

UA-DRONE
(General purpose unmanned security device.)
A drone that conducts aerial surveillance of a fixed area. Equipped with a 5.56mm machine gun. If an intruder enters its visual field, it sounds an alarm and also engages the intruder with its machine gun.
colspan="2" Notes
Time: 0 minutes
Prerequisites Development Usage
GMP 4427800 GMP 3500
Damage Impact Force Ammo
Effective Range Duration Durability

UA-DRONE
(General purpose unmanned security device.)
A drone that conducts aerial surveillance of a fixed area. Equipped with a 5.56mm machine gun. If an intruder enters its visual field, it sounds an alarm and also engages the intruder with its machine gun.
Prerequisites Development Usage
GMP 7520000
R&D Team109
Base Development Team120
Precious Metal x93100
Biological Material x176900
GMP 5000
Damage Impact Force Ammo
Effective Range Duration Durability

UA-DRONE
(General purpose unmanned security device.)
A drone that conducts aerial surveillance of a fixed area. Equipped with a 5.56mm machine gun. If an intruder enters its visual field, it sounds an alarm and also engages the intruder with its machine gun.
Prerequisites Development Usage
GMP 15755600
R&D Team141
Intel Team128
Precious Metal x285900
Fuel Resources x514600
GMP 5000
Damage Impact Force Ammo
Effective Range Duration Durability

UA-DRONE
(General purpose unmanned security device.)
A drone that conducts aerial surveillance of a fixed area. Equipped with a 5.56mm machine gun. If an intruder enters its visual field, it sounds an alarm and also engages the intruder with its machine gun.
Prerequisites Development Usage
GMP 18470400
R&D Team153

Base Development Unit140
Common Metal651400
Biological Material586300||GMP 5000

Damage Impact Force Ammo
Effective Range Duration Durability

UA-DRONE (SMOKE)
(General purpose unmanned security device.)
Drone that has had its 5.56mm machine gun replaced with a grenade launcher that fires smoke rounds. Designed to limit an intruder's field of vision and actions.
Prerequisites Development Usage
GMP 400000 GMP 4000
Damage Impact Force Ammo
Effective Range Duration Durability

UA-DRONE (SMOKE)
(General purpose unmanned security device.)
Drone that has had its 5.56mm machine gun replaced with a grenade launcher that fires smoke rounds. Designed to limit an intruder's field of vision and actions.
Prerequisites Development Usage
GMP 4427800 GMP 5000
Damage Impact Force Ammo
Effective Range Duration Durability

UA-DRONE (SMOKE)
(General purpose unmanned security device.)
Drone that has had its 5.56mm machine gun replaced with a grenade launcher that fires smoke rounds. Designed to limit an intruder's field of vision and actions.
Note: Time: 12 Days, 0 Hours
Prerequisites Development Usage
GMP 7435100
R&D Team108
Medical Team119
Digitalis (Purpurea) x12200
Black Carrot x13400
GMP 6000
Damage Impact Force Ammo
Effective Range Duration Durability

UA-DRONE (SLEEP)
(General purpose unmanned security device.)
Drone equipped with a grenade launcher that fires sleeping gas rounds. Designed to neutralize an intruder non-lethally.
Prerequisites Development Usage
Sleeping Gas Specialist GMP 11295400
R&D Team125
Base Development Unit128
Haoma x6800
Digitalis (Lutea) x6500
GMP 7000
Damage Impact Force Ammo
Effective Range Duration Durability

UA-DRONE (SLEEP)
(General purpose unmanned security device.)
Drone equipped with a grenade launcher that fires sleeping gas rounds. Designed to neutralize an intruder non-lethally.
Prerequisites Development Usage
Sleeping Gas Specialist GMP 15755600
R&D Team141
Medical Team128
Precious Metal x285900
Fuel Resources x514600
GMP 7000
Damage Impact Force Ammo
Effective Range Duration Durability

UA-DRONE (SLEEP)
(General purpose unmanned security device.)
Drone equipped with a grenade launcher that fires sleeping gas rounds. Designed to neutralize an intruder non-lethally.
Prerequisites Development Usage
Sleeping Gas Specialist GMP 15755600
R&D Team141
Medical Team128
Precious Metal x285900
Fuel Resources x514600
GMP 7000
Damage Impact Force Ammo
Effective Range Duration Durability

Anti-tranq drugs

ANTI-TRANQ
(Anti-tranquilization agent)
Stops tranquilizers up to a certain grade from circulating through the body over time. Only effective on security guards.
Bonuses Notes
Time: 5 hours, 30 minutes
Prerequisites Development Usage
GMP 100000
R&D Team32
Medical Team45
Biological Material x4000
Digitalis (Lutea) x50
GMP 400
Damage Impact Force Ammo
Effective Range Duration Durability

ANTI-TRANQ
(Anti-tranquilization agent)
Stops tranquilizers up to a certain grade from circulating through the body over time. Only effective on security guards.
colspan="2" Notes
Time: 5 days
Prerequisites Development Usage
GMP 1005000
R&D Team42
Medical Team55
Biological Material x8000
Digitalis (Lutea) x300
GMP 400
Damage Impact Force Ammo
Effective Range Duration Durability

ANTI-TRANQ
(Anti-tranquilization agent)
Stops tranquilizers up to a certain grade from circulating through the body over time. Only effective on security guards.
colspan="2" Notes
Time: 7 days/798 MB Coins
Prerequisites Development Usage
GMP 4501900
R&D Team72
Medical Team85
Biological Material x48000
Haoma x1000
GMP 400
Damage Impact Force Ammo
Effective Range Duration Durability

ANTI-TRANQ
(Anti-tranquilization agent)
Stops tranquilizers up to a certain grade from circulating through the body over time. Only effective on security guards.
Notes
Time: 10 days/1098 MB Coins
Prerequisites Development Usage
GMP 6159000
R&D Team80
Medical Team93
Biological Material x70300
Haoma x1400
GMP 400
Damage Impact Force Ammo
Effective Range Duration Durability

D.Mine marker

D.MINE MARKER
(DIRECTIONAL MINE MARKER)
A landmine-type indicator used on your FOB to specify positions for directional mines/sleeping gas mine. Hold the Ready Button and press the Attack Button to place the dummy mine, which will be replaced with a real mine during actual FOB missions.
Bonuses Notes
Time: -- minutes
Prerequisites Development Usage
-- GMP 1000
Damage Impact Force Ammo
Effective Range Duration Durability

D.MINE MARKER
(DIRECTIONAL MINE MARKER)
A landmine-type indicator used on your FOB to specify positions for directional mines/sleeping gas mine. Hold the Ready Button and press the Attack Button to place the dummy mine, which will be replaced with a real mine during actual FOB missions.
Bonuses Notes
Time: -- minutes
Prerequisites Development Usage
-- GMP 1000
Damage Impact Force Ammo
Effective Range Duration Durability

D.MINE MARKER
(DIRECTIONAL MINE MARKER)
A landmine-type indicator used on your FOB to specify positions for directional mines/sleeping gas mine. Hold the Ready Button and press the Attack Button to place the dummy mine, which will be replaced with a real mine during actual FOB missions.
Bonuses Notes
Time: -- minutes
Prerequisites Development Usage
GMP 14993400
R&D Team133
Biological Material544400 Precious Metal258600
GMP 1000
Damage Impact Force Ammo
Effective Range Duration Durability

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 The Phantom Pain 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.

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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