The unendingly changeable roster of PUBG guns and weapons takes a staggering amount of time to truly master. Each individual gun brings to the table a unique set of stats, spray patterns, behaviours, and other quirks.
Our PUBG guns & weapons guide seeks to level out this learning curve just a little, by providing you with all the most up to date stats and opinions on each weapon. So whether you're new to the game and still struggling to tell an UMP from a Bizon, or you're a more experienced player who just wants to check up a few updated stats, we've got what you need.
PUBG guns & weapons [Update 6.2]
An understanding of the PUBG guns and how they all differ in terms of handling, damage, bullet velocity and so on is often the deciding factor in whether you survive the upcoming encounters. Below you'll find detailed stats and opinions on every single weapon in PUBG, so you can gain this understanding for yourself.
- Shotguns - PUBG guns & weapon stats
- Assault Rifles (ARs) - PUBG guns & weapon stats
- Submachine Guns (SMGs) - PUBG guns & weapon stats
- Light Machine Guns (LMGs) - PUBG guns & weapon stats
- DMRs - PUBG guns & weapon stats
- Sniper Rifles - PUBG guns & weapon stats
- Miscellaneous Weapons - PUBG guns & weapon stats
- Pistols - PUBG guns & weapon stats
- Melee Weapons - PUBG guns & weapon stats
- PUBG Attachments - PUBG guns & weapon stats
Note: since a damage value of 100 or above is a guaranteed knock/kill, I've rounded any value over 100 down to just 100, so that everything's a bit easier to read and absorb.
|Ammo||Mag Size||Pellets||Body DMG||Head DMG||Fire Rate||Reload|
|S12K||12G||5 (Ext: 8)||9||22/15/13/10/11||29/25/22/16||4||3s|
Pioneering the release of Update 4.3 and its focus on increasing the effectiveness of Shotguns was the DBS - a powerful Care Package-exclusive shotgun that deals mega-damage per pellet with a longer effective range than any other weapon in its class. Its high magazine size and decent rate of fire is balanced out by an extended reload time that leaves you particularly vulnerable. This isn't a shotgun you should think about attempting to reload during a close-quarters fight - but it's a great option for finishing that fight quickly and cleanly using the gun's extremely high DPS.
Here's a shotgun that spends all its time wishing it could be a different kind of gun. The (relatively) large magazine and high firing rate supplied by the S12K's semi-auto nature make it a more forgiving shotgun than most, and also more suited to taking out groups when compared to the other shotguns; though its range is low even by shotgun standards.
The double-barrelled S686 takes all the traits of the shotgun as a class of weapon, and exaggerates them. Though it can only fire two shells before it needs to be reloaded, you can unleash both shots in a miniscule amount of time, and if you land your shots at close range, your enemy is paste. But miss your shots with this shaky, inaccurate gun, or get caught at medium or long range, and your S686 might as well be a Snickers bar.
The eagle-eyed among you might have noticed that the damage stats of the pump action S1897 are identical to those of the S686. So which do you take? Well, the S1897 gives you 5 shots before reloading, which makes it a lot more forgiving than the blast-and-pray S686; but its downside is a hideous six-second reload time, a much lower fire rate, and the worst range of any gun in PUBG (adding Bullet Loops will bring this reload time down to just over 4 seconds, which is not much better, but might save you if your enemy lacks a killing instinct). These reasons put the S1897 at the bottom of my personal list of shotguns, with the understanding that the others aren't that much better.
In my humble opinion, the Sawed-off is the only shotgun you should take to the end-game without feeling ashamed of yourself. The reason for this is not that it's particularly effective in the end-game, but that it occupies a pistol slot, rather than a primary weapon slot. Treat the Sawed-Off like a miniature S686 that does less damage but actually boasts a surprisingly decent effective range.
|Name||Ammo||Mag Size||Body DMG||Head DMG||Fire Rate||Reload|
|Aug A3||5.56||30 (Ext: 40)||41/29/25/18/18||96/67/58/43||11.6||3.67s|
|G36C||5.56||30 (Ext: 40)||41/29/25/18/18||96/67/58/43||11.6||3.8s|
|M416||5.56||30 (Ext: 40)||41/29/25/18/18||96/67/58/43||11.6||2.73s|
|M16A4||5.56||30 (Ext: 40)||43/30/26/19/19||100/71/61/46||10||2.86s|
|QBZ95||5.56||30 (Ext: 40)||41/29/25/18/18||96/67/58/43||10.9||3.66s|
|SCAR-L||5.56||30 (Ext: 40)||41/29/25/18/18||96/67/58/43||10.4||2.86s|
|AKM||7.62||30 (Ext: 40)||47/33/28/21/21||100/77/66/50||10||3.22s|
|Beryl M762||7.62||30 (Ext: 40)||46/32/28/21/21||100/76/65/49||11.6||2.9s|
|Groza||7.62||30 (Ext: 40)||47/33/28/21/21||100/77/66/50||12.5||3s|
|MK47 Mutant||7.62||20 (Ext: 30)||49/34/29/22/22||100/81/69/52||10||3.37s|
Native to Vikendi (see our PUBG Vikendi guide for further details), the G36C replaces the SCAR-L there, and possesses pretty much all the same stats, except for a nifty fire rate upgrade that puts it on the same level as our friend the M416. However, to counteract this, a whole second has been added to its reload time, so you'll basically need to end the fight before you need to reload. And that might be more difficult than you think, because the G36C is not as tameable as the SCAR-L or the M416, with a recoil that many players agree is difficult to get to grips with.
The AKM has always been a fearsome weapon at every stage of a match, boasting the joint-highest damage per hit of all the assault rifles. Discounting damage drop-off, 2 headshots or 5 body shots will kill someone clad in Level 3 armour. However, it's a tricky AR to master, due to its heavy recoil and bullet drop. Best advice is to spend time in PUBG's training mode getting used to the AKM before laying claim to it each match.
This air drop-exclusive assault rifle is a real beauty. The Aug packs a punch and handles very easily compared to a weapon such as the AKM. Its only drawback is that it takes a long time to reload compared to some of its contemporaries. All in all, a powerful and forgiving rifle which feels great to use - particularly when equipped with a suppressor.
The Beryl is easily forgotten compared to more staple assault rifles, such as the AKM, M416, or SCAR-L. But the Beryl's DPS beats out all of them, thanks mainly to its excellent combination of base damage and rate of fire. The catch? A horrible amount of recoil, which means in reality you're more likely to die to any of the previously mentioned ARs than you are to the Beryl. If you're intent on using this beast, at least attach a foregrip and compensator to allow at least some of your bullets to hit at mid- to long-range.
Ahh, the Groza. If you just heard a terrifying droning sound in the distance and you're not sure what it was, it was probably a Groza. This air drop-exclusive shredder hits with the power of an AKM, but its rate of fire is top of the line, even beating out half the SMGs listed above. It takes some getting used to, and it's best not used as a long-range weapon, but if you're lucky enough to come across a Groza, there aren't many reasons I can think of not to take it.
Arguably the quintessential assault rifle, The M416 has decent overall stats which can be boosted to excellence with a full array of attachments, though of course don’t expect that to happen in every game. When compared to the AKM, the M416 deals less damage but fires faster and handles better. But forget that. The real reason to love the M416 is that it has the lowest reload time of any assault rifle in PUBG. We all know that reloading during a firefight is tantamount to pressing the "kill me now" key on your keyboard, whether you're behind cover or not. So I find it's best to limit this as much as possible.
In terms of stats the M16A4 is near-identical to the M416, with the main difference that the M16A4 is a burst- or single-shot-only weapon. But here's the thing: never use the burst mode. You can spam-click in single-shot mode and reach the same rate of fire as the burst mode, without having to wait for the cooldown after every third shot. So basically it's an M416 with fewer attachments slots, and you have to give yourself an RSI in order to use it properly. I'm not a fan, but there's no denying in skilled hands the M16A4 is a powerful close- to mid-range rifle. Update #27 has also been very kind to the M16A4, supplying it with decreased initial recoil, a longer effective range, and the ability to attach both Canted Sights and a Tactical Stock to the gun to further augment its already formidable capabilities.
The Mutant is an interesting addition to PUBG's AR roster, matching the AKM in damage output but firing only in two-shot bursts. This immediately turns many players off the Mutant, but the two-shot burst makes it much easier to control than the M16A4, and ideal for tapping enemies at mid- to long-range. Attach a vertical foregrip and compensator to this thing and it'll shine like you never would have expected. This is a burst AR for people who, like me, don't like burst ARs. What's more, as with the M16A4, Update #27 added the ability to attach a Tactical Stock to the Mutant, increasing its recoil recovery speed along with all the other speedy benefits such a Stock brings.
The QBZ95 is exclusive to Sanhok, and replaces the SCAR-L there. I won't spend much time talking about this weapon, because it is almost perfectly identical to the SCAR-L, the only substantial differences being that the QBZ95 has a very slightly higher rate of fire and a significantly longer reload time.
The poor man's M416 is still a pretty decent assault rifle. The SCAR-L is often maligned for being just slightly worse than the M416 in pretty much every single way (minus the base damage, which is identical), but this aside, it's a solid, controllable gun which can easily become a game-ender once upgraded with attachments such as a 4x scope, compensator, foregrip, and maybe an extended quickdraw mag. Don't worry, SCAR-L; we still love you.
|Ammo||Mag Size||Body DMG||Head DMG||Fire Rate||Reload|
|Micro Uzi||9mm||25 (Ext: 35)||27/19/16/12/17||47/33/28/21||20.8||3.1s|
|MP5K||9mm||30 (Ext: 40)||35/24/21/16/21||59/42/36/27||15||2.2s|
|Vector||9mm||19 (Ext: 33)||33/23/20/15/20||56/39/33/25||18||2.2s|
|Tommy Gun||0.45||30 (Ext: 50)||42/29/25/19/26||72/50/43/32||11.6||3.45s|
|UMP45||0.45||25 (Ext: 35)||41/29/25/18/25||70/49/42/32||10.9||3.1s|
The MP5K is the newest addition to PUBG's weapons roster. Replacing the Vector on Vikendi, and coinciding with the changes to the Vector with Update #27, the MP5K trades some overall DPS for a higher damage-per-shot, an Assault Rifle-sized magazine, very low recoil, and the ability to augment it with up to six attachments at once. Even without attachments this SMG has pretty decent handling, but with a compensator and stock it becomes easy to shred enemies at medium or close range. This is a very solid pickup at any stage of the game thanks to its ease of use and high upgrade potential, and looks set to contend with the Bizon and UMP for most popular SMG in Vikendi.
Added exclusively to Vikendi and Erangel maps in Update #25, the Bizon has several good selling points. Its very large magazine, full-auto mode and low recoil combine to make it a great mid- to close-range SMG, and it is naturally quieter than many other SMGs. It lacks the flat DPS of certain other SMGs due to its lower rate of fire, and it can only accept muzzle and sight attachments. But I never find myself missing the lower rail or magazine attachments because the gun already has such low recoil and such a great magazine. It's still a contender for best SMG in PUBG, but it will only shine if you use it in the right way; with agile movements and quick, powerful bursts over short distances.
The Vector finally received a buff to its magazine size with Update #27, increasing it a little from the measly 13/25 it used to have. Now firing 9mm rounds instead of 0.45, it has the second-lowest base damage of any SMG but the highest rate of fire and very low recoil, making it a tricky weapon with a high skill ceiling that can unleash some excellent DPS at short to mid-range in the right hands. Just make sure you're not caught off-guard when your magazine runs out about a second after you start firing.
The Uzi boasts the highest rate of fire of any weapon in PUBG, but due to its poor damage this isn't quite as exciting as it sounds. Regardless, the Uzi is a decent option in the early- and mid-game, particularly - well, exclusively - in close-quarters combat. Plus, you know, it actually holds enough ammo to kill someone with. Hear that, Vector?
For too long has the UMP been the undisputed king of PUBG SMGs. Now rebranded as the UMP45 instead of the UMP9 thanks to its ammo type change, Update #27 nerfed the overall magazine capacity of the UMP from 30/40 to 25/35. A slight change, but one which will be felt during closer-ranged encounters. All its other selling points are still present, however: a gentle and eminently controllable recoil, a surprising accuracy and effective range, and a good number of potential attachments with which to upgrade the gun. It's still an excellent gun, but thanks to the rise of the Bizon and now the MP5K, it may have players re-evaluating their own personal SMG rankings.
Damage is the claim to fame of the Tommy Gun, with surprisingly good flat damage stats and a decent clip size that can be extended beyond any other SMG. However, the lack of a sight attachment severely limits its effective range, and its recoil is a bucking bronco compared to the UMP or MP5K, preventing the Tommy Gun from being an ideal choice heading into the mid- and late-game.
|Ammo||Mag Size||Body DMG||Head DMG||Fire Rate||Reload|
If the AKM were an LMG, it would be the DP-28 (aren't abbreviations the best?). Slow to fire, but hits like a truck. Hard to control, but takes forever to reload. Oh wait, those were two negatives. Yeah, I'm not a huge fan of the DP-28. But you can certainly still shred with it at mid- to close-range. Bear in mind, however, that the DP-28 takes no attachments except a select few scopes. So what you see is what you get with the pizza-gun.
Joining the Groza in the ranks of air drop-only shredders, the M249 earns its reputation in two ways: an insane rate of fire, and a bonkers clip size. Nobody's going to dare get into a DPS fight with you when you're holding the M249. However, if you click reload before you truly wanted to, you're dead, thanks to the gun's downright diabolical eight-second reload time. But with 100 shots, who needs reloads? Just make sure you have a good backup weapon to compliment the M249, and you're good to go.
|Ammo||Mag Size||Body DMG||Head DMG||Fire Rate||Reload|
|VSS||9mm||10 (Ext: 20)||43/30/26/19/19||96/67/58/43||11.6||2.9s|
|Mini-14||5.56||20 (Ext: 30)||48/34/29/22/22||100/76/65/49||10||3.6s|
|QBU||5.56||10 (Ext: 20)||50/35/30/23/23||100/79/68/51||10||3s|
|MK14 EB||7.62||10 (Ext: 20)||64/45/38/29/29||100/100/86/65||11.1||3.68s|
|SLR||7.62||10 (Ext: 20)||61/43/37/27/28||100/95/82/61||10||3.68s|
|SKS||7.62||10 (Ext: 20)||56/39/33/25/25||100/87/75/56||10||2.9s|
My friends and I used to call the VSS the "paintball gun" due to its dismayingly low damage stats for a DMR, and its very low bullet speed (exactly a third of the Mini-14's bullet speed). Its plus sides include an excellent built-in suppressor and a decent scope, as well as its ability to go full-auto for some fairly decent mid- to long-range DPS. But you should probably still abandon the VSS the moment you find pretty much any other DMR or sniper rifle.
Minimal bullet drop, a good clip size, and fairly simple to master. The Mini-14's low damage (hovering between the VSS and the SKS) means people generally prefer to use other DMRs given the choice, but it's still a solid, reliable choice at any stage of a match.
The SKS is the Mini-14's brusque, no-nonsense older sibling. Lower clip size and higher recoil, but a significant step up in damage and a lower reload time. The SKS used to be my go-to DMR, until they came out with...
The SLR is the SKS's belligerent uncle. Higher recoil and a longer reload time again, but the highest damage of any non-air drop DMR. If you can control it and use it well under pressure, the DLR can end a lot of fights before they begin.
This air drop-only DMR is actually very similar to the SLR - so much so, in fact, that I do sometimes wonder why one is confined to airdrops and the other is not. I guess you could say the MK14 is the SKS's equally belligerent aunt. Massive damage for a DMR, high recoil, high reload time, and the unique ability to go full-auto when needed and deliver a cluster-truck of damage at close-range with all the eloquence of a rhinoceros on stilts.
The QBU replaces the Mini-14 on Sanhok, and can't be found on any other map. A lower clip size than the Mini-14, but a smidge more damage and a slightly lower reload time. The main benefit of the QBU, however, is its bipod mode, which all but eliminates recoil while you're prone.
|Ammo||Mag Size||Body DMG||Head DMG||Fire Rate||Reload|
|M24||7.62||5 (Ext: 7)||100/79/68/51/36||100/100/100/84||0.56||4.2s|
|AWM||0.300||5 (Ext: 7)||100/100/95/71/50||100/100/100/100||0.54||4.6s|
The only rifle that can one-shot kill through a Level 3 helmet, the AWM is an air drop-exclusive that excels at uber-range. All its other stats are built to counterbalance the AWM's monumental damage; high reload time, low fire rate, unique ammunition only found in air drops... But seriously, who's not gonna pick up an AWM when they get the chance, even after Update 28 nerfed its base damage some?
The M24 used to be an air drop-only item until they made it world-spawnable back in May 2018, making it one of the strongest non-air drop weapons in the game. With the release of Season 4, the base damage of the Kar98K and the M24 swapped, so now the M24 is less powerful - albeit with a faster rate of fire and the ability to add an Extended Mag.
The Kar98k, while outclassed in every way by the AWM, should still command a great deal of respect and fear. A low rate of fire, high reload time, and small and un-upgradeable magazine size are all balanced out by extreme damage and the fact that everyone's had so much experience with the Kar98k by now, so you just know they're gonna land those headshots.
Winchester Model 1894
I'm almost positive the Winchester is a Crossbow in disguise, trying to earn a bit more respect. Lack of attachment options, the lowest damage of any sniper rifle, and the same reload time as a Kar98k. The Winchester is only useful early- to mid-game, and should be abandoned as soon as you find another sniper rifle or DMR.
|Ammo||Mag Size||Body DMG||Head DMG||Fire Rate||Reload|
Death by crossbow is responsible for a great many rage-quits, I’m sure, but that alone won’t save it from being a ludicrously impractical weapon used only when nothing else is available. Huge “bullet” drop and a disgusting amount of time between shots is not ameliorated enough by its decent damage and natural stealth.
|Ammo||Mag Size||Body DMG||Head DMG||Fire Rate||Reload|
|Deagle||0.45||7 (Ext: 10)||62/43/37/28/31||100/87/74/56||4||2s|
|P1911||0.45||7 (Ext: 12)||41/29/25/18/21||82/57/49/37||9||2.1s|
|P18C||9mm||17 (Ext: 25)||23/16/14/10/12||46/32/28/21||16.7||2s|
|P92||9mm||15 (Ext: 20)||35/25/21/16/18||70/49/42/32||7.4||2s|
|Skorpion||9mm||20 (Ext: 40)||22/15/13/10/11||44/31/26/20||14.3||3.08s|
The Deagle is exactly as it should be: a real powerhouse of a pistol, and the closest a pistol has ever come to being as useful and viable as an Assault Rifle or SMG. Capable of one-shotting a player with no helmet and two-shotting a player with Level 2 vest and helmet (one shot in the head, one in the body), you can die before you know what's happening against this weapon. It's still not powerful enough for you to ever pick it over an UMP or an AKM, but it's a fearsome early-game choice.
Finally a rival of the P18C for best full-auto pistol, the Skorpion sadly does not come out on top. Its major selling point is a large clip size, and a large number of attachment slots to help control its recoil, but everything else - damage, fire rate, reload speed - is a little worse than the P18C, making it a slightly unsatisfying weapon to use in my experience.
Pistols are almost universally useless once you get past the early-game, but the P18C actually does a pretty decent job of masquerading as an SMG, with a full-auto mode that makes up for its low damage and actually boasts the highest DPS of any pistol.
The P1911 packs a hefty punch for a pistol, but with only seven shots you'll have to make sure they all count, particularly when up against an armoured assailant. Nevertheless, this is more than capable of seeing you through a few early-game encounters, and may even occasionally see you through some intense late-game close-quarters fights where you somehow both miss all your shots with your primary weapons.
A very uninteresting but still decent pistol, the P92 features average damage, average reload speed, average everything, really. A good backup for when you run out of bullets for everything else, which is really what pistols are for.
The R1895 packs more of a punch than any other secondary slot weapon (minus the Sawed-Off, of course), but a slow fire rate and a slowwwwww reload speed make it hard to justify keeping over any of the other pistols.
Miramar has it lucky, because the R45 replaces the R1895 there, and improves upon it in many ways. Same damage, but half the reload time, twice the fire rate, and easier to control in general.
Melee weapons aren't worth talking about at length, because they're all near-identical in function and damage. The one exception is the pan, which for some bizarre reason deals more damage than any other melee weapon; and what's more, while "holstered" it exhibits the unique ability to deflect all shots which collide with it, doing a masterful job of protecting your backside while you fight. So the pan is the clear winner, followed by every other melee weapon, and finally your fists taking up the rear. Yes, I heard it. No, I'm not changing it.
Before we go, here's a quick rundown on which attachments you can equip to which weapon. Of course, as with the rest of this guide, this is all subject to change, and since there's a lot of them, I recommend searching for the attachment type of choice (Muzzle, Magazines, Stocks, etc.) using the search bar just above the table to view all the attachments of that type. Or you can hit the previous/next buttons just below the table to cycle through all the attachments on offer.
|Attachment||Type of Attachment||Weapons it can be attached to|
|Half Grip||Lower Rail||M416, SCAR-L, UMP9, SKS, AUG A3, KRISS Vector, QBZ95, Mk47, Skorpion, MP5K|
|Angled Foregrip (AR, SMG, DMR)||Lower Rail||M416, SCAR-L, UMP9, SKS, AUG A3, Beryl M762, Mk47, G36C, MP5K|
|Vertical Foregrip (AR, SMG, DMR)||Lower Rail||M416, SCAR-L, UMP9, KRISS Vector, SKS, Tommy Gun, AUG A3, QBZ95, Mk47, Skorpion, G36C, MP5K|
|Laser Sight||Lower Rail||P18C, P1911, P92, R45, UMP9, Vector, AUG A3, Beryl M762, M416, Mk47 Mutant, QBZ, SCAR-L, SKS, Skorpion, G36C, MP5K, Deagle|
|Light Grip||Lower Rail||M416, SCAR-L, UMP9, SKS, AUG A3, KRISS Vector, QBZ95, Beryl M762, Mk47, Skorpion, G36C, MP5K|
|Thumb Grip||Lower Rail||M416, SCAR-L, UMP9, SKS, AUG A3, QBZ95, Mk47, MP5K|
|Quiver for Crossbow||Lower Rail||Crossbow|
|Extended QuickDraw Mag (SMG, Pistol)||Magazines||Micro UZI, UMP9, KRISS Vector, Tommy Gun, P1911, P92, P18C, MP5K|
|Extended QuickDraw Mag (DMR, SR)||Magazines||M24, AWM, SKS, VSS, Mk14 EBR, Mini 14, SLR, QBU|
|QuickDraw Mag (AR, DMR, S12K)||Magazines||AKM, M16A4, M416, SCAR-L, S12K, Groza, AUG A3, SLR, SKS, Mini 14, Mk14 EBR, QBZ95, QBU, Beryl M762, Mk47, G36C|
|Extended QuickDraw Mag (AR, DMR, S12K)||Magazines||AKM, M16A4, M416, SCAR-L, S12K, Groza, AUG A3, SLR, SKS, Mini 14, Mk14 EBR, QBZ95, QBU, Beryl M762, Mk47, G36C|
|Extended Mag (SMG, Pistol)||Magazines||Micro UZI, UMP9, KRISS Vector, Tommy Gun, P1911, P18C, P92, Skorpion, MP5K, Deagle|
|QuickDraw Mag (DMR, SR)||Magazines||M24, AWM, SKS, VSS, Mk14 EBR, Mini 14, SLR, QBU|
|QuickDraw Mag (SMG, Pistol)||Magazines||Micro UZI, UMP9, KRISS Vector, Tommy Gun, P1911, P92, P18C, MP5K|
|Extended Mag (DMR, SR)||Magazines||M24, AWM, SKS, VSS, Mk14 EBR, Mini 14, SLR, QBU|
|Extended Mag (AR, DMR, S12K)||Magazines||AKM, M16A4, M416, SCAR-L, S12K, Groza, AUG A3, SLR, SKS, Mini 14, Mk14 EBR, QBZ95, QBU, Beryl M762, Mk47, G36C|
|Choke (SG)||Muzzle||Sawed-off, S1897, S686|
|Flash Hider (DMR, SR)||Muzzle||M24, AWM, SKS, Kar98k, Mk14 EBR, Mini 14, SLR, QBU|
|Flash Hider (SMG, Pistol)||Muzzle||Bizon, Micro UZI, UMP9, Vector, MP5K|
|Duckbill (SG)||Muzzle||S1897, S12K|
|Suppressor (SMG, Pistol)||Muzzle||Bizon, Micro UZI, UMP9, Tommy Gun, Vector, P1911, P92, R1895, P18C, Skorpion, MP5K|
|Suppressor (DMR, SR)||Muzzle||M24, AWM, SKS, Kar98k, Mk14 EBR, Mini 14, SLR, QBU|
|Compensator (AR, DMR, S12K)||Muzzle||AKM, M16A4, M416, SCAR-L, S12K, SLR, SKS, Mini 14, Mk14 EBR, QBZ95, QBU, Beryl M762, Mk47, G36C|
|Suppressor (AR, DMR, S12K)||Muzzle|
|Compensator DMR, SR)||Muzzle||M24, AWM, SKS, Kar98k, Mk14 EBR, Mini 14, SLR, QBU|
|Compensator (SMG)||Muzzle||Bizon, Micro UZI, UMP9, Vector, MP5K|
|Flash Hider (AR, DMR, S12K)||Muzzle||AKM, M16A4, M416, SCAR-L S12K, SLR, SKS, Mini 14, Mk14 EBR, QBZ95, QBU, Beryl M762, G36C|
|Ammo Loops||Stocks||S1897, S686, Kar98k, Winchester 1894|
|Cheek Pad (DMR, SR)||Stocks||M24, AWM, Kar98k, SKS, VSS, Mk14 EBR, SLR|
|Stock (Micro UZI)||Stocks||Micro UZI|
|Tactical Stock||Stocks||M416, Vector, MP5K, M16A4, MK47 Mutant|
|Dot Sight (Crossbow)||Upper Rail||Crossbow|
|15x PM II Scope||Upper Rail||SKS, Kar98k, M24, AWM, Mk14 EBR, Mini 14, SLR, QBU|
|2x Aimpoint Scope||Upper Rail||DBS, Bizon, UMP9, AKM, M16A4, M416, SCAR-L, SKS, S12K, M249, Kar98k, M24, AWM, KRISS Vector, OTs-14 Groza, Mk14 EBR, Mini 14, DP-28, AUG A3, SLR, QBZ95, QBU, Beryl M762, Mk47, G36C, MP5K|
|3x Backlit Scope||Upper Rail||DBS, Bizon, UMP9, AKM, M16A4, M416, SCAR-L, SKS, S12K, M249, Kar98k, M24, AWM, KRISS Vector, OTs-14 Groza, Mk14 EBR, Mini 14, DP-28, AUG A3, SLR, QBZ95, QBU, Beryl M762, Mk47, G36C, MP5K|
|4x ACOG Scope||Upper Rail||DBS, Bizon, UMP9, AKM, M16A4, M416, SCAR-L, SKS, S12K, M249, Kar98k, M24, AWM, KRISS Vector, Groza, SKS, Mk14 EBR, Mini 14, DP-28, AUG A3, SLR, Crossbow, QBZ95, QBU, Beryl M762, Mk47, G36C, MP5K|
|Red Dot Sight||Upper Rail||DBS, Bizon, UMP9, AKM, M16A4, M416, SCAR-L, S12K, M249, Kar98k, M24, AWM, SKS, Crossbow, KRISS Vector, OTs-14 Groza, Glock, P1911, P92, Mk14 EBR, Mini 14, DP-28, AUG A3, R45, SLR, QBZ95, QBU, Beryl M762, Mk47, Skorpion, G36C, MP5K, Micro UZI, Deagle|
|8x CQBSS Scope||Upper Rail||SKS, M249, Kar98k, M24, AWM, Mk14 EBR, Mini 14, SLR, QBU|
|Holographic Sight||Upper Rail||DBS, Bizon, UMP9, AKM, M16A4, M416, SCAR-L, SKS, S12K, M249, Kar98k, M24, AWM, Crossbow, KRISS Vector, OTs-14 Groza, SKS, Mk14 EBR, Mini 14, DP-28, AUG A3, SLR, QBZ95, QBU, Beryl M762, Mk47, G36C, P1911, P92, R1895, P18C, Skorpion, MP5K, Micro UZI, Deagle|
|Canted Sight||Upper Rail||DBS, Bizon, UMP9, AKM, M416, SCAR-L, SKS, S12K, M249, Kar98k, M24, AWM, KRISS Vector, Mini 14, AUG A3, SLR, Beryl M762, Mk14, QBU, Mutant, QBZ, G36C, MP5K|
|6x Scope||Upper Rail||DBS, Bizon, UMP9, AKM, M16A4, M416, SCAR-L, SKS, S12K, M249, Kar98k, M24, AWM, KRISS Vector, OTs-14 Groza, Mk14 EBR, Mini 14, DP-28, AUG A3, SLR, QBZ95, QBU, Beryl M762, Mk47, G36C, MP5K|