S.T.A.L.K.E.R.: Call of Pripyat features a variety of weapons, ranging from rifles to pistols, shotguns, sniper rifles, and much more. All of the weapons seen in the previous S.T.A.L.K.E.R. games remain in Call of Pripyat, and several new weapons have been added. Each and every weapon can be upgraded; some upgrades improve accuracy, others improve flatness, others improve reliability. Every weapon has more upgrades than in S.T.A.L.K.E.R.: Clear Sky.
Pistols[]
- Makarov PM
- PB/6P9
- Fort-12
- Browning HiPower
- Beretta 92F
- Walther P99
- Colt M1911
- SIG P220
- H&K USP 45 Compact
- IMI Desert Eagle
Submachine Guns[]
Shotguns[]
Assault Rifles[]
- AKS-74U
- AKS-74
- AN-94 "Abakan"
- AS Val
- OTs-14 Groza
- Enfield L85-A2
- ZM LR-300
- SIG SG-550
- TRs 301
- H&K G36K
- FN F2000
Weapon | Real name | Hit power[1] | Cost[2] | Bullet speed[3] | RPM | Time to aim[4] | Misfire chance 60%[5] | Misfire chance 10%[6] | Condition decrease per shot[7] | Bullet spread[8] | Bullet spread increase for damaged weapon[9] | Recoil[10] | Zoom factor[11] |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
AC-96/2 | AN-94 Abakan | 0.31 | 6,000 | 550 | 570 | 0 | 0.37% | 5.0% | 0.12% | 0.29 | 9 | 0.8 | 50 |
AKM-74/2 | AKS-74 | 0.31 | 4,000 | 550 | 570 | 3.0 | 0.30% | 4.3% | 0.10% | 0.33 | 15 | 1.0 | 50 |
AKM-74/2U | AKS-74U | 0.30 | 3,000 | 410 | 575 | 1.0 | 0.30% | 4.7% | 0.14% | 0.35 | 10 | 1.2 | 50 |
FT-200M | FN F2000 | 0.32 | 14,000 | 550 | 670 | 1.0 | 0.50% | 6.0% | 0.10% | 0.20 | 11 | 0.3 | 50 |
FT-200M (Nimble) | FN F2000 | 0.32 | 20,000 | 550 | 670 | 1.0 | 0.50% | 6.0% | 0.05% | 0.17 | 11 | 0.3 | 50 |
GP37 | G36 | 0.32 | 10,000 | 570 | 630 | 3.0 | 0.40% | 5.0% | 0.08% | 0.24 | 7 | 0.2 | 33.3 |
GP37 (Nimble) | G36 | 0.32 | 12,000 | 570 | 630 | 3.0 | 0.40% | 5.0% | 0.04% | 0.20 | 7 | 0.2 | 33.3 |
Tunder S14 | OTs-14 Groza | 0.40 | 10,000 | 300 | 585 | 3.0 | 0.50% | 6.0% | 0.12% | 0.27 | 11 | 0.35 | 50 |
Storm | OTs-14 Groza | 0.32 | 15,000 | 300 | 655 | 3.0 | 0.50% | 6.0% | 0.12% | 0.20 | 10 | 0.3 | 50 |
IL 86 | Enfield L85A1 | 0.31 | 5,000 | 500 | 650 | 3.0 | 0.60% | 7.7% | 0.13% | 0.30 | 11 | 0.6 | 30 |
TRs 301 | ZM LR-300-ML | 0.30 | 6,000 | 600 | 685 | 2.0 | 0.60% | 7.2% | 0.14% | 0.25 | 17 | 0.3 | 50 |
SGI-5k | SIG SG-550 | 0.33 | 8,000 | 550 | 590 | 3.0 | 0.30% | 4.5% | 0.10% | 0.23 | 7 | 0.5 | 50 |
SGI-5k (Strelok) | SIG SG-550 | 0.40 | 10,000 | 550 | 590 | 3.0 | 0.30% | 4.5% | 0.10% | 0.23 | 7 | 0.5 | 50 |
SA Avalanche | AS Val | 0.42 | 9,000 | 290 | 580 | 3.0 | 0.40% | 5.7% | 0.11% | 0.20 | 16 | 0.5 | 50 |
Light Machine Guns[]
Sniper Rifles[]
Explosives[]
References[]
- ↑ Damage
- ↑ Repair cost goes to a maximum of 60% of this value
- ↑ Higher is better, flatness
- ↑ Lower is better, after
- ↑ Lower is better, how likely the gun will jam at 60% condition
- ↑ Lower is better, how likely the gun will jam at 10% or less condition
- ↑ Lower is better, how much each shot damages the gun when each bullet is fired by a separate mouse-click (full-auto damages the gun slightly more)
- ↑ Lower is better, accuracy (=width of crosshair)
- ↑ Lower is better, how much accuracy decreases with decreased gun condition
- ↑ Lower is better, how much the gun points upwards with each (manual) shot
- ↑ Lower means more zoom