S.T.A.L.K.E.R. Wiki
S.T.A.L.K.E.R. Wiki
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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[]

Submachine Guns[]

Shotguns[]

Assault Rifles[]


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[]

  1. Damage
  2. Repair cost goes to a maximum of 60% of this value
  3. Higher is better, flatness
  4. Lower is better, after
  5. Lower is better, how likely the gun will jam at 60% condition
  6. Lower is better, how likely the gun will jam at 10% or less condition
  7. 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)
  8. Lower is better, accuracy (=width of crosshair)
  9. Lower is better, how much accuracy decreases with decreased gun condition
  10. Lower is better, how much the gun points upwards with each (manual) shot
  11. Lower means more zoom
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