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

So that I don't get into an edit war over this, here are what are basically my notes for my changes here. Fluffy The Hamster 21:06, 17 January 2009 (UTC)

Information on the PB/6P9 is aggravatingly hard to find. However, I'm pretty sure it wasn't called a Makarov (though the gun borrowed alot of it's design from the PM) and I'm unsure that Nikolai Makarov had anything to do with the PB/6P9, either. Also, I'm contemplating naming the gun to just PB (Pistolet Besshumnyj), as that's it's actual name (6P9 is just a Russian Army designator), but I guess PB/6P9 works just as well.

The USPs are named by the calibre they fire (USP45s, for example, shoot .45 ACP. Alot of the H&K weapons operate on the same naming system).

My lack of shotgun knowledge (and the lack of internet informational availability) I'm unable to confirm whether the sawn-off shotgun is a sawn-off TOZ-66. The only information I have is that it's a double-barrelled with exposed hammers, which fits it.

The Viper is an MP5-N. My proof? The Viper has an extendable buttstock. the MP5A1 doesn't (it has a receiver cap). As it's obviously not factory silenced and not an MP5K, that leaves five possibilities: the MP5A3, the MP5SFA3, the MP5A5, the MP5-N and the MP5F. However, the Viper fires fully automatic, accepts a suppressor and the buttstock's end is too thin to be rubber-padded. This eliminates the MP5A5 and the MP5SFA3 (which both fire in bursts), the MP5A3 (which doesn't accept a suppressor) and the MP5F (which is rubber-padded). The MP5-N remains, albeit odd that a U.S. Navy submachine gun would find it's self in the arms of Ukrainian Zone bandits but whatever.

Name correction aside, confirming the GP 37 was a complicated annoyance since it obviously uses the ZF 3x4 optical sight thats standard on the G36A1 rifle, yet the rest of the weapon is clearly a G36K (Easy way to tell? Count the ports on the barrel. Two equals G36C. Four equals G36K. Six equals G36 and G36E) and the ZF 3x4 is not standard among G36Ks (usually they have just the telescopic sight or a picanny rail), which leads me to believe that the ZF 3x4 on this weapon is a custom part of it.

The IL 86 is obviously an L85, though I can't identify if it's either the A1 or the A2 (There's pretty much no cosmetic difference. Or there wasn't until the 2007 remake that added picanny rails on it, but that was after the game's release). However, it's interesting to note the description; talks about the weapons bad reliability (a common problem with the original L85A1) and being passed up by the British Army (presumably before it reached full deployment, replacing your battle rifle is a major logistics nightmare, especially in a war) seems to indicate that it is, indeed, an L85A1. As a side note, the description seems to indicate that GSC, when brainstorming weapons, probably assumed that the bad operation of the original L85A1 would cause the British Army to jump onto the next best European weapon: the G36.

AN-94 name corrected (Abakan is the name for the contest for developing a weapon that was better then the AK-74, a contest the AN-94 won. That name just became it's sometimes 'nickname'). Oddly enough, it won't accept a GP-25 in-game, despite the fact that it does in real life.

Despite the fact that it looks too small to be an SG 550, the SGI 5k is infact not an SG 551. The barrel ports make gun identification easier once again! Another factor is that the SG 551 will not accept a grenade launcher; though the SG 550 accepting an M203 is a bit of a stretch (they actually use the SIG 5040 instead).

The Tunder S14 is an *breathes* OTs-14 Groza-9/40 in an OTs-14-4A configuration. How do I know? Well, the basic weapon is an OTs-14 Groza. The '-9' refers to the fact that it fires 9x39mm while the '/40' means that it can use a 40mm grenade launcher. The configuration name is for the basic long-barrel OTs-14 Groza with a grenade launcher on it is OTs-14-4A. In an odd occurance, the original name in the list for the weapon (OC-14 Groza) is also correct, which spins into a world of doesn't make sense that I'm not sure I can explain. As with a lot of Russian names, I can only assume that the 'OC' name is mis-Romanized Russian or the weapon just plain changed it's name at some point.

The VLA SAR (which, oddly enough, is in the unique weapons for some reason) is an AS. The 'Val' is just a nickname. As an aside, I can see why whoever named it originally named it as a variant of the Vintar BC. They look very alike.

The name 'Gauss Gun' probably the means the weapon is a coilgun; it's appearance seems to indicate that it is indeed a multi-stage coilgun with a borrowed scope on the top. Oddly enough, the description describes the gun as 'almost noiseless', which it isn't. Since this is practically guess work, I'll leave it as is.

And alas, we fall into the usual mistake most people make. SVD stands for Snayperskaya Vintovka Dragunova, or Dragunov Sniper Rifle. Hence, calling it a Dragunov SVD would mean you'd be calling it a Dragunov Dragunov Sniper Rifle. Multi-lingual tautology in action!

I'm uncomfortable naming the SVU as a Dragunov, as I don't think Evgeny Dragunov was involved in designing the gun (Izhmash definitely didn't manufacture it). As far as I know, the Russian MVD took the design of the SVD and made a bullpup version to suit their needs, which was then manufactured internally.

The Vintar BC is a VSS. Whoever wrote the description in game did their research; the VSS will penetrate bulletproof vests at 400 meters. 'Vintorez' is just a nickname.

RPG-7u is an RPG-7V2. To be honest, I can't find any information on the RPG-7V1, but I can find information on the V2 and that variant has a sighting device that seems to resemble the one ingame.

Akm 74/2U Special is an AKS-74UB, a variant of the AKS-74U designed to use a suppressor.

The Fort-15 exists in real life; as an export version of the Fort-12 that uses 9x19mm. Personally I think that the Fort-15 was supposed to be a Fort-17, the upgraded version of the original Fort-12, but as I don't have evidence of it, I'll leave it as is.

Despite what I initially thought, the Noiseless Viper is not an MP5SD3. Hence, I can only assume it is a suppressed MP5-N. Fluffy The Hamster 21:06, 17 January 2009 (UTC)

Weapon Values[]

From my time spent scripting for SoP, I spent a lot of time wandering through the script files comparing numbers and such to examine various stats and the like. Would it be a good idea to start replacing some of the vague values ("Very Low" "Low" "Medium" "High" "Very High") with actual numbers to give a bit more in-depth information into them? I know this could perhaps be a big insight into damage at the very least - accuracy and such are a bit harder to 'compute'. LonerDeacon 10:53, February 21, 2010 (UTC)

Sure why not, I'm basing everything from experience I had handling every last one of these weapons in game. SHIELD unit 11:12, February 21, 2010 (UTC)

Done. Some brief notes:

  • The PKm's rate of fire is actually below all of the NATO rifles.
  • The LR-300 does more damage per second then the SiG, and L85. And can take all the attachments too!
  • The Frazier (Nimble's MP5) is the most powerful weapon in the game - highest rate of fire, highest damage of any automatic weapon, topping out at 513 damage per second BEFORE you can upgrade it's rate of fire by another 350 rounds per minute (750 DPS)!

Now, I go to get some eye bleach. 50 notepad windows is headache inducing. LonerDeacon 21:25, February 21, 2010 (UTC)

And your sacrifice was in vain, most weapons are back to their mysterious low/medium/high values. I understand that you don't want CoP's values overriding everything else, but in that case we either need a template which supports multiple values. Or we could simply use three templates per article, maybe color-coded or with icons to tell them apart. Cement Plant 17:59, March 16, 2010 (UTC)

Numerical Values[]

The rate of fire and damage of most guns vary per game, and in Call of Pripyat, almost every fully automatic weapon shoots slower than normal. Are you sure we should be using the Call of Pripyat numerical values? I think the old general terms were better, since they usually applied to all three games... Boredgunner 21:27, February 21, 2010 (UTC)

I did some digging prior to making the jump - most, if not all the weapon scripts are nearly identical between Clear Sky and Call of Pripyat - damage in CoP is roughly 75-80% of what it was in Clear Sky (AK class deals 40 damage in Clear Sky, as opposed to 30-32), but on the other hand NPC armor in Clear Sky was also roughly more protective by a similar margin, making the difference moot (ie. an AK round in Clear Sky does 40 damage against an armor that reduces it to 20 damage, and an AK round in Call does 32 damage reduced to 19-21). The change in RPM is universal as well, a deduction of about 5-10% - only the G36 has a truly noticeable drop in rate of fire, from 700 to 630. Most are only around 25-30 rounds per minute slower, which would barely affect the DPS statistic. Shadow of Chernobyl's statistics mirror Call of Pripyat's - except for armor, where SoC armor is superior in nearly every way to the CoP equivelants, and weapons featured randomized, location-based damage calculations, which were removed in Clear Sky in favor of a flat, unchanging rate, and in CoP where body armor gunfire protection is done by a near completely different algorithm. In short, while the RPM might not be the same through each game, the damage/DPS statistics are. Maybe I should've thrown % signs into it to reflect that. I can go back and add the Clear Sky damage values in, ala the Modern Warfare 2 wiki, if it's too big an issue. LonerDeacon 21:47, February 21, 2010 (UTC) (fixed wording)

Cut Weapons[]

Found images in the Russian version of Call of Pripyat referencing 5,7x28mm / 5,7x28mm AP ammunition. What weapons use that particular caliber? LonerDeacon 20:18, March 15, 2010 (UTC)

That type of ammo exists in Shadow of Chernobyl too - in the weapons.ltx file. That round is made by Fabrique Nationale, used by the FN P90 and the FN Five-Seven. From what I've read, it offers much better stopping power and penetration than .45 ACP rounds, with less recoil than a 9 x 19mm parabellum round. Boredgunner 20:39, March 15, 2010 (UTC)

Yep. In 'SoC', there is icon of P90 and even the whole Third-person (game-world) model of it to my knowledge. Octurion 20:48, March 15, 2010 (UTC)

I didn't know that much. So it should be easy to add to the game!! Boredgunner 21:16, March 15, 2010 (UTC)


There are also 4+ cut weapons that can't be readded; they are found in Textures>Icon>all_icon_weapons. There is an AS Val-style rifle (and the real Val is in the file too), a shotgun-looking Bizon, from what I can identify there is also a Cz. Pistol, and one that looks like a Glock. It also includes, of course, the PKM and P90, along with a "brown" handled AK and the wood-style AK, an LMG I think that looks like an RPD (though it seems more along the lines of another but I can't remember the name), and one cut rocket launcher; almost looks like a Carl Gustaf, and one blue and gray box of ammo that is not in the game. The file includes other icons, too, including one from GSC's cut 'Artifact Merger' feature. David 97 07:31, March 16, 2010 (UTC)

About the P90 thing, from what I know it was readded by a guy named gosuke, has a weapon mod named after him although I've only seen it in SHoC, I'm still trying to figure out how to convert it for CS...though I'm not having much luck with this type of scripting. He also made a Mosin-Nagant and a Strum Ruger Magnum for the game. SHIELD unit 12:38, March 16, 2010 (UTC)

Took a look at the file: The only submachinegun is the FN P90. The Bizon look-alike is a GM-94 single shot grenade launcher. The "Real VAL" is actually not a VAL whatsoever (the one in the game is the real deal, by the way). It's a 9A-91 Compact Assault rifle. It fires 9x39mm like the VAL, but the silencer is not integral and it weighs less overall. The AKs in the image are simply AK-74s with wooden furnishing instead of synthetic, and lastly, yes, I don't believe that's a Carl Gustaf - lacks the flang at the rear. But I honestly have no idea what it could be, I imagine it's the NATO counterpart but I'm not nearly as familiar with rocket launchers. LonerDeacon 18:48, March 16, 2010 (UTC)

Red links[]

There are a lot of red links from supposedly unique variants I never heard or seen before in my play throughs. SPSA-AUT, Viper 5m, or the TPs "Left-hander" are examples. Do they really exist can they be found? It's also odd that no body came around to create articles for them. N0la 14:43, May 25, 2010 (UTC)

Probably not. These names were added by me without further research. I copied them directly from string tables (the file was named string_table_weapons.xml or so). At that time I was at the beginning of the game so I hadn't been able to verify if they exist. Octurion 10:59, May 26, 2010 (UTC)

Special Scope (telescopic sight)[]

In Clear Sky is there a SPECIAL x 8 SCOPE as part of a side mission, from a stalker near the barkeep in the base in the Dark Valley. (I have never been able to get this side mission, to see what this SPECIAL SCOPE is like)

Its just a quest item. You can't actually mount that anywhere, including a hunting rifle which is supposedly the only weapon it can be mounted on. SHIELD unit (talk) 01:42, January 14, 2014 (UTC)

List of weapons locked from Editing?[]

So i wanted to edit the List of weapons, to fix a couple problems: - Fora-14 which is a cut weapon, is listed with normal weapons instead of the other cut weapons. - Modified Shooter, links to the Black Kite article instead of its own. - There's no link for the bandit's Chaser 13.

But for some reason the page seems to be blocked from editing.