Crowbar [Slot 1]: Your starting melee weapon. Packs a punch, but you might not want to rely on it. For a better effect, hold your attack key and back away from your enemy to avoid getting hit. Hold Altfire for a charged attack. Not exactly the weapon your team is assigned with, but it's what you had in hands when it all started.
Kaneda-Marui Super 10 [Slot 2]:
(Avaiable for the Knight Class) Perfect for small threats, emergency situations, or mercy shots. When upgraded, fires fast enough so it might stunlock slower enemies. Reloading time is quick, but you need constant firepower to supress your enemies, so don't wield it empty while exploring.
CabalCo. M10A2 [Slot 2]:
(Avaiable for the Pawn Class) Often seen in the hands of fancy looking cultists. Fires at a whopping 1050rpm, the fastest weapon in the entire game. Its upgrade comes with a deadly silencer for stealth kills. Save it for flanking enemies without being noticed.
Cape Kobra Sporting Pistol [Slot 8]:
(Avaiable for the Rook Class) Built for sporting game, chambered in .414 Super Magnum. Packs a good punch and might be a better imp stopper before you get your hands in actual crowd weapons, saving your ammo for other guns. Fire rate is slow, so, time your shots. Upgrading it grants you: a (non-usable) scope to increase accuracy, a longer barrel to increase damage, and two extra rounds per mag.
Gangquan 20 MK2 [Slot 4]: A jack of all trades. Impressive results when used in medium to close combat and supressive fire. The firepower is balanced by its small magazine. Has a laser sight that helps wonders and can be customized with a 37mm Frag-HE underbarrel grenade launcher.
Big Joe 7 [Slot 5]: Named after the legendary OSS weapon. This system uses a 8oz bolt that explodes within a timer once it hits the target. For better usage, it can be fired in the ground, next to narrow doors where enemies might pass through, or slow targets that can be lured to large groups of enemies. If upgraded,
your bolts will explode on contact, so calculate your shots and avoid the blast.
Escopeta Rossi-6 Modelo Tático [Slot 3]: Automatic Brazilian shotgun with a heavy duty performance and a sturdy loading gate. Extremely reliable in CQC. Designed for heavier enemies and better used for individual targets rather than groups. Ammo limits are low. When upgraded, can be fitted with a 12-round drum and adjusted to fire faster.
P94 Chakra Plasma Cannon [Slot 6]: Fast and strong, this plasma cannon should be saved for crowd control or bosses. The fire rate is fast enough for stunlocking most enemies, and the damage dealt is effective for bosses too.
C.A.P. R.I.C.O.R.N. [Slot 7]:
CAseless Precision Resource-Integrated COmbat Rifle Necessity. Designed to deal with big threats. Comes with a Nightvision scope. Fires a caseless soft point projectile acelerated by a rail system to deal pure kinetical damage. Can be upgraded with a 6x scope for maximum precision and a muzzle break to annihilate enemies.
EXTRA GUNS PACK:
Krinkov Model 21 [Slot 4]: Astounding Kalashnikov-type rifle for close combat. Has a folding stock and low recoil. Fires as fast as the Plasma Cannon, which helps stunlocking enemies. Ammo is scarce. Spawns in shotgun spots.
L35E2 General Purpose Machine Gun [Slot 6]: This weapon fires slowly, but carries 75 bullets for you to keep sustained fire over targets. The power of rifle-sized cartridges will help you mowing down most enemies to minced meat. With a fair amount of strafing dance and room to move, this could be even used as a boss weapon to go. Spawns in Plasma Rifle spots.
Charlie K. 95mm Recoilless Rifle [Slot 5]: Capable of firing 95mm projectiles that explode in a huge blast, a true boss-tier killer. Stand
very far from the area of effect. This gun is not meant for tight quarters. Spawns in Rocket Launcher spots.