REGULAR WEAPONS
These weapons can be stored in your inventory, dual wielded and upgraded.
Hand Grenade

Standard-issue explosive ordnance carried by Nazi troops. The most recent version has small but potent electromagnets in it, allowing it to stick to surfaces.
Primary mode: Throw fused grenades that explode three seconds after being thrown.
Secondary mode: Throw proximity grenades that stick to surfaces and explode when an enemy gets nearby. It also explodes instantly if it hits an enemy upon being thrown.
Note: This weapon cannot be dual wielded.
Primary upgrade: Hand grenades sends out a powerful electric jolt upon explosion, shocking nearby enemies.
Secondary upgrade: Hand grenades shoot shrapnels upon detonation.
Tertiary upgrade: Hand grenades release deadly napalm upon explosion, burning nearby enemies.
Sanguine Serpents

Rayne's starting weapons. Apparently she had found them while infiltrating a Nazi supernatural division base years ago, and these pistols were apparently a cheap knockoff of the legendary Carpathian Dragons. Whatever was the case, they seemed to do the job, so she kept them.
The weapon turns blood in its chamber into deadly projectiles. Uses you energy as ammunition, or your health if you are out of energy.
Primary fire: Fires smaller rounds at a semi-automatic fashion.
Secondary fire: Fires larger rounds that pierce through enemies at a slower fashion.
Note: You can reload the weapon by injecting its needles onto the enemy and siphoning their blood. To do this, hold the melee button while the weapons are equipped (this does not work when the weapon is full).
Upgrading ammunition: The weapon will get a 25% damage boost. 50% if it's loaded from the enemy. 100% if it's loaded with your health.
Upgrading internals: Primary firemode becomes fully automatic. Secondary firemodes becomes chargable.
Upgrading magazine: The chamber holds 40 rounds instead of 20.
Upgrade cost: 1 kit
Handgun 1961

Standard-issue handgun used by Nazi officers. Uses 9mm rounds and has a considerable magazine capacity. It's pretty fun to dual wield this thing. Still holds up with other weapons, especially when upgraded.
Primary fire: Fires 9mm rounds. You can spam the fire button to shoot faster.
Secondary fire: Fires 3-round burst.
Upgrading ammunition: The weapon will have overpressure ammunition, doubling its damage.
Upgrading internals: The weapon gets an internal silencer.
Upgrading magazine: The magazine holds 30 rounds instead of 20.
Upgrade cost: 1 kit
Sub-Machine Gun

Kinda weak, but it has a reliable rate of fire and a considerable amount of magazine capacity. You can stunlock enemies when you dual wield this thing. It is also equipped with a laser cutter that doesn't require any ammo.
Primary fire: Rains 9mm bullets into your enemies.
Secondary fire: Fires weak focused laser shots from the cutter. Doesn't eat up ammo and doesn't alert enemies.
Upgrading ammunition: Bullets with better aerodynamics, they deal 75% more damage while also slightly increasing the accuracy. Laser shot gets a damage boost.
Upgrading internals: The weapon's rate of fire greatly increases. Laser shot becomes fully automatic.
Upgrading magazine: The magazine holds 75 rounds instead of 45.
Upgrade cost: 1 kit
"Black Rose" Revolver

A rare weapon used by the resistance forces in United States. It is a custom build revolver reverse engineered with Nazi technology. It uses magnum bullets with great accuracy that can pierce through multiple enemies.
Primary fire: Well, it sends full metal jacket bullets rounds to your foe's face with great accuracy.
Secondary fire: You shoot much faster by fanning the revolver like a gunslinger, but this method sacrifices accuracy and damage.
Upgrading ammunition: Full Metal Jacket rounds deal 100% more damage and go through up to five targets. Nitroglycerine rounds have way bigger explosions. Shredder rounds 60% more pellets.
Upgrading internals: The weapon gets two additional ammo types, Nitroglycerine and Shredder rounds. Nitroglycerine rounds explode upon impact and Shredder rounds shoot multiple pellets like a shotgun.
Upgrading magazine: The weapon gets reloaded via speedloaders, greatly reducing the reload time.
Upgrade cost: 1 kit
Inferno Shotgun

This cruel weapon was used in riots and the protests in Nazi Germany have lowered drastically since then.
Primary fire: It shoots 12 gauge shells and splatters any unfortunate one's brains.
Secondary fire: It fires slug rounds for increased accuracy.
Note: Aiming down the sight increases the rate of fire.
Upgrading Ammunition: The weapon will be granted with Dragon's Breath rounds which cause fire-based splash damage and damage over time.
Upgrading Internals: The weapon's recoil gets a significant decrease and becomes much easier to handle, giving the player the ability to shoot at a faster pace.
Upgrading Magazine: The weapon will have magazine-based reload system, making it much quicker to reload. It also expands the magazine size to 12 from 9.
Upgrade cost: 1 kit
Super Shotgun

Ahh, nothing is better than a good ol' double-barreled shotgun. As old-school as this thing is, it's also extremely strong.
Primary fire: Fires both barrels.
Secondary fire: Fires one barrel at a time.
Upgrading ammunition: Buckshot penetrates thru multiple enemies, slug rounds become explosive, dragon's breath rounds combust twice and shrapnel rounds get extra damage along with some of them ripping through enemies.
Upgrading internals: The weapon gets 3 additional ammo types; Slug, Dragon's Breath and Shrapnel rounds.
Upgrading magazine: Quicker reload.
Upgrade cost: 2 kits
"Grimmhammer" Shotgun

The big brother and the successor of Schockhammer X. This rotary-barreled automatic shotgun will ruin even the strongest behemoths' days.
Primary fire: Fires one barrel.
Secondary fire: Fires all the barrels.
Note: Aiming down the sight reduces the pellet spread.
Upgrading ammunition: Buckshot shells are replaced by Shrapnel shells with pellets that can bounce from surfaces, along with dealing higher damage.
Upgrading internals: Increases weapon's fire rate.
Upgrading magazine: Expands weapon's magazine capacity to 36 from 24.
Upgrade cost: 2 kits
Assault Rifle

Highly accurate and highly strong. Still remains accurate when dual wielded. The previous version with rocket launcher was very successful, so they updated that part and added a self-charging plasmic projectile launcher. It does not waste any ammo, so you won't have to seek unique ammo for that part of the weapon.
Primary fire: Fires 5.56 Kurz bullets automatically.
Secondary fire: Fires a plasma projectile. Switches back to primary firemode after the shot.
Upgrading ammunition: The weapon gets Armor-Piercing rounds, able to go through 2 targets and deal +50% damage. The plasma shots also become hitscan.
Upgrading internals: The weapon's accuracy increases and the plasma shot cooldown gets quicker.
Upgrading magazine: The weapon's magazine expands to 60 from 40.
Upgrade cost: 1 kit
FG-61 Paratrooper Rifle

The successor of the legendary WWII-era sniper rifle. This baby shoots .357 rounds in a rapid succession, and it has a scope that can zoom up to 16 times for extremely long ranges.
Primary fire: Fires Full Metal Jacket rounds.
Secondary fire: Fires Nitroglycerine rounds semi-automatically that are worth 3 rounds.
Upgrading ammunition: The weapon gets Kevlar coated rounds, which deal 80% more damage.
Upgrading internals: When using the scope, the weapon can be shot at a faster pace by mashing the fire button.
Upgrading magazine: The weapon's magazine expands to 30 from 20.
Upgrade cost: 2 kit
GP-VG MK3 Venom Gun

The successor of the legendary GP-VG MK2, this version is suited both for controlled and relentless firepower. It shoots small caseless bullets travelling at a very high velocity to have the perfect balance of destruction and portability.
Primary fire: Precision mode. Works like the Assault Rifle, slow and steady shots.
Secondary fire: Full throttle mode. Shoots at an insane firerate by sacrificing accuracy and damage output per round. The weapon also overheats if you fire it for too long.
Upgrading ammunition: The serrated rounds deal 50% more damage and the weapon gibs anything in full throttle mode.
Upgrading internals: The weapon gets extra heat-resillient parts. Instead of weapon overheating, it shoots fiery bullets that deal fire debuff.
Upgrading magazine: The weapon's magazine capacity increases to 500.
Upgrade cost: 2 kits
Kampfpistole

A grenade launcher which is as big as a revolver. Don't underestimate this thing, it still holds up with a standard grenade launcher.
Primary fire: Shoots impact grenades.
Secondary fire: Shoots bouncing grenades.
Upgrading ammunition: Slugs are now loaded with shrapnels, which get released upon impact.
Upgrading internals: Impact grenades are now rocket-propelled, giving the projectile a significant impact damage boost.
Upgrading magazine: The weapon's magazine holds 8 rounds instead of 4.
Upgrade cost: 2 kits
Napalmkraftwerk

The favourite toaster of Nazi troopers, this cruel weapon will pump super hot napalm to the enemies' faces, either by fireballs or pure.
Primary fire: It shoots fireballs composed of napalm at a rapid succession.
Secondary fire: Shoots the flamethrower, fries anything like a chicken.
Upgrading ammunition: Standard napalm gets replaced by Black Napalm, dealing +60% damage and faster projectile/napalm current.
Upgrading internals: The weapon's rate of fire increases.
Upgrading magazine: The weapon's magazine holds 300 units instead of 200.
Upgrade cost: 3 kits
Plasma Rifle

Developed for Nazi space marines, to prevent the gunpowder smoke spread in zero gravity.
Primary fire: It shoots plasma bolts.
Secondary fire: It shoots projectiles that stun enemies upon impact and detonate shortly after.
Upgrading ammunition: Shoots stronger plasma bolts that deal +50% damage. Secondary fire can also be charged.
Upgrading internals: The weapon consumes 20% less ammo.
Upgrading magazine: The weapon holds 75 units instead of 50.
Upgrade cost: 2 kits
Laserkraftwerk

BJ's favourite sci-fi mumbo jumbo. Unfortunately, you can't do welding with this thing anymore.
Primary fire: Fires laser bolts in a rapid succession.
Secondary fire: Fires charged bolts. Longer you hold the fire button, stronger bolt the weapon will shoot.
Upgrading ammunition: Laser bolts go through up to 3 enemies.
Upgrading internals: The weapon gets increased fire rate, and decreased charge time.
Upgrading magazine: The weapon's magazine increases to 60 from 36.
Upgrade cost: 3 kits
Teslakanone

The successor of the tesla gun. This version focuses on one point with perfect accuracy and has a significantly longer range. Long-term electric discharges result in stunlock.
Primary fire: Fires a straight current of electric. The current "charges" the enemy and when they are charged enough, they get struck by a lightning.
Secondary fire: Fires an arc ball that shoots electric current at the nearest foe. It has a limited lifespan before it gets destroyed by getting struck by a lightning which deals heavy damage.
Secondary fire (ADS): Fires a fast moving lightning ball that deals BFG-like damage upon impact and stunlocks enemies around the impact for 4 seconds.
Upgrading ammunition: The current and the arc ball charge the foes 10 times more. Lightning ball also gets struck for the second time after 2 seconds.
Upgrading internals: Longer primary fire range.
Upgrading magazine: The weapon's magazine increases to 125 from 75.
Upgrade cost: 5 kits
Leichenfaust

This behemoth of a weapon harnesses energy from another dimension called Black Sun and shoots projectiles from it that wreak destruction like nothing else. Whatever magicks this type of energy has causes its targets to start levitating, leaving them open to more attacks.
Primary fire: Fires small homing projectiles that deal minor BFG-like damage in a rapid succession.
Primary fire (ADS): Fires fast moving, non-homing projectiles that deal minor BFG-like damage.
Secondary fire: Fires a large, slow moving, non-homing projectile that deals massive BFG-like damage upon impact.
Upgrading ammunition: Small projectiles are now able to bounce several times. Large projectiles cast a ring of smaller projectiles upon impact (max charged projectile also casts smaller projectiles while traveling).
Upgrading internals: Secondary firemode can now be charged to unleash an even more massive projectile. Small projectiles travel even faster in ADS mode.
Upgrading magazine: The weapon's magazine increases to 120 from 60.
Upgrade cost: 7 kits
HEAVY WEAPONS
Heavy weapons are technically not the part of your arsenal but it's nice to have one in your inventory.
BJ can only carry one at a time, you have to press the reload button to drop the one you're wielding.
Rayne cannot carry them at all.
Schutzengel

A rotary-barreled machinegun that shoots either anti-tank or anti-air sabot rounds which is one of the strongest conventional weapons in Nazi armory.
Primary fire: Fires anti-tank rounds that can explode through thin walls.
Secondary fire: Fires anti-air rounds that travel faster, have a bigger impact damage and a bigger explosion but sacrifices the piercing explosion.
Dismantling the weapon grants Paratrooper Rifle anti-personnel and anti-tank rounds. Anti-personnel rounds can go through thin walls or pierce through one enemy.
Rotesonne

A cruel weapon that shoots pure Hellfire. It is still a prototype because it is very dangerous to use and the wielder can kill themselves if they use it recklessly.
Primary fire: Shoot a continuous flurry of Hellfire projectiles at a fast pace.
Secondary fire: Shoot a very wide pattern of Hellfire, almost like a wall of fire rapidly expanding towards anyone unfortunate.
Dismantling the weapon grants Inferno Shotgun Hellfire rounds instead of Dragon's Breath rounds. Hellfire rounds deal way higher damage over time than Dragon's Breath rounds.
Heimdall

An experimental anti-materiel weapon that uses Gauss technology to shoot large slugs at an extremely high pace.
Primary fire: Shoot a solid slug that deals massive damage and pierces through anything on its path.
Secondary fire: Shoot a slug that splits into smaller slugs in a fixed pattern, acting like a shotgun.
Note: This is the only heavy weapon that has a scope. Press alt-fire to use the scope and press change firemode button while using the scope to change zoom.
Dismantling the weapon grants Super Shotgun gauss technology, making the pellets pierce through enemies.
Hammergewehr

A four-barreled shotgun-machinegun hybrid that looks like a goddamn anti-air gun. What do you want more?
Primary fire: Fires two barrels in a rapid succession. Holding the trigger makes it shoot faster and faster.
Secondary fire: Fires four barrels.
Dismantling the weapon grants Grimmhammer armour-piercing 8-gauge shells.
Schmerzmittel

This is the portable variant of the one used for A57 Blitzstrahl fighters, this one carries Kurz rounds and high explosive rockets instead of 50 cal rounds and mini-nuke rockets.
Primary fire: Unloads bullets at an unparalleled firerate.
Secondary fire: Fires rockets at a reasonable firerate.
Dismantling the weapon turns Assault Rifle's plasma launcher into a 2nd barrel that shoots plasma bullets that don't spend ammo. You can also place them as turrets but the regular 3 upgrades don't carry over them. (And the AI for them is kinda broken)
MG60

This version of the favoured energy machinegun that shoots projectiles composed of Zyklon-B nerve agent which is dangerous to use unless you have a distance or a gas mask.
Primary fire: Shoots a storm of bullets that release deadly Zyklon-B upon impact. Each bullet and gas cloud causes a poison debuff that can stack.
Secondary fire: Shoots a large slug that contains a high concentration of Zyklon-B that spreads over a huge area upon impact
Dismantling the weapon grants Venom Gun rounds with Zyklon-B implemented in them which deal poison debuff. If the weapon's ammunition is upgraded, it also has a chance to release Zyklon-B cloud upon impact.
Totenkopf

The nuclear missile launcher that made conquering New York pretty easy. Similar to MG60, it's heavily recommended to use a gas mask due to nuclear fallout this weapon causes.
Primary fire: Shoots a chargable missile that can also be detonated remotely (tap alt fire button).
Secondary fire: Shoots a chargable satchel which is once again, can be detonated remotely.
Missiles and satchels have 4 charge phases.
Phase 0 - Regular mini-nuke
Phase 1 - Much bigger fallout
Phase 2 - Cluster mini-nuke
Phase 3 - A fullblown nuke
Dismantling the weapon grants Kampfpistole mini-nuke rounds that neglect splash damage immunity and spawns a nuclear fallout that keeps damaging enemies nearby.
Napalmgewehr

A heavy napalm gun mostly used by demolition (it's also occasionally used on riots). This version is capable of mixing molten uranium and napalm together and cast it without killing its wielder.
Primary fire: Fires a volatile, compressed sphere of napalm that acts like a cannonball. Longer you hold the trigger, higher the muzzle velocity.
Secondary fire: Fires three napalm fireballs with a spread.
Dismantling the weapon grants NapalmKraftWerk fireballs that drop blobs of napalm.
Ubergewehr

The ancestor of the infamous BFG. Pinnacle of the Nazi firepower.
Primary fire: Shoots an argent ball of raw annihilation. It expands and then explodes, dealing tremendous damage within a huge radius.
Secondary fire: Shoots smaller argent balls in a rapid succession.
Dismantling the weapon grants Plasma Rifle BFG-like projectiles instead of plasma bombs, on top of further increasing the damage output of the primary firemode.
Lasergewehr

The closest thing to dubstep you'll find in 1960s. It's probably also the deadliest thing for large enemies.
Primary fire: Fires a constant beam of laser that sets anything it touches on fire.
Secondary fire: Charges the weapon to shoot a very powerful instantaneous beam that pierces through anything. Be careful not to overcharge it though, otherwise the weapon will blow up in your face.
Dismantling the weapon grants LaserKraftWerk laser shots fire DoT that doesn't spread to the player.