From APB:Reloaded Wiki
Weapons
Weapons in APB are very useful aids to successfully complete mission objectives.
Each player has the option to choose a primary weapon, a secondary weapon, as well as a grenade type (two of which you can carry at a time). Players start out with the STAR 556 as their primary weapon, and the Colby SNR 850 as their secondary. Upon completing the tutorial or joining an action district players are given Frag Grenades via mail.
After leveling a specific contact to a certain level, additional weapons become available for a 10-day lease.
Weapons are swapped and reammunitioned by use of Joker vending machines, standing near contacts, at the trunks of cars that have the Mobile Supply Unit vehicle mod installed, or from resupply points created by players activating their Field Supplier upgrade in the field. Players may also resupply via any mailbox by pressing T (default reammunition key) while the Inventory is open.
Unlike other video games in which the primary weapon is the weapon to hold in your hands at all times and where the secondary weapon is only a temporary means of fighting, in APB, these bounds virtually cease to exist. While the primary weapon determines what your main focus of combat will be, the secondary weapon may be used just as much. It may be the truth that nearly all deaths in APB are caused by a primary weapon, but unlike a game of Call of Duty where the secondary may still be left untouched by the player, the secondary has EVERYTHING to do with the difference between a win and a loss. Take, for example, a rocket launcher user who can only walk while his weapon is equipped. Since he only has two rockets which may only guarantee one kill or less, he must use a secondary weapon to acquire most of his kills to make up for the loss. He will often buy a machine pistol or a pistol that can cover distance just as well as close-range. So in a situation such as this, he will still have an edge over the opponent, even if that edge is not as even as it should be.
For a more in-depth guide on weapon management check out APB Tips.
Most weapons are tools of killing. However, Enforcers unlock Less Than Lethal weaponry to use that allows them to stun and arrest Criminals, thereby progressing the Cop Role.
In addition to the generic versions of weapons, there are also Weapon Modifications which modify how weapons perform. Players make use of Weapon Modifications in two ways: They either lease un-modifiable pre-set weapons from contacts, which come with mods already installed, or they lease weapons that have customizable slots that can accommodate weapon mods the player has purchased.
Weapons can have from none up to three slots of modifications. Most weapons have a suffix that makes it easy to know how many modifications can be put on them:
- 1 Slot - Denoted by suffix: NCFP1, R&D I, Nol
- 2 Slot - Denoted by suffix: NCFP2, R&D II, Adeen
- 3 Slot - Denoted by suffix: NCFP3, R&D III, Dvah
List
Preset variations are listed on each weapon's page.
Assault Rifles
Crowd Control Guns (LTL)
Explosive Weapons
High-Velocity Rifles
Light Machine Guns
Secondary Weapons
Semi-Auto Rifles
Shotguns
Sub-machine Guns
Grenades
Subcategories
This category has the following 3 subcategories, out of 3 total.
G
P
S
Pages in category "Weapons"
The following 43 pages are in this category, out of 43 total.
A
B
C
F
J
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J cont.
N
O
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O cont.
P
S
W
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