Weapons

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Rifleman

  • MARSOC
Weapon Pts Damage Mag Cap Mags FMJ Mags FMJ-Tr Mags AP Fire Mode Bolt Hold Open Drop Free Mag IronSights RDS Holo 4x 12x Foregrip Suppressor Laser Sight Flashlight
M16A4 Rifleman 1 10 30 1/3 1/3 1/1 Semi/3 Burst Yes Yes Yes Yes Yes Yes No Yes Yes Yes Yes
MK-17 Rifleman 2 12 20 1/3 1/3 1/1 Semi/Full Yes Yes Yes Yes Yes Yes No Yes Yes Yes Yes
M39 EMR Rifleman 2 13 15 1/3 1/3 1/1 Semi/Full No No Yes Yes Yes Yes No Yes Yes Yes Yes
AUG 3 10 30 1/3 1/3 1/1 Semi/Full Yes No Yes Yes Yes Yes No No Yes Yes Yes
AK5C 1 10 30 1/3 1/3 1/1 Semi/Full Yes Yes Yes Yes Yes Yes No Yes Yes Yes Yes
  • VOLK
Weapon Pts Damage Mag Cap Mags FMJ Mags FMJ-T Mags AP Fire Mode Bolt Hold Open Drop Free Mag IronSights RDS Holo 4x 12x Foregrip Suppressor Laser Sight Flashlight
AKM 2 11 30 1/3 1/3 1/1 Semi/Full No No Yes Yes Yes Yes No No Yes Yes Yes
AK-12 1 10 30 1/3 1/3 1/1 Semi/Full No No Yes Yes Yes Yes No Yes Yes Yes Yes
G3 Rifleman 2 12 20 1/3 1/3 1/1 Semi/Full Yes No Yes Yes Yes Yes No Yes Yes Yes Yes
FAMAS 1 10 25 1/3 1/3 1/1 Semi/3 Burst No No Yes Yes Yes Yes No Yes Yes Yes Yes
SKS Rifleman 2 13 20 1/3 1/3 1/1 Semi Yes No Yes Yes Yes Yes No Yes Yes Yes Yes

Specialist

  • MARSOC
Weapon Pts Damage Mag Cap Mags FMJ Mags FMJ-Tr Mags AP Fire Mode Bolt Hold Open Drop Free Mag IronSights RDS Holo 4x 12x Foregrip Suppressor Laser Sight Flashlight
MK-18 1 9 30 1/3 1/3 1/1 Semi/Full Yes Yes Yes Yes Yes No No Yes Yes Yes Yes
MP5 1 7 30 1/3 1/3 1/1 Semi/Full Yes No Yes Yes Yes No No No Yes Yes Yes
P90 2 7 50 1/3 1/3 1/1 Semi/Full No No Yes Yes Yes No No No Yes Yes Yes
M1014 2 13 (slug), 3x10 (buckshot) 6 (shells) 6/35 (shells) 6/35 (shells) 6/6 (shells) Semi Yes N/A Yes Yes Yes No No Yes Yes Yes Yes
552 Commando 1 9 30 1/3 1/3 1/1 Semi/3 Burst Yes No Yes Yes Yes No No Yes Yes Yes Yes
Ballistic Shield 4 N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
  • VOLK
Weapon Pts Damage Mag Cap Mags FMJ Mags FMJ-Tr Mags AP Fire Mode Bolt Hold Open Drop Free Mag IronSights RDS Holo 4x 12x Foregrip Suppressor Laser Sight Flashlight
AK-74u 1 9 30 1/3 1/3 1/1 Semi/Full No No Yes Yes Yes No No No Yes Yes Yes
G36 1 9 30 1/3 1/3 1/1 Semi/Full Yes No Yes Yes Yes No No Yes Yes Yes Yes
VAL 2 7 20 1/3 1/3 1/1 Semi/Full No No Yes Yes Yes No No No Yes Yes Yes
SPAS-12 2 13 (slug), 3x10 (buckshot) 9 (shells) 9/43 (shells) 9/43 (shells) 9/18 (shells) Semi Yes N/A Yes Yes Yes No No Yes Yes Yes Yes


Automatic Rifleman

  • MARSOC
Weapon Pts Damage Mag Cap Mags FMJ Mags FMJ-Tr Mags AP Fire Mode Bolt Hold Open Drop Free Mag IronSights RDS Holo 4x 12x Foregrip Suppressor Laser Sight Flashlight
M249 2 10 200 1/2 1/2 N/A Full No No Yes No Yes No No Yes No No Yes
SA80 2 10 100 1/2 1/2 N/A Semi/Full Yes No Yes No Yes No No Yes No No Yes
M16A4 Automatic 1 10 30 1/6 1/6 N/A Semi/3 Burst Yes Yes Yes No Yes No No Yes No No Yes


  • VOLK
Weapon Pts Damage Mag Cap Mags FMJ Mags FMJ-Tr Mags AP Fire Mode Bolt Hold Open Drop Free Mag IronSights RDS Holo 4x 12x Foregrip Suppressor Laser Sight Flashlight
PKM 2 12 250 1/2 1/2 N/A Full No No Yes No Yes No No Yes No No Yes
G3 Automatic 2 12 100 1/2 1/2 N/A Semi/Full Yes No Yes No Yes No No Yes No No Yes
AKM Automatic 2 11 30 1/6 1/6 N/A Semi/Full No No Yes No Yes No No No No No Yes


Designated Marksman

  • MARSOC
Weapon Pts Damage Mag Cap Mags FMJ Mags FMJ-Tr Mags AP Fire Mode Bolt Hold Open Drop Free Mag IronSights RDS Holo 4x 12x Foregrip Suppressor Laser Sight Flashlight
L96 2 20 8 N/A N/A 1/1 Single N/A No Yes No No Yes Yes No Yes No No
MK-17 Marksman 2 12 20 1/3 1/3 1/1 Semi/Full Yes Yes Yes No No Yes Yes Yes No No No
M39 EMR Marksman 2 13 15 1/3 1/3 1/1 Semi/Full No No Yes No No Yes Yes Yes No No No
M16A4 Marksman 1 10 30 1/3 1/3 1/1 Semi/3 Burst Yes Yes Yes No Yes No Yes Yes No No Yes


  • VOLK
Weapon Pts Damage Mag Cap Mags FMJ Mags FMJ-Tr Mags AP Fire Mode Bolt Hold Open Drop Free Mag IronSights RDS Holo 4x 12x Foregrip Suppressor Laser Sight Flashlight
SV98 2 20 10 N/A N/A 1/1 Single N/A No Yes No No Yes Yes No Yes No No
SVU 2 13 10 1/2 1/2 1/1 Semi Yes No Yes No No Yes Yes Yes No No No
G3 Marksman 2 12 20 1/2 1/2 1/1 Semi/Full Yes No Yes No No Yes Yes Yes No No No
SKS Marksman 2 13 20 1/2 1/2 1/1 Semi Yes No Yes No No Yes Yes Yes No No No
AKM Marksman 2 11 30 1/3 1/3 1/1 Semi/Full Yes No Yes No Yes No No Yes No No Yes


Pistols

  • MARSOC
Weapon Pts Damage Mag Cap Mags FMJ Mags FMJ-Tr Mags AP Fire Mode Bolt Hold Open Drop Free Mag
1911 1 7 7 1/3 N/A N/A Semi Yes Yes
M9 0 5 15 1/3 N/A N/A Semi Yes Yes
G17 1 5 17 1/3 N/A N/A Semi Yes Yes


  • VOLK
Weapon Pts Damage Mag Cap Mags FMJ Mags FMJ-Tr Mags AP Fire Mode Bolt Hold Open Drop Free Mag
TT 1 7 8 1/3 N/A N/A Semi Yes Yes
USP 1 5 13 1/3 N/A N/A Semi Yes Yes
Makarov 0 5 8 1/3 N/A N/A Semi Yes Yes

Ammo Type

There are three types of ammo.

  • FMJ (0 points)

FMJ is the default ammo for weapons and the only ammo for pistols and any guns in the Automatic Rifleman class. While using FMJ ammo with your rifle it allows you to carry the highest number of magazines. Pistols can only use FMJ ammo.

  • FMJ-Tracer (0 points)

FMJ-Tracer rounds are just like FMJ except every few rounds there is also a tracer round that lets you see the trajectory you are firing, this can be useful as it allows you to see when you are missing your target and in which direction you should shift your aim in order to hit them.

  • Armor Piercing (2 points)

AP rounds can penetrate body armor at the cost of carrying significantly less ammo, only 2 mags compared to the average of about 4 for non-AP rounds. Note that bolt-action sniper rifles can only use AP and get them for 0 points.

  • Additional Notes

Note that pistols and Automatic Rifleman class weapons cannot use AP ammo. This is expected to see some changes in future releases.
When body armor blocks damage, an audible “tink” sound can be heard by anyone nearby.


Attachments

Attachment 1 (Sights/Optics)

Iron Sights (0 points): Allows you to use the weapon's default sights. These vary drastically between all of the weapons in the game, and the bolt-action rifles currently do not have any real (usable) sights with this option selected. Due to the advantages of the other options, very few players opt to use iron sights.
Red Dot Sight (2 points): Places a typical red dot sight on the firearm. For Marsoc players, the reticle is a simple red dot. For Volk players, the reticle resembles a red "T" (also known as a "Kobra sight").
Holographic Sight (2 points): Places an EOTech-styled holographic sight on the weapon. This sight is a bit larger and bulkier than the red dot sights. The reticle is the same for Marsoc and Volk, being a red circle with dot in the middle.
4x Scope (4 points): Places a medium-range scope on the rifle. The scopes and reticles do vary from Marsoc to Volk. Both varients have iron sights built in. Volk is located atop the optic while marsoc has them located beneath. These can be effective at close range. Subject to Parallax.
12x Scope (4 points): Places a long-range scope on the rifle. The scopes and reticles do vary from Marsoc to Volk. Subject to Parallax.

Attachment 2 (Other Attachments)

Foregrip (2 points): Places a foregrip where you hold the gun with your nondominant hand. This attachment drastically reduces felt recoil when wielding the weapon with both hands.
Suppressor (2/3 points): Places a suppressor—or silencer, if you prefer—on your weapon. This causes your gun to be much quieter. It also eliminates muzzle flash, but you can still see a visual effect of "hot gas" from the end of the barrel. This attachment costs 3 points for rifleman and 2 points for Specialist/Marksman. Note that this attachment is unrelated to the suppression mechanic, which darkens your screen.
Laser Sight (2 points): Places a laser sight on the gun that can be toggled on and off. The location of the sight and the accuracy of it vary from weapon to weapon. The beam is extremely visible to those wearing night vision.
Flashlight (1 point): Places a flashlight on the gun that can be toggled on and off. Like with the laser, the location of this attachment varies depending on what weapon it is placed on. The flashlight can be useful in dark maps, but NVG are much more common to see.