Armory desk
The weapons worth your money — and the research worth your supplies.
Every entry is ranked by how much it changes a real session, not by raw stats. Prices are the in-game store prices; Mk II costs are the Bunker workshop conversion.
Rifle
Special Carbine Mk II
The default rifle for almost everything. Low recoil, good range, and Incendiary rounds shred NPCs in heist and sell-mission firefights.
Rifle
Carbine Rifle Mk II
Slightly more range than the Special Carbine, slightly more kick. A fine alternative if you already own it — not worth buying both.
Rifle
Assault Rifle Mk II
Cheap and available early. Replace it with a Special Carbine as soon as you can afford one; don't spend Mk II money here.
Rifle
Combat MG Mk II
The best answer to armoured NPC waves and helicopters. Full Metal Jacket rounds punch through cover and engine blocks.
Sniper
Heavy Sniper Mk II
Explosive rounds are the single most useful research unlock in the game: two shots on most aircraft, one on most cars. Expensive and worth it.
Sniper
Marksman Rifle Mk II
Pleasant to shoot but the Heavy Sniper Mk II or a rifle covers the same ground. Buy it last.
Heavy
RPG
Slow to reload and easy to counter, but it ends griefer vehicles and stubborn heist targets for very little money.
Heavy
Homing Launcher
The reliable way to remove an Oppressor or a helicopter without practice. Keep it for defence, not for chasing.
Heavy
Minigun
Huge damage, terrible mobility. Fun for Survivals and gang attacks, a liability anywhere you need to move.
Heavy
Compact Grenade Launcher
Usable from a vehicle, which makes it the practical explosive for sell missions and free-roam defence.
Utility
Up-n-Atomizer
Every player should own this. It rights a flipped sale vehicle, frees one stuck on scenery, and never runs out of ammo.
Heavy
Widowmaker
A Minigun with a light show. Skip it unless you already own everything useful.
Sidearm
AP Pistol
The classic drive-by weapon: high fire rate, usable from any seat, and cheap enough to own from your first hours.
Sidearm
Pistol Mk II
Hollow Point rounds make it a genuine close-range threat, and it is the cheapest way to try the Mk II ammo system.
Sidearm
Micro SMG
Fine before you can afford the AP Pistol. Replace it the moment you can.
Sidearm
SMG Mk II
Excellent indoors — heist interiors, Cluckin' Bell, stash houses — and it accepts the useful ammo types.
Shotgun
Pump Shotgun Mk II
Explosive shotgun rounds are the sleeper pick of the research tree — devastating in close quarters and against light vehicles.
Shotgun
Assault Shotgun
Fast and forgiving, but the Pump Shotgun Mk II outclasses it once you have the research.
Throwable
Sticky Bombs
Required for several heist preps and the fastest way to clear a blockade or a pursuing vehicle.
Throwable
Proximity Mines
Superb for defending a sale vehicle or a doorway while you deal with something else.
Throwable
Molotov Cocktail
Cheap and surprisingly effective on grouped NPCs. Never use one near your own sale vehicle.
Utility
Stun Gun
Needed for a handful of missions and nothing else. Buy it when a mission asks for it.
Utility
Compact EMP Launcher
Shuts down aircraft and vehicles without destroying them. A luxury purchase for players who live in public lobbies.
Utility
Antique Cavalry Dagger
Free from the collectibles rotation and occasionally handy for a silent approach. No reason to spend money on melee.
Bunker research: what to chase and what to skip
Research eats the same supplies as production, so every project you finish has a real cost. These are the unlocks that change how you play, in order.
Explosive rounds (Heavy Sniper Mk II)
Two shots on most aircraft, one on most cars. The reason to research at all.
Incendiary rounds
Sets NPCs alight and finishes them without follow-up shots. Best general-purpose PvE ammo.
Explosive slugs (Pump Shotgun Mk II)
Turns a close-range shotgun into a demolition tool.
Armor Piercing rounds
Cuts through armoured NPCs and Kuruma-style vehicles that shrug off normal fire.
Full Metal Jacket rounds
Penetrates cover and vehicle bodies — the practical pick for the Combat MG Mk II.
Hollow Point rounds
Heavy damage against unarmoured targets; strong on the Pistol Mk II and SMG Mk II.
Mk II weapon conversions
Unlocks the workshop conversion for each weapon. Convert only the guns you actually carry.
Extended magazines and scopes
Small but real quality-of-life gains, especially the larger magazines.
Tracer rounds
Coloured trails. No damage benefit, and they tell everyone where you are.
Weapon liveries and finishes
Camouflage patterns and paints. Pure decoration.
Vehicle liveries (Bunker)
Paint jobs for the Insurgent and friends. Nice to have, never a priority.
Muzzle brakes and compensators
Marginal recoil differences you will not notice in a firefight.
- Research runs off Bunker supplies, so buying supplies is a research purchase as much as a production one.
- You can pay to skip an unwanted project. Skipping cosmetics to reach Explosive rounds sooner is usually money well spent.
- Mk II conversions need the weapon workshop in the Bunker (or an Avenger / Terrorbyte workshop) — the research alone is not enough.
- Research and production compete for the same supplies. Finish the ammo unlocks first, then switch the Bunker back to full production.
Running a Bunker already? The research order guide covers supply maths in detail.