Why Gun Choice Matters
A good firearm can decide whether you survive an encounter with The Infected or another player. This Apocalypse Rising 2 all guns guide organizes the known firearms by slot and weapon type so you can identify useful pickups quickly. Guns are the game’s primary weapons, but melee weapons remain valuable when you need to save ammunition and avoid drawing attention.
Weapons differ in size, ammunition, capacity, firing behavior, and supported attachments. Many firearms use magazines, while others use loose ammunition. Weapon skins can be applied to most weapons, but they do not change a weapon’s stats.
Players begin a new save with a Snubnose revolver, three Snubnose 6-round Speedloaders, a box of .45 ACP ammunition containing 24 bullets, and a Pocket Knife. That makes the Snubnose a practical starting weapon, even if players later replace it with a stronger primary or secondary firearm.
Primary Guns
Primary guns are the larger firearms. The category includes assault rifles, carbines, battle rifles, light machine guns, marksman rifles, sniper rifles, shotguns, rifles, and submachine guns.
| Primary type | Guns listed in the category |
|---|---|
| Assault Carbines | M4A1, SKS, XM177, AKS-74U, Operator M4A1, Patriot |
| Assault Rifles | AC-556, AK-47, AKM, AUG, FAMAS, L85A1, M16A1, M16A2, AK-74, AS Val |
| Battle Rifles | FAL, G3, M1 Garand, M14, SVT-40 |
| Carbines | Camp Carbine, Model 44, Mosin-Nagant M44, M1 Carbine, M2 Carbine |
| Light Machine Guns | M1918A2 BAR, M1919A6, M249 SAW, M60, RPK, M249 Paratrooper, PKM, RPK-74M |
| Marksman Rifles | M1903 Springfield, M21, Model 788, Model 788 Carbine, Mosin-Nagant PU, MSG-90, PSG-1, Dragunov, VSS Vintorez |
| Sniper Rifles | L96A1, M40A1 |
| Shotguns | Auto-5, Coach Gun, Maverick 88, Model 590, SPAS-12, Boomstick Coach Gun |
| Submachine Guns | M1 Thompson, M3A1, MAT-49, MP5, MP 40, UMP45, PP-19 Bizon |
The AKM is identified as a NATO-culture automatic rifle. It uses an intermediate rifle caliber shared with several NATO and Surplus automatic weapons. It commonly appears at military checkpoints, roadblocks, and outer barracks areas, making it an early-to-mid-game option for players traveling through military loot zones.
The AUG is another assault rifle, but it is described as rarer and more contested. Its listed locations include barracks interiors, airfield control towers, and military checkpoints near high-traffic towns. It uses the same intermediate caliber as the AKM, though finding ammunition for it can be more difficult.
The M1919 is a rare belt-fed NATO machine gun. It uses full-power ammunition belts and appears at high-tier military locations such as deep barracks rooms and fortified positions. Because its ammunition is scarce outside dedicated military ammo cans, carrying the gun without enough belts can limit its usefulness.
Secondary Guns
Secondary guns are smaller and more compact than primaries. They include pistols, revolvers, machine pistols, short rifles, compact shotguns, and compact submachine guns.
| Secondary type | Guns listed in the category |
|---|---|
| Assault Rifles | Stunted AK-47, OTs-14 Groza |
| Machine Pistols | M93R, MAC-10, Skorpion vz.65, TEC-9, M1911 F/A, Snake's MAC-10, Sweeper Desert Eagle |
| Pistols | Desert Eagle, G17, Hi-Power, M9, M1911, Makarov, Model 459, P38, P220, SOCOM MK23 |
| Revolvers | Model 29, Python, Snubnose, XMDS-1A |
| Short Rifles | Obrez Mosin-Nagant, Trapper's Model 94 |
| Shotguns | Lupara, Broadside Lupara, Vagrant Lupara |
| Submachine Guns | MP5K, UZI, AO-46, Rogue UZI |
A secondary slot gives players a compact option when a larger primary gun is not appropriate or when a different ammunition type is available. The listed compact shotgun options are the Lupara and its Broadside and Vagrant variants. The weapon overview describes the Lupara as a shotgun suited to close spaces such as stairwells, while being less useful across open fields.
The Snubnose is especially notable because it is part of every new save’s starting equipment. The category list also includes the Model 29, Python, and XMDS-1A as revolvers. Pistols range from the G17 and M9 to the Desert Eagle, M1911, P38, P220, Makarov, and SOCOM MK23.
Event or unobtainable firearms listed in the gun category include Avtomat Makarov, M1918 Tankgewehr, Santa's Pig, Trooper M1919A6, and AN-94. Their category placement does not mean they should be expected in ordinary loot routes.
Ammo, Attachments, and Weapon Handling
A firearm’s ammunition matters as much as its name. The weapon overview divides firearms into NATO, Surplus, and Civilian gear cultures. These cultures influence where a gun spawns, what caliber it uses, and how it performs in a fight.
| Weapon | Class or culture | Ammo | Capacity | Attachment options |
|---|---|---|---|---|
| Mini-14 | Civilian | 5.56mm NATO | 20, 30 | Suppressor, sight, grip |
| Model 94 | Civilian | .44 Magnum | 11 | Suppressor, sight, grip |
| M1903 Springfield | Civilian/Surplus | .30-06 Springfield | 5 | Suppressor, sight, grip |
| M21 | Military/Police | 7.62mm NATO | 20, 30 | Suppressor, sight, grip |
| Mosin-Nagant PU | Soviet | 7.62mm Rimmed | 5 | Suppressor, sight |
| L96A1 | Special Forces | 7.62mm NATO | 10 | Suppressor, grip |
| Auto-5 | Civilian/Police | 12 Gauge Buckshot | 5 | Sight |
| Coach Gun | Civilian | 12 Gauge Buckshot | 2 | Sight |
| Maverick 88 | Civilian | 12 Gauge Buckshot | 8 | Sight |
| Model 590 | Military/Police | 12 Gauge Buckshot | 8 | Sight, grip |
Attachments can enhance weapon handling. The available examples include suppressors, sights or optical attachments, and grips. Not every firearm accepts the same attachments, so checking a weapon’s attachment options before committing a slot or ammunition supply is useful.
- Suppressors can be useful in Infected-heavy areas.
- Sights or optical attachments can be available on supported firearms.
- Grips are another listed attachment option for some weapons.
Suppressors are specifically mentioned for the AKM in Infected-heavy areas. Automatic fire can attract hordes, announce a player’s position, and use up weapon condition faster than semi-automatic fire. The AKM is described as useful at medium range when fired in controlled bursts.
Weapon condition degrades and requires cleaning. This makes sustained fire a resource decision, particularly with automatic rifles and belt-fed machine guns. A gun may be powerful, but ammunition, condition, magazine capacity, and noise can all affect whether it remains practical during a long run.
Choosing a Loadout
A balanced loadout begins with the route you plan to take. Civilian, police, military, and special-forces loot areas can offer different weapon opportunities. Crate farming is described as the most frequently used method of getting guns, while killing boss zombies and players are other methods.
| Loot or combat consideration | Source-supported takeaway |
|---|---|
| Civilian weapons | Can appear in civilian-oriented locations such as homes, farms, barns, and gun stores |
| Military weapons | Military checkpoints, barracks, roadblocks, airfields, and fortified positions can contain military firearms |
| Ammunition | Ammunition is caliber-limited rather than universal |
| Infected encounters | Melee weapons can save bullets and avoid attracting attention |
| PvP encounters | Firearms are important for defending against hostile players |
| Weapon cases and cans | Weapon cases and ammo cans are part of the weapon and loot system |
For a rural route, a Mosin Nagant or Springfield may fit the available loot better than a military rifle. The weapon overview places Mosin Nagants in barns and rural homes, while Springfields are associated with farms and older homes. For military routes, the AKM, AUG, and M1919 are tied to military locations, but their ammunition needs should be considered before taking them.
Shotguns are practical close-range choices. The Auto-5, Coach Gun, Maverick 88, and Model 590 all use 12 Gauge Buckshot in the weapon data. Their capacities differ: the Coach Gun holds two shells, the Auto-5 holds five, and the Maverick 88 and Model 590 hold eight.
When ammunition is limited, use melee weapons against The Infected when possible. Reserve firearm ammunition for situations where distance, speed, or hostile players make it necessary. This approach also reduces the attention created by gunfire.
FAQ
What does “apocalypse rising 2 all guns” include?
It includes the game’s primary and secondary firearms, including assault rifles, carbines, battle rifles, machine guns, marksman rifles, sniper rifles, shotguns, submachine guns, pistols, revolvers, machine pistols, and short rifles.
What gun does a new player start with?
A new save starts with a Snubnose revolver, three Snubnose 6-round Speedloaders, a box of .45 ACP ammunition with 24 bullets, and a Pocket Knife.
Are all guns compatible with the same ammo?
No. Ammunition is caliber-limited rather than universal. Examples in the listed weapon data include 5.56mm NATO, 7.62mm NATO, 7.62mm Rimmed, .30-06 Springfield, .44 Magnum, and 12 Gauge Buckshot.
Can weapon skins improve gun stats?
No. Weapon skins may be applied to most weapons, but they do not affect weapon stats.
Why use melee weapons if guns are available?
Melee weapons can help conserve bullets for PvP combat and reduce the attention caused by firearm noise when fighting The Infected.