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 typeGuns listed in the category
Assault CarbinesM4A1, SKS, XM177, AKS-74U, Operator M4A1, Patriot
Assault RiflesAC-556, AK-47, AKM, AUG, FAMAS, L85A1, M16A1, M16A2, AK-74, AS Val
Battle RiflesFAL, G3, M1 Garand, M14, SVT-40
CarbinesCamp Carbine, Model 44, Mosin-Nagant M44, M1 Carbine, M2 Carbine
Light Machine GunsM1918A2 BAR, M1919A6, M249 SAW, M60, RPK, M249 Paratrooper, PKM, RPK-74M
Marksman RiflesM1903 Springfield, M21, Model 788, Model 788 Carbine, Mosin-Nagant PU, MSG-90, PSG-1, Dragunov, VSS Vintorez
Sniper RiflesL96A1, M40A1
ShotgunsAuto-5, Coach Gun, Maverick 88, Model 590, SPAS-12, Boomstick Coach Gun
Submachine GunsM1 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 typeGuns listed in the category
Assault RiflesStunted AK-47, OTs-14 Groza
Machine PistolsM93R, MAC-10, Skorpion vz.65, TEC-9, M1911 F/A, Snake's MAC-10, Sweeper Desert Eagle
PistolsDesert Eagle, G17, Hi-Power, M9, M1911, Makarov, Model 459, P38, P220, SOCOM MK23
RevolversModel 29, Python, Snubnose, XMDS-1A
Short RiflesObrez Mosin-Nagant, Trapper's Model 94
ShotgunsLupara, Broadside Lupara, Vagrant Lupara
Submachine GunsMP5K, 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.

WeaponClass or cultureAmmoCapacityAttachment options
Mini-14Civilian5.56mm NATO20, 30Suppressor, sight, grip
Model 94Civilian.44 Magnum11Suppressor, sight, grip
M1903 SpringfieldCivilian/Surplus.30-06 Springfield5Suppressor, sight, grip
M21Military/Police7.62mm NATO20, 30Suppressor, sight, grip
Mosin-Nagant PUSoviet7.62mm Rimmed5Suppressor, sight
L96A1Special Forces7.62mm NATO10Suppressor, grip
Auto-5Civilian/Police12 Gauge Buckshot5Sight
Coach GunCivilian12 Gauge Buckshot2Sight
Maverick 88Civilian12 Gauge Buckshot8Sight
Model 590Military/Police12 Gauge Buckshot8Sight, 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 considerationSource-supported takeaway
Civilian weaponsCan appear in civilian-oriented locations such as homes, farms, barns, and gun stores
Military weaponsMilitary checkpoints, barracks, roadblocks, airfields, and fortified positions can contain military firearms
AmmunitionAmmunition is caliber-limited rather than universal
Infected encountersMelee weapons can save bullets and avoid attracting attention
PvP encountersFirearms are important for defending against hostile players
Weapon cases and cansWeapon 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.