Upgrades are bought with points at the gunsmith bench and last for the run. An upgrade unlocks when you own one of the upgrades it builds on. Some come in pairs, and buying one locks out the other.
Sidearm
Name
Effect
Row
Cost
Needs
Honed Sear
+8% Fire Rate
-5% Recoil
1
500 pts
Lume Sights
-12% Aim Time
-8% Spread
1
500 pts
Heavy Recoil Spring
-15% Recoil
2
900 pts
Polished Feed Ramp
-12% Reload Time
2
900 pts
Fitted Bushing
-15% Spread
+10% Range
2
900 pts
Hot Loads
+15% Damage
+8% Recoil
3
1,500 pts
Needs MK I
Quick Holster
-35% Equip Time
+4% Move Speed
3
1,500 pts
Needs MK I
Match Barrel
+22% Headshot Damage
-10% Spread
3
1,500 pts
Needs MK I
Last Ditch
+40% Damage on the last 3 rounds
4
2,400 pts
Needs MK II
Unlocks at mastery LV 2
Cold Shot
+60% Damage on the first shot after 1 s without firing
4
2,400 pts
Needs MK II
Unlocks at mastery LV 2
Iron Verdict
+25% Damage
+1 Penetration
+40% Stagger
5
4,000 pts
Needs MK III
Unlocks at mastery LV 5
Submachine Gun
Name
Effect
Row
Cost
Needs
Stiff Buffer
-10% Recoil
1
500 pts
Oiled Bolt
+6% Fire Rate
1
500 pts
Balanced Receiver
-12% Spread
2
900 pts
Flared Magwell
-15% Reload Time
2
900 pts
Lightened Bolt
+10% Fire Rate
+6% Recoil
2
900 pts
Trench Crouch
-40% Spread while crouched
3
1,500 pts
Needs MK I
Run And Gun
+25% Move Speed while aiming
+5% Move Speed
3
1,500 pts
Needs MK I
Hot Chamber
+12% Damage
3
1,500 pts
Needs MK I
Coupled Feed
-50% Reload Time on every second reload
4
2,400 pts
Needs MK II
Unlocks at mastery LV 2
Burst Sear
3-round burst
-10% Recoil
4
2,400 pts
Needs MK II
Unlocks at mastery LV 2
Wildfire Feed
Kills refund 2 rounds
+20% Magazine
5
4,000 pts
Needs MK III
Unlocks at mastery LV 5
Rifle
Name
Effect
Row
Cost
Needs
Bedded Action
-10% Spread
1
500 pts
Gas Port Tune
-10% Recoil
1
500 pts
Floated Barrel
+15% Range
+15% Falloff Range
2
900 pts
Clip Guide
-12% Reload Time
2
900 pts
Spring Buffer
-12% Recoil
-15% Sway
2
900 pts
Ap Core Loads
+1 Penetration
3
1,500 pts
Needs MK I
Sling Drill
-15% Aim Time
-20% Equip Time
3
1,500 pts
Needs MK I
Heavy Ball
+14% Damage
+25% Stagger
3
1,500 pts
Needs MK I
Through And Through
Rounds pierce every target in line
-10% Damage
4
2,400 pts
Needs MK II
Unlocks at mastery LV 2
Skip Shot
Rounds ricochet once
4
2,400 pts
Needs MK II
Unlocks at mastery LV 2
Line Breaker
Headshots mark the target for the team for 2 s
+12% Damage
+28% Headshot Damage
+1 Penetration
5
4,000 pts
Needs MK III
Unlocks at mastery LV 5
Shotgun
Name
Effect
Row
Cost
Needs
Choke Tube
-15% Spread
1
500 pts
Slick Action
+10% Fire Rate
1
500 pts
Heavy Buck
+2 Pellets
2
900 pts
Relieved Gate
-15% Reload Time
2
900 pts
Sawn Short
-30% Equip Time
+6% Move Speed
+20% Spread
2
900 pts
Rifled Barrel
Fires one slug instead of pellets
80 Slug Damage
3
1,500 pts
Needs MK I
Shell Carrier
+25% Reserve Ammo
+2 Magazine
3
1,500 pts
Needs MK I
Door Breacher
+60% Stagger
-15% Range
3
1,500 pts
Needs MK I
Phosphor Shells
Every 3rd hit sets the target on fire
4
2,400 pts
Needs MK II
Unlocks at mastery LV 2
Flechette Loads
+1 Penetration
+15% Range
4
2,400 pts
Needs MK II
Unlocks at mastery LV 2
Boneyard Blast
Kills explode in a 1.5 m radius
+10% Damage
5
4,000 pts
Needs MK III
Unlocks at mastery LV 5
Bolt Rifle
Name
Effect
Row
Cost
Needs
Lapped Bolt
+10% Fire Rate
1
500 pts
Glass Bedding
-20% Spread
1
500 pts
Stripper Guide
-15% Reload Time
2
900 pts
Cheek Pad
-25% Sway
2
900 pts
Fluted Barrel
-15% Aim Time
+3% Move Speed
2
900 pts
Breath Control
-30% Sway
-25% Aim Spread
3
1,500 pts
Needs MK I
Heavy Bullet
+15% Damage
+1 Penetration
3
1,500 pts
Needs MK I
Snap Aim
-25% Aim Time
-20% Equip Time
3
1,500 pts
Needs MK I
Spotter's Mark
Headshots mark the target for the team for 3 s
4
2,400 pts
Needs MK II
Unlocks at mastery LV 2
Overpressure
+44% Headshot Damage
+15% Recoil
4
2,400 pts
Needs MK II
Unlocks at mastery LV 2
Spine Line
Rounds pierce every target in line
+20% Damage
5
4,000 pts
Needs MK III
Unlocks at mastery LV 5
Machine Gun
Name
Effect
Row
Cost
Needs
Heavy Barrel
-10% Spread
-4% Fire Rate
1
500 pts
Belt Guide
-12% Reload Time
1
500 pts
Prone Drill
-35% Spread while crouched
2
900 pts
Oversize Box
+25% Magazine
2
900 pts
Quick Change
-18% Reload Time
2
900 pts
Rate Reducer
-25% Recoil
-15% Spread
-12% Fire Rate
3
1,500 pts
Needs MK I
Carry Handle
-30% Equip Time
+6% Move Speed
3
1,500 pts
Needs MK I
Rate Booster
+15% Fire Rate
+10% Recoil
3
1,500 pts
Needs MK I
Last Belt
+30% Damage on the last 15 rounds
4
2,400 pts
Needs MK II
Unlocks at mastery LV 2
Tracer Mix
Every 6th hit sets the target on fire
4
2,400 pts
Needs MK II
Unlocks at mastery LV 2
Bottomless
Kills refund 3 rounds
+50% Reserve Ammo
5
4,000 pts
Needs MK III
Unlocks at mastery LV 5
Launcher
Name
Effect
Row
Cost
Needs
Clean Bore
+15% Projectile Speed
1
500 pts
Packed Charge
+10% Blast Radius
1
500 pts
Sight Ladder
-20% Spread
+15% Range
2
900 pts
Loading Tray
-15% Reload Time
2
900 pts
Shaped Charge
+15% Damage
2
900 pts
Quick Fuse
-50% Fuse Time
+10% Projectile Speed
3
1,500 pts
Needs MK I
Shell Bandolier
+30% Reserve Ammo
3
1,500 pts
Needs MK I
Wide Shell
+20% Blast Radius
-5% Damage
3
1,500 pts
Needs MK I
Tar Coat
Shells stick to what they hit
Sticks to whatever it hits.
4
2,400 pts
Needs MK II
Unlocks at mastery LV 2
Bomblets
+3 Bomblets
4
2,400 pts
Needs MK II
Unlocks at mastery LV 2
Second Tube
+1 Magazine
+15% Blast Radius
+15% Damage
5
4,000 pts
Needs MK III
Unlocks at mastery LV 5
Projector
Name
Effect
Row
Cost
Needs
Fine Nozzle
+15% Beam Range
1
500 pts
Pressure Regulator
+8% Damage
1
500 pts
Long Wand
+20% Beam Range
-3% Move Speed
2
900 pts
Double Tank
+30% Magazine
2
900 pts
Hot Mix
+25% Element Potency
2
900 pts
Narrow Cone
-30% Spread
+10% Damage
3
1,500 pts
Needs MK I
Quick Coupling
-25% Reload Time
3
1,500 pts
Needs MK I
Wide Fan
+15% Element Chance
+35% Spread
3
1,500 pts
Needs MK I
Arc Jumper
+2 Chain Targets
4
2,400 pts
Needs MK II
Unlocks at mastery LV 2
Puddler
Spray pools on the floor for 4 s
4
2,400 pts
Needs MK II
Unlocks at mastery LV 2
Furnace Heart
+25% Element Chance
+40% Element Potency
+15% Damage
5
4,000 pts
Needs MK III
Unlocks at mastery LV 5
Melee
Name
Effect
Row
Cost
Needs
Honed Edge
+15% Damage
1
500 pts
Taped Handle
+10% Swing Speed
1
500 pts
Weighted Head
+40% Stagger
2
900 pts
Lanyard Loop
+15% Melee Range
2
900 pts
Light Grip
+12% Swing Speed
+4% Move Speed
2
900 pts
Serrated Spine
+20% Damage
3
1,500 pts
Needs MK I
Wide Swing
+25% Melee Arc
3
1,500 pts
Needs MK I
Quick Recovery
+18% Swing Speed
3
1,500 pts
Needs MK I
Lunge
+1.6 m Lunge
4
2,400 pts
Needs MK II
Unlocks at mastery LV 2
Follow Through
+50% Damage on every 3rd hit in a chain
4
2,400 pts
Needs MK II
Unlocks at mastery LV 2
Harvest Arc
Swings hit every target in the arc
+15% Damage
+20% Melee Arc
5
4,000 pts
Needs MK III
Unlocks at mastery LV 5
Thrown
Name
Effect
Row
Cost
Needs
Short Fuse
-25% Fuse Time
1
500 pts
Strong Arm
+15% Projectile Speed
1
500 pts
Heavy Casing
+15% Damage
2
900 pts
Extra Pouch
+1 Grenade
2
900 pts
Boosted Fill
+12% Blast Radius
2
900 pts
Cook Drill
35% chance a fully cooked grenade returns
3
1,500 pts
Needs MK I
Scrounger
+1 Grenade every 12 kills
3
1,500 pts
Needs MK I
Frag Sleeve
+10% Damage
+10% Blast Radius
+30% Stagger
3
1,500 pts
Needs MK I
Tar Coat
Shells stick to what they hit
Sticks to whatever it hits.
4
2,400 pts
Needs MK II
Unlocks at mastery LV 2
Scatter Charge
+3 Bomblets
4
2,400 pts
Needs MK II
Unlocks at mastery LV 2
Full Webbing
+2 Grenades
+20% Damage
+15% Blast Radius
5
4,000 pts
Needs MK III
Unlocks at mastery LV 5
Pictures
Gunsmith BenchA powered bench in the bunker, open for business.UpgradesStep a gun up a mark or buy into its family tree.Gun ViewerPress E and your gun lies on the bench to work on.