Guide to Wasteland

Breakdown of Wasteland
Wasteland is a gamemode in Arma much like that of DayZ, minus the zombies (Which were more annoying than scary anyways). The object is simply to survive. This can be done Solo or with a team. As of now, there are three seperate teams in Wasteland:

  • Blufor and Opfor
    Players who choose to join the Blufor or Opfor teams are forced to work together with the other players of their respective teams. This does not mean you have to perform every operation with them, it simply means to be mindful of them playing. Players on Blufor and Opfor may not teamkill, steal, or destroy any items or property of their own team. This pretty much means, don’t be a jerk to your teammates. Anyone on your team will have a Blue/Red box next to them, depending on your team.
  • Independent
    Players on the independent team are not bound to any teammates by default. If you are playing solo, you may kill, steal from, or destroy anything or anyone you want. You can, however, create a group in which to operate with in an independent team called a squad. If you create a squad, you are bound to the same rules as Blufor and Opfor are in terms of those in your squad being your teammates. Players that are in your squad on the independent team will have a green box next to them.

The objective of Wasteland varies from person to person. There is no defined objective for you to follow. You can hoard the possesions of people, turn a town into a murder /k/ube, constantly sabatoge the enemy teams, shoot out all the tires on every single vehicle on the map and steal all the repair kits, make LOADSAMONEY, ect.

Wasteland will randomly assign missions to all players every so often. When a new mission shows up, it is displayed to all players, leaving them to fight for the reward of getting to the area first and killing the AI that is guarding the reward. The rewards often include armored vehicles, aircraft, and caches of weapons and equipment that are immensely useful to you or your team. These missions usually define which team dominates the map.

The following sections will explain more complex mechanics of wasteland.

Spawning in wasteland has 4 options:

  • Random Town
    Usually your go-to spawn point. This will place you in a random, usually unpopulated town. However, be on alert for other people in the town. It would be wise to sweep the area first.
  • Town with Friendly Players
    If you are on Blufor or Opfor, any town that is occupied by 100% friendly forces can be spawned on. It doesn’t matter if there is only one player on your team in the town or five, as long as there aren’t any enemies and at least one friendly player, you can spawn. Note, that if you are on independent, the player(s) must be in your squad to be considered friendly.
  • Aircraft
    Any friendly player flying an aircraft at an altitude of 200 meters that has an availible passenger seat is a valid spawn point. Note, if you are on independent, the player(s) must be in your squad to be considered friendly.
  • Radars
    You can buy your team a Proximity Radar from the store for 3000$. If the radar is enabled for your team, you can spawn ontop of it, as long as there are no enemies within its radius. Note, that this spawn option is not availible for the Independent Team, they are incapable of buying or activating radars in their favor.

Spawning on the same spawn point too many times will result in a cooldown timer being placed on that spawn. This is usually about 10 minutes. Be sure you don’t die too often, or you won’t be able to respawn and help your friends. This doesn’t apply to the Random Town spawn.

Finding Better Gear
As soon as you spawn, you’ll find yourself with this underwhelming amount of gear:

  • Rangemaster Uniform (Independent)/Combat Fatuiges (Blufor)/Combat Fatuiges (Hex) (Opfor)
    Your uniform. They can each carry a few magazines. For refrence, First Aid Kits take 10 units, Assault Rifle mags take 8, Pistol/SMG mags take 6. Most uniforms have about 50 slots.
  • Radio/Map/Compass/Watch
    Enables Chat, Veiwing the map, getting bearings with [K], and getting the server’s time with [O].
  • Your Handgun
    This varies from team to team. Independent gets an ACP-C2, (essentially an M1911 with a fancy name) which is a .45 caliber handgun with decent damage and a magazine size of 9. BLUFOR gets a P07, which is a 9 millimeter pistol with low damage but a high capacity of 30. OPFOR gets a Rook-40, which is a 9 millimeter pistol with low damage but a high capacity of 30. You will always start with a single magazine, already loaded into your weapon.

In addition to your gear, you have four inventory slots for Wasteland-Oriented items, such as Fuel Cans, Repair Kits, Food, Water and Vehicle Ammo Kits. To open your player menu, press the Tilde key (~) to the left of 1, or select it from your context menu using the scroll wheel. Fuel Cans are used to obviously fuel vehicles. Larger vehicles require more fuel, but not as much as you think. Basic vehicles only need one can of fuel to fully refuel. Urals and large trucks will fill to 80% from empty with a single can. Armored Cars fill to 50% with one can. Small helicopters fill to 33% with a single can. Repair kits will fully restore a vehicle to a brand-new state when used. They are incredibly valueble for those who are accident prone, and that’s everyone. Food will restore your hunger meter (In the bottom right) by 30, while Water restores the Water meter by 50. Vehicle Ammo kits are usually unreliable, but they will restore the ammo of a vehicle’s weapon (supposedly) to 100%.

PROTIP: If your food and water meters are both 80% or higher, you will slowly heal any damage on your character. If your food or water meter gets to 20% or below, you will slowly take damage. Keep in mind, First Aid Kits can only keep you at 75%, they cannot fully heal you.
PROTIP: From the Player menu, you can also manage your group. Players that have a crossed circle in their name are already part of a group, and they cannot be invited to your own. Players with a Red Arrow have been invited to your group, and players with a Green arrow have invited you to their group. The members of your squad are shown on the left.
PROTIP: You can refill empty fuel cans at a Gas Station on the map.
PROTIP: UAVs require fuel to run. Be sure to refuel them after a while.
PROTIP: You can directly fill your vehicle from the gas station by being close to a pump and selecting “Fill vehicle at Gas Pump” from your context menu.
PROTIP: There is a 10% chance to spawn with a fedora and a scilenced pistol of your faction, and a 1% chance to spawn with special fatuiges and an SMG.

As you can see, this loadout, no matter your objective, is less than ideal for completing it. Gear can be found in the following places:

  • A Vehicle’s Inventory
    This isn’t DayZ. Regular vehicles are fairly common, and assault rifles are probably more common than that. Looking in the back of an ATV or Offroad will usually give you some sort of assault rifle and a few magazines of ammo. In addition, you’ll probably find a few FAK’s (First Aid Kits). These are currently bugged. You must move the vehicle forward a few inches, and then try and take them. If you’re lucky, you may find a Marksman’s rifle, an LMG, a Rocket Launcher, or a Sniper Rifle. These are obviously less common than other weapons.
  • Buildings
    Any building in the town has a decent chance of spawning something inside it. Again, this isn’t DayZ. You won’t be finding crap like Tin Cans and Whiskey bottles lying around wasting your time. Buildings have many items that can spawn inside of them, including:

    • Fuel Cans
    • Repair Kits
    • Sacks of Food, containing up to 9 Food
    • Barrels of Water, containing up to 9 Water
    • A weapons crate (Millitary buildings have a 10% chance of spawning these)
    • Backpacks and Vests

    Backpacks and vests are especially important. It’s difficult to be prepared if you can only carry a weapon and a few magazines. Vests and bags, while varying, will offer extra storage space for anything else you find. Vests usually have a capacity of 60-140 units, while bags can be from 200-450 units. Keep in mind that Rebreathers and UAV bags do not have any storage capacity.

    Once you’ve searched everything to your heart’s content, open your map. It’s time to explain what’s happening and where you want to go.

Places of Interest/Missions
Places of Interest

There’s many places on Stratis to go, it’s just a question of what will actually yeild progress to your goal.

  • Towns
    Towns are marked by a Blue Circle and a name in bold. The Blue Circle represents the limits of the town. This defines if you are inside the town or not, and thus if friendly players can spawn on you. Remember, Towns=Vehicles and Buildings=Loot. If you’re the type that likes to search for things, towns are your best bet.
  • Gun Stores
    There are three towns on the map that have a Mesh over them instead of just a blue circle. These towns have a special building inside of them where you can use your hard earned dosh to get some nice equipment. Please note, many people like to shoot you while you’re buying stuff. The mesh will be green if only friendly players are within it, blue if there are no players within it, red if there are only enemy players besides yourself within it, or orange if there is friendly and enemy players within it. When you enter the radius, any enemy players in the area get a notice, warning them of an enemy player. Sneak attacks will not work if you have to cross the border.
  • Camps
    Not interesting places by themselves. They have no buildings or vehicles, however, Blufor and Opfor think they’re the most cunning stratigests when they make their bases on one of them because “Hurr durr nobody ever comes here”. It’s not a garuntee, but if it’s on the way you might as well check it out.

As previously mentioned, various missions will start on the map. Mission areas are marked in Red with a Cross, naming the missions. Missions include:

  • Aircraft Wreck
    Marked by a crash site of an aircraft. This mission is guarded by usually one, rarely more than three AI soldiers. The mission will end as soon as you come within 20 meters of the crash site and all AI are killed. Rewards:

    • One random weapons crate
  • Geo Cache
    A NATO supply box is dropped at a random location on the map. This cache contains anything from rare weapons, grenades, explosives, equipment, large amounts of rifles or ammo, ect. This mission has no AI guarding it, and is often quickly seeked out by teams for the easy profit. Rewards:

    • The contents of the Cache
  • Armored Vehicle
    An armored vehicle is spawned somewhere on the map, with zero fuel in it. This mission requires a fuel can if you plan on moving the vehicle after you capture it. The vehicle is guarded by a team of 5-6 AI soldiers, but none of them are inside the vehicle. The Vehicle almost always has some form of weapon on the top, usually a Grenade Machine Gun (GMG). You cannot enter the vehicle unless you give it fuel or all the AI are killed. Often, the vehicle has a .50 cal HMG or a Grenade MG (GMG) mounted to it. Rewards the vehicles and its contents, ranging from:

    • “Hunter” Humvee
    • “Ifrit” Humvee
    • “Strider” Amphibious
    • MSE-3 Marid APC
    • IFV-6 Panther
  • Underwater Wreck
    Same as Aircraft wreck, but is underwater. This mission requires a rebreather unless you want to have sacks of water for lungs. Also, it requires an SDAR 5.56 underwater gun and some 20 round Dual Purpouse magazines for killing the underwater divers. Rewards:

    • One random weapons crate. You’re going to have to haul it to the surface somehow.
  • Capture Base
    A small base of random props is created somewhere on the map. This base is guarded by usually 4-6 AI soldiers. The base usually has some good stuff in it, in addition to the props if you like to build. The soldiers themselves are usually an easy source of Backpacks or vests. Rewards:

    • Any props from the base, after you kill the AI
    • Anything inside the base, ranging from Repair Kits, Fuel Cans, Food and Water
    • At least one weapons crate, some basic vehicles that may be inside the base
  • Underwater Crate
    Same as the Geo Cache, but the crate is underwater. Have fun diving for it, and if you didn’t bring a boat or a helicopter and a really kickass pilot, you’re going to have a long swim dragging it back to shore. Rewards:

    • Contents of the crate. Usually more stuff than a regular Geo Cache.
  • Downed Helicopter
    Prepare your angus. There WILL be a lot of people going for this mission. The helicopter is guarded by about 4-6 AI soldiers and is without fuel. You WILL need a fuel can if you plan on moving the chopper after capturing it. Rewards the Helicopter and the gear inside it, ranging from:

    • AH-9 Humming Bird (Unarmed Transport)
    • AH-9 Pawnee (2x Miniguns, 14xDumbfire Rockets)
    • CH-49 Mohawk (Large Transport)
    • AH-99 Blackfoot (Attack Helicopter, Pilot/Gunner setup)
    • P0-30 Orca (Unarmed Transport)
    • UH-80 Ghosthawk (Left/Right door Miniguns, Transport)
    • MI-48 Kajman (Lightly armed transport)
  • Capture Ammo Truck
    A HEMMT Ammo truck will spawn, being guarded by 5-6 AI soldiers. The truck’s primary use is to rearm vehicles with mounted weapons and their countermeasures. It also has some basic rifles and ammo inside the truck. However, the truck itself has a finite ammo supply, but the supply itself is still quite large. Rewards:

    • HEMMT Ammo, Gear inside
Wasteland Functions
This section is deticated to functions of the game that are directly related to wasteland. These functions cannot be used in a normal game of Arma 3 and are usually required for wasteland to fucntion properly.

  • Take/Release Object
    Can only be used when near a pickable object, such as a prop, weapons crate, ATV, or object. Your player will pick the object up, and it will move with you. You can use this to move objects into desired places, move them closer to vehicles to load into them, or move objects out of your way.You can’t use this if the prop belongs to an enemy and they are still nearby. You will be forced to walk when you are holding an object.
  • Rotate Object
    While holding an object, using this will rotate the object 45 degrees clockwise.
  • Lock Object
    Using this command will take about 5 seconds to “lock” the object. Once locked, it takes roughly 4 times as long to unlock the object. Use this to ensure objects are not easily tampered with.
  • Load in…/Load Selected Object into Vehicle
    This will select the object for loading. Choose a nearby vehicle and use the “Load Selected Object into Vehicle”. If the object and vehicle aren’t very far from each other, there will be a two second delay, and the object will be moved into the vehicle.
  • View Vehicle Contents
    This inventory is seprate from the normal inventory of a vehicle. This inventory contains Props, weapon crates, Sacks/Barrels of Food/Water, Repair kits and Fuel cans, ect. Larger vehicles have more space.
  • Tow…/Tow selected object to vehicle
    Use this on the vehicle you want to tow. Then use the new option to attach the first vehicle to the second. Keep in mind that you have to have size in mind. An Offroad can’t tow an Ural, and an ATV can’t tow either of them.
  • Lift Object/Release Object
    Only useable in a Helicopter. You can airlift vehicles with your helicopter if you are close enough to it. You must be traveling below 50 KPH to drop the vehicle.

    Keep in mind, you can injure and kill players while holding props in your hands. Be mindful or be a pshychopath, just don’t get banned because you accidentally muzzle swept your team with a brick wall. This also applies to towed objects. The vehicles attached to yours clip through everything and can still hurt people.

Primary Weapons Breakdown
Keep in mind what kind of area you will be fighting in, your ammo availibility, and how your weapon performs in different scenarios. Don’t be stuck using a 9mm SMG while trying to engage someone in an open field, or stuck using a Bolt-Action Sniper Rifle in an urban setting.


Sidearms have their own slot on your person. They are normally a last line of defence, or are used if ammo is scarce for your primary. Sometimes they are a better choice, than for instance, a Sniper Rifle in CQC (Close Quaters Combat).

  • ACP-2C .45
    A .45 caliber pistol with a 9 round magazine. Does considerable damage, a headshot at point-blank on an unarmored target will yeild an instant kill, however the small magazine size will handicap your ability to supress or spray with your handgun. Silenceable.
  • P07 9mm
    A 9mm handgun with a 16 round magazine. Does low damage, but makes up for it with a decently sized magazine. Usually better to open up quickly on the player at short range, rather than take aimed shots from a distance – the small caliber will give them a lot of time to react. Silenceable.
  • Rook-40 9mm
    An upgraded P07, this 9mm handgun can take 16 or 30 round magazines. Keep in mind that the 30 round magazines also fit into the Scorpion EVO SMG, so be mindful if you’re using both these weapons at the same time, as they will share ammo. Good for spraying. Silenceable.
  • Four-Five .45
    An ACP-2C that takes rarer 11 round magazines, and usually comes with an attached MRD sight, a red dot optic specifically made to be mounted on handguns. Scilenceable.
  • Zubr .45
    A .45 revolver that takes .45 ACP cylinders. Boasts extra stopping power and accuracy, but has low capacity.
Sub-Machine Guns (SMG)

SMG’s are short range, high fire rate weapons that excel in close quaters combat. Because the weapons themselves are small as well as the ammo for them, they are very good for storing in your backpack for later use.

  • Sting 9mm
    A 9mm SMG that uses 30 round magazines. Smaller caliber, so it has a good fire rate and low recoil. Excellent for close quaters, where victory really only matters who fired first and how many bullets. The Rook-40 9mm pistol can also take the 30 round magazines that fit into this SMG, so keep in mind if you plan on heavily using both weapons at once. Respectably accurate on fully-auto up to 75-100 meters, and carefully aimed shots can hit things at 200. Can fire Single, 3 round, or fully automatic. Silenceable.
  • PDW-2000 9mm
    A smaller and more compact version of the Sting 9mm. Takes the same ammo, however has less handling and accuracy due to its lower profile. A plus is that it’s lighter then its counterpart. Fires Single, 3 round, or fully automatic. Silenceable.
  • Vermin .45 SMG
    An excellent choice. A .45 caliber SMG that uses 30 round magazines. Being that it has a larger caliber than the Scorpion, it has a slightly slower but still impressive fire rate with a damage to match. Not as suitable for accurate longer-range fire as the 9mm weapons, as the .45 round offers significantly increased recoil. Ammo comes in Green Tracers or normal rounds. Fires in Single, 3 round, or fully automatic. Silenceable.
Assault Rifles

Your average weapon. Decent at range, decent at CQC. Can mount many attachments and serve many roles. Very diverse weapons, and there’s a lot of them.

  • Katiba 6.5mm (GL)
    A 6.5mm bullpup assault rifle. Does not use 6.5mm STANAG magazines that fit into the MX series of 6.5mm rifles. The other variant of this rifle can have an attached grenade launcher. The larger caliber does slightly more damage than 5.56mm rifles. This weapon is suprisingly accurate and lethal at most distances. Ammunition comes in Green Tracers and caseless ammunition, which doesn’t eject casings after firing, resulting in a more stealthy round. Silenceable.
  • Mk20 5.56mm
    The Mk20 is a bullpup 5.56mm assault rifle. Two variants exist: The Mk20C, which has a shorter barrel, making it more suited for CQC, and the Mk20 EGLM, which sports a mounted grenade launcher. Ammo comes in Red, Green, or Yellow tracers, or regular STANAG magazines.
  • MX Series
    The MX Series consists of a multitude of rifles that each serve a different purpose. These rifles include: MX 6.5mm, MX 3GL, MXM, MX SW, and the MXC. Most ammunition of the MX series comes in either Red tracers or regular STANAGS.

    • MX 6.5mm
      A 6.5mm Assault rifle. The vanilla MX rifle. Average stats in all areas, performs well in all areas. Can host a large number of attachments. Silenceable.
    • MX 3GL
      A variant of the MX 6.5mm rifle. This variant has a grenade launcher attached for signaling or offensive use. Silenceable.
    • MXM
      A Marksman’s variant of the MX 6.5mm rifle. This variant comes with increased zeroing capabilities and accuracy. Is more suited for engaging targets at long range than close range, but is still capable of fully automatic fire. Despite its increased accuracy, the 6.5mm round doesn’t offer superb stopping power at range, making multiple hits required to bring down targets at a distance. Silenceable.
    • MX SW
      A Light Machinegun variant of the MX 6.5mm rifle. In addition to having higher accuracy while prone, this rifle can accept 100 round 6.5mm magazines for prolonged suppression of enemy targets., but can also accept 30 round 6.5mm STANAGS. This rifle does not excel at accurate long-range fire, nor is it suited for the quick-draw pace of CQC due to its weight. Best if used in a squad. If silenced, this rifle is only able to fire single shot.
    • MXC
      A carbine version of the MX 6.5mm rifle. This rifle sports a shortened barrel, making its weight less and thus suiting it better for CQC, however this also heavily degrades its ranged accuracy. Silenceable.
  • SDAR 5.56
    The Special Dual-Medium Assault Rifle. This 5.56mm assault rifle is currently the only weapon in the game that is able to fire underwater. Accepts 30 round STANAG magazines or 20 round Special Purpose magazines for underwater combat. The rifle has a range of only 30-40 meters underwater, however can be used out of water up to around 300-400 meters. Not suitable for meduim or long range combat.
  • TRG-21 5.56mm
    A 5.56mm bullpup assault rifle. Two variants exist, the TRG-21 EGLM, which sports an underslung grenade launcher, and the TRG-20, which is a carbine version of the rifle with a shortened barrel, making it more suitable for CQC. Uses the same ammo as the Mk20.
Light Machineguns (LMG)

LMG’s are large, usually box-fed rifles that sport very large magazine sized for sustained fire. Normally, they are used to suppress enemy targets so squadmates can get an accurate shot on the enemy. However, they are usually used for simply holding LMB and pretending to be rambo. Either way, they’re mad fun but the magazines take an immense amount of space in your inventory. The MX SW fits into this catergory, but it was already mentioned.

  • Mk200 6.5mm
    A 6.5mm Light Machinegun with a 200 round caseless box magazine. Has little recoil if fired from prone, and the large magazine makes for excellent suppression.
  • Zafir 7.62mm
    An LMG with a slightly larger caliber than the Mk200. The magazine size is cut from 200 to 150 because of this, however the extra damage and suppression from the larger caliber is a fair tradeoff. Ammunition comes in only green tracers.
Primary Weapons Breakdown (Continued)
Sniper Rifles/Marksman Rifles

Sniper Rifles were made for one reason: How far away can you shoot someone from with accuracy? Sniper Rifles are often bolt-action, single shot weapons designed to deliver precise one-shot kills at ranges from 500 meters to over 1.5 kilometers. Marksman’s rifles are often semi-automatic, and can deliver two to three shot kills at ranges from 200 meters to 700 meters. They can be turned to fully automatic in a pinch, however the magazine sizes are often smaller than assault rifle counterparts.

  • Mk18 ABR 7.62mm
    The Mk18 is a 7.62mm Marksman’s rifle used to engage targets with semi-automatic fire from medium to long distances. Whilst it is a Marksman’s rifle, you can still perform fully automatic fire with it in a pinch. Takes 20 round Box magazines.
  • Rahim ABR 7.62mm
    The Rahim is a bullpup version of the Mk18, giving it a longer barrel length per length of weapon. This makes it more accurate than the Mk18, however it is limited by its 10 round magazine.
  • GM6 Lynx 12.7mm
    The GM6 is a .50 caliber anti-material semi-automatic rifle, effective at distances of up to 1500 meters. Usually used to disable or destroy armored vehicles and helicopters. Uses 5 round magazines.
  • M320 LRR .408
    A bolt-action sniper rifle valued for its ability to enage targets at ranges of up to 2 kilometers. The last stop in long-range combat. Uses 7 round magazines.
Explosives and Launchers
Things that go boom are always fun, and rigging an entire town to blow just so one guy can die is side-busting.


A large amount of mines and grenades can be used. Just be mindful of where you put them and keep note of that so you don’t end up driving over your slam.

  • RGO Frag Grenade
    Basic fragmentation grenade. Almost 100% always availible from the shop for 100$. Good for spamming and hitting people in cover. Remember there’s no grenade indicators in arma, so it’s a very good chance they won’t see it coming.
  • Smoke Grenade
    Smoke grenade, used for signaling or concealment. Comes in: White, Red, Orange, Green, Blue, Purple, Yellow.
  • Rifle Grenades
    40mm grenades launched from any weapon with an underbarrel grenade launcher. Includes: High Explosive (Essentially a ground-impact RGO Frag), and Smoke/Flares in varying colors.
  • Explosive Charge
    A set parcel of explosives, can be detonated with a timer or remotely.
  • Explosive Satchel
    Bigger than a charge, more boom than a charge. Can be detonated with a timer or remotely.
  • APERS Mine
    Pressure-activated anti-infantry mine. Place in the dirt, back up. If anyone steps directly on the mine, it explodes. Difficult to see.
  • APERS Bounding Mine
    Same as the APERS Mine, but is smaller and bounds 1 meter in the air when activated, then detonates, causing a large radius of damage.
  • Claymore Charge
    Directional Anti-Infantry mine. Can be remotely detonated or set on a timer. Sprays a 60 degree cone of ball bearings in the direction you are facing when you placed it. Extremely deadly.
  • Selectable Lightweight Attack Munition (SLAM)
    The SLAM is an anti-vehicle mine. Face the direction you want the laser to cover, and place the mine. Anything that drives infront of this direction will cause the mine to detonate, most likely destroying or disabling the vehicle. Very cheap, 250$ at the store if it is currently selling the item.
  • Anti-Vehicle Mine
    A basic AV mine. Place it on the ground, preferably an area frequented by vehicles, walk away. CANNOT be activated by infantry. Will almost certaintly destroy anything that drives over it.

Used for blowing those pesky vehicles and groups of infantry mocking you out of the map. Launchers provide devestating damage at a localized area, however the ammo is often expensive and heavy, making use of them limited.

  • Person-Carried Missle Launcher (PCML)
    Short Range, wire-guided anti-tank missle. Delivers extreme damage and can often level buildings with one or two rockets. You can move your crosshair to change the trajectory of the missile to hit moving targets.
  • RPG-42 Alamut
    A light anti-vehicle rocket launcher. Currently, HE rounds do not exist for purchase in wasteland. If they did, HE rounds would be highly effective against light vehicles and loosely clumped groups of infantry. Currently, the Anti-Tank rounds can be used to disable or destroy armored vehicles, however multiple hits would be required for tanks. This weapon has severe drop at range, ensure you compensate.
  • Titan MPRL Launcher
    Guided Anti-Air and Anti-Tank rocket launcher. Is great for taking out regular vehicles and helicopters alike. The AT Missiles can also lock onto vehicles by using T. The compact version cannot fire AA missiles. TO REMOVE HELICOPTERS FROM YOUR AIRSPACE:
    1) Ensure you have an ANTI-AIR MISSILE loaded into the weapon. Check your weapon status in the top right, and look to see that it says “AA” and not “AT”. If it says “AT”, then you’re either shooting unguided or buggering off.
    2) Ensure you are using the “Titan MPRL” and not the “Titan MPRL Compact”. The compact version cannot fire AA misslies.
    3) Right click to scope into the launcher.
    4) Hover over the helicopter you wish to remove and press T.
    5) Ensure the green SEEK light comes on, and wait for a fast chirping tone to indicate a full lock.
    6) Fire and ensure the helicopter doesn’t pop flares.
    7) Repeat as nessiscarry.
Attachments, Explosives, Ammo, Launchers, and Equipment
Whilst firing a rifle may seem pretty straightforward, there are several attachements and other weapons that can be used to minimize your chance of being harmed.


Almost every weapon in the game can have something attached to it. These attachments will often modify the behavior of the weapon it is attached to.

  • Silencers
    Silencers muffle the noise made by your weapon, as well as the muzzle flash. Often used in stealth operations. Comes in .45, 9mm, 5.56mm, 6.5mm, 6.5mm LMG, and 7.62mm. Keep in mind, scilencers will reduce the damage and flatness of the projectile.
  • IR Laser Pointers/Flashlights
    Laser pointers will draw a line from the barrel of your gun to where you are aiming, however they are only visible to players with night vision equipped. You can use them to point out targets to your teammates or give away your position to the enemy. Flashlights will illuminate a small area infront of you, however they can also give away your position.
  • Holosights/ACO’s
    Holosights and ACO’s are open sights designed for quick, close combat engagements. They are open, so they allow you to see more while looking down the sight. Both come in a few colors, and Holosights have a 2x zoom.
  • RCO’s
    RCO’s are a variant of sights designed for assault and marksman’s rifles. They allow a low level of zoom, usually about 4x. The MRCO is a 1x-6x zoom, while the ARCO is a red-dot sight and an RCO in the same sight. The ARCO has only a 4x zoom. Use Left Control and Second Mouse button while aiming to switch sights.
  • SOS
    The Sniper Optics Scope, or SOS, is a scope designed for sniper rifles, as the name implies. It has a very high zoom, from 20x-60x. You cannot use head-mounted NVG’s with the SOS scope.
  • Desegnated Marskman’s Sight (DMS)
    A very high-zoom scope with an integrated red-dot sight on the top. Zooms in from about 15x-30x.
  • Long-Range Presicion Scope (LRPS)
    A scope specially tailored for long-range engagements, and has the highest zoom in the game.

There’s a few different forms of ammunition availible. If you have two or more magazines that can be loaded into your rifle, you can cycle between them using the context menu, which can be opened with the scroll wheel.

  • Standard
    Stardard magazines usually have their caliber listed and not much else. Standard magazines simply fire bullets which often do the most raw damage.
  • Tracers
    Tracers have a phosporous tip in the top of the bullet, making the bullet highly visible as it travels to its target. This can be both a blessing and a curse – You can visibly see the bullet travel, allowing you to judge if you are on-target, and you can also show teammates where you’re firing. However, enemy players can usually draw a line to where you are firing from, thus exposing you. Tracers come in Red, Yellow, and Green.
  • Caseless Ammunition
    Caseless ammo fires the entire bullet from the rifle, meaning no casings are ejected from the weapon. Thus, the sound of casings hitting the floor after you fire is eliminated. Used for stealth operations.
  • Dual-Purpose 5.56mm Magazines
    Only used in the SDAR 5.56mm Rifle. These magazines contain bullets suitable for firing underwater or in normal conditions.

Items that are, in general, made to make your life easier.

  • Map, Compass, Watch, Radio
    These four items you spawn with. They enable veiwing the map and the autistic markers people place on it, getting bearings and directions with K, getting the server time with O, and chatting with the sperglords fighting for their virtual freedums, respectively.
  • Nightvision Goggles (NVG)
    A pair of goggles used for seeing in the dark. Bathes everything in green and enables the practical use of the IR Laser pointer.
  • Vests and Backpacks
    Equipping them in their respective slots gives you extra storage capacities. Backpacks can hold nearly anything inside them, including other rifles. Vests can hold most items, including Grenades, Magazines, and First Aid Kits. Putting magazines in your bag or vest instead of on your uniform does not affect your reloading times. Vests also provide protection from most damage.
  • Rebreathers
    Rebreaters are equipped on your vest, and enable a very long dive underwater. Essential for prolonged diving.
  • Chemlights
    Coming in the flashy colors of Red, Green, and Blue, AND SOMETIMES EVEN YELLOW, throwing them with G will create a substantial amount of light for a few minutes. Usually it is only advisable to throw them when you absolutely cannot see anything, as they give away your general location.
  • Headgear
    From fancy hats to full-on combat helmets, hats can be used athsteticly or for protection from bullets and shrapnel. Combat and Pilot helmets provide a decent amount of armor.
  • Eyewear
    Often not very important, unless you are wearing diving goggles. These allow you to see further underwater cause science.
  • First-Aid Kit (FAK)
    Cheap but effective. Will restore your health to 75% on use. A life saver if critically wounded.
  • GPS
    Neat device. Pressing Right Ctrl+M will give you a compass and a map displayed on your screen in one.
  • UAV Equipment
    A UAV Terminal is a GPS with the added capability to take the controls of any UAVs currently on the map.
UAV Tutorial
To fly a UAV, you require two things:
1) A UAV Terminal. This is always on sale at the Gunshop for 500$ and occupies your GPS slot.
2) A UAV to control. A UAV bag can always be bought at the Gunshop for 2000$. The bag cannot hold any other objects, however upon assembling the UAV you will have a free bag slot. You can only fly the AR2 Darter.

To establish a connection to your UAV, perform the following steps:
1) Assemble your UAV in a position in which you can easily take off, preferably outside.
2) Take cover inside somewhere that you won’t easily be discovered, I.E a building or the back of a team member’s car. (You can operate UAV’s from inside a vehicle.)
3) From your context menu, select “Open UAV Terminal”.
4) From the topographic map that appears, find the UAV you placed.
5) Right click on the UAV and select “Connect terminal to UAV”.
6) Once the UAV’s status and camera angles appear, you can either give the UAV orders from the map or control it manually. The UAV can perform certain tasks by itself, such as moving from one location to another, adjusting its altitude, or landing.
7) To manually control the UAV, access your context menu and press “Take UAV Controls”. This will enable you to fly the quadrotor.
8) To take a closer look, go to your context menu and select “Take UAV Turret Controls”. You can then move the UAV’s undermounted camera and use Numpad + and Numpad – to increase or decrease the zoom from 2x to 35x.
9) The UAV also comes with a laser desegnator that can be seen by those with NVGs.

The Hellhole that is a Gunstore
There are usually three areas desegnated on the map as a “Gunstore”. These are at Girna, Agia Marina, and Limir Bay. The inventory of a gunstore will cycle, by default, every hour. On some servers it can cycle as low as 15 minutes.


The store contains a random inventory of 5 weapons, (One of which can be a launcher), a launcher, and a handgun every cycle. There is also the option to buy ammo for that weapon. Gunstores can sometimes have regular assault rifles or they can contain Sniper Rifles and Light Machine Guns. Gunstores can ideally contain any weapon that can be found in wasteland.


Gunstores cycle a large amount of equipment every cycle. The equipment can range from Mines and Explosives, to Binoculars and GPSs. More importantly, the store can sell Backpacks, Vests, and Uniforms. On the rare occasion you might be able to get some diving equipment together.

  • Any type of mine or explosive
  • Any type of Grenade, Rifle or otherwise
  • A few uniforms
  • Helmets, Backpacks, Vests
  • Fuel Cans, Repair Kits, Base Radar

In the case of buying Repair Kits, Vehicle Ammo, and Fuel Cans, they will be added directly to your wasteland inventory. If there is no space for them, they’ll be placed on the ground infront of the counter.

Selling Stuff for MAXIMUM DOSH

The best part about the gunstore is getting rid of unwanted stuff and getting money back for it. You can sell anything from the inventory of a vehicle as long as it is close enough to the counter. In addition to selling the contents of crates, you can sell the crate itself for some additional money. You can also sell wasteland items from your inventory and the weapon in your hand, and anything on the ground nearby. You can’t sell anything from the store crate if something was bought to it in the last two minutes.

PROTIP: You can pick up and sell snakes for 100$.

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