Build one kit that can leave the FOB. A second rifle is a later problem. The experience page advertises more than 70 firearms and more than 100 attachments. That catalog is why the first purchase should be narrow.
The first kit
| Slot | Choice | Why |
|---|---|---|
| Primary | M16A2 you start with | 2026 starter videos tell you to keep it |
| Sight | A basic optic on that rifle | Iron sights are the early miss |
| Secondary | Only after magazines and medical exist | The October 2026 Headquarters video uses a Glock 17 Gen 3 as the teaching sidearm |
| Medical | Dressings and bandages | Dressing first, then bandage |
| Transport | 4x4 | 150 in those same starter videos |
Suppress the M16A2 later if you want a quieter approach. A suppressor is not required to learn the southern compounds.
The two early rifles people name
Tutorials that move past the starter rifle converge on two guns:
- M4A1, described as a controllable 5.56 carbine with a wide attachment set.
- AK-74M, described as a general-purpose rifle with usable damage, velocity, and customization.
Neither page here has a current damage table, so this is not a damage ranking. Buy one of them when the M16A2's handling is the thing holding you back, not when you are bored of the model. Keep the M16A2 until that purchase is in your hands.
Community tier posts also name the MK 18, L85, and FAL. Those posts do not agree, and they do not publish a shared stat pass for Operation Typhoon. They are omitted from the starter tier on purpose.
Typhoon guns with a known source
| Weapon | Source named in the 10.0 notes |
|---|---|
| M16A1 | New assault rifle |
| Model 723 | Mission reward |
| MP5SD | Mission reward |
The MP5SD is a close-range, integrally quiet option you earn, not a day-one replacement for the M16A2. Do not skip Ronograd practice to chase it.
Attachments that change the fight
Spend attachment money in this order:
- An optic you can read at the range you actually shoot.
- A grip if the rifle climbs off a short burst.
- A light or laser, bound with a remote switch, if you are entering buildings.
- A suppressor if you are trying to clear without alarming the next building.
- Magnification and zero only when you are deliberately shooting past the compound.
Page Up and Page Down change zero on optics that have that control. A high-power scope on a close-quarters rifle makes doorways worse.
Night vision and armor
NVGs are equipment, toggled with N, and they do nothing in a kit that forgot the goggles. Buy them when the session is dark. Body armor is worn from the loadout. Public pages argue about how much it matters after armor changes. This guide does not assign it a damage reduction number that the current build has not published here. Wear it when the slot is already in your loadout budget, after medical supplies.
A kit for each job
- Ronograd learning: M16A2, optic, dressings, bandages, 4x4.
- Buildings: the same rifle or an MP5-class gun, a light, and a reload before the door.
- A long lane outside a fort: a magnified rifle and a spot you can leave. Do not drive that rifle into the courtyard.
- Sawang: the Ronograd kit, plus a boat or a local vehicle if the marker is across water.
- Zombies: a rifle you can fire repeatedly, spare ammunition, and an extract plan. Long-range specialization matters less than not getting surrounded.
Outfits, flags, and face paint are the 1,000-plus combinations on the store page. They are the last cash you spend in a first session.
