Ground Branch weapons guide: every weapon class in V1.0, caliber notes, the no-unlock system, attachments, and recommended primaries for CQB and long range.
Ground Branch Weapons Guide: Every Class, Ranked & Recommended
Ground Branch has no unlocks, no progression gates and no loot boxes — the entire arsenal (roughly 60 firearms plus grenades and breaching charges) is available from your first minute. That freedom is the point: you pick the right tool for the mission, then build it exactly how you want. This guide covers every weapon class in V1.0, the calibers that matter, and which setups the community actually runs.

Here's what you'll learn:
- The full weapon classes in V1.0: pistols, SMGs, assault rifles, battle rifles, precision rifles, LMGs, shotguns
- What the calibers mean for damage and penetration
- Why "best weapon" is a role question, not a number
- Attachments: optics, lasers, suppressors and rail placement
- New weapons added in V1.0 (and what the roadmap adds next)
- Recommended loadouts for CQB, mid-range and precision roles
Official resources: Steam store page · Official wiki · IMFDB weapons database · V1.0 release notes
The Arsenal at V1.0: Classes and Calibers
The V1.0 weapon list (cross-verified between two independent all-weapons videos and community databases) splits into eight categories. Caliber drives behavior: 5.56 NATO is the all-rounder, 7.62x39 is the mid-power punch, 7.62 NATO hits hard with heavy recoil, 5.45x39 is flat and controllable, 9x39 is subsonic (great suppressed), and .45 ACP / 9x19 are pistol/SMG rounds.
| Class | Weapons (V1.0) | Notes |
|---|---|---|
| Pistols (9) | G19 Patrol, G19 Urban, M17, MK25, M9A3, M1911A1, MK24 CAP, PMM, MK3 | G19 Urban ships with an RMR and suppressor-height sights; MK3 is the .22 trainer |
| SMGs (7) | MP5A4, MP5A5, MP5SD5, MP5SD6, MP7A1, MPX SBR, UMP45 | MP7 shreds armor up close (4.6x30); MP5SDs are integrally suppressed |
| Assault rifles (~28) | M16A4, M4A1 SOPMOD, MK18, M4A1 Block II (+FSP), HK416D, HK416D CQB, LVAW, G36K, G36K Custom, AUG A1/A3, F88SA2, Galil AR/SAR, AKM, AK-103 Alpha, AK-74/AKS-74/AK-74M, Wz.88, AK-105 (+Alpha), AKS-74U (+Alpha), AS Val, ASM Val | The meat of the game; the M4/HK416 family and AK family cover most roles |
| Battle rifles (8) | FAL, FAL Custom, SA58 OSW, G3A3, MK17 CQC, MK17 DMR, MK14 EBR, M110K1 | 7.62 NATO power; one-shot threat at all ranges |
| Precision rifles (9) | M110, M24, SVD-63, SVD-90, VSS, VSSM, MK14 EBR, MK17 DMR, M110K1 | M24 is the only bolt-action (manual cycle per shot) |
| Machine guns (5) | MK46, PKM, RPK, RPK-74, Galil ARM | Suppression role; MK46 takes attachments |
| Shotguns (4) | M500, M500 Tactical, SDASS Martial, M1014 | M1014 is the Benelli M4; SDASS is pump-action |
| Throwables | M67 frag, MK13 flashbang, M83 white smoke, M18 smoke (green/red/violet/yellow), breaching charge | Breaching charges open locked doors in V1.0 |
Official source: the Steam store description lists "multiple handguns, submachine guns, carbines, assault and battle rifles, machine guns, DMRs, sniper rifles and explosives to choose from, with a full suite of optics and attachments," all available without unlocks.
Is There a Best Weapon? Role First, Gun Second
Ground Branch players will give you different answers depending on the map, mode and their squad role — because "best" is a role question:
- CQB pointman — short carbine or SMG: MK18, HK416D CQB, MPX SBR, or the M1014 shotgun. Short barrels reduce wall-bumping in tight spaces (weapon collision is simulated), and point shooting makes long rifles a liability.
- Rifleman (general) — M4A1 SOPMOD or HK416D (14.5") with a red dot + magnifier, or the AK-103 Alpha for 7.62x39 punch. This is the default-issue choice for a reason: it does everything.
- Designated marksman — MK17 DMR, M110 or MK14 EBR in 7.62 NATO: one-shot threat out to 200 m, still usable in a pinch indoors.
- Sniper — M24 (bolt-action, manual cycle, highest precision) or SVD-63 for semi-auto follow-ups.
- Suppression — MK46 or PKM: belt-fed, loud, and the reason your squad can move.
New players should start with a 5.56 carbine (M4A1 SOPMOD or HK416D). It has manageable recoil, common magazines, and attachments for every situation. Graduate to 7.62 battle rifles once you can hold a sight picture through a burst — recoil control is a learned skill here, not a stat.
New Weapons in 1.0
V1.0 added several guns alongside the reworked core. The officially highlighted additions are the AK-103 Alpha (a modernized AKM in 7.62x39 with accessory rails) and the G36K Custom (a compact, rail-heavy HK carbine). Community-documented additions include the RPK and RPK-74 light machine guns, the M500 / M500 Tactical shotguns, and the MK3 pistol (a Ruger-style .22 LR). Per the release notes, the roadmap continues with "a range of new weapons and gear" across the 2026–2027 updates.
Attachments: More Than Cosmetic
Ground Branch's attachment system is physically simulated, not cosmetic:
- Optics — red dots, holographics, magnified scopes, and combos (e.g. the SpecterDR 1x/4x). Mounting position on the rail changes your sight picture: too far forward and the field of view shrinks.
- Lasers — PEQ-15s and similar; great for night vision, but the V1.0 AI sees laser pointers and flashlights and will investigate them. Shine responsibly.
- Suppressors — reduce sound signature dramatically; subsonic calibers (9x39, .300 Blackout on the LVAW) make you nearly silent at range. The MP5SDs come integrally suppressed.
- Lights — weapon lights for CQB; can blind AI up close in V1.0.
- Grips, stocks and magazines — placement and capacity choices affect handling and reloads; a full 40-round mag handles differently than a 20.
The full attachment interaction — rails, muzzle devices, magazine types — is documented on the official wiki's modding pages, which also lists every bullet caliber in the game.

Recommended Loadouts by Role
| Role | Primary | Secondary | Throwables / Gear |
|---|---|---|---|
| CQB entry | MK18 or M1014 | G19 Urban | Flashbangs, breaching charge, light armor |
| Rifleman | M4A1 SOPMOD or HK416D | M9A3 | Frag, smoke, medkit-free mindset |
| DMR | MK17 DMR or M110 | MK25 | Smoke for repositioning |
| Sniper | M24 or SVD-63 | G19 Patrol | Spotter setup: suppressed sidearm |
| Night ops | HK416D CQB + suppressor + PEQ | MK24 CAP | NVG, chemlights (auto-granted, 10x) |
Remember the encumbrance system: every plate, pouch and spare magazine slows you and drains stamina. V1.0's armor system adds helmets, plate carriers and vests that stop a few rifle rounds (ceramic plates resist several 7.62 NATO hits before depleting) — but armor weight is real. Build a light kit for Terrorist Hunt and a heavier one only when you expect frontal firefights.
V1.0's armor can stop several full-power rifle rounds, but shots to exposed limbs, the head (helmet aside) and repeated hits will still end you. Players who treat armor as a free pass die exactly like unarmored ones — just slightly later.
Frequently Asked Questions
How many weapons are in Ground Branch?
Around 60 firearms at V1.0: 9 pistols, 7 SMGs, ~28 assault rifles, 8 battle rifles, 9 precision rifles, 5 machine guns and 4 shotguns, plus frag/flashbang/smoke grenades and breaching charges.
What is the best weapon in Ground Branch?
There is no single best — it's role-based. For general play the M4A1 SOPMOD and HK416D (5.56 carbines) are the community standard; MK18/MPX SBR/M1014 for CQB entry; MK17 DMR/M110 for precision; M24 for sniping.
Are weapons unlocked in Ground Branch?
No — everything is available from the start. There are no unlocks, microtransactions or loot boxes; you build your kit freely and save it in unlimited loadout slots.
What attachments are in Ground Branch?
Optics (red dots to magnified scopes), lasers (PEQ-15), weapon lights, suppressors, grips, stocks and multiple magazine types. Mounting position is physically simulated — a scope too far forward shrinks your sight picture.
What weapons are new in Ground Branch 1.0?
Officially highlighted: the AK-103 Alpha and G36K Custom. Community-documented additions include the RPK and RPK-74 LMGs, the M500 and M500 Tactical shotguns, and the MK3 pistol.
What caliber should I use in Ground Branch?
5.56 NATO for a balanced all-rounder, 7.62x39 for mid-power punch (AK-103 Alpha), 7.62 NATO when you need one-shot threat (battle/precision rifles), 5.45x39 for flat controllable fire, and 9x39 or .300 Blackout for suppressed subsonic work.
Related Guides
- Ground Branch Wiki — Complete Game Overview, Modes & 1.0
- Ground Branch How to Play: Controls, Combat Flow & Objectives
- Ground Branch Tactics Guide: CQB Formations, Breaching & Entry
- Ground Branch Missions & Modes: Operations, PvE and PvP
- Ground Branch Beginners Guide — Start Your First Session Like an Operator
- Ground Branch Multiplayer Guide: Co-op, PvP & Dedicated Servers
Last updated: August 14, 2026.
More GROUND BRANCH Guides
Ground Branch loadout guide: the loadout system, armor plates vs soft armor, encumbrance and weight, plus the best loadouts for every mission type in V1.0.
Ground Branch missions and modes: the Operations campaign Prologue, PvE quick missions, PvP modes, training areas, every map, and server mission setup.
Ground Branch has official mod support: Steam Workshop, the UE4 Mod Kit SDK, and hundreds of mods — weapons, missions, game modes. Install steps + top mods.
Ground Branch multiplayer guide: co-op and PvP modes, 16-player servers, the Ready Room, VOIP, server browser, hosting and dedicated servers with ports.
How GROUND BRANCH multiplayer works: 16-player servers, 8-player co-op, server browser (no matchmaking), joining friends, ping, and crossplay.
Ground Branch realism mechanics: no minimap, no HUD ammo, muzzle-origin ballistics, zeroing, limb damage, first aid, weapon positions and arm strength.
Ground Branch release date: V1.0 launched July 16, 2026 after 8 years of Early Access. Full EA timeline, platforms, price, and the 2026–2027 update roadmap.
Honest GROUND BRANCH review after V1.0: all-time Steam rating Very Positive (~84%), recent reviews Mostly Negative. Pros, cons, price, verdict.
