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Scavland Weapons List: Every Confirmed Gun and Where to Get It

Every confirmed Scavland weapon in one list — PM Makarov to the experimental AK50 — with magazine options, slot rules, rank gates, and where each gun sells or drops.

9/9/20260.8.0Last updated: 10/18/20267 min read

FAQ

How many weapons are in Scavland?
The official Steam page promises 25+ weapons with 300+ attachments. Sixteen are named so far — fourteen from community guides, the SKS from an official screenshot, and the Mikhail 74 U from the official media kit.
What is the best early weapon in Scavland?
Community guides (September 2026) rate the Mosinka for hard-hitting early damage, the Svarsha as the best early close-range gun, and the Mikhail 74 U as the first real rifle upgrade once Grigory hits rank 2 — all community-tested judgments, not official tiers.
Do weapons break in Scavland?
Yes. Community guides measured wear at roughly 1% per 10 shots before Update 0.7.0 significantly increased durability across almost the entire arsenal (and Update 0.8.0 raised wear damage from ammunition and combat again), and the Day One Patch lowered the explode threshold to 30% durability — a gun that low can blow up in your hands. On jamming, the community's old "starts below 50% condition" reading predates that same patch, which made jams begin later and occur less often (hard-jam chance at 10% durability cut from 45% to 33%).

How many weapons does Scavland have?

The official Steam page promises 25+ weapons with 300+ attachments at Early Access launch. Sixteen are named so far, from three sources: two community guides maintained since launch (a Russian trader-and-weapons guide updated September 8, and a Japanese weapon memo), plus the game’s own media kit — which is where the Mikhail 74 U gets its official name. Every row below carries its source, and community-sourced facts are labeled as such: this wiki publishes what official material shows first-hand, and community findings only when they are marked as community-tested.

The full weapons table

Weapon Type Magazines Pistol slot? How to get Source
PM Makarov Pistol 8 / 12 / 80 Yes Starter; suppressed variants exist Community
Monstr Medved Homemade SMG 15 / 20 / 30 / 60 — Homemade; wear is abnormally fast Community
Mosinka Bolt rifle — Sawed-off version Loot; hits hard at range Community
Pump shotguns Shotgun — Yes (starter secondary) Early loot and traders Community
Svarsha Semi-auto shotgun 4 / 8 / 16 Yes (no stock) Homemade; best early close-range Community
Brigadir SMG 24 / 48 helical, 30 vertical — Loot; wear-inefficient Community
Bahadir 918 SMG Large capacity — Trader purchase; no muzzle mounts Community
SKS Rifle — — Seen in official footage Official
Mikhail 74 U Rifle (AKS-74u class) 10 / 30 / 75 Yes (folding stock) Grigory, rank 2 Official name + community
AK-47 Rifle 10 / 30 / 75 No All traders, rank 3; common worn drop Community
M4 Rifle 10 / 20 / 30 / 100 No Gunners faction drops Community
VSS Suppressed rifle 10 / 20 No Loot; M4-like stats per community Community
Saiga 12 Auto shotgun 5 / 10 Yes (no stock) Late-game loot Community
SVD Experimental sniper 10 / 20 No Ultra-rare; experimental kits Community
AK50 Experimental heavy 5 / 10 No Ultra-rare; special ammo not sold Community
RPD Experimental MG — No Seen in community images only Community

No damage numbers exist in any source so far — neither official patch notes nor the community guides publish them. When they surface, this table grows a column.

What are the weapon slot rules?

You carry two weapons: a primary slot and a secondary slot. The secondary slot only accepts weapons that fit a small cell grid — three cells or fewer per the Russian guide, described as a 2×3 rectangle in the Japanese memo. The trick both guides agree on: removing the stock shrinks many guns enough to fit. That is why a folded Mikhail 74 U or a stockless Svarsha can ride in the pistol slot, and why the weapon-mod workbench (community-reported in the tent just left of Grigory) matters for trimming builds.

Update 0.6.0 grew the long guns on the other side of that math: many long guns now occupy 3 inventory rows instead of 2 — the official list covers the 3-Line, Bahadir 918/920, Borealis, M4, Medved Monster, Mikhail 47, PM1270, Svarsh Long, and Thread Cutter. For those weapons, the community slot rules above describe the pre-0.6.0 layout; whether stock removal still trims any of them under the new sizes awaits in-game verification.

What did Update 0.6.0 change for weapons?

The first major balance pass since launch, straight from the official notes:

  • Range increased across all guns, generally by +1 or +2
  • MK-47 is now considered a Basic-tier weapon
  • Svarsh Miracle — fire rate reduced from 150 to 100, drum capacity reduced to 15
  • Thread Cutter — improved recoil, handling, and fire rate
  • Stock compatibility expanded between the Bahadir, MK-47, 74u, and Borealis families
  • Short and Sawed-Off 3-Line variants can no longer equip optics
  • Scrap-tier weapons now lose durability faster than Basic weapons
  • The Makeshift Medved Suppressor was temporarily removed from the loot pool while its new artwork is completed
  • The Svarsh Drum Magazine was renamed — it was incorrectly called “Saiga”

The same notes also put first-ever official names on a run of weapons: the Mikhail 47, MK-47, MK47u, MK-50, Leon 1895, 3-Line, Bahadir 918/920, Borealis, Medved Monster, PM1270, Svarsh Miracle and Svarsh Long, Thread Cutter, WG-40, and Zavod 34. Mapping each official name to the community labels in the table above (3-Line to the Mosinka, for example) is plausible but not officially stated — this wiki keeps the community names and cites the official ones side by side rather than merging them by inference.

How does weapon wear work?

Community measurement put wear at roughly 1% per 10 shots for basic and advanced weapons before Update 0.7.0 significantly increased durability across almost the entire arsenal, and before Update 0.8.0 (October 17) raised wear damage from ammunition, creatures, anomalies, and explosions again — the community figure is now two patches stale. That pre-0.7.0 burden is why fast-firing SMGs feel tedious to maintain. The community’s “guns start jamming below 50% condition” finding predates that same patch, which made jams begin later and occur less often; and below 30% the Day One Patch (0.5.169) says a weapon can outright explode — the patch lowered that threshold from 50%, so an untouched gun is now more forgiving than it was at launch. The practical fixes: gun oil and glue are the everyday repair path, basic and advanced repair kits are craftable, and experimental kits are not — and since 0.7.0, Repair Kits drop as world loot again. The full maintenance economy is broken down in the durability guide.

What is the experimental tier?

Three guns sit above the normal economy: the SVD sniper, the AK50 heavy (community shorthand: “the local Barrett,” roughly two and a half large-caliber rounds of damage per shot), and the RPD machine gun, which the guide author has only seen in images. What makes them experimental is maintenance: their repair kits cannot be crafted and drop extremely rarely — a detail the guide attributes to the developers’ Discord. Firing one means spending a kit you may not replace.

How was this list verified?

Official sources first: the media kit names the Mikhail 74 U, and official footage shows the SKS. Everything else is community-tested as of patch 0.5.169 (guides dated September 8, 2026), cited per row, and subject to change as patches land — Update 0.6.0’s official names now run alongside them, and the update tracker logs every official change that would touch this table. For the guns most worth your first reputation points, see the Mikhail 74 U breakdown and the AK-47 trophy-repair math; for who sells what at which rank, the traders guide and the faction directory; for what the Ergonomics and Handling columns mean in practice, handling and headshots; for the magazine options and slot rules behind these guns, attachments and ammo.

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