Scavland Attachments and Ammo: Sights, Mags, and Ammo Types
Scavland packs 300+ attachments into five slot types — which guns take what (community-documented), and how ammo matches armor. Every row sourced.
FAQ
How many attachments are in Scavland?
What are the attachment slot types in Scavland?
What ammo types exist in Scavland?
Can any weapon go in the secondary slot?
Did Update 0.6.0 change attachments or ammo?
Did Update 0.7.0 change ammo or attachments?
Did Update 0.8.0 change ammo or attachments?
What can you attach to weapons in Scavland?
Five slot types and a workbench. The official numbers are big — 25+ weapons, 300+ attachments — and the official slot list is specific: stocks, magazines, sights, muzzle devices, and grips. The customization bench itself is community-located: in the tent just left of Grigory, per the Japanese guide, with the Russian guide corroborating the modding flow.

What the official material does not publish is the per-weapon attachment matrix — which gun accepts which parts. That layer exists only in the community guides, so the table further down carries its sources per row, and anything neither official nor community-documented is simply absent rather than guessed. How each stat in the block responds to attachments — the officially undocumented ergonomics and handling included — is covered in handling and headshots.
How do ammo types work?
Three families, one matching rule. Standard rounds per caliber are everywhere; the two specialized families have fixed addresses: armor-piercing from the northwest gunsmith near the burned city, hollow-point from Myasnik near the starting settlement — community-tested trader data, mapped in locations and traders. The rule players report is simple: match the ammunition to the target’s armor, with unarmored wildlife as the relaxed case (the bestiary carries the per-enemy consequences).
What no source supported until Update 0.8.0 — damage multipliers per ammo type, penetration curves, armor-class tables — has partly become official. Update 0.8.0 (October 17) made the matching rule official and printed the numbers behind it. AP is the answer to armored humans: AP rounds cut through up to 50% armor, which covers every human enemy in the game. HP is for unarmored targets and mutants: HP rounds add 25% (pistol) or 50% (rifle, shotgun, high caliber) to the armor of anything that already has some. Armor stays capped at 80%, though HP rounds can push it higher, and hits on armored enemies throw sparks, with heavier rounds wearing armor down faster (each hit counts as 2 to 25 against the struck piece, from Buckshot pellets to Special FMJ). Every round now carries its own accuracy, bleed chance, and bleed amount — official bleed values: bullets 15, slugs 20, Buckshot 10 per pellet, Special FMJ 25 — and official AP damage per class: pistol 8→10, rifle 14→17, high caliber 26→30, with the shotgun pair rebuilt as single slugs (Sabot Hard-Cast 30 damage, Hollow Point Slugs 42, the slug more accurate than Buckshot). Shotgun ammo officially splits into three types: Buckshot, Hollow Point Slugs, and Sabot Hard-Cast. The economy moved too: pistol FMJ 30→50, pistol HP 60→100, pistol AP 100→120, Buckshot 60→80, shotgun HP 180→240, high-caliber FMJ 150→180, HP 220→280, AP 300→500. What is still published nowhere official: per-weapon damage multipliers — that refusal stands.
The earlier official economy facts remain dated in the notes: Update 0.6.0 cut trader ammo stock (pistol ammo 50→30, hollow-point and shotgun shells 80→60) and reduced sell values across weapons and attachments; Update 0.7.0 (September 16) then cut rifle ammo prices outright — Regular 200→120, HP 280→180, AP 400→240, with large rifle rounds at 150/220/300 — official price points. All of it is indexed in the update tracker.
Which weapons take which attachments?
The community-documented matrix, per gun — magazine options in rounds, noted restrictions, and the secondary-slot folding tricks. Every row is community-tested as of the September 2026 guides; where the two guides disagree or stay silent, so does the row:
| Weapon | Documented attachment facts | Source |
|---|---|---|
| PM Makarov | Starter pistol; 8/12-round magazines documented | Russian guide |
| Monstr Medved | Homemade SMG with unusually low durability; 15/20/30/60 magazines | Russian guide |
| Mosinka | Bolt-action; can be sawed short to fit the secondary slot | Russian guide |
| Svarsha | Semi-auto shotgun, 4/8/16 shells; stockless fits the secondary slot | Russian guide |
| Brigadir | Helical 24/48 or vertical 30 magazines | Russian guide |
| Bahadir 918 | High-capacity SMG; no muzzle slot | Russian guide |
| Mikhail 74 U | 10/30/75 magazines; folded stock fits the secondary slot; basic-tier repair | Russian + Japanese guides |
| AK-47 | 10/30/75 magazines; all traders at Rank 3 | Russian guide |
| M4 | 10/20/30/100 magazines; Gunners-faction drop | Russian guide |
| VSS | Integrated suppressor, fewer attachment options | Russian guide |
| Saiga 12 | Full-auto shotgun; 5/10 shells | Russian guide |
| Mikhail 47 (community-reported) | No muzzle or stock mods; 30-round magazine fits the secondary slot; needs advanced repairs | Japanese guide |
Two cross-cutting facts from the same guides: the secondary slot accepts roughly three cells or fewer (the Japanese guide describes a 2×3 grid), and the workbench tier matters — advanced weapons need higher-tier repair parts, which loops into the durability economy. For which of these guns are worth the reputation grind, the arsenal list ranks the documented options with the same source labels.
What changed in recent patches?
More than the surface: Update 0.6.0 rebuilt the weapon stat display into a three-line block — damage, rate, range, accuracy, recoil, handling, ergonomics, and reload now render per gun, which is exactly the panel attachments write onto. The same patch raised weapon ranges, adjusted armor to 3/4/5/6-hit thresholds by tier, and added scrap-tier wear states; patch 0.5.169 before it moved the catastrophic-failure threshold — guns now explode below 30% durability, not 50%.
Update 0.7.0 (September 16) then touched both the economy and the bench: rifle ammo prices dropped (see above), the Thread Cutter gained a 30-round magazine, and the arsenal received a broad accuracy, range, durability, and damage pass — with per-gun before/after numbers printed in the notes. Bench-side, the Detector no longer appears on the Gun Modding Bench, the Bahadir Handguard and Long Magazine equip correctly, and weapons with grip-stocks can take Foregrips through compatible Handguards.
Update 0.8.0 (October 17) reworked the ammo-armor relationship itself (see the ammo section above) and the guns firing them: projectile speeds were restored (pistols 200, rifles 300, large rifles/special 400, shotguns stay at 100), every gun received staged reloads that resume where they were interrupted plus its own inspect animation and a firing-mode HUD readout, hipfire penalties are now set per gun, and magazines, sights, and muzzle devices can be dragged onto a gun inside containers and stashes. Every one of these changes is official, dated, and indexed in the update tracker; the community rows above get re-dated as players re-verify them against each patch.
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Scavland Ergonomics and Handling: What the Stats Do So Far
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Scavland AK-47: Rank-3 Rifle and the Trophy-Repair Trick
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Where to go next
Scavland Weapons: The Complete Arsenal and Who Sells It
The guns these attachments go on, with trader sources
Scavland Ergonomics and Handling: What the Stats Do So Far
The stat block every attachment modifies, explained
Scavland Weapon Durability: Maintenance, Repairs, and Gun Explosions
The upkeep system that decides whether mods are worth it
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