In the new Metro Exodus there are 10 weapons and they represent the only way to survive the impervious post-apocalyptic Russia. Ten basic weapons, however, are not enough, these must be completely renewed in the fields of bandits, in villages of pirates and mini-metropolitan companies. Here are all the weapons and their customizations.
In the new Metro Exodus, there are ten weapons, and they represent the only way to survive impervious post-apocalyptic Russia. The ten primary weapons, however, are not enough, these must be renewed entirely in the fields of bandits, in villages of pirates and mini-metropolitan companies. Each weapon in Metro Exodus can be customized in many variations and to do so can be used both the backpack and the workbenches. Here are all the weapons and their customizations.
Metro Exodus Weapons List and Customization Guide
Most weapons you’ll find in the environment as you play. The Tikhar is given to you by a fellow Spartan, Tokarev, who will periodically upgrade the gun. Make sure to field-strip enemy weapons to pick up new customization options and attachments. New gun attachments are highlighted orange when you cursor over guns dropped by enemies. Here’s a list of all the weapons you can find in Metro Exodus, complete with the many, many ways they can be customized.
Revolver
Ammunition: Handgun Ammo
A reliable and straightforward weapon produced in the Metro. It has excellent stopping power but kicks like a mule.
Revolver Customization
Grips: Light Grip, Standard Stock, Sniper Stock, Heavy Stock
- Subsequent attachments increase stability.
Barrels: Short Barrel, Suppressor, Standard Barrel, Long Barrel
- Suppressor lowers damage (worth it).
- The long barrel can turn the Revolver into an imposing sniper pistol.
Sights: Iron Sights, Reflex Sight, NV Scope, Scope 4X
- With both an NV scope and a 4X, the Revolver is great in wide open spaces, day or night, and you can dial back the barrel and sights while indoors.
Cylinders: 3-Shot Cylinder, 6-Shot Cylinder, 6-Shot Double-Action Cylinder, 8-Shot Cylinder
- The 8-shot is also double-action, significantly increasing the rate of fire.
Gadgets: Red Laser, Infrared Laser
Ashot
Ammunition: Buckshot
This functional gun is produced in series in the subway, and despite being a basic and primitive weapon, it is mighty and reliable especially in close combat. It is made with simple water pipes and can be built in the workbench. The gun has a reliable single shot, but with a little ‘personalization can turn into a real nightmare.
Ashot Customization
Grips: Grip and Handguard, Hunting Stock, Heavy Grip
- Subsequent attachments increase stability.
Barrels: Short Barrel, Short Barrel, and Suppressor, Double Barrels, Four Barrels
- Suppressor makes this a strange but fun stealth shotgun, but there’s no denying the appeal of four barrels.
Sights: Iron Sights, Reflex Sight, NV Scope, Closed Reflex Sight
Gadgets: Red Laser, Infrared Laser
Kalash
Ammunition: Assault Rifle Ammo
The classic pre-war assault rifle. Despite being very common, it is held in very high regard in the Metro due to its reliability and performance.
Kalash Customization
Grips: Light Grip, Standard Stock, and Grip, Semi-Grip Stock
- Subsequent attachments increase stability.
Barrels: Short Barrel and Flash Suppressor, Short Barrel and Suppressor, Standard Barrel and Compensator, Long Barrel and Compensator
Sights: Iron Sights, Reflex Sight, NV Scope, Scope 4X
- Scope 4X and the higher rate of fire may make the original Kalash a better mid-range weapon than the more advanced Bulldog, which has a 6X scope instead.
Magazine: Small Magazine, Magazine, Extended Magazine
- 20, 30 and 45 round magazines.
Gadgets: Red Laser, Infrared Laser
Bastard
Ammunition: Handgun Ammo
This is an SMG made at least worse, but very powerful. It has a very high shooting speed which makes it overheat very quickly, and that’s why this unusual name. To find it you will have to do the chapter “Il Volga,” and when Anna accompanies you by boat, you turn right towards the shack near the pier.
Bastard Customization
Grips: Light Grip, Standard Stock, Sniper Stock, Heavy Stock
- Subsequent attachments increase stability.
Barrels: Short Barrel, Suppressor, Standard Barrel, Heavy Barrel
- The suppressor reduces damage and stability but is one of the stealthier options.
Sights: Iron Sights, Reflex Sight, NV Scope, Closed Reflex Sight
Magazine: Small Magazine, Standard Magazine, Extended Magazine
- 15, 30 and a cool 50-round drum magazine.
Gadgets: Red Laser, Infrared Laser
Gatling
Ammunition: Assault Rifle Ammo
A makeshift rotating barrel machine gun capable of long sustained fire barrages. Required spin-up before it can shoot.
The Gatling gun is equipped with a Quadrant-Type Magazine, Short Barrels, and a Spring Mechanism feed. I haven’t found any customization options for the Gatling, but they could be out there.
A cautionary note: we are not sure if it’s a bug or bad luck, but picking up Gatling guns during battles have cost us hard-won customization attachments. When picking up a new weapon, our old weapon is left behind, with your precious attachments. It’s typically easy to field-strip the gun and pack away your parts, but every time we have picked up a Gatling, we were unable to find my discarded weapon on the ground after.
Bulldog
Ammunition: Assault Rifle Ammo
This pinnacle is part of the Kalash family, and it is a much better assault rifle than its predecessors in terms of firepower, accuracy, ergonomics, and weight. It has a lower speed of fire, but it is easier to control when shooting. The design of the weapon makes it very delicate in the post-nuclear world and therefore will tend to degrade more easily.
Bulldog Customization
Grips: Light Grip, Standard Stock, and Grip, Semi-Grip Stock
- Subsequent attachments increase stability.
Barrels: Short Barrel and Flash Suppressor, Short Barrel and Suppressor, Standard Barrel and Compensator, Long Barrel and Compensator
- From stealthy tactical assault weapon to the long-range rifle.
Sights: Iron Sights, Reflex Sight, NV Scope, Scope 6X
- Scope 6X makes this one of the best options for multiple targets at a long distance, which makes it perfect for roving packs of monsters.
Magazine: Small Magazine, Magazine, Extended Magazine
- 20, 30 and 45 round magazines.
Gadgets: Red Laser, Infrared Laser
Shambler
Ammunition: Buckshot
It is a handy rotating rifle at close range and medium distance. Its most significant disadvantage is the charging time, really very slow. Recharging it is more difficult and time-consuming to kill an enemy. It’s disgusting.
Shambler Customization
Grips: Light Grip, Standard Stock, and Grip, Semi-Grip Stock
- Subsequent attachments increase stability.
Barrels: Short Barrel, Short Barrel and Suppressor, Standard Barrel and Duckbill Choke, Long Barrel
- The Duckbill Choke “changes the weapon’s spread pattern, diverting the pellets to the sides.”
Cylinders: Small Cylinder, Fixed Cylinder, Box Magazine
- Three rounds, six rounds, 20 rounds.
Gadgets: Red Laser, Infrared Laser
Valve
Ammunition: Sniper Rifle Ammo
This rifle, made in the Metro by skilled gunsmiths, is extremely accurate and powerful. A great long-distance weapon.
Valve Customization
Grips: Light Grip and Forend; Assault Stock, Grip, and Forend; Sniper Stock, Grip and Forend; Heavy Stock
- Subsequent attachments increase stability.
Barrels: Short Barrel, Standard Barrel, Heavy Barrel, Long Barrel
- Longer barrels increase damage and accuracy, but at the cost of stability.
Sights: Iron Sights, Reflex Sight, NV Scope, Scope 6X
- Sure, there are other great guns with long sights, but there’s a reason why Valve needs special sniper rifle ammo: power. It’s a significant power.
Magazine: No Magazine, Single Column Magazine
- Chamber each round yourself, or use the 5-round mag.
Gadgets: Red Laser, Infrared Laser
In addition to two equippable weapons, you have a third weapons slot for special, pneumatic weapons, which can be pumped up to deliver higher damage. The other big advantage to the Special Weapons class is that ammo can be built in your backpack. For most of the game, you’ll be carrying the Tikhar.
Tikhar
Ammunition: Steel Balls, Incendiary Ammunition
An exceptional rifle because of air. It is surprisingly quiet and precise, and the overpressure of the tank makes it very powerful, too bad that this extra pressure does not last long. The Tikhar is very good also because the ammunition can be built quickly wherever you are. The steel balls that shoot are not very powerful, but it is still one of the most interesting weapons of the game especially when using incendiary ammunition.
Tikhar Customization
Grips: Light Grip and Forend; Assault Stock, Grip, and Forend; Sniper Stock, Grip and Forend; Heavy Stock
- Subsequent attachments increase stability.
Pneumatics: Standard Pneumatic System, Airtight Pneumatic System, Automatic Pneumatic System, Railgun
- Each upgrade takes the Tikhar from leaking pressure to automatically maintaining it, but you’ll still be using the hand pump to max out your shots.
- The final upgrade transforms the Tikhar into a killing machine, sextupling the damage, but it’s strictly an endgame asset.
Sights: Iron Sights, Reflex Sight, NV Scope, Scope 6X
- This thing isn’t compelling, so if you’re going to use it as a sniper rifle, you better not miss the head.
Magazine: Tube Magazine, Rotor Magazine, Horizontal Magazine, Helical Magazine
- 9 balls or 3 capsules; 18 balls or 6 capsules; 27 balls or 9 capsules; 36 balls or 12 capsules
Gadgets: Red Laser, Infrared Laser
Helsing
Ammunition: Bolts, Explosive Bolts
A rifle always with compressed air that shoots metal bolts. The overpressure of the tank increases the power, but even here it does not last long. The Helsing will be taken during an end-of-game chapter when you will be left without weapons, and you will find this weapon tied to a statue.
Helsing Customization
Grips: Light Grip and Forend; Assault Stock, Grip, and Forend; Sniper Stock, Grip and Forend; Heavy Stock
- Subsequent attachments increase stability.
Bows: Recurve Bow, Compound Bow, Twin Bow, Pneumatic Bow System
- Compound increases damage, but not as much as Twin Bow.
- Pneumatic Bow transforms Helsing into something akin to the firing speed of the Revolver, except with retrievable or explosive bolts.
Sights: Iron Sights, Reflex Sight, NV Scope, Scope 4X
- The Helsing is excellent at anything between extremely close and extremely far.
Magazine: Small Magazine, Medium Magazine, High Capacity Magazine
- 1 bolt, 3 bolt, and 8 bolt magazines.
Gadgets: Red Laser, Infrared Laser
Throwing Weapons: Grenades, Molotov Cocktails, Throwing Knives
Throwing Knives: The perfect stealthy short-range weapon, a throwing knife can be cold-wrought from spring steel by any skilled metalworker.
Hand Grenade: This makeshift grenade is, necessarily, a length of steel pipe filled with explosives, but it can still be quite deadly if it goes off close enough.
Molotov Cocktail: This primitive incendiary device, little more than a bottle filled with gasoline, is still a dangerous weapon if employed skillfully.
This is all you need to know about the weapons in Metro Exodus. Have fun and make lots of kills.
Published: Feb 20, 2019 07:19 am