Generation Zero boasts a large and various selection of weapons. As the player progresses throughout the game, they will find themselves stumbling across more powerful weapons.
The in-game weapons all share the same quality patterns. The qualities are dilapidated, worn, good, exceptional, special and experimental(limited to a select few). The quality of the weapon dictates how efficient it will be in battle and also adjusts the physical condition of the weapon. A small crown can be seen also telling you the quality of the weapon. One crown is dilapidated, two crowns are worn, three crowns are good, four crowns are exceptional, five crowns are special and 6 crowns are experimental.
The player seems to throw away magazines regardless of any ammunition left in it. From a realistic standpoint, this would waste more ammunition faster than the player can fire, with the only time the player saves ammunition is when wielding shotguns.
All magazine models of every weapon don't have any visible ammunition in it, exceptions being recoilless rifles, the G79 grenade launcher, KVM 57, KVM 89, and KM Machine Gun, and the S21.
Looking at the magazine feed lips, there appears to be a cover to the entrance making the magazines appear to be based off of a model rather than an actual real-life magazine.
Currently, Generation Zero has about 34 weapons in total.
Weapons that have only one crown (dilapidated) appears rusted and eroded from overuse and also fire bits rust when fired hence the word “dilapidated”.
Realistically firearms would jam often and will most likely explode if not cleaned and kept in proper conditions.
The more crowns a weapon has, the less rust becomes visible and when it has 5 crowns (5 crowns) the weapons receive illuminated iron sights and a different metal appearance.
Despite the fact that 9mm handgun and 9mm SMG is essentially the same cartridge (9x19mm Parabellum), they are both incompatible with both pistol caliber firearms and submachine guns.
Because the game takes place in Sweden, there is a reason behind the separation of 9mm for handguns and SMG's. The Swedish military adopted a 9x19mm cartridge designated m/39B designed for their SMG. Although it could be used in handguns, there were many reports of cracked slides due to the much higher pressures of this particular 9mm ammo. It makes sense as to why there are two types of 9mm ammo available.
Many weapons use the incorrect cartridges. For example, the Kotenok Sniper Rifle uses 7.62x51mm NATO when it should chamber 7.62x54mmR.
Switching ammunition types plays the empty reload animation, which would realistically eject the chambered round.
When using the only 2 shotguns (the 12G Pump Action and the Sjöqvist Semi-Auto), the shells that were in the tubular magazines have seemingly disappeared, despite in real life, the user would have to manually pump the shotgun 6 times or rack the charging handle of the Sjöqvist Semi-Auto.
All weapons have the inability to have an extra round in the chamber, with the exception of open bolt weapons and launchers. Essentially the one in the chamber rule dosent apply.