This page lists the Weapons in GTFO.
Weapons occupy your 1st, 2nd, and 3rd slot and are selected at the preference of the player during the Rundown before an expedition starts.
GTFO will feature a wide variety of weaponry available. Weapons will include pistols, revolvers, assault rifles, submachine guns, shotguns, light machine guns, Designated Marksman Rifles and more exotic types for specific situations. Each player will be able to choose their own main and special weapon at the loadout menu before dropping into expeditions.
Prior to launching an expedition, players can choose their loadout from a variety of weapons and tools. Every player has a main weapon, special weapon, tool and a melee weapon. The 5th slot is reserved for resource packs that are acquired during expeditions such as ammo packs or medical packs and the 6th slot is for consumables.
Main weapons are your general purpose weapons in your arsenal for dealing with most situations reliably. They have larger ammo pools compared to special weapons, but generally deal less damage and are less specialised, making them not particularly effective/optimized against large enemies. Main weapons are refilled with ammunition packs found randomly in resource containers throughout the expedition. Rundown specific main weapons will only be found in specific Rundowns - not guaranteed to be in all of them.
Specials function as your specialised weapon for dealing with specific threats or situations when the need for more firepower is required. Special weapons tend to pack a bigger punch than their main counterparts, however they have lower ammo reserves, so using them frequently isn't normally an option. Special Weapons are refilled with ammunition packs found randomly in resource containers throughout the expedition. Keep in mind that ammo packs restore more ammunition percentage to special weapons than they do to main weapons. Rundown specific special weapons will only be found in specific Rundowns - not guaranteed to be in all of them.
Melee is your tertiary weapon and a core component in maintaining stealth while on expeditions. No matter which melee weapon you choose, they all do the same damage and behave the same, the only difference is their model. A melee strike can reliably kill Strikers and Shooters with a full charge to the body, half charge to the head, and no charge to the occiput (back of the head) without alerting the entire room. However, enemies that are very close (all enemies within ~ 3 meters) or glowing (only one enemy ~12 meters) will wake up, meaning coordination with teammates to kill an entirety of a grouping is key.
Right clicking allows the melee users to shove enemies to interrupt their attack, move and disorient them temporarily. Despite their slow nature and extreme close range, melee weapons are essential in preserving ammunition, as when expertly handled, melee can be very effective during alarms.
These weapons were exclusive to (a) certain Rundown(s) and have since been removed.