Starting weapons
| Weapon | Details | |
|---|---|---|
![]() | Atlas 45 | The starting pistol of every player. |
Every player also starts with four frag grenades, and gets one more each round, up to four.

Every weapon of Carrier in Advanced Warfare: the wall weapons and their prices, the 3D Printer and its spots, the LZ-52 Limbo, the Teleport Grenade, the Grenade and Weapon Disposal Machines, the two Upgrade Stations and the scorestreaks.
| Weapon | Details | |
|---|---|---|
![]() | Atlas 45 | The starting pistol of every player. |
Every player also starts with four frag grenades, and gets one more each round, up to four.
| Weapon | Cost | Area | |
|---|---|---|---|
![]() | MK14 | 500 | Hangar |
![]() | Bulldog | 500 | Gun Deck |
![]() | MP11 | 1,000 | Cargo |
![]() | AMR9 | 1,000 | Moon Pool, across from the Decontamination Zone |
![]() | ARX-160 | 1,250 | Bio Lab |
![]() | HBRa3 | 1,250 | Armory, left of the Weapon Disposal Machine |
![]() | Tac-19 | 1,500 | Med Bay, next to Exo Stockpile |
The Armory also sells two grenades on its walls: Contact Grenades, to the right of the Weapon Disposal Machine, and Teleport Grenades, to the left of the door to the Bio Lab, both for 750 points.

500 points, the wall weapon of the MK14 side.

500 points, the wall weapon of the Bulldog side.
A First Room game on either side has its own wall weapon, the Atlas 45 and the frag grenades. Each side also has a 3D Printer spot, but the printer starts in the Armory, behind the 1,250-point door, and only moves to the other spots later.
The 3D Printer is the Mystery Box of Exo Zombies: 1,000 points a use. In Carrier it starts in a small room in the middle of the Armory, and its other spots are in the Hangar locker room, under the walkway of the Gun Deck, in the Med Bay across from Exo Stockpile and in the Moon Pool across from Exo Health. Its pool in Carrier:
AE4, AK12, Bal-27, IMR, ASM1, SAC3, SN6, Ameli, EM1, Pytaek, Ohm, Lynx, CEL-3 Cauterizer, S-12, MAHEM, PDW, RW1, Crossbow, M1 Irons and the LZ-52 Limbo. The LZ-52 Limbo is found only in Carrier, and the Ohm and the M1 Irons only in Carrier and Descent.

The LZ-52 Limbo is the new weapon of Carrier, a directed energy weapon drawn from the 3D Printer for 1,000 points. It fires a small ball that opens into a long laser line across the room, cutting through every zombie in its path. Its cylinder holds eight rounds, with 16 in reserve, and it kills in one hit until round 12 when it is not upgraded; after that it leaves crawlers. The Upgrade Station gives it a Target Enhancer at Mk 4 and a Quickdraw Grip at Mk 7, and nine rounds a cylinder at Mk 10.

The weapon takes shape in the printer like any other.
The achievement asks to hit 18 enemies with a single shot of the Limbo.
The Teleport Grenade costs 750 points in the Armory and takes the tactical slot. It teleports the thrower to where it lands and kills the zombies within about four meters, a « telefrag ». A player carries two, three with Exo Stockpile, and gets one back each round. The main quest uses it to reach the hidden power generator behind Chompy, and the Telefragathon achievement asks for 50 telefrags in one game.

Free, in the Armory, left of the Upgrade Station. A grenade thrown into its moving chute drops onto a pachinko board and pays out points; each grenade landed makes the chute harder, and each new round makes it one step easier again.

The hidden power generator behind Chompy adds slots to its board.

Free, in the Armory, outside the small room of the 3D Printer. It only works once the hidden power generator is on, and in the main quest it hands out a bottle, the parts of the fishing pole and the C4.
The Upgrade Station takes a weapon up one level for 2,500 points, up to Mk 25. Carrier has two: one in the Armory, next to the Grenade Disposal Machine, and one on the Gun Deck, to the right of the fishing pole, which only unlocks after three data tablets of the main quest.

An Orbital Care Package item that pulses energy around it, damaging and slowing the zombies that walk into it.
An Orbital Care Package item that brings up to four Sentinel soldiers, with at least one carrying akimbo M1 Irons. They stay about a minute, revive players and defuse gas bombs.