Arsenal
Sudden Attack Zero Point Weapons
The Sudden Attack Zero Point weapons pool for the Final Closed Beta (July 9-13, 2026) runs to 17 guns total: 13 primaries and 4 secondaries, spread across assault rifles, submachine guns, sniper rifles, shotguns, and sidearm pistols, with a melee blade and C4 rounding out the loadout slots. That is a jump from the Steam Next Fest demo build, which fielded 10 primary and 5 secondary weapons. Every gun here feeds Nexon's deep parts system, so the number of weapons is only the starting point for how many distinct builds you can bring into a 5v5 Bomb Defusal round.
The Final Closed Beta arsenal
The Final Closed Beta ships 13 primary and 4 secondary Sudden Attack Zero Point weapons, organized into the tactical-shooter classes veterans of the original 2005 game will recognize. Assault rifles cover mid-range Bomb Defusal duels on the four defusal maps; submachine guns trade range for fire rate and mobility on the two close-quarters CQB layouts used for Team Deathmatch; sniper rifles hold long sightlines and bomb-site chokes; and shotguns dominate the tightest corners. Secondaries are pistol sidearms you fall back on after a primary runs dry mid-round, since there is no health regeneration between kills.
Beyond the firearms, each loadout carries a melee weapon and, on the attacking side of Bomb Defusal, the C4 charge itself. The melee slot is a knife-class blade that accepts its own parts, while C4 is fixed equipment that cannot be modified. Nexon has not yet published the full named roster for every one of these guns, so the exact model list beyond the confirmed entries is still filling in as the beta client and patch notes go live. What is locked is the class spread and the counts: 13 + 4, plus melee and C4, giving five firearm categories to master before the 2026 full launch.
The standout: KRISS Vector
Among the Sudden Attack Zero Point weapons, the KRISS Vector is the one gun Nexon and press coverage have singled out by name, and it earns the spotlight. In-game description text quoted by outlets frames the Vector as a submachine gun built around high stopping power paired with strong mobility, an unusual combination for the SMG class, where you normally give up per-shot damage to move fast. That pairing makes it a monster at ultra-close range: inside a doorway, a smoke, or a site retake, the Vector's damage output and handling let it win exchanges that a slower rifle or a lighter SMG would lose.
In practice that means the Vector is a rush tool. On the two tight CQB maps used for Team Deathmatch, and on aggressive attacker pushes in Bomb Defusal, its mobility keeps your aim tight while strafing and its stopping power shortens the time-to-kill at the ranges those fights happen. The trade-off is range and control at distance, so pairing the Vector with a pistol sidearm and picking your engagement distances matters. If you are testing one gun during the beta window, the KRISS Vector is the most-discussed pick and the easiest to translate into map-specific playstyles.
How every weapon ties into the parts system
The weapon count undersells the real depth, because every gun here plugs into Sudden Attack Zero Point's parts and customization system. The beta exposes 200+ exclusive primary parts plus 36 shared parts (on top of cosmetic skins), and each firearm has slots to fill: primaries carry 8 (scope, grip, magazine, underbarrel, muzzle, barrel, handguard, stock), secondaries carry 5 (scope, grip, magazine, underbarrel, muzzle), and the melee blade carries 2 (blade, handle). C4 is the lone exception with no slots at all.
Parts are not cosmetic filler. Fitting different components changes a gun's recoil, reload speed, and appearance, so the same base weapon can feel like two different guns depending on the build, tighten the recoil for spray control on an AR, or shave reload time on a shotgun for faster follow-ups. Functional parts are also tradeable through the Black Market, which means your loadout is shaped as much by what you build and acquire as by which of the 17 weapons you pick. Start with the base guns on this page, then head to the parts database to see how each slot shifts the numbers.
3 entries
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