Excess gear has two disposal routes in Zombie Assault: Resurgence, and they pay out differently. You can dismantle weapons you are not using for crafting materials — Alloy, Manufacturer Parts and other crafting inputs — or sell them for Creds, the general-purpose currency you spend at Vendors. If you are short on crafting materials, dismantle; if you are short on Creds, sell.
Dismantle weapons for materials, sell for Creds
The two actions are tracked separately, which makes the split easy to keep straight:
- Scrappy — dismantle your first weapon.
- Cashing In — sell your first weapon.
Dismantling is a direct source of crafting materials. That matters because materials are otherwise only earned by playing: Missions, Operations and Bounties pay them out, and the Payday capstone adds them to the random drop pool. Scraping a gun you already own is the one source you fully control, and it is what makes the crafting loop close. What those materials are spent on is covered on the crafting page.
What you get back
- Dismantling gives Alloy, Manufacturer Parts and other crafting inputs. Manufacturer Parts can also be bought directly from a vendor if you are short on both.
- Selling gives Creds, which buy vendor stock and pay bounty payouts.
- Payday, the Core Skill, gives zombies a chance to drop Creds directly, and its capstone adds crafting materials to the drop pool and raises the end-of-mission Cred payout.
Creds only have value where you spend them, and that is at the Vendors — the vendors page covers what a Cred will buy.
Dismantling is not upgrading
These two share a word and nothing else:
| Action | Effect | Tracked by |
|---|---|---|
| Upgrading a weapon | Up to five upgrades, 5% base damage each, for a maximum 25% buff | Enhancer, when a weapon is fully upgraded |
| Dismantling a weapon | Breaks it down into crafting materials | Scrappy, when you dismantle your first |
If you want a weapon stronger rather than a pile of materials, it gets five upgrade steps in place instead — the weapons page has the full upgrade and mod path.
Storage is the real reason to scrap
Inventory is not infinite. The weapons locker and the gear locker can both be expanded with in-game currency, with achievements tracking a fully upgraded weapons locker and a fully upgraded gear locker, so the space problem is solvable rather than permanent.
That reframes what you do with junk gear: dismantling and selling are how you make room for a better drop rather than a luxury. Strongboxes and Supply Drops are where those better drops come from, and the Strongbox page covers what is inside them.