A loadout is the full kit a merc takes into a mission, and in Zombie Assault: Resurgence it has three parts: three weapon slots, a five-slot armor loadout, and a deployables row holding one turret and one grenade. You can keep several loadouts, switch between them freely, and change any slot at any time because there is no lock on a loadout.

What a loadout contains

The official loadout screen lays the kit out in three blocks:

  • Weapon slots. The screen shows 01 Pistol, 02 LMG and 03 Shotgun as an example setup. Any weapon can go in any slot, and no weapon is locked to a class.
  • Armor slots. Helmet, Vest, Gloves, Pants and Boots, with their own defence rating, resistances and movement penalty.
  • Deployables. One turret and one grenade, which together form the support weapon system.

Filling the three weapon slots is the part that changes how a mission plays, and the weapons page covers the catalogue, the rarity ladder and the mod slots you should be pushing into whichever gun you settle on.

Grenades and turrets: the support weapon system

The two deployable slots are more flexible than the weapon slots:

  • You can equip them however you like — double up on grenades, bring two turret types, or mix one of each.
  • Each class of support weapon has ten unique variants, one representing each major manufacturer.
  • Support items are inventory-based per mission. Once unlocked you have unlimited uses of them and can always bring your favourites.
  • Every support weapon can be upgraded over time, so an old grenade is not dead weight.

Named support items include the Teknoboom Cluster Grenade, which breaks apart mid-air into multiple overlapping submunitions; the Rubicon Pulse Grenade, which fires repeated energy pulses to hold ground instead of one big explosion; the HIKS Proximity Mine, which detonates when enemies get too close; the Morlok Mining Laser, a sustained energy beam turret for line-of-sight control; the Rancor H70 Acid Cannon, a crowd-melter turret firing lingering acid; and the Smokestack Tesla Coil, which arcs lightning that fries groups of zombies. The Ronson MK VII Flame Turret is a vendor item, and Vendors are where the rest of the stock comes from too — the vendors page covers what they sell and how their stock unlocks.

Running more than one loadout

You can keep several loadouts and switch between them, and additional loadout slots can be bought in game. Two practical details:

  • The COMPARE button on the weapon panel lets you compare two weapons or pieces of gear before committing.
  • Extra primaries cannot be deleted from the first loadout. If you want a pistol-only setup, the reported workaround is to unlock a second loadout slot and build that setup there instead.

Heavy gear slows you down, so a loadout is always a balance between firepower and movement speed, and the Powerful Build Core Skill exists to reduce that penalty. Where the gear to fill those slots comes from is covered on the Strongbox page.