How you get a gun
A weapon reaches your hands in one of five ways, according to the two community wikis:
- Your class. Each class locker gives a fixed primary and sidearm. The classes guide lists the badge that opens each locker. Classless players get only a pistol, and it improves with rank.
- Swaps in the lobby. The Commander can trade the SR-58 for the AR-19 beside the locker, and the Enforcer can trade the TASC-10 for the Lock-18 in the Enforcer locker. Any class can pick up the A9 Brigadier [F] from the weapons table near Yuri Scarlet.
- Pickups during a run. Gilbert drops his R8, the Operator can find a P95 'Knight' in Sectors 2 and 3, AT-7 launchers appear during the Cerberus fight, and axes come off Slashers and out of Sector 3’s emergency cases.
- Contraband. Four guns come from Sector 3’s weapon crates or as a reward for Antonio’s quests.
- Exclusives. The Night Stalker is unlocked by clearing Yuri’s simulation; the Arcturus .50 went to backers of a merchandise campaign.
In the tables, ammo is magazine / reserve, fire rate is rounds per minute, and damage is body / head per hit. The figures come from Miraheze’s weapon pages. An asterisk means Fandom gives a different number; both are listed under where the wikis disagree.
Sidearms
Every class carries a pistol, and for classless players it is the only gun. The classless pistol steps up with rank: the A9 Brigadier [F] at first, a Lock-17 [F] from Sergeant and the AOP-9 from Officer. The [F] versions have a flashlight under the barrel and otherwise the same stats.
| Pistol | Who carries it | Ammo | Modes | RPM | Damage |
|---|---|---|---|---|---|
| A9 Brigadier | Standard, Breacher, Medic, Leader; classless below Sergeant (with flashlight) | 15 / 135 | Semi | 430 | 35 / 105* |
| Lock-17 | Operator, Pointman, Corpsman; classless from Sergeant (with flashlight) | 17 / 150 | Semi | 430 | 30* / 90 |
| AOP-9 | Classless from Officer | 21 / 168 | Semi | 430 | 30 / 90 |
| F7 Lynx | Commander | 20 / 120* | Semi | 430 | 45* / 102 |
| TASC-10 | Enforcer (default) | 10 / 20 | Semi | — | Stun only |
| Lock-18 | Enforcer, swapped in at the locker | 17 / 136 | Auto, semi | 620 | 26 / 65 |
- TASC-10. The Enforcer’s taser deals no damage. Two darts stun most infected for 7 seconds. Gilbert, Mikhail and some tougher infected are stunned for only 3.5 seconds, and it has no effect on Chimera, Dave, SIN, Rasonian soldiers, phase-two Gilbert or an enraged Mikhail.
- Lock-18. The only fully automatic pistol, and the weakest per shot. Miraheze says a magazine lasts about two seconds of fire.
- F7 Lynx. The Commander’s pistol holds 20 rounds, more than the A9 or Lock-17, but carries fewer spare rounds than either.
Class primaries
The main gun from each class locker. SMGs are the forgiving middle ground. The pump shotguns kill most infected with one close shot and fall apart at range. The three rifles do the most headshot damage per bullet and carry bayonets.
| Gun | Type | Class | Ammo | Modes | RPM | Damage |
|---|---|---|---|---|---|---|
| SMX-9 | SMG | Standard | 30 / 180 | Auto, semi, 3-round burst | 600 | 21 / 53 |
| MPR-VII | SMG | Medic | 30 / 180 | Auto, semi | 750 | 30 / 48 |
| MPV-SD | SMG | Operator | 50 / 150 | Auto | 800 | 27 / 60 |
| VGS-45 'Striker' | SMG | Corpsman | 25 / 150 | Auto, semi | 480 | 30* / 75 |
| SRS-58 | Pump shotgun | Breacher | 5 / 60 | Pump | 65 | 300 / 750* (12 pellets) |
| PMS-12T 'Hammer' | Pump shotgun | Pointman | 6 / 24 | Pump | 75 | 386 / 963 (12 pellets) |
| Beanbag Shotgun | Pump shotgun | Enforcer | 6 / 50 | Pump | 85 | 50 / 250 |
| IA AR-56 | Assault rifle | Leader | 30 / 90 | Auto, semi | 440 | 29 / 108 |
| SR-58 'Spearhead' | Battle rifle | Commander (default) | 20 / 160 | Auto, semi | 480 | 41 / 115 |
| AR-19 'Phantom' | Assault rifle | Commander, swapped in at the locker | 30 / 150 | Auto, semi, 3-round burst | 690 | 35 / 95 |
- SMX-9. The Standard’s SMG is the only one with a three-round burst. Miraheze calls it the beginner’s gun: little recoil and plenty of ammo.
- MPR-VII. The Medic’s SMG gains the least from headshots, so spraying the body costs you little. It replaced the older VGS-40.
- Commander rifles. The SR-58 is the default and the AR-19 is the alternative at the locker. Miraheze says the AR-19 was the default until update 1.3.7.
- Beanbag Shotgun. The only less-lethal gun. Body shots barely hurt, but Miraheze says its 250-damage headshot is the highest per hit of any default class weapon.
Pickups in the facility
Three guns aren’t in any locker. You find them during a run, and two of them are limited to certain classes.
| Weapon | Type | Who and where | Ammo | Modes | RPM | Damage |
|---|---|---|---|---|---|---|
| R8 | Pump shotgun | Breacher or Pointman, from Gilbert’s body | 6 / 30* | Pump | 55 | 385 / 962 (12 pellets) |
| P95 'Knight' | SMG | Operator only, Sectors 2 and 3 | 50 / 150* | Auto | 800 | 27 / 60 |
| AT-7 | Disposable launcher | Any class, Cerberus arena | 1 rocket | Single shot | — | 50–500 blast; 80 to Cerberus |
- R8 · GILBERT’S SHOTGUN
- When Gilbert dies he drops his R8. Only a Breacher or Pointman can take it, and you have to crouch over it to get the prompt. Miraheze says it was the Pointman’s own shotgun until update 1.3.3.
- P95 'KNIGHT' · OPERATOR ONLY
- Miraheze puts one on a bench in Sector 2’s armoury and more around Sector 3. Picking it up replaces the Operator’s MPV-SD. The two have the same damage, fire rate and ammo; the P95 reloads a second faster.
- AT-7 · FOR THE CERBERUS
- A single-shot, disposable launcher. Crates around the Cerberus arena open on random timers once the fight starts, two or three at a time, and close for good when the vehicle is destroyed. A direct hit does 80 to the Cerberus and the blast does nothing to it. Against infected the blast does up to 500, falling to 50 at the edge. Keep teammates clear of the back: the backblast deals about 50 damage to anyone within roughly 8 studs behind you. BRAZEN_BULL officially asks you to take part in destroying the Cerberus; both wikis say one AT-7 hit is enough.
Axes and melee
The axe is the one melee weapon every class can carry. It deals 150 damage per swing, enough to kill weak infected such as Lurkers in one hit, and it briefly stuns most infected. It has three reskins with the same stats.
- AXE
- Any class. Take it off a Slasher’s body or shoot the glass of an emergency case in Sector 3. Fandom says the plain axe comes from the red-hazmat firefighter Slashers in Sectors 1 and 2.
- SLEDGEHAMMER
- Any class. Miraheze says it drops from the RSU Slasher; Fandom, from the heavyweight Slashers in Sector 2.
- GREEN AXE
- Any class. Miraheze says it drops from the OZK Slasher; Fandom, from the military Slashers in Sector 3.
- HALLIGAN BAR
- The Pointman spawns with it. Same damage as the axe, with its own execution animation.
- Executions. Hitting an enemy that has under 150 HP left triggers an execution that heals you 20 HP.
- Parry. If a Slasher or Dave hits you while you’re mid-swing, you knock the blow aside. Miraheze gives the parry a 5-second cooldown; Fandom gives the swing a 2-second cooldown, or 8 seconds after a parry.
- Chimera. Carrying the plain axe saves you once from Chimera’s killing blow, and the axe is used up. Miraheze says the reskins can’t do this; Fandom’s older Halligan Bar page says the Halligan can. Hit Chimera with an axe a few times and he destroys it. More on the fight in the Chimera section.
Contraband guns
Four guns can’t be found in any locker: Tursk R-12 'Breakstorm', SHC-23, AK-74 and AEN-50. They come from the weapon crates in Sector 3, at 2.5% per gun per crate by the community count, or as a reward for Antonio’s quests. Three have a badge of their own, and carrying all four in one life earns OVEREQUIPPED.
Their stats, the drop odds and the badge details are in the weapon crates guide: stats for each gun, the badge for each gun, OVEREQUIPPED and Antonio’s quests.
Exclusive pistols
Two pistols sit on the weapons table at spawn but only answer to some players. Both out-damage most primaries.
| Pistol | Who can use it | Ammo | Modes | RPM | Damage |
|---|---|---|---|---|---|
| Night Stalker | EXOTIC-EXONERATION badge | 12 / 96 | Semi | 430 | 65 / 163 |
| Arcturus .50 | Makeship campaign backers | 8 / 24 | Semi | 180 | 65 / 436 |
- NIGHT STALKER
- The official EXOTIC-EXONERATION badge unlocks it for clearing Yuri’s simulation, and LAST-RITES-OF-A-RUINED-KING unlocks its Regalia special edition. Miraheze treats Regalia as a skin and lists two more, Artisan for art-contest winners and Luxe for testers and staff, and says skins change only the look and sound. The run itself is in the Night Stalker guide.
- ARCTURUS .50
- Miraheze says it went only to the first 200 backers of the Gilbert plushie campaign on Makeship, where the plushie now shows as sold out. It is the hardest-hitting pistol in the game. Each bullet can pass through two enemies, losing half its damage each time, and it ignores Shielder shields and SIN’s helmet. The catch is ammo: 8 rounds and three spare magazines.
How the guns handle
- Fire modes. Press V to cycle through the modes a gun has. The full key list is in the controls guide.
- Pump shotguns. Click again after every shot to pump. Reloading loads one shell at a time, so you can stop early and keep what’s loaded. Breachers, Pointmen and Enforcers load shells faster.
- Pellets. Each shotgun pellet counts as a separate hit, so one shot can set off Mikhail’s and Dave’s rush. Enemies that dodge often ignore most of the pellets.
- Bayonets. The IA AR-56, SR-58 and AR-19 replace the bash with a bayonet strike that deals 95 damage and reaches further.
- Executions. Bash an enemy that has under 80 HP left to execute it. Miraheze says the bayonet rifles, the MPV-SD, the P95 and the Night Stalker each have their own execution, and all of them restore 20 HP.
- Aim above up close. Bullets leave the barrel, not the sight, so at short range they land below the reticle. Aim a little high for headshots. The SR-58’s tall sight makes this most noticeable.
- Ammo. Standard players carry an ammo box any teammate can refill from, and Miraheze says Operators do too. The ammo crates in Sector 3 refill every weapon you carry.
Where the wikis disagree
Our tables follow Miraheze’s weapon pages, which were revised together on September 13, 2026, with a few edited since. Fandom’s pages for the same guns are mostly older, and some of its numbers differ. We list both rather than pick one, since the game may have been rebalanced in between.
| Weapon | Miraheze (September) | Fandom (last edit) |
|---|---|---|
| A9 Brigadier | 105 headshot | 88 headshot (February 25). Fandom’s Weapons overview logs a change from 105 to 88, so Miraheze’s figure may be the older one. |
| Lock-17 | 30 body, 90 head | 25 body, 87.5 head (February 9) |
| F7 Lynx | 45 body; 120 reserve | 40 body; 180 reserve (February 10) |
| VGS-45 'Striker' | 30 body | 25 body (August 21) |
| SRS-58 | 750 per headshot with all pellets | A 1.1× headshot multiplier; its overview says 330 (February 25) |
| AR-19 'Phantom' | 4.8-second reload | 3.5 seconds (February 9) |
| P95 'Knight' | 150 reserve | 200 reserve (February 13) |
| R8 | 30 reserve | 24 reserve (August 12) |
| Halligan Bar | Can’t save you from Chimera’s execution | Triggers the same last stand as the axe (April 26) |
Gaps of a point or two, such as the SMX-9, MPV-SD, AR-19 and F7 Lynx headshots, are left out. Fandom’s Weapons overview, last edited September 18, still mixes old names and numbers, and lists an RPD, a Desert Eagle and a rainbow shotgun as unobtainable; Miraheze’s list leaves them out, and so do we. The overview also still calls the Beanbag Shotgun loot from Rioter infected, while Fandom’s own Beanbag Shotgun page makes it the Enforcer’s. Fandom added pages for the TASC-10 and Lock-18 on October 6, and for the MPR-VII, MPV-SD, PMS-12T and Beanbag Shotgun on October 7; their stats, and the TASC-10 stun times, agree with Miraheze. We found no Fandom page with stats under the current names of the AOP-9, AT-7, Night Stalker or Arcturus .50, so those rows rest on Miraheze alone.
Sources & verification
Checked September 28, 2026. Weapon names, stats and where to find each gun come from the two community wikis, read directly. The Night Stalker unlocks are official Roblox badge text. No independent in-game test was performed; damage and ammo figures are the wikis’ numbers and can change with balance updates.
- Miraheze: Weapons (September 23) — the list and its categories.
- Miraheze weapon pages, September 13–27: A9 Brigadier, Lock-17, AOP-9, F7 Lynx, TASC-10, Lock-18, SMX-9, MPR-VII, MPV-SD, VGS-45 'Striker', SRS-58, PMS-12T 'Hammer', Beanbag Shotgun, IA AR-56, SR-58 'Spearhead', AR-19 'Phantom', R8, P95 'Knight', AT-7, Axe, Night Stalker and Arcturus .50 — stats, who carries each gun, pickups and mechanics.
- Fandom: Weapons (September 18) and Fandom’s pages for the A9 Brigadier, Lock-17, F7 Lynx, VGS-45, SRS-58, IA AR-56, AR-19, SR-58, P95, R8, Axe and Halligan Bar (February–August 2026), plus the TASC-10, Lock-18, MPR-VII, MPV-SD, PMS-12T and Beanbag Shotgun (October 6–7) — cross-checks and the differences above.
- Roblox badge API: EXOTIC-EXONERATION and LAST-RITES-OF-A-RUINED-KING — the Night Stalker and its Regalia edition.
- Makeship: Examination — the sold-out Gilbert plushie campaign.
- Contraband guns: sources are listed in the weapon crates guide.