Guts & Blackpowder Weapons

Guts & Blackpowder Weapons

Compare Guts & Blackpowder firearms and melee weapons by role, class access, range, reload exposure, crowd control, and verified status.

3 guides
3 start here
Weapons guide hub
ProductPublic Roblox experience and standard Shop equipment VersionKnown weapon roster checked 2026-10-30; numerical balance remains update-sensitive PlatformRoblox on PC, mobile, PlayStation, and Xbox

Weapons in Guts & Blackpowder are jobs, not simple upgrades. A firearm buys a safe answer to a distant or dangerous target at the cost of reload exposure. A melee weapon keeps working when the formation is crowded but puts the user close to grabs, explosions, and armored attacks. Class access matters as much as raw performance: Infantry has a broad primary and secondary selection, while Seaman, Officer, Sapper, Surgeon, Musician, and Chaplain use narrower equipment to support their role.

Before buying: test the class's default kit, name the problem you want to solve, and check the live Shop for current price and compatibility. A weapon can be excellent in one lane and awkward on another map.

Choose a weapon path

Ranged index

Firearms

Compare Musket, Carbine, Rifle, pistols, Blunderbuss, Nock Gun, Air Rifle, and other documented guns by practical role rather than copied damage values.

Open the firearms guide

Close-range index

Melee weapons

Choose between Sabre, axes, Heavy Sabre, bayonet variants, Lance, Pickaxe, Spontoon, and class tools by reach, recovery, crowd shape, and special use.

Open the melee guide

Buying decisions

Weapon tier list

Use role-based tiers for Objective, Endless, and Holdout without pretending one loadout is best for every class and team.

Compare weapon tiers

Firearm roles at a glance

Weapon group
Practical job
Tradeoff to test
Musket
Reliable Infantry shot with an attached bayonet option.
Long reload means the shot should answer a priority target or lined group.
Carbine
More mobile Infantry handling with a shove action.
Check how its range and penetration fit the map before replacing the Musket.
Rifle
Precision and armor-relevant utility against selected targets.
Slower handling and a different melee relationship demand safer positioning.
Pistols
Officer-friendly close-to-midrange emergency shots.
Shorter practical range and limited shots reward timing over panic fire.
Blunderbuss / Nock Gun
Seaman crowd pressure or heavy volley value.
Reload commitment and spread can waste the shot on a lone enemy.
Air Rifle
A distinct compressed-air system with its own canister action.
Current behavior, availability, and map utility should be learned in the live build.

Melee roles at a glance

Sabre is the baseline because it is available on several roles and teaches directional swings without a special purchase. The bayonet turns the Musket into a long thrusting tool and interacts with Officer Charge, making the default Infantry kit useful long after a player can afford alternatives. Heavy Sabre and Lance emphasize reach and committed attacks; Hand Axe and Boarding Axe emphasize different close-range rhythms; the Sapper Axe and Pickaxe combine combat with the class’s defensive identity.

Specialist items are not ordinary damage comparisons. Chaplain uses Blessing and Crucifix to manage infection and crowd control, while Surgeon uses Medical Supplies or related kits to preserve teammates. Musician instruments and Officer abilities improve the formation. Ranking those tools only by kills would erase the reason the class exists.

Build around a complete combat loop

A good loadout answers four moments: a dangerous enemy at distance, ordinary contact at the line, a rescue when another player is pinned, and a retreat when the formation breaks. Infantry’s Musket and Sabre already cover much of that loop. A purchase is valuable when it improves one moment without making the other three unmanageable.

For example, a faster-handling firearm may help a moving Objective group but give up some long-lane confidence. A crowd weapon may dominate a barricade approach but leave the user exposed during a long reload. A long melee may keep a Runner or Cuirassier farther away, yet its committed animation can be dangerous in a cramped room. Use the map and team as part of the loadout, not as background.

Match weapons to enemy cues

Save a clean firearm shot for a Bomber whenever the team is close to its barrel. Detonating one beside a player or fortification can be worse than holding fire and creating distance. Runners have low durability but move unpredictably; a nearby melee rescue can be more reliable than a rushed long shot. Cuirassier Zombies punish shots into armor. Community documentation identifies the Rifle, Nock Gun, Axe, and Pickaxe as useful armor-aware choices, while the official No Match for a Flintlock badge confirms that a firearm headshot during a sword duel is a meaningful Cuirassier interaction.

Do not fire through the back of your formation. Step to a clear lane or communicate that you are loaded. Seaman spread and penetrating shots become stronger when teammates leave a predictable corridor. A missed priority shot often creates more danger than the extra damage would have solved.

Match weapons to modes

Objective favors flexible kits because the route changes repeatedly. Carrying, climbing, cramped interiors, open streets, and final holdouts can appear in one campaign. Default gear remains strong when the player values reliability over a specialized peak.

Endless rewards sustained lane control, planned reload cover, and weapons that preserve the fortification line. The best choice depends on who protects the reload and which special enemies have entered the wave pool. Holdout rewards the same discipline while demanding objective work; a weapon that roots every player to the firing line can slow the actual win condition.

Shop and Francs planning

The live Shop is authoritative for price, class restrictions, and current availability. Community references list weapons such as Musket, Carbine, Rifle, Air Rifle, Horse Artillery Pistol, Pistol variants, Blunderbuss, Nock Gun, Sabre, Heavy Sabre, Hand Axe, Boarding Axe, Lance, Sword Bayonet, Axe, Pickaxe, and Spontoon. Seasonal, event, private-server, or mode-specific equipment should not be assumed to be a normal permanent purchase.

Earn Francs through supported matches and team actions, then buy one change at a time. If you replace both firearm and melee at once, it is hard to tell which new timing caused a failure. The Francs guide explains the stable earning routes without promising an hourly rate.

Responsive weapon Dex fields

Each weapon guide records the fields that help a player decide: name, type, known class access, practical source, combat role, best use, major risk, verification status, and check date. Unknown price or numerical stats are intentionally omitted instead of guessed. Cards are used instead of a wide scrolling table so the index remains readable at 320px and 360px widths.

Common weapon mistakes

  • Buying a weapon because it appears in an S tier without checking class access.
  • Firing a long-reload gun at a lone Shambler while a special enemy is approaching.
  • Shooting a Bomber beside teammates because the target is easy to hit.
  • Treating the Cuirassier’s armored chest like an ordinary target.
  • Starting a long melee animation without a retreat path.
  • Reloading at the front instead of moving behind the line.
  • Equipping a support class and judging its core tool as if it were a damage weapon.

Evidence status

The known roster and broad class relationships are community documented and were checked October 30, 2026. Exact damage, reload, range, penetration, prices, resistances, and balance rankings can change and need current in-game testing. The guides keep those uncertainties separate from durable choices such as “hold a shot for a Bomber,” “cover a reload,” and “do not shoot armor blindly.”

Recommended guides

Choose the guide that matches what you want to do next.

All Weapons guides

3 focused guides with steps, checks, and current caveats.