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.
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 guideClose-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 guideBuying 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 tiersFirearm roles at a glance
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.
Guts & Blackpowder Firearms
Compare known Guts & Blackpowder firearms by class, range job, crowd role, reload exposure, special action, and current verification status.
WeaponsGuts & Blackpowder Melee Weapons
Compare Guts & Blackpowder Sabres, bayonets, axes, Lance, Pickaxe, Spontoon, and specialist melee tools by reach, recovery, and role.
WeaponsGuts & Blackpowder Weapon Tier List
Rank Guts & Blackpowder weapons by reliability, class fit, special-enemy value, reload risk, and Objective, Endless, or Holdout role.
All Weapons guides
3 focused guides with steps, checks, and current caveats.
Guts & Blackpowder Firearms
Compare known Guts & Blackpowder firearms by class, range job, crowd role, reload exposure, special action, and current verification status.
Oct 30, 2026Guts & Blackpowder Melee Weapons
Compare Guts & Blackpowder Sabres, bayonets, axes, Lance, Pickaxe, Spontoon, and specialist melee tools by reach, recovery, and role.
Oct 30, 2026Guts & Blackpowder Weapon Tier List
Rank Guts & Blackpowder weapons by reliability, class fit, special-enemy value, reload risk, and Objective, Endless, or Holdout role.