Running With Rifles: Weapons and Equipment Guide
Introduction
Welcome to the Running With Rifles Weapons and Equipment Guide!
Has it been a year already? Wow does time go fast. Anyways, in this guide you'll find tons of stats pertaining to their weapons and their equipment or just random comments thrown out there for the heck of it. The best way to understand that is to just jump right into the thick of it really, so come and join me in this wonderful journey of lists and stats!
This guide is currently updated as of Running With Rifles 1.*
Edited Sections- Please standby, this guide is currently in a major overhaul.
Where do I buy/sell weapons/equipment/loot?!
So, this section is more for the new players.
If you completed the tutorial with flying colors, consider this part irrevelant.
So often times you may ask:
"Where the heck do I go to buy new guns?"
"What do I do with this loot?"
"What do I do with RP?"
"Where is the armory?!"
The Armory is the in-game shop mechanic, and is going to be the best thing ever in your life, because at the Armory, you can buy all types of weapons and equipment to pimp your soldier.
Without the Armory, you are literally at the mercy of the game, forced to spawn with just the common unlocked weapon, a secondary (if you have the RP to afford it), and a couple grenades.
With the Armory, you can buy (if you have the RP to afford it and XP to be allowed to use it) vests and/or armor to improve your lifetime from a span of seconds to minutes, weapons that are part of the default arsenal of the faction you're playing, weapons that you have unlocked, and secondaries (such as deployable cover and/or deployable machine guns) to place down defensive positions to prevent the enemy from taking that base you fought so hard to take.
However, if you find that it takes a long time to get from the Armory to the front lines, then you had better find and use the Armory Truck.An Armory on wheels, it differs from it's non-wheeled version in that it can be destroyed.
Despite that, an Armory truck allows for you (and any other player) to equip themselves right behind the front lines, meaning no more 2 minute march to the other side of the map to get to the Armory, and another 2 minute march back to the front lines.
"Wait!" You may say, "That Armory took my rare weapon, and now I can't buy it back! What do I do?"
Well, for one, you're going to have to find that rare again, so can't help you there. What I can help with, however, is on how to store that really really awesome rare gun you're carrying around. Because you can't carry around too many guns, otherwise you'll look like this fellow.Why does he have a backpack on his back? Well, one simple reason. Everything in the game has an encumbrancy level.
For stuff like loot, that level is really low, like 1%; with common weapons even going for about 10%, but if you carry alot of random ♥♥♥♥♥ you pick off the ground; then your encumbracy level could go over 100%, which makes you become slow, makes your accuracy go to ♥♥♥♥, and gives you a real big backpack on your back.
There's only one answer to all of this, the Stash!The Stash is a box covered by camo netting, which is also incredibly horrible at keeping you hidden from the AI, so don't go hiding in there thinking you're totally safe.
The Stash actually has a much more better use then horrible cover, however, and that's to stash things. All stashs throughout the map are connected together, and as such, the Stash inventory can be accessed at any time at any Stash location. A great way to keep your Rare gun under safe lock and key, meaning you don't have to carry it around 24/7.
Of note, the Stash is your own personal Stash. It is not connected to any other player's Stash.
The Armory, Armory Truck, and Stash can be found on the game map, so don't go mindlessly searching for it. Make sure to check your map first!
Finally, you may ask, "Hey, how come when I die with a common rifle, I respawn with that rifle, but when I die with that rare gun, I respawn with the machine gun instead?" as well as "Why do I lose RP when I die?"
Items in the game have two types of backgrounds behind them, a white background, and a blue background. White background items can, and are often automatically replaced by the Armory (for a RP fee, of course. You aren't getting that Machine Gun for free!), while Blue background items cannot be replaced by the Armory and must be bought or found again.
How do I unlock more weapons?
So you're probably wondering how to unlock new weapons?
Well, there are two simple methods to doing so.
Finding an enemy Cargo Truck (right picture) (of note, enemy Cargo trucks are different in look from the neutral secret Cargo trucks on most maps, which only grant you RP instead of both RP and a new weapon), which is a truck with the word Cargo written on it,Doing this will often unlock a new weapon or equipment for you to buy at the Armory. Assuming you haven't already unlocked them all (Faction weapons cannot be unlocked through this method),
There's also another way to unlock new weapons, but it's more like taking the enemy's weapons as your own.
In-game, the enemy troops will often leave behind their weapons. Picking up these weapons will severely slow you down (because of the encumbrancy %), but selling at least 5 of them to an Armory will unlock that weapon for your faction's use (doesn't seem to work with the assault sub machine guns the veteran 4 paratroopers drop with however).
Do note, this will not work for Rare weapons!
What are/Where do I get Rare Weapons?
Rare Weapons are Weapons not avaliable at the armory, at any point, at any time.
Some Rare Weapons are weapons located in Loot boxes on certain maps. I won't list them out here for you, because there's a better guide to finding out where these weapons are, so go to the finale to find the guide with all the Loot maps.
Most other Rare Weapons are found as Loot from enemy soldiers. Namely, Officers and Elite Soldiers. Most typicaly use a Rare Weapon not found among the common grunts, and can be identified because of their special skin, and/or wearing of armor. Do be advised though, as the weapon these Officers/Elite Soldiers drop upon death may be located right next to the enemy lines, and as such, attempting to grab the Rare Weapon might result in death.
Another way of getting rares is to sell boxes; but not just any box. No, these boxes are loot grabbed from the enemy. Upon depositing these boxes, players will be granted a random assortment of loot; ranging from common cigars all the way to the rarest and most valuable of weapons and vehicle drops.Explanation of Stats
Price The weapon's RP cost when buying/selling.
Magazine size Total number of bullets that can be fired before a reload is required.
Fire rate Rounds (bullets) Per Minute: number of bullets the weapon would fire in a minute with an infinitely large magazine.
Accuracy factor (higher is better) Chance bullet will hit if the crosshairs are over a target. 1 is always, 0 is never.
Recoil (lower is better) The amount the weapon's accuracy is reduced for each second the weapon is fired.
Recoil recovery (higher is better) The amount the weapon's recoil is reduced for each second the weapon isn't fired.
Kill probability (higher is better) Chance that a bullet will kill when it hits someone. example: (1=100%) or (.5=50%)
Accuracy falloff (higher is better) Optimal distance for accurate shooting. Falloff is the max range where weapons retain 100% of their effective kill chance. Distance beyond falloff will have a gradual linear decrease in kill probability until it hits 0 at max range. One screen distance is approximately 30m. One way to measure is tanks are approx. 10-12m long.
Max range (higher is better) The maximum distance for a weapon to be able to kill, once the bullet reaches max range, it will have 0% kill chance
Speed modifier (higher is better) Affects the movement speed while the soldier is currently holding the weapon/equipment in his hands. Speed modifier for body armor being worn is stacked with speed modifier for equipment a soldier is holding.
Commonness Unrelated to weapon performance; For rare weapons, the chance that this weapon will spawn when a soldier dies, instead of the weapon they were using.
(Information above was copied from the Running With Rifles Wiki)
http://runningwithrifles.gamepedia.com/Weapons_and_equipment
Damage (higher is better) Affects how much damage the explosize will deal to the target. Used to determine health loss for deployable objects, vehicles, and buildings.
Blast Radius (higher is usually better) Affects how large the explosion size will be.
Velocity (higher is better) Affects how fast an explosive anti-tank warhead will travel.
Health (higher is better) Determines how much health a deployable object, vehicle, or building has. Upon health reaching 0, the deployable object, vehicle, or building will explode.
Rotation Angle (higher is better) Affects the angle of rotation for a deployable weapon.
Layers of Armor (higher is better) Affects how many layers of armor there is, determing how many times the user can be shot before the armor stops protecting the user
Assault Rifles (Common)
Assault Rifles are the most-used weapons in-game (at least by the AI, if not most players) as well as the weapon any player starts with upon the start of a new campaign.
While the Assault Rifle may not be as specialized as the other weapons; they are flexible weapons capable of covering multiple roles, such as laying down suppression fire, mass-firing an enemy group, or being fired in small but accurate bursts against an enemy.
Below is the list of Assault Rifles in-game.
The default Assault Rifle of the Greenbelts, the M16A4 boasts a greater fire rate then the AK47, but has a worse fire rate and max range than the G36. The M16A4 will also slightly slow the player down more then the AK47 and the G36. Despite that, the M16A4 has less Recoil then either gun, allowing for the player to make much more accurate shots with the M16A4 then the other two weapons.
A fully automatic Assault Rifle developed in the United States, the M16A4 is the 4th generation in the M16 family of Assault Rifles. The first of the family, the M16, was adopted by the United States military in 1963 as the standard service rifle; with the M16A4 being adopted in 1997. In recent times, the rifle itself is being phased out of frontline units in favor of the lighter M4 Carbine; which itself is based off the M16 series.
Based off the Sturmgewehr 44, or StG 44; the Avtomat Kalashnikova, or AK47 was first manufactured in 1947 in the Soviet Union by Mikhail Kalashnikov. Created to be cheap and expandable; in modern times this has given rise to the AK47 being well-known and commonly seen in many poorer parts of the world due to the ease of manufacturing it; despite the Soviet Union having phased it out in the 1970s for the AK-74.
The default Assault Rifle of the Greycollars, the G36 has much less of a negative speed modifier compared to the AK47 and the M16A4, while also boasting a much faster fire rate and range. The G36 is thus capable of out-gunning and out-ranging the AK47 and M16A4, meaning that from far away the G36 will likely win the firefight, but up-close the G36 will be no better than either of its two rivals.
Designed in the 1990s and adopted by the German Military in 1997; the G36 replaced the aging G3 rifle. The German Military eventually found the rifle suffering overheating issues, and thus plan on phasing out the G36. The weapon has seen common use in many sci-fi series however, due to it's rather futuristic appearance.
Assault Rifles (Unlockable)
A British burst-fire Assault Rifle, the L85A2 is an unlockable weapon. This weapon only fires in 3 round bursts, preventing automatic fire; but being overall more accurate in exchange.
The L85A2 belongs to the SA80 family of NATO bullpup rifles. The first of their generation, the L85, was first adopted by the British Military in 1985; with the L85A2 coming into production in the 2000 to fix the design flaws of the original L85. Nowadays, the L85A2 are being phased out for the third generation of the SA80, the L85A3.
A French burst-fire Assault Rifle, the Famas G1 is a unlockable weapon. The Famas G1 has 5 less bullets than most assault rifles, yet also has a faster Fire Rate. However, the rifle only fires in a 3-round burst.
The Fusil d'Assaut de la Manufacture d'Armes de Saint-Etienne; or FAMAS, is a French bullpup Assault Rifle that entered French Military Service in 1978. The G1 itself is actually a prototype weapon that was never produced, as the first generation of FAMAS rifles were known as the FAMAS F1, with a second generation being adopted by the French Navy as the FAMAS G2. In 2017, the French Army also began replacing most of their FAMAS rifles with the HK416F.
A Swiss semi-automatic Assault Rifle, the SG 552 is an unlockable weapon. Unlike the rest of the Assault Rifles here, the SG 552 is a semi-automatic rifle, meaning it fires one bullet a click.
Belonging to the SIG SG 550 family of Assault Rifles, the SIG SG 550 was adopted in 1990 by the Swiss Military. The in-game rifle exists as the SG 552 Commando; first produced in 1998. The SG 552 was eventually discontinued in 2008 in favor of the SG 553.
Assault Rifles (Rare)
A Soviet fully-automatic Assault Rifle.
The AKS-74U in-game acts like an AK47 on steroids; as it boasts a faster Fire Rate, stronger Recoil, and a higher Kill Probability. Use it like you would an AK47, but remember to play a bit safer because the AKS-74U is a rare weapon.
A descendent of the AK47, the Kalashnikov Automatic Rifle Model 1974 was created to replace the AK47 and the AKM, a refined model of the AK47. Adopted in 1974 by the Soviet Military, the AK-74 first saw active combat during 1979 in Afghanistan. The AKS-74U is a carbine model of the AK-74 that was adopted in 1979, and of which continues to see use today.
A Belgian full-automatic Assault Rifle, the F2000 is a rare Assault Rifle.
A NATO bullpup rifle, the F2000 began production in 2001. In 2006, the Slovenian military purchased several of these rifles.
A German-designed fully-automatic Assault Rifle that was developed for the American Army. The XM8 is similar to the F2000, but suffers from a higher recoil and lower accuracy.
A prototype weapon that never fully reached mass production, the XM8 was originally created to salvage the XM29 OICW assault rifle; of which the latter never managed to fully reach prototyping. The US Military eventually found the XM8 having too many flaws for it's cost in comparison to the M4 Carbine.
An Austrian Rare Assault Rifle. The Steyr AUG has the fire-rate of an AK47, yet also has the highest range and magazine size of any assault rifle. An incredibly dangerous weapon.
The Armee Universal Gewehr is a bullpup assault rifle designed to replace the aging StG 58 (an Austrian-produced FN Fal); the AUG entered the Austrian military service in 1978 as the StG 77.
Assault Rifles (Boxes)
The M16A4 - Shield and Scope is a beefed up version of the regular M16A4. Equipped with a shield, the gun is only fireable while crouched; but does protect the user with a small shield. It comes equipped with a scope, 70 more bullets than most Assault Rifles, and less recoil gain; however, it also makes the user slower by -8% while being actively used.
Equipped with a bayonet, the FN FAL is superior in melee, allowing the user to stab an enemy from far away. Of course, this game is Running With Rifles, not Running With Spears; so seeking to stab all enemies with a rifle turned spear isn't the greatest of ideas.
The FN FAL was designed in Belgium, first entering NATO service in 1953 as their main battle rifle, and eventually had the majority of their production be discontinued in 1988. Many existing rifles have since been converted into semi-automatic rifles and sold on the civilian market.
A semi-automatic Assault Rifle that fires in 3 rounds. Comes equipped with a scope that allows players to see a tad bit farther away.
The G11 was an experimental West German burst-fire rifle designed to fire three 4.73x33mm rounds in quick succession; the weapon never reached mass production due to the fall of the Soviet Union and the reunification with East Germany. As such, the G11 being struck out as being too expensive to actually justify in the post-Soviet world.
A Soviet prototype bullpup Assault Rifle. It was designed to have three barrels and three magazines, of which could be individually fed.
It's an AK47 made out of gold; it has a longer range then a regular AK47, but suffers a big speed debuff as well. Would recommend either selling it, or using it as a vanity item to show off to other players.
A German Assault Rifle; the P416's real life name is the Heckler & Koch HK416. Developed in the 2000s, the rifle is currently used today by the French Military as well as several international special forces.
Suppressed Submachine Guns
With higher recoil, lower kill probabilities, and lowered range, the Suppressed Submachine Guns are often inferior to the Assault Rifle in almost every way, and are thus rather useless on the front lines. They do have one advantage however, and that is,
Stealth combat.
Unlike Assault Rifles, Suppressed Submachine Guns are silenced weapons, allowing for a player to shoot and kill an enemy soldier without alerting the entire base. However, the player only has one chance to do it right, as failure to kill the enemy soldier may result in them hearing and investigating where the intruder is shooting them from.
Below is a list of Submachineguns in-game:
The default Suppressed Submachine Gun of the greenbelts; despite having a much lower Fire Rate than the Scorpion Evo III or the QCW-05, the MP5SD has a higher Range and Kill Probability then either. For players who intend to keep at least a bit more distance between them and the enemy AI, the MP5SD is the weapon of choice.
The Maschinepistole 5, or MP5, is a West German Submachine Gun based off the G3 Automatic Rifle, with the first generation being produced in 1966. The MP5SD (SD representing Schalldampfer) is a sound suppressed version of the MP5 designed in 1974. Despite being a gun design that dates back several decades, the MP5 continues to see use amongst many mliitary, law enforcement, intelligence, and security organizations around the world.
The default Suppressed Submachine Gun of the Greycollars; with the Highest Fire Rate between the MP5SD and the QCW-05, the Scorpion Evo III allows for the player to fire more bullets at the enemy quickly.
The CZ Scorption EVO III, despite being the default SMG of the Greycollars, is actually not in service with any German organizations, as it is actually a Czech SMG that evolved from Slovakian designs. However, it was likely placed into the arsenal of the Greycollars due to the Greenbelts currently having the MP5SD as their default SMG.
The default Suppressed Submachine Gun of the Brownpants; the QCW-05 has similar stats to the Scorpion Evo III, but with the highest ammo count amongst the default Suppressed SMGs. A Submachine Gun for the player who intends to use a quantity of bullets to kill the enemy, or the player who just hates to reload during a stealth mission.
Despite being part of the Brownpants arsenal, the QCW-05 is in fact not a Soviet or Russian weapon, instead, the QCW-05 is a Chinese-manufactured fully-automatic bullpup Submachine Gun in use with the People's Liberation Army; having begun production in 2005.
A rare Suppressed Submachine Gun that spawns as loot, the KRISS Vector fires faster and farther then the base Suppressed Submachine Guns, but suffers from higher recoil with less ammunition; at the very least it's recoil recovery is also higher then all other Suppressed Submachine Guns.
Developed in the United Statest the KRISS Vector was named after the Kris knife of Indonesian origin and began production in 2009. The weapon itself has not see common use due to it's expensive and complicated internal design.
A Suppressed Personal Defence Weapon found only in gift boxes; the AAC Honey Badger fires in 3 round bursts, allowing for conservation of ammo, but preventing mass-firing into enemy groups.
Named after the Honey Badger animal; the AAC Honey Badger was based on the AR-15 and designed to replace the MP5. The company that produced the AAC Honey Badger stopped production in the early 2010s, preferring instead of focus their efforts on the production of suppressors.
Assault Submachine Guns
Assault Submachine Guns are like a mixture of Suppressed Submachine Guns and Assault Rifles. Not as long-ranged as Assault Rifles, nor as quiet as Suppressed Submachine Guns, Assault Submachine Guns are meant to take the fight up-close and personal, sharing a related role with Shotguns, but being more flexible.
Sadly, Assault Submachine Guns cannot be found in the Armory, with even the faction specific-ones having to be looted off Special Force Paratroopers (and even then there's only a 10% chance of the weapon dropping).
Below is a list of Assault Submachine Guns in-game:
A Rare fully-automatic Assault Submachine Gun/Personal Defence Weapon. Designed with the intention of penetrating body armor while not being as cumbersome as Assault Rifles; though many militaries have not embraced the P90, many smaller organizations such as law enforcement or special forces have seen a fair amount of use of the P90 in their arsenal.
The default Assault Submachine Gun of the Greenbelts. The UMP40 is a German Submachine Gun designed to hold larger cartridges to provide stronger stopping power against unarmored opponents, which does cause it to suffer in range. Internationally, it sees common use with many special forces and law enforcement organizations.
The default Assault Submachine Gun of the Greycollars. A weapon of Italian design, the weapon sees use in many law enforcement organizations as well as the Italian navy.
The default Assault Submachine Gun of the Brownpants; the PP-19 Bizon shares much of it's design with the AK-74. Designed in Russia, the PP-19 Bizon entered service in the Russian military in 1996, but has not seen much use outside of Russia.
A weapon found only in gift boxes, the Suomi-konepistooli, or Suomi KP/-31 is a Finnish Submachine Gun that entered military service in 1931. The Suomi was used to deadly effect in the Winter War against the Soviet Union, with the 71-ammo drum being adopted by the Soviet Union in their creation of the PPSh-41.
Machine Guns (Common)
Machine Guns are heavy weapons that are designed to suppress the enemy, as well as stop their advance. Within the real world, there exists three types of Machineguns; Light Machine Guns, Medium Machine Guns, and Heavy Machine Guns. Light Machine Guns are portable enough to be carried and fired by one person; while Medium Machine Guns can also be carried and fired by one person, but require a crew to operate at max efficiency; and Heavy Machine Guns require the definite use of a crew to operate at all.
Most Machine Guns in RWR operate as Light Machine guns, but require the user to either be laying down, or standing behind cover in order to fire the gun, as hip-firing a Machinegun either means the user is a superhuman soldier, or a badass.
Below is a list of of Machineguns in-game:
The default Machine Gun for the Greenbelts. The M24 sits in-between the IMI Negev and the PKM in terms of stats; the one defining feature of the M240 is it's higher kill probability and slower speed modifier.
Designed by the Belgians, but manufactured in the United States, the M240 has been in use by the United States military since 1977; where it grew popular enough to replace the M60 amongst most of the military.
The default Machine Gun of the Graycollars. The IMI Negev has the highest accuracy falloff of the base Machine guns, allowing it to have farther effective reach.
The IMI Negev is an Israeli Machine Gun adopted by the Israeli Military in 1997.
The default Machine Gun of the Brownpants; the PKM has the lowest Range, Accuracy, and Fire Rate of the base Machine Guns. In exchange for these lowered stats, the PKM instead packs an extra 50 bullets in the magazine, allowing the user to lay down more weapon fire at the enemy before having to reload.
The Pulemyot Kalashnivoka, or PK, is a Machine Gun designed during the days of the Soviet Union, being adopted by it's military in 1961. The PKM is the modernized version of the PK, entering service in 1969.
Machine Guns (Rare)
Unlike most Machine Guns, the Stoner LMG does not require its user to lay down or be behind cover; meaning the weapon can be fired much like an Assault Rifle.
The Stoner LMG was first unveiled to the world in 1996 as the KAC Stoner LMG, or Stoner 96; the weapon itself has gone on to inspire more modern variations of it, the KAC LMG/LAMG Machine Guns, both of which are highly regarded as the latest in advancements in Light Machine Guns.
The predecessor of the Stoner LMG, the Stoner 62 doesn't actually exist. What does exist is the Stoner 63, which saw limited use by the American military in the Vietnam War. Interestingly enough, the Stoner 62 in-game is much stronger then it's Stoner LMG descendent.
The Pecheneg Bullpup has the lowest RPM of any of the Machineguns, yet has the highest accuracy, range, and kill probabilty of any Machinegun here.
In the real world, the Pecheneg Bullpup is a Bullpup conversion of the PKP (Pulemyot Kalashnikova Pekhotny) Pecheneg, which has mainly see use since 2001 with the Russian Spetnaz or on top of Russian light vehicles.
The only suppressed Machine Gun in RWR; while the Chain SAW may seem useful for use of suppression fire on stealth missions (which are often uncommon), the Chain SAW still slows the player down by 42%, a hefty debuff.
A relative of the Stoner LMG, the Chain SAW was first unveiled in a 2009 show as a prototype, but never reached production. Part of the reason it is named the Chain SAW is due to it's chainsaw-like grips.
The Microgun may be fired while standing upright, with an incredible rate of fire. The player is severely slowed while holding the gun however, so be wary of stray bullets, and make sure to wear armor.
An American prototype Machine Gun that never reached production status; the Microgun was a scaled-down version of the M134 Minigun, and originally meant to be handled by two-man teams or mounted on vehicles.
A German Machinegun from 1942, the MG42 is also the Granddaddy of most Machine Guns today, lending most of it's design for several modern Machine Guns.
Machine Guns (Boxes)
First produced in 2002, the Ares Shrike is not a Machine Gun, but a Rifle capable of firing like a Machine Gun. It still functions like a Machine Gun in RWR of course.
The legendary American M60. The Machinegun that became famous due to Rambo. The Machinegun the player can hip-fire a freaking Machine-Gun without giving any ♥♥♥♥ about having to lay down or crouch behind cover, because ♥♥♥♥ logic! Rule of Awesome applies here! In the Man vs. World Campaign, the M240 is replaced with the M60 because than the player becomes Rambo vs the world!
The M60 was first adopted by the US military in 1957; though it began being replaced by the M240 in the early 1990s. Today, it continues to see use by the Navy, the Coast Guard, and reserve units.
Shotguns (Common)
Shotguns are weapons that fire close ranged spread shots.
Shotguns in RWR aren't heavily used by most players due to the fact that most firefights on the front lines take place over long ranges, as well as the fact that most shotguns are semi-automatics or pump-actions, which is not useful for suppressing the enemy.
Despite this, shotguns are useful for combat against advancing enemy soldiers close to the defensive line, or against enemy soldiers taking cover due to firing multiple bullets at once. Most shotguns also reload quicker then all other guns; however, said shotguns only reload 1 bullet at a time, forcing players to manually reload every bullet in order to reach the max magazine size.
Below is a list of Shotguns in the game:
The default Shotgun of the Greenbelts, the Mossberg 500 has the highest accuracy of the default shotguns, though not by much.
The Mossberg 500 are a series of shotgun in use by the United States military since 1960, designed to be used in rough and dirty conditions. In recent years however, the Mossberg 500 is being slowly phased out in favor of the Benelli M4 and the M26 Modular Accessory Shotgun System, the latter being a shotgun attachment for the M16 Assault Rifles.
The default Shotgun of the Greycollars, the SPAS-12 has the highest kill probability of the default shotguns, though not by much.
The Franchi SPAS-12 is an an Italian pump-action Shotgun that stopped production in 2000, being replaced by the Franchi SPAS-15.
The default Shotgun of the Brownpants, the QBS-09 is inferior in range to the other two default Shotguns, but has 2 more bullets as well as being able to fire faster.
The QBS-09 is a Chinese semi-automatic Shotgun. Oddly enough, there doesn't seem to be very much information regarding this weapon online.
Shotguns (Rares)
The UTAS UTS-15 is a Shotgun that was designed in Turkey by UTAS; first beginning design in 2006 and production in 2012.
The NeoStead 2000 is a shotgun that begun production in 2001, it's notable bullpup design allows for this shotgun to remain relatively accurate over longer distances.
Instead of killing any targets, the Pepperdust stuns the target for a short amount of time. The weapon is also suppressed.
The Pepperdust is not a weapon, but an type of ammunition which consists of a plastic shell with pepper powder inside.
The Benelli M4 is an Italian Shotgun designed to function around the "auto-regulating gas-operated" (ARGO) system. It has been in service with many militaries and law enforcement agencies around the world since 1999.
The Benelli M4 suppressed is generally inferior to the base Benelli M4 in most of its stats, but does have one major advantage; it's suppressed, meaning that it won't attract much undue attention.
Fully automatic, the AA-12 can fire multiple bullets at one; it also reloads all its ammunition at once, but requires more time to do so.
The Auto-Assault 12 is a shotgun originally designed and known as the Atchisson Assault Shogun, first designed in 1972. The current version was itself designed in 2005.
Currently the highest-ranged shotgun available. Just like the AA-12, the Jackhammer also fires multiple bullets at once, and reloads all ammunition at once.
A prototype weapon, the Pancor Jackhammer only saw 3 prototypes created, 2 of which were destroyed in testing. Production status was never reached, as Pancor Industries soon went bankrupt after failing to find any investors in the Jackhammer.
Shotguns (Boxes)
So would this be a shotgun with a ballistic shield, or a ballistic shield with a shotgun? Regardless, this weapon requires the user to get in real close to the enemy, and to do so at a slow pace, considering the weapon's low range and high speed debuff.
Sniper Rifles (Common)
Sniper Rifles are the sound of death on the battlefield. Long-ranged, accurate, and deadly, Sniper Rifles are only limited by their magazine size, fire rate, and inability to deal with large groups of soldiers by itself.
Below is a list of Sniper Rifles in-game:
The default Sniper Rifle of the Greenbelts, the M24-A2 shares several stats with the PSG-90, but with a lower range and higher recoil recovery.
The M24 Sniper Weapon System is an American-made bolt-action Sniper Rifle, converted from the Remington Model 700 to use 7.62x51mm NATO ammunition. Though still currently in use with the United States military, the M24 and its variants are being phased out slowly in favor of the M110 SASS.
The default Sniper Rifle of the Graycollars, the PSG-90 is slightly superior over the M24-A2 in terms of range, but has less recoil recovery.
Officially known internationally as the Accuracy International rifle, the rifle is of British designs; the version in RWR is the Prickskyttegevar 90B, or PSG-90, a variant of the AI rifle designed to withstand cold temperatures, these versions of the AI rifle are known as Accuracy International Arctic Warfare rifles.
The default Sniper Rifle of the Brownpants, the Dragunov SVD has a lower effective range and kill probability then the other two default Sniper Rifles, but make up for it by being allowed to fire as fast as a player can click, as well as having better recoil recovery.
The Dragunov SVD's official name is the "Sniper Rifle, System of Dragunov, Model of the Year 1963, it is also known as the SVD 63. A weapon of Soviet design, the Dragunov was adopted in 1963 and designed as a long-range squad support weapon due to the increasing presence of Submachine Guns and Assault Rifles limiting long-ranged combat.
Sniper Rifles (Rares)
The Brugger & Thomet APR is a bolt-action Sniper Rifle. A family of Swiss Sniper Rifles designed in 2003, the APR is based off the French PGM Precision rifles.
Though in-game, the APR isn't the most impressive sniper rifle, the one thing it does have to make the gun different from most others is that it's cheap and suppressed. The gun serves well in a stealth role, picking off targets that are isolated; however, the weapon isn't very fast-firing like a suppressed Submachine Gun is, meaning that those using this weapon are very vulnerable to being swarmed. The AI is also known to sometimes spawn with this gun and some camo, marking them as harder to see from other AI, though they remain highly visible to the player.
The SCAR SSR is a Belgian semi-automatic Designated Marksman Rifle based upon the FN SCAR.
In-game, the VSS Vintorez is an automatic suppressed rifle, similar in function to the suppressed Submachine Guns, but with better stats.
Sniper Rifles (Boxes)
Lever action rifles were first invented in Italy, but first saw use during the American Civil War; mainly by Union soldiers. As for what type of rifle the M711-LA Enforcer was, I cannot tell; however it might possibly be a Winchester Rifle, though the stock is vastly different.
Explosive Launchers (Unlockable)
Explosive launchers are weapons that allow for soldiers to become small mobile artillery units capable of wiping out entire squads in a blast. Most Launchers have arcing projectiles, and as such, care must be taken to not fire Explosive Launchers directly behind cover while kneeling, or the user and everyone around them will be affected by the explosion.
Due to the explosive capabilities by these weapon, they can serve as AT weapons, but the low explosive damage means that they should be used as AT weapons only in the case that better alternatives cannot be found.
These weapons also serve more of a role as support weapons, as they commonly require long reload times or some set-up for proper use.
Below is a list of the Explosive Launchers in-game.
With an explosive radius of 4.5 meters that does 55 damage, the M79 is a powerful weapon in the right hands.
In-game, the GL06 has similar, but lower explosive radius and damage as the M79, but has the lowest negative speed modifier as well, allowing the player to run just a tad bit faster.
In-game, the RGM-40 curiously has the greatest explosive radius and damage of the 3 unlockable grenade launchers, making it even more deadlier than the M79.
Explosive Launchers (Rare)
The MGL Flasher is equipped with flash rounds, easily stunning enemies with its wide range; however the MGL Flasher will not kill enmies, nor is it intended for use against vehicles, due to the lack of explosive damage.
It can also be found through selling Titan Boxes.
Explosive Launchers (Boxes)
In-game, the XM-25 can be found on certain maps (Fridge Valley, Moorland Trenches, Old Fort Creek, Rattlesnake crescent, Vigil Island). Most players generally avoid the XM-25 due to a lack of understanding of how to use the gun, as well as difficulty in using the XM-25, this is due to the XM-25's firing of remote-detonation grenades that require the player to manually detonate them.
To properly use the XM-25, the user must also understand how to use the Squad Command Modifier key. By clicking the Squad Command Modifier and the Grenade button at the same time, the user will be able to detonate all XM-25 grenades on the field. You may need to re-configure the Squad Command Modifier key in order to have this work. However, be warned that the XM-25 grenades will also be incredibly difficult to spot, and if used on the front lines, may increase the chances of friendly fire incidents with allied soldiers.
In-game, the Javelin fires in an arc before impacting its target location. This version of the Javelin is equipped with an anti-personnel warhead, designed moreso to wipe out infantry groups rather than vehicles. Due to its status as a primary explosive launcher, the Javelin AP can be reloaded.
In-game, the PF-98 is a reloadable anti-tank rocket launcher, useful against vehicles; the PF-98's status as a primary also means the PF-98 is not used up after a shot like the secondary rocket launchers are.
Special Primaries (Firearms)
These weapons aren't so much special as they are just not really fitting into any of the other sections.
The Buckshot Bess Musket is unique in the fact that when carrying it, the player runs and walks around as though they were a Victorian-era Line Infantry. When firing it, several rounds will be fired at the target, causing death for any poor unfortunate enemy soldier. Of course, the reloading for the Buckshot Bess Musket is absolutely horrible and out-classed by pretty much every other reloadable weapon in the game, as is to be expected of a gunpowder weapon from a previous era.
Special Primaries (Melee)
Special Primaries (Other)
Secondary Handguns
Pistols are small arms meant to be used as a back-up weapon. Weak, pitiful, and generally unuseful, a pistol should never be used on the front lines, as it lacks the killing power to hold up to most primary weapons in-game.
Never the less, kills can be achieved with the Pistol, and the Pistol can be used as a viable weapon by an experienced soldier. The main default Pistols are also suppressed weapons, allowing the player to get stealth kills if they are not wielding any suppressed SMGs as their primary weapon.
Below is a list of the Pistols in-game.
- Beretta M9
- 3 RP cost
- Magazine size of 15 bullets
- Fire Rate of 214 RPM
- Accuracy of 0.95
- Recoil of 0.8
- Recoil Recovery of 0.65
- Kill Probability of 0.4
- Accuracy Falloff of 30m
- Max Range of 35m
- 0% speed modifier
- Commoness of 0
- 3 RP cost
- Magazine size of 17 bullets
- Fire Rate of 200 RPM
- Accuracy of 0.95
- Recoil of 0.8
- Recoil Recovery of 0.7
- Kill Probability of 0.45
- Accuracy Falloff of 32m
- Max Range of 38m
- 0% speed modifier
- Commoness of 0
- 3 RP cost
- Magazine size of 8 bullets
- Fire Rate of 200 RPM
- Accuracy of 0.95
- Recoil of 0.5
- Recoil Recovery of 0.8
- Kill Probability of 0.5
- Accuracy Falloff of 38.5m
- Max Range of 38m
- 0% speed modifier
- Commoness of 0
- 10 RP cost
- Magazine size of 7 bullets
- Fire Rate of 200 RPM
- Accuracy of 1
- Recoil of 0.5
- Recoil Recovery of 0.8
- Kill Probability of 0.7
- Accuracy Falloff of 44m
- Max Range of 66m
- 0% speed modifier
- Commoness of 0
- 300 RP cost
- Magazine size of 8 bullets
- Fire Rate of 200 RPM
- Accuracy of 1
- Recoil of 0.5
- Recoil Recovery of 0.8
- Kill Probability of 0.75
- Accuracy Falloff of 48.3m
- Max Range of 71.2m
- 0% speed modifier
- Commoness of 0
- 80 RP cost
- Magazine size of 6 bullets
- Fire Rate of 176 RPM
- Accuracy of 0.95
- Recoil of 1
- Recoil Recovery of 1.9
- Kill Probability of 1.6
- Accuracy Falloff of 28m
- Max Range of 4m
- 0% speed modifier
- Commoness of 0.002 (0.23%)
Machine Pistols
Similar to SMGS, but related to Pistols, Machine Pistols are small arm weapons capable of rapid-fire. Little used by players and not used by AI, the Machine Pistol may be a viable option for soldiers whom have decided to pick a non-automatic primary weapon.
Below is a list of Machine Pistols in-game.
- 3 RP cost
- Magazine size of 20 bullets
- Fire Rate of 681 RPM
- Accuracy of 0.82
- Recoil of 0.32
- Recoil Recovery of 1.2
- Kill Probability of 0.4
- Accuracy Falloff of 24m
- Max Range of 36m
- 0% speed modifier
- Commoness of 0
- 3 RP cost
- Magazine size of 30 bullets
- Fire Rate of 666 RPM
- Accuracy of 0.86
- Recoil of 0.3
- Recoil Recovery of 1
- Kill Probability of 0.5
- Accuracy Falloff of 19m
- Max Range of 33m
- 0% speed modifier
- Commoness of 0
- 3 RP cost
- Magazine size of 30 bullets
- Fire Rate of 681 RPM
- Accuracy of 0.85
- Recoil of 0.35
- Recoil Recovery of 1.1
- Kill Probability of 0.46
- Accuracy Falloff of 20m
- Max Range of 35m
- 0% speed modifier
- Commoness of 0
- 220 RP cost
- Magazine size of 20 bullets
- Fire Rate of 909 RPM
- Accuracy of 0.95
- Recoil of 0.6
- Recoil Recovery of 1.6
- Kill Probability of 0.8
- Accuracy Falloff of 19.8m
- Max Range of 32.4m
- 0% speed modifier
- Commoness of 0.0015
Anti-Tank Weapons
Anti-Tank Weapons are launchers that fire an explosive projectile. Generally used against vehicles due to the inaccuracy of AT Weapons, it can never the less be used on infantry squads. It is not recommended to use AT Weapons against soldiers and buildings, as use of a AT Weapon will consume it's use.
Below is a list of Anti-Tank Weapons in-game.
The M72 LAW (Light Anti-Tank Weapon) is an American one-shot Anti-Tank weapon. The M72 LAW is default Anti-Tank weapon of the Greenbelts, and the most balanced between the M2 Carl Gustav and the RPG-7. The M2 Carl Gustav is a Swedish recoil-less rifle that works like the Rocket Launcher in modern times, and the default Anti-Tank weapon of the Graycollars. The M2 Carl Gustav boasts the highest velocity, and the highest damage of the default Anti-Tank weapons, in exchange for having the smallest blast range and the worst speed modifier. This makes the M2 Carl Gustav a powerful AT weapon, but a poor Anti-Infantry weapon. A Soviet Anti-Tank Rocket-Propelled Grenade Launcher. The RPG-7 is the default Anti-Tank weapon of the Brownpants. Despite boasting one of the slowest velocity and lowest damage among the default Anti-Tank weapons, the RPG-7 has the highest Blast Radius and lowest RP cost, making it a cheap explosive Anti-infantry weapon, but a much poorer Anti-Tank weapon compared to the other Anti-Tank weapons. May be found on certain maps (Moorland Trenches, Old Fort Creek, Rattlesnake Crescent, Railroad Gap, Vigil Island). Anti-Tank warheads from the Javelin go in an arc, and as such, are much slower to reach their destination then what the stats say. Contary to the name, the M202 FLASH is not in fact a stun weapon, but a FLame Assault SHoulder weapon. In use, the M202 FLASH is an Anti-Tank weapon that fires 4 rockets in one direction, dealing a total damage count of 880! This makes the M202 FLASH the best Anti-Tank weapon in the game, provided the player manages to hit the vehicle of course. Don't bother using it on simple grunts, unless you feel really devious and/or require a little extra destruction on the front lines. The SMAW, or Shoulder-launched Multipurpose Assault Weapon, is an American rocket launcher designed for being exactly what its name says. With a higher damage and velocity than the default faction rocket launchers, the SMAW is an excellent AT weapon, just like the M2 Carl Gustav. However, just like the Carl Gustav, the SMAW has a low blast radius, and thus, is a poor anti-infantry weapon.Secondary Slot Support Equipment
Secondary Support Equipment vary in use and pricing. Never the less, most of the equipment in here can change the tide of the battlefield very quickly.
Below is a list of Secondary Slot Support Equipment in-game.
Cover Deploys does exactly what their name says. The item deploys cover, consuming the item. Cover Deploys are an incredibly useful secondary (provided it's used before the user dies!) as it allows for the placement of cover in areas lacking cover. However, Cover Deploys are not permanent, and can be destroyed through the use of explosives. Cover Deploys also require room to be placed down, and if placed down near the edge of a building, Deployed Covers risk the chance of falling off the building and being destroyed, becoming lost RP. Generally not used by players, Binoculars allow for players to see further. For players with access to mortar/artillery radio calls, this allows for safe calls on enemy positions on the front lines without risking allied casualties or themselves. Though there's always that chance players will rush into the enemy lines and than get TKed. Make sure to warn players of artillery calls beforehand, with or without the Binoculars. Medikits allow for the healing of wounded soldiers (soldiers can only become wounded if they were wearing armor before-hand). Though normally not a useful item, as most AI soldiers do not wear armor, the Medkit is a useful item to carry during multiplayer games, as most players do wear armor, more so if the armory truck or an armory is close to the front lines. The Medikit also makes the player 6% faster, one of the few in-game items to do so.- 70 RP cost
- 80 Health
- Accuracy of 0.9
- Recoil of 0.8
- Recoil Recovery of 0.8
- Kill Probability of 0.5
- Rotation Angle: 90°
- -40% speed modifier
- Fire Rate of 522 RPM
A Deployed MG is also tagged as a vehicle by the AI, so expect to be shot at with rockets and grenades to be thrown.
- 250 RP cost
- 80 health
- Accuracy of 1
- Recoil of 0.17
- Recoil Recovery of 1.1
- Kill Probability of 0.4
- Rotation Angle: 90°
- -40% speed modifier
- Fire Rate of 1500 RPM
A Deployed Minigun is also tagged as a vehicle by the AI, so expect to be shot at with rockets and grenades to be thrown.
- 250 RP cost
- 80 Health
- 720 Damage
- Time to reload: 4 Seconds
- Blast Radius of 3.5m
- Rotation Angle: 120°
- -40% speed modifier
- Fire Rate of 15 RPM
A Deployed TOW is also tagged as a vehicle by the AI, so expect to be shot at with rockets and grenades to be thrown.
- 300 RP cost
- 80 Health
- 101 Damage
- Blast Radius of 5m
- Rotation Angle: 300°
- -50% speed modifier
- Fire Rate of 13 RPM
A Deployed Mortar is also tagged as a vehicle by the AI, so expect to be shot at with rockets and grenades to be thrown. Can be used to block bullets from the front. Does not prevent bullets from coming in through the sides or the back. Explosions can be blocked, stunning the user for 3 seconds, if the shield is pointed in the direction of the explosion. Often used by players to protect wounded allies and medics, or to grab some loot on the front lines. Can only be used in minimodes and teddy hunt. Only useful against infantry, but can damage buildings and vehicles. The Claymore is an anti-infantry mine capable of being used to defend vital locations from attack or to inform the soldier if some enemy soldiers are attempting to ambush their position. Instead of being thrown, the Claymore must be deployed. Never the less, the amount of territory it can cover is minimal and using the claymore severely slows the player down. Most useful in a chokepoint position. Can be disarmed by knifing it (assuming the disarmer doesn't get blown up first).
- 200 RP cost
- ? Health
- 60 Damage
- Blast Radius of 3.1m
- Rotation Angle: 90°
- -40% speed modifier
- Fire Rate of 60 RPM
- Seconds till detonation: (Contact)
A Deployed Grenade Launcher is also tagged as a vehicle by the AI, so expect to be shot at with rockets and grenades to be thrown. The tool that all drivers and vehicle gunners had wished for! The wrench! A viable tool on maps where there is heavy vehicle use, it's useless if the players don't intend on having any vehicles on the front lines. Unfortunately, it can only be bought from a Supply Quad. However that does not prevent players from storing wrenchs in their Stashes.
Throwables
Throwables are throwable items that support the soldier and his team. Most throwable items are explosives.
Below is a list of Throwables in-game.
Useful against infantry hiding behind cover, building corners, and/or in large groups. While it can still be used against vehicles, it is not recommended to do so. Useful against vehicles. The Impact grenade explodes upon contact, while still being somewhat useful against infantry. However, the Impact grenade's low Blast Radius will mean that not very many infantry kills will be achieved. Stuns infantry. Does nothing against vehicles. Useful for clearing out Stationary MG/Minigun/TOWs for later use, though it may be better to knife the enemy soldier in the back instead, as they can't shoot you unless they're a player. Useful against buildings, vehicles, and small groups of enemy infantry huddling in the corner. Must be manually detonated, or detonated through pressing the Squad Command Modifier and the Grenade button. Can be disarmed by knifing it, which will also allow the player to repick the C4 up. Detonates upon contact with a vehicle. Disabled in the game. Used to create a spawn point at the location it is thrown at. The spawn point will be disabled if the Flare is destroyed, stolen, or if there are enemy soldiers nearby. Only players may spawn at the Flare spawn point.Armor
Armor can be the difference between life and death for a soldier on the field. Most Armor consist of extra hitpoints for the soldier equipping it, will protect said soldier from most shots that would have killed the soldier, and will completely break afterwards having served its duty.
Should Armor completely break, soldiers will become wounded instead of dying, unless the killing shot had a kill probability over 1, the soldier was knifed, or an explosive was used near the soldier. If soldiers wearing armor are knifed to death, the armor currently being equipped will be dropped intact, instead of being consumed, barring exceptions in which the armor requires two knife attacks before the user is killed..
Below is a list of Armor in-game.
Only Avaliable in Dominance Mode.First kill shot will destroy one layer of armor, second kill shot will wound the user.
The Vest is not protected against Knifes. First kill shot will destroy one layer of armor, second kill shot will down the user for a few seconds, third kill shot will wound the user.
The Vest is not protected against Knifes.
Equipping this Vest will make your soldier wear a visible Vest in-game. Better version of Vest Type-II (in layers of armor anyways), may be found on certain maps (Copedown Hill, Keepsake Bay, Power Junction), or dropped by enemy soldiers on the field.
First kill shot will destroy one layer of armor (80%), second kill shot will destroy another layer of armor (60%), third kill shot will down the user for a few seconds (40%), the fourth kill shot will down the user for a few seconds (20%), the fifth kill shot will wound the user.
The Vest is protected against Knifes if it is above 60%. Knife attacks will reduce the Vest protection to 60%. Any further Knife attacks will kill the user. Only Avaliable in Campaign/Invasion, must be unlocked.
First kill shot will destroy one layer of armor (80%), second kill shot will down the user for a few seconds (60%), third kill shot will down the user for a few seconds (40%), the fourth kill shot will down the user for a few seconds (20%), the fifth kill shot will wound the user (destroyed status), sixth kill shot will kill the user.
Can absorb 3 Hand grenades without being stunned. Immune to Stun grenades unless armor is at 20% or lower. A destroyed EOD is still equippable, and can be used as protection against explosions, which will wound, instead of kill the user.
The Armor is protected against knifes if it is above 40%. Knife attacks will reduce Armor protection to 40%. Any further Knife attacks will kill the user.
Equipping this Armor will make your soldier wear visible EOD Armor in-game. You may also be shot at by players assuming you to be a Graycollar. Provides no armor, but useful for stealth missions, as the AI has 20% less detection range, allowing the player some breathing room.
Recommended for use at night time and in areas with large amounts of cover, due to further reduced AI detection.
Equipping this Suit will make your soldier wear map-specific camoflauge covering. You may be shot at by players on certain maps assuing you to be the enemy.
- 40 RP cost
- 2 Layers of Armor
- +2% Speed Modifier when undamaged, -4% Speed Modifier when damaged
- -25% Detection Range for AI during nighttime
- -8% Lethal Hit Probability when undamaged, -5% Lethal Hit Probability when damaged
1st Lethal Shot will go through an 8% chance of not hitting, if it does hit, the user's vest will be damaged. 2nd Lethal Shot will go through a 5% chance of not hitting, if it does hit, the user will be wounded. This vest is not protected at all against knives.
Finale
Other RWR places to check out
Secret Crates and Cars in RWR / The Tracker challenge guide by Majster
For map locations of Rare weapons that may be found on those maps, as well as where to go to get loot and xp.
Private to Commander: Guide to Running With Rifles by Law&Hijinks
Inspiration for my own guide came from this guide. For more specific information on the dos and donts of most of the weapons and equipment here, please check out this guide. Be warned though, the guide hasn't been updated since 2015.
A guide to basic stealth by Warbrand2
For more specific information on stealth and the weapons for it.
Opt_0™: Starter Guide to RUNNING WITH RIFLES. by Opt_0™
Bootcamp training for those who didn't do the tutorial, couldn't figure out the tutorial, or just want to learn a few tricks of the trade to killing the enemy more effectively.
Running With Rifles Weapons and Equipment page [runningwithrifles.gamepedia.com]
For player who just want the hard stats and none of my rabble. Most pictures from this guide is taken from the RWR Official Wiki.
Running with Rifles Wiki [runningwithrifles.gamepedia.com]
For players wanting a link to the official Running with Rifles wikia.
Running with Rifle: Loot Guide
Get Rich or Die Trying! A completely stupid-led guide on the loot of RWR.
RWR Vehile Guide by b0bhat
A guide to the vehicles in Running with Rifles. Would probably be more useful if it was updated and had stats attached to the vehicles.
AI vehicle squad control
A guide on the various orders players can use once they have mastered the ability to understand the squad button.
Finally, if there are any players who wish to describe their experience with specific weapons down below or if there are any players who have any suggestions to making this guide better, please comment down below.
Good luck out there Soldier!
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