Hood Warfare weapons and guns
Seven guns. Three loadout slots. Earn reputation, unlock a new option, and bring it to the next match.
Choose your three before the match
The Carbine, Breacher and Marksman are available from the start. Open Armory in the game menu to select three different unlocked guns. Use 1, 2 and 3 on a keyboard, or GUN on touch controls, to cycle your equipped slots. Unlocked guns are free to equip. There is no round money, buy menu, or death fee; your guns and full ammunition return when you respawn.
Open the game armory ↗Weapon stats and reputation unlocks
These values come from the same combat rules used by the browser and authoritative room. Body damage is at close range before distance falloff; the Breacher value is per pellet.
| Gun | REP | Magazine | Body damage | Shot interval | Reload / empty |
|---|---|---|---|---|---|
| Carbine | Starter | 30 | 22 | 0.12s | 1.8s / 2.2s |
| Breacher shotgun | Starter | 6 | 13 × 8 | 0.8s | 2.4s / 2.4s |
| Marksman rifle | Starter | 12 | 48 | 0.38s | 2s / 2.3s |
| Sidearm pistol | 200 | 15 | 28 | 0.25s | 1.25s / 1.55s |
| Street SMG | 500 | 32 | 17 | 0.085s | 1.65s / 1.95s |
| Heavy assault rifle | 900 | 24 | 32 | 0.2s | 2.4s / 2.8s |
| Bolt sniper | 1400 | 5 | 80 | 1.15s | 2.7s / 3.1s |
STARTER GUN
Carbine
Start here. A steady all-round carbine for mid-range fights.
Damage by distance: up to 18m: 22; over 18m to 32m: 19; over 32m to 60m: 16. Beyond the final range, this gun deals no damage. Headshot multiplier: 1.5×. Switching guns cancels a reload and keeps the ammunition you had before it began.
See this gun’s five skins ↗STARTER GUN
Breacher shotgun
Eight pellets per shell. Stay close to corners and cover; damage drops quickly across the street.
Damage by distance: up to 5m: 13 per pellet; over 5m to 10m: 9 per pellet; over 10m to 18m: 5 per pellet. Beyond the final range, this gun deals no damage. Headshot multiplier: 1.2×. Switching guns cancels a reload and keeps the ammunition you had before it began.
See this gun’s five skins ↗STARTER GUN
Marksman rifle
Strong individual hits for measured shots. Aim and stop moving for more reliable accuracy.
Damage by distance: up to 30m: 48; over 30m to 60m: 40. Beyond the final range, this gun deals no damage. Headshot multiplier: 1.6×. Switching guns cancels a reload and keeps the ammunition you had before it began.
See this gun’s five skins ↗200 REPUTATION
Sidearm pistol
A compact alternative with a quick equip and reload. Best for short-range follow-up shots.
Damage by distance: up to 12m: 28; over 12m to 25m: 22; over 25m to 40m: 16. Beyond the final range, this gun deals no damage. Headshot multiplier: 1.5×. Switching guns cancels a reload and keeps the ammunition you had before it began.
See this gun’s five skins ↗500 REPUTATION
Street SMG
Fast fire for short-range pressure. Its smaller damage per shot and wider spread reward staying close.
Damage by distance: up to 12m: 17; over 12m to 24m: 13; over 24m to 40m: 9. Beyond the final range, this gun deals no damage. Headshot multiplier: 1.4×. Switching guns cancels a reload and keeps the ammunition you had before it began.
See this gun’s five skins ↗900 REPUTATION
Heavy assault rifle
Slower fire and a smaller magazine in exchange for stronger hits. Plan your reload behind cover.
Damage by distance: up to 20m: 32; over 20m to 38m: 27; over 38m to 60m: 21. Beyond the final range, this gun deals no damage. Headshot multiplier: 1.5×. Switching guns cancels a reload and keeps the ammunition you had before it began.
See this gun’s five skins ↗1400 REPUTATION
Bolt sniper
Long-range aimed shots, five rounds, and a long interval between shots. Hip fire is deliberately inaccurate. An aimed close-range headshot can defeat a full-health opponent without spawn protection.
Damage by distance: up to 40m: 80; over 40m to 75m: 72. Beyond the final range, this gun deals no damage. Headshot multiplier: 1.5×. Switching guns cancels a reload and keeps the ammunition you had before it began.
See this gun’s five skins ↗How reputation works
Finish a server-run Solo or Public match and play for at least 30 seconds: earn 100 reputation, plus 10 per kill (up to 1,000 kill reputation per match), plus 50 for a win. A draw does not earn the win bonus. Leaving, abandoned matches, local practice and private custom rooms give no armory rewards. The server calculates results; submitted client scores cannot grant guns or skins.
Reputation unlocks weapon choices. It does not increase player health, damage, or the stats of an existing gun. Progress belongs to this browser’s anonymous identity; it does not transfer between devices or Steam accounts.
Aiming, cover and fair cosmetics
Aim with right click or AIM for tighter accuracy. Moving widens spread, jumping widens it further, and crouching helps. The Bolt Sniper gains much more precision while aimed and has a stronger zoom. Use the outer alleys and street cover for a longer sightline, then change position after firing. Rail Block currently has low platforms, not a rooftop sniper map.
Every gun has five earned weapon skins. They only change the model’s colors and geometric details. A skin never improves combat stats. For your first round, read how to play Hood Warfare; to assemble a crew, follow the friend invitation guide.