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Weapons and Loadouts

Hunt: Showdown has one of the deepest weapon systems in any extraction shooter. Every gun feels different, handles differently, and fills a different niche. There are no hit-scan lasers here. Bullets have travel time and parabolic bullet drop at range. The old "Effective Range" stat has been replaced by "Drop Range," meaning projectiles retain damage over much longer distances but require you to calculate elevation adjustments for shots past 100 meters.

Weapon Categories

The arsenal is split into categories based on function and effective range:

Rifles

Your primary long and mid-range options. Rifles are bolt-action, lever-action, or single-shot, which means every shot counts.

WeaponAmmo TypeDrop RangeNotes
Mosin-NagantSpecial Long300m+High damage, fast muzzle velocity. Expensive. The standard for long-range duels. Cannot resupply from standard long ammo crates.
BerthierSpecial Long280m+Fast reload via stripper clips. Slightly less damage than the Mosin but more forgiving. Uses Special Long Ammo.
LebelSpecial Long300m+10-round tube magazine. Slow to reload but high capacity for a bolt-action. Uses Special Long Ammo.
KragSpecial Long280m+Smooth bolt-action with fast cycling. Strong all-rounder. Uses Special Long Ammo.
1890 Cavalry RifleLong250m+Size 3 platform. 139 damage, 380m/s velocity. Supports custom FMJ and High Velocity ammo. Good mid-range option that fits into more loadout combinations.
Vetterli 71Medium200m+Budget workhorse. Good damage per dollar. Fast follow-up shots with lever action. Medium ammo retains max damage up to 30 meters.
CentennialMedium200m+Lever-action with a high fire rate. Flexible across ranges.
WinfieldCompact150m+Cheap, fast fire rate. Becomes powerful with the Levering trait, turning it into a close-range bullet hose.
SpringfieldLong250m+Single-shot. Cheap for a long-ammo rifle. Pairs well with special ammo types. Uses standard Long Ammo.
Martini-HenryLong250m+Single-shot with high damage. The Riposte variant adds a bayonet for melee emergencies. Uses standard Long Ammo.

Shotguns

Close-range dominators. Shotguns kill in one hit at close range and become useless beyond 15 to 20 meters.

WeaponActionNotes
RomeroSingle-shotCheapest shotgun. Longest one-hit-kill range of any shotgun due to its tight spread. The Hatchet variant adds a melee option.
SpecterPump-actionGood fire rate for follow-up shots. Reliable in compound fights.
Crown & KingSemi-autoFastest fire rate. Devastating in close quarters but expensive and loud.
TerminusLever-actionRequires the Levering trait to reach its full potential. Without Levering, the fire rate is mediocre.
Caldwell RivalDouble-barrelTwo fast shots, then a slow reload. Good for ambushes where two hits is enough.

Pistols

Sidearms and backup weapons. Some pistols are strong enough to serve as a primary in the right hands.

WeaponAmmoNotes
Caldwell PaxMediumSolid damage and accuracy. A reliable sidearm at medium range.
UppercutLongShares ammo with long-ammo rifles, giving you extra reserve ammo. High damage for a pistol. One of the most popular sidearms in the game.
OfficerMediumFast fire rate. Good for close-range follow-up when your rifle shot misses.
DolchMediumSemi-automatic. Very fast fire rate and decent damage, but extremely expensive.
NagantCompactBudget option. Low damage but cheap and available from the start. The Silencer variant is useful for stealth.
ScottfieldMediumFast reload via a break-open mechanism. Good handling.
tip

The Uppercut's biggest advantage is not its damage. It shares the Long ammo pool with rifles like the Springfield and Martini-Henry. Running a standard long-ammo rifle with an Uppercut gives you a combined reserve pool that keeps you shooting through extended fights where other players run dry. Note that this does NOT work with Special Long Ammo rifles (Mosin, Berthier, Lebel, Krag), which have their own restricted ammo network.

Melee and Throwables

Melee weapons are not just a last resort. They are a core part of the PvE economy. Using melee on AI saves ammo and avoids the noise of a gunshot.

WeaponNotes
Combat AxeHigh damage. One-hit-kills most AI. Slow swing.
Knife / Heavy KnifeFast, quiet. The go-to for clearing Grunts without alerting nearby hunters.
DustersLow damage but fast. Effective against Immolators (who explode if you use bladed or piercing weapons on them).
Throwing Axes / KnivesSilent ranged kills. Limited supply. Good for picking off AI at short range without firing a gun.

The Slot and Point System

Update 2.8 overhauled how loadouts are built. You no longer just pick a "large" and "small" weapon. Instead, weapons have a point cost, and your loadout has a point budget.

How it works:

  • Your total loadout budget is 5 points.
  • Each weapon costs 1 to 5 points depending on its size and power.
  • You must fill at least two weapon slots.
  • The Quartermaster trait increases your budget to 6 points, letting you carry heavier combinations like two Size 3 weapons.
Point CostExamples
1 pointSmall pistols (Nagant, Derringer), small melee
2 pointsMedium pistols (Pax, Officer), short variants of rifles
3 pointsCarbines (1865 Carbine, 1890 Cavalry Rifle), medium shotguns, Uppercut
4 pointsFull-size rifles (Mosin, Lebel), full-size shotguns (Crown and King), crossbows
5 pointsHeavy platforms (Avtomat, Nitro Express). Cannot carry a secondary weapon without Quartermaster.

This system means you are always making tradeoffs. A Size 4 Mosin leaves you only 1 point for a small derringer backup. A Size 3 Winfield Carbine with a Size 2 Officer gives you strong coverage at both ranges. With Quartermaster (6 total), you can run two Size 3 weapons like a Carbine and a medium-barrel shotgun.

Ammo Types

Most weapons can load special ammunition that changes their behavior:

Ammo TypeEffectBest ForAvailability
StandardDefault damage profile. No special effects.General useAlways available
Full Metal Jacket (FMJ)Increased penetration through walls and cover. Slightly reduced damage.Wallbanging enemies in compoundsAlways available
High VelocityFaster bullet travel and less drop. Slightly reduced damage.Long-range engagements where leading targets is difficultAlways available
Dum-Dum (Bleed)Applies bleed effect on hit. Reduced penetration.Forcing enemies to stop and bandage, denying peeksScarce (find in-world only)
PoisonApplies poison effect. Reduced direct damage.Boss fights (Spider, Assassin), area denialAlways available
IncendiarySets targets on fire. Reduced direct damage.Burning downed hunters to prevent revivesAlways available
ExplosiveSmall explosion on impact. Very limited ammo.Destroying concertina wire, flushing enemies from coverScarce (find in-world only)
SpitzerFaster velocity, reduced damage and penetration.Longer range with medium ammo weaponsScarce (find in-world only)
Slugs (Shotguns)Replaces pellets with a single slug. Tighter accuracy, longer range, but requires precise aim.Extending shotgun range at the cost of forgivenessAlways available
warning

Update 2.8 reclassified Dum-Dum, Explosive, and Spitzer ammo as "Scarce." You cannot buy or equip them from your loadout menu. They must be found in sealed boxes during matches. If your loadout screen seems to be missing ammo options, this is intentional, not a bug.

Special Long Ammo

The Mosin-Nagant, Krag, Lebel 1886, and Berthier 1892 no longer use standard Long ammunition. They run on a restricted category called Special Long Ammo.

What this means:

  • You cannot resupply these rifles from standard red long ammo crates.
  • You cannot pick up ammo from dead hunters who carried standard long weapons (Springfield, Martini-Henry).
  • You must find purple Special Ammo crates or specialized sealed boxes to restock.
  • The Uppercut pistol does NOT share ammo with Special Long rifles. It still uses standard Long Ammo.

This is an intentional logistical bottleneck. If you bring a Mosin or Lebel, plan for ammo conservation. Every shot matters more than it did before Update 2.8.

Meta Loadout Archetypes

These are the most common and effective loadout structures in the current meta. Adapt them to your Bloodline level and budget.

The All-Rounder

Goal: Cover all engagement ranges with two weapons.

SlotWeaponAmmoCost
PrimaryBerthier or Mosin-NagantStandard or FMJ$$$$
SecondaryUppercutStandard$$$

Why it works: The rifle handles mid to long range. The Uppercut handles close to mid range and feeds the same ammo pool. You never run out of ammo, and you have an answer for every distance.

The Budget Fighter

Goal: Win fights without risking expensive gear.

SlotWeaponAmmoCost
PrimaryVetterli 71Standard or Dum-Dum$$
SecondaryCaldwell PaxStandard$

Why it works: The Vetterli punches well above its price. It handles mid-range cleanly and the lever action gives you fast follow-ups. Losing this loadout costs almost nothing.

The Compound Brawler

Goal: Win every fight inside a building.

SlotWeaponAmmoCost
PrimaryRomero Hatchet or SpecterStandard or Slugs$$
SecondaryOfficer or PaxDum-Dum$$

Why it works: The shotgun one-hits at close range. The pistol covers the 20 to 50 meter gap where the shotgun drops off. You lose to rifles in open ground, but inside compounds you are lethal.

The Stealth Runner

Goal: Move through the map without broadcasting your position.

SlotWeaponAmmoCost
PrimarySparks Silencer or Centennial Shorty SilencedPoison$$$
SecondaryNagant SilencerStandard or Poison$

Why it works: Suppressed weapons have a much smaller audible range. You can clear AI, take shots at hunters, and fight bosses without alerting half the map. The tradeoff is lower raw damage per hit.

Equipment Slots

Update 2.8 merged tools and consumables into a single pool. You now have 8 Universal Equipment Slots instead of the old 4 Tool + 4 Consumable split.

You can fill these slots with any combination of tools and consumables. Run 5 tools and 3 consumables for a trap-heavy defense build, or 3 tools and 5 consumables for an aggressive siege loadout. The only restriction is a maximum of 4 identical consumables (you cannot carry 5 Frag Bombs).

Tools

ToolUse
MedkitHeals health chunks. Bring one always.
Melee weapon (Knife, Dusters, Combat Axe)Silent PvE clearing. Always bring one.
Fusees / Flare GunLights dark areas. Burns concertina wire. Prevents revives on downed hunters.
Choke BombsExtinguishes burning teammates and burning bodies to allow revives. Extremely important in squads.
DecoysThrown objects that create noise, triggering AI and simulating player sounds. Cheap distraction.
SpyglassLets you zoom in to scout compounds at distance. Free and weightless.
Trip MinesPlace at doorways and chokepoints. Alert or damage enemies who cross them.

Consumables

ConsumableUse
Vitality ShotInstant full heal. Expensive but can save a fight.
Stamina ShotInstant full stamina recovery. Required for melee boss fights.
Antidote ShotGrants poison immunity for the match. Required for Spider and Assassin fights.
Dynamite BundleHigh explosive damage in a large area. Kills clustered enemies and destroys cover.
Frag BombSmaller explosive with shorter fuse. Good for flushing enemies from corners.
Fire BombCreates a burning area on impact. Prevents revives and flushes players from cover.
Concertina BombDeploys barbed wire on impact. Blocks doorways and pathways.
Poison BombCreates a poison cloud. Area denial and boss damage.
Flash BombBlinds and deafens players in a radius. Useful for breaching rooms.
info

Toolboxes found in the environment only restock depleted tools. They do not replenish consumables. Ammo boxes have had their resupply reduced from 2.5x to 2.0x. Resource management matters more in Update 2.8 than it did before.

World Weapons

Some weapons exist only as world spawns and cannot be brought into a match:

WeaponLocationNotes
Maxim 1895 Gatling GunFixed world spawn50 incendiary rounds. Imposes a 25% movement speed penalty, restricts to hip-fire only, and requires manual heat-sink clearing when it overheats. Cannot be extracted.
Caldwell Homestead 78Scarce world spawnLever-action rifle. Must be found during matches.
Winfield WildlandScarce world spawnCompact lever-action. Must be found during matches.
tip

Choke Bombs are free and one of the most important items in squad play. If a teammate goes down and the enemy throws fire on the body to prevent a revive, a Choke Bomb extinguishes the fire and lets you pick them up. Always carry one if you are playing duos or trios.