Running With Rifles Wiki
Differ from a conventional mechanisms in that the manipulation required from the user in order to chamber and extract a cartridge predominantly consists of a linear motion only, as opposed to a traditional turn-bolt action where the user has to manually rotate the bolt for chambering. A straight pull mechanism is also distinct from and mechanisms. Most straight pull rifles have a striker firing mechanism (without a )and models using a hammer usually have a comparably longer than hammer-less mechanisms.The action used in is a good example of an ergonomical straight pull rifle with good economy of motion and high operating speed.
A Hunting Rifle is a medium to long range bolt action firearm which can be found throughout the world in 7 Days to Die. It is an uncommon weapon but it's craftable. This weapon requires the 7.62mm Bullet and only holds one cartridge at a time.
The action lever is located close to the trigger, and is accessed by slightly moving the index finger off the trigger. Pulling the lever rearwards ejects the spent casing. The bolt is then pushed forward using the thumb, upon which the firing hand lands naturally in the pistol grip so that the shooter is ready to fire immediately after completing the cycling. Contents.Smallbore NameImage(s)YearsproducedCountryof originT-Bolt,196-currentFinnbiathlon1976-1984Izhmash Bi-7190's-?
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 1.5Edited Sections.
Black Ops Vest description edited. MK23 SOCOM description edited. Wrench description edited.
UTS-15 Shotgun added. Jackhammer Shotgun added. SMAW Rocket Launcher added. AKS-74U updated. P90 updated. Pecheneg Bullpup updated.
AA-12 updated. Riot Shield updated. 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?!' This, my friend, is an Armory.
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, or finding a Briefcase (left picture) and selling it to the Armory. Cargo trucks must be taken to an Armory in friendly territory, taking a Cargo truck to an Armory truck or an Armory behind enemy lines will not work!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.Do note, this will not work for Rare weapons!The faction default weapon unlock information is also covered in this guide here. 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. 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. Sinoalice guide.
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 chanceSpeed 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)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. The Submachineguns are the only weapons not regularly used by the AI soldiers in-game (human players are a different story).Higher Recoil, lower Kill Probabilities, and lowered Range, the Submachineguns are inferior to the Assault Rifle in almost every way, and are thus useless on the front lines.
They do have one advantage however, and that is,Stealth combat.Unlike Assault Rifles, Most RWR Submachineguns are silenced weapons, allowing for a player to shoot and kill an enemy soldier without the rest of the enemy squad finding out about it. Machineguns are heavy weapons that are designed to suppress the enemy, as well as stop their advance. There are actually three types of Machineguns.
Light Machineguns, Machineguns, and Heavy Machineguns. Shotguns are weapons that fire close ranged spread shots.Shotguns in RWR aren't heavily used by the AI and 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. 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.Mossberg 500. 2 RP cost. Magazine size of 8 bullets.
Fire Rate of 120 RPM. Accuracy of 0.6. Recoil of 2. Recoil Recovery of 0.6. Kill Probability of 0.6. Accuracy Falloff of 21.5m. Max Range of 25.8m.
0% speed modifier. Commoness of 0.02 (14.2%)The Mossberg 500 is an American pump-action Shotgun, and the default Shotgun of the Greenbelts.
The Mossberg 500 contains similar stats to those of the SPAS-12.SPAS-12. 2 RP cost. Magazine size of 8 bullets. Fire Rate of 120 RPM. Accuracy of 0.58. Recoil of 2. Recoil Recovery of 0.6.
Kill Probability of 0.62. Accuracy Falloff of 21.6m.
Max Range of 26.1m.2% speed modifier. Commoness of 0.01 (7.1%)The SPAS-12 is an an Italian pump-action Shotgun currently out of production, and the default Shotgun of the Greycollars. The SPAS-12 has similar stats to those of the Mossberg 500, but suffers from a -2% Speed Modifier.QBS-09. 2 RP cost. Magazine size of 10 bullets.
Fire Rate of 150 RPM. Accuracy of 0.59. Recoil of 2. Recoil Recovery of 0.6. Kill Probability of 0.59. Accuracy Falloff of 19.8m.
Max Range of 27.5m. 0% speed modifier. Commoness of 0.01 (7.1%)The QBS-09 is a Chinese semi-automatic Shotgun, and the default Shotgun of the Brownpants. Generally inferior to the Mossberg 500 and the SPAS-12, the QBS-09 has 2 more bullets then either.AA-12. 150 RP cost.
Magazine size of 20 bullets. Fire Rate of 180 RPM.
Accuracy of 0.8. Recoil of 0.6. Recoil Recovery of 0.6.
Kill Probability of 0.5. Accuracy Falloff of 28.5m. Max Range of 38m. 0% speed modifier.
Commoness of 0.0004The AA-12 is an American fully-automatic Shotgun. Capable of firing multiple bullets without a need to wait, the AA-12 is useful for clearing out groups of enemy in one spot, if the user doesn't die first from enemy counter-fire, that is. 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:M24-A2. 4 RP cost. Magazine size of 10 bullets. Fire Rate of N/A RPM.
Accuracy of 1. Recoil of 3.
Recoil Recovery of 0.5. Kill Probability of 1. Accuracy Falloff of 162m. Max Range of 190m.7% speed modifier. Commoness of 0.01 (2.3%)The M24-A2 is an American bolt-action Sniper Rifle, and the default Sniper Rifle of the Greenbelts.
It has similar stats to the PSG-90, with a lower Accuracy Falloff, and a extra -1% speed modifier.PSG-90. 4 RP cost. Magazine size of 10 bullets.
Fire Rate of N/A RPM. Accuracy of 1. Recoil of 3. Recoil Recovery of 0.5.
Kill Probability of 1. Accuracy Falloff of 171m. Max Range of 190m.6% speed modifier. Commoness of 0.01 (2.3%)The PSG-90 is a British bolt-action Sniper Rifle, and the default Sniper Rifle of the Graycollars.
It has similar stats to the M24-A2.Dragunov SVD. 4 RP cost. Magazine size of 10 bullets. Fire Rate of 80 RPM. Accuracy of 1. Recoil of 3. Recoil Recovery of 0.87.
Kill Probability of 0.9. Accuracy Falloff of 166.5m. Max Range of 185m.4% speed modifier.
Commoness of 0.01 (2.3%)The Dragunov SVD is a Soviet semi-automatic Sniper Rifle, and the default Sniper Rifle of the Brownpants. Though the Dragunov SVD has lower stats than the PSG-90 or the M24-A2, it makes up for it by being able to fire multiple more times, allowing for the user to take out multiple targets faster.Barrett M107. 250 RP cost.
Magazine size of 10 bullets. Fire Rate of 60 RPM.
Accuracy of 1. Recoil of 3. Recoil Recovery of 0.5. Kill Probability of 3. Accuracy Falloff of 162m.
Max Range of 180m.10% speed modifier. Commoness of 0.0001The Barrett M107 is an American semi-automatic Sniper Rifle. In-game the Barrett M107 may penetrate up to 3 layers of armor, instantly downing any soldiers wearing a Vest II.Lahit L39. 1000 RP cost. Magazine size of 10 bullets. Fire Rate of N/A RPM. Accuracy of 1.
Recoil of 3. Recoil Recovery of 0.5. Kill Probability of (Explosive). 16 Damage. Blast Radius of 1.35m.
Seconds till detonation: (Contact). Accuracy Falloff of N/Am. Max Range of N/Am.17% speed modifier. Commoness of 0.000005 (0.00037%)The Lahit L39 is a Finnish semi-automatic Sniper Rifle used during the Second World War. As of 1.31, the Lahit L39 has switched from anti-personel bullets to explosive rounds, and is thus now capable of penetrating vehicle armor.
However, for the Lahit L39 to be fired, the player must be laying down.VSS Vintorez. 200 RP cost. Magazine size of 20 bullets. Fire Rate of 300 RPM.
Accuracy of 0.9. Recoil of 3. Recoil Recovery of 3. Kill Probability of 0.8. Accuracy Falloff of 108m. Max Range of 120m.5% speed modifier. Commoness of 0.0002The VSS Vintorez is a Soviet fully-automatic Sniper Rifle.
In-game, the VSS Vintorez is a suppressed weapon, allowing for use on stealth missions. The VSS Vintorez is also a fully-automatic weapon with 20 bullets, allowing for spraying of bullets into enemy lines like an Assault Rifle.APR. 25 RP cost. Magazine size of 5 bullets. Fire Rate of N/A RPM. Accuracy of 1. Recoil of 3.
Recoil Recovery of 0.5. Kill Probability of 0.85. Accuracy Falloff of 58m. Max Range of 80m.9% speed modifier. Commoness of 0.0The APR is a bolt-action sniper rifle made by the French, but further modified by the Swiss.
The APR is an unlockable weapon that lacks the Accuracy Falloff and Max Range of the other sniper rifles, but makes of for it by being equipped with with a suppressor as well as being able to be bought at an armory.SCAR SSR. 320 RP cost. Magazine size of 20 bullets. Fire Rate of 120 RPM. Accuracy of 1. Recoil of 2. Recoil Recovery of 1.
Kill Probability of 1. Accuracy Falloff of 48m. Max Range of 80m.8% speed modifier.
Commoness of 0.0002The SCAR SSR is a semi-automatic FN SCAR rifle modified to be a Sniper Rifle. Perhaps one of the strongest anti-personel Sniper Rifle in any player's arsenal (the Barret M107 has a higher kill probability), it is limited by it's Accuracy and Range in comparision to other Sniper Rifles, meaning the user will have to get close in order to make the shot count. Grenade Launchers are explosive weapons that allow for soldiers to become small mobile artillery units capable of wiping out entire squads in a blast. The Muzzleloader section is unique in the fact that there is only one gun in this entire section. The Musket.Buckshot Bess Musket. 600 RP cost.
Magazine size of 1 bullet. Fire Rate of N/A RPM. Accuracy of 0.32.
Recoil of 3. Recoil Recovery of 0.2. Kill Probability of 0.7. Accuracy Falloff of 35m. Max Range of 40m.11% speed modifier. Commoness of 0The Buckshot Bess Musket is a muzzle-loading smoothbore gun with orgins from 18th century Britan, where it was a common weapon among the British Army. In RWR, the Buckshot Bess Musket is found in only one location, Railroad Gap.
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.
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 0The Beretta M9 is an Italian pistol adopted by the American military in 1985. Similar to SMGS, but related to Pistols, Machine Pistols are small arm weapons capable of rapid-fire. 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.M72 LAW.
4 RP cost. 330 damage. Blast Radius of 4m. Velocity of 50m/s.16% speed modifierThe 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.M2 Carl Gustav. 4 RP cost.
360 damage. Blast Radius of 3.5m. Velocity of 60m/s.20% speed modifierThe 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.RPG-7. 3 RP cost.
300 damage. Blast Radius of 5m. Velocity of 40m/s.18% speed modifierA 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.Javelin. 4 RP cost.
450 damage. Blast Radius of 5m.
Velocity of 100m/s.20% speed modifierMay 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.M202 FLASH. 30 RP cost.
220 damage. Blast Radius of 4.5m.
Hollywood u rising stars cheats. Here is a list of all the. Here is a list of. Some of these are required to be done in order for a player's university to level up. It is a video game containing mature content and is currently available for download on iOS, Andriod, & Kindle devices.The Hollywood U Wiki is a fan site and is in no way affiliated with Pixelberry Studios and/or its subsidiaries or affiliates.Hollywood U Character List. Here is a list of all interactableActions in Hollywood UAside from building a university and recruiting students to be part of your entourage, there are more things that a player can complete.
Velocity of 60m/s.20% speed modifierContary 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.SMAW.
7 RP cost. 400 damage. Blast Radius of 3.4m. Velocity of 75m/s.20% speed modifierThe 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 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 Deploy. 10 RP cost. 495 Health.40% speed modifierCover 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.Binoculars.
1 RP cost. Vision increase by 55% while standing still and being usedGenerally 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.Medkit. 1 RP cost. When equipped, will allow healing of a wounded soldier.
+6% speed modifierMedikits 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.Stationary MG. 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 RPMThe Deployable MG deploys a Machine Gun Turret with unlimited ammo. Deployable MGs allow for players to more easily defend a certain location from enemy soldiers. Deployable MGs, like Cover Deploys, require space to deploy. Deployable MGs should be placed with cover in front of it, lest the user risk being shot in the legs.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.Stationary Minigun. 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 RPMWhen a Deployable Machinegun just won't cut it, use a Stationary Minigun to deliever wrath and pain upon the enemy, as Stationary Miniguns deliver more bullets then Deployable MGs. However, be warned that the Minigun has to warm up before it begins murdering the enemy in a mass of bullets.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.Stationary TOW.
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 RPMWhen a position needs to be secured from vehicles, place down a Stationary TOW to ensure that any vehicle that crosses into it's sights will become a burning husk. Operator is required, TOW will not automatically fire at any vehicle in sight.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.Stationary Mortar. 300 RP cost.
80 Health. 101 Damage. Blast Radius of 5m. Rotation Angle: 300°.50% speed modifier. Fire Rate of 13 RPMA heavier, bigger, less mobile M79 Grenade Launcher that can fire farther, and doesn't require a reload after every shot (instead you have to wait a few seconds before the Mortar can fire again).
Use the Mortar only in a defensive hotspot or to wipe out a certain enemy point that just won't give up no matter how many soldiers you throw at it, as a M79 Grenade Launcher is just as capable of serving these roles with much more flexibility and cheaper cost.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.Riot shield. 3 RP cost. 1 Health.10% speed modifierCan 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.Tank trap Deploy. 5 RP cost. 800 HealthCan only be used in minimodes and teddy hunt.Claymore. 5 RP cost. 120 Damage. Blast Radius of 4m. Seconds till detonation: (Contact)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).Deployable Grenade Launcher. 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 Deployable Grenade Launcher, only avaliable in Invasion. The Deployable Grenade Launcher is to the M79 what the Deployable Machinegun is to the default Machineguns. Faster firing rate, more explosions, and still just as deadly, the Deployable Grenade Launcher is hampered by the fact that it cannot shoot in a straight line (the grenades fire in an arc) and cannot be moved. Best used from a high position to rain down fire on enemies cowering behind cover.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.Repair Wrench. 3 RP cost. Repairs 100 vehicle health.
+6% speed modifierThe tool that all drivers and vehicle gunners had wished for! 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 are throwable items that support the soldier and his team. Most throwable items are explosives.Below is a list of Throwables in-game.Hand grenade.
2 RP cost. 101 Damage. Blast Radius of 6m.
Seconds till detonation: 3Useful 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.Impact grenades. 2 RP cost.
240 Damage. Blast Radius of 3m. Seconds till detonation: (Contact)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.Stun grenade.
2 RP cost. (Stun) Damage. Blast Radius of 10m. Seconds till detonation: 3Stuns 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.C4. 20 RP cost. 2400 Damage. Blast Radius of 10m. Seconds till detonation: (Remote Detonation)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.AT Mine. 5 RP cost.
450 Damage. Blast Radius of 5m. Seconds till detonation: (Contact)Detonates upon contact with a vehicle. Disabled in the game.Flare.
150 RP costUsed 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 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.
Other RWR places to check outFor map locations of Rare weapons that may be found on those maps, as well as where to go to get loot and xp.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.For more specific information on stealth and the weapons for it.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.runningwithrifles.gamepedia.comFor player who just want the hard stats and none of my rabble. Most pictures from this guide is taken from the RWR Official Wiki.runningwithrifles.gamepedia.comFor players wanting a link to the official Running with Rifles wikia.Get Rich or Die Trying! A completely stupid-led guide on the loot of RWR.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.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!