Weapons

Ever since 2006, there were always thousands of players at any given moment looking to assert dominance over other players by pwning them. The first and most obvious way of doing so is using a weapon. However, due to ROBLOX's sandbox design and open ended coding, there would naturally be thousands of weapon scripts made, but a lot can be condensed down based on properties and origins. For the sake of not having this page be longer than the rest of this wiki combined, we will only identify common weapon archetypes instead of every individual weapon someone coded into their fort.

Weapon Technologies
The oldest and most common weapon type are projectile weapons, which rely on physical objects to damage other robloxians. Their main advantages are usually projectiles large enough to still hit someone if you miss by a few hundredths of a stud, and the ability to arc over walls and cover, but have occasional hitreg issues, are harder to use due to having to lead shots and occasionally account for gravity, and are more affected by lag.

Projectile Guns
During the early days of ROBLOX, scripting wasn't generally advanced enough to make radically different weapons than brickbattle stuff, and raycasts didn't exist. This lead to thousands of gun makers modifying paintball guns to have more velocity, automatic fire, and different models. They fell out of popularity when raycast guns started becoming mainstream in 2011, and started breaking around 2017 due to updates. They were generally characterized by rarely having magazine limitations coded, large spherical/cubical projectiles, low velocity, and considerable bullet drop.

Raycast Weapons
Around 2010, the Alversian Peoples' Navy developed weapons using raycasts to do damage instead of projectiles, and used this technology in their carbines, with WIJ also being an early adopter of raycast weapons. While earlier designs were unreliable, years of refinement have lead to clan leaders gradually moving towards raycast weapons, and they became standard in 2012 when RCL came out, which caused many new weapons to operate similar to it. Their main gameplay advantage is not needing to lead targets or account for gravity - just have a clear path between your cursor and your gun's muzzle or your head, and you'll hit if you aren't unlucky and/or a bad shot.

Swords
Another common weapon type, swords are really simple to use (click to slash, double click to lunge, don't touch the enemy's sword) and have a low skill floor and a slightly higher skill ceiling. They're mainly dependent on wearing heavy hats (for float swords, like most older versions) and good internet connection. They're also really hard to break if you're not extremely incompetent at development, and there's been almost no major changes to sword scripts because no one has bothered to change them significantly besides maybe adding anti-lag functions.

Weapon Archetypes
As weapons have been made, it's natural that people would specialize designs to fufill specific battlefield roles, and because having only a single weapon type is boring.

Autogun
Also known as assault rifles, carbines, battle rifles, service rifles, etc, these are arguably the most common type of weapon on ROBLOX - repeatedly firing streams of bullets or raycasts when you hold the trigger down. Generally take anywhere from a few shots to a long burst to kill, and they're versatile enough to effectively be standard equipment at countless forts, as they can shoot accurately like a sniper rifle, fire lots of shots in a short time like a machinegun, and shred in close quarters like a shotgun, but they're not as good at a given role as a more specialized weapon. They generally are accurate out to hundreds of studs, fire around 10 to 15 rounds per minute on average, and have magazine capacities that are usually between 30 to 50.

Submachine guns are also a sub-category, which usually trade firepower and range for firerate if they're not just autoguns with smaller models. Another subcategory is marksman rifles, which trade automatic firerate for damage and range, such as the hastily made W9 Grand battle rifle used by GSE out of desperation for working weapons in spring 2020.

RBU's current arsenals seem to contain a lot of STEN gun clones, such as the RBA08 and TREK12. Maybe EclipseMaster10 thinks side-loading guns are cooler.

Pistol
Sometimes you need a backup option in case your main gun is running out of ammo or is about to overheat. Other times, you're forced to raid a heavily defender sided fort that doesn't have the courtesy to give raiders even an autopistol to fight the defenders with. They're almost always semi automatic and have comparable damage to an assault rifle, but with about half the firerate and capacity. Magazine sizes typically range between 8 and 17.

Some variations are autopistols (which are fully automatic with more ammo) and revolvers/magnums, which trade capacity and sometimes firerate for raw damage. During the May 2021 GSE-RBU war, the .50 cal magnums used by GSE defenders proved to be a useful asset in holding back RBU invaders.

Stub Rifle
The gun that coins the term Stubber. No, really, take a Mosin or a Springfield and you got one of these. Shit's built to last.

Generally, a simple medium/high-caliber bolt-action or semi-auto rifle. Also called the Stubber. It is basically your typical, everyday hunting rifle you can buy today sometimes with some slight modifications. They are usually crappy weapons due to their bad firerate and reliance on headshots if they're part of the gun script. They can become way better with the addition of a scope to become a sniper rifle, giving them the ability to more easily engage targets before they can close in with an autogun or shotgun. You aren't likely to find them too frequently outside of free model using places, cashgrab border groups, or wehraboo/soviet fanboy forts as raider weaponry while they hoard automatic weaponry.

Muskets
An even shittier version of stub rifles, these weapons are notable for almost always killing if they do hit, but aren't always perfectly accurate and take anywhere from 10 to 15 seconds to reload, giving them very low DPS values. It's confusing how people even find them fun to use.

Machineguns
The big brothers of autoguns, these weapons are made to shoot fast and kill enemies with the sheer volume of fire, both in terms of sound and quantity. They're generally autoguns with way larger ammo capacities in exchange for some combination of being more expensive, only usable in limited quantities, and having longer reload times. Most autoguns that had bottomless magazines could qualify as these. A common weapon on vehicles.

Shotguns
Some situations like close quarters combat are way easier when you have the burst DPS of multiple projectiles/raycasts being shot out at once, which lead to people creating shotguns. Compared to autoguns, they shoot multiple projectiles/raycasts at the same time, usually in a wider than normal spread with less effective range, and typically have lower firerates, especially if they're not automatic shotguns. Most tend to have 6-8 shells per full reload, and are the most likely to be reloaded individually when other guns reload all at once.

The RBU spacefleet uses surplus TREK shotguns for boarding actions.

Rockets & Missiles
One of the main instincts of any self respecting robloxian is blowing stuff up. The rocket launcher, released in 2006 alongside other brickbattle weapons, was designed for this - it launches a slow moving explosive projectile that will ruin the day of anything it touches. More modern launchers generally have more velocity than a car. Their primarily role is destroying cover at some forts and wrecking vehicles, and breaking up tight groups.

Technically, rockets are missiles, as a missile is just a projectile-based weapon (an arrow or javelin can be classified as a missile, in a strict sense). However, in modern parlance, the term "missile" is generally used to refer to guided projectiles. These weapons can steer themselves mid-flight, either automatically or with guidance from the shooter. This is in contrast to rockets, which are fired and the forces of gravity and inertia does the rest.

Lag Bombs
While more conventional weapon types usually rely on breaking welds or reducing someone's health to 0, some weapons (either by design or by accident) instead cause massive amounts of lag to disrupt enemy formations, such as reducing their rendering framerate to make reacting to enemies harder, to causing massive physics lag because of thousands of unwelded parts being shoved around at once, usually colliding with eachother to further increase the amount of lag.

The only recorded user of lag bombs to intentionally slow down battles was the Green Skittle Empire, who used the pizza giver at the RBU Recruitment Center during Operation Pizza Time to create thousands of unwelded unanchored parts inside the main building.