Weapons in Ragdoll Wars! are deployment choices. There is no reliable public table for damage, fire rate, range, ammo, reload, or price. Use the role, then test one change.
Roles that are actually supported
| Weapon | Role to test | Known limit |
|---|---|---|
| Pistol | Baseline ranged fire for ordinary soldiers | Damage, range, and ammo are unpublished |
| AK or AK-47 | Sustained infantry fire | Exact model differences are unpublished |
| MP5-style weapon | A second automatic role at closer range | MP-5, MP-5K, and MP-583 may be transcript variants of one menu entry |
| Sniper rifle | Long-range pressure from a separated position | No one-shot rule is confirmed |
| RPG | Infantry answer to a Tank or Humvee | Hit count and reload are unpublished |
| Mortar | Indirect fire against a grouped or static position | Radius, cooldown, and ammo are unpublished |
| Flamethrower | Close area pressure | Cone and duration are unpublished |
| Landmine | A trap on a route | A mine has destroyed a Humvee; the Tank result and trigger distance are unknown |
A recorded fight shows RPG fire destroying two Humvees. Another shows a landmine destroying a Humvee, and mortars overwhelming snipers. Those are examples, not formulas. Do not extend a Humvee result to every Tank, or a grouped-sniper result to every spaced unit.
Run a fair weapon test
- Open the Shop or deployment menu and place the unit that carries the weapon.
- Put it on Blue or Red. Opposing units can start fighting as soon as they exist, so pause first if the menu allows it.
- Build the pistol or ordinary Soldier baseline before you add the specialist weapon.
- Set the target: infantry for guns, separated snipers for range, a Humvee or Tank for anti-vehicle fire, a route for a landmine.
- Hold the terrain still. Walls, fences, and sandbags change the shot. An open-ground result does not automatically transfer to a built-up lane.
- Pause and use 0.5x to see the hit, the explosion, and who is left.
- Repeat the same placement before you call one weapon better.
Combinations that stay readable
For an infantry line, start with pistol or ordinary Soldiers, add AK soldiers for sustained fire, and use the MP5-style unit as the closer automatic comparison. Put snipers outside that group and keep them out of one mortar splash.
Against vehicles, keep ordinary infantry for the readable fight and add RPG units where the vehicle has to show itself. A landmine can cover a second approach. This is a test layout, not a guaranteed kill.
Against a static cluster, try mortars first. Compare a flamethrower only in a later close-range run. They are not interchangeable just because both affect an area.
The Nuke and airstrike are support attacks, not carried rifles. Test them in the vehicle and support guide after the gunfight makes sense.
