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RW Weapon Selection and Use

Source: cake [3278085], thread t=16419400. Karma 2,312. Updated June 2026.


The Basics

Good weapon criteria: Damage + Accuracy combined above 120, each individually above 50.

Quality (Q%) = how the weapon compares to its base stats. High Q doesn't mean good weapon — some weapons are inherently better even at lower Q.

ROF (Rate of Fire): How many shots before reload. Just as important as Dmg/Acc for rifles. A weapon that reloads every turn loses one attack per cycle.


Primary (Rifle best overall)

Weapon Notes
Armalite M-15A4 High Dmg+Acc, ~5 turns before reload
Enfield SA-80 Better ROF (~7-8 turns), slightly lower stats
SIG 552 High Dmg, balanced, ~5-6 turns before reload
Tavor TAR-21 Balanced Dmg/Acc, ~5-6 turns before reload

Shotguns (Benelli M4 / Jackhammer) are secondary pick if you need specific bonuses.

Melee

Weapon Notes
Macana Highest Acc melee
Diamond Bladed Knife (DBK) More balanced Dmg/Acc
Metal Nunchakus Best budget — half the price of DBK with similar stats
Kodachi / Yasukuni Japanese blades: +10% damage from education. Kodachi highest Acc, Yasukuni higher Dmg

Secondary

Only buy secondary if you need a specific bonus. BT MP9 is best but expensive and unstable ROF. Otherwise use your better Melee or Primary as secondary slot.

Cobra Derringer + Assassinate: One of the best defensive setups. Fire once on turn 1 for massive damage, set to 100% secondary while defending.


Weapon Bonuses (Most Important for chuje)

Damage Bonuses

Bonus Effect Best On Priority
Deadeye +% crit damage Rifle, Pistol Top tier — beats Expose mathematically
Penetrate Ignores % enemy armor Rifle, MG Top tier — better vs armored opponents
Puncture Chance to ignore armor entirely Rifle, MG Top tier — use with Incendiary ammo
Eviscerate Extra damage on follow-up attacks Melee Best combo for melee DPS
Rage Hits 2-8 times in single turn Melee Best melee damage bonus
Powerful +% damage flat Rifle Mainstream — needs special ammo to compete
Specialist +% damage, limited to 1 clip Rifle Theoretically best, only good on Enfield/SIG

Economic Bonuses (High Value)

Bonus Effect Why It Matters
Warlord +% respect in RW/chain Directly increases RW income and faction rank speed. Faction armory essential.
Revitalize Chance to restore energy on finishing hit Most expensive bonus — energy = money. Good for active attackers
Parry Block incoming melee Saves energy on Duke missions (enemies use only melee). Yellow Parry is enough.
Plunder +% money mugged on finishing hit For mugging income. Needs good weapon base to actually land hits

Other Notable

Bonus Effect Notes
Execute Kill target below X% life Red only (25%+ needed). Great vs DEF whores at low HP
Smurf +% damage per level below opponent For level-holding players specifically
Stricken +% hospital time on kill For mercenaries
Disarm Disables enemy weapon for X turns Red recommended only
Assassinate +% damage on first turn Best with Cobra Derringer

chuje Priority Action Items

  1. Get access to a Warlord weapon from faction armory ASAP. This directly boosts ranked war income per hit. Currently chuje has 498 RW hits — with Warlord that's much more respect earned per hit.
  2. Current Armalite is correct choice — keep it. Add Deadeye, Penetrate, or Puncture RW version when affordable.
  3. Get a Parry melee for Duke missions — saves energy = profit. Yellow parry on any slashing weapon works.
  4. Macana or Metal Nunchakus for everyday melee. DBK if budget allows.
  5. Eviscerate melee for war fights (ramps damage over multiple turns).

Key Rules

  • Weapon base matters more than bonus in most cases
  • Warlord and Revitalize are "economic" bonuses — value even on weaker weapon bases
  • Only use Specialist on Enfield SA-80 or SIG 552 (needs high ROF)
  • Never use yellow Plunder or yellow Execute — proc rate too low to be reliable

  • Weapons and Armor (tos)
  • Elite Player Guide (Euphoria)
  • Fight Better Than Top 100 (mug)
  • Duke Missions and Parry (HarryWho)