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Salvomain · October 19, 2026 (910f778)

Weapons ​

Salvo has 24 primary weapons, 3 sidearms and 2 blades. Each class trades damage, fire rate, range, handling and magazine size differently. You start with one gun of every class, and the rest unlock as you rank up, up to level 70.

Classes ​

You have five custom classes, like create-a-class in other shooters. Edit them on the Loadout tab, or from the Loadout tab of the in-match menu. Each class has:

  • A name, up to 16 characters.
  • A Primary and a Secondary weapon, each with its own attachments and camo.
  • A Blade, with its own camo.
  • A Lethal: the Frag Grenade or the Sticky Grenade.

To use a class, select it and choose Use this class. If you change classes during a match, the change applies the next time you spawn. Your classes are saved to your account.

The five default classes are Assault (Talon AR), Close Quarters (Hornet SMG), Class 3 (Talon AR), Class 4 (Hornet SMG) and Class 5 (Talon AR). Each also has the P-9 Sidearm, the Combat Knife and a Frag Grenade.

Damage and headshots ​

  • Everyone has 100 health (75 in Hardcore).
  • A headshot always deals 100 damage, whatever the weapon. It kills outright with every single-bullet weapon. Each shotgun pellet that hits the head deals 100, reduced by distance.
  • Leg hits deal less than body hits. Arms count as body.
  • Every gun deals full damage up to a set distance, then less damage the further the target is, down to a minimum.
  • Bullets drop over distance and take time to arrive. Faster bullets drop less.
  • Moving, jumping and firing quickly all widen your spread. Aiming down sights and crouching tighten it.

Bots never score headshots, so their head hits count as body hits.

Ammo and reloads ​

  • You spawn with a full magazine plus three spare magazines. Light machine guns carry two spare magazines.
  • One in five kills drops an ammo pack. Walk over it to refill your ammo.
  • A reload takes its full time no matter how much ammo is left in the magazine. The ammo is added when the reload finishes. If you switch weapons or swing your blade during a reload, it's cancelled and you get nothing.
  • Weapon weight matters. Heavier weapons slow your acceleration, use more stamina when you sprint, jump or climb, and climb more slowly.

Unlocks ​

LevelWeapon
1Talon AR, Hornet SMG, Breaker-12, Warden DMR, Longshot, Bulwark LMG, P-9 Sidearm, Combat Knife, Combat Axe
6Ferret SMG
7Judge .44
8Harrier AR
10Needle
15Jackal SMG
20Hatchet-10
22Anvil AR
24Wasp MP
26Badger LMG
30Vigil
34Swarm SMG
37Sentinel AR
40Ramrod-12
42Tempest
48Mammoth LMG
52Cyclone AR
57Razor SMG
62Maelstrom
65Buzzsaw
70Ironclad .50

You can preview a locked weapon, attachment or camo in the gunsmith, but you can't equip it until it's unlocked.

Weapon stats ​

In the tables below:

  • Fire rate is in rounds per minute, rounded to the nearest whole number.
  • Spare is the ammo you carry on top of the loaded magazine.
  • Full damage to is the distance up to which the gun deals full damage. Lowest damage is what it deals at the end distance and beyond.
  • Body shots to kill is against 100 health, close up and at long range.
  • Move speed is a share of your normal running speed. Above 100% means faster.

Assault rifles ​

WeaponUnlockFire modeDamageFire rateMagazineSpareReload
Talon AR1Full auto2160030902.15 s
Harrier AR8Full auto1875032962.05 s
Anvil AR22Full auto2845025752.45 s
Sentinel AR37Full auto2257130902.3 s
Tempest423-round burst26200 bursts (0.06 s between rounds)24722.25 s
Cyclone AR52Full auto20667451352.6 s

Submachine guns ​

WeaponUnlockFire modeDamageFire rateMagazineSpareReload
Hornet SMG1Full auto1590032961.65 s
Ferret SMG6Full auto131,00030901.55 s
Jackal SMG15Full auto2257125751.8 s
Swarm SMG34Full auto15857501501.95 s
Razor SMG57Full auto1885725751.7 s

Shotguns ​

WeaponUnlockFire modeDamageFire rateMagazineSpareReload
Breaker-121Pump13 × 8 pellets736182.52 s
Hatchet-1020Semi-auto11 × 6 pellets2008242.3 s
Ramrod-1240Pump (full choke)17 × 6 pellets605152.2 s
Maelstrom62Full auto (drum)9 × 6 pellets30012363.0 s

The Breaker-12 kills in one shot with every pellet on target out to about 5.5 m, and the Ramrod-12 out to about 4.5 m. The Hatchet-10 and Maelstrom need at least two shots.

Marksman rifle ​

WeaponUnlockFire modeDamageFire rateMagazineSpareReload
Warden DMR1Semi-auto3624015452.35 s

Sniper rifles ​

WeaponUnlockFire modeDamageFire rateMagazineSpareReload
Needle10Bolt action100636182.8 s
Longshot1Bolt action100525153.1 s
Vigil30Semi-auto701438242.9 s
Ironclad .5070Bolt action100404123.5 s

Light machine guns ​

WeaponUnlockFire modeDamageFire rateMagazineSpareReload
Bulwark LMG1Full auto19720801604.4 s
Badger LMG26Full auto20632601203.8 s
Mammoth LMG48Full auto245221002005.0 s
Buzzsaw65Full auto161,0001202405.4 s

Sidearms ​

WeaponUnlockFire modeDamageFire rateMagazineSpareReload
P-9 Sidearm1Semi-auto1950015451.1 s
Judge .44 (revolver)7Semi-auto451436181.45 s
Wasp MP (machine pistol)24Full auto121,00020601.3 s

Range and handling ​

WeaponFull damage toLowest damageBody shots to kill (close / far)Aim timeMove speedWeight
Talon AR25 m15.12 at 55 m5 / 70.20 s95%3.6 kg
Harrier AR26 m11.7 at 46 m6 / 90.17 s98%3.3 kg
Anvil AR30 m21 at 60 m4 / 50.24 s92%4.0 kg
Sentinel AR30 m16.5 at 65 m5 / 70.23 s93%3.9 kg
Tempest30 m19.5 at 60 m4 / 60.20 s95%3.7 kg
Cyclone AR22 m14 at 50 m5 / 80.25 s91%4.1 kg
Hornet SMG12 m9 at 30 m7 / 120.15 s104%2.6 kg
Ferret SMG12 m7.15 at 24 m8 / 140.13 s105%2.3 kg
Jackal SMG16 m13.64 at 36 m5 / 80.16 s102%2.8 kg
Swarm SMG12 m9 at 28 m7 / 120.18 s100%3.0 kg
Razor SMG9 m9 at 24 m6 / 120.15 s103%2.5 kg
Breaker-125 m3.25 per pellet at 16 m1 / 40.18 s100%3.8 kg
Hatchet-104 m2.75 per pellet at 12 m2 / 70.20 s98%3.4 kg
Ramrod-124 m5.1 per pellet at 20 m1 / 40.22 s97%3.6 kg
Maelstrom3 m2.25 per pellet at 11 m2 / 80.24 s93%4.4 kg
Warden DMR40 m28.8 at 80 m3 / 40.25 s92%4.6 kg
Needle30 m80 at 55 m1 / 20.22 s92%5.0 kg
Longshot120 m90 at 200 m1 / 20.32 s86%6.2 kg
Vigil60 m59.5 at 120 m2 / 20.30 s88%6.6 kg
Ironclad .50300 m100 at 350 m1 / 10.42 s80%12.0 kg
Bulwark LMG30 m14.25 at 60 m6 / 80.32 s85%8.4 kg
Badger LMG30 m14.4 at 54 m5 / 70.26 s90%7.6 kg
Mammoth LMG35 m19.2 at 70 m5 / 60.38 s82%9.4 kg
Buzzsaw20 m10.4 at 45 m7 / 100.40 s80%10.0 kg
P-9 Sidearm15 m11.4 at 35 m6 / 90.12 s106%0.9 kg
Judge .4418 m29.25 at 40 m3 / 40.14 s104%1.3 kg
Wasp MP10 m6.6 at 25 m9 / 160.12 s105%1.5 kg

The sniper rifles have built-in scopes: 3× on the Needle, 3.5× on the Vigil, 4× on the Longshot and 5× on the Ironclad .50. Shotguns stop at 50 to 80 m, the Longshot and Vigil reach 300 m, the Ironclad .50 reaches 350 m, and every other gun reaches 250 m.

The Loadout screen and the Firing Range armory show each weapon's stats, including damage, shots to kill and time to kill at each distance.

Blades ​

Every class carries a blade in the third slot. Both blades kill a full-health player in one hit.

BladeDamageReachSwing timeMove speedWeight
Combat Knife1502.3 m0.5 s112%0.3 kg
Combat Axe1502.7 m0.75 s110%1.1 kg
  • Press Melee to swing your blade from any weapon. With the blade out, Fire swings it too.
  • A swing has to be aimed within 55° either side of where you're facing. Walls block it.
  • A swing cancels a reload.
  • Swings are checked by the server with the same lag compensation as shots.
  • 150 damage isn't enough to kill the Infected in one hit. They have 250 health.

Grenades ​

Each class has a Lethal. You spawn with two grenades, and every kill gives you one back, up to two. Gun Game has no grenades.

Frag GrenadeSticky Grenade
Fuse2.4 s1.6 s
BehaviorBounces and rollsSticks to walls, floors and players
Damage at the center140140
Full damage within2.4 m2 m
Blast radius6.5 m5 m
  • Outside the full-damage area, damage drops off toward the edge of the blast.
  • A blast needs a clear line to you, so cover protects you.
  • Your own grenade hurts you too, at 60% of its damage.
  • A throw takes 0.7 seconds, and the grenade leaves your hand after 0.28 seconds. It carries some of your own movement.

Attachments ​

Every gun has seven attachment slots, shown in this order in the gunsmith: Optic, Muzzle, Barrel, Underbarrel, Magazine, Stock and Ammo. You can fit one attachment per slot. Blades take no attachments.

Attachments unlock with kills using the weapon they go on, so each gun has its own progress. Each attachment improves some stats and costs others. Effects are shown live in the gunsmith as you try parts on.

Use the gunsmith ​

  1. Go to Loadout and pick a class.
  2. Choose Customize on the primary or secondary weapon.
  3. Click a part on the 3D weapon, or pick a slot from the list, to see that slot's options.
  4. Choose an attachment, or None for the factory part.

Locked parts can be tried on. The Preview banner tells you what you still need, and Equip saves the build once everything on it is unlocked.

What fits where ​

Weapon typeNotes
Assault rifles, SMGs, marksman rifle, LMGsMost attachments. The Bipod doesn't fit SMGs.
ShotgunsOnly shotguns take the Choke. No Tactical Laser or Bipod.
Sniper riflesOnly the 8x Sniper Scope and 2.5x Quick Scope as optics. No CQB Barrel or Tactical Laser.
SidearmsNo stocks. Optics are limited to the Red Dot and Reflex Sight, and the only underbarrel is the Tactical Laser.

The Drum Mag and Rapid-Fire Barrel only fit full-auto weapons.

Optic ​

An optic's zoom replaces the gun's own zoom.

AttachmentKillsZoomEffectFits
Red Dot (1x)101×10% tighter aimed spread, 3% slower aimAll except sniper rifles
Reflex Sight (1.25x)351.25×5% faster aim, 8% wider aimed spreadAll except sniper rifles
Holographic (1.5x)551.5×15% tighter aimed spread, 7% slower aimRifles, SMGs, shotguns, marksman rifle, LMGs
2.5x Tactical Scope1302.5×20% tighter aimed spread, 15% slower aim, 8% slower while aimingRifles, marksman rifle, LMGs
4x Prism Scope1954×25% tighter aimed spread, 25% slower aim, 12% slower while aiming, 5% slower swapRifles, marksman rifle, LMGs
8x Sniper Scope2858×Full scope view, 18% slower aim, 10% slower while aimingMarksman rifle, sniper rifles
2.5x Quick Scope1302.5×Scope view, 18% faster aimSniper rifles

Muzzle ​

AttachmentKillsEffectFits
Flash Hider5Hides your muzzle flash, 10% less recoil, 4% slower aimAll
Small Suppressor30Suppressed, no muzzle flash, 15% shorter damage range, 5% slower aimAll
Choke3525% tighter hip-fire and aimed spread, 6% slower aimShotguns
Muzzle Brake5035% less sideways kick, 5% less recoil, 6% wider hip-fire spread, 4% slower aimAll
Compensator6022% less recoil, 10% wider hip-fire spread, bigger muzzle flashAll
Large Suppressor150Suppressed, no muzzle flash, 12% longer damage range, 12% less recoil, 15% slower aim, 4% slower movementAll
Heavy Compensator21530% less recoil, 10% less bloom, 12% slower aim, 12% wider hip-fire spread, 3% slower movementPrimary weapons

Suppressed gunfire is only heard by enemies within 20 m, unless they can see you, and it never shows on the enemy radar.

Barrel ​

AttachmentKillsEffectFits
CQB Barrel4510% faster aim, 10% tighter hip-fire spread, 2% faster movement, 20% shorter damage range, 10% more recoil, 10% slower bulletsAll except sniper rifles
Fluted Barrel706% faster aim, 15% faster swap, 2% faster movement, 15% more bloom, 6% more recoil, 5% shorter damage rangeAll
Long Barrel11020% longer damage range, 8% tighter aimed spread, 10% faster bullets, 10% slower aim, 3% slower movementAll
Heavy Barrel18012% less recoil, 15% less bloom, 10% longer damage range, 14% slower aim, 4% slower movement, 10% slower swapAll
Rapid-Fire Barrel3008% faster fire rate, 15% more recoil, 10% more bloom, 12% shorter damage rangeFull-auto primary weapons

Underbarrel ​

AttachmentKillsEffectFits
Vertical Grip1518% less recoil, 10% less bloom, 6% slower aim, 2% slower movementPrimary weapons
Stubby Grip6512% tighter hip-fire spread, 6% less recoil, 12% wider aimed spread, 3% slower aimPrimary weapons
Angled Grip8012% faster aim, 6% less recoil, 8% wider hip-fire spreadPrimary weapons
Tactical Laser12025% tighter hip-fire spread, visible beam, 4% slower aimRifles, SMGs, marksman rifle, LMGs, sidearms
Handstop14012% faster movement while aiming, 5% faster aim, 10% more recoilPrimary weapons
Bipod270When crouched on the ground: 40% less recoil and 25% tighter spread. 15% slower aim, 5% slower movement, 15% slower swapRifles, marksman rifle, sniper rifles, LMGs

Magazine ​

AttachmentKillsEffectFits
Light Mag2025% smaller magazine, 15% faster reload, 6% faster aim, 2% faster movementAll
Extended Mag2550% bigger magazine, 20% slower reload, 5% slower aim, 2% slower movementAll
Fast Mag10028% faster reload, 10% slower swapAll
Drum Mag240Double magazine, 50% slower reload, 12% slower aim, 5% slower movement, 15% slower swapFull-auto weapons

On pump shotguns, which load shell by shell, magazine attachments change the reload time by the number of shells instead.

Stock ​

AttachmentKillsEffectFits
Light Stock406% faster aim, 3% faster movement, 12% more recoilPrimary weapons
Tactical Stock7515% faster movement while aiming, 5% less recoil, 6% slower aim, 6% wider hip-fire spreadPrimary weapons
Precision Stock17015% tighter aimed spread, 8% less recoil, 8% slower aim, 10% slower swapRifles, marksman rifle, sniper rifles, LMGs
Heavy Stock20515% less recoil, 10% less bloom, 10% slower aim, 3% slower movementPrimary weapons
No Stock25515% faster aim, 5% faster movement, 15% faster swap, 30% more recoil, 20% wider aimed spread, 15% more bloomRifles, SMGs, shotguns, marksman rifle

Ammo ​

Ammo attachments fit every gun.

AttachmentKillsEffect
Hollow Points9012% more leg damage (never more than body damage), 15% shorter damage range
Piercing Rounds120Bullets pass through up to 2 more bodies, doing 75% damage to the second and 56.25% to the third. 5% more recoil
High-Velocity Rounds16015% longer damage range, 15% faster bullets, 10% more recoil, 5% more bloom
Incendiary Rounds200Sets the target on fire for 3 seconds: 6 damage every 0.5 seconds, 36 in all. A new hit restarts it. 15% shorter damage range, 8% more bloom
Match-Grade Rounds22512% tighter aimed spread, 10% less bloom, 10% shorter damage range, 8% slower reload
Explosive Rounds300Each hit sets off a small blast: 45 damage at the point of impact, falling to nothing at 2.5 m. It needs a clear line and never hurts you. 55% slower fire rate, 20% more recoil, 20% slower bullets

Attachment effects stack, within limits, so no combination can push a stat too far.

Weapon camos ​

Camos change how a weapon looks. They don't change its stats. Pick a camo in the gunsmith under Camo.

Kill camos ​

Kill camos unlock separately on each weapon, including each blade, when you reach that many kills with it. Kills on bots count.

CamoKills with the weapon
FactoryDefault
Woodland25
Desert Digital50
Rusted50
Urban Digital75
Carbon150
Snakeskin200
Arctic250
Cyber Hex325
Crimson Tiger400
Frost500
Gold600
Diamond1,000

Gold marks a mastered weapon. Mastering weapons counts toward the Weapon Master and Golden Arsenal achievements. See Progression.

Prestige camos ​

Prestige camos unlock on every weapon at once when you reach a rank level.

CamoLevel
Chrome25
Obsidian50
Galaxy60
Damascus75
Molten90
Prism100

Promo camos ​

Some camos only come from promo codes: Orangered, Neon Circuit, Founder, Bone Yard, Jack-o'-Lantern, Mech Plating, Biohazard, Hellfire and Damien. A promo camo unlocks on every weapon. A code can also unlock a prestige camo early.

Chrome, gold and other shiny camos reflect light like real metal.

Firing Range ​

The Firing Range is a private range just for you. Open it from the Play tab: choose Range. It opens on the closest server that has one.

  • Six lanes run out to a 100 m backstop, with boards and a target dummy at 5, 10, 25, 50, 75 and 100 m.
  • Two more dummies strafe on rails, there are cover pieces for practicing peeking, and a roofless shoot house has dummies for close quarters.
  • Dummies never shoot back. They take real damage through the normal hit checks and stand back up 1.5 seconds after dying.
  • A readout shows your shots, hits, accuracy, headshots, last hit damage and distance, and the time to kill on your last target. Damage numbers are always on.
  • You carry 999 spare rounds.
  • Type /respawn in chat to go back to the firing line.

Press B, or choose Armory (B) in the menu, to open the Armory. It has every weapon, attachment and camo, whether or not you've unlocked them, applied straight to the gun in your hands. It shows live stats and a table of body damage, shots to kill, time to kill and bullet drop at each distance. Use Load my class to bring in one of your classes, or Reset session stats to clear the readout.

TIP

Nothing you do in the Firing Range counts. You earn no XP, and no kills, medals, stats or camo and attachment progress.

Odd Omens is a one-person studio building privacy-first software.