Weapons are used by players in Bad Business to eliminate opponents. Most weapons are obtained by receiving enough levels to unlock them for free, but some are part of certain weapon passes. If the standard requirement for unlocking a weapon is not met, they can still be purchased through credits acquired through gameplay, with some weapons exclusively requiring credits to unlock. Weapons unlocked through level progression have a steep credit cost that decreases as a player gains more levels.
There are four slots for players to equip weapons and equipment, each with different stats and purposes. Firearms are divided into multiple classes with different roles in combat, with each class having a unique passive effect.
Weapons all have different stats that affect their performance in battle, which can be seen on their respective pages.
- Damage is the amount dealt to enemies at the weapon's minimum range. The second and third numbers listed are torso and headshot damage respectively. Players die when they take 150 damage without regenerating.
- RPM(Fire Rate) is the number of bullets the weapon can fire in one minute. In other words, a higher number means a faster fire rate.
- Automatic weapons will continue firing as long as the fire button is held down.
- Ramp weapons are like automatic weapons except the fire rate gradually increases as the fire button is held down.
- Burst-fire weapons will always fire a burst of multiple shots, followed by a delay, and will do so automatically as long as the fire button is held down.
- Semi-burst is used on a select few weapons, and fires a burst of bullets, but requires manually clicking between each burst.
- Semi-automatic weapons require the trigger to be pulled for each individual shot.
- Capacity is the number of rounds a gun can fire before needing to reload.
- Handling is the weapon's dexterity when it comes to combat readiness, such as draw speed and aim time.
- Mobility affects the player's movement speed when the weapon is equipped. This will not affect movement if another weapon is equipped.
- Range is the weapon's effective range. The first number is how many studs max damage will be dealt at, and the second number is the distance at which minimum damage will be dealt.
Primary
The main weapons of players, typically possessing better stats than their secondary counterparts. Primary Weapons are equipped by pressing "1" by default.
Assault Rifles
Assault Rifles are intended to be the most well rounded automatic weapon class, with the average Assault Rifle possessing adequate performance at all ranges, controllable recoil, and standard capacity/handling stats.
Assault Rifles passively have a 15% decrease to recoil when crouching.
Submachine Guns
Submachine Guns are primarily intended for close range firepower. Most SMGs will deal rapid damage at close range, with good reload/handling/mobility and a better than average hipfire accuracy.
Submachine Guns passively have a 25% increase to crouching mobility.
Light Machine Guns
Light Machine Guns tend to have a significantly higher capacity than assault rifles, allowing for sustained fire at range. The tradeoff for this is usually poor mobility, reload speed and handling.
The Light Machine Gun passive is a 25% decrease to recoil after firing 10 shots consecutively, resetting when not firing.
Rifles
Rifles are intended as a middle ground between the long range performance of Sniper Rifles and the fire output of faster, automatic weapons. Most Rifles possess a middling rate of fire in a semi fire mode in exchange for high damage for their fire rates, many possessing limited one-shot headshot capability.
Rifles passively have a 25% increase to crouching mobility, and the ability to aim while dropshotting.
Sniper Rifles
Sniper Rifles are slow-firing weapons with a low capacity, but with high range and extreme damage potential. All Sniper Rifles are capable of killing an enemy with a single headshot an any range, with some able to kill with a torso shot at a limited range.
Sniper Rifles passively have a 20% increase to flinch resistance.
Shotguns
Shotguns are close ranged weapons, having a slow rate of fire and firing a cluster of pellets that will deal high damage if most or all of them hit, capable of killing enemies with a single shot. The spread is based on the weapon's hipfire accuracy, with higher accuracy when aiming down sights.
Shotguns passively have a 25% increase in the delay before health regeneration when hitting an enemy with a shotgun.
Akimbo
Dual-wielded weapons which are both fired simultaneously. They have restricted ADS, which limits their ability to fight outside of close range.
Akimbo weapons currently do not have a passive.
Special
Special weapons are unconventional, not fitting into any of the above categories, and are only unlockable with either credits or a specific gamepass.
Specials do not have any passives.
Secondary
Secondary weapons are typically handguns or smaller weapons meant to be used in conjunction with a primary weapon, mostly for support or to fill in gaps that a primary lacks in. Secondary Weapons are equipped by pressing "2" by default.
Pistols
Pistols primarily act as smaller, weaker Rifles, possessing decent damage, fast reloads, high mobility and great hipfire accuracy in exchange for low capacity and worse ranges.
Pistols passively have a sixth attachment slot instead of five.
Machine Pistols
Machine Pistols primarily act as smaller, weaker Submachine Guns, having worse accuracy, low damage, and high recoil in exchange for a high rate of fire, fast mobility, and high capacity.
Machine Pistols passively do not have any accuracy penalty while sliding or vaulting.
Shotguns
Shorter and smaller primary Shotguns. They act identically to primary counterparts.
The secondary Shotgun's passive is the same as primary Shotguns, but the delay is 15% instead of 25%.
Hand Cannons
Heavy hitting secondaries acting similarly to heavier Rifles in exchange for high recoil, low capacity, and increased bloom when hipfiring. Most Hand Cannons are capable of killing with a single headshot within effective range.
Hand Cannons passively deal 100% damage with piercing shots.
Akimbo
Dual-wielded sidearms which are both fired simultaneously. They have restricted ADS, which limits their ability to fight outside of close range.
Akimbo weapons currently do not have a passive.
Melee
Secondary Melees act as longer range counterparts to standard Knives, with some possessing the ability to protect the user from gunfire to a certain extent.
Both secondary Melees and Knives passively grant additional experience when killing multiple enemies in a row.
Knives
Knives are used as a last resort, having short range but an above-average mobility. Most knives are capable of instantly killing enemies when attacking from behind.
Melee weapons are equipped by pressing "3" by default, and a quick attack can be performed by pressing "V".
Equipment
Support items meant to aid in area denial, direct damage, personal buffs or enemy debuffs.
Equipment items are equipped by pressing "4" by default, or they can be deployed immediately by pressing or holding "G".
Grenades
Thrown explosives are good for area denial, drawing enemies out of cover or direct splash damage.
Throwing Knives
A thrown blade that immediately kills enemies when hit, regardless of where.
Utility
Equipment used for support purposes, such as healing and visibility denial.
Random
Picks a weapon at random with the currently equipped setup and cosmetics. Does not contribute to kill statistics.