Weapons

Weapons

Every TTK Testing weapon class in the current test build — pistols, rifles, battle rifles, DMRs, snipers, shotguns and grenades — with community-tested range, role and time-to-kill notes for Sable Digital’s tactical FPS.

6+
Confirmed Classes
V0.05 Showcase
Latest Source

Introduction

The Weapons hub is your guide to the current arsenal of TTK Testing, the realistic tactical FPS by Sable Digital that is running as an open community test on Roblox. Because the game is built around time-to-kill tuning, the weapon roster is the single most important thing to understand before you queue into free-for-all or Hardpoint. The test build currently shows pistol platforms like the RX-18 and MX-23, AR-15 and M4-style rifles with realistic handling, battle rifles and DMRs that arrived with the V0.04 gunsmith update, bolt-action sniper rifles, shotguns introduced in V0.02, and a flash grenade that has been in the game since V0.03. Launchers are confirmed on the roadmap but are not yet live. A key honesty note: the studio has not published official damage tables, so weapon comparisons in this section are based on community video testing and player reports, and every claim is labelled as community-tested where it matters.

Weapon Classes Quick Reference

ClassExamplesBest RangePlaystyle
PistolsRX-18, MX-23CloseFast sidearm backup, solid handling
RiflesAR-15 / M4 platform, AUGMidVersatile all-rounders, controllable recoil
Battle Rifles & DMRsGunsmith classesMid-longHard-hitting semi-auto precision
Sniper RiflesBolt-actionLongOne-shot eliminations on long sightlines
ShotgunsV0.02 classCloseLethal in rooms, corners and Hardpoint zones
Grenades & LaunchersFlash grenade; launchers plannedUtilityEntry, disorient and area denial

Weapon Class Breakdown

B

Pistols

active

Fast sidearm backup with solid close-range handling

ExamplesRX-18 and MX-23, both shown in the all-weapons showcase around V0.05.
RoleEmergency firepower when your primary is empty; fast to draw and easy to control.
Best RangeClose engagements and finishing shots; not built for long sightlines.
Community NoteStrong secondary, but never fight a rifle at mid range with a pistol.
S

Rifles

active

Versatile all-rounders for mid-range gunfights

ExamplesAR-15 and M4-style platform weapons with realistic handling, plus the AUG.
RoleThe backbone of most loadouts; accurate, controllable and effective mid range.
Best RangeMid-range lanes, Hardpoint rotations and free-for-all skirmishes.
Community NoteConsistently rated the strongest all-round class in community tests. Community tests on the V0.05 and V0.09 builds consistently recommend matching this class to the map you voted for.
A

Battle Rifles & DMRs

active

Hard-hitting semi-auto options added with the gunsmith

ExamplesBattle-rifle and DMR classes introduced in the V0.04 gunsmith showcase.
RoleSemi-auto precision with stopping power between the rifle and the sniper.
Best RangeMid-to-long range where you can land repeated precision shots.
Community NoteRewards patient aim; unforgiving for panic shooting. When the next V0.x patch lands, re-test this class because balance tuning changes effective range between updates.
A

Sniper Rifles

active

Bolt-action precision for long sightlines

ExamplesBolt-action sniper rifles added alongside the gunsmith in V0.04.
RoleOne-shot eliminations on open maps with strong peeking positions.
Best RangeLong sightlines, elevated angles and spawn lanes.
Community NoteHighest skill floor; punishing to miss with on a slow bolt-action. In the current meta, pairing this class with the right optic and grip from the gunsmith extends its useful range noticeably.
B

Shotguns

active

Lethal in tight Hardpoint zones and corners

ExamplesShotgun class introduced in V0.02 alongside a new map.
RoleInstant close-range eliminations inside rooms and on objective points.
Best RangeClose quarters, Hardpoint zones and hallway corners.
Community NoteSupreme in its range window, useless beyond it. Community tests on the V0.05 and V0.09 builds consistently recommend matching this class to the map you voted for.
C

Grenades & Launchers

active

Utility and area denial from grenades to the planned launchers

ExamplesFlash grenade added in V0.03; launchers confirmed on the roadmap.
RoleFlash for entry and disorientation, area denial for objectives.
Best RangeUtility piece, used at any range with timing.
Community NoteLaunchers are planned, not yet playable in the test build. When the next V0.x patch lands, re-test this class because balance tuning changes effective range between updates.

Core Mechanics

Weapon mechanics in TTK Testing follow the studio’s realism-first design. Handling is weighty: weapons have meaningful recoil, movement while shooting slows you down, and bullets follow the laws of the time-to-kill system the whole game is named after. The test build organises guns into clear classes — pistols, rifles, battle rifles, DMRs, sniper rifles, shotguns and grenades — and each class has a distinct effective range. Rifles dominate mid-range fights because they offer the best balance of accuracy, fire rate and recoil, while shotguns and pistols are close-range specialists and snipers rule long sightlines. The V0.04 update added a gunsmith that lets you attach optics, grips and muzzle devices, which changes how each weapon handles and extends its effective range. Because the game is a testing phase, weapon balance is actively iterated between patches — V0.05 expanded the pool again — so treat this hub as a living reference rather than a final armory list.

Advantages

Understanding the weapon classes gives you an immediate edge because you can pick the right tool for the map and mode instead of forcing one gun everywhere. The classes map cleanly to engagement ranges: shotguns under duress in Hardpoint rooms, rifles on the mid-range lanes, snipers on open sightlines. Community-tested notes help you avoid wasting time on weak or awkward setups, and the gunsmith integration means you can tune recoil and handling to your own playstyle once you know the base class. Because the roster is still small and documented by the community, it is very realistic to learn every class in a single session and walk into the lobby with a plan for each possible map. Launchers are on the roadmap too, so staying in the hub keeps you ready for the next wave of weapons.

Challenges

The biggest weakness of the Weapons hub is that official data is thin: Sable Digital has not published damage tables or full stat sheets, so the community has to infer time-to-kill and effective range from video tests. That makes comparisons approximate and occasionally contradictory between sources. The roster is also still small because the game is in early testing — several classes shown in showcases are not all available in every build, and launchers are confirmed only as a roadmap item. Balance changes quickly between V0.x patches, so a weapon that was strong in V0.03 may feel different in V0.09. Finally, weapon names in walkthrough videos are not always confirmed official names, so treat showcase labels as community identifiers until the studio publishes a definitive armory list.

Frequently Asked Questions

What is the best weapon in TTK Testing?+
There is no single best weapon because every class covers a different engagement range. Most community tier discussions place the rifle platform at the top of mid-range fights for its balance of accuracy, fire rate and recoil control, with battle rifles and DMRs close behind for players who can land semi-auto precision. Shotguns dominate tight Hardpoint rooms and snipers rule long sightlines. The practical answer: build around the ranges of the map you voted for.
Are the RX-18 and MX-23 pistols good?+
The RX-18 and MX-23 are the pistol platforms showcased in the all-weapons video and confirmed to exist in the test build. As sidearms they are strong backup options: fast to draw, easy to handle and surprisingly lethal at close range when your primary runs dry. They are not meant to replace primary weapons in mid-range fights, but the community considers them reliable secondaries. Their exact strength is community-tested since official stats are not published.
When will launchers be added to TTK Testing?+
Launchers are confirmed on the official roadmap but are not yet live in the test build. The developers mentioned them in the V0.06-era update notes alongside teams, spectating, more modes and gunplay improvements. No date has been announced, so treat launchers as planned content and keep an eye on the Updates hub for the patch that finally ships them.

Quick Tips

💡

Pick your weapon class after the map vote, not before: on a close-quarters map a shotgun or high-rate rifle with a red dot outperforms a sniper, while on a long-sightline map the rifle or DMR is the safer pick. Building around the map you know is the fastest way to improve your win rate in the current test build.

💡

Respect the time-to-kill system when choosing fights: community tests show close-range weapons delete targets almost instantly, so sprinting into a room where a shotgun is waiting is a guaranteed death. Play the range of your gun and use cover to force engagements at the distance where your weapon is strongest.

💡

Treat showcase names as community identifiers: weapons like the RX-18 and MX-23 come from video showcases and are the best labels we have, but Sable Digital has not published a definitive armory list. When a patch changes names or adds guns, re-check the Weapons hub and the latest video before locking in your loadout.

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