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.
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
| Class | Examples | Best Range | Playstyle |
|---|---|---|---|
| Pistols | RX-18, MX-23 | Close | Fast sidearm backup, solid handling |
| Rifles | AR-15 / M4 platform, AUG | Mid | Versatile all-rounders, controllable recoil |
| Battle Rifles & DMRs | Gunsmith classes | Mid-long | Hard-hitting semi-auto precision |
| Sniper Rifles | Bolt-action | Long | One-shot eliminations on long sightlines |
| Shotguns | V0.02 class | Close | Lethal in rooms, corners and Hardpoint zones |
| Grenades & Launchers | Flash grenade; launchers planned | Utility | Entry, disorient and area denial |
Weapon Class Breakdown
Pistols
Fast sidearm backup with solid close-range handling
Rifles
Versatile all-rounders for mid-range gunfights
Battle Rifles & DMRs
Hard-hitting semi-auto options added with the gunsmith
Sniper Rifles
Bolt-action precision for long sightlines
Shotguns
Lethal in tight Hardpoint zones and corners
Grenades & Launchers
Utility and area denial from grenades to the planned launchers
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?+
Are the RX-18 and MX-23 pistols good?+
When will launchers be added to TTK Testing?+
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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