Weapons

Weapons

Criminality weapons list: every documented melee weapon, pistol, SMG, rifle, shotgun, launcher and throwable, where to buy each one and the role it fills.

18
Documented weapons
0
Published stat tables
2
Weapon stores

Introduction

Criminality's weapon list is published through the official Weaponry pass description, which names the armory roster directly. Melee covers the Baton, Machete, Knuckledusters and the limited Nunchucks. Sidearms are the G-18, FNP-45 and Magnum. Primaries run from the Super-Shorty shotgun through the MP7 and UMP-45 SMGs to the M4A1 and FN-FAL rifles. Explosives and throwables include the M32O Grenade Launcher, CS-grenade and Incendiary-grenade, with Pepper-spray as a utility stun tool. Seasonal launchers, the Snowball Launcher Mk II to Mk IV and Hallows Launcher Mk II to Mk III, appear as limited passes. No official damage, fire-rate or magazine data exists, so this section explains roles and acquisition instead of inventing stat tables.

Weapon Class Overview

WeaponClassStoreRole
BatonMeleeArmoryCheap entry into a fight
MacheteMeleeArmoryReach in short interior lanes
G-18PistolArmoryFast sidearm backup
Super-ShortyShotgunArmoryClose-range burst
M4A1RifleArmoryAll-round primary
M32O Grenade LauncherExplosiveDealerArea pressure and ragdoll

Weapon Breakdown

Baton

new

The cheapest reliable way into a melee fight.

Why start hereIt costs little to replace and teaches spacing without demanding an ammo budget you do not have yet.
Where it worksInteriors, doorways and short lanes, where the distance closes before a rifle can create separation. It is also the weapon that teaches spacing, which every later purchase depends on.

Machete

active

More reach than fists for corner and interior fights.

Range advantageThe extra reach lets you start an exchange before a baton user can answer, which matters in narrow spaces.
Trade-offIt is still a melee commitment, so crossing open ground with it is the same mistake as carrying fists into a lane.

G-18

best

A light sidearm for finishing a stunned target.

Role in a loadoutIt covers the moment when a primary is empty or the fight has closed inside its useful range.
Ammo disciplineSidearm ammo is the cheapest reserve you can carry, which makes it the right backup for a new account. That makes it the cheapest insurance against a primary running dry mid-fight.

Super-Shorty

top

A close-range burst for interiors and corners.

Where it shinesDoorways, stairwells and short rooms where the target is already inside the weapon effective band.
What to avoidOpen ground, because the same weapon that dominates a room becomes a liability the moment distance opens up. Inside that band it converts a doorway into a trap for anyone who follows you in.

M4A1

meta

An all-round primary for uncertain engagements.

Why pick itWhen you do not know whether the fight will be close or long, an all-round rifle removes one variable from the decision.
Cost warningA primary demands an ammo reserve, so buy it after the economy is stable rather than in the first session. It rewards players who can hold a lane and punish anyone crossing open space.

M32O Grenade Launcher

limited

Area pressure that can turn a group into ragdolls.

Combat useA direct hit is described as knocking a target into ragdoll, which turns one shot into a team follow-up opportunity.
AcquisitionIt comes through dealer points rather than the armory shelf, so plan the unlock before you plan the loadout around it.

Core Mechanics

Weapons in Criminality are defined by acquisition and range band rather than by published stats. The armory store carries the roster named in the Weaponry pass description: melee, sidearms, the Super-Shorty, the MP7 and UMP-45, the M4A1 and FN-FAL, plus the explosive and utility options. Dealer points cover other weapons, and store points are where Knuckledusters and Nunchucks are claimed. Seasonal launchers arrive through limited passes instead of a permanent store entry. Because each class occupies a different distance, a loadout is really a decision about which fight you intend to take: melee for corners, SMGs for mid pressure, rifles for open lanes, launchers for groups. Ammo is the second half of the decision, because a weapon you cannot feed is worse than a cheaper one you can.

Advantages

The roster is easy to learn because the classes are distinct. A player can name the range band they want and pick a weapon without needing a stat spreadsheet, and the acquisition path is equally clear: armory for the documented roster, dealer points for the rest, store points for the two claimed melee items, and limited passes for seasonal launchers. That clarity survives balance updates, because roles change less often than numbers. It also makes budgeting straightforward: melee is the cheapest way into a fight, sidearms are the cheapest way to finish one, and primaries are the expensive commitment you make once you know how you play. Nothing in the list is hidden behind a random drop.

Challenges

The lack of official stats is the central weakness. Without damage, fire-rate, range or magazine values, any ranking is an opinion, and community tier lists often present preference as measurement. Acquisition adds friction: the strongest seasonal launchers are limited passes that go offsale, and some melee items are claimed through store points rather than bought directly, so a new player may not be able to get the exact weapon a guide recommends. Ammo cost is also under-discussed; a powerful primary that empties a wallet is a liability in a mode where the same cash has to cover the next fight as well.

Frequently Asked Questions

What weapons are in Criminality?+
The official Weaponry pass description names the armory roster: Baton, Machete, Super-Shorty, MP7, FNP-45, G-18, Magnum, UMP-45, M4A1 and FN-FAL, plus the M32O Grenade Launcher, CS-grenade, Incendiary-grenade and Pepper-spray. Knuckledusters, Nunchucks, the Snowball Launcher Mk II to Mk IV and the Hallows Launcher Mk II to Mk III also exist, several as store-point claims or limited passes. That list is the authority for this wiki.
What is the best weapon for a beginner?+
Start with a cheap melee weapon or a single sidearm. Both are inexpensive to replace, both teach range discipline, and neither requires you to fund a large ammo reserve while you are still learning the map. Once one role feels comfortable, add a weapon that covers a different distance rather than a second weapon in the same band, because the biggest practical upgrade is being effective at more than one range.
Where do I buy weapons?+
The armory store carries the documented roster, and dealer points cover the other weapons. Knuckledusters and Nunchucks are claimed through store points rather than bought off the shelf, and seasonal launchers come from limited passes that go offsale after the event. The Weaponry pass unlocks listed armory items immediately but does not remove their in-game cash price, so availability and affordability are two separate steps.

Quick Tips

💡

Match the weapon to the map before the map forces the match. Interiors and short lanes reward melee and shotguns, mid corridors reward SMGs, and open ground rewards rifles. Carrying an FN-FAL into a doorway fight wastes its advantage, and carrying a baton across open ground gives the advantage away for free.

💡

Budget ammo as part of the weapon, not as an afterthought. A primary you cannot feed is a liability, and Criminality has no salary that rescues a broke loadout mid-session. Before buying an expensive gun, calculate what two reloads cost and keep that reserve untouched until the fight is over.

💡

Do not chase a tier list built on unpublished numbers. Official sources provide no damage, fire-rate or range data, so any ranking is inference. Use class roles and your own range preference instead, then validate with practice in Casual where losing a weapon costs you nothing but time. The class role and your own range preference are the only reliable inputs until official stats exist.

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