Base Wars has been running on Roblox since 2009, and its weapon system still works the way it did back then. You do not buy guns from a shop. You earn Battle Score in matches, the game unlocks weapons at fixed score thresholds, and you then slot them into your loadout from a menu on the spawn screen.

Quick answer: On the Spawn Page, open Arsenal at the top, choose Infantry Weapons, pick a slot in Infantry Loadouts, select a category, then click a weapon and hit Equip.
Equip a weapon from the Infantry Loadouts menu

If you click a weapon you have not earned yet, the panel shows its requirement instead of an Equip button. Locked entries list the Battle Score needed, and some also list a C Points cost.

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Add to Google Preferences →What fits in a Base Wars loadout
Your kit is split across separate slot types, so a new assault rifle never competes with your knife or your launcher.
- Three main weapons, chosen from categories including AR and carbines, rifles, revolvers, chainguns, LMGs, SMGs, shotguns, snipers and crossbows.
- A sidearm slot, which also covers rocket launchers.
- A melee slot for knives and the electric saw.
- Gloves, split into basic, defense and mobility options.
- Armored suits and vehicle weapons, handled as their own equipment categories.
How to earn Battle Score to unlock weapons
Battle Score is the currency behind almost every unlock, and it accumulates permanently across matches. Kills are the steady drip, but objective play pays far better.
| Action | Battle Score |
|---|---|
| Kill an enemy | 12 |
| Kill assist | 4 |
| Destroy an enemy vehicle | 10 |
| Capture a base | 100 |
| Steal the enemy flag | 100 |
| Teammate returns the flag | 50 (whole team) |
| Kill a base-holding enemy | Sniper +20, pistol/AR/carbine +12 |
| Repair a friendly turret or vehicle | 4 per repair |
Flag runs and base captures are worth the same as roughly eight kills each, which is why score climbs fastest for players who push the objective instead of camping a lane.
Battle Score unlock thresholds for common weapons
The ladder starts cheap and then stretches out badly at the top end. These are representative unlock points across a few categories.
| Weapon | Category | Battle Score |
|---|---|---|
| M16 | AR | Unlocked by default |
| AK-47 | AR | 25 |
| FAMAS | AR | 50 |
| DkH-16 | Chaingun | 75 |
| QBZ-95 | AR | 175 |
| Steyr AUG | AR | 200 |
| XM8 | AR | 250 |
| Mosin Nagant | Rifle | 500 |
| M4A1 / F2000 | AR | 750 |
| Colt Python | Revolver | 1,000 |
| SAR-21 | AR | 2,000 |
| M1 Garand | Rifle | 3,500 |
| MPT76 | AR | 10,000 |
| G36 | AR | 22,500 |
| SCAR-H | AR | 50,000 |
| G11 | AR | 110,000 |
Many guns also have upgraded variants on the same ladder. The M16 alone has Elite at 100, Silver at 1,000 and Flame at 4,000, each a straight stat bump over the base model rather than a new weapon.
Unlock costs have been raised over time. The RPG7 moved from 40,000 to 50,000, and SCAR-H went from 32,500 to 50,000, so it is worth claiming a weapon you want as soon as you cross its threshold.
Weapon ranks and kill milestones
Every gun tracks its own kill count and ranks up independently. Rank matters because achievement weapons are gated behind it, not behind Battle Score.
| Rank | Kills with that weapon |
|---|---|
| D | 0–9 |
| C | 10–49 |
| B | 50–99 |
| A | 100–249 |
| S | 250–999 |
| SS | 1,000–9,999 |
| SSS | 10,000+ |
Achievement weapons and X-Treme weapons
A second unlock track ignores score entirely and asks you to grind kills across a whole weapon family. Blue achievement weapons need Rank A, which is 100 kills, on the required number of guns in that category. Red versions need Rank S, or 250 kills each.

The important detail is that you do not have to use every gun in the category. The unlock panel tells you how many qualify. For the Rifle-487 and Rifle-X line, the category holds 17 free guns and one paid gun, and you only need to hit the kill count on 13 of them. Rocket launchers work the same way, with 10 free and two paid launchers, and 10 needed in total.
The golden X-Treme tier sits above that. AR-X, SMG-X, LMG-X, Scatter-X, Rifle-X, Golden-X, Devastator-X and DMR-X each require Rank S on every prerequisite weapon in their category. Because some of those prerequisites are gamepass guns, the X-Treme set cannot be finished as a free-to-play player.

Game passes that grant weapons or cut unlock costs
| Game pass | Robux | Weapon-related effect |
|---|---|---|
| Common VIP | 214 | +2.5% health only |
| Mega VIP | 357 | +5% health only |
| Uber VIP | 643 | Uber armor, Uber Chaingun, Uber Rocket |
| Special VIP | 1,200 | 25% lower Battle Score unlock requirements |
| Epic VIP | 1,200 | Epic Striker-01, Epic Sniper-101 |
| Extreme VIP | 2,100 | Extreme armor, light armor suit, Extreme Chaingun |
Special VIP is the one people misread. It lowers the score a weapon costs to unlock, it does not reduce the score you have banked. A handful of guns sit behind anniversary passes as well, including the M16 MkII with 8YO VIP-II and the DKSR-51 with 8YO VIP-III.
Check unlock progress in User Profile
User Profile sits on the bottom bar of the spawn screen and holds your Game Achievements and Death Statistics, plus per-weapon detail pages. Open the entry for a gun you use, such as the AK47 or the M82A1 sniper, to see its kill total and current rank.

That panel is also how you confirm an achievement weapon is close. Progress toward Blue and Red unlocks is read the same way as any other weapon rank, so you can see which guns in a category still need kills.
There is a separate Base Wars test server with every weapon unlocked, which is the fastest way to try a gun before committing tens of thousands of Battle Score to it.
One last thing worth keeping in mind as you climb the list. A higher unlock requirement does not automatically mean a better weapon, and that gap is widest with vehicle equipment, where performance depends heavily on how and where you use it.






