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Hunt: Showdown

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Work In Progress

This article is still under construction. It may contain factual errors. See Talk:Hunt: Showdown for current discussions. Content is subject to change.


Hunt: Showdown
Huntshowdown.jpg
Release Date: 2018
Developer: Crytek
Publisher: Crytek
Platforms: PC
Xbox One
PlayStation 4
Genre: First-person shooter, Survival horror


Hunt: Showdown is a multiplayer survival horror video game developed and published by Crytek. The game was originally created by Crytek USA, who wished to create a spiritual successor to Darksiders—a video game series developed by their predecessor, Vigil Games—under the title Hunt: Horrors of the Gilded Age. After the initial announcement in June 2014, Crytek USA was shut down due to financial issues, and the development was brought to the Crytek headquarters. The game, under the new title Hunt: Showdown, was re-announced in May 2017. Hunt: Showdown was launched on Steam in early access on February 22, 2018, and was officially released on August 27, 2019.

The game is set in a supernatural late 19th century, where bounty hunters enter the Louisiana swampland to hunt down dangerous monsters and collect their bounty. The game is PvPvE, with players fighting AI monsters to claim bounties and also fighting each other to take over others' bounties.


The following weapons appear in the video game Hunt: Showdown:


Overview

Set in the late 19th century, Hunt: Showdown takes place in an area of rural Louisiana, where a mysterious illness has turned much of the local population into mindless monstrosities. Most rise as zombie-like "Grunts", but others are twisted into more inhuman creatures by unknown forces. To make matters worse, demonic creatures from other realms are leaking into the real world. To solve this issue, players control hunters contracted by the mysterious American Hunters Association who enter monster-infested area, track down, and then kill a powerful "boss" creature. However, other players are also present in the game map, either solo or in groups of up to three people. Player-controlled hunters may kill other hunters and compete for the chance to be the first to track and kill the boss.

Once a boss is killed, they must be "banished", a process that takes a few minutes. During this time, all players are informed of the boss's location. The hunter or hunters that killed the boss must grab a bounty token and then find an exit. Other players may kill them and take the bounty for themselves.

Firearms are divided into different categories based on their size and further by the type of ammunition they use. There are five ammo types:

  • Compact, which represents most pistol-sized cartridges.
  • Medium, representing larger rifle-type rounds.
  • Large, which comprise full-sized rifle rounds.
  • Shells, which are shotgun shells.
  • Special, a term used for ammunition that may be seen as rare or exotic for the setting, like the 7.63x25mm Mauser rounds used by the Mauser C96 or the Nitro Express ammunition used by the double rifle.

The player can take two primary weapons into a match. Weapons fit into one of three size slots- Small, Medium, or Large. Every weapon has at least one variant, which usually add some sort of attachment. These include bayonets, scopes, or suppressors. Other variants may decrease the size of a weapon, allowing the player to take what would normally be considered a "large" weapon into a "medium" slot. Weapons can also use alternate ammunition types, which include explosive ammo, incendiary ammo, shotgun slugs, and high-velocity rounds. Players may equip their hunter with a variety of different weapons, tools, and consumables that best suit their play style. However, if the player's hunter dies during a match, they will lose any equipment bought into the match and that hunter will be permanently removed from the player's roster.

Handguns

Colt Open Top

The Colt Open Top revolver appears as the "Caldwell Conversion Pistol", with an octagonal barrel reminiscent of the earlier Colt 1851 Navy. In the "Book of Weapons", an in-game lore book and progress tracker, it is stated to be chambered in .44 caliber (most likely .44 Henry) and was invented by Henry Samuel Caldwell, the Hunt: Showdown universe's apparent stand-in for Samuel Colt. It's also implied to have been used during the Civil War, a strange inclusion but probably referring to it being a conversion of earlier Colt black powder revolvers. It unlocks at Rank 22, offering slightly more accuracy and damage than the other starter sidearms, while still using the "Compact" ammo type.

There are two variants of the gun in-game, the first is the "Chain Pistol", which uses a series of 17 chambers like the Treeby Chain Gun instead of a normal cylinder. On one hand, you do have to reload all 17 cylinders one at a time, but on the other hand you have 17 shots on call. Combined with certain skills like Fanning or in a pair with Akimbo, you have 34 rounds to throw around to scare, suppress and eventually hit a target.

Both "Compact" ammo variants can use "DumDum" (an antiquated term for what would today be known as expanding or hollow point bullets) that cause severe bleeding damage and FMJ rounds, which increase penetration and damage range at the cost of reduced muzzle velocity.

Colt 1872 Open Top - .44 RF
The "Caldwell Conversion" as seen in the store. Note the Colt 1851-influenced barrel.
A hunter wanders down a road with his "Caldwell Conversion".
Pointing the revolver down the road, wary of any potential threats.
The Colt's iron sights- as one would expect for such a revolver, they're rather small and hard to read.
Reloading the revolver. The ejector rod is never touched, with the casings simply falling out on their own; this is incorrect, as brass cases expand in their chambers upon firing, which necessitates the use of additional force to remove them (hence the ejector rod being there in the first place). Also note that the hammer is cocked, which would realistically render the cylinder unable to rotate- in reality, the hammer must instead be placed into the half-cock position to allow it to spin freely.
The "Chain Pistol" as seen in the store. Reloading that ponderous chain is much the same as the standard revolver- the hunter manually advances the chain and "ejects" (gestures around the ejector) spent casings and inserts new ones.
A hunter holds the "Chain Pistol" on an Armored enemy before showing it how 17 rounds of .44 RF feels.

Colt Walker Cartridge Conversion

The other variant of the "Caldwell Conversion Pistol" is quite a bit more interesting. The "Caldwell Conversion Uppercut" is a version with an elongated cylinder that allows the pistol to use "Long" rifle cartridges, greatly increasing its damage at a cost of increased recoil. This stretched out revolver bears a resemblance to the Colt Walker. Two variants were added in Tide of Corruption: the stock-equipped "Precision" variant and accompanying "Precision Deadeye" which comes with a stock and short-ranged scope. It can use incendiary or explosive ammunition.

Colt Walker Conversion - .45 Colt
A chunky "Uppercut" in the store.
Colt 1860 Army fitted with wooden stock - .44 caliber
The "Precision" variant gets a stock modeled after a rare stock designed for the Colt 1860 Army.
A hunter wields his "Uppercut" while sneaking up on some feasting "Grunts".
The revolver's iron sights. Much like the base variant's sights, these are best used in combination with an electron microscope.
Reloading the Walker. As with the Open Top, the ejector rod is never used. The hunter notably gives the "Uppercut" a rather vigorous shake when ejecting cartridges, however.

Colt Single Action Army

An update added the Colt Single Action Army to H:S's arsenal, going by the name "Caldwell Pax" ("Pax" being Latin for "Peace", an allusion to the SAA's nickname of "Peacemaker") and unlocked at Rank 18. In the "Book of Weapons", the Pax is mentioned as sometimes being referred to as the "Single Action Army". A decent all-rounder, the SAA holds 6 rounds of "Medium" ammunition, and behaves rather like a somewhat tamer version of the cartridge-converted Colt Walker "Uppercut". As with the rest of the game's gate-loading revolvers, the player character incorrectly ignores the ejector rod when reloading. Alternate ammunition options include incendiary, DumDum, poison, and FMJ ammo.

The SAA has two variants to its name, first being the "Claw"; this has broken grip panels and a blade attached to the base of the grip, with its main advantage being stronger pistol-whipping. The second was added in the Tide of Desolation event, the "Trueshot", which is based on the long-barreled "Buntline Special" SAA. This model is anachronistic to the game's late 19th century setting, as the Buntline is widely believed to have been invented by writer Stuart N. Lake for his (largely fictionalized and embellished) 1931 biography Wyatt Earp: Frontier Marshal, which were later mass produced by Colt when the Single Action Army was reintroduced in 1957. The Trueshot has greater effective range and muzzle velocity, along with slightly higher damage in exchange for a slightly lower rate of fire.

Colt Single Action Army w/5.5" barrel - .45 Long Colt
The model of the "Caldwell Pax". In a nice little bit of detail, the revolvers of Hunt: Showdown have cartridges fully modeled in their chambers. You can barely make out the brass casings of the .45 LC cartridges at the rear of the cylinder.
Colt Single Action Army with 12" barrel known as the "Buntline Special" - .45 Long Colt
The "Trueshot" variant. If only it came with a stock.
While approaching Pitching Crematorium, a hunter carefully watches for any angry locals with her SAA.
The hunter readies the SAA, informing the nearby Grunt that they've just yee'd their last haw.
Aiming the "Pax" reveals that it has a fairly wide sight notch.
Reloading reveals the modeled ejector rod- not that it's actually used, as is demonstrated here after dealing with the local Grunt.
A hunter stumbles upon the "Claw" version of the Pax at a local armory. Note the broken grip and knife haphazardly shoved into the lower grip frame.

Colt Model 1892

The Colt Model 1892 was added in Update 1.8.1 as the "Caldwell 92 New Army", making it the second double-action revolver available in the game. Compared to the Nagant M1895 Officer, the M1892 deals slightly more damage and has a slightly greater effective range, but has a noticeably lower muzzle velocity and a slightly lower rate of fire. The swing-out cylinder also gives it a much faster reload than most other available revolvers. It is unlocked at Rank 12 and has one variant, the "Swift", which uses a speedloader to re-up ammo. Like the "Swift" variant of the Schofield revolver, however, any cartridges not expended in the cylinder will be discarded upon reloading. It can use DumDum or FMJ ammo.

Colt New Army & Navy/Colt M1892 - .38 Long Colt
The M1892 in the store. One can only hope that your hunter doesn't run into the same problems with .38 caliber as US soldiers in the Philippines did, as the M1911 is still about 17 years away.
A hunter gets on the double-action life.
Aiming- it's a 19th century revolver, so we're pretty sure you know what kind of sights to expect by now.
When performing a tactical reload, the cylinder is swung out and any spent cartridges are manually removed and replaced, similar to what happens on the Schofield revolver.
If you're completely out though, the ejector rod is used. No speedloaders in the bayou, however (which is period-accurate, as speedloaders were not widespread until the 1970s).
However, one can mitigate this issue with the "Swift" variant. Said speedloader appears to be a Prideaux, which is era appropriate being patented in 1893.

Nagant M1895

The Russian Nagant M1895 appears in-game under its real name, a rarity given the game's usage of pseudonyms for popular firearms. It's unlocked at Rank 1, loaded with "Compact" rounds. There are two basic models of the Nagant in-game, the normal SAO version and the DAO "Officer's Model" and four variants for each. The Nagant itself is a perfectly fine if mediocre sidearm, with decent accuracy and accurately low damage, but with a 7 shot cylinder in comparison to the other revolvers in the game bar the LeMat. Plus it can easily bump up a loadout's total Compact ammo count, useful for certain primaries.

For the normal Nagant, there is the stock version alongside the "Precision" model. This version is a Nagant fitted with a shoulder stock similar to the Colt Army Special revolver. There is also the "Deadeye" which fits the Precision version with a small mid-range scope. And fittingly, there is a "Suppressed" model, fitted with a homemade suppressor on the end of the barrel.

The Officer's Model versions follow a slightly different path. Beyond the normal version, there is the "Brawler" which fits a large knuckle duster like appendage to the front of the trigger guard and grip for increased melee damage. Then there's the "M1895 Carbine" which, as the name suggests, converts the revolver into a carbine with a longer barrel and the shoulder stock of the "Precision" revolver. And if that wasn't enough, there's also an "Officer's Carbine Deadeye" as a confusing albeit potent short to mid-range sniper rifle. Both models can use poison or high-velocity ammunition.

Nagant M1895 Revolver - 7.62x38R Nagant
Colt New Service with stock - .45 ACP
Your basic Nagant M1895 revolver. The trusty sidearm of beginner hunters everywhere. The markings bear "Em. & L. Nagant", referencing the Nagant M1895's creators, brothers Émile and Léon Nagant.
As any good IMFDB browser would know, the Nagant 1895 is one of the few revolvers ever made that can accept a suppressor. The suppressor here, though, looks more like a car muffler than a firearm silencer. Note the homemade front sight to compensate for the increased bulk.
The "Nagant Precision" fitted with the New Service stock.
The "Officer" variant is much the same cosmetically, save for the off-white grip.
The Officer's "Brawler" variant, however, is a different story. It's like an Apache Pepperbox Revolver, except somewhat more practical.
Russian Nagant 1895 carbine version (12 inch barrel) - 7.62x38R Nagant. It is curious that the in-game version will continue to use a Colt-pattern holster instead of a wooden stock.
A Pistol-Caliber Carbine, 1890s style.
A hunter holds his new-fangled Russian Nagant M1895 revolver.
Iron sights of the "Nagant M1895", mildly better than the Colt Open Top, but not by much.
Reloading the "Nagant M1895". Like the other revolvers, the ejector rod is never used. Which is at least technically doable with the Nagant. The spent casing seems to correctly be a 7.62x38R casing though. Interestingly, the entry for the Nagant in the Book of Weapons describes the 7.62x38R rounds as "strange bullets, tucked up inside like they were afraid to come out".

Sharps Pepperbox

The Sharps Pepperbox appears as the "Quad Derringer", unlocked at Rank 66 and equipped as a tool rather than a legitimate firearm. Using its own "Derringer" ammo type, this pistol has a small but simple niche. It's a gun for fast firing, low damage output. It holds four rounds in four chambers and fires single-action. Twelve additional rounds are carried and ammunition for it cannot restocked during a match. Another added perk is that the Quad Derringer is one of the quietest non-suppressed firearms, so shots from it will not give away your position to hunters who may be some ways off.

Surprisingly there is one variant of the Quad Derringer, which is the mildly insane "Derringer Pennyshot" that replaces the quad .22 Short barrel cluser with two barrels akin to a Remington 1866. And as the name implies, fires Penny Shot from barrels sawn so far back that the ammo pokes through them. What it lacks in accuracy, damage and sense, it makes up for being able to deliver quick bleed damage on targets.

Sharps Model 1C - .22 Short
The original concealed carry.
A hunter enjoys a scenic bayou view with his Quad Derringer.
Readying the "Quad Derringer", wary of angry water demons that will eat his shoes.
Iron sights of the "Quad Derringer", incredibly tiny but given its intended role, make sense.
Reloading the "Quad Derringer", the barrels are moved forward and topped off two at a time.

Smith & Wesson Schofield Model 3

The Smith & Wesson Schofield Model 3 was added in Update 1.6.2 as a Rank 1 unlock under the name "Scottfield Model 3", now joining the Nagant M1895 as the player's first handgun upon arriving in Hunt. While it lacks the many variants that the Nagant has, and only has two special ammo types to its name, the Scottfield is a powerful piece in the right hands. While it has slightly lower damage than the earlier "Pax" pistol, accurately showing the slightly lower performance of .45 Schofield in comparison to .45 LC, it makes up for with very tight sights, good accuracy and a relatively fast rate of fire especially when combined with fanning. Not to mention the advantage of ejecting all of its rounds in one go. It can also use incendiary or FMJ ammo.

Update 1.7.2 added three variants of the Schofield: the "Scottfield Model 3 Spitfire", which has a shortened barrel and trigger guard spur often seen on the Smith & Wesson No. 3 Russian Model. This variant features a higher rate of fire, at the cost of worse accuracy. The "Scottfield Model 3 Precision", which fits the Schofield with the very rare stock featured on a batch of Model 3s made for the Australian Colonial Police. And finally, the "Scottfield Model 3 Swift", which is the same as the base variant, but utilizes a speedloader for even faster reloads. The trade-off is that a tactical reload can no longer be performed, and that any unfired rounds are discarded and six rounds will always be loaded.

Smith & Wesson Schofield Model 3 with nickel finish - .45 Schofield
Smith & Wesson "Wells Fargo" Schofield with barrel cut down to five inches - .45 Schofield
One of approximately 250 New Model No. 3 revolvers made for the Australian Colonial Police - .44 Russian
The Schofield in the store.
The "Spitfire" variant. The barrel length on this variant appears to be between the lengths of the 5" barreled "Wells Fargo" variant and 3.5" barrel version.
The "Precision" variant with its very rare shoulder stock. A hunter with one of these should keep it around as a retirement fund.
A hunter approaches his target with the other iconic revolver of the American West at the ready.
The hunter aims the Schofield, hopefully not to shoot Jesse James in the back.
When performing a tactical reload, the hunter will put the pistol into half-cock, press the ejector lever and gently open the revolver without ejecting all the cartridges. They will then proceed to remove any fired rounds one-by-one and replace them manually.
Upon emptying the revolver, the hunter will fully break open the Schofield, sending up a satisfying rain of brass. No moon clips or speedloaders for you, however, so all six rounds are loaded manually... unless of course, you invest in the "Swift" variant.
As demonstrated here, sharing the same Prideaux as the earlier "Swift" variant Colt.

Mauser C96

The German Mauser C96 appears as the "Dolch 96", unlocked at Rank 68 as the improved semi-auto pistol option over the latter mentioned "Bornheim" that boasts more damage and slight improvements on accuracy at a cost of being much more expensive and using "Special" ammo instead of the more plentiful "Compact". There was initially only one variant of the gun, fittingly the "Dolch 96 Precision" that fits the gun with the shoulder stock. The Tide of Desolation event added two variants, the "Deadeye" which fits the C96 with a short-range scope, and the "Claw", which adds a blade in the grip for enhanced melee.

Mauser C96 - 7.63x25mm Mauser
The C96 in the store. The markings are much the same as the ones found on a real C96, except with Mauser being swapped out for fictional manufacturer "Dolch".
With the "Precision" variant, one may be able to make better use of the C96's rather optimistic 1,000 meter sight calibration setting.
The "Claw" variant. The blade is a little less haphazardly attached to the grip than the Single Action Army's "Claw" variant, but doesn't seem any less nerve-wracking to shoot.
The "Deadeye" variant, for those that have no time for hokey religions and ancient weapons when they have a good semi-auto at their side.
A hunter takes her brand new Dolch out for a test run.
Iron sights of the "Dolch 96", big and roomy, good for close or in this case, medium range shooting.
After expending 10 (probably very expensive) 7.62x25mm rounds, the hunter uses a stripper clip to re-up.
Reloading the "Dolch 96" with individual rounds. As with Battlefield 1, the individual round reload is a gameplay artistic liberty; the C96 is nearly impossible to reload mid-magazine in reality, since it uses the magazine guide as its bolt hold open, meaning that its bolt cannot lock back mid-magazine for topping off.

Bergmann 1896

The Bergmann 1896 was added to the game in Update 5.0 as the "Bornheim No. 3", unlocked at Rank 30 as a new and more interesting sidearm option. In comparison to the gate loader revolvers, it offers a clip loaded, fast firing albeit weak secondary option. It comes with three specific variants. The "Extended" fits the gun with a home-made extended magazine, bumping the capacity from 5 shots to 8. And if that wasn't enough, there's also a "Match" version with an elongated barrel and wire stock. The Tide of Corruption event added the "Silencer" variant, making it the only currently available self-loading suppressed weapon. It can use incendiary or high-velocity ammo.

Of note is that the weapon is one of the few weapons capable of being affected by the "Bulletgrubber" trait, which recovers rounds ejected (when opening the action) in partial reloads.

Bergmann 1896 - 6.5x22mm Bergmann
The Bergmann 1896. Usually a hunter's first foray into the realm of self-loading pistols.
The "Extended" variant with its DIY extended mag. The trade-off here is that the weapon can no longer load with a clip and must be loaded round-by-round.
The "Match" variant, ready for some long-ish range shooting.
The "Silencer" variant with an early sound suppressor that greatly resembles a Maxim Silencer as opposed to the more homemade devices used on other "Silencer" variants.
A hunter strikes it lucky by finding a "Bornheim" pistol. The reason he's holding the gun so high is due to Hunt's combat system, with guns having the ability to bash opponents unless you hold down the RMB to actually aim.
And actually aiming brings the Bergmann closer to the shooter's face, hitting Shift will allow you to use the iron sights.
After dealing with an "Immolator" with a combination of 6.5 Bergmann and girlish screaming, the hunter reloads the Bergmann by opening the magazine hatch...
Before inserting a fresh 5 round clip, closing the hatch and charging the gun.

Webley & Scott No. 1 Mk. III*

The "Flare Pistol" in-game appears as a Webley & Scott No. 1 Mk. III*, albeit with a somewhat strange hexagonal chamber profile rather than the real flare gun's round one. Like the earlier Sharps, this is classified as a "tool" than a proper firearm. Unlike other tools, ammunition for it can be replenished from Special ammo boxes. It's primarily used for illuminating dark areas, a rarity for any video game flare gun and fitting H:S''s very dark maps. It can also be used to set flammable objects (or enemies) on fire, which allows for flammable creativity.

Webley & Scott No. 1 Mk. III* - 1" flare
The Flare Gun as seen in the store; note the hexagonal chamber profile and a nick in the muzzle flare as a ersatz iron sight. Also the "Wesley and Schrott" stamp on the frame.
The Witch Hunter holds a "Flare Pistol" aloft.
The very wide front sight is best used for extreme close range, or general shooting into the air.
Loading a fresh flare shell into the breech after learning that this game's flare pistol isn't too effective at setting a humid, moist environment alight unlike a certain other FPS flare gun.

LeMat 1861

Added in Update 6.0, the "LeMat Mark II Revolver" is a fictitious cartridge conversion of the LeMat 1861; a rather strange choice, given that actual cartridge-firing versions of the LeMat did actually exist. It is correctly depicted with a 9-round capacity plus an additional shotgun shell, with the lever on the hammer being appropriately moved up or down to fire pistol-caliber rounds (of the "Compact" variety; this presumably makes it a .36-caliber version, though with how vague the in-game calibers are one can't really be sure) or shotgun shells. The pistol alternate ammunition types are incendiary and FMJ, while the shotgun can use "Starshell" (flares), dragonbreath, or slug shells. The UpperMat can use poison or FMJ ammo. Unlocked at Rank 46, the LeMat is a wonky gun to use. Lower damage than the Conversion or the Pax and with middling accuracy for both the pistol and shotgun barrel, this thing can be a menace in close quarters with the shotgun barrel and certain skills. And of course, in a pair. The only variant is the "UppetMat", similar to design and concept as the Caldwell Conversion Uppercut. It is a LeMat with an elongated cylinder and fires Long ammunition. Unlike the Uppercut, the UpperMat is a Medium slot weapon and is the only handgun that is used with two hands, preventing dual wielding.

The cylinder is reloaded through a side-mounted gate (with there not even being an ejector rod for the player character to ignore this time around, though the cap-and-ball version's loading/ramming lever is still alive and well), and the shotgun is reloaded through a completely fictitious method wherein the player character grabs the barrel and breaks the weapon open; exactly why this method can't be used to reload the cylinder as well isn't clear, apart from the usual "balance reasons".

Reproduction LeMat 1861 (Cavalry version) - .36 or .44 caliber.
The model of the LeMat.
A view of both barrels, as well as the loading lever.
A hunter with a "new-to-me" LeMat.
Aiming down the sights, done through the use of the hammer itself and the front post.
Reloading the LeMat after firing some pistol rounds, which involves scratching the gun in the general region of the loading lever and letting spent brass fall out.
Later, the hunter uses his LeMat, now in shotgun mode, to interrogate a local wagon. Note the hammer positioned to strike the shotgun's chamber.
Reloading the LeMat's shotgun, breaking it open like a break-action shotgun and shoving a shell into the breech in the center of the gun.
The "UpperMat", which gains some brass embellishments.
Holding the slightly ridiculous "UpperMat".
Bigger gun doesn't mean you get any bigger sights.
Loading- the hunter nestles his massive revolver close and loads in a straight walled cartridge that appear to be .45-70 Government.

"LeMat Mark II Carbine"

Added in the Devil's Moon event, the "LeMat Mark II Carbine" is a revolving carbine variant of the LeMat Mark II, featuring greater stability and effective range for both the revolver and underbarrel shotgun. It is based on the exceptionally rare carbine variant of the LeMat revolver. It has one whole variant, a simple "Marksman" with a scope.

Belgian LeMat Centerfire Carbine - .44 caliber
The LeMat Carbine in the store. This carbine's creator was thoughtful enough to include a wooden foregrip, something most known examples of LeMat carbines lack.

Rifles

Winchester Model 1873

The Winchester Model 1873 appears as the "Winfield M1873", albeit in two forms. A version with a 7-shot magazine tube appears as the "Winfield M1873C", which is unlocked at Rank 1, while the "M1873" model with the full length 15 round magazine unlocks at Rank 20. According to the "Book of Weapons", the "Winfield M1873" was known to Confederate soldiers during the American Civil War as "that damned Yankee rifle that they load on Sunday and fire all week"- an adage which was actually used to describe the earlier Henry 1860, not to mention the Model 1873 was first produced eight years after the conclusion of the Civil War. Fast firing, low-ish damage rifles, the 1873's main niche comes with the high rate of fire and the many variants that exist allowing it to be used as everything from a stealth option to a close range high speed bruiser. Or in the case of the Musket Bayonet, allowing you to stab someone.

For the "M1873C", there is the "M1873 Silencer" which fits the rifle with a large rectangular home-made suppressor. Then there's the "M1873C Marksman", fitting the rifle with a scope. If that rifle isn't small enough, then there's the "M1873 Vandal" which cuts the rifle down to a Mare's Leg length, allowing it to fit in a "Medium" weapon slot instead of a large one. And if that wasn't enough, there's two more variants of the "Vandal", the "Vandal Deadeye" fitted with a short scope and the "Vandal Striker" fitted with a short bayonet to increase its melee damage.

The "M1873" is a tad shorter, but not any less creative with its versions. Beyond the normal rifle, there is the "M1873 Aperture" which fits the rifle with a Vernier style peep sight that makes it a little more accurate at mid-range. Then there's the "M1873 Talon" which fits a large knife like assembly to the stock to allow the rifle to double as an axe. The "M1873 Swift" takes a neat twist by modifying the rifle to accept speed loader tubes, shortening the reload time. And finally is the "M1873 Musket Bayonet", taking cues from the rarely-seen Model 1873 Rifle Musket, this long rifle boasts an increased capacity of 17+1, as well as a permanently fixed socket bayonet.

Both the full-sized and compact M1873s can use incendiary or high-velocity ammo, while the full size can use FMJ ammo as well.

Winchester Model 1873 - .44-40 WCF
Winchester Model 1873 with short tube magazine - .44-40 WCF
Winchester Model 1873 Musket with socket bayonet - .44-40 WCF
The basic, full-length Model 1873.
The basic short-magazine tube Model 1873. As seen in the hands of many a wide-eyed new hunter to the bayou.
A sight you don't see every day- the Winchester Model 1873 Musket with included socket bayonet. The term "Musket" was not to denote that this rifle is a muzzleloader with a single-shot capacity, but rather refers to the rifle's length, which is comparable to the military-issue muzzleloading muskets of the day.
A silenced Model 1873, fitted with a homemade suppressor that's much bulkier than the Maxim Silencer that would later appear in the early 1900s. The rear ladder sight of this variant has also been flipped up to facilitate aiming.
A compact Model 1873 "Mare's Leg", for all your compact cowboy needs.
A hunter wanders the woods with his trusty M1873.
Iron sights of the "Winfield M1873", a skinny front post and a wide rear notch.
Reloading the "Winfield M1873", an animation shared between it and the later Vetterli.

Winchester Model 1876

Added in Update 1.5, the Winchester Model 1876 appears as the "Winfield M1876 Centennial" (a reference to a marketing name of the real weapon, which was in turn a reference to the 100th anniversary of the signing of the US Declaration of Independence). It unlocks at Rank 58, and serves as a harder-hitting alternative to the 1873 above - it uses Medium ammo (rather than the 1873's Compact), with higher damage, penetration, and muzzle velocity, at the cost of, well, cost (substantially higher than any 1873 variant), along with a lower fire rate, and a 9+1 capacity. Variants include a long scope equipped "Sniper" variant, the "Shorty" that reduces its size to a Medium slot along with the "Shorty Silencer" thar does the aforementioned along with adding a suppressor, and the "Truama", which has a broken stock replaced with metal junk, which allows it to be used as an ad-hoc sledgehammer in melee combat.

It can use poison, FMJ, and DumDum ammunition.

Winchester Model 1876 (in musket-carbine configuration) - .45-60 WCF
A Model 1876, covered in fresh mud.
The "Sniper" variant, which gets a slightly recolored "Long Malcom" scope compared to the other Sniper variants.
The "Trauma", which gets part of the stock replaced with what appears to be a metal C-clamp. This cannot possibly be comfortable to shoot, nor can it do wonders for the balance of the rifle, but it it serves its purpose of bashing heads admirably.
A Mare's Leg Model 1876, not something seen too often (probably for good reason).
Like most of the other "Silencer" variants, this one gets a suppressor that looks very much ad-hoc, and also gets a new rear iron sight to compensate, in this case, buckhorn stye sights.
Marshall Phoebe Brewer goes for a stroll through the bayou with Model 1876 in hand.
Aiming the Model 1876 reveals a sight picture not too different from its less beefy cousin, the Model 1873.
Loading also reuses the Model 1873's animation, minus the addition of the much larger cartridge, which appears to correctly be a .40-60 round.

Sharps 1874

The Sharps 1874 appears as the "Sparks LRR" (Long Range Rifle) chambered in .45-70 and unlocked at Rank 26. Prior to the version 1.5.2 (released for testing on May 11th 2021), the rifle was set to half-cock during reloading. While appropriate for an earlier, percussion, Sharps rifle this behavior was inaccurate for later cartridge firing models. This was corrected after the error was mentioned by Jonathan Ferguson (Keeper of Firearms & Artillery at the Royal Armouries museum), whose feedback was cited in the patch notes. A large piece for the bayous, the "Sparks LRR" serves as the king of long ranged combat in the game, with a damage range of 250 meters and high damage to boot. Don't get too scared, it's a slow gun to reload and not too good up close, so it's not too potent in close-quarters. It comes with only two versions, those being the "Sparks LRR Sniper" which fits a scope, and the "Sparks LRR Silencer" which is a bit self-explanatory.

Released with the "Serpents Moon" update, the "Sparks Pistol" was added as another variant, albeit one whose name makes it stand out from the rest of the versions on offer. A standard Sparks rifle sawn down to a pistol length, it sacrifices much of its range and sight options for a close range 1-2 shot blast on any hunters unfortunate to run into you. Oh, and it can also be dual wielded. All variants can use incendiary, poison, and FMJ ammo.

Sharps 1874 - .45-70
The basic Sharps in the store.
The suppressor-equipped variant also apparently cuts down the barrel quite a bit. The suppressor model here is the same one used on the Winchester Model 1873's suppressed variant, and also features a raised ladder sight at the rear.
A "Sniper" variant, the king of long-ranged bayou combat. The scope used here appears to be based on the Civil War-era William Malcolm telescopic rifle scope. Its model is used on several other rifles with "Sniper" variants.
The "Sparks Pistol", just in case the Mosin-Nagant Obrez was too soft on your wrists.
A hunter carries around his Sparks rifle before realizing he isn't in Kansas anymore.
Aiming the "Sparks LRR" towards a faraway foe.
Iron sights of the "Sparks LRR", fairly small and not adjustable outside of the raised sights of the Silenced version.
Reloading the "Sparks LRR" by lowering the breech, sliding in a .45-70 cartridge, and closing the breech.

Vetterli M1869/71 Carbine

The Swiss Vetterli M1869/71 Carbine appears as the "Vetterli 71 Karabiner", unlocked at Rank 6. The Vetterli is a punchier upgrade from the starter "M1873C", with more damage (due to it using medium ammo) and a little more accuracy as a trade off for a slower rate of fire. There's five versions to this rifle, the "Vetterli 71 Deadeye" which adds a scope, the "Vetterli 71 Marksman" with a longer range scope, and the later "Vetterli 71 Bayonet" which adds a large sword bayonet for melee combat. The third, later added, variant (added alongside the Schofield Model 3) is a suppressed Vetterli, added after the community campaigned for a new Vetterli type on Reddit. The Tides of Corruption event added a fifth variant, the "Cyclone", which is a semi-automatic conversion with an action from the Howell Automatic Rifle, which has a reduced capacity of 3+1. It can use incendiary, FMJ, or high-velocity ammunition.

Vetterli M1869/71 Carbine - 10.4mm
The basic Vetterli in the store.
Showing off the titular blade of the "Bayonet" variant, which appears to be based on a style of bayonet used on the Italian Vetterli-Vitali rifle.
The suppressed variant gains a rusty, very much homemade-looking suppressor that seems to be held on with household bindings and faith.
The pinnacle of bayou engineering, the "Cyclone". Most of the barrel and magazine tube have been chopped off, with the gas tube and gas block for the self-loading system welded on. Why most of the rifle needed to be excised to make this function is not elaborated on.
Having realized that water demons aren't scared by tiny derringers, the hunter switches over to his Vetterli.
Aiming the "Vetterli 71 Karabiner" in an attempt to keep the Water Devils away.
Iron sights of the "Vetterli 71 Karabiner", small but serviceable.
Reloading the "Vetterli 71 Karabiner", like the Winchester before, although with a properly modeled 10.4mm Swiss round.

Mosin-Nagant M1891

The Mosin Nagant M1891 appears under its real name, a rarity in this game and unlocked at Rank 72. It appears to be mostly based on the 3rd configuration of the M1891 infantry rifle due to having a front sling swivel, an upper handguard, and an open blade front sight. It also has a rear sight similar to a M1891/30 and a turned down bolt handle. While most games treat the Mosin as average, the rifle is anything but in H:S. Powerful, relatively long ranged, and fast-firing, this gun turns heads real quick when it shows up in a fight.

Being the top-tier rifle, it comes with a large mix of variants. There's the "Mosin Bayonet" which adds the classic socket bayonet, the "Marksman" adds a scope and the most kooky is the last major version, the "Avtomat". Taking cues from the WWI-era Huot Automatic Rifle, this is a 15 round capacity, automatic conversion of a Mosin that is as inaccurate and terrifying up close as you're imagining. Interestingly, the "Avtomat" variant fires a minimum of three rounds when fired. Tapping the fire button on your controller or briefly clicking your mouse will not produce single shots. While devastating in close range, the Avtomat is balanced by being nearly uncontrollable when firing even a single burst and its habit of rapidly chewing through ammo. Beyond that, the player's hunter carries no reserve ammunition for the weapon at all. A single engagement will most likely have the Avtomat's user scrambling for an ammo box (considering that ammo boxes also give out miserly amounts of ammo upon use, they will most likely be scrambling for several ammo boxes).

And before you think this is over, there is also the sawn off Mosins. Yes, this game has an "Obrez", allowing you to put a Mosin in a "Medium" sized slot, but that's not all. There's the "Mace" version that bundles up the end of the stock into a makeshift whackey stick and even more fun, the "Drum" which gives an Obrez around 15 rounds of 7.62x54R to deal with problems. Every variant, save the Avtomat, can use incendiary or spitzer ammunition.

Russian Mosin Nagant M1891 3rd configuration - 7.62x54mmR
A basic Mosin. While modern gun enthusiasts view the Mosin-Nagant as a relic of an earlier time, Hunt: Showdown is set in a time when the Mosin was among the most advanced infantry weapons in the world.
For a few dollars more, you can get a Mosin equipped with a handy socket bayonet. Bayonet charges are a viable tactic, useful for rushing unprepared enemy hunters. Shouting "URA!" while doing so is preferred.
A sawed-off "Obrez". Hunt: Showdown may encourage stealthy tactics, but this weapon is for when the situation... gets a bit loud.
The "Obrez Drum" variant adds (of all things) what appears to be an MG42 drum magazine to the weapon. This magazine is not detachable; rather, rounds are fed into the top of the receiver like normal until you fill the drum with 15 rounds. This makes the drum magazine function similarly to the "trench magazine" used on the Gewehr 1898.
A hunter skulks around a farm with her bayonet-equipped Mosin-Nagant M1891.
The iron sights of the Mosin, which are about as small as the real M1891's. Note the down-turned bolt handle. In pre-release versions, scopeless variants of the Mosin had a straight bolt handle.
Reloading the rifle with a stripper clip full of bottle-nosed rounds; this is accurate, as the more familiar pointed-tip spitzer bullets wouldn't come into widespread use until a few years later. Incidentally, Update 1.5 added spitzer rounds as an unlockable alternate ammo type for the Mosin, which increase muzzle velocity and are better at penetrating surfaces, but produce slightly more recoil, as well as dealing slightly less damage, likely representing the ability of a spitzer round to more cleanly punch through soft targets.
Huot Automatic Rifle - .303 British
The final evolution of the Mosin- the "Mosin-Nagant M1891 Avtomat". The design influence from the Huot is clearly evident. Given that the Huot worked primarily because the weapon it is based on, the Ross rifle, is a straight-pull bolt-action, one must assume that the inventor of the Avtomat must have also somehow converted the base Mosin into a straight-pull rifle. The lore entry for the Avtomat in "The Book of Weapons" actually touches on this, mentioning that the Mosin-Nagant is nearly impossible to convert to fully-automatic fire and remarks that the inventor of the weapon "was an adept, if mentally unstable person". The "Book of Weapons" also states the Avtomat is gas-operated. Presumably, gas is trapped when the weapon is fired and then forced backwards, pushing a rod that automatically works the bolt back and forth. Further lore entries imply the weapon is a custom-made item modified by hand, and extremely crude, but effective nonetheless.
Hefting around the rather massive "Mosin-Nagant M1891 Avtomat" around Fort Carmick.
The Avtomat also gains some new, slightly more precise sights- which are rather wasted, considering the immense recoil this thing produces.
Reloading the Avtomat with a stripper clip, a rather common sight if planning to use the weapon for prolonged engagements.

Double Rifle

A double rifle, possibly a Holland & Holland, appears as the "Nitro Express Rifle" and is unlocked at Rank 88, has no variants, and is the most expensive item in the game at $1,015. The final weapon unlocked, the "Nitro Express Rifle" is a heavy hitter in every department. A borderline one-shot on enemy Hunters from close to medium range, and can easily tear up boss monsters if you're careful. However, the iron sights are cramped and hard to use, the gun kicks like a mule and it carries little ammo into battle. Furthermore, ammo can only be restocked at "Special" ammo boxes and crates, which are much harder to come by than regular ammo supplies. But, you can also rock it with explosive ammunition (because there's no such thing as overkill) or "Shredder" ammunition that causes severe bleeding damage on anyone who manages to survive the initial volley. The double rifle is also one of the loudest weapons in the game and shots from it are discernable from upwards of 1,000 meters away.

Holland & Holland 'Royal' Double Barrel Rifle - various calibres
A hunter stalks his prey with his "Nitro Express Rifle".
The Vernier sights of the Express Rifle, easy to read especially when blasting targets from 10 feet away. Unlike other rifles that have peep sights, these cannot be folded down.
Firing one barrel and reloading results in taking out one gigantic spent cartridge and replacing it with another.
Reloading the "Nitro Express Rifle" after a job well done, identical to the Colt M1878's animation.

Combination Gun

A Drilling-style combination gun was added in the Tide of Shadows event as the "Drilling". It features two side-by-side rifle barrels firing Medium ammo and a single shotgun ammo barrel underneath. The two rifle barrels offer good damage and range with rapid-follow up capability, while the shotgun barrel allows for some close-range firepower in a pinch. The main downside, of course, is the limited capacity for both ammo types. Two variants were added in the Tide of Desolation event, the "Handcannon" and "Hatchet", both of which involve shortening the barrels and removing the stock in the style of the shotgun "Handcannon" variants, with the hatchet getting a hatchet head crudely affixed to it for melee.

The rifle barrels can use DumDum or FMJ ammo, while the shotgun barrel can use "penny shot" (replaces pellets with coins that scatter over a wider area and can deal intense bleeding damage), flechette, or slug ammunition.

M30 Luftwaffe Drilling - 12 gauge & 9.3x74mmR
A finely-made Drilling gun in the store.
The "Handcannon" Drilling variant. This appears to be a purpose-made weapon rather than a rough saw-off job in the field.
Acquiring a Drilling of their own, a hunter hunts a different kind of big game.
Aiming down the twin rifle barrels while in rifle mode. The rear sight is used in rifle mode, while it is flipped down in shotgun mode and aimed using the front bead.
After firing a single Medium round, the hunter removes the spent round and loads a new cartridge. Alas, they didn't spring for the automatic extractor model.
Reupping on rifle rounds in both barrels, these appear to be 40-60 Winchester cartridges, possibly shared with the earlier mentioned Centennial.
Blasting the bottom shotgun barrel results in removing and inserting a new shell.

Lebel 1886

The Lebel 1886 was added to the game in Update 6.0 under its real name, unlocked at Rank 52. It holds 10 rounds, representing the Lebel's ability to hold eight rounds in the magazine, one on the elevator, and one more in the chamber. The Lebel serves as a line of demarcation between the previous black powder rifles and the smokeless ones, because it flips a lot on its lid. A little clunky with the RoF, but deadly in damage and especially in muzzle velocity. You don't know how much lead you need with black powder until you snipe someone with the Lebel without even thinking about aiming for windage.

The Lebel's variants are fairly modest. There's the "Marksman" version that fits it with a scope, alongside the "Talon" version that fits the stock with blades to allow you to use the gun as a sort-of axe, and the "Aperture", which adds a Vernier peep sight. It can also use incendiary or spitzer ammo.

Lebel Model 1886 - 8x50mmR Lebel
The Lebel, splattered with mud not from the trenches of Verdun, but from the bayou of Louisiana.
A hunter takes his newfangled smokeless powder rifle out for a spin. The markings indicate this rifle is the improved M93 variant.
The sights, small and precise like the Mosin's and many other bolt-actions of the era.
"Sacre bleu!" the hunter cries when he realizes he's out of ammo. Cartridges are first loaded into the internal magazine. The Lebel's tubular magazine means it cannot use a stripper clip to quickly reload- so we advise that one gets comfortable if they've expended all 10 rounds...
Once he's loaded up, the hunter gives the bolt a firm pull to set a cartridge on the elevator before closing the bolt to chamber the rifle.

Berthier Modèle 1892 Artillery Carbine

Update 1.7 added the Berthier Mle 1892 Artillery Carbine as a "Long" ammunition weapon. It performs similarly to the Lebel 1886, with a smaller magazine capacity of three rounds, but much faster reload speed. It is unique among the Long ammo rifles in its use of an en bloc clip to reload. It is unlocked at Rank 62. It currently has three variants, a short-scope equipped "Deadeye" variant, long-range scope "Marksman" variant, bayonet-equipped "Riposte" variant, and can use incendiary or spitzer ammo like the Lebel.

Berthier Mle 1892 Artillery Carbine - 8x50mm R
"Hi guys, thanks for tuning in to another video on Forgotten Weapons dot com. I'm Ian McCallum and today..."
Tiring of uncouth American rifles, the hunter grabs a fancy French rifle. The markings indicate this rifle was made by Manufacture d'Armes de Saint-Étienne (MAS). Note the marking of "Mle 1890", indicating that this rifle is rebuilt from an Mle 1890 Cavalry Carbine into the Mle 1892 pattern. This practice, however, first began in the First World War.
The sights of the Mle 1892 are small, precise, late-19th century, you get the idea by now.
When performing a tactical reload, the en bloc clip is ejected, as illustrated by the clip with one remaining round flying past the hunter's face. Reloading a partially-empty magazine will result in the loss of up to two unfired cartridges when not used with the Bulletgruber trait. Performing a tactical reload also takes longer than an empty reload due to the need to eject the clip.
In the event you used all three rounds, the hunter simply needs to insert a fresh three-round en bloc clip. In a nice bit of detail, the clip will audibly eject from the bottom of the magazine and even be present as a physical object on the ground after the last round is chambered.

Martini-Henry IC1

The somewhat obscure IC1 (Interchangeable Carbine Mark 1) variant of the Martini-Henry (so named due to its ability to swap between artillery and cavalry configurations) was added to Hunt in the 1.1.3 patch. It serves as an alternative to the Sharps, with the main tradeoff being a faster reload in exchange for a slower muzzle velocity and poorer long-range effectiveness, and is unlocked earlier at Rank 16 instead of the LRR's requirement of Rank 26. It can use incendiary, explosive, or FMJ ammo.

Aside from the standard variant, there is a "Riposte" version with a bayonet (showing that the IC1 is in its artillery configuration, as the cavalry setup lacks a bayonet lug), and a "Deadeye" variant with a low-powered scope. Introduced in the Devil's Moon event, however, is a much more interesting variant- the "Martini-Henry IC1 Ironside". It is fitted with a mechanism based on the Hartson quick loader, an experimental magazine-like device intended to convert the single-shot Martini-Henry into a five-round repeating rifle. Invented by Captain Charles Greville Harston in 1887, this device ultimately was rejected for use due to reliability issues. However, in H:S, the "Ironside" variant gives hunters access to an economical Long ammo repeating rifle that holds five rounds in the magazine with one in the chamber.

Martini-Henry IC1 in artillery configuration - .577-450 Martini
The left side of the Martini-Henry's model.
The "Riposte" variant with the attached sword bayonet, in the truest form of the name. This particular rifle is more of a sword with a free rifle attached.
The "Ironside", a modernization of the aging breech-loader ready to compete with the likes of the Mosin and Lebel.
A hunter takes the high ground, his Martini-Henry at the ready.
The hunter takes aim, confident that some good ol' fashioned British marksmanship will take proper care of this whole "monsters emerging from alternate dimensions" business.
The hunter loads a fresh .577-450 cartridge into the breech.

Springfield Model 1866

Also added in the 1.1.3 patch was a Springfield Model 1866, an early variant of the Trapdoor Springfield Rifle chambered in .50-70 Government (a fact which is mentioned directly in-game, where it uses generically-named "Medium" ammunition). Unlocked at Rank 1, it serves as the first long-ranged rifle in the game with decent accuracy, damage and range. Nothing too spectacular, but nothing overtly bad. A good feeler gun for gauging how you want to play the game. It can also use DumDum, poison, or explosive ammunition.

And if that wasn't enough, it comes with five whole variants. There's the obvious for a gun like this, a "Marksman" version fitted with a scope, and with Tides of Corruption, a "Bayonet" variant. And then there's the not-so-obvious like the "Compact" version which saws off a majority of the gun to let it fit in a "Medium" slot and work as a pocket handcannon. And if that wasn't enough, there's also a "Striker" version that fits the gun with a tiny and mildly adorable bayonet, and hilarious a "Deadeye" version that fits a sawn off rifle with a tiny little scope.

Springfield Model 1866 - .50-70 Government
The 3D model of the Model 1866, the older brother of the venerable Springfield Model 1873.
The "Bayonet" variant is rather self-explanatory, gaining a spike bayonet also used by the Mosin-Nagant.
The "Striker" variant. Calling the blade attached to the end a bayonet is rather generous, considering its a homemade knife strapped on to the end of the barrel. Still, it certainly gets the job done.
The creator of the "Deadeye" variant was certainly not conforming to the typical idea of a sniper rifle.
A hunter slinks toward a Ghoul-infested dockyard with a Springfield Model 1866 at the ready.
Archetypical tiny muzzleloader sights, now with the trapdoor mechanism cluttering part of your view.
After blasting an ominous cypress tree, the hunter loads a new .50-70 Gov't round.

Springfield Model 1892 Krag-Jørgensen

The Springfield Model 1892, the first U.S. manufactured version of the Krag-Jørgensen, was added in the Devil's Moon event. It appears under the name "Springfield M1892 Krag" and is unlocked at Rank 62. Behaving like a slightly tamer Mosin Nagant, the Krag sacrifices a smidge of damage in exchange for its unique capsule magazine. Allowing easy topping up of the mag without needing Bulletgrubber like the other smokeless powder rifles. It does mean a slower reload however.

It currently has two self-explanatory variants, the "Bayonet" and the "Sniper", and can use incendiary or FMJ ammo.

US Property Marked Krag-Jørgensen Model 1896 Rifle - .30-40 Krag
A basic Model 1892 Krag, excellent for charging up hills in Cuba.
The bayonet-equipped Krag, fitted with a correct M1892 Bayonet.
The "Sniper" variant gains the same "Long Malcom" scope as other sniper-scope equipped variants.
A hunter pulls guard duty at Fort Carmick with a Krag. Note the markings giving this rifle a manufacture year of 1894.
Aiming down some sights that are roomier than other contemporary rifles.
Inserting a single round via the loading gate.
Similarly to the Mosin Nagant in Battlefield 1, a unique animation occurs when the hunter loads three rounds. Three fresh cartridges are grabbed and quickly dropped into the loading gate.
And of course, on an empty reload, the bolt is pulled back to chamber a round.

Colt Lightning Carbine

Added in the Desolation's Wake event was the Colt Lightning Carbine, the first pump-action rifle and a much-requested weapon from the community, appearing with the name "Caldwell Marathon". Firing Compact ammunition, this rifle is potent at mid- to close-range, boasting a large magazine capacity of 15+1, very good damage output for its ammo type, a fast cycling rate, and modest recoil. It is slightly hampered by its clunky nature, especially through a long reload time. The action must also be open to load, potentially wasting a precious round if a tactical reload is performed without Bulletgrubber. It only has one variant, the speedloader-enabled "Swift", and can use FMJ or poison ammo.

Colt Lightning Rifle - .40-60-260
After a few years of community requests, the Lightning makes its debut in the bayou.
A hunter holds the Lightning Carbine while checking out the aftermath of a battle involving weapons a bit larger than his own.
Aiming with some tight, buckhorn-style sights.
Loading up some .44-40 rounds. That large magazine tube is great most of the time- until you run dry during the most inopportune moment.
However, the Swift variant allows the pain train to depart the station a bit quicker.

Marlin Model 1895

Also added in the Desolation's Wake event was the original-model Marlin Model 1895 under the name "Mako 1895 Carbine", representing the first Long ammo lever-action rifle in the game. It performs similarly to other Long ammo rifles, while being less expensive than the likes of the Mosin or Lebel. It deals much more damage, has greater range, and higher muzzle velocity compared to other lever-action rifles, at the cost of a slower cycle time and much higher recoil. It also has the lowest capacity of the full-sized lever-actions, at 6+1. And of course, like all other lever-action weapons, it can make use of the Levering trait for some devastating close-range fire. The description describes it as "from a new manufacturer in competition with Winfield [the game's Winchester Repeating Arms analogue]" Minorly accurate, as Marlin Arms was founded in 1870 and would produce their first lever action rifle in 1881.

It currently has two variants, the "Aperture" and "Claw", and can use explosive or FMJ ammo.

Original Marlin Model 1895 Deluxe Lightweight Takedown with case-hardened finish - .33 WCF
An original Model 1895, not quite as famed or successful as its modern production run. The in-game weapon most closely resembles the Lightweight series of Model 1895 rifles, and appears to be fitted with an enlarged lever loop from the modern Model 1895SBL.
The "Claw" variant is little less haphazard looking compared to other variants in the series, with a blade that looks a little less nerve-wracking to shoot with attached.
While a little too early to be hunting velociraptors, this rifle will still find some use in the bayou. The markings on the rifle are accurately transferred from the original, with the "MARLIN SAFETY" marking on the top of the receiver replicated with "Marlin" replaced by fictional manufacturer Mako. The "SPECIAL SMOKELESS STEEL" marking means the rifle is designed for smokeless powder cartridges, and also includes a marking indicating it is chambered in .45-70 Government.
Aiming reveals sights a little roomier than other lever-action offerings and the distinct Model 1895 square bolt.
Slotting in a new .45-70 round.

Shotguns

Browning Auto-5

The Browning Auto-5 appears as the "Crown & King Auto-5", unlocked at Rank 82 as one of the last unlockable weapons in the game. Fitting the creep in RoF that the shotguns in H:S have, the Auto-5 is the absolute king of that mountain. Fast firing and potent, this will cause you to chew through your stockpile of shotgun shells if you're not careful. It can use penny shot or slug ammo and currently has no variants.

Browning Auto 5 - 12 gauge
The 3D model of the Auto-5.
A hunter eyes a suspiciously quiet path with her Auto-5 at the ready.
Iron sights of the "Crown & King Auto-5", simple bead and rear markings that say that the shotgun was produced around 10 years prior to the actual Auto-5.
Reloading the "Crown & King Auto-5", this is mildly inaccurate as pre-1950 Auto-5s required the user to hold the bolt release button to actually load shells. In pre-release versions, the hunter would hold up the Auto-5 with their right hand and load shells with their left hand.

Colt Model 1878

The Colt Model 1878 Coach Gun appears as the "Caldwell Rival 78", unlocked at Rank 18. In comparison to the earlier "Romero 77", the "Rival" functions more as a close quarters shotgun intended for blasting targets at very close range. Its damage output struggles the farther you get from a target, so it's best to make sure you can see the whites of your enemies eyes when using this. The fact its only other variant is a sawn-off "Handcannon" version reinforces this idea. It can use flechette, penny shot, or slug ammo.

Colt Model 1878 - 12 gauge
The model of the Colt Model 1878. Although lore states it is manufactured by Caldwell (a stand-in for Colt's Manufacturing Company), the markings on the Rival 78 indicate it was manufactured by "Eden & Sons".
The sawed-off "Handcannon", which may or may not have been the favored weapon of legendary Australian hunter Max Rockatansky.
A hunter wields his Rival 78 while staring into the water, watching for any Water Devils.
Aiming the Rival after scaring said Devils away with a bit of buckshot.
Iron sights of the Caldwell Rival 78; a set of half-moon posts on the rear and a front bead. The sights of the pre-release Rival were misaligned, with the rear sights being unused.
Reloading the "Caldwell Rival 78" consists of breaking it open, replacing the shells, and cocking the hammers. There is a separate animation for firing a single shot, which is always nice to see.

Spencer 1882

The Spencer 1882 appears as the "Specter 1882", unlocked at Rank 24. The gun is faithfully rendered, albeit with a 4+1 capacity in comparison to the real gun's 5+1. After getting into the routine of break action boomsticks, the "Specter" breaks that routine and runs with it. No longer are you doomed from not being able to double tap a target, now that all you have to do is rack another shell into the gun to be on your merry way murdering your enemies with gusto. Keep in mind that it doesn't work like modern pump shotguns, and its reload is one complicated series of hand gestures to pull off.

The "Specter" boasts a very short but interesting list of variants. The first is a "Compact" model that cuts down the stock, barrel, magazine tube to make a compact repeater shotgun, reducing it to a "Medium" slot blaster. In addition to the obvious hits to effective range and controllability, it has a smaller capacity of 3+1. There's also the "Bayonet" model which fits the shotgun with a bayonet mount similar to WWI-era trench guns, alongside a legitimate bayonet. It can use flechette, dragonbreath, penny shot, or slug ammo.

Spencer 1882 - 12 gauge
A basic Spencer 1882. The genesis of the venerable pump-action shotgun as we know it, but you can't help but laugh at that cute little forend.
The "Bayonet" variant gains the aforementioned blade, mounted on a Winchester Model 1897 "Trench Gun" inspired lug, but also gets a shorter barrel in line with its inspiration.
The "Specter 1882 Compact", or the Spencer Super Shorty.
A hunter wanders the bayou at night with his Specter.
Aiming the "Specter 1882" at the other kind of specter.
Iron sights of the "Specter 1882", a small bead way out in front, which also displays the fake "Specter" markings.
Reloading the "Specter 1882". The reload procedure is depicted correctly, with the new shells being loaded into the open action after pulling back the pump. This also unfortunately ejects the chambered shell, but that shell can be recovered if the hunter has the "Bulletgrubber" trait. The empty reload process will fill up the tube magazine to its in-game capacity of 4, then work the action to chamber one round. Reloading again will then fill it up to capacity.

Single Barreled Shotgun

A Single Barreled Shotgun appears as the "Romero 77" (possibly a reference to director George A. Romero), unlocked at Rank 1 and serving as the first shotgun available to the player in H:S'. Just because it's the first doesn't mean you should get comfortable though, because the Romero is a potent gun in the right hands. Nothing will instantly humble you as losing your run to a Cajun bayou dweller who one taps you with one of these.

Likewise, the Romero boasts three major variants to itself. There's the obvious of a sawn-off version, the "Handcannon", that allows you to carry an entire shotgun in a medium slot for pennies. The "Talon" allows you to pull melee and close range duty in one package, and if that's too big for you, then there's the "Hatchet" version. Yes, you read that right. The Handcannon version with an elongated stock so you can use it as a hatchet. Creativity at its finest.

Added in the Serpent Moon update alongside a rework to shotgun damage models is the "Romero Alamo", a variant based on the Alofs Repeating Shotgun system. Like its real life counterpart, it's a large magazine fed contraption bolted onto the side of the Romero, anachronistic to the 1890s era of H:S as the Alofs system wasn't patented until 1924. Beyond being one of the cheapest repeating shotguns in the game, the Alamo also has the ability to be topped up fully without Bulletgruber, and with high accuracy and damage given the long barrel. It is also the slowest repeating shotgun in the game, with a rate of fire of a withering 22 rounds per minute making it slower than even its normal single shot counterparts, and its wonky magazine system makes reloading even slower.

All variants can use starshell, dragonbreath, penny shot, or slug ammo.

Montgomery Ward Texas Ranger - 12 gauge
The Romero 77's base model in the 3D viewer.
The Romero 77's "Handcannon" variant leaves only about a quarter of the barrel.
The Romero 77's absurd "Hatchet" variant.
A hunter goes Deadite hunting with his Romero 77.
Aiming the "Romero 77" at a particularly threatening bush.
Iron sights of the "Romero 77"; it's exactly what you'd expect from a single barreled shotgun.
Reloading the "Romero 77" by grabbing the old shell, placing a new one in before tossing the old away, closing the shotgun and cocking the hammer. This animation was replaced with one that shows the Romero operating with an automatic ejector thus shortening the reload time.
The new animation being demonstrated with the sawn off model, the gun is opened up and the shell is ejected.
Before replacing the shell, closing the action and recocking the hammer.
Hilarously, the bash animation for the sawn-off Romero has it being used as a sort of hammer, here being used to keep a "grunt" at bay.
The Alofs Repeating Shotgun mechanism on an Iver Johnson shotgun - 12 gauge.
Showing off the "Romero 77 Alamo"'s distinct mechanism in the store.
The Private Eye demonstrates the hilariously complex but ingenious Alofs mechanism while cycling a shell.
Cracking open the tube magazine and loading shells, demonstrating the somewhat awkward grip that must be adopted to do this while standing up.

Winchester Model 1887

The Winchester Model 1887 was added in Update 1.5, named the "Winfield 1887 Terminus" (presumably a reference to its iconic appearance in Terminator 2: Judgement Day); it serves as a more expensive, slower-firing, harder-hitting alternative to the Spencer (the latter being explained by its chambering - 10 gauge, according to the markings on the barrel). Interestingly, it has a 5+2 capacity; while the nominal capacity of an 1887 is 5 rounds in the tube and one in the chamber, an additional round can be placed on the lifter; this detail is replicated in its in-game reload animation. It is unlocked at Rank 64 and can use flechette, penny shot, or slug ammo.

A sawn-off, Medium-slot variant called the "Handcannon" is also available; aside from a cut-down stock and barrel, this also has a shorter 4-round magazine tube.

Winchester Model 1887 - 10 gauge. This is the actual screen gun used by Paul Newman in The Life and Times of Judge Roy Bean.
The basic Model 1887 in the store. Hey, this isn't the Model 1887 as it usually appears in pop culture...
...now that's what we're talking about!
A hunter holds the "1887 Terminus", struggling to not make more Terminator 2 jokes on an IMFDB entry about the Model 1887.
Wide sights, not particularly useful for ranged combat, but useful for terminating targets at close range.
Reloading, part 1. The breech is opened, and shells are loaded into the magazine tube.
Hunt's detailed reloads ensures that a shell is also placed directly into the barrel.

Winchester Model 1893

Update 1.8.1 also added the Winchester Model 1893 as the game's second pump-action shotgun, under the name "Winfield 1893 Slate". It is unlocked at Rank 48 and has one variant, the "Riposte", which takes heavy inspiration from the later Winchester Model 1897 "Trench Gun", fitting the M1893 with a heat shield and bayonet. The Model 1893 is the somewhat obscure, ill-fated predecessor to the much more prolific Winchester Model 1897, designed to use black powder 12 gauge shells. Hunt: Showdown marks what is possibly the first popular media appearance of this shotgun. It is equipped with a 20" Riot barrel, which was not a standard option, but available as a special order through Winchester. It correctly holds five shells plus one in the chamber, and can use penny shot or slug ammo.

Compared to the earlier Spencer 1882, the "Slate" boasts a higher rate of fire and no weird hand motions as the earlier Spencer, at a cost of slightly less overall muzzle velocity and costing a lot more.

Winchester Model 1893 - 12 gauge
The M1893 in the store. In a few years, hunters who buy one of these will be able to send it back to Winchester/Winfield and upgrade to a Model 1897.
A hunter wanders around with his M1893, feeling that this pump-action trend might not be a fad after all...
Aiming through a shallow cutout at the rear and a simple brass bead at the muzzle.
On an empty reload, the hunter chamber-loads the first shell, inserting it from the top through the distinctive circular cutout on the top of the receiver.
Subsequent shells are loaded through the bottom in an animation reused from the Auto-5. Being a more modern weapon lacking the Spencer 1882's fiddly and complex action, the Bulletgrubber trait is not needed to ensure shells are not wasted during a tactical reload.
Winchester Model 1897 "Trench Gun" with bayonet - 12 gauge
The "Winfield 1893 Slate Riposte" has some design choices that are a bit early for the trenches of the Western Front, but can still certainly be put to good use on the hunting grounds. It is fitted with an anachronistic M1917 bayonet, which was typically used on M1897 Trench Guns.

Other

Bomb Lance

Added in Update 6.0, the "Bomb Lance" is described as a whaling harpoon launcher adapted for use on land. It consists of a large fixed blade that is used for melee and a spring-loaded harpoon launcher that launcher harpoons with explosive charges. The harpoons stick into most surfaces or enemies and detonate after about two seconds. Both forms of the weapon deal immense damage, with one light attack from the blade enough to down a hunter at full health and the explosives harpoons capable of killing every AI mob with a single charge, with bosses being able to be killed in three direct hits. It is a slightly unwieldy weapon to use and takes some practice to utilize effectively, and the harpoons themselves deal very little direct impact or splash damage. It uses Special ammo, with three alternate ammo types available: dragonbreath, steel ball (converts the ammo fired into shotgun-like pellets), and waxed frag charge (allows charges to be detonated in water or Choke Bomb clouds).

A bomb lance, which looks like something a different kind of hunter dropped on their way to Yharnam.
Our kind of hunter hefts around a Bomb Lance, wondering if there are any whales at a local brick yard.
Rather obviously, there are no sights to speak of, so aiming at distances beyond up-close-and-personal can be very tricky.
Beginning the reload, which involves seating a charge...
...and then using a separate tool to ratchet the charge into place.

Explosives

Dynamite

Dynamite is available as a throwable weapon in four flavors.

A basic Dynamite Stick, for blowing up things.
A waterproof Waxed Dynamite Stick, for blowing up things in the water or in Choke Bomb gas clouds.
A Dynamite Bundle, for blowing up several things.
A Big Dynamite Bundle, for blowing up many things.

Molotov Cocktail

Referred to as "Fire Bombs", Molotovs are available as a throw weapon. They come in three variations.

The basic Fire Bomb. Fire in Hunt is useful for many things, besides simply destroying multiple enemies at once. Crafty players can block off areas from enemy hunters with a well-placed Fire Bomb, while setting a downed enemy hunter's body ablaze will prevent them from being revived by their partners.
A Liquid Fire Bomb, which can (somehow) burn on water.
The Hellfire Bomb explodes upon impact and spreads fire over a large area- fun!

Frag Bomb

An apparently homemade explosive device, the "Frag Bomb" functions like a traditional fragmentation grenade. Its basic construction is reminiscent of stick grenades like the Model 24 Stielhandgranate. Compared to dynamite sticks, the Frag Bomb has a slightly larger damage radius and trades raw damage for additional "Rending" damage, which inflicts severe bleeding (and subsequent rapid health depletion) upon hunters caught in the blast radius, representing the lacerating effect of shrapnel.

A Frag Bomb in the store. "Potato Masher" isn't quite appropriate for the setting of the game- maybe we can call it a Crawfish Masher?

Flash Bomb

The "Flash Bomb" is essentially a late 19th century take on flashbang grenade. A homemade device containing a mercury filling, the Flash Bomb detonates in a blinding flash of light, predictably disorienting any hunter caught in its blast radius.

A Flash Bomb. While the first flash grenades were created in the 1960s by the British SAS, the Flash Bomb is a homemade contraption very much ahead of its time.

Choke Bomb

The "Choke Bomb" is a gas grenade that releases a cloud of black smoke, which prevents any fires from being lit in its radius and extinguishes existing flames. Hunters caught in the smoke cloud will also cough heavily, potentially revealing their position.

Interestingly enough, the Choke Bomb looks a bit more refined and "mass produced" than the other throwable weapons on offer.

Sticky Bomb

The "Sticky Bomb" is a single stick of dynamite enclosed within a barbed metal frame. As the name suggests, it will stick to most surfaces it makes contact with. The fuse time is eight seconds, double from the four second fuse time of dynamite, however.

The Book of Weapons describes the Sticky Bomb as a "particularly cruel modified explosive device".

Chaos Bomb

A "Chaos Bomb" is another homemade explosive, composed of firecrackers and various cartridges. When triggered, the Chaos Bomb cooks off these rounds to simulate gunshots. This device is useful for simulating a firefight to confuse or distract other hunters.

The bayou is truly a source of ingenious equipment.

Poison Bomb

Yet another stick grenade-like offering, the Poison Bomb is apparently a medical device repurposed into delivering a cloud of poison gas upon impact with a surface.

Unlike other throwables, the Poison Bomb's handle is composed of a haphazardly broken wooden shaft, as opposed to the nicely cut and sanded handles of other bombs.

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