Guides

The Lost Front Weapons Catalog

Shop prices, known damage stats, and which guns to buy first for trench fights.

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Weapons Guide

Guns decide how fast you clear a checkpoint room, but the shop can burn credits if you buy randomly. This The Lost Front weapons guide catalogs the widely used rifles, carbines, pass guns, machine guns, launchers, and community-showcased marksman pieces with known stats, prices, and buy priority so Red and Blue players spend smarter. Pair it with Capture Checkpoints for objective context, Controls so you actually stop sprinting before you shoot, and the Attachments Guide once the 2026 mega-update unlocked 100+ optics, grips, and rails (some shared across guns).

Type Productions launched the Roblox FPS on June 17, 2025; with 83 million-plus visits and ongoing development, expect balance patches. Numbers below reflect commonly referenced values—reconfirm in-game after big updates and after the stats menu rework. Cheaters using illegal weapon tools are permanently banned; earn credits fairly.

For live rankings after patches, open the Tier List and detailed weapons tier notes. For class-specific kits, see Players and best loadouts. Patch context for AKS-74U, GL-06, and redesigns lives on Updates.

How the shop economy works

Credits come from playing matches. VIP buyers start with a 5,000 credit bump (see Game Passes), but free players unlock the same guns through patience. Prioritize a reliable primary before vanity explosives. Ammo discipline matters: loot mags with F after fights, reload with R under cover, and remember AS-VAL’s smaller magazine punishes spray.

American Guns (399 Robux) adds M16A1 and M1911 outside the normal credit path. Everything else below is credit- or class-facing progression. After the attachments wave, budget a few matches of credit income for rails and optics instead of only chasing the next base gun—details on Attachments.

Assault rifles and carbines

AKS-74 (free)

The default workhorse. Damage 70 / 40 / 33, 30-round mag, 600 RPM. It teaches map angles without a credit gate. Burst control at medium trench ranges; do not full-spray every peek. If you cannot win fights with AKS-74, buying AKM will not fix movement mistakes—fix stop-to-shoot habits first.

Buy priority: already owned. Master it through your first Medic unlock (level 5).

AKS-74U (attachments-era carbine)

The compact AKS-74U arrived with the 2026 attachments / redesign wave as a shorter CQB-leaning sibling to the free AKS-74. Think tighter spaces, faster swings through bunker doorways, and less “full-length rifle” feel on long grass peeks. It sits in the same conversation as aggressive carbine / SMG energy without replacing AS-VAL’s raw RPM identity. Confirm current shop price and damage tiers in-client after each patch, then dress it with shared rails from the Attachments Guide.

Buy priority: high if you live in trenches and point rooms; medium if you mainly hold open lanes.

AKM ($850)

The first major credit upgrade most players should save toward. It hits harder in practical rifle fights and feels like a natural step up when you already understand recoil timing on AKS-74. Use it as your baseline “I have money now” purchase before exotic SMG-style rifles.

Buy priority: high for free-to-play rifle mains.

AS-VAL ($1250)

Close-range menace: damage 75 / 40 / 30, 20-round mag, 900 RPM. The fire rate melts entries, but the magazine empties fast. Reload planning and F looting are mandatory. Ideal for aggressive Assault players clearing point rooms; weaker if you take long Marksman-style peeks across ruins without cover swaps.

Buy priority: high if you fight inside trenches and buildings; medium if you prefer long sightlines.

AK-12

Part of the evolving rifle pool players encounter as they progress. Treat it as a flexible modern rifle option when it appears in your shop rotation—test it in a quiet match before committing your only savings. Compare feel against AKM and AKS-74 rather than assuming newer equals better on every angle.

Buy priority: situational—demo it, then decide.

M16A1 (American Guns pass)

Unlocked with the 399 Robux American Guns pass alongside M1911. Offers a different handling identity for players who want Western rifles. Not required for Rank 16 or checkpoint wins. If you buy the pass, warm up ADS bursts on medium lanes and compare results to AKM before judging it.

Buy priority: only after you want variety or preferred handling; see Game Passes.

M1911 (American Guns pass)

Sidearm companion to M16A1. Useful when a primary reload would get you killed in a doorway. Do not plan entire holds around pistol swagger—swap back to the rifle for trench sprays.

Marksman and community showcase rifles

Community showcases and Discord / Dev clips frequently highlight SVD, SKS, VSS, and similar designated-marksman or semi-auto platforms alongside the core shop rifles. Treat them as lane-control tools for Marksman unlocks and patient overwatch: hold hills, grass lines, and long ruin sightlines while Assault and Medic take the point. Exact unlock paths and damage tables shift with redesign patches—verify in the reworked stats menu, then add optics from Attachments. For role ranking, see the Weapon Tier List and Class Tier List.

Play tip: a scoped SVD or SKS that never touches the objective is still a loss; cover the lane your team is capturing.

Machine guns

RPK

Light support fire for players who need longer belts without fully committing to emplacement energy. Strong when covering a teammate’s capture stand from a trench lip. Pair with crouch (C) and pre-aimed lanes.

PKM

Heavier suppression tool that rewards Machine Gunner-minded positioning. Hold wide approaches while Assault players enter. You are a lane owner, not a solo entry fragger—set up before the enemy swing, not after.

RPD

Community showcases also feature the RPD as another belt-fed suppression option in the same Machine Gunner / hold conversation as RPK and PKM. Use it when you want sustained fire on a choke without forcing every life onto PKM’s heaviest mobility tax. Confirm availability and feel after attachments-era redesigns; compare all three LMGs on the Weapon Tier List.

Machine guns shine on defense after a flip. Read guard duties on Capture Checkpoints and lane geometry on the Map Guide so you are not holding an empty corridor while the point behind you gets retaken.

Shotguns and close breakers

KS-23

The KS-23 appears in community Medic / CQB showcase kits as a hard-hitting close breaker—useful when bandages keep you alive long enough to clear a doorway stack. It is not a map-wide primary; swap or fall back to a rifle when the fight stretches into grass. Pair bandage habits from the Medic Guide with short-range discipline.

Rockets, launchers, and explosives

GL-06

The GL-06 grenade launcher landed with the attachments mega-update as launcher utility—lobbed explosive pressure for bunkers, trench lips, and stacked capture huddles without always dumping RPG-7 credits. Practice arc timing so you do not self-delete in tight corridors. Rank it as a problem-solver alongside RPG-22 on the Weapon Tier List.

RPG-22 ($500)

Budget rocket for breaking camps and clustered defenders. Excellent value when a Machine Gunner owns a doorway you refuse to feed. Carry it as a problem-solver, not your personality.

RPG-7 ($2000)

Premium explosive spend. Devastating when it lands, punishing when you miss and return to the rifle fight broke. Buy only after your primary rifle situation is stable—VIP’s 5k credits make this less painful, but still not automatic.

Buy priority: RPG-22 or GL-06 first for most players depending on shop stock; RPG-7 later for coordinated stacks.

Suggested buy orders

Free-to-play rifle path

  1. Master AKS-74.
  2. Save for AKM ($850).
  3. Decide between AS-VAL ($1250) for entries, AKS-74U for compact CQB, or RPG-22 / GL-06 for utility.
  4. Fund a starter optic/grip once attachments are unlocked—see Attachments.
  5. Consider RPG-7 only after consistent credit income.

VIP credit dump path

  1. Secure a primary upgrade (AKM, AS-VAL, or AKS-74U).
  2. Pocket RPG-22 or GL-06 for objective breaks.
  3. Bank remainder for RPG-7, LMG time (RPK / PKM / RPD), or attachment rails.
  4. Do not ego-buy every gun in one night—learn two deeply.

Pass + credits hybrid

  1. American Guns if you want M16A1 identity.
  2. Still grab launcher utility when camps stall your stack.
  3. Cross-check best loadouts after each patch.

Class pairing cheatsheet

ClassWeapon notes
Assault (default)AKS-74 → AKM / AS-VAL / AKS-74U
Medic (lv5)Reliable mid rifle or KS-23 for doorway clears; stay alive to heal—Medic Guide
Marksman (lv10)SVD / SKS / VSS-style DMRs; controllable mid-long rifles over pure close spray
Machine GunnerRPK / PKM / RPD lane ownership (verify unlock in-client)
Drone Operator (lv16)Keep a solid rifle for non-drone lives; drones are not your only weapon—see Drone Operator

Combat habits that beat shop flex

  • Stop moving before precision shots.
  • ADS (RMB) on medium/long peeks.
  • Reload (R) before wide swings if the mag is low.
  • Loot (F) after every room clear.
  • Clear checkpoint rooms before standing on the zone.
  • Use rockets and GL-06 on stacked defenders, not empty hallways.
  • Re-check attachments after redesign patches instead of copying outdated screenshots.

A disciplined AKS-74 user outplays a panicked RPG-7 tourist every time.

Where to go next

Buy with a plan, shoot with patience, and let checkpoints—not kill feed screenshots—measure whether the gun was worth it.

FAQ

Frequently Asked Questions

Quick answers for The Lost Front players.

What are the AKS-74 stats in The Lost Front?

AKS-74 is free with roughly 70/40/33 damage, a 30-round magazine, and 600 RPM. It is strong enough to learn the game before you buy upgrades.

What is AKS-74U good for?

AKS-74U is the compact CQB carbine from the attachments-era update. Use it in trenches and point rooms, then kit it on the Attachments Guide.

Should I buy AKM or AS-VAL first?

AKM at $850 is the safer general upgrade. AS-VAL at $1250 excels in close entries but needs stricter reload discipline with its 20-round mag.

What does GL-06 do?

GL-06 is a grenade launcher for bunker and stack clears. Compare it with RPG-22 on the Weapon Tier List.

How much do RPG-22 and RPG-7 cost?

RPG-22 is about $500 and RPG-7 about $2000. Most players should unlock RPG-22 (or GL-06) before saving for RPG-7.

How do I get M16A1?

M16A1 comes with the American Guns game pass (399 Robux), which also includes the M1911.

Where can I see current weapon rankings?

Check the Tier List hub and the weapons tier list page, then compare loadout ideas under Players and best loadouts.

Do weapons matter more than capturing?

Weapons help clears, but matches are won by capturing three checkpoints. Pair this guide with Capture Checkpoints tactics.