BLACKWOOD Weapons
Modular firearms, civilian guns, and black-market builds.
This hub is the gun rack for BLACKWOOD Act 1. The studio has not published a complete named catalogue with stats, so you will not find a fake S-tier list of rifles that do not exist in a patch notes file. What you will find is the rules that already change how you buy, keep, and strip firearms. Open weapon customization for the gunsmith. Open builds for how those guns sit next to Clean Cash and Dirty Cash. Combat timing stays on combat.
Why this is not a classic tier list yet
Tier lists need a live sandbox: damage numbers, enemy armour, ammo economy, and a patch. BLACKWOOD Act 1 is still upcoming on September 16, 2026. Ranking “the meta SMG” today would be fan fiction. After launch, this same hub will host a real ranking once players have comparable footage. Until then, the useful ranking is by role:
- Civilian sidearms and long guns you can own with Clean Cash
- Night platforms bought or built with Dirty Cash
- Damaged guns valued as parts, not as finished weapons
- Special items that unlock unique takedowns rather than extra DPS
If a screenshot overlay names a specific model, treat it as a prop until the in-game inspect screen agrees. This wiki would rather be a week late than invent an AK variant the shipping build does not sell.
Modular and unique
Developer commentary is consistent. Weapon customization is a core system. Every firearm you own is unique, so two “same” guns can live in the inventory with different parts. Almost every weapon is modular. If two guns are compatible, parts can move between them. That single rule makes hoarding unfinished guns rational and selling a wreck without stripping it foolish.
The black market is the other half. It sells military variants, illegal modifications, untraceable ammunition, and damaged weapons you can rebuild, strip for parts, or sell. Dirty Cash is the ticket. Clean Cash still matters because the legal side of Anton Blackwood needs civilian coverage — see dual economy.
How to read a BLACKWOOD gun
When Act 1 lets you inspect a firearm, look for four questions:
- Which wallet bought it?
- Which parts on it are compatible with a gun you already like?
- Is the ammo type something the black market can restock?
- Does this platform support the range you actually fight at — subway cars, Brooklyn streets, interiors?
Those questions beat a colour-coded tier badge. A loud rifle that cannot take a suppressor you have not seen in footage is not “S-tier” if your next side mission rolls a stealth modifier. Side missions return with weapon restrictions and timers; a flexible modular gun survives those modifiers better than a specialist you cannot strip.
Loadouts and the rest of the wiki
A weapon page that ignores the DVD shop is incomplete. Nights print Dirty Cash. Days print Clean Cash. If you empty the legal wallet for an outfit and then cannot buy a civilian backup, you will bring the wrong tool to a daytime problem. Store management and the bill planner are part of gun ownership in this game, which is an odd sentence and also the pitch.
Takedowns remain a combat system, not a weapon stat, but Dirty Cash items can unlock unique finishers. If your favourite nights are close-range, budget for those items after rent is safe. If your favourite nights are long sightlines, budget ammo and optics first.
What goes on the child pages
- Weapon customization — moving parts, unique instances, black-market categories, and the official deep-dive video
- Builds — civilian versus contract loadouts, conservative Act 1 spending, and how difficulty changes what you carry
- Black market — Dirty Cash stall, damaged bargains, illegal mods, untraceable ammo
When named weapons are confirmed in the shipping UI, they will appear as their own short pages or as a table on this hub, internally linked, no bare URLs. For launch timing and the three-act purchase, keep release date and the roadmap nearby so you do not sell your save’s best rifle thinking the story is over after Act 1’s four main missions.
After September 16
The first honest tier pass will use Act 1 missions only. We will not mix Act 2 rumours into an Act 1 list. Damage numbers will be labelled as observed, not as datamined gospel, unless the studio publishes them. If two guns share parts, that relationship will be noted before any “this gun is trash” headline.
Until that pass exists, use this hub as a rules page. The rule is simple: guns are objects with parts and wallets, not skins in a loot pool. Treat them that way and combat gets easier without a fake ranking.
Frequently Asked Questions
Quick answers to the most common questions.
Where is the S-tier list?
Not before Act 1 launches. This hub ranks roles and systems. After September 16, 2026 we will add observed rankings on this same URL.
Can I move parts between guns?
Yes, when two weapons are compatible. Each firearm you own is a unique instance. Details are on weapon customization.
Do I need Dirty Cash for every gun?
No. Civilian weapons are a Clean Cash sink. Rare hardware and illegal mods are Dirty Cash. See builds and dual economy.
Should I sell damaged weapons?
Strip or rebuild first. The black market exists partly so wrecks become parts. That is the whole point of unique instances.