Necromunda: Hired Gun

Necromunda: Hired Gun

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Weapons and their uses
By Snobby Hobo
An implicit tier list of the weapons in Necromunda: Hired Gun, and their uses.
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Introduction
This is a brief guide on what weapons to look out for and how to best utilize them. Necromunda: Hired Gun sports 18 weapons, all of which are highly customizable and fall into one of 4 categories: pistols, special weapons, heavy weapons and basic weapons. When equipping weapons the player is allowed to take two of these guns from the pistol category, and an additional 2 of any category.

This guide is written assuming the player aims to min-max on their ability to kill enemies fast. This implies that if you instead prefer a more slow and tactical approach many of the points made here are not guaranteed to apply. Remember this topic is also somewhat subjective even outside of the number crunching; especially as the latter does not always represent the weapons well.
The great weapons

These are the weapons I would consider very solid choices when equipped with the appropriate modifications. All weapons here are considered in how effective they are in performing their designated "role"; implying it definitely doesn't make sense to always use this weapons regardless of the situation. Weapons are in no particular order.

Death Bringer
DMG: 47, BPM: 368, MAG: 20
The Death Bringer has great accuracy and great recoil control. It can be upgraded to have excellent armor piercing to boot. You really cannot go wrong with this weapon with exception of being cornered by a large quantity of enemies.

Escher Kiss
DMG: 28, BPM: 600, MAG: 20
The Escher Kiss can be upgraded with the second highest efficiency in the game simply because the Archeotechs add a flat damage bonus. It is a jack of all trades master of none type of weapon. It is better against groups of enemies than all but one of the basic weapons but worse at range. Because so much of the combat takes place up close the Escher Kiss is a really mainstay weapon. Has the fastest reload animation in the game.

Funeralball
DMG: 78, BPM: 200, MAG: 8
The Funeralball is a weapon that is exclusively used to deal with groups of enemies. It is very prone to hurting the player when not used with the appropriate care. When the perfect situation for this weapon arises, which does happen multiple times per mission, it is the best weapon to get the job done. It deals immense area of effect damage in a short amount of time but takes forever to reload.

Epitaph
DMG: 71, BPM: 462, MAG: 2
The Epitaph is a very odd weapon, but there is never a reason to not equip it - regardless of what configuration of weapons you run. It serves either as a high damage shotgun or a very high damage pocket sniper rifle. The downsides to the weapon are severe; sporting immense recoil and hosting only two chambers, but that is a small price to pay for the highest single target damage in the game. The real reason this weapon is as strong as it is is for it is equipped in a pistol slot, meaning it doesn't even have to contest a significant slot.
The alright weapons

These are the weapons that you could definitely use, but don't feel like they're the best in their category. All of these weapons should be able to get you through the game on any difficulty just fine. Weapons are in no particular order.

Striker
DMG: 36, BPM: 625, MAG: 30
One of the first weapons you get to use, the Striker remains a solid choice until the very end of the game. It is the more dps oriented version of the Death Bringer. It is better at dealing with groups of enemies but considerably worse at dealing with armored enemies or popping heads. Because the Escher Kiss can already mitigate this weakness for the Death Bringer it remains a superior pick to the Striker.

VPanther
DMG: 28, BPM: 750, MAG: 40
The VPanther is very similar to the Escher Kiss, but takes up a regular item slot. This is the only reason it is found in this category as it would have replaced the aforementioned otherwise. By virtue of its enormous firerate it can be upgraded very efficiently, has good armor penetration and very decent accuracy and recoil control. It is however inferior in killing enemies at a distance to the Death Bringer, which justifies its position here.

Scars Machina
DMG: 47, BPM: 496, MAG: 20
This gun challenges the position of the Escher Kiss. It becomes quite inaccurate while tapping too often but puts out a lot of damage and has decent armor penetration. Because of its lower magazine size, lack of an automatic mode it is somewhat less efficient at clearing large groups of enemies in a pinch. This puts it slightly below the Escher Kiss in contesting the slot for that role and thus in this category.

Wrath
DMG: 76, BPM: 86, MAG: 8
Challenges the position of the Funeralball by being very efficient at clearing groups of enemies, but only from a safe distance. It deals tremendous damage by virtue of dealing both high damage on impact and on the secondary explosion. The fact that it has a delayed explosion and way lower firerate makes it significantly worse than the Funeralball at getting the job done. It does however oddly work decently outside of clearing groups and homes in on targets that are at a large distance from the player. It is a very weird weapon to use but clearly inferior to the Funerallball in case of the aforementioned.

Firebird
DMG: 56, BPM: 300, MAG: 12
A very powerful pistol slot weapon that does everything well but has few customizable options. There isn't much to be said about the Firebird; it's great, one of the best allround weapons in the game even, but isn't the best in any category you might find needing.
The mediocre weapons

These are the weapons I consider clearly inferior to the aforementioned. This does not mean they cannot be used to great efficiency, but you'd probably be better off swapping it for something else. Weapons are in no particular order.

Hashin's eye
DMG: 60, BPM: 100, MAG: 13
It can be effectively used to pop heads at some distance, but is vastly inferior to just using the Death Bringer if you aim to be efficient about it. It does look fancier however. It also contests the slot for the M'MA in some other configurations, but is worse at getting the same job done due to a lack of armor penetration.

Burningsun
DMG: 70, BPM: 240, MAG: 15
A complicated weapon that does a pretty good job at everything but is nowhere near the best at each of them. Obscures vision unlike any other weapon. Worth noting that the explosive modification is experiencing a bug right now.

Doghammer
DMG: 48, BPM: 300, MAG: 12
Practically pointless at any significant range regardless of the modifications, but performs well up close. Makes no sense to use as a basic weapon because it is contesting slots for weapons that are downright better in attempting to create a well rounded configuration. Also significantly obscures vision.

Pious Legacy
DMG: 60, BPM: 97, MAG: 20
This real position this weapon contests is for the role of the strangest weapon in the game. It is inferior to the Doghammer as a shotgun but can be configured to work as a shotgun-marksman weapon. In either case it is clearly inferior to the alternatives.

Scatter
DMG: 58, BPM: 331, MAG: 30
Arguably the best of a rather pointless category of weapons. The Scatter actually contests the slot for the Death Bringer, but has way too much recoil to be a true contender. Works better at clearing groups of enemies in a pinch, but significantly worse than the Escher Kiss, putting it in the category of weapons that is clearly outclassed.

Tempest
DMG: 31, BPM: 600, MAG: 70
Only marginally better than the Escher Kiss stat wise, with a slower reload time and contesting a non pistol slot. Like all heavy weapons it can be made to fire extremely rapidly for the highest potential dps in the game, but at the cost of being able to hit anything whatsoever.

M'MA
DMG: 80, BPM: 200, MAG: 6
A very esoteric weapon that requires specific modifications to shine. It is one of the only weapons in the game that can equip a silencer without experiencing any noticeable loss of efficiency. It would be an appealing option as a quickswap weapon, but in doing so contests the Epitaph while occupying a non pistol slot. Even though it's not a bad weapon the simple fact that the aforementioned exists kind of invalidates the need for the M'MA.
The bad weapons

These are the very few weapons in Necromunda: Hired Gun that I consider downright bad. They are contesting some slot very poorly or simply have no real use. Weapons are in no particular order.

Ironfist
DMG: 43, BPM: 316, MAG: 6
The best of the worst. The Ironfist is not all that bad, with reasonable stats across the board. The problem with this weapon lies in the simple fact it is hopelessly outclassed in everything it achieves by other weapons. You could put it in the rudimentary second pistol slot just to never use it, as it would arguably be the best weapon for the job.

Iron rain
DMG: 45, BPM: 400, MAG: 50
This weapon is similar to the Tempest, but has the advantage in all the stats that do not matter. Hopelessly outclassed by the Escher Kiss.
43 Comments
Vortigant 13 Jul @ 3:15am 
the scatter is actually really good against heavy targets or with Perfect Aim, as long as you've got the long barrel and standard mechanism.
SmellofNapalm 29 Nov, 2023 @ 9:35pm 
+1/+2/+3 just means that it is of better quality. Kind of unclear what that means as sometimes lower quality seems to have better stats, but with guns it basically just means a little more damage and armor penetration per degree of quality.
ZanyScum 25 Nov, 2023 @ 4:01am 
Could you please add to this guide or could some tell me via comment what +1 means for items and weapons?
SmellofNapalm 6 Oct, 2023 @ 6:12am 
The reason why most guns are viable is that you have an arsenal of abilities that turn off shields or turn off shields plus the person behind it. Shooting at shields takes time, but if you want to do it that way - then yes - the Deathbringer is definitely a good way to do it. Especially if you don't want to switch much.
Vagabond 29 Sep, 2023 @ 3:15am 
I tried to like the Striker and VPanther for soft targets, but there just weren't enough of them. 80% of what you fight has shields, which just trash your TTK with those weapons.

Ended up using the Deathbringer built for max penetration almost exclusively for the last 6 levels. For a slow firing automatic, jesus it still goes through ammo like crazy.
Delta-5 17 Dec, 2022 @ 12:25am 
It should be noted that even the "bad" weapons are good enough to beat the game with
Mindboggles 28 Oct, 2022 @ 1:03am 
>Vpanther, Escher's Kiss and Death Bringer are your best choices for your 'main' weapon.
Vpanther is the best gun by far if built properly. If you play on Oldschool you'll know what I mean.


Hashin, Burningsun, Wrath is your special weapon for beefy targets. Incredibly valuable.

Other than that it's preference only, throw status augments on a gun you like and roll with it.
Having a good automatic primary and a hard hitting specialized weapon is mandatory in higher difficulties though.
colddrake80 30 Jul, 2022 @ 9:17pm 
I'm not far in the game at all and I find the Ironfist is useful as a pocket sniper. With it's rate of fire and suppressor I usually carry the Escher's Kiss. It just shreds enemies at close range.
the_bastarded_one 14 Jul, 2022 @ 11:32pm 
the doghammer is one of my top 5. its got a massive range for a videogame shottie and high fire rate and accuracy. it just obliterates everything.
Juan_B 20 Feb, 2022 @ 4:32pm 
as someone who doesn't use the autoaim options, this list was close to my findings as well. It might be worth putting a comment at the top that if you plan to use the autoaim options, that changes things up. It seemed like the LMGs were for when you've given up on headshots, and I'm not there yet.