Guides

Weapons & Loadouts in Ragdoll Physics 2

Categories, free weapons from the November rework, vehicles as multipliers, and limb-focused testing tips.

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Weapons

Ragdoll Physics 2 ships with 140+ weapons and 60+ vehicles inside a free Roblox physics sandbox. The arsenal mixes mil-sim toys, cartoon devastation, and Garry’s Mod style utilities. This page explains how to think in categories, how the November free-weapons / full rework changed access, how vehicles fit a loadout, and how to aim for limbs when you care about Doctor Mode outcomes — not only highlight-reel explosions.

For rankings after you have hands-on time, open the Tier List. For injury follow-up, keep Doctor Mode nearby. Brand-new players should still start with Getting Started.

How to browse without drowning

Do not unlock-hunt alphabetically. Filter by job:

  • Delete a target at range — snipers and precision rifles.
  • Delete a room — shotguns, miniguns, flamethrowers.
  • Delete a building — rockets, heavy explosives, creative misuse of vehicles.
  • Delete with style — swords, axes, sabers during event windows.
  • Delete the laws of polite physics — physics gun, tool gun, grenade stacks.

The Spawn Menu and Creative tools can place props that amplify any of the above. Weapons are only half the joke; the map supplies the other half (Maps).

Firearms

Snipers reward patience and clean PC or controller ADS technique (Controls). Use them on open maps and skyscraper sightlines. Limb shots versus center mass feel different once you inspect pulse and fractures in Doctor Mode — a leg hit may not end the fight but will change how a player or dummy sprints into cover.

Shotguns shine in crash labs, interiors, and demolition corridors. Pellets create messy multi-wound profiles that teach medics to stop bandage-spamming and actually read oxygen.

Miniguns and sustained MG style weapons suppress AI police and player pushes. They chew cover and create continuous ragdoll impulses. Heat or ammo limits (when present) matter less than learning burst windows so you can hear grenades cooking nearby.

SMGs / carbines / general rifles are the glue loadout for wars. Keep one as your “default serious gun” when friends want an Arma-flavored firefight instead of pure sandbox slapstick.

Explosives and area denial

Rockets and grenades delete props, vehicles, and carefully built Workshop houses with equal enthusiasm. Rules of thumb:

  • Cook grenades away from teammates who are mid-defib.
  • Use rockets on breakable buildings and demolition props (crusher, wrecking ball adjacent structures) for cinematic tests.
  • Stack explosives only when you intend to measure catastrophic vitals — and warn medics first.
  • Remember bots flank and throw grenades too; peek angles matter in police scenarios.

Explosives pair well with vehicles: park a car as movable cover, or yeet it as a makeshift kinetic warhead when the physics feel right.

Melee

Swords, axes, and event sabers (watch Updates for Sabers event timing in the title) are for close comedy and controlled limb destruction. Melee teaches spacing: miss a swing and a shotgun ends you. In Creative scenes, melee makes tidy “execution” shots for videos without blanketing the set in fire.

Axes into doors or props can also open lines of sight before you swap to a firearm. Keep a melee slot even in gun-heavy loadouts for when ammo or tool switches go wrong.

Special tools: physics gun and tool gun

These are the Garry’s Mod spiritual cousins. Use them to:

  • Suspend props or victims for staged People Playground style experiments.
  • Build traps that cars or ragdolls trigger.
  • Place measurement setups for repeated weapon trials at the same range.
  • Assist Workshop builds before you publish a chaos scene.

They are not ideal primary war weapons unless your server agrees on physics-only rules. Park them in Creative sessions documented under Sandbox & Creative Mode.

Free weapons and the November rework

The early November Sea Update + free weapons / full rework wave expanded access so players are not gated out of the fantasy arsenal. Practical advice:

  • Rebrowse categories after the rework — old muscle memory about what was locked may be wrong.
  • Test “free” options with the same Doctor Mode rigor you use on flashy unlocks. Free snipers that break oxygen reliably beat paid-looking toys that only look loud.
  • Check Updates whenever another rework lands so this mental model stays current.
  • There are no active redeem codes for weapons. Ignore fake code lists; see Codes.

Vehicles as part of the loadout

Sixty-plus vehicles are force multipliers:

  • Transport — move a medic and two shooters to a skyscraper fight faster than sprinting.
  • Impact weapons — ramps, cliffs, and demolition yards turn cars into blunt instruments.
  • Cover — hulls block pellets better than hope.
  • Props for Workshop — park fleets as scenery, then drop a wrecking ball.

Learn enter/exit binds in Controls before you combine rockets with a full passenger van. Friendly fire in a 21-player server ends friendships faster than AI police will.

Workshop attachments and loadout ideas

Workshop builds can include staged armories, shooting ranges, and attachment fantasy setups even when the base game is not a hardcore gunsmithing sim. Ideas:

  • Build a range with distance markers for sniper zeroing.
  • Place lighting and weather for cinematic flamethrower shots.
  • Share “starter crates” that guide new players toward a shotgun + bandage + splint kit.
  • Mission authors (post mid-November Missions update) can require specific weapon classes for objectives.

Browse community creators on Players and keep ToS-safe tooling notes on Scripts separate from legitimate Workshop content.

Limb-specific hit tips

If you only ever shoot center mass, Doctor Mode teaches you less:

  1. Pick a dummy or willing friend.
  2. Isolate a limb — legs for mobility tests, arms for drop-weapon comedy, head/torso for pulse and oxygen crises.
  3. Fire one category at a time (sniper, then shotgun, then axe).
  4. Inspect vitals and injuries after each hit.
  5. Record which tools create splint cases versus defib cases.

This method produces better personal tier lists and funnier scripted scenes. It also makes wars more interesting when you deliberately kneecap a push instead of erasing everyone instantly.

Suggested loadouts

  • War starter — rifle or SMG, grenade, bandage, melee.
  • Demo engineer — rocket, physics gun, vehicle, splint.
  • Medic gunner — carbine, defib, bandage, splint, sidearm.
  • Chaos director — flamethrower, minigun, tool gun, rocket for finale.
  • Event swashbuckler — sabers / swords focus with a shotgun panic button.

Pick a category, test on purpose, and let medical readouts grade your aim. That loop is the real endgame of a 140-weapon sandbox.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

How many weapons and vehicles are in Ragdoll Physics 2?

The experience advertises 140+ weapons and 60+ vehicles, spanning firearms, explosives, melee, and special physics tools.

What changed in the November weapons update?

The Sea Update wave included free weapons and a full rework that broadened access. Rebrowse categories because older lock assumptions may no longer apply.

Should I use the physics gun in wars?

It is strongest in Creative, Workshop, and controlled experiments. Use it in wars only if the server agrees on physics-focused rules.

How do I test limb-specific damage?

Isolate shots on limbs, then inspect the patient in Doctor Mode for fractures versus pulse or oxygen failure. Compare categories one at a time.

Are there codes for free weapons?

No active redeem codes are listed. Weapon access changes come from updates and in-game systems, not promo code lists.