Infantry is the backbone of every Guts & Blackpowder lobby. The class ships with a Musket and Sabre at no Francs cost, giving new players a complete ranged-and-melee kit from the first spawn. That balance makes Infantry the recommended starting class on maps like Vardøhus Fortress and the versatile pick for veterans who need reliable damage during cart pushes, church holdouts, and Endless wave cleanup. This guide walks through every shop upgrade, exact Francs prices, and when each purchase earns its keep.
Default Infantry Kit (Free)
Your starting Musket deals strong single-target damage with medium reload speed, high penetration, and an attached bayonet that swings for fifty-five base damage. During an Officer Charge, bayonet thrusts multiply to devastating effect �?Infantry is the second-best charge class behind none when the bayonet is fixed. The Sabre handles close quarters with average swing speed and range, adequate for finishing Shamblers while you reload.
Do not rush to replace free gear. Many experienced players clear San Sebastian, Leipzig, and London campaigns without buying a single primary upgrade. Francs are better spent on team utilities until you identify a weapon gap in your playstyle.
Primary Weapon Upgrades
Carbine �?300 Francs
The Carbine trades Musket damage, accuracy, penetration, and bayonet access for a 6.7-second reload and no walk-speed penalty while reloading. It includes a Shove ability that stunlocks Shamblers, Runners, Sapper Zombies, and Igniters. Buy the Carbine if you play aggressive scouting roles �?clearing side streets in Leipzig or peeking corners in London bookstores �?where quick follow-up shots matter more than bayonet safety nets. Skip it if you rely on melee during holdouts.
Rifle �?500 Francs
Austrian Jäger-style precision defines the Rifle: one hundred ninety-five damage, fifteen penetration, and fifteen-hundred stud range with pin-point accuracy. Reload takes fourteen seconds and slows movement, so position behind Sapper barricades or teammates before firing. The Rifle shines on open cemetery approaches, lighthouse climbs, and any segment where Cuirassiers or Zappers approach from distance. One shot kills most priority targets if you land headshots.
Lance �?700 Francs
The Lance replaces your firearm entirely, transforming Infantry into a Pikeman subclass. Fifty damage per thrust with a 0.5-second swing rate makes it a chokepoint monster during Officer Charges, but you sacrifice all ranged capability. Only purchase for meme builds or coordinated charge strategies �?not general campaign use.
Horse Artillery Pistol �?700 Francs
This double-barrel hybrid offers flexible firing modes but long reloads and mediocre penetration. Niche compared to Musket or Rifle. Save Francs unless you specifically enjoy pistol gameplay.
Melee Upgrades
Hand Axe �?250 Francs
Best first melee purchase. Forty-five damage with a 0.7-second swing rate outpaces the Sabre for executing low targets in alleyways and sewer tunnels. Shorter four-stud reach means you trade safety for speed �?ideal when Runners breach your line during Leipzig bar sections.
Heavy Sabre �?500 Francs
Cavalry-style thrusting extends melee reach to eight studs with higher base damage and a side-slash stagger that slows zombies. Stronger against dispersed hordes than the Hand Axe but slower at 0.7 seconds per swing. Excellent on Westminster bridge-style narrow pushes where spacing matters.
Utilities Worth Buying
Infantry shares utility unlocks with several classes. Prioritize these after your first weapon decision:
- Water Bucket �?50 Francs: Extinguishes Igniter flames on teammates and protects wooden structures. Essential on Endless runs past wave twenty.
- Grenades �?250 Francs: Three per life, nearly instant kills in a radius. Regenerate each Endless wave. Save for Bomber clusters or emergency breach recovery.
- Tar Bottle �?250 Francs: Three throwable fire bottles for crowd damage over time. Situational but strong when paired with funnel barricades.
Recommended Purchase Order
- Water Bucket (50) �?cheapest team value
- Hand Axe (250) �?if you melee frequently
- Grenades (250) �?for holdouts and Endless
- Carbine (300) OR Rifle (500) �?based on range preference
- Heavy Sabre (500) �?luxury melee upgrade
Total for a well-rounded Infantry: roughly 1,050 to 1,300 Francs depending on path. Farm efficiently via Francs farming strategies or Hardcore Endless sessions described in our Endless build guide.
Infantry on Campaign Maps
On San Sebastian, Infantry musket fire clears capstan courtyard zombies while bayonets protect barrel rollers. Leipzig cart segments need ranged DPS to ignite torches safely �?stay at musket range from Bombers. London toy store and sewer sections favor Hand Axe cleanup in tight quarters. Vardøhus Fortress cold mechanics push players indoors; Infantry performs well rotating between windows and doorways without needing shop gear.
Coordinate with Sappers on every holdout. Your job is priority targeting: Runners at wave seven, Bombers before they reach barricades, Zappers before they swing through your line. Let engineers rebuild while you reload.
Infantry vs Other Classes
Infantry outdamages Musician and Surgeon in raw kills but lacks team buffs and healing. Officers bring speed boosts; Seamen bring Blunderbuss crowd blasts. Pick Infantry when nobody else fills reliable ranged DPS. Switch to Sapper if your lobby already has three riflemen and zero barricades.
Frequently Asked Questions
Should Infantry use Musket or Carbine in Guts & Blackpowder?
Keep the free Musket for most campaign content �?bayonet access and penetration matter on holdouts. Buy the 300-Franc Carbine only if you prefer scouting and faster reloads without melee fallback.
Is the Rifle worth 500 Francs for Infantry?
Yes on open maps and sharpshooter sections like London's church tower. The Rifle's extreme range and pin-point accuracy delete priority targets, but the fourteen-second reload demands team cover.
What melee should Infantry buy first?
The Hand Axe at 250 Francs offers faster swings than the default Sabre and excels at executing Shamblers and Runners in tight spaces. Heavy Sabre at 500 Francs is better for extended reach and thrust attacks.
Do Infantry builds work in Endless mode?
Infantry remains a core DPS pick in Endless lobbies. Pair with Sapper barricades and Surgeon healing �?see our Endless team composition guide for full roster advice.