Other Games

Schedule 1 Weapons: Full List, Damage Stats, Prices, and Where to Find Them

Other Games·April 11, 2025·9 min read

Running a thriving narcotics operation is fun until someone tries to take it from you. When negotiations end and fists start, you will want something heavier than your charm. This guide covers every weapon currently available in Schedule 1, what it costs, what it hits for, and how to get your hands on it.

Two Weapon Categories

Schedule 1 splits its arsenal into melee and firearms. Each plays a different role.

Melee weapons are quiet, cheap, and unlikely to bring the cops sprinting toward your front door. They keep things personal and discreet, which matters when half your business depends on staying off the radar.

Firearms hit harder at range and end disputes faster, but the noise tends to invite uniformed guests. Pick your tool based on the situation, not the cool factor.

Where to Buy Weapons

Nearly every weapon in the game comes from one place: the Warehouse, where the Weapons Dealer runs his shop. Walk in with cash, walk out armed.

The single exception is the Baseball Bat. You can buy one at the Warehouse if you want, but there is a free one waiting for you in the world. Head to the basketball court across from the motel, look at the chain link fence, and you will spot a bat leaning against it. Grab it and skip the price tag.

Full Weapon List with Stats

The current roster sits at three melee options and two firearms, plus the ammo magazines you will need to keep the firearms useful.

Melee

  • Baseball Bat | Cost: $50 | Damage: 33.5
  • Frying Pan | Cost: $100 | Damage: 33.5
  • Machete | Cost: $250 | Damage: 50

Firearms

  • Revolver | Cost: $1,000 | Damage: 50
  • M1911 | Cost: $2,500 | Damage: 50

Ammunition

  • Revolver Cylinder | Cost: $10 | Holds six rounds
  • M1911 Magazine | Cost: $20 | Holds seven rounds

Revolver vs M1911: Which One?

Both firearms hit for 50 damage, so the choice really comes down to wallet size and capacity. The Revolver is the budget pick and reliable enough for casual encounters. The M1911 costs more than double but rewards you with an extra round per magazine, which adds up during longer firefights.

If you are still building up income, start with the Revolver. Once cash flow stabilizes, the M1911 is a sensible upgrade.

A Quick Warning About the Weapons Dealer

Never, under any circumstance, point a loaded gun at the Weapons Dealer right after buying from him. He flips instantly from friendly merchant to lethal threat and will try to put you down. Holster first, admire your purchase later.

If you are short on funds or under-leveled for the weapon you want, console commands can bridge the gap until you grind your way up legitimately.

What's Next

This covers everything Schedule 1 currently offers in terms of weapons, but the developer has hinted at more on the way. Expect the arsenal to grow as updates land, giving your character new ways to protect both themselves and the empire they are building.

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