Overview
Combat in Kingmakers is split between two modes: the third-person shooter mode where the player directly controls their character, and the overhead strategy mode where they command armies from above. This article focuses on the shooter side of the equation, covering the weapons, mechanics, and systems available to the player on the ground.
When in shooter mode, Kingmakers plays like a conventional third-person action game. The player moves through the environment, takes cover behind terrain and structures, aims down sights, and fires modern weapons at enemies who are largely armed with swords, bows, and spears. The contrast between a fully automatic assault rifle and a line of approaching knights with shields creates a unique dynamic that sits at the heart of the game's identity. You are not fighting on equal terms, and the game leans into that imbalance as part of the power fantasy. However, the sheer numbers of medieval units on the field ensure that even modern firepower has limits.
Weapon Categories
Kingmakers offers a broad selection of weapon categories at Early Access launch. Each category fills a different tactical niche on the battlefield.
Category | Role | Notes |
|---|---|---|
Assault Rifles | Medium-range, all-purpose | Reliable damage output with moderate penetration; includes AR15 variant and SIG SG552 |
SMGs | Close-range, high fire rate | Effective in tight spaces and castle interiors; includes MAC-11 |
Pistols | Sidearm, backup weapon | Quick draw, limited stopping power; includes Smith & Wesson Model 327 R8 and Tokarev TT-33 |
Shotguns | Close-range, high damage per shot | Devastating against clustered infantry at short distance |
Sniper Rifles | Long-range, precision | One-shot potential at extreme range; includes Mosin Nagant |
LMGs | Sustained fire, suppression | Large magazines for holding positions against waves of attackers |
Grenade Launchers | Area denial, explosive | Clears groups and damages structures |
RPGs | Anti-structure, anti-vehicle | Highest single-shot damage; effective against fortifications |
Crossbow | Silent ranged option | A nod to the setting; quieter than firearms |
Grenades | Throwable explosives | Standard frag grenades for area damage |
Taser | Non-lethal, utility | Can incapacitate targets without killing them |
Specific Weapons
Several real-world firearms have been identified in gameplay footage and developer demonstrations. The SIG SG552 is a Swiss-made assault rifle that appears as one of the primary automatic weapons. An AR15 variant serves as another assault rifle option with a different fire profile. The Mosin Nagant, a bolt-action rifle originally designed in 1891, fills the sniper role and offers high per-shot damage at the cost of a slow rate of fire.
For sidearms, the Smith and Wesson Model 327 R8 is an eight-shot revolver that offers solid stopping power in a compact package. The Tokarev TT-33, a Soviet-era semi-automatic pistol, provides a faster rate of fire with less damage per round. The MAC-11, a compact machine pistol, blurs the line between pistol and SMG with its extremely high cyclic rate in a small frame.
Weapon Penetration System
One of the more interesting systems in Kingmakers is weapon penetration. Every weapon in the game has a penetration rating that determines how it interacts with different materials. The three material types that matter for penetration are plaster, wood, and stone. A high-caliber sniper round might pass clean through a plaster wall, lose some energy going through wood, and be stopped entirely by stone. Lighter rounds from an SMG or pistol may not penetrate wood at all.
This system has real tactical implications, especially during castle sieges and assaults on destructible environments. When enemies take cover inside structures, the player needs to consider what those walls are made of before deciding whether to shoot through them or find another approach. A medieval wooden barricade will not protect its defenders from a high-penetration weapon, but the stone walls of a castle keep will force the attacker to find a door, blow a hole, or approach from a different angle.
Combat Against Medieval Forces
Fighting medieval infantry with modern weapons is straightforward in small numbers but grows complicated as the scale increases. A single soldier with an assault rifle can mow down a column of knights marching across an open field. But when hundreds or thousands of AI soldiers are charging from multiple directions, ammunition becomes a real concern, and the player cannot be everywhere at once. This is where the interplay between shooter mode and strategy mode becomes essential.
The player needs to position their medieval units to handle the bulk of the enemy forces while using their own firepower to deal with specific threats: enemy officers, siege equipment, heavily armored units, or flanking forces that threaten to break a defensive line. Dropping a well-placed RPG round into a cluster of cavalry can turn the tide of a skirmish, but wasting that same round on scattered infantry is a poor trade. The rhythm of Kingmakers combat involves constantly reading the battlefield, switching between personal combat and army command, and deciding where your individual firepower will do the most good.
Melee and Close Quarters
While the emphasis is on ranged firepower, close-quarters situations are unavoidable. Castle interiors, urban environments, and sudden ambushes can put the player face-to-face with sword-wielding enemies. SMGs, shotguns, and pistols are the natural choices in these situations, along with grenades for clearing rooms before entering. The taser offers a non-lethal option for incapacitating targets, though its practical value in the middle of a full-scale battle is limited to niche situations.
Siege Weapons
Medieval siege equipment is available to both the player and the AI. Trebuchets can hurl massive stones at castle walls from long range, while ballistae fire oversized bolts capable of skewering multiple enemies in a line. Archer towers provide elevated defensive positions that can rain arrows onto advancing forces. These siege weapons exist alongside the player's modern arsenal, and combining the two creates some of the game's most memorable moments: calling in an airstrike on one section of a castle wall while trebuchets pound another.
Planned Weapons
The development team has confirmed that additional weapon types are planned for post-Early Access updates. Flamethrowers will add an area-denial tool with persistent fire damage. Combat drones will offer a remotely controlled flying weapon platform. These additions are part of the broader post-launch roadmap and do not have confirmed release dates.