Timeless and Classics Zero, better known as TaCZ, is the most detailed firearm mod in Minecraft, adding more than fifty modern guns that range from pocket pistols to belt-fed machine guns. Every weapon is crafted at the Gun Smith Table and tuned with real values for damage, fire rate, recoil, magazine size, and armor penetration.
Picking the best gun in TaCZ comes down to the job in front of you. A cheap starter pistol, a close-range shredder, a horde-clearing machine gun, and a boss-deleting sniper all win in completely different moments, so the right answer changes with the fight.
The ten weapons below are the standouts from the mod's built-in arsenal, each the best at one role and ranked from number ten up to the single most versatile gun. Every entry lists the real in-game stats, so the strongest pick for early game, PvP, mobs, and long range is easy to see.
Glock 17
9MM Starter

The Glock 17 is the first gun most players build, since it costs only sixteen
Iron Ingots at the Gun Smith Table and needs nothing else. It chambers 9MM, holds seventeen rounds in the base magazine and up to thirty with an extended mag, and fires semi-automatic with a clean headshot multiplier of 1.5.
Its strength is pure availability. At one kilogram it barely slows movement and aims in well under a fifth of a second, making it a snappy answer to early Zombies, Skeletons, and Creepers before better gear exists. The tradeoff is reach and bite, with zero armor penetration and damage dropping to four past forty-five blocks, so it stays a starter and backup rather than a main.
Deagle 50
.50 AE Hand Cannon

The Deagle 50 is the hand cannon of the sidearm class, firing a .50 AE round from a seven-shot magazine that extends to twelve. Building one costs forty-two Iron Ingots, six Gold, two Diamonds, and a Blaze Rod, putting it within reach by the time the early mines pay off.
What sells it is single-shot power that no other pistol matches: sixteen damage a hit, twenty-five percent armor penetration, and a 1.75 headshot multiplier that pushes a clean head hit to roughly twenty-eight. That drops most common mobs in one or two shots. The cost is handling, with only seven rounds, a heavy recoil kick, and damage tapering to ten at distance, so it works best as a hard-hitting backup when a primary runs dry.
P90 PDW
Armor-Piercing SMG

The P90 PDW is the best submachine gun for chewing through armor. It feeds a fifty-round magazine of 5.7x28, runs at 810 RPM in full-auto with a five-round burst option, and costs seventy-two Iron Ingots, eight Gold, two Diamonds, and three Quartz to assemble.
The headline stat is seventy percent armor penetration, the highest of any gun outside the heavy snipers, which lets it shred armored players and tanky mobs that simply shrug off bigger calibers. Combined with the deep magazine and a featherlight 2.5 kilogram frame that aims almost instantly, it dominates close-quarters fights. The catch is range, since per-shot damage is only 5.5 and falls to three past fifty blocks, making it a pure close to mid tool.
M870
pump shotgun

The M870 is the budget shotgun and one of the cheapest serious weapons in the mod, needing just twenty-five Iron Ingots and twelve Logs. That low price makes it the first close-range powerhouse most players can field, well before the high-tier guns come online.
Each pump fires nine pellets for up to thirty-six damage at point-blank range with twenty-five percent armor penetration, enough to flatten a Creeper or a Spider before it reaches you. It loads shell by shell, so a full top-off is slow, but individual shells feed fast, which keeps it topped up between fights. The downside is spread and falloff, with damage sliding to eighteen past roughly thirty-two blocks, so it rewards staying inside doorways and tight corridors.
M249 Machine Gun
Belt-Fed LMG

The M249 is the crowd-control king, a belt-fed light machine gun that loads seventy-five rounds of 5.56 as standard and up to two hundred with an extended belt. It costs one hundred and ten Iron Ingots, sixteen Gold, four Diamonds, and two Blaze Rods, marking it as a mid to late investment.
Its purpose is staying on the trigger longer than anything else, and it has one of the lowest recoil climbs of any gun here, so the stream of fire stays glued to a target or a pack of mobs. Seven and a half damage a round, thirty percent armor penetration, and reach out to eighty blocks make it perfect for hordes and mob farms. The price is mobility, since its eight kilogram weight drags movement speed and the empty reload runs past six seconds, so never let it click dry mid-fight.
SCAR-H Battle Rifle
7.62 battle rifle

The SCAR-H Battle Rifle bridges the gap between assault rifle and sniper. It fires a heavy .308 round in semi or full-auto from a twenty-round magazine that extends to forty, and costs ninety-six Iron Ingots, sixteen Gold, two Diamonds, and four Blaze Rods to craft.
Fourteen damage a shot, fifty percent armor penetration, and bullets that pierce two targets let it punch through armored enemies and line up clustered mobs in a single trigger pull. Controllable recoil and an effective range near eighty-five blocks make it a confident mid-range pick. The tradeoff is capacity and kick: the twenty-round mag drains quickly on full-auto and recoil is sharper than a lighter 5.56 rifle, so disciplined bursts get the most out of it.
AA12 Shotgun
Full-Auto Shotgun

The AA12 is the fully automatic shotgun, fed by an eight-shell drum that extends all the way to thirty-two. It runs at 350 RPM and costs eighty Iron Ingots, sixteen Gold, two Diamonds, and four Blaze Rods, sitting alongside the other high-tier weapons.
Every shell throws ten pellets for thirty damage, and the gun empties its drum in seconds for the highest sustained close-range output in the mod, all with almost flat recoil that keeps the spray tight. With a loaded extended drum, that wall of pellets can stagger and bring down even a Warden at point-blank. The limit is distance, since the slow pellets fade fast past fifteen to thirty blocks, so it lives and dies inside close quarters.
Accuracy International AWM
long-range sniper

The Accuracy International AWM is the best long-range precision rifle, a bolt-action .338 that ships with a built-in scope and a five-round magazine. It is an end-tier craft at two hundred Iron Ingots, fifty Gold, ten Diamonds, and five Blaze Rods.
Its 575 m/s muzzle velocity is the fastest in the mod, which means almost no bullet drop and easy hits at extreme distance, holding the full forty-two damage out to eighty blocks and thirty-six all the way to one hundred and sixty. A 2x headshot multiplier and sixty percent armor penetration let it strike for over eighty to the head, and each round pierces four lined-up targets. The cost is rhythm, with a manual bolt between shots, a strong recoil kick, and only five in the magazine.
M95 .50 Cal Antimaterial
Anti-Materiel Sniper

The M95 .50 Cal Antimaterial is the single hardest-hitting gun in TaCZ, dealing seventy-five damage with one .50 BMG round. It is a true end-game build, demanding three hundred Iron Ingots, sixty Gold, fifteen Diamonds, three Netherite Ingots, and five Blaze Rods, and it arrives with a scope already fitted.
It pairs that damage with seventy-five percent armor penetration, a brutal 2.5 headshot multiplier worth nearly one hundred and ninety to the head, and a round that pierces five entities, so one shot can delete a clustered group or carve into a tanky boss while holding full power to seventy-five blocks. The price is weight and pace: at over ten kilograms it is one of the heaviest, slowest guns, with a long bolt cycle and a five-second empty reload, so every shot has to count.
M4A1 Carbine
all-round assault rifle

The M4A1 Carbine takes the top spot as the best all-round gun in TaCZ. It fires 5.56 in semi or full-auto from a thirty-round magazine that extends to sixty, ships with a built-in stock for stability, and costs only thirty-eight Iron Ingots, six Lapis Lazuli, and eight Logs, which makes it an easy mid-game upgrade.
It earns the crown by doing everything well at once: 810 RPM, very low recoil, a sub-fifth-second aim time, a light 3.5 kilogram frame, and a deep magazine combine into the most forgiving weapon to actually fight with across early mobs, PvP duels, and mid-range firefights. The honest tradeoff is per-shot power, with modest 6.5 damage and only twenty percent armor penetration, so it leans on volume of fire and attachments rather than raw punch. For the player who wants one gun that handles nearly every situation, it is the clear best.
Frequently Asked Questions
The M4A1 Carbine is the best all-round gun in TaCZ because its high fire rate, low recoil, fast handling, and thirty-round magazine make it effective in nearly every situation. For pure damage, the M95 .50 Cal Antimaterial is the strongest weapon in the mod at seventy-five damage per shot.
The Glock 17 is the best starter, costing only sixteen Iron Ingots and giving early protection against Zombies, Skeletons, and Creepers. Once more iron is banked, the M870 shotgun for twenty-five iron and twelve Logs, or the M4A1 Carbine, are the natural next steps.
The M95 .50 Cal Antimaterial is the best boss weapon, combining seventy-five damage, seventy-five percent armor penetration, and a 2.5 headshot multiplier to tear through heavy targets from range. Up close, the AA12 with an extended drum can stagger and drop even a Warden through sheer volume of pellets.
The Accuracy International AWM is the best sniper for long range, with a 575 m/s muzzle velocity that gives almost no bullet drop and reliable hits past one hundred blocks. The M95 trades some of that reach for far higher raw damage, making it the better choice when stopping power matters more than distance.

