Statistics
The effectiveness of a weapon is governed by a variety of statistics and special traits, each of which may be improved with various Perks, Mods, and the weapon's upgrades.
- Damage - The base damage dealt by the weapon against the unarmored torso or limbs. But what kind of zombie slayer would aim their gun anywhere besides the head? That's why the headshot multiplier is also shown, provided the weapon has one.
- Headshot multiplier upgrades increase it by a multiple of the specified amount. For example, increasing a 3x headshot by 25% twice raises it to 3.75x and then 4.5x.
- Critical - Critical chance of the weapon, which causes it to deal triple damage at base when it procs. It's nonexistent without perks or upgrades.
- Targets - The amount of targets the weapon can hit with a single attack. If it isn't a whole number, the last target to be hit only receives a portion of the full damage.
- Speed - How fast the weapon can attack based on attacks per minute, and whether or not it's fully-automatic.
- Reload - How long it takes to reload the weapon. Most weapons use magazines while others reload one round at a time. Be aware that detaching the magazine from a weapon will immediately transfer its ammo to the reserve.
- Reload speed reduction doesn't scale linearly, meaning 100% reduction doesnt give you an instant reload, but regardless this stat should be kept as low as possible in order to avoid being vulnerable during a reload.
- Accuracy - Overall accuracy of the weapon. The left value is for hipfire and the right is for aiming. If there's only one value then aiming isn't an option.
- Be wary; anything below 100% accuracy will start to become inconsistent the further you are from the target. In addition, accuracy perks don't work linearly, but upgrades do.
- Recoil - The kick of the weapon, whether for hipfire or aiming. If it's at least 10 it'll kick quite hard, making rapid fire less consistent. Fortunately the weapon always recovers to the original point of aim.
- Recoil perks don't work linearly, but upgrades do.
- Range - How far away the weapon can fire before being completely ineffective. Eyeball the distance before firing or use the rangefinder on your NVGs.
- Efficiency - How much ammo from the ammo box is needed to refill one round of the weapon. If it's lower than 100% it needs more than 1 ammo per round.
- Magazine - The amount of ammunition in the weapon's clip or magazine that is ready to be fired at a moment's notice. Beware, small magazines and rapid fire rates might not mix very well.
- Reserve - The amount of additional ammunition in the weapon, which is used to replenish the magazine. When it's empty, it's time to refill the weapon or sell it off.
- Certain weapons have their entire ammo in the magazine and thus don't have a reserve altogether.
- Weight - The amount of space the weapon takes up. More weight makes you walk a little slower, and you can't carry over your maximum weight.
- Money - The percentage of money the weapon receives from hitting or killing enemies, usually reserved for high-damage weaponry.
- Special - The special traits of the weapon that are shared by very few others at most.
Weapons
Weapons can be bought by interacting with the display desk they're housed on. Some weapons are tied to a Gamepass Pack which is indicated by the orange background. These require their respective gamepass to be bought in order to buy the weapon in-game.
Pistols
Pistols are inexpensive and have low weight, but have low DPS. All pistols are affected by the Gunslinger perk. Most pistols have Akimbo upgrade due to their small size.
Weapon | Price | Caption |
---|---|---|
Pistol | $0 | Good for personal defense. |
C96 | $0* | The shop owner's backup pistol. |
Flintlock Pistol | $500* | A cheap pistol, for some heavy firepower. |
M1911 | $1,500* | A reliable pistol, used throughout many wars. |
G17 | $2,500* | Riding around the block. |
Duckfoot Pistol | $2,500* | A volley gun that fires all shots at once in a cone. |
Luger | $3,000 | A slimmer, slightly more accurate side arm. |
USP | $5,000* | An accurate, surpressed pistol. |
TEC-9 | $7,000* | A cheap, open-bolt pistol with a large magazine. |
Revolver | $9,000 | Lightweight damage dealer. |
Taser | $10,000* | A single shot taser that stuns targets on contact. |
M93R | $18,000 | A compact, burst fire pistol. |
Python | $26,000* | A high powered revolver. |
Desert Eagle | $30,000 | One of the most powerful sidearms in the world. |
Submachine Guns
Submachine Guns are automatic firearms with high firerate, but have high spread and poor ammo economy.
Weapon | Price | Caption |
---|---|---|
Skorpion | $7,500* | A super cheap, lightweight SMG. |
MP18 | $8,000* | One of the first SMGs ever deployed in combat. |
Sterling | $12,500 | A lightweight, cheap, fast firing SMG. |
SMG | $17,500* | Compact, classic, SMG. |
Micro Uzi | $20,000 | A cheap and effective SMG. |
MP5 | $25,000* | Compact, high rate of fire and a large magazine. |
MP40 | $25,000* | Slow firing, cost effective. |
Thompson | $30,000 | Fast firing with a large magazine. |
MAC-10 | $32,500* | A cheap, fast firing, open-bolt SMG. |
UMP45 | $47,500 | Compact, heavy hitting SMG. |
P90 | $52,500 | A very compact, high velocity SMG. |
Vector | $57,500* | Low recoil, high rate of fire, near silent. |
Assault Rifles
These automatic firearms have substantial DPS and great ammo reserve & economy but are relatively expensive to maintain. Compared to Submachine Guns, Assault Rifles have less firerate in favor for more damage and control.
Weapon | Price | Caption |
---|---|---|
M16 | $35,000 | A classic burst fire assault rifle. |
AK-47 | $42,500 | It's actually an AKM. |
AK-74 | $45,000* | A more accurate AK with an underslung flamethrower. |
AUG | $50,000 | A scoped bullpup assault rifle, very accurate. |
FAMAS | $55,000* | A french burst rifle bullpup assault rifle. |
M4 | $57,500 | A standard issue assault rifle. |
CAR-15 | $60,000* | An older assault rifle with an underslung grenade launcher. |
SCAR-H | $67,500 | A heavy duty combat rifle; slow and heavy hitting. |
Shotguns
These weapons fire multiple bullets/projectiles per shot which can be used to generate hit money. They have high total damage per shot but at the cost of low accuracy, low range, and a lower than average headshot multiplier.
Weapon | Price | Caption |
---|---|---|
Blunderbuss | $7,500* | Fires all shots at once. |
Stakeout | $17,500 | A mobile, lightweight shotgun. |
Sawed-off Shotgun | $22,500* | Boom boom! |
Double Barreled Shotgun | $27,500 | Double the barrels, double the fun. |
R870 | $32,500* | A standard issue shotgun loaded with breaching shells. |
Trench Gun | $35,000 | A larger, heavier shotgun. |
Shotgun | $37,500* | The original Shotgun. |
M1014 | $45,000 | A semi-automatic shotgun. |
AA-12 | $55,000 | A fully automatic shotgun. |
USAS-12 | $62,500* | High-damage, semi-automatic shotgun. |
Rifles
These weapons have a low rate of fire, but deal high damage per shot. In addition, they have a higher headshot multiplier and generate more money per kill than other weapons. All rifles are affected by the Rifleman perk.
Weapon | Price | Caption |
---|---|---|
Flintlock Rifle | $6,000 | A cheap rifle, for some heavy fire power. |
SMLE | $7,500* | An effective British bolt action rifle. |
Kar-98k | $10,000* | A powerful German rifle. |
M1 Garand | $12,000 | A robust, clip fed, heavy duty rifle. |
DMR | $25,000 | Designed for medium to long range combat. |
Intervention | $42,500 | Not recommended for use without scope. |
Sniper Rifle | $50,000* | The latter of the bygone rifles. |
M24 | $65,000 | Can be used without scope. |
PSG1 | $85,000* | High-powered, semi-automatic rifle. |
AWM | $92,500* | High powered british precision rifle. |
Melee Weapons
These weapons have low range, but deal high damage and require no ammo (with the exception of the Chainsaw). They are commonly used with powerful Perk setups.
Weapon | Price | Description | Caption |
---|---|---|---|
Melee | Free | Increases the power of your melee attack. | You need a good knife. |
Baseball Bat | $5,000 | A lightweight, wooden baseball bat. | Home run! |
Dual Sai | $7,000* | A pair of Japanese Sai, perfect for stabbing. | Not the most practical choice against zombies. |
Military Axe | $12,500 | Short ranged, powerful axe. | Chop, chop! |
Cutlass | $15,000* | A quick, medium ranged sabre. | Shiver me timbers! |
Fire Axe | $17,500* | A slow but powerful axe. | Doesn't actually start fires. |
E-Tool | $20,000* | A short ranged, powerful spade. | Made for digging, ideal for CQB! |
Sword | $22,500* | A light sword with powerful blows. | Scavenged from a different era. |
Machete | $25,000* | A versatile tool for combat and survival. | Chop slash! |
Katana | $27,500 | A quick, long ranged sword. | Slide and dice! |
Sledgehammer | $32,500* | A slow and heavy demolition hammer. | Smashing! |
Chainsaw | $37,500 | A gas powered chainsaw, can be refilled from the Ammo Box. | Automatic zombie cutting device. Hits up to 3 enemies. |
Riot Shield | $50,000* | A hefty shield that can be used for both bashing and blocking. While blocking, direct damage taken from the front is dealt to your stamina rather than your health. | Ideal for crowd control. |
Launchers
These weapons fire explosive projectiles which explode upon collision or exceeding range. They are typically used to wipe out or weaken large crowds of zombies.
Weapon | Price | Caption |
---|---|---|
M203 | $20,000* | Try not to blow your hand off. |
M79 | $45,000 | A cheap and simple grenade launcher. |
RPG-7 | $70,000 | A cheap and effective rocket launcher. |
RG-6 | $80,000* | An expensive revolver-styled grenade launcher. |
Rocket Launcher | $90,000* | A modified, ancient launcher. |
XM25 | $105,000* | High tech experimental air burst grenade launcher. |
Heavy Weapons
These weapons tend to be both extremely expensive and extremely powerful, being almost necessary to use in the late game. Heavy weapons consists of LMGs, AMR, and HMGs.
Weapon | Price | Type | Caption |
---|---|---|---|
BAR | $37,500* | LMG | Heavy hitting, low capacity. |
RPK | $62,500 | LMG | A bigger, badder AK. |
MG08 | $65,000* | Deployable/LMG | A prominent machine gun, used by the Central Powers. |
M249 | $75,000 | LMG | Belt fed destruction device. |
MG42 | $80,000* | LMG | Heavy German machine gun. |
M82 | $100,000 | AMR | Desperate times call for big guns. |
M60 | $115,000* | LMG | Slow, accurate, heavy recoil and damage. |
Minigun | $125,000 | HMG | It's a minigun, what's else to say? |
Laser Weapons
These weapons are sold by the Mobile Shop and can only be purchased or upgraded during the day after every fifth night without upgrades. They do not consume ammo, but instead recharge over time. Some weapons require a Mobile Shop upgrade in order for the weapon be purchased. Laser firearms are affected by Reserve Cooling.
Weapon | Price | Type | Description | Caption |
---|---|---|---|---|
Laser Pistol | $20,000 | Pistol | N/A | A 2 round burst laser pistol. |
Laser SMG | $35,000* | SMG | N/A | A high fire rate experimental Laser SMG. |
Plasma Grenade Launcher | $55,000 | Launcher | N/A | Launches a ball of plasma energy, explodes on contact. |
Energy Sword | $60,000* | Melee | A sword powered by pure energy, can be overcharged for extra damage and effects. | A Beta model Energy Sword, successor to the Alpha Model. |
Laser Rifle | $70,000 | Assault Rifle | N/A | An experimental, liquid cooled laser rifle. |
Laser Shotgun | $85,000* | Shotgun | N/A | A triple shot burst fire laser shotgun. |
Plasma Rocket Launcher | $100,000 | Launcher | N/A | Launches beams of plasma energy, explodes on contact. |
Energy Rifle | $120,000 | AMR | N/A | Experimental high powered laser weapon. |
Laser Minigun | $250,000* | HMG | N/A | A high powered laser minigun. Only 1 in stock. |
Special Weapons
These weapons do not belong in any specific category as they operate differently than the rest.
Weapon | Price | Type | Caption |
---|---|---|---|
Flare Gun | $5,000* | Flare Gun | Not the ideal incendiary weapon. |
Crossbow | $10,000* | Crossbow | A concealable, compact crossbow. |
Ice Rifle | $35,000* | Rifle | Shoots shards of ice which impale zombies. |
Tesla Rifle | $37,500* | Rifle | Not recommended for use without scope. |
Compound Bow | $37,500* | Bow | A high powered mechanical bow. |
Flamethrower | $40,000* | Flamethrower | Well it's one way to start a fire. |
Freezethrower | $50,000* | Flamethrower | Shoots a chilling stream which slows and freezes nearby enemies. |
M2 Flamethrower | $65,000* | Flamethrower | Heavy American flamethrower. |