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(added 1.008 weapons to table)
(Changed bolt action to lever action)
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| rowspan=2 |Lever Action Rifle ||£200 || 6 || 110-140 || 10/80<br>£20/10 || 0.9 +2/3 sec || 139 (80)
| rowspan=2 |Lever Action Rifle ||£200 || 6 || 110-140 || 10/80<br>£20/10 || 0.9 +2/3 sec || 139 (80)
|-
|-
|colspan=6| A bolt-action rifle. Inflicts double damage on headshots.  
|colspan=6| A lever-action rifle. Inflicts double damage on headshots.  
|-
|-
| rowspan=2 |Crossbow ||£400 || 10 || 300 || 40<br>£15/1 || 1.81 sec || 165
| rowspan=2 |Crossbow ||£400 || 10 || 300 || 40<br>£15/1 || 1.81 sec || 165

Revision as of 00:44, 26 October 2009

Weapons normally give 10% bonus for headshots. In addition, a head shot has a chance of decapitating the target's head, as long as it inflicts at least 1/15th of it's health, and the target is below 50% health. Some enemies are automatically decapitated on headshots.

Weapon Cost Weight Damage Ammo Firing time DPS
Knife N/A N/A 20 or 35-55 N/A 0.6 or 1.1 sec 33 or 41
The starting melee weapon. It has two attack modes, either a quick slice, or a slower slash. Equip it to get the fastest running speed. Double damage on a backstab.
9mm Pistol N/A N/A 25-35 15/240
£10/15
0.175 sec (+2.0) 171 (97.3)
The starting ranged weapon, with a flashlight.
Machete £100 3 45-70 or 90-130 N/A 0.71 sec or 1.1 src 81 or 100
Slightly longer range than the knife, but inflicts more than twice the damage.
Axe £150 5 125-175 or 200-275 N/A 1.2 sec or 1.333 sec 125 or 178
A melee weapon.
Katana £1000 3 135-190 or 210-295 N/A 0.6 sec or 1.0 sec 271 or 252
A sharp sword. Longer range, and does the most damage per second of the fast weapons.
Chainsaw £1000 8 12 or 190-270 N/A 0.1 sec or 0.8 sec 120 or 287.5
The heaviest melee weapon, with larger range. Unlike other melee weapons, there is no speed bonus given for movement. Can be used as a simple blade, or swung to perform heavy damage. Preferred item of Berserkers.
Handcannon £500 4 95-115 8/96
£15/8
0.25 sec (+2.2) 420 (200)
A .50 caliber handgun. Preferred by Sharpshooters.
Dual 9mms £150 4 25-35 30/240 0.1 sec (+3.5) 300 (138)
Twin 9mm pistols. Even though they use the same ammo as the 9mm Pistol, their ammo pool is separate.
Dual Handcannons £1000 4 95-115 16/96 0.13 sec (+3.5) 807 (301)
Twin handcannons. Even though they use the same ammo as the Handcannon, their ammo pool is separate.
Shotgun £500 8 (25-35)*7 8/48
£20/8
0.965 +2/3 sec 217 (128)
A semi-automatic shotgun, with a flashlight. Can penetrate to hit multiple targets.
Bullpup £400 6 16-26 40/400
£10/40
0.1 (+1.97 sec) 210 (140)
An assault rifle. Can be set to semi-auto mode for additional accuracy.
AK47 £1000 6 35-45 30/300
£30/40
0.11 sec (+3.0 sec) 363 (190)
An assault rifle. Slightly less accurate than the bullpup. Also has a semi-auto mode.
Lever Action Rifle £200 6 110-140 10/80
£20/10
0.9 +2/3 sec 139 (80)
A lever-action rifle. Inflicts double damage on headshots.
Crossbow £400 10 300 40
£15/1
1.81 sec 165
A scoped crossbow, for long-range hunting. Inflicts 6 times as much damage on headshots. The projectile will penetrate all targets until it hits a wall (inflicting less damage on each penetration).

Ammunition for this weapon is extremely expensive. Sell and repurchase the weapon to reload.

L.A.W £1500 14 650 12 3.25 + 3 sec 104
A rocket launcher.
Hunting Shotgun £750 10 (40-50)*6 or *10 2/48
£25/2
0.25 (+2.50 sec) 90 or 163
A double barrel shotgun. It can only be reloaded when empty. It can fire either single shells or both shells at once. Can penetrate to hit multiple targets, with better results on penetration.

Ammunition for this weapon is extremely expensive. Sell and repurchase the weapon to reload.

FlameThrower £750 10 12 100/400 0.07 sec (+4.14) 171 (108)
Can penetrate to hit three targets. Causes hit targets to catch fire, inflicting additional damage over time (not included in damage statistics)
M14 EBR £2500 5 - 20/300
£-/-
- -
Semi-automatic battle rifle with laser sight, making precise aiming possible without using the iron sights.
AA12 £4000 10 - 20/100
£-/-
- -
Automatic shotgun with small spread and thus longer effective range. Also has a semi-auto mode.
SCARMK17 £2500 5 - 20/300
£15/-
- -
Assault rifle with red dot sight. Also has a semi-auto mode.
MP7M Medic Gun £3000 3 - 20/400
£10/-
- -
Modified sub-machine gun with alt-fire heal dart.
M32 Grenade Launcher £2500 7 - 6/38
£-/-
- -
Revolver grenade launcher. Fast rate of fire. Each grenade is loaded seperately.
M79 Grenade Launcher £1250 5 - 1/24
£-/-
- -
Single shot grenade launcher. Heavy damage and blast radius.
PipeBomb £800 1 - 2/2
£-/-
- -
Functions as a mine. Best used against large enemy groups.
Combat armour £300 N/A N/A N/A N/A N/A
Protects against damage. Can be repaired at trader.
Syringe N/A N/A heal 20 100 2.8 sec or 4.16 sec N/A
Heals 20 health to either yourself or another player. Costs 50 to use on another player, or 100 on yourself. If playing solo, the syringe heals 50 health.
Welder N/A N/A N/A 100 0.2 sec N/A
Welds 10 hitpoints worth of defense to a door, or unwelds 50% faster. When the door is smashed open, it is destroyed until the end of the wave.
Grenades 40 N/A 250 max 5 N/A N/A
Throws a fragmentation grenade that explodes after a few seconds. Can be used to clear out a set of zombies that are approaching.
  • Cost: The price in pounds for a given item. It may be resold for 75% of the value.
  • Weight: The amount of space taken up in the inventory. There is a normal maximum of 15 units.
  • Damage: The amount of damage per shot or attack. If there is an alternate fire, it is listed as well.
  • Ammo: The amount of ammo in the magazine, along with the maximum carryable ammo and its cost.
  • Firing time: The amount of time between shots. Alternate fire is listed as well, and a reload time for applicable weapons is contained in parenthesis.
  • DPS: Damage per second. The sustained DPS is shown in parenthesis, and includes reload time.