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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 pump 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 £800 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).

No need to sell and repurchase as it costs £800 now.

L.A.W £1500 14 650 12 3.25 + 3 sec 104
A rocket launcher.
Hunting Shotgun £750 10 (40-50)*6 or *20 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 5 100-115 20/300
£-/-
0.175 (+3.366) 614 (313)
Semi-automatic battle rifle with laser sight, making precise aiming possible without using the iron sights. This rifle also gives a larger accuracy bonus.
AA12 £4000 10 30*5 20/100
£-/-
0.2 (+3.133) 750 (421)
Automatic shotgun with small spread and thus longer effective range. Also has a semi-auto mode.
SCARMK17 £2500 5 75-85 20/300
£15/-
0.096 (+2.966) 833 (327)
Assault rifle with red dot sight. Also has a semi-auto mode.
MP7M Medic Gun £3000 3 20-25 20/400
£10/-
0.063 (+3.166) 357 (102)
Modified sub-machine gun with alt-fire heal dart.
M32 Grenade Launcher £2500 7 350 6/38
£-/-
0.33 (+1.634) special
Revolving grenade launcher. Fast rate of fire. Each grenade is loaded separately.
M79 Grenade Launcher £1250 4 350 1/24
£-/-
3.333 special
Single shot grenade launcher. Heavy damage and blast radius.
PipeBomb £800 1 1500 max 2 - special
Functions as a proximity mine, and detonates when enough zombies are nearby. In addition to the primary blast, releases some pieces of shrapnel that inflict light damage. Demolitionists can carry additional pipebombs as they improve their perk level. Pipebombs will also detonate when the top panel is shot.
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.