10 sfor a mine to arm
35%shrapnel chance without a vest
5 sknocked out by leg shots
30 sthe lure pulls zombies
Barbed wireStretch it in front of you. Cuts anyone walking through it and punctures tires. Removed with a toolbox.3 kg
LandminePlaced at your feet, arms in 10 s. Goes off from a person, a zombie, a vehicle or a gunshot.2 kg
Zombie lureTake it in hand and throw it like a grenade: RMB to aim (you see where it lands), LMB to throw (up to 40 m), Backspace to put it away. The jar breaks and the smelly green goo draws every zombie around for 30 seconds. Don't walk into the crowd at the jar.1 kg
TripwireA grenade on a stake and a thin wire up to 4 m right above the ground. Whoever snags it, a person, a zombie or a vehicle, gets a blast a second or two later. It spares no one. To disarm: crouch at the grenade and hold E, you can get it wrong.1 kgLandmine
- You plant it at your feet in 3 seconds, and it arms 10 seconds later: get clear.
- It goes off when a person or a zombie steps on it, a vehicle drives over it or someone shoots it. Whoever steps on it dies in any armor.
- Within 1.5 m of the blast you die; out to 8 m you lose blood: 10,000 next to the epicentre, less and less towards the edge. Zombies within 5 m die, a vehicle within 4 m gets its tyres burst and its engine wrecked.
- A mine sits almost flush with the snow, so watch your step.
- One player can have up to 5 mines at a time; a mine disappears on its own after a day.
Tripwire
- A grenade on a stake and a thin wire 1 to 4 m long at ankle height. The stake goes at your feet, the other end wherever you look (LMB). It arms after 8 seconds.
- Whoever snags it, a person, a zombie or a moving vehicle, hears a click and 1.5 seconds later it blows. It doesn't spare its owner or their clan.
- You can only see the wire up close, within 7 m.
- Death within 1.5 m, wounds out to 9 m, zombies die within 6 m. Shooting the grenade stake sets it off instantly.
- To disarm, crouch by the grenade and hold E for 6 seconds. One attempt in five slips: click, then a blast. If it works, the grenade is yours.
- Up to 3 tripwires per player; they last a day.
Barbed wire
- Placed with a preview up to 4 m in front of you: the mouse wheel rotates it, LMB places it.
- You can't walk through it, and anyone pressed against it gets cut: 150 blood every 2 seconds plus bleeding.
- A car runs into it and stops dead with its tyres burst.
- Anyone with a toolbox can take it down in 5 seconds; the wire goes back to their inventory.
- Up to 10 sections per player; they last a day. Barbed wire already placed on the map cuts and bursts tyres too.
Explosions
| What | Kills within | Wounds up to | Blood at the epicentre | Zombies die within |
|---|---|---|---|---|
| Landmine | 1.5 m | 8 m | 10,000 | 5 m |
| M67 grenade | 1 m | 8 m | 8,000 | 5 m |
| Tripwire | 1.5 m | 9 m | 9,000 | 6 m |
| C4 charge | 2 m | 10 m | 8,000 | 7 m |
| 40 mm grenade (M79, underbarrel launcher) | 1 m | 6 m | 7,000 | 4 m |
| Bomber zombie | 1 m | 6 m | 8,000 | 4 m |
- At the epicentre you die in any armor. Further out the damage falls to zero at the edge.
- Outside the epicentre without a vest there's a 35% chance of shrapnel: you keep bleeding again and again, even after a bandage, until a medkit takes it out (blood). In a vest there's no shrapnel, 15% less damage, and the vest loses 20 durability (armor).
- A wall weakens a blast, and behind a solid wall there's no shrapnel at all; a zombie fully covered by a wall survives.
- A C4 charge sticks to walls and vehicles and goes off on a signal.
M67 grenadeHand grenade. Explodes a few seconds after the throw.1 kg
C4 chargeSticky charge: sticks to walls and vehicles, detonates on signal.3 kg
Molotov cocktailBottle of fire mix: shatters and sets everything around on fire.1 kg
Tear gas grenadeTear gas grenade: the gas cloud lasts over a minute, causing tears, coughing and pain and slowly draining blood. A gas mask protects.1 kg
MedkitGives 8,000 blood and stops bleeding.2 kgFire and gas
- Molotov cocktail: a 3.5 m pool of fire for 12 seconds, 800 blood per second, and a vest doesn't help. A civilian zombie burns down in 3 seconds.
- Tear gas grenade: a 6 m cloud for 75 seconds, 15 blood per second, pain, coughing and tears on screen. A gas mask helmet protects completely. Zombies in the gas slow to a walk and lose their target.
Leg shots
Three hits to the legs in a row, each no more than 2 seconds after the last, give a 35% chance that you collapse unconscious for 5 seconds: you can't move or shoot. After you get up, a new streak doesn't build for 3 seconds. Melee weapons and grenades don't count.
Stun gun
The X26 stun gun drops a person for 10 seconds: no blood loss, but you can't get up or do anything. It reaches about 11 m and needs a new cartridge after every shot. It drops zombies for 10 seconds too.
X26 stun gunStun gun. Taser cartridges. Knocks down for 10 s, takes no blood.1 kg · magazine 1
Taser cartridgesFor: X26 stun gun.0.2 kgZombie lure
- "Use" puts the jar in your hand. RMB aims: you see the arc and where it lands. LMB throws it, up to 40 m on flat ground. Backspace puts it away.
- The jar shatters, and the glowing green goo pulls every zombie within 60 m for 30 seconds: they drop their target, crowd around the jar and swing at thin air.
- Don't get within 4 m of the jar or you'll end up in the crowd and get hit.
- The lure doesn't work in water, and you can't throw it from a vehicle. You can have up to 3 active at once.
- Zombies without a target are drawn the same way to a vehicle with its siren on, from 120 m.
Spotted a mistake or an outdated number?