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Wiki/Gear

Weapons

Every gun with its ammo, magazine, damage and headshot range, and where to find it. Attachments, ammo, grenades, melee, shooting from vehicles.

12,000blood per player
5weapon slots
8 ma shotgun kills point-blank
1headshot kills a zombie

Weapon slots

Your inventory has five slots for weapons only, keys 1–5. Weapons in them take no space, and everyone nearby sees them on you.

SlotWhat goes thereWhere it hangs
1–2assault rifles, rifles, shotguns, SMGs, machine gunson your back
3pistols, Micro Uzi, Skorpion, TEC-9, stun gunthigh holster
4melee, flashlighton your belt
5grenades, C4, Molotov, road flare: the whole stackin a pouch

With the Coyote backpack or anything bigger, long guns hang on the sides of the backpack. Weapons kept in the backpack aren't visible on you. In the backpack a weapon weighs: pistol 2 kg, SMG 2–3, assault rifle 3, shotgun 2–3, musket and M39 4, other sniper rifles 5, machine gun 7 (more in backpacks).

How damage works

  • A player has 12,000 blood. Damage in the tables is per hit to the torso; in practice it varies by ±25%.
  • Head. A headshot kills outright if the shooter is within the gun's headshot range (the "Headshot" column). Beyond that it does normal damage. A helmet can save you, see armor.
  • Arms ×0.45, legs ×0.25, pelvis ×0.7. Body armor only covers the torso.
  • Distance. Damage drops with range: pistols and SMGs keep a quarter by 70–150 m, assault rifles and machine guns about a third by 300 m, the M39 and the musket half. The L96A1, RPR, M107 and M82A1 lose nothing.
  • Level of the gun (1–5) decides which armor it gets through. It is given in each table's heading.
  • A punch takes 500 blood.

Zombies work differently: any firearm kills a zombie with one headshot, at any range and even from a vehicle. Body shots take a lot of bullets: a civilian zombie needs more than ten from a pistol. More in zombies.

Guns

The number in brackets is the magazine with an extended magazine. "Damage" is blood per torso hit. Where loot spots are is explained in loot, events in events.

Pistols · level 1

PistolAmmoMagazineDamageHeadshotWhere to find
PT929 mm15 (19)1,38925 mhouses, police, industrial
P20009 mm17 (21)88945 mhouses, police, military
P7M109 mm8 (14)8897 mhouses, police
M19229 mm7 (14)1,38910 mpolice, houses
M19119 mm7 (25)1,38910 mpolice, military: rare
M1892.44 Magnum68893 mred room, underwater wrecks, military: rare
Raging Bull.44 Magnum65,60090 munderwater wrecks, red room, events
X26 stun guntaser cartridges1knocks down for 10 s—police, heavy military

The stun gun takes no blood: it knocks a player or a zombie down for 10 seconds and only reaches about 11 m.

Submachine guns · level 2

SMGAmmoMagazineDamageHeadshotWhere to find
Micro Uzi9 mm SMG30 (44)1,20050 mmilitary: rare
Skorpion vz. 619 mm SMG30 (40)1,20050 mmilitary: rare
TEC-99 mm SMG30 (57)1,20050 mpolice, military: rare
MP59 mm SMG30 (60)2,50050 mmilitary
MP5K9 mm SMG30 (60)2,50050 mpolice, military: rare
MPX9 mm SMG30 (60)2,50050 mpolice
PDR9 mm SMG30 (60)2,50040 mmilitary: rare
Thompson M1928Thompson magazine50 (70)2,50050 mmilitary, police

The Micro Uzi, Skorpion and TEC-9 go in the pistol slot, and you can fire them while driving.

Shotguns · level 2

ShotgunAmmoMagazineDamageHeadshotWhere to find
Double-barrel shotgun12 gauge24,50010 mmilitary, houses
Sawed-off M50012 gauge82,50010 mhouses, industrial
M59012 gauge83,70010 mhouses, police
Saiga-12Saiga-12 shells10 (16)6,00015 mpolice, military
AA-12AA-12 shells14 (38)6,30015 mmilitary: rare
Striker-12Striker-12 shells187,50020 munderwater wrecks, military: rare, events
Brown Bess (musket)musket balls19,000160 mmilitary

Point-blank shotguns. Within 8 m a shot to the torso kills outright. Body armor that stops buckshot (level 2 and up) protects as usual. From 8 to 20 m the damage falls off, and past 20 m a fifth is left. All the pellets of one shot count as a single hit. Shots to arms and legs, or from a moving vehicle, don't kill outright. The musket fires a ball, so the 8 m rule doesn't apply to it.

Assault rifles · level 3

RifleAmmoMagazineDamageHeadshotWhere to find
M4A15.5630 (60)3,555110 mheavy military, police, military
AR-155.5630 (60)4,555150 mred room, heavy military, events
M16A45.5630 (60)4,555150 mmilitary, events
G36C5.5630 (60)3,955123 mred room, heavy military, military
AUG A35.5642 (57)4,000115 mheavy military, military
TAR-215.5630 (60)4,155135 mmilitary: rare, events
QBZ-975.5630 (60)4,555115 mevents, almost never in loot spots
AK-477.6230 (60)4,500118 munderwater wrecks, red room, military, heavy military
AK-747.6230 (60)2,722115 mheavy military, military
AK-127.6230 (60)4,600150 mred room, heavy military, events
SCAR-H7.6230 (60)4,000127 mred room, heavy military
FAL7.6230 (40)4,555140 mred room, heavy military, military

Machine guns · level 3

Machine gunAmmoBeltDamageHeadshotWhere to find
M249M249 belt2003,555150 mred room, heavy military, events
PKMPKM belt2005,000140 mred room, events
Mk 48Mk 48 belt1006,999140 mred room, events

There are never more than three of each machine gun in loot spots across the whole map at once.

Sniper rifles · level 4 and .50 · level 5

RifleAmmoMagazineDamageHeadshotWhere to find
M39 EMRsniper round207,999200 mheavy military
L96A1L96A1 rounds57,999anyheavy military
RPRsniper round58,000anyheavy military: rare
M107 (.50)M107 rounds1037,552anyevents, red room: about 1 in 100 spots
M82A1 (.50)M82A1 rounds1037,552anyevents, red room: about 1 in 200 spots

The M107 and M82A1 kill with a torso hit through any body armor, and even with a hit to the arm. No more than two of each lie in loot spots across the map.

Shooting from vehicles

  • The driver can only fire one-handed weapons: pistols, Micro Uzi, Skorpion, TEC-9. Passengers fire whatever their seat allows.
  • Against players, damage from a vehicle is 30% lower, moving or parked. A headshot on a player from a vehicle doesn't kill outright.
  • Against zombies it's the same as on foot: a headshot kills.
  • The faster you drive, the more your aim shakes.

Attachments

Take the weapon in your hands and choose "Use" on the attachment (1.2 seconds). Remove attachments in the weapon's menu in the inventory window. The weapon's tooltip shows which attachments fit it ("Can fit"). Attachments on a weapon weigh nothing. The flashlight and the laser share one spot, and the underbarrel launcher takes the grip spot.

AttachmentWhat it doesFits
Red dot sight10% less spread; on guns with their own sight mount also +10% damagealmost any gun except the AK-74, PDR, Skorpion, P7M10, M1922, M1892, double-barrel, musket, sniper rifles, M79 and the stun gun
Pistol suppressorzombies hear the shot at half the distance (a rifle: 30 m instead of 60); 10% less damagePT92, M1911
Rifle suppressorthe sameM4A1, AR-15, AK-47, AK-12, QBZ-97, TAR-21, SCAR-H
Tactical grip15% less spread, 25% less recoilM4A1, AR-15, M16A4, AK-47, AK-12, QBZ-97, G36C, SCAR-H, MPX, Saiga-12, AA-12, M249, Mk 48, M39
Tactical flashlightlights the dark, F turns it on and offassault rifles (except the AK-74 and M16A4), machine guns, MP5, MPX, M590, sawed-off, Saiga-12, Striker-12
Laser sighta red beam and dot while you aim, visible to everyonePT92, P2000, M1911, Raging Bull, all assault rifles, MP5, MP5K, MPX, PDR, M590, sawed-off, Saiga-12, AA-12, Striker-12
Extended magazinemore rounds, see the numbers in brackets abovepistols (except the M1892 and Raging Bull), SMGs, assault rifles, Saiga-12, AA-12
Underbarrel grenade launcherfires 40 mm grenadesAK-47, AK-12, M4A1, AR-15, M16A4, FAL, G36C, SCAR-H

Underbarrel launcher. K switches between the rifle and the launcher. R loads one grenade (3 seconds). The grenade flies straight where your sight points, arms no closer than 14 m and flies off without exploding past 140 m.

Ammo

Every gun found as loot (in spots, events, on zombies) comes with its ammo: from a third of a magazine to two magazines. A box of ammo in a loot spot follows the same rule, based on the largest magazine for that ammo.

AmmoForWeight eachBox in a loot spot
9 mm roundsPT92, P2000, P7M10, M1922, M191145 g6–34
9 mm SMG roundsMP5, MP5K, MPX, PDR, TEC-9, Micro Uzi, Skorpion25 g9–60
Thompson magazineThompson M19285 g15–100
.44 Magnum roundsM1892, Raging Bull75 g2–12
12 gauge shellsdouble-barrel, sawed-off, M59067 g3–16
Saiga-12 shellsSaiga-1267 g3–20
AA-12 shellsAA-1233 g5–28
Striker-12 shellsStriker-1233 g6–36
Musket ballsBrown Bess100 g1–2
5.56 roundsM4A1, AR-15, M16A4, G36C, AUG A3, TAR-21, QBZ-9733 g13–84
7.62 roundsAK-47, AK-74, AK-12, SCAR-H, FAL33 g9–60
Sniper roundM39 EMR, RPR33 g6–40
L96A1 roundsL96A1100 g2–10
M107 and M82A1 roundseach has its own100 g3–20
M249 belt, PKM belteach has its own5 g60–200
Mk 48 beltMk 485 g30–200
40 mm grenadeM79, underbarrel launcher500 g1–2
Taser cartridgesX26 stun gun200 g1–2

Grenades and explosives

WhatHow it worksWhere to find
M67 grenadegoes off a few seconds after the throw; within 1 m it kills through any armor, beyond that up to 8,000 blood, falling to zero at 8 mred room, heavy military, military
C4 chargesticks to walls and vehicles, detonates on signal; within 2 m it kills, beyond that up to 8,000 blood, falling to zero at 10 mred room, military, heavy military
40 mm grenade (M79, underbarrel)within 1 m it kills, beyond that up to 7,000 blood, falling to zero at 6 mheavy military, red room
Molotov cocktailfire in a 3.5 m circle for 12 seconds, 800 blood per second, armor doesn't helpheavy military, police, military
Tear gas grenadea 6 m cloud for 75 seconds: tears, coughing, pain, 15 blood per second; a gas mask protects completelyheavy military, police, military
Road flareno damage: a bright red flame and smoke that lights the area and signalshouses, underwater wrecks
  • Body armor outside the very epicentre takes off 15% of blast damage and stops shrapnel. Without armor, a blast wounds you with shrapnel 35% of the time.
  • A blast behind a wall is weaker.
  • Zombies die within 5 m of a grenade, 7 m of C4 and 4 m of a 40 mm grenade. Tear gas slows and confuses them.
  • Mines and tripwires are covered in traps.

Melee

WeaponDamage to a playerHits to kill a civilian zombieHits to kill a military zombie
Fists5001060
Flashlight953830
Knife1,500622
Baseball bat1,199816
Crowbar1,203816
Machete2,000612
Hatchet2,000510
  • A melee hit to the head of a player without a helmet kills outright. Punches to the head don't count as headshots.
  • Against zombies only the number of hits matters, and the head is no faster. But each hit stuns the zombie, and the bat and crowbar knock it down more often.
  • Melee weapons are common in houses, industrial areas, police stations and military spots. The crowbar turns up most often.
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