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.
| Slot | What goes there | Where it hangs |
|---|---|---|
| 1–2 | assault rifles, rifles, shotguns, SMGs, machine guns | on your back |
| 3 | pistols, Micro Uzi, Skorpion, TEC-9, stun gun | thigh holster |
| 4 | melee, flashlight | on your belt |
| 5 | grenades, C4, Molotov, road flare: the whole stack | in 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
| Pistol | Ammo | Magazine | Damage | Headshot | Where to find |
|---|---|---|---|---|---|
| PT92 | 9 mm | 15 (19) | 1,389 | 25 m | houses, police, industrial |
| P2000 | 9 mm | 17 (21) | 889 | 45 m | houses, police, military |
| P7M10 | 9 mm | 8 (14) | 889 | 7 m | houses, police |
| M1922 | 9 mm | 7 (14) | 1,389 | 10 m | police, houses |
| M1911 | 9 mm | 7 (25) | 1,389 | 10 m | police, military: rare |
| M1892 | .44 Magnum | 6 | 889 | 3 m | red room, underwater wrecks, military: rare |
| Raging Bull | .44 Magnum | 6 | 5,600 | 90 m | underwater wrecks, red room, events |
| X26 stun gun | taser cartridges | 1 | knocks 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
| SMG | Ammo | Magazine | Damage | Headshot | Where to find |
|---|---|---|---|---|---|
| Micro Uzi | 9 mm SMG | 30 (44) | 1,200 | 50 m | military: rare |
| Skorpion vz. 61 | 9 mm SMG | 30 (40) | 1,200 | 50 m | military: rare |
| TEC-9 | 9 mm SMG | 30 (57) | 1,200 | 50 m | police, military: rare |
| MP5 | 9 mm SMG | 30 (60) | 2,500 | 50 m | military |
| MP5K | 9 mm SMG | 30 (60) | 2,500 | 50 m | police, military: rare |
| MPX | 9 mm SMG | 30 (60) | 2,500 | 50 m | police |
| PDR | 9 mm SMG | 30 (60) | 2,500 | 40 m | military: rare |
| Thompson M1928 | Thompson magazine | 50 (70) | 2,500 | 50 m | military, police |
The Micro Uzi, Skorpion and TEC-9 go in the pistol slot, and you can fire them while driving.
Shotguns · level 2
| Shotgun | Ammo | Magazine | Damage | Headshot | Where to find |
|---|---|---|---|---|---|
| Double-barrel shotgun | 12 gauge | 2 | 4,500 | 10 m | military, houses |
| Sawed-off M500 | 12 gauge | 8 | 2,500 | 10 m | houses, industrial |
| M590 | 12 gauge | 8 | 3,700 | 10 m | houses, police |
| Saiga-12 | Saiga-12 shells | 10 (16) | 6,000 | 15 m | police, military |
| AA-12 | AA-12 shells | 14 (38) | 6,300 | 15 m | military: rare |
| Striker-12 | Striker-12 shells | 18 | 7,500 | 20 m | underwater wrecks, military: rare, events |
| Brown Bess (musket) | musket balls | 1 | 9,000 | 160 m | military |
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
| Rifle | Ammo | Magazine | Damage | Headshot | Where to find |
|---|---|---|---|---|---|
| M4A1 | 5.56 | 30 (60) | 3,555 | 110 m | heavy military, police, military |
| AR-15 | 5.56 | 30 (60) | 4,555 | 150 m | red room, heavy military, events |
| M16A4 | 5.56 | 30 (60) | 4,555 | 150 m | military, events |
| G36C | 5.56 | 30 (60) | 3,955 | 123 m | red room, heavy military, military |
| AUG A3 | 5.56 | 42 (57) | 4,000 | 115 m | heavy military, military |
| TAR-21 | 5.56 | 30 (60) | 4,155 | 135 m | military: rare, events |
| QBZ-97 | 5.56 | 30 (60) | 4,555 | 115 m | events, almost never in loot spots |
| AK-47 | 7.62 | 30 (60) | 4,500 | 118 m | underwater wrecks, red room, military, heavy military |
| AK-74 | 7.62 | 30 (60) | 2,722 | 115 m | heavy military, military |
| AK-12 | 7.62 | 30 (60) | 4,600 | 150 m | red room, heavy military, events |
| SCAR-H | 7.62 | 30 (60) | 4,000 | 127 m | red room, heavy military |
| FAL | 7.62 | 30 (40) | 4,555 | 140 m | red room, heavy military, military |
Machine guns · level 3
| Machine gun | Ammo | Belt | Damage | Headshot | Where to find |
|---|---|---|---|---|---|
| M249 | M249 belt | 200 | 3,555 | 150 m | red room, heavy military, events |
| PKM | PKM belt | 200 | 5,000 | 140 m | red room, events |
| Mk 48 | Mk 48 belt | 100 | 6,999 | 140 m | red 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
| Rifle | Ammo | Magazine | Damage | Headshot | Where to find |
|---|---|---|---|---|---|
| M39 EMR | sniper round | 20 | 7,999 | 200 m | heavy military |
| L96A1 | L96A1 rounds | 5 | 7,999 | any | heavy military |
| RPR | sniper round | 5 | 8,000 | any | heavy military: rare |
| M107 (.50) | M107 rounds | 10 | 37,552 | any | events, red room: about 1 in 100 spots |
| M82A1 (.50) | M82A1 rounds | 10 | 37,552 | any | events, 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.
| Attachment | What it does | Fits |
|---|---|---|
| Red dot sight | 10% less spread; on guns with their own sight mount also +10% damage | almost any gun except the AK-74, PDR, Skorpion, P7M10, M1922, M1892, double-barrel, musket, sniper rifles, M79 and the stun gun |
| Pistol suppressor | zombies hear the shot at half the distance (a rifle: 30 m instead of 60); 10% less damage | PT92, M1911 |
| Rifle suppressor | the same | M4A1, AR-15, AK-47, AK-12, QBZ-97, TAR-21, SCAR-H |
| Tactical grip | 15% less spread, 25% less recoil | M4A1, AR-15, M16A4, AK-47, AK-12, QBZ-97, G36C, SCAR-H, MPX, Saiga-12, AA-12, M249, Mk 48, M39 |
| Tactical flashlight | lights the dark, F turns it on and off | assault rifles (except the AK-74 and M16A4), machine guns, MP5, MPX, M590, sawed-off, Saiga-12, Striker-12 |
| Laser sight | a red beam and dot while you aim, visible to everyone | PT92, P2000, M1911, Raging Bull, all assault rifles, MP5, MP5K, MPX, PDR, M590, sawed-off, Saiga-12, AA-12, Striker-12 |
| Extended magazine | more rounds, see the numbers in brackets above | pistols (except the M1892 and Raging Bull), SMGs, assault rifles, Saiga-12, AA-12 |
| Underbarrel grenade launcher | fires 40 mm grenades | AK-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.
Red dot sightRed dot sight: more accurate shots, on guns with a sight mount also a little more damage. Take the weapon in your hands and use it.0.5 kg
Pistol suppressorFor the PT92 and M1911: quieter shot, zombies hear it worse, not heard from afar, slightly less damage. Take the weapon in your hands and use it.0.2 kg
Rifle suppressorFor the M4A1, AR-15, AK-47, AK-12, QBZ-97, TAR-21, SCAR-H: quieter shot, zombies hear it worse, not heard from afar, slightly less damage. Take the weapon in your hands and use it.0.5 kg
Tactical gripForegrip: less spread and recoil. Take the weapon in your hands and use it.0.5 kg
Tactical flashlightTactical flashlight: lights the way in the dark, turns on with F. Take the weapon in your hands and use it.0.5 kg
Laser sightRed beam and dot while you aim, other players see them too. Goes in the flashlight spot. Take the weapon in your hands and use it.0.5 kg
Extended magazineMore rounds in the magazine. Take the weapon in your hands and use it.0.5 kg
Underbarrel grenade launcherFor: AK-47, AK-12, M4A1, AR-15, M16A4, FAL, G36C, SCAR-H. Fires 40 mm grenades, like the M79. Goes in the grip spot. Take the weapon in your hands and use it.2 kgAmmo
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.
| Ammo | For | Weight each | Box in a loot spot |
|---|---|---|---|
| 9 mm rounds | PT92, P2000, P7M10, M1922, M1911 | 45 g | 6–34 |
| 9 mm SMG rounds | MP5, MP5K, MPX, PDR, TEC-9, Micro Uzi, Skorpion | 25 g | 9–60 |
| Thompson magazine | Thompson M1928 | 5 g | 15–100 |
| .44 Magnum rounds | M1892, Raging Bull | 75 g | 2–12 |
| 12 gauge shells | double-barrel, sawed-off, M590 | 67 g | 3–16 |
| Saiga-12 shells | Saiga-12 | 67 g | 3–20 |
| AA-12 shells | AA-12 | 33 g | 5–28 |
| Striker-12 shells | Striker-12 | 33 g | 6–36 |
| Musket balls | Brown Bess | 100 g | 1–2 |
| 5.56 rounds | M4A1, AR-15, M16A4, G36C, AUG A3, TAR-21, QBZ-97 | 33 g | 13–84 |
| 7.62 rounds | AK-47, AK-74, AK-12, SCAR-H, FAL | 33 g | 9–60 |
| Sniper round | M39 EMR, RPR | 33 g | 6–40 |
| L96A1 rounds | L96A1 | 100 g | 2–10 |
| M107 and M82A1 rounds | each has its own | 100 g | 3–20 |
| M249 belt, PKM belt | each has its own | 5 g | 60–200 |
| Mk 48 belt | Mk 48 | 5 g | 30–200 |
| 40 mm grenade | M79, underbarrel launcher | 500 g | 1–2 |
| Taser cartridges | X26 stun gun | 200 g | 1–2 |
Grenades and explosives
| What | How it works | Where to find |
|---|---|---|
| M67 grenade | goes 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 m | red room, heavy military, military |
| C4 charge | sticks to walls and vehicles, detonates on signal; within 2 m it kills, beyond that up to 8,000 blood, falling to zero at 10 m | red 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 m | heavy military, red room |
| Molotov cocktail | fire in a 3.5 m circle for 12 seconds, 800 blood per second, armor doesn't help | heavy military, police, military |
| Tear gas grenade | a 6 m cloud for 75 seconds: tears, coughing, pain, 15 blood per second; a gas mask protects completely | heavy military, police, military |
| Road flare | no damage: a bright red flame and smoke that lights the area and signals | houses, 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.
C4 chargeSticky charge: sticks to walls and vehicles, detonates on signal.3 kg
Road flareRoad flare: burns with a bright red flame and smoke, lights up the area and signals. No damage.1 kg
M67 grenadeHand grenade. Explodes a few seconds after the throw.1 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 kgMelee
| Weapon | Damage to a player | Hits to kill a civilian zombie | Hits to kill a military zombie |
|---|---|---|---|
| Fists | 500 | 10 | 60 |
| Flashlight | 953 | 8 | 30 |
| Knife | 1,500 | 6 | 22 |
| Baseball bat | 1,199 | 8 | 16 |
| Crowbar | 1,203 | 8 | 16 |
| Machete | 2,000 | 6 | 12 |
| Hatchet | 2,000 | 5 | 10 |
- 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.