Guns
General#
Guns are the survivor's main answer to a zombie rush. Every one uses one of five ammunition types and none of them share ammo across types, so a full sniper magazine is worthless if all you have found is 9mm.
Right-click aims. Aiming tightens your spread considerably and slows your movement while held. The Dragunov and the Remington 700 are the only two that scope in.
Damage is per projectile. Shotguns fire between nine and twelve pellets in a single shot, each dealing the listed damage, so a point-blank Stevens 94 hit is devastating and the same shot across a room lands almost nothing.
Guns are found part-loaded. Most spawn with only a few rounds chambered, and the two break-action shotguns arrive completely empty. The Ammo Bag upgrade is the permanent fix.
Every gun has its own page below with full stats, every upgrade tier, and what each tier costs.
Pistols#
| Weapon | Damage | Magazine | Rate of Fire | Reload | Start | Ammo |
|---|---|---|---|---|---|---|
| Beretta | 3.5 | 15 | 171 rounds/min | 1.9s | 3 | 9mm |
| Glock-19 | 3 | 13 | 100 rounds/min | 2.0s | 3 | 9mm |
The Beretta out-shoots the Glock-19 in every respect except accuracy, where the Glock-19 is pinpoint. The Glock-19 is the cheaper and far more available of the two, since it can be crafted.
Magnums#
| Weapon | Damage | Magazine | Rate of Fire | Reload | Start | Ammo |
|---|---|---|---|---|---|---|
| SW .44 Magnum | 9 | 6 | 75 rounds/min | 2.25s | 1 | .44 Mag |
| Desert Eagle | 5 | 7 | 86 rounds/min | 2.5s | 2 | .44 Mag |
Both are perfectly accurate and both reload one round at a time. The Desert Eagle is a Gold rank shop item and cannot be found in chests; the SW .44 Magnum is loot only.
Submachine Guns#
| Weapon | Damage | Magazine | Rate of Fire | Reload | Start | Ammo |
|---|---|---|---|---|---|---|
| MP5 | 3 | 30 | 109 rounds/min | 2.25s | 6 | 9mm |
| UZI | 2.5 | 25 | 150 rounds/min | 2.0s | 5 | 9mm |
| Mac-9 | 2 | 32 | 133 rounds/min | 2.0s | 6 | 9mm |
| UMP-9 | 3 x2 | 15 | 60 bursts/min | 2.0s | 4 | 9mm |
The UMP-9 is the odd one out: a three-round burst where each round throws two projectiles, so one trigger pull puts six projectiles downrange. The MP5 is the best all-rounder, the Mac-9 the least accurate weapon in the game.
Assault Rifles and Carbines#
| Weapon | Damage | Magazine | Rate of Fire | Reload | Start | Ammo |
|---|---|---|---|---|---|---|
| M4 Carbine | 8 | 10 | 150 rounds/min | 1.5s | 3 | 5.56mm |
| Galil | 7 | 30 | 150 rounds/min | 3.0s | 6 | 5.56mm |
| Scar-L | 7 | 20 | 100 bursts/min | 3.0s | 4 | 5.56mm |
| FAMAS | 6 | 25 | 86 bursts/min | 2.75s | 5 | 5.56mm |
The Scar-L fires two-round bursts and the FAMAS three-round bursts, so both put out more per second than their trigger rate suggests. The M4 Carbine is a Platinum rank shop item and is not found in chests. The Scar-L is the only one of the four you can craft.
Snipers#
| Weapon | Damage | Magazine | Rate of Fire | Reload | Start | Ammo |
|---|---|---|---|---|---|---|
| Remington 700 | 20 | 5 | 40 rounds/min | 1.5s | 1 | 7.62mm |
| Dragunov | 14 | 10 | 55 rounds/min | 2.5s | 2 | 7.62mm |
Both scope in when aimed. The Remington 700 is the hardest-hitting weapon in the game and the best barricade-breaker a human can carry; the Dragunov trades damage for twice the magazine and a faster cycle.
Shotguns#
| Weapon | Damage | Pellets | Magazine | Rate of Fire | Reload | Start | Ammo |
|---|---|---|---|---|---|---|---|
| Stevens 94 | 10 | 12 | 1 | 43 rounds/min | 1.4s | 0 | 12 Gauge |
| Remington 1900 | 9 | 10 | 2 | 67 rounds/min | 1.9s | 0 | 12 Gauge |
| S1897 | 8 | 9 | 8 | 55 rounds/min | 1.5s | 2 | 12 Gauge |
All three reload one shell at a time and all three arrive empty or nearly so. The S1897 is the only shotgun that can hold a corridor on its own, and the only one you can craft.
Ammunition#
| Ammunition | Feeds | Crafted From |
|---|---|---|
| 9mm Rounds | Pistols and SMGs | 1 Scrap Metal, 2 Gunpowder |
| 12 Gauge Shells | All three shotguns | 1 Scrap Metal, 1 Gunpowder, makes 2 |
| 5.56mm Rounds | Assault rifles and the M4 Carbine | 2 Scrap Metal, 3 Gunpowder |
| 7.62mm Rounds | Remington 700 and Dragunov | 3 Scrap Metal, 4 Gunpowder |
| .44 Mag Rounds | SW .44 Magnum and Desert Eagle | No recipe |
9mm and 12 Gauge dominate common chests and are the cheapest to make. .44 Mag cannot be crafted at all, which is the real reason the two hardest-hitting sidearms see so little use.
Crafting Guns#
Five of the seventeen can be built, each from a base that drops in loot chests or is sold in the Item Shop, plus 3 Scrap Metal:
| Gun | Base Price |
|---|---|
| Glock-19 | 60 |
| S1897 | 120 |
| UMP-9 | 180 |
| Scar-L | 240 |
| Remington 700 | 300 |
These five are the guns you can actually plan a round around. Everything else depends on what the map gives you.
Upgrading#
Every gun has its own six-line upgrade tree, bought with parts collected during rounds and applied permanently to every copy of that weapon you find afterwards. Tier values and costs differ per weapon and are listed in full on each gun's page.
Shooting Barricades#
Bullets damage barricades, which matters when a zombie is repairing a doorway you need open or when you have walled yourself in too well. Heavy weapons do far more: the Remington 700 chews through cover several times faster than an SMG, while the SMGs barely scratch it.