Zompocalypse v0.018 · In development

Arsenal

What you can carry

Twenty-plus firearms, four grenade types, demolitions and the unglamorous field kit that decides whether a run ends at the Fort or in a stairwell. What you bring matters more than what you find.

Sidearms

Sidearms

What you reach for when the reload goes wrong. Light, quiet enough, and always worth the slot.

  • Glock

    9mm

    The default. Fast to draw, forgiving to reload, unremarkable in every other way — which is the point.

  • Beretta M9

    9mm

    Service pistol pulled off the cordon. Slightly steadier than the Glock and slightly slower on the swap.

  • HK USP

    9mm

    Tighter groupings at range. The sidearm you keep once you stop panicking with it.

  • Desert Eagle

    Absurd, loud and heavy. Drops an armoured infected in one if you hit the head, and announces you to the whole block if you do not.

Submachine guns

Submachine guns

Close-quarters work. Stairwells, service corridors, the inside of a stalled train.

  • MP5

    9mm

    Controllable on full auto and shares ammunition with your sidearm — the reason it stays in the loadout long after you can afford better.

Assault rifles

Assault rifles

The backbone of any run. Selective fire, proper optics, and the range to deal with a street before it deals with you.

  • AR-15 / M4

    5.56mm

    Flat, predictable and easy to feed. The rifle every other rifle gets measured against.

  • AK-12

    Hits harder, climbs harder. Rewards short bursts and punishes holding the trigger.

  • AK-12 (drum)

    Same rifle, seventy-five rounds. Heavy, slow to swap, and the correct answer when a horde comes through a doorway.

  • G36E

    5.56mm

    The steadiest full-auto platform in the game. Comfortable, unglamorous, quietly excellent.

  • HK433

    5.56mm

    Modern and modular. Fast handling with the best iron sights on any rifle here.

  • FN FAL

    Battle rifle. Fewer rounds, far more authority per round — built for the long approach roads, not the alleys.

Shotguns

Shotguns

For the moment the plan stops working and something is already inside your arm span.

  • Mossberg 590M

    Detachable box magazine, so you are not thumbing shells in while something crawls at you. Ends any argument under ten metres.

  • SPAS-12

    In progress

    Modelled and in the project. Not yet wired up for the current build.

Marksman rifles

Marksman rifles

Overwatch from a rooftop while the rest of the squad does the walking.

  • AWP

    Bolt action. One shot, one infected, and a very long second between them.

  • Barrett

    Anti-materiel. Goes through the first thing it hits and keeps going. Bring it for the Hulk.

  • SVD Dragunov

    7.62×54mm

    Semi-automatic, so a miss is not fatal to the whole engagement. The practical marksman pick.

Machine guns

Machine guns

Area denial. Heavy to carry, catastrophic to be in front of.

  • M249

    Belt-fed suppression. Holds a street corner on your own for as long as the box lasts.

  • PKM

    7.62×54mm

    Heavier round, heavier gun. Chews through cover, props and the infected sheltering behind both.

Melee

Melee

Silent, unlimited, and far too close. Always on you, never your first choice.

  • Combat knife

    Quick and quiet. Clears a single wanderer without waking the street.

  • Crowbar

    Slower swing, much more of it. Also the reason some doors are no longer a problem.

Throwables & ordnance

Throwables & ordnance

The tools that change the shape of a fight instead of winning it directly.

  • Frag grenade

    Straightforward. Thins a pack, wrecks the props they were shambling around.

  • Flashbang

    Buys the squad four or five seconds. Sometimes that is the whole extraction.

  • Incendiary grenade

    Denies a doorway or an alley mouth. Fire damage keeps working after you have moved on.

  • Smoke grenade

    Breaks line of sight both ways. Cover a downed teammate or cover the retreat.

  • C4 charge

    Placed, timed and detonated on your call. Objective demolition, or a very deliberate ambush.

  • Landmines

    Three variants. Seal the route behind you before you commit to the route ahead.

Field kit

The things that are not guns

Most runs are lost to navigation, health and communication rather than firepower. These take up slots for a reason.

Medkit
Restores health outside combat. Slow enough that someone has to watch your back.
Stim needle
Fast, partial, and available while things are still going wrong.
Compass
Heading bar across the top of the HUD. Half of coordinating a squad is saying a number out loud.
GPS device
Minimap with friendly, hostile and special-infected contacts.
Walkie-talkie
Mission-critical more often than you would expect. Sometimes it is the objective itself.
Spawn point
Deployable respawn beacon. Push it forward and a wipe costs you metres instead of the mission.
Ammo box
Resupply in the field. Worth going out of your way for when a run is going long.

New to a weapon? The shooting range at Fort Crossroads is a real place you can walk to, with a survivor who will happily talk you through it.

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