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.
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Glock
9mmThe default. Fast to draw, forgiving to reload, unremarkable in every other way — which is the point.
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Beretta M9
9mmService pistol pulled off the cordon. Slightly steadier than the Glock and slightly slower on the swap.
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HK USP
9mmTighter groupings at range. The sidearm you keep once you stop panicking with it.
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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.
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MP5
9mmControllable 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.
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AR-15 / M4
5.56mmFlat, predictable and easy to feed. The rifle every other rifle gets measured against.
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AK-12
Hits harder, climbs harder. Rewards short bursts and punishes holding the trigger.
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AK-12 (drum)
Same rifle, seventy-five rounds. Heavy, slow to swap, and the correct answer when a horde comes through a doorway.
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G36E
5.56mmThe steadiest full-auto platform in the game. Comfortable, unglamorous, quietly excellent.
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HK433
5.56mmModern and modular. Fast handling with the best iron sights on any rifle here.
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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.
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Mossberg 590M
Detachable box magazine, so you are not thumbing shells in while something crawls at you. Ends any argument under ten metres.
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SPAS-12
In progressModelled 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.
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AWP
Bolt action. One shot, one infected, and a very long second between them.
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Barrett
Anti-materiel. Goes through the first thing it hits and keeps going. Bring it for the Hulk.
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SVD Dragunov
7.62×54mmSemi-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.
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M249
Belt-fed suppression. Holds a street corner on your own for as long as the box lasts.
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PKM
7.62×54mmHeavier 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.
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Combat knife
Quick and quiet. Clears a single wanderer without waking the street.
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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.
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Frag grenade
Straightforward. Thins a pack, wrecks the props they were shambling around.
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Flashbang
Buys the squad four or five seconds. Sometimes that is the whole extraction.
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Incendiary grenade
Denies a doorway or an alley mouth. Fire damage keeps working after you have moved on.
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Smoke grenade
Breaks line of sight both ways. Cover a downed teammate or cover the retreat.
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C4 charge
Placed, timed and detonated on your call. Objective demolition, or a very deliberate ambush.
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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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