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Weapons and equipment

Weapons

Period pistols, wartime SMGs, modern rifles and the wonder weapons of Project Morgane: every weapon has its own detailed page (click its name in the tables). This page explains how to get them, how to read their numbers and what each class is good at. For attachments, see Attachments; for customization and weapon levels, Armory, Gunsmith and loadouts; for upgrades, The Forge of Ys.

Getting a weapon

You carry two weapons at a time (three with the Mule perk), plus the Combat knife, always on your belt. Picking up a new weapon when your slots are full replaces the one in your hands.

  • At the start: you start with your active loadout’s weapon, the M1911 by default. See Armory, Gunsmith and loadouts.
  • Wall buys: the chalk drawings sell a weapon for points. The same wall then sells ammo for about half the weapon’s price, or 4,500 points if the weapon has been through the Forge of Ys; you can’t buy ammo when you’re already full.
  • From the Mystery Box: it rolls a random weapon you don’t already own. Some are rarer than others (Barrett, RPG-7, M79, crossbow, Disintegrator, and above all the Storm Breath). The box can also give a tactical item (see Grenades and equipment).
  • By building them: the Dahut’s Trident (Ker-Ys) and the St. Marcel’s Crozier (Nec Mergitur) never come out of the box; you build them from parts found on the map. See Wonder weapons and special weapons.
  • The Gatling power-up puts a rotary machine gun in your hands for 30 seconds.

Every weapon you get in a match, from a wall or from the box, comes fitted with your Gunsmith build (the attachments, camo and charm you picked in the Gunsmith).

Wall buys on each map

WeaponKer-YsNec Mergitur
M14500500
Double-barrel shotgun500500
Kar98k500500
Mosin-Nagant M91/30700700
M1 Garand800800
MP401,0001,000
Sten Mk II—1,000
MP5A31,1001,100
Thompson M1928A11,2001,200
PPSh-411,2001,200
Remington 8701,2001,200
M16A41,2001,200
AKS-74U1,2001,200
Winchester M1897 “Trench Gun”—1,300
StG 441,4001,400
SPAS-121,5001,500
BAR M1918A2—1,800
MG 42—2,500

The exact location of each wall buy is on the map’s page (Ker-Ys, Nec Mergitur).

✦A good first buy

The first rounds are played with the knife and the M1911 to bank points. The first worthwhile wall buy is often an SMG (MP40, Thompson M1928A1): lots of bullets, little recoil and cheap ammo. The 500-point rifles (M14, Kar98k) kill well but need headshots.

Reading the stats

The tables and weapon pages show the same values as the game. Here is what they mean.

Damage and damage falloff

  • Damage: what one bullet (or one pellet for a shotgun) does at close range, to the torso.
  • Damage falloff: up to the falloff start distance, the bullet does full damage; damage then drops in a straight line down to the minimum value, reached at the falloff end distance, and goes no lower beyond it.
  • Hit zone multipliers: the head multiplies damage (from ×1.5 for a shotgun pellet up to ×4.5 for bolt-action rifles), the neck about halfway, the torso and pelvis ×1, arms and legs about ×0.8. On some bosses, the weak point (Dahut’s crown) counts as a head ×1.5.
  • Penetration: how many zombies one bullet can go through. 1 = it stops at the first one; heavy sniper rifles go through an entire line.

Fire rate and fire modes

Fire rate is given in rounds per minute. Fire modes are: automatic, semi-automatic (one shot per trigger pull), burst (the M16A4 and Beretta 93R fire three-round bursts), bolt or pump (a cycling action between shots) and single shot (launchers, crossbow).

Recoil and accuracy

  • Recoil: each shot kicks the weapon up and pushes it slightly sideways; it then settles back on its own. Recoil is reduced while aiming down sights (by about a quarter).
  • Assault rifles, SMGs and LMGs have a fixed recoil pattern: the same on every spray. The first bullets climb hard, then the weapon settles and always drifts to the same side. Learn to pull against that movement with your mouse: it never changes.
  • Spread: how far bullets stray from the hip, while aiming and on the move. Firing while running widens the cone.

Handling and reloading

  • ADS time, sprint-to-fire and swap time: the delays before you can aim, fire after a sprint or draw your other weapon. Movement speed: heavy weapons slow you down.
  • Reloading: an empty reload takes longer than a tactical reload. Some weapons reload their own way:
    • pump-action and lever-action shotguns: one shell at a time, and you can fire to interrupt the reload;
    • Kar98k, Mosin-Nagant M91/30 and Mauser C96: a full stripper clip when empty, otherwise one round at a time;
    • M1 Garand: it only reloads once empty (the famous clip “ping”);
    • double-barrel and M79: you break the barrel open; revolver: cylinder; MG 42, M249 and PKM: belt, which takes longer.

Perks that change your weapons

  • Lead Hail: +33% fire rate and ×2 bullet damage (not explosives or the knife).
  • Quicksilver: reloads twice as fast, faster weapon swaps.
  • Lynx Eye: less hip-fire spread and recoil, headshots ×1.5.
  • Marathon: you fire sooner after sprinting.
  • Mule: a third weapon.

Weapon classes

Pistols

Your default starting weapon. Pistols have the biggest headshot multipliers after sniper rifles: aim for the head and they last surprisingly long. Revolvers and the Desert Eagle go through two zombies; the Glock 18 and the Beretta 93R empty their magazine very fast.

NameDamageFire rate (RPM)Magazine / reserveWall buyMystery BoxName after the Forge of Ys
M191170 – 464508 / 80—NoThe Bombard
Luger P0867 – 424808 / 96—YesLugubrious P-08
Beretta 93R60 – 3946920 / 160—YesThe Three Musketeers
Glock 1846 – 301,10019 / 171—YesGlockenspiel
Desert Eagle193 – 1232607 / 56—YesThe Black Eagle
Colt Python175 – 1231806 / 54—YesSea Serpent
Mauser C9674 – 4650010 / 100—YesWitch’s Broom

SMGs

High fire rate, low recoil, fast movement, plenty of ammo: the ideal tool for cutting a path and training the horde. Their weakness is range: damage falls off early. Stay close and aim high.

NameDamageFire rate (RPM)Magazine / reserveWall buyMystery BoxName after the Forge of Ys
MP4084 – 5355032 / 1921,000NoWill-o’-the-Wisp
Thompson M1928A196 – 6070030 / 1801,200NoChicago Typewriter
PPSh-4167 – 421,00071 / 2841,200NoBolshoi Ballet
Sten Mk II81 – 4955032 / 1921,000YesStentor
MP5A374 – 4980030 / 1801,100NoThe Fifth Element
Uzi74 – 4660032 / 192—YesUzi Does It
KRISS Vector67 – 421,10025 / 200—YesViral Vector
P9067 – 4690050 / 250—YesNonagenarian
MP7A167 – 4695040 / 240—YesSeventh Heaven
AKS-74U91 – 5670030 / 1801,200NoKouign-Amann 74
MAC-1067 – 391,10032 / 192—YesTarmac 10

Assault rifles

The best all-rounders: good damage, long range, and most go through two zombies (the SCAR-H three). Their fixed recoil pattern is quick to master. The M16A4 fires three-round bursts.

NameDamageFire rate (RPM)Magazine / reserveWall buyMystery BoxName after the Forge of Ys
StG 44105 – 7055030 / 1801,400NoSturm und Drang
M4A191 – 6380030 / 210—YesM4GIC
AK-47116 – 7760030 / 210—YesComrade Thunder
FAMAS F188 – 6095025 / 200—YesBugle of the Apocalypse
M16A4112 – 7742430 / 2101,200NoInfernal Trio
Steyr AUG A196 – 6768030 / 210—YesIll Augury
G36C88 – 6075030 / 210—YesSeeing Stars
HK41696 – 6785030 / 210—YesThe 400 Blows
Galil ARM105 – 7065035 / 245—YesAnd Yet It Kills
SCAR-H144 – 9860020 / 160—YesScarface

Tactical rifles

Full-power semi-automatics: every bullet hits hard, goes through three zombies and keeps its damage at long range. Perfect for lining up headshots in a corridor. The M1 Garand only reloads once empty.

NameDamageFire rate (RPM)Magazine / reserveWall buyMystery BoxName after the Forge of Ys
M1 Garand245 – 1843608 / 128800NoGarand Slam
M14210 – 15845020 / 160500NoFourteenth of July
FN FAL224 – 16642020 / 160—YesDevil’s Right Arm
G3A3207 – 15448020 / 160—YesThird Degree
SVT-40219 – 16140010 / 100—YesSvetlana the Terrible

Shotguns

Nine pellets per shell (more once forged): devastating point-blank, useless at range. A pellet only does ×1.5 to the head, so just aim at the center of the target. Shotguns reload one shell at a time: fire as soon as the horde comes back.

NameDamageFire rate (RPM)Magazine / reserveWall buyMystery BoxName after the Forge of Ys
Remington 870130 – 42 × 9706 / 481,200NoThundering Typhoons
Double-barrel shotgun80 – 24 × 93002 / 40500NoDouble Jeopardy
SPAS-1245 – 15 × 92408 / 481,500NoTerminal Spasm
KSG122 – 40 × 97514 / 56—YesJawbreaker
AA-1233 – 12 × 93008 / 64—YesAlcoholics Anonymous
Winchester M1897 “Trench Gun”104 – 34 × 9906 / 481,300YesBroken Face

LMGs

Huge magazines, high damage, penetration through three or four zombies: enough to hold a door on your own. In return, you move and aim more slowly, and belt reloads are long: move before you run dry.

NameDamageFire rate (RPM)Magazine / reserveWall buyMystery BoxName after the Forge of Ys
MG 42109 – 811,20050 / 2502,500YesBone Saw
M249 SAW98 – 70800100 / 400—YesCoffee Grinder
RPK112 – 7765045 / 270—YesGreat Raptor
PKM133 – 95700100 / 400—YesPeking Express
BAR M1918A2161 – 11655020 / 1601,800YesBar Tab

Sniper rifles

The biggest damage per bullet in the game, ×4 to ×4.5 to the head for bolt-actions, and penetration that goes through entire lines (eight zombies for the Barrett). Slow between shots: keep a fast weapon as your second.

NameDamageFire rate (RPM)Magazine / reserveWall buyMystery BoxName after the Forge of Ys
Kar98k438 – 350455 / 60500NoCarnage 98
Mosin-Nagant M91/30455 – 368405 / 60700NoBloody Harvest
M40A5525 – 438485 / 50—YesQuarantine
Barrett M82A11,050 – 87515010 / 60—YesRed Beret
Dragunov SVD385 – 29825010 / 80—YesBlack Dragon

Launchers

Explosive rockets and grenades: the projectile only arms after a few meters of flight (about 5 m for the RPG-7, 12 m for the M79). Too close and it bounces without exploding, and the blast hurts you too: fire at range.

NameDamageFire rate (RPM)Magazine / reserveWall buyMystery BoxName after the Forge of Ys
RPG-72,200301 / 10—YesRocketfort
M791,500401 / 24—YesNuclear Pétanque

Special

The Tactical crossbow fires bolts that stick in the target and then explode; when aiming, you look through its built-in scope, like a sniper rifle’s (see Attachments). The Gatling is only available through the power-up of the same name: it doesn’t reload and disappears after 30 seconds.

NameDamageFire rate (RPM)Magazine / reserveWall buyMystery BoxName after the Forge of Ys
Tactical crossbow1,400401 / 20—YesRobbin’ Hood
Gatling250 – 2001,200999 / 0—No—

Wonder weapons

The weapons of Project Morgane and of legend: the box never offers a wonder weapon already in play (carried by a player or being upgraded). They don’t earn levels, attachments or camos. The Disintegrator Mk I and the Storm Breath come out of the Mystery Box (the latter very rarely); the Trident and the Crozier are built. All the details: Wonder weapons and special weapons.

NameDamageFire rate (RPM)Magazine / reserveWall buyMystery BoxName after the Forge of Ys
Disintegrator Mk I70018020 / 160—YesGreen Ray X2
Storm Breath25,000602 / 12—YesTaranis Cannon
Dahut’s Trident1,500908 / 48—NoWrath of Ys
St. Marcel’s Crozier3,000908 / 48—NoCrozier of the City

Melee

The knife is always available, even when you’re out of ammo. A knife kill earns more points than a bullet kill, even a headshot, plus bonus XP: essential in the first rounds.

NameDamageFire rate (RPM)Magazine / reserveWall buyMystery BoxName after the Forge of Ys
Combat knife150670 / 0—No—

Checked against the game on November 10, 2026