Armoury
The Armoury stores Weapons, which are used to kill zombies without using . Note that weapons which can break CANNOT be used while Exhausted (so you must have to use them), but will not consume any on use.
All Reloadable weapons that store multiple shots use up one shot of their ammunition per use; if you use an Aqua-Splash (5 shots) three times in a zone with three zombies, you will have an Aqua-Splash (2 shots) and no zombies.
Melee weapons, rather than using up ammunition, can become Broken..., which is then denoted by a red dashed border around the item's icon. Items with the Broken flag can be repaired with 1 and either a Kwik-Fix or a Repair Kit.
- Don't confuse this state with items that have "Broken" in their name, like the Broken Hacksaw -- as with incomplete items, the hacksaw must be combined with other resources to become useful; the kits above will have no effect on them.
- On the other hand, a Broken Human Bone which becomes Broken in combat (gaining the Broken flag) is called the "Broken Human Bone (broken)", and can be repaired to have the Broken flag removed. Confused yet?
Contents
Battery Powered
Loaded with a Battery before use, which will eventually be expended.
- Battery Launcher 1-ITF (loaded)
- Usually kills 1 zombie, but occasionally misses.
- 1 shot, Crushed Battery appears in the zone.
- Watchmen - 12 attack points.
- Battery Launcher Mk. II (loaded)
- 100% chance of killing one zombie per shot, 25% chance of depleting the battery after use.
- After each shot, a Battery, if not depleted, may appear in the zone. Otherwise it becomes a Crushed Battery.
- Modified from a Battery Launcher 1-ITF (empty) with Duct Tape, an Electronic component, a Handful of nuts and bolts, and a PUTA Mark II Calibrator.
- Watchmen - 15 attack points.
- Chainsaw (loaded)
- 100% chance to kill 3 zombies per "shot", 30% chance of depleting the battery after use.
- After each shot, if the battery is depleted, a Crushed Battery may appear in the zone.
- When found incomplete, requires a Belt, Duct Tape, an Engine, and a Handful of nuts and bolts to assemble.
- Watchmen - 25 attack points.
- Devastator (loaded)
- 100% chance to kill 2 zombies per shot, 50% chance of depleting the battery after use.
- After each shot, a Battery, if not depleted, may appear in the zone. Otherwise it becomes a Crushed Battery.
- When found incomplete, requires a Belt and a Handful of nuts and bolts to assemble.
- Watchmen - 15 attack points.
- Electric Whisk (charged)
- 100% chance to kill 1 zombie per use, 40% chance of depleting the battery after use.
- After each shot, a Battery, if not depleted, may appear in the zone. Otherwise it becomes a Crushed Battery.
- When found incomplete, requires an Electronic component, a Handful of nuts and bolts, and Duct Tape to assemble.
- Watchmen - 10 attack points.
- Taser - very low kill rate.
- Watchmen - 15 attack points.
- Burning Laser Pointer (4 charges)
- 100% chance to kill 2 zombies per charge.
- does not provide any Watchmen attack points.
Water-based
Load with Faucet or one Water Ration, with the exception of the Jerrycan Gun (ready) which needs a Full Jerrycan to reload.
- Aqua-Splash (5 shots)
- 5 shots, 100% chance of killing one zombie per shot.
- When found incomplete, requires a Compact Detonator, a Copper Pipe, Duct Tape, and a Plastic Bag to assemble.
- Watchmen - 10 attack points.
- Jerrycan Gun (ready)
- Created by assembling a Jerrycan Pump (unattached) with a Full Jerrycan and Duct Tape.
- kills one zombie per shot, ~10% chance to run out.
- The Jerrycan Pump (empty) can only be refilled with a Full Jerrycan, to produce a new Jerrycan Gun (ready).
- Water Pistol (3 shots)
- 3 shots, 100% chance of killing one zombie per shot.
- Watchmen - 10 attack points.
- Kalashni-Splash
- 3 kills with 1 shot (???).
- Watchmen - 15 attack points.
Grenades
Grenades are thrown at zombies and are consumed upon use.
- Exploding Water Bomb - kills 5 to 11 zombies.
- Watchmen - 20 attack points.
- Exploding Grapefruit - kills 5 to 9 zombies.
- Watchmen - 10 attack points.
- Mobile Phone - 100% chance to 1-2 zombies
- Leave behind a Compact Detonator (~5%), a Crushed Battery (~16%), Electronic component (~21%), or Scrap Metal (~58%) after use. (Last update: 4 Nov 2013)
- Watchmen - 8 attack points.
- Water Bomb - 100% chance to kill 2 to 4 zombies.
- Watchmen - 8 attack points.
Melee
Melee items will eventually break requiring them to be repaired back in town.
Note: All statistics listed below are still being calculated. Please see the discussion page for each weapon to help!
Weapon | Kill Rate | Breakage Rate | Watchmen points | Notes |
---|---|---|---|---|
Adjustable Spanner | 50% | 33% | 2 | |
Box Cutter | 33% | 50% | 5 | |
Broken Human Bone | 100% | 80% | 15 | |
Burnt out Torch | 7% | 78% | 5 | |
Can Opener | 33% | 30% | 2 | |
Hurling stick | 50% | 25% | 0 | |
Lawnmower | 100% | 19.32% | 35 |
|
Machete | 100% | 24.35% | 5 |
|
Pathetic Penknife | 33% | 50% | 5 | |
Rusty Chain | 46.88% | 26.25% | 10 |
|
Screwdriver | 33% | 66% | 5 | |
Serrated Knife | 100% | 32.59% | 8 |
|
Staff | 50% | 50% | 5 | |
Swiss Army Knife | 33% | 33% | 15 |
Improvised Weapons
Some items can be re-purposed as weapons in an emergency.
Defences
A few defensive objects can be picked up and wielded as a weapon.
- ( Guard Dog) - categorised as a defensive object, see animal section for weapon details.
- Torch - This will kill one zombie and then become a Burnt out Torch.
- Watchmen - 15 attack points.
- Unshaped Concrete Blocks - 100% chance to kill 1 zombie, 20%(?) chance of breaking.
Furniture
Some items of furniture can be used to kill zombies. (Percentages are in research, results not guaranteed)
- Beer Fridge - 100% chance of killing 1 zombie, 50% chance of breaking.
- Watchmen - 25 attack points.
- Carcinogenic Oven - 100% chance of killing 1 zombie, 25%(?) chance of breaking.
- Watchmen - 20 attack points.
- Ektorp-Gluten Chair - ~87% chance of killing 1 zombie, ~30% chance of breaking.
- Watchmen - 15 attack points.
- Old Washing Machine - 100% chance of killing 1 zombie, 50% chance of breaking.
- Watchmen - 30 attack points.
- PC Base Unit - 100% chance of killing 1 zombie, 45% chance of breaking.
- Watchmen - 20 attack points.
- ( Fat Cat) - categorised as furniture, see animal section for weapon details.
These decorative guns need to be combined with a Handful of Bullets. Unfortunately, these can't be found in game and therefore those guns are only decorative. Administrators can summon the bullets, but nothing happens when trying to combine.
Animals
Animals make poor weapons but could save your life in a dire situation; they are generally more useful if taken to the Butcher. Lost animals get eaten by the zombie which 'distracts' it; unlike melee weapons, there is no Broken Guard Dog to repair (even if we do have the technology.)
Stats:
- Chicken - 100% chance of killing 1 zombie and not returning.
- Watchmen - 10 attack points.
- Fat Cat - 100% chance of killing 1 zombie, 20% chance of not returning.
- Furious Kitten (partially digested) - ~70% chance of killing all zombies in the zone and disappearing. ~30% chance of failing, wounding you and disappearing.
- Giant Rat - 100% chance of killing 1 zombie and not returning.
- Watchmen - 5 attack points.
- Guard Dog - 100% chance of killing 1 zombie, 20% chance of not returning.
- Huge Snake (Ophiophagus trouser) - 100% chance of killing 1 zombie and not returning.
- Watchmen - 18 attack points.
- Stinking Pig - 100% chance of killing 1 zombie and not returning.
- Watchmen - 25 attack points.
Guard Weapons Only
Those weapons CANNOT be used to kill zombies in the World Beyond. They can only be used as guard weapons by Watchmen to protect the town against zombies hordes during The Attack.
- Stake Launcher
- Watchmen - 10 attack points.
Components
- Claymore Mine - Not a weapon, component to create Impersonal Exploding Doormat that is furniture.
- Watchmen - 50 attack points.
- Plastic Bag - Not a weapon itself, but once filled makes a Water Bomb.
- Plastic Bag and Semtex - Not a weapon itself, but once filled makes an Exploding Water Bomb.
Text
Most weapons have the same messages when used to fight zombies, but some weapons like Animals as a group have their own messages.
Generic
Killing a portion of the zombies in the zone:
You have eliminated (Number) zombies using the (Weapon). Ha! Ha! A little bit more scattered flesh... It feels good to waste a zombie now and again.
Killing the last zombie(s) in the zone:
All the zombies in the area have been wiped out using the (Weapon) ! You can relax for a while... Or...
Melee Weapons
Melee weapons use the same kill message as the generic ones, but they have their own messages for miss and breakage.
If failing to kill a zombie with a Melee weapon:
You hit a zombie with all your strength, several times, but your punches turned out to be more Joe Biden than Joe Calzaghe... You couldn't get him to go down !
If breaking a Melee weapon in combat, the following message is added after the kill/no-kill message:
Your weapon just broke on impact...
Animals
Animals have their own messages.
If the animal returns from killing the zombie:
Your animal leapt at the zombie's throat, and managed to turn itself into a zombie-cork! Well done!
If not:
You send your (Animal) over to the zombie. The wretched individual isn't the quickest of cats, but he pounces (slowly) on the animal to devour it, groaning all the time... Goodbye brave friend. On the plus side, that's one less zombie to worriy about now he's distracted...
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