Weapons

> "*Sounds like M-16s.*"
> ― Tashaun
>
>

There are a variety of **weapons** available for the survivors to find and use in World War Z.

Most weapons can be found scattered around the environment. Look around for them if you are low on ammo or want a stronger gun.

## Overview

### Weapon Slots

The majority of the weapons found will fall into three main slots: **primary**, **secondary**, and **heavy**. Each one fulfills different roles and the amount of time spent using each will vary throughout a game, whether you are hunting zekes or enemy survivors.

#### Primary

**Primary weapons** are what players will be using the most throughout the game. They typically have the most ammo carried and deliver plenty of damage for the most consistent and reliable performance in every situation.

#### Secondary

**Secondary weapons** are used mainly as a backup weapon. Given that most secondaries pale in comparison to a primary, they will often be used as a fallback for when survivors run out of primary ammo or if primary ammo needs to be conserved. A select few secondaries can also act as a utility. Secondaries are also a great stealth option given that the stock weapon most survivors are equipped with comes with a silencer.

#### Heavy

**Heavy weapons** are some of the strongest weapons available. With the huge amounts of damage that they can deliver, they are usually reserved for use against large zeke swarms, although they are also used in occasion to kill very tough special zombies. What they make up in strength is compensated by their short life span. Apart from having a limited amount of ammunition, heavy weapon ammo cannot be replenished either. Once used up, they are discarded and have to be replaced.

### Weapon Tiers

Weapons are assigned a tier, with higher tiers generally performing better in combat than the previous tiers, though this is not always the case. Tier levels appear as white bars, with the number of bars that are filled white indicating their level number. Primary and secondary weapons can be classified as either **Tier I**, **Tier II**, and **Tier III**. In the case of heavy weapons, they are technically classified as **Tier V**, as shown by the five *yellow* bars.

Curiously, this leaves a gap within the tier system with **Tier IV**, which does not exist.

### Weapon Versions

In the Co-op Campaign and Horde Mode, most primaries and secondaries can level up as long as all of the unlock requirements are met. From level 1 to level 5, this usually allows you to unlock progressively better versions of the same weapon which must be bought using Supplies (also known as Credits and Yellow Coins). Upgrading them to level 6 and further unlocks 3 perk slots and lets you buy perks that become available at that particular level for the given weapon. The Unique perk slot usually gets unlocked at level 6, the 1st Common perk slot becomes available at level 8, and the 2nd Common slot — at level 10.

The Crossbow, the Thumper Grenade Launcher, and the Casull 6 Revolver get their perks & slots at other levels levels differing from the common pattern for the rest of the weapons.

At some point until level 6, a Silencer will become available for the weapon. When it happens, the weapon will become permanently silenced. It is possible to take the silencer off from the weapon model and get different audio effects, but the effect will be purely cosmetic. The Thumper GL and the Flare Gun never get silenced.

As the weapon is upgraded, custom models and skins become available for it. After the Horde Mode XL update (released on January 24, 2023) that redesigned the game's weapon system, they are purely cosmetic.

#### Experience Points

Listed below is a table for the amount of experience players can earn for killing an enemy with a weapon that can be leveled up. Apart from Rat Packs, headshot kills add additional 2 XP to the regular amount of XP earned.

#### Weapon Level-Up Requirements

All primary and secondary weapons in the game (except the Flare Gun) can be upgraded to the next level until they reach the level cap, at which point the progress bar will show the "Maxed Out" label. Until then, the progress bar will be showing the number of Experience Points and Credits (Yellow Coins) required to unlock the next level.

Only 3 patterns of level-up requirements for primaries and secondaries exist in this game.

##### Pattern 1

This pattern applies only to the following weapons:

1. Tier 1 Primary Weapons (Scout Rifle, Compact SMG, and Shotgun)
2. Crossbow (has only the first 12 levels)
3. Thumper GL (has only the first 10 levels)

##### Pattern 2

This pattern applies to most weapons in the game:

1. Tier 2 and Tier 3 Primary Weapons (except the Crossbow)
2. The Double-Barreled Shotgun (Dunali SxS)
3. The Casull 6 Revolver (has only the first 13 levels)

##### Pattern 3

This pattern applies to secondary weapons except the Double-Barreled Shotgun, Revolver, and Thumper GL. They are:

1. Pistol (1911 Protector)
2. Machine Pistol (Geist 17MP)
3. Compact Shotgun (S890 Shorty)
4. Senjata PDW

### Silenced Weapons

Most weapons can be upgraded to have a suppressor attached to them. The suppressor makes a weapon silent, meaning that shooting it will not cause nearby idle zekes to immediately get up from the sound. It also avoids alerting a horde of zekes outside of swarm sequences of the Co-op Campaign.

The Thumper GL, the Flare Gun, and all Heavy weapons never get silenced. The rest of the weapons get a silencer at the following level:

* Level 1: Pistol (1911 Protector), SMG (TMP5). Silenced right from the start.
* Level 2: Compact SMG (Gal 9).
* Level 4: Machine Pistol (Geist 17MP), Senjata PDW, Double-Barreled Shotgun (Dunali SxS), Revolver (Casull 6), and Heavy Pistol.
* Level 5: The rest of the primary and secondary firearms.
* Level 6: Crossbow. Technically, it's not a silencer, but activating the "**Piercing Bolts**" perk in the unique slot will replace explosive bolts with classic bolts. They are silent and cost 950 Challenge (Blue) Coins.

It is important that at least one silent weapon is carried by everyone as alerting the masses early in a game means having to deal with more problems that could have been avoided entirely. Learn to avoid confrontation and pick off enemies from a safe distance using whatever silenced weapon you are carrying. Most survivors start with a secondary weapon that is already equipped with a suppressor, so use it to avoid needless fighting. In the harder difficulties, where zekes appear in even greater numbers and deal more damage per hit, the last thing you want to do is blindly run around guns blazing. It is the most irresponsible thing you can do not just for yourself but also for your team. By not practicing stealth during the moments when zekes do not seem to be aware of your presence, you end up putting everyone at unnecessary risk.

### Melee Weapons

All survivors carry a **melee weapon** with them. Melee weapons are used mostly as a last resort, for ammo conservation, or to deliver a melee finisher. If survivors run out of ammo, this will become their only weapon to kill enemies. They also push enemies who are very close back a bit in a small radius around them. Melee weapons do not break, meaning they have infinite use, but their use is balanced out by the survivor's fatigue bar which affects their targeting ability and how fast they can swing their weapon. Relying too much on your melee weapon can leave you vulnerable when surrounded.

It is possible to skip the remainder of a reloading animation for a weapon in the primary or secondary slot by swinging a melee weapon at the correct moment. This moment is halfway through the reloading process for most weapons, with the exception of the Light Automatic Weapon: 75% (3 quarters of the progression bar). This animation-cancelling mechanic saves time and lets the player proceed to kill the Zeke with primary and secondary weapons faster.

Excluding the default melee weapon, when swung enough times, survivors will perform a signature strike. A signature strike is an attack that usually has a special effect dependent on the melee weapon's stats. A signature strike is always accompanied by a red streak that trails behind the weapon as it is swung.

In the base game, all the melee weapons are one-handed, and there is no difference in how they function, meaning the choice of weapon is purely cosmetic. In the Aftermath game expansion, the different melee weapons that can be unlocked or purchased are separated into three categories: **light**, **medium**, and **heavy**. In addition, each weapon other than the starting Machete has one or more perks specific to that weapon, so players should always choose another melee weapon over the Machete if they are playing with the expansion.

#### Light Melee Weapons

Light melee weapons are dual wielded, attack quickly and give you more melee stamina to do more attacks, but each attack does less damage. They have the smallest push cone out of all the melee weapons.

#### Medium Melee Weapons

Medium melee weapons are one-handed and have balanced stats across the board. All the melee weapons from the base game fall into this category.

#### Heavy Melee Weapons

Heavy melee weapons are two-handed, do more damage per attack and can hit two targets per swing, but their attacks are slow. They also have the largest push cone.

### Equipment

Players are provided with **equipment** that is dictated by the class they choose to play as. Equipment can be replenished by collecting equipment bags. Some of the class' perks can change the type of equipment you use given that the class chosen has more than one option to choose from. Not all of these equipment items can be considered weapons in the traditional sense as some are used, sometimes exclusively, for support purposes only.

### Defense Systems

Finally, there are defense kits containing special **defense systems** that can be of great help during a zombie swarm. While powerful, these specially-created weapons must be set up in a predetermined location in an area that is going to face large waves of undead. Choose the location of a defense system carefully and wisely as once it is placed down, it cannot be moved elsewhere. Much like heavy weapons, these defense systems have unmatched power/durability but once they are used up, they are unable to be recovered.

## Tier I Weapons:

### Primary

* Scout Rifle (Mini-21)

* Compact SMG (Gal 9)

* Shotgun (M500)

### Secondary

* Pistol (1911 Protector)

* Machine Pistol (Geist 17MP)

## Tier II Weapons:

### Primary

* Assault Rifle (ARK-103)

* Sporting Carbine (PAC-15)

* Classic Battle Rifle (LAR)

* Classic Bullpup Rifle (Le Clairon)

* Light Automatic Weapon (Paladin LMG)

* SMG (TMP5)

* Combat Shotgun (S890)

* Sniper Rifle (Mk110)

### Secondary

* PDW (Senjata PDW)

* Compact Shotgun (S890 Shorty)

* Double-Barreled Shotgun (Dunali SxS)

* Revolver (Casull 6)

## Tier III Weapons:

### Primary

* Assault Carbine (HW416)

* Battle Rifle (HAMR-17)

* Bullpup Rifle (XTAR-95)

* Advanced Combat Weapon (ACW-20)

* Advanced SMG (Keris V10)

* Special SMG (SR Smerch)

* Assault Shotgun (Taiga-12)

* Crossbow (Repeater X)

* Multi-Barreled Shotgun (BSS-2)

* Repeating Rifle (1877 SBL)

### Secondary

* Grenade Launcher (Thumper GL)

* Heavy Pistol (DE50)

### Light Melee Weapon

* Melee Weapon (Dual Knives)

* Melee Weapon (Dual Sickles)

* Melee Weapon (Dual Cleavers)

* Melee Weapon (Dual Sai)

### Medium Melee Weapon

* Melee Weapon (Machete)

* Melee Weapon (Wakizashi)

* Melee Weapon (Lobo)

* Melee Weapon (Tomahawk)

* Melee Weapon (Hammer)

* Melee Weapon (Fire Axe)

* Melee Weapon (Baton)

### Heavy Melee Weapon

* Melee Weapon (Heavy Fire Axe)

* Melee Weapon (Baseball Bat)

* Melee Weapon (Sword)

* Melee Weapon (Sledgehammer)

## Heavy Weapons:

*\*See Heavy Weapons page.*

* Payload Rifle (BF25)

* RPG Launcher (RPG L4)

* Machinegun (MAG5)

* MGL (Hailstorm MGL)

* Heavy Assault Shotgun (Taiga-12)

* Chainsaw (SchreiTech Forrest Warrior)

* Flamethrower (Flamethrower)

* Multi-Shot Rocket Launcher (MRL202 Commando)

## Equipment:

*\*See Equipment page.*

* Frag Grenade

* Masking Gas Grenade

* Molotov Cocktail

* C4

* Claymore Mine

* Supply Bag

* Stun Gun

* Stim Pistol

* Quadrocopter

* Mobile Shield

## Defense Systems

*\*See Defense Systems page.*

* Automatic Turret

* Barbed Wire

* Fence

* High Voltage Grid

* Mortar

* Stationary Machinegun

## Notes

* All firearms and heavy weapons have a general or generic name that briefly describes the kind of weapon it is. Their lore/real name appears on the activity feed whenever you pick it up. Viewing a weapon in weapon customization or the weapon's page of the Collection will also show the pair of names.
	+ Melee weapons change the real name whenever a different one is chosen in customization but always keeps the same generic name of "Melee Weapon."
	+ All types of equipment do not have other names, though a few have shortened names that can be seen when approaching an equipment bag or looking at the activity feed after refilling the equipment.
	+ Defense systems do not have any other names too. However, a few will display a shortened version of their name when approaching a spot where they can be placed.

* Oddly, the Flaregun, Machinegun, and Stationary Machinegun all conjoin the word "gun" together with the previous word. However, the Stun Gun equipment is exempt from this naming convention.

## Trivia

* Practically all of the actual names for the Tier I, II, III, and heavy weapons is either an alteration of an existing name for a real world weapon model or a made-up one. Almost all of the guns are designed and largely based off their real-life counterpart (with more than a couple including elements from different guns as well), but the specific names for them were lightly changed, likely to avoid trademark infringement.

## Legacy

Before the Horde Mode XL update (released on January 24, 2023) that redesigned the game's weapon system, most weapons were capped at level 5. They had at least 1 branch of pre-defined upgraded versions. Some of the weapons had 2 or 3 branches. The 3rd branch had unique versions of the weapon that could be bought for Challenge (Blue) Coins or unlocked by completing certain challenges. Some unique weapon versions were bundled with DLCs and would get unlocked right from the start, without any extra requirements.