Firearms
Firearms are the pistols, revolvers, shotguns and rifles of Knox Country. They kill at range, but every shot is loud and draws zombies. Each gun needs its own ammo, and many need a magazine. The Aiming skill decides how well a gun hits, and the Reloading skill decides how fast it reloads. The Police Officer is the best occupation for firearms. It starts with the most Aiming skill. The Veteran also starts with some Aiming skill.
All Weapons Categories
Best Firearms
The top pick for each role, by the game's own figures.
| For | Name | Image | Stats | Spawn ID |
|---|---|---|---|---|
| Hardest hitter | Double Barrel Shotgun | 2.2 damage | /additem Base.DoubleBarrelShotgun
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| Longest range | M1A Rifle | 40 range | /additem Base.AssaultRifle2
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| Biggest magazine | M16 Assault Rifle | 30 rounds | /additem Base.AssaultRifle
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| Lightest to carry | Toy Cap Pistol | 0.5 weight | /additem Base.Revolver_CapGun
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Aiming and Reloading
Two skills govern firearms. Aiming increases the chance of hitting a target and of doing extra damage. Aiming XP comes from hitting enemies with a gun. Reloading increases the speed of reloading guns and magazines. Reloading XP comes from loading rounds and magazines.
Level 1 needs 75 XP, and level 10 needs 9,000 XP. From level 5, XP gains in both skills drop to about 37 percent. Reloading can be trained in safety by loading and unloading a magazine. Aiming needs real shots, and real shots make noise.
Some starts give a head start. The Police Officer begins with Aiming 4 and Reloading 1. The Veteran begins with Aiming 2 and Reloading 2. The Target Shooter trait adds Aiming 1. The Hunter trait adds Aiming 1 as well.
Both skills have skill books. Aiming I: "Better Aiming" covers levels 1 and 2. Aiming V: "Secrets From the World's Best Snipers" covers levels 9 and 10. Reloading I: "Basic Reloading" starts the Reloading series. Reloading V: "The Ultimate Encyclopedia of Reloading Techniques" ends it.
VHS tapes also teach both skills, but only up to level 3. Basic Gun Handling (Officer Use Only) is a home VHS tape with the biggest boost. Knox Gun Owners Club's Guide to Guns gives a smaller boost to both skills. The police thriller Dead Wrong gives a little of each too.
Handguns
Handguns are one-handed and light. The M9 Pistol deals 0.6 to 1 damage and holds 15 rounds of 9x19mm Round in an M9 Magazine. The M1911 Pistol deals 0.9 to 1.2 and holds 7 rounds of .45 ACP Round. The B-F Pistol deals 1 to 1.6 and holds 8 rounds of .44 Magnum Round.
Revolvers load straight into the cylinder. The Patrol Revolver deals 0.95 to 1.4 and holds 6 rounds of .357 Magnum Round. The Magnum deals 1 to 1.6 and holds 6 rounds of .44 Magnum Round. The SN38 Revolver deals 0.5 to 0.8 and holds 5 rounds of .38 Special Round.
Handgun range is short. The M9 Pistol reaches 15. The B-F Pistol reaches 17, and the Magnum reaches 18. The SN38 Revolver reaches only 8. Handguns weigh 1.2 to 2, and the SN38 Revolver is the lightest. Every handgun has a 20 percent critical chance.
Shotguns
Shotguns hit hardest up close. The JS-2000 Shotgun deals 1.5 to 2.2 damage and holds 5 rounds of 12g Round. Its critical chance is 70 percent. The JS-3T Tactical Shotgun deals the same damage and holds 7 rounds. The Double Barrel Shotgun deals 1.5 to 2.2 and holds 2 rounds.
Sawed-off shotguns trade reach for size. The Sawed-off JS-2000 Shotgun deals 1.3 to 2 and reaches 10. The Sawed-off Double Barrel Shotgun deals 1.2 to 1.8 and reaches 8. Saw Off Shotgun cuts down a JS-2000 Shotgun or a Double Barrel Shotgun with a saw.
All shotguns are two-handed. The JS-2000 Shotgun and the Double Barrel Shotgun each weigh 4. The sawed-off versions weigh 3.
Rifles
Rifles reach the furthest. The MSR788 Rifle deals 1.2 to 2 damage and reaches 40. It holds 4 rounds of 7.62x51mm Round. The MSR7T Tactical Rifle matches those numbers. The M1A Rifle deals 1.2 to 2, reaches 40 and takes a 20-round M1A Magazine.
Lighter rifles use smaller rounds. The M16 Assault Rifle deals 1 to 1.6, reaches 30 and takes a 30-round M16 Magazine. The JS-14 Rifle and the MSR700 Rifle each fire 5.56x45mm Round. The L94 Rifle fires .30-30 Round and holds 6.
Carbines sit between pistols and rifles. The L92 Carbine fires .357 Magnum Round and holds 10. The Trapper Carbine fires .45 ACP Round from an M1911 Auto Magazine. It reaches 20 and deals 1 to 1.4.
Rifle critical chances run from 20 to 35 percent. The MSR7T Tactical Rifle has the best at 35 percent. The M1A Rifle and the MSR788 Rifle each have 30 percent. Rifles weigh 3.2 to 4.5, and every one is two-handed.
Condition and Parts
Guns are very durable. Every real gun has 10 condition and a base 1 in 200 chance to lose a point per shot. The Trapper Carbine has a 1 in 180 chance.
Weapon parts change a gun. A scope such as the x4 Scope adds range but costs short-range accuracy. The Red Dot Sight speeds up aiming. The Recoil Pad cuts recoil. Choke tubes tighten a shotgun's spread. Parts are fitted with the Upgrade option and taken off with Remove Upgrade. Both need a Screwdriver in the inventory.
Locations
Police stations hold the most guns. Police gun storage and evidence rooms carry pistols, revolvers and shotguns. Gun stores sort their stock into pistol, shotgun and rifle shelves. Pawn shops and garages hold a mix of all three.
Some guns have their own homes. The M9 Pistol fills army storage and security desks. The M16 Assault Rifle and the JS-3T Tactical Shotgun fill army and SWAT storage. Park ranger stations carry the Patrol Revolver, the MSR788 Rifle and the MSR700 Rifle. Drug labs and drug shacks hide the B-F Pistol and sawed-off shotguns.
Notes
- The Toy Cap Pistol and the Toy Cap Rifle look like guns but deal no damage.
- Hold the reload key with a gun equipped for extra ammo and reloading options.
- Ammo boxes and magazines are listed under Ammo, and scopes and sights under Weapon Parts.
All Firearms
| Name | Image | Damage | Range | Ammo | Capacity | Weight | Spawn ID |
|---|---|---|---|---|---|---|---|
| B-F Pistol | 1-1.6 | 17 | base:bullets_44 | 8 | 2 | /additem Base.Pistol3
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| M1911 Pistol | 0.9-1.2 | 12 | base:bullets_45 | 7 | 1.5 | /additem Base.Pistol2
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| M9 Pistol | 0.6-1 | 15 | base:bullets_9mm | 15 | 1.5 | /additem Base.Pistol
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| Magnum | 1-1.6 | 18 | base:bullets_44 | 6 | 2 | /additem Base.Revolver_Long
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| SN38 Revolver | 0.5-0.8 | 8 | base:bullets_38 | 5 | 1.2 | /additem Base.Revolver_Short
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| Toy Cap Pistol | 0-0 | 0.6 | base:cap_gun_cap | 8 | 0.5 | /additem Base.Revolver_CapGun
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| Toy Cap Rifle | 0-0 | 0.6 | base:cap_gun_cap | 8 | 2 | /additem Base.Rifle_CapGun
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| Trapper Carbine | 1-1.4 | 20 | base:bullets_45 | 7 | 3.2 | /additem Base.TrapperCarbine
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| Name | Image | Damage | Range | Ammo | Capacity | Weight | Spawn ID |
|---|---|---|---|---|---|---|---|
| JS-14 Rifle | 1-1.6 | 30 | base:bullets_556 | 20 | 3.5 | /additem Base.JS14_Rifle
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| L92 Carbine | 1-1.6 | 24 | base:bullets_357 | 10 | 3.5 | /additem Base.L92_Carbine
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| L94 Rifle | 1.2-2 | 30 | base:bullets_3030 | 6 | 3.5 | /additem Base.L94_Rifle
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| M16 Assault Rifle | 1-1.6 | 30 | base:bullets_556 | 30 | 4 | /additem Base.AssaultRifle
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| M1A Rifle | 1.2-2 | 40 | base:bullets_308 | 20 | 4.5 | /additem Base.AssaultRifle2
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| MSR700 Rifle | 1-1.6 | 30 | base:bullets_556 | 5 | 4 | /additem Base.VarmintRifle
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| MSR788 Rifle | 1.2-2 | 40 | base:bullets_308 | 4 | 4 | /additem Base.HuntingRifle
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| MSR7T Tactical Rifle | 1.2-2 | 40 | base:bullets_308 | 4 | 4.5 | /additem Base.MSR7T_Rifle
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| Patrol Revolver | 0.95-1.4 | 12 | base:bullets_357 | 6 | 1.5 | /additem Base.Revolver
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| Name | Image | Damage | Range | Ammo | Capacity | Weight | Spawn ID |
|---|---|---|---|---|---|---|---|
| Double Barrel Shotgun | 1.5-2.2 | 15 | base:shotgun_shells | 2 | 4 | /additem Base.DoubleBarrelShotgun
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| JS-2000 Shotgun | 1.5-2.2 | 12 | base:shotgun_shells | 5 | 4 | /additem Base.Shotgun
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| JS-3T Tactical Shotgun | 1.5-2.2 | 12 | base:shotgun_shells | 7 | 4.5 | /additem Base.JS3T_Shotgun
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| Sawed-off Double Barrel Shotgun | 1.2-1.8 | 8 | base:shotgun_shells | 2 | 3 | /additem Base.DoubleBarrelShotgunSawnoff
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| Sawed-off JS-2000 Shotgun | 1.3-2 | 10 | base:shotgun_shells | 5 | 3 | /additem Base.ShotgunSawnoff
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Subcategories
This category has the following 12 subcategories, out of 12 total.
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- Project Zomboid - Ammo
- Project Zomboid - Axes
- Project Zomboid - Explosives
- Project Zomboid - Firearms
- Project Zomboid - Improvised Weapons
- Project Zomboid - Long Blades
- Project Zomboid - Long Blunt
- Project Zomboid - Short Blades
- Project Zomboid - Short Blunt
- Project Zomboid - Spears
- Project Zomboid - Weapon Parts
- Project Zomboid - Weapons
Pages in category "Firearms"
The following 23 pages are in this category, out of 23 total.
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- Project Zomboid:B-F Pistol
- Project Zomboid:Double Barrel Shotgun
- Project Zomboid:JS-14 Rifle
- Project Zomboid:JS-2000 Shotgun
- Project Zomboid:JS-3T Tactical Shotgun
- Project Zomboid:L92 Carbine
- Project Zomboid:L94 Rifle
- Project Zomboid:M16 Assault Rifle
- Project Zomboid:M1911 Pistol
- Project Zomboid:M1A Rifle
- Project Zomboid:M9 Pistol
- Project Zomboid:Magnum
- Project Zomboid:MSR700 Rifle
- Project Zomboid:MSR788 Rifle
- Project Zomboid:MSR7T Tactical Rifle
- Project Zomboid:Patrol Revolver
- Project Zomboid:Sawed-off Double Barrel Shotgun
- Project Zomboid:Sawed-off JS-2000 Shotgun
- Project Zomboid:SN38 Revolver
- Project Zomboid:Toy Cap Pistol
- Project Zomboid:Toy Cap Rifle
- Project Zomboid:Trapper Carbine
- Template:ProjectZomboidWeaponsCategories