Killing Floor 2 last edited by Nes on 03/26/20 06:15AM View full history

Overview

Killing Floor 2 is a cooperative sci-fi horror first-person shooter developed and published digitally by Tripwire for the PC and PlayStation 4 on November 18, 2016. The PC version was made available through Steam Early Access beginning on April 2015, and the game was later released on the Xbox One on August 29, 2017.

The sequel to the original 2009 Killing Floor, Killing Floor 2 brings the series to Unreal Engine 3, adding a new cast of mercenaries (each with customizable outfits), new types of Zeds (including new bosses), and new levels throughout the continental Europe. Along with an updated gore system, cosmetic skins for weapons, and a new Versus-based game mode, the game also revamps the Perks system, allowing players to specialize their Perk bonuses to their advantage.

Retail versions of the game were released by Iceberg (for the limited-edition PC version) and Deep Silver (for the console versions). The game was later used as the basis for the 2017 VR-focused spin-off Killing Floor: Incursion.

The Xbox One version supports enhanced graphical upgrades with the Xbox One X and streamer integration with Mixer.

Gameplay

Player Characters

Unlike characters from the previous game, all Killing Floor 2 characters are customizable in three categories: Head, Body, and multiple Accessories. All characters now sport their own dedicated voice actor, rather than using one of a limited set of voice packs.

Returning from KF1

Both Rob Briar and Bill Masterson have separate "classic" versions, each with the voice and likeness of the previous game's original voice actors (retired British police officer Mark Hayler as Briar and Tripwire Vice-President Alan Wilson as Masterson). These versions are only available to owners of either the previous game or the Digital Deluxe Edition.

Some characters from the original Killing Floor will not be added, and instead their costumes are added as paid DLC (which can be used for any other character):

New Additions

Perks

Similar to the original Killing Floor, Perks are upgradable player classes that each player chooses when they enter the game, granting them special bonuses tied to a particular playstyle (for example, Berserkers excel at melee combat while Field Medics excel at healing). In-between waves, players have the option to switch to another class (but only once per wave).

All Perks from the original game return, with new perks added both pre- and post-launch. In order to remove the lengthy grind, each perk is now split into 25 levels (with a shorter grind in-between) and does not require the completion of special objectives (such as killing Stalkers with assault rifles for the Commando) to progress. Players can also customize specific features of their class (known as Skills) to suit their playstyle.

Unlike the original game, where players earn a new loadout by upgrading their classes, all Perks have their own standard loadout from the start, including one 9mm Pistol, a dedicated Perk weapon, a standard knife (with a custom "skin" for each Perk), and a dedicated Perk grenade type (which have unique properties, such as the Sharpshooter's Freeze Grenade literally freezing enemies). There is no longer a penalty for purchasing off-Perk weaponry, and some weapons provide benefits to multiple classes (with the addition of the Tropical Bash update).

Berserker

Specializing in both close-quarters combat and damage resistance, Berserkers utilize a variety of special melee weaponry (which allow them to carve through enemies while blocking and parrying incoming attacks) to perform as the team's signature front line. Their bonuses are:

  • Increased damage with Perk weapons. (+1% per level)
  • Increased damage resistance. (+3% per every 5 levels)
  • Equipped with Night Vision Goggles instead of Flashlights.
  • Cannot be grabbed by Clots.

They start with the Crovel Survival Tool weapon and Lawn Mower Blade. Their Perk grenade (the EMP Grenade) has a short fuse time and generates an electric pulse that stun Zeds for a brief period of time (while dealing minimal damage).

Players gain bonus XP for the Berserker class when they use Berserker weapons to kill Zeds that are nearby teammates who also have a Berserker weapon equipped.

Skills

  • Survival (lv. 5) - Dreadnaught (+75% total Health) or Skirmisher (+20% movement speed, +25% sprinting speed, 2HP/s health regeneration)
  • Combat (lv. 10) - Vampire (+4HP for every ZED the Berserker kills with a Perk weapon, +15% attack speed with perk weapons) or Butcher (+20% attack speed, +25% damage with Perk weapons)
  • Close Combat (lv. 15) - Resistance (+20% damage resistance, additional 20% damage resistance to Poison and Sonic) or Parry (+5% melee attack speed and +35% melee damage for 10 seconds after parrying an attack with a Perk weapon)
  • Power (lv. 20) - Smash (+50% damage and +200% stumble power with Perk weapons on Heavy attacks, additional 25% damage on critical hits) or Massacre (+20% damage and +5% attack speed with Perk weapons on Light attacks)
  • Advanced Training (lv. 25) - Spartan (+25%HP and no slowdown on attack speed when ZED Time is active) or Berserker Rage (no slowdown on both movement and attack speed when ZED Time is active)

Commando

Specializing in reconaissance, Commandos utilize medium-ranged assault rifles and light machine guns for machine-gunning while gaining the ability to spot both cloaked enemies (for all squad members) and the vitals of all enemies from a distance. Their bonuses are:

  • Increased damage with Perk weapons. (+1% per level)
  • Increased detection range for cloaked Zeds and enemy health bars. (10m base, +2m per level)
  • Increased ZED Time extensions. (+1 resets per every 5 levels)
  • Increased reload speed with Perk weapons. (+2% per every 5 levels)
  • Equipped with Night Vision Goggles instead of Flashlights.
  • Shows cloaked enemies to all teammates.

They start with the AR-15 Varmint Rifle weapon and KF-BAR. Their Perk grenade (the HE Grenade) has a one-second fuse time and generates a simple explosion that deals powerful damage in a short range.

Players gain bonus XP for the Commando class when they use Commando weapons to kill Stalkers.

Skills

  • Ammo Management (lv. 5) - Tactical Reload (increased reload speed with Perk weapons) or High Capacity Mags (+50% magazine capacity with Perk weapons)
  • Tactics (lv. 10) - Fallback (+110% damage with 9mm Pistol and Knife, +50% weapon switching speed) or Impact Rounds (+150% stumble power with Perk weapons)
  • Survival (lv. 15) - Tenacious (+25% total Health and Armor) or Prepared (+20% total Ammo for Perk weapons)
  • Weapon Specialist (lv. 20) - Hollow Point Rounds (+25% damage and +50% recoil control for Perk weapons) or Eat Lead (+100% magazine capacity with Perk weapons)
  • Advanced Training (lv. 25) - Tactician (no slowdown on reloading and switching, both with Perk weapons, when ZED Time is active) or Machine Gunner (+3% damage and less slowdown on the firing rate, both with Perk weapons, when ZED Time is active)

Support

Specializing in maintaining chokepoints and ammunition control, Supports utilize short-ranged shotguns for both controlling crowds and dealing damage against larger Zeds. They also have increased proficiency with the welding tool (including gaining the ability to repair destroyed doors) and can provide ammunition to teammates (who initiate this by interacting with the Support player once per wave). Their bonuses are:

  • Increased damage with Perk weapons. (+1% per level)
  • Increased penetration power with Perk weapons. (+20% per level)
  • Increased welding speed. (+3% per level)
  • Increased total ammo. (+1% per level)
  • Increased weight capacity. (+1 per every 5 levels)
  • Can resupply ammo to teammates.
  • Can repair destroyed doors.

They start with the SG 500 Pump-Action weapon and Machete. Their Perk grenade (the Frag Grenade) has a two-second fuse time and generates an explosion that deals great damage in a large range while sending out fragmentation shards that bounce off walls/obstacles and deal extra piercing damage. Both damage types also have a heavy tendency to make Zeds stumble.

Players gain bonus XP for the Support class when they weld doors.

Skills

  • Ammo Management (lv. 5) - High Capacity Mags (+50% magazine capacity with Perk weapons) or Tactical Reload (increased reload speed with Perk weapons)
  • Training (lv. 10) - Fortitude (+50% total Health) or Salvo (+30% damage with Perk weapons)
  • Firepower (lv. 15) - Armor Piercing Shot (increased penetration power with Perk weapons) or Tight Choke (-50% shot spread with Perk weapons)
  • Logistics (lv. 20) - Resupply Pack (+30% ammo and +20% armor with the Resupply bonus, +20% total Ammo with Perk weapons) or Concussion Rounds (+150% stumble power with Perk weapons)
  • Advanced Training (lv. 25) - Penetrator (maximum penetration power for Perk weapons when ZED Time is active) or Barrage (no slowdown on the firing rate of Perk weapons when ZED Time is active)

Field Medic

Specializing in healing and buffing allies, Field Medics utilize a more proficient Healing Syringe alongside a variety of unique high-tech weapons (which can also heal from a distance). Their bonuses are:

  • Increased recharge speed for the Healing Syringe. (+8% per level)
  • Increased health restored with the Healing Syringe. (+2% per level)
  • Increased damage resistance to Poison effects. (+2% per level)
  • Increased movement speed. (+0.4% per level)
  • Increased total Armor. (+3% per level)

They start with the HMTech-101 Pistol weapon and Scalpel. Their Perk grenade (the Medic Grenade) has a short fuse time and releases a cloud of toxic gas that slowly deals minimal damage to Zeds and heals squad members.

Players gain bonus XP for the Field Medic class when they heal teammates.

Skills

  • Conditioning (lv. 5) - Symbiotic Health (+25% total Health, +10% Health when healing teammates) or Resilence (+1% damage resistance per HP lost, up to 50%)
  • Movement (lv. 10) - Adrenaline Shot (teammates shot with Healing Darts gain +10% movement speed for five seconds, stacks three times) or Combatant Doctor (+10% movement speed, +50% magazine capacity of Perk weapons)
  • Damage (lv. 15) - Focus Injection (teammates shot with Healing Darts gain +5% damage for five seconds, stacks four times) or Acidic Rounds (Perk weapons deal Poison damage)
  • Combat Technician (lv. 20) - Coagulant Booster (teammates shot with Healing Darts gain +10% damage resistance for five seconds, stacks three times) or Battle Surgeon (+20% damage with Perk weapons)
  • Advanced Training (lv. 25) - Airborne Agent (automatically release a healing gas when ZED Time is active) or Zedative (damage dealt with Perk weapons deal Poison damage and slows them by 30%, both when ZED Time is active)

Demolitionist

Specializing in the controlled destruction of both large enemies and groups of smaller enemies, Demolitionists utilize a variety of explosive weapons and are resistant to all explosions. They can also set up explosive traps to wielded doors, negate death-dealing blows against them (with their own explosion) and can provide grenades to teammates (who initiate this by interacting with the Demolitionist player once per wave). Their bonuses are:

  • Increased damage with Perk weapons. (+1% per level)
  • Increased damage resistance to Explosion effects. (10% base, +2% per level)
  • Increased total explosive ammo. (+1 per every 5 levels)
  • Can resupply grenades to teammates.
  • Can set up explosive traps to any welded door.
  • Can negate a death-dealing blow once per wave, which emits a damage-dealing explosion around the player.

They start with the HX25 Grenade Pistol weapon and Utility Knife. Their Perk grenade (the 1/2 Stick of Dynamite) generates a simple explosion that deals powerful damage in a very short range. While they have a long three-second fuse time, the grenades detonate on impact with an enemy Zed and have a good chance of stunning them or knocking them off their feet.

Players gain bonus XP for the Demolitionist class when they use Demolitionist weapons to kill Fleshpounds.

Skills

  • Technique (lv. 5) - Bombardier (+25% damage with explosive Perk weapons) or Shock Trooper (increased reload speed and +25% knockdown/stumble power with Perk weapons)
  • Explosives (lv. 10) - High Impact Rounds (+50% direct hit damage with explosive weapons) or Extra Rounds (+5 total explosive ammo with Perk weapons)
  • Advanced Techniques (lv. 15) - Sonic Resistant Rounds (explosives are immune to the Siren's scream and always arm) or Fragmentation Rounds (+50% blast radius of explosive Perk weapons, but negating their damage by 30%)
  • Weapon Techniques (lv. 20) - Armor Piercing Rounds (+50% direct critical hit damage with explosive Perk weapons) or Concussive Rounds (+50% knockdown/stumble power with Perk weapons)
  • Advanced Training (lv. 25) - Destroyer of Worlds (explosions are always armed and leave a poisonous cloud when detonated, both when ZED Time is active) or Mad Bomber (no slowdown on the firing rate and reloading of Perk weapons, +25% blast radius of explosive Perk weapons, and explosives are always armed, all when ZED Time is active)

Firebug

Specializing in the controlling large groups of enemies, Firebugs utilize a variety of flame-based weapons to deal continuous burning damage. They are also resistant to fire damage, both enemies and self-dealt. Their bonuses are:

  • Increased damage with Perk weapons. (+0.8% per level)
  • Increased reload speed with Perk weapons. (+1% per level)
  • Increased damage resistance to enemy Fire effects. (30% base, +2% per level)
  • Increased damage resistance to self-dealt Fire effects. (25% base, +3% per level)
  • Increased starting ammo. (+10% per every 5 levels)

They start with the Caulk n' Burn weapon and Fireman's Knife. Their Perk grenade (the Molotov Cocktail) detonates on impact, generating a flame-based explosion (that deals minimal damage) while leaving small pools of residual flame that slowly damages enemies over time. Both damage types with the grenade also sets enemies on fire and temporarily lightens up dark areas.

Players gain bonus XP for the Firebug class when they use Firebug weapons to kill Crawlers and Bloats.

Skills

  • Supplies (lv. 5) - Bring the Heat (+35% damage with fire weapons) or High Capacity Fuel Tank (+100% magazine capacity with Perk weapons)
  • Spicy (lv. 10) - Barbecue (+150% burn effect length with Perk weapons) or Ground Fire (residual flame on the ground deals increased damage and reduces enemy movement speed)
  • Burn (lv. 15) - Napalm (+150% burn effect length, burning enemies that collide with other enemies light them on fire) or ZED Shrapnel (burning enemies have a 20% chance to explode, dealing damage and knockdown to nearby enemies)
  • Flame (lv. 20) - Heat Wave (enemies struck at point-blank range stumbles) or Firestorm (increased range of Perk weapons)
  • Advanced Training (lv. 25) - Pyromaniac (no slowdown on the firing rate and ammunition never runs out when empty, both when ZED Time is active) or Inferno (+50% burning damage and +30% slowdown effect on burning, both when ZED Time is active)

Gunslinger

Specializing in combining mobility with precision shots, Gunslingers utilize semi-automatic handguns (with options for dual-wielding) for either ranged precision shots or quick-firing close-ranged combat. Their bonuses are:

  • Increased damage with Perk weapons. (+1% per level)
  • Increased recoil reduction with Perk weapons. (+1% per level)
  • Increased damage resistance to enemy bullets. (5% base, +1% per level)
  • Increased movement speed. (+0.8% per level)
  • Increased reloading speed while in ZED Time. (+3% per level)

They start with the Dual 1858 Revolvers weapon and Bowie Knife. Their Perk grenade (the Nail Bomb) has a two-second fuse time and generates an explosion that deals good damage in a very large range while sending out shrapnel that bounce off walls/obstacles and deal extra piercing damage. The shrapnel is weaker than the fragmentation shards of Frag Grenades, but have a small chance of stunning Zeds.

Players gain bonus XP for the Gunslinger class when they achieve headshots with Gunslinger weapons.

Skills

  • Techniques (lv. 5) - Steady (ignore movement speed penalty for iron sights, reduce weapon bob effect with Perk weapons) or Quick Draw (reduce recoil penalty for hip-fire shots, +5% movement speed, +50% switching speed with Perk weapons)
  • Skill (lv. 10) - Rack 'em Up (+10% temporary damage on consecutive headshots with Perk weapons, stacks five times) or Bone Breaker (+20% damage with Perk weapons, +30% damage to enemy arms and legs)
  • Advanced Techniques (lv. 15) - Line 'em Up (ignore penetration damage reduction with Perk weapons) or Speedloader (increased reloading speed with Perk weapons)
  • Critical Hits (lv. 20) - Skullcracker (headshots with Perk weapons slow enemies) or Knock 'em Down (increased knockdown power when shooting sprinting enemies in the legs, increased stumble power when shooting enemies in the chest with Perk weapons)
  • Master Techniques (lv. 25) - Whirlwind of Lead (Perk weapons cannot run out of ammo when ZED Time is active) or Fan Fire (no slowdown on the firing rate or reloading speed of Perk weapons when ZED Time is active)

Sharpshooter

Specializing in long-ranged precision-based combat, Sharpshooters utilize ranged weaponry (including marksman rifles) with a heavy focus on headshots. Their bonuses are:

  • Increased headshot damage. (+1% per level)
  • Increased recoil reduction. (+1% per level)
  • Increased weapon switch speed. (+2% per level)

They start with the Winchester 1894 weapon and Kukri. Their Perk grenade (the Freeze Grenade) has a short fuse time and generates a cyrogenic blast that flash-freezes Zeds for a brief period of time (while dealing minimal damage).

Players gain bonus XP for the Sharpshooter class when they achieve headshots with Sharpshooter weapons.

Skills

  • Movement (lv. 5) - Sniper (+25% damage while stationary with Perk weapons) or Marksman (+25% firing rate and +10% movement speed with Perk weapons)
  • Basic Technique (lv. 10) - Stability (+30% damage, +50% movement speed, and +20% reloading speed while crouching with Perk weapons) or Ballistic Shock (+100% stun power with Perk weapons)
  • Skill (lv. 15) - Rack 'em Up (+10% temporary damage on consecutive headshots with Perk weapons, stacks five times) or Tactical Reload (increased reloading speed with Perk weapons)
  • Equipment (lv. 20) - Dead Eye (+10% recoil reduction and +10% headshot damage when using iron sights with Perk weapons) or Always Prepared (+25% total ammo for Perk weapons and grenades)
  • Master Techniques (lv. 25) - Assassin (+35% headshot damage with Perk weapons when ZED Time is active, +5% chance to trigger ZED Time on headshots with Perk weapons) or Ranger (headshots with Perk weapons stun enemies when ZED Time is active, +5% chance to trigger ZED Time on headshots with Perk weapons)

SWAT

Specializing in frontline combat, SWATs utilize fast-firing sub-machine guns as short-ranged bullet hoses to clear out groups of weaker enemies. Their bonuses are:

  • Increased damage with Perk weapons. (+1% per level)
  • Increased damage resistance to enemy bullets. (5% base, +1% per level)
  • Increased magazine size. (+4% per level)
  • Increased weapon switch speed. (+1% per level)

They start with the MP7 SMG weapon and Tactical Knife. Their Perk grenade (the Flashbang) has a short fuse time and generates a simple explosion that deals good damage in a short range. Explosions have a great chance of stunning Zeds and cannot damage players (even when friendly fire is enabled).

Players gain bonus XP for the SWAT class when they use SWAT weapons to kill Clots.

Skills

  • Specialization (lv. 5) - Heavy Armor Training (while wearing body armor, the player can only take Health damage from Sonic attacks and cannot be grabbed by Clots, +50% Armor on game start) or Tactical Movement (ignore movement speed penalty for iron sights or crouching)
  • Assault Techniques (lv. 10) - Close Combat Training (+110% damage with the 9mm Pistol and Knife, start with Dual 9mm Pistols on game start) or Tactical Reload (increased reloading speed with Perk weapons)
  • Equipment (lv. 15) - Suppression Rounds (+100% stumble power with Perk weapons) or Ammo Vest (+30% total ammo with Perk weapons)
  • Defensive Techniques (lv. 20) - Assault Armor (+50% total Armor, +50% Armor on game start) or Cripple (consecutive hits with Perk weapons slow enemies)
  • Specialist Training (lv. 25) - Battering Ram (gain the ability to knockdown enemies by running into them and negate movement speed penalty, both when ZED Time is active) or Rapid Assault (unlimited ammo, negate firing rate penalty, and +100% stumble power, all with Perk weapons when ZED Time is active)

Survivalist

Unlike other Perks, Survivalists are utilitarian members who have no weapon or role specialty (instead filling in for whatever the team is missing, thanks to their general buffs). Their bonuses are:

  • Increased weapon damage. (+0.6% per level)
  • Increased damage resistance. (+1% per level)
  • Increased health loss reduction while wearing Armor. (+1% per level, max 25%)
  • Increased reloading speed while in ZED Time. (+3% per level)

Along with a Gore Shiv, they start with the starting weapon from one of the other perks (at random) and share the same grenade as the Commando (the HE Grenade).

Unlike other classes, the Survivalist class has a limited amount of Perk weapons, and players instead gain XP for that class by killing Zeds with any weapon while in that class. Players also gain bonus XP for the class when they kill Clots as that class. Players cannot level up the Survivalist class while playing any other class.

Skills

  • Weapon Handling (lv. 5) - Tactical Reload (increased reload speed with Commando, Gunslinger, and SWAT weapons) or Heavy Weapons Training (increased reload speed with Demolition, Sharpshooter, and Support weapons)
  • Survival Techniques (lv. 10) - Medic Training (+20% potency and +25% cooldown, both for healing darts and the Healing Syringe) or Melee Expert (+15% attack speed, +10% damage, and +25% movement speed, all for melee weapons,)
  • Equipment (lv. 15) - Ammo Vest (+15% total ammo, grenades are swapped to the Field Medic's Medic Grenade) or Weapon Harness (+5 weight capacity, grenades are swapped to the Firebug's Molotov Cocktail)
  • Destruction (lv. 20) - Spontaneous Zed-plosion (killed enemies have a 20% chance to explode, dealing damage and knockdown to nearby enemies) or Make Things Go Boom (+25% blast radius of explosives)
  • Specialist Training (lv. 25) - Madman (reduce penalty on firing speed when ZED Time is active) or Lockdown (+200% incapacitation power when ZED Time is active)

Weapons and Equipment

Starting on June 12, 2018, Tripwire has added the ability to upgrade most weapons (including the basic 9mm Pistol).

Common Equipment

  • 9mm Pistol ($150 and 2 blocks for akimbo, both versions also Gunslinger weapons) - Semi-automatic tactical pistol. Although its damage output is overall weak, it is cheap to refill, has decent magazine size, has little recoil, and is good with headshots against weaker enemies. One of them is a starting equipment for all players, which cannot be dropped manually or sold. Players can pick up another 9mm Pistol (either dropped by dead teammates, spawned randomly on maps, or bought from the Trader) to dual-wield (sacrificing accuracy for double magazine size). 15 bullets per magazine per weapon, 90 bullets total.
  • Knife - Standard combat knife for weak melee damage. Despite its weak damage, it has a very fast attack rate and can easily decapitate weak enemies. Pressing Alternate Fire does a slower heavy slash that deals more damage. Pressing Alternate Mode performs a block that reduces incoming damage and sometimes parry enemy attacks. Each player's Perk determines what their knife looks like (with no gameplay difference). Starting equipment for all players and cannot be dropped or sold.
  • Grenades ($40) - Simple grenades, either timed or impact, that is thrown to either clear groups of Zeds or perform a specific function (such as area-of-effect denial for the Firebug's Molotov Cocktail or teammate healing for the Field Medic's Medic Grenade). Each player's Perk determines the type of Grenades they use. Players start with a limited number of grenades and must replenish them either by picking up ammo boxes scattered throughout the map, using the Demolitionist's Resupply ability, or purchasing from the Trader. They cannot be dropped or sold.
  • Medical Syringe - A syringe tool with a small, rechargeable container filled with healing fluids. Pressing Primary Fire near a teammate (that does not have full health) heals them for 20 HP, while pressing Alternate Fire heals the wielder for 50 HP. Players can also automatically swap to it and heal themselves (before swapping back to their other weapon) by pressing the Quick Heal button. It recharges over time. Starting equipment for all players and cannot be dropped or sold.
  • Welder - A portable welding tool used to block doors and gates against Zeds (forcing them to either beat down the door or find an alternate route). By default, the Welder is not equippable in the player's inventory and requires players to press the Use key while near a weldable door (this can be changed to the original way in the Options menu). Holding down Primary Fire welds while holding down Alternate Fire un-welds. Multiple players can weld or un-weld the door simultaneously to speed up the process. Both welding and un-welding takes up the tool's battery, which recharges over time. Starting equipment for all players and cannot be dropped or sold.
  • Flashlight / Night Vision - A standard light source (which is used hands-free) powered by a rechargeable battery. Starting equipment for all players and cannot be dropped or sold.
  • Combat Armor ($300) - Passive damage absorption equipment. Depending on its degradation, it absorbs a certain amount of HP damage when attacked. It does not absorb any damage from Siren screams and fall damage. Can spawn randomly on maps. Can be repaired between waves for less Dosh. Cannot be dropped or sold.

Berserker

  • Crovel Survival Tool ($200, 4 blocks) - Starting weapon for Berserkers (and rarely Survivalists). Can spawn randomly on maps. Melee weapon. Deals slashing damage (primary fire) and bludgeoning damage (alternate fire and bash attack).
  • VLAD-1000 Nailgun ($750, 5 blocks, also Support weapon) - Weaponized handheld nailgun. Alternate Mode toggles between standard single-nail firing and a shotgun-like multi-nail firing. 42 nails per magazine, 336 nails total.
  • Katana ($850, 4 blocks) - Melee weapon. Deals slashing damage (both primary and alternate fire) and piercing damage (stab attack). Has a unique attack where holding down Primary Fire while switching to it performs an instant heavy slash.
  • Road Redeemer ($850, 5 blocks) - Melee weapon. Deals bludgeoning damage for all melee attacks. Added on October 2, 2018 and is only available in the PC version if a player in the squad owns Road Redemption.
  • Fire Axe ($850, 5 blocks) - Melee weapon. Deals slashing damage for all attacks. Added on December 4, 2018.
  • Hemoclobber ($1200, 4 blocks, also Field Medic weapon) - Melee weapon. Deals bludgeoning damage for all melee attacks. Attacking allies heals them (also providing special Perk buffs). Attacking with alternate fire (while having heal explosion round ammo loaded) triggers a medi-explosive round on impact (healing all nearby allies). 3 rounds per magazine, 15 rounds total. Added on June 18, 2019.
  • Pulverizer ($1300, 6 blocks, also Demolitionist weapon) - Melee weapon. Deals bludgeoning damage for all melee attacks. Attacking with alternate fire (while having explosive round ammo loaded) triggers an explosive round on impact. 5 rounds per magazine, 15 rounds total.
  • Zweihander ($1300, 7 blocks) - Melee weapon. Deals slashing damage (both primary and alternate fire) and piercing damage (stab attack). Only available in the PC version if a player in the squad owns Chivalry: Medieval Warfare.
  • Eviscerator ($1600, 9 blocks) - Handheld circular saw. Primary fire shoots recoverable sawblades that bounce off of surfaces. Alternate fire lunges forward for a slashing melee attack, which can be consistently active (for continuous attacks) if the user has enough gasoline fuel. Can block/parry attacks like other melee weapons. 5 sawblades per magazine, 25 sawblades total, 200 fuel total.
  • Bone Crusher ($1600, 8 blocks) - Melee weapon. Deals bludgeoning damage for all melee attacks. Both alternate fire and block/parry make heavy use of an off-hand shield, including a powerful Shield Bash attack. Added on January 19, 2017.
  • Static Strikers ($1600, 7 blocks) - Melee weapon. Added on June 12, 2018.
  • Ion Thruster ($2000, 8 blocks) - Melee weapon. Absorbs energy on hitting Zeds, which can be released upon reaching 100% charge (by hitting Reload) for a special attack. Added on October 1, 2019 and is only available in the PC version if a player in the squad owns the Ion Thruster Bundle DLC.
  • Battleaxe ($2000, 10 blocks) - Melee weapon. Added on December 4, 2018 and locked behind Seasonal challenges in the Christmas 2018 event.

Commando

  • AR-15 Varmint Rifle ($200, 4 blocks) - Starting weapon for Commandos (and rarely Survivalists). Can spawn randomly on maps. Assault rifle (technically a sub-machine gun) with iron sights. Fully-auto fire is replaced with three-round burst fire. 20 bullets per magazine, 240 bullets total.
  • SA80 L85A2 Bullpup ($650, 6 blocks) - Assault rifle with a holographic sight. 30 bullets per magazine, 270 bullets total.
  • Kalashnikov AK-12 ($1100, 6 blocks) - Assault rifle with a red-dot sight. Semi-auto fire is replaced with three-round burst fire. Higher single-bullet damage than the AR-15. 30 bullets per magazine, 300 bullets total.
  • MKb.42(H) Carbine Rifle ($1100, 7 blocks) - Assault rifle with iron sights. 30 bullets per magazine, 300 bullets total. Added on October 2, 2018 and formerly locked behind Seasonal challenges in the Halloween 2018 event.
  • SCAR-H Assault Rifle ($1500, 6 blocks) - Assault rifle (technically a battle rifle) with a red-dot sight. Much higher single-bullet damage (nearly double the amount) than the AR-15. 20 bullets per magazine, 340 bullets total.
  • Stoner 63A LMG ($1500, 9 blocks) - Assault rifle (technically a light-machine gun). Unlike other assault rifles, the Stoner 63A is locked into a fully-automatic firing mode. 75 bullets per magazine, 500 bullets total. Added on March 21, 2017.

Support

  • SG 500 Pump-Action ($200, 5 blocks) - Starting weapon for Supports (and rarely Survivalists). Can spawn randomly on maps. Chamber-fed pump-action shotgun. 8 shells per magazine, 56 shells total.
  • HRG Buckshot ($550, 2 blocks, can akimbo) - Double-action revolver that fires shells. 5 shells per magazine per weapon, 90 shells total. Added on October 1, 2019.
  • HZ12 Multi-Action ($650, 5 blocks) - Double-barreled magazine-fed pump-action shotgun with iron sights. 16 shells per magazine, 80 shells total. Added on June 13, 2017.
  • M4 Combat Shotgun ($1100, 6 blocks) - Chamber-fed semi-automatic shotgun with a red-dot sight. 8 shells per magazine, 64 shells total.
  • AA-12 Auto Shotgun ($1500, 10 blocks) - Magazine-fed fully-automatic shotgun with iron sights. 20 shells per magazine, 120 shells total.
  • Doomstick ($1500, 11 blocks) - Quad-barreled break-action shotgun. Primary fire shoots a single barrel, while secondary fire shoots all four barrels at once. 44 shells total. Added on June 12, 2018.

Field Medic

Unless otherwise specified, all Field Medic weapons can fire a special recharging Healing Dart (by pressing Alternate Fire) that homes onto teammates and heal them (also providing special Perk buffs) from a distance. As a downside, all of these weapons have only one firing mode.

  • HMTech-101 Pistol ($200, 1 block, also Gunslinger weapon) - Starting weapon for Field Medics (and rarely Survivalists). Can spawn randomly on maps. Semi-automatic pistol. Comparable with the 9mm Pistol. 15 bullets per magazine, 240 bullets total.
  • HMTech-201 SMG ($650, 3 blocks, also SWAT weapon) - Fully-automatic sub-machine gun. Comparable with the MP7 SMG. 40 bullets per magazine, 480 bullets total.
  • HRG Healthrower ($1000, 7 blocks) - Medical gas sprayer (similar to the Flamethrower). 100 ammo per canister, 600 ammo total. Added on October 1, 2019.
  • HMTech-301 Shotgun ($1100, 6 blocks, also Support weapon) - Magazine-fed semi-automatic shotgun. 10 shells per clip, 80 shells total.
  • Hemogoblin ($1100, 8 blocks) - Semi-automatic assault rifle that fires a blood bore that injures, slows, and weakens Zeds. 7 bores per magazine, 98 bores total.
  • HMTech-401 Assault Rifle ($1500, 7 blocks, also Commando weapon) - Fully-automatic assault rifle. Comparable with the SR80 L85A2 Bullpup. 40 bullets per magazine, 440 bullets total.
  • HRG Incision ($1500, 8 blocks) - Single-shot scoped rail gun. Fires electrical rounds that stun Zeds. By using the scope, the user can also lock on to damaged allies. 40 bullets total. Added on December 10, 2019.
  • HMTech-501 Grenade Rifle ($2000, 8 blocks, also Commando weapon) - Fully-automatic assault rifle with underbarreled single-shot Medic Grenade launcher. Instead of firing Healing Darts, pressing Alternate Fire launches a Medic Grenade that detonates on impact. Grenades can only be obtained through the Trader. 30 bullets per magazine, 240 bullets total. Added on October 2, 2018.

Demolitionist

  • HX25 Grenade Pistol ($300, 4 blocks, also Gunslinger weapon) - Starting weapon for Demolitionists (and rarely Survivalists). Can spawn randomly on maps. Single-shot shotgun-pistol that fires a series of submunitions that explode on impact. 29 shells total.
  • C4 Explosives ($650, 3 blocks) - Although there is no limit to how many the player can carry, only 24 explosives can be placed in a server (with any additional ones detonating a previously-placed one).
  • Seal Squeal ($1100, 8 blocks) - Magazine-fed explosive harpoon launcher. Each harpoon detonates after 4 seconds. Alternate fire detonates all fired harpoons prematurely. 5 harpoons per magazine, 30 harpoons total. Added on June 18, 2019.
  • M16 M203 Assault Rifle ($1200, 6 blocks, also Commando weapon) - Fully-automatic assault rifle with an underbarreled single-shot grenade launcher. Instead of changing firing modes, pressing Alternate Fire launches a grenade (which detonates on impact). Grenades can only be obtained through the Trader. 30 bullets per magazine, 210 bullets total, 12 grenades total.
  • RPG-7 ($1500, 9 blocks) - Single-shot rocket-propelled grenade launcher. 15 rockets total.
  • Seeker Six ($1500, 9 blocks) - Magazine-fed rocket-propelled grenade launcher. 6 rockets per magazine, 84 rockets total.
  • M32 Grenade Launcher ($2000, 9 blocks) - Chamber-fed grenade launcher. 6 grenades per magazine. 42 grenades total.

Firebug

  • Caulk n' Burn ($200, 5 blocks) - Home-made flamethrower. Starting weapon for Firebugs (and rarely Survivalists). Can spawn randomly on maps. 50 ammo per canister set, 500 ammo total.
  • Spitfire ($325, 2 blocks, can akimbo, both versions also Gunslinger weapons, single version also Sharpshooter weapon) - Double-action revolver that uses exploding incendiary projectiles to light nearby Zeds on fire. 6 bullets per magazine per weapon, 192 bullets total. Added on March 21, 2017.
  • Dragonsbreath ($650, 5 blocks, also Support weapon) - Single-fed pump-action shotgun that uses incendiary shells to light Zeds on fire. 6 shells per magazine, 45 shells total.
  • HRG Incendiary Rifle ($1200, 6 blocks) - Fully-automatic assault rifle with incendiary ammo and an underbarreled single-shot incendiary grenade launcher. Instead of changing firing modes, pressing Alternate Fire launches a grenade (which detonates on impact). 30 bullets per magazine, 300 bullets total, 12 grenades total. Added on March 24, 2020.
  • Flamethrower ($1200, 7 blocks) - Traditional flamethrower. 100 ammo per canister, 500 ammo total.
  • Mac 10 ($1100, 4 blocks, also SWAT weapon) - Sub-machine gun with iron sights and incendiary ammo. 32 bullets per magazine, 416 bullets total. Added on March 27, 2018.
  • Microwave Gun ($1500, 9 blocks) - Directed-energy weapon that lights Zeds on fire. 100 ammo per canister, 500 ammo total.
  • Husk Cannon ($1500, 7 blocks, also Demolitionist weapon) - Arm cannon that fires an explosive blast that lights nearby enemies on fire. Can be charged up for more powerful blasts. Added on March 27, 2018.
  • Helios Rifle ($2000, 8 blocks) - Plasma rifle whose shots penetrate through multiple Zeds and light them on fire. Can toggle between fully-automatic and three-round burst fire. 40 shots per magazine, 360 shots total. Added on March 26, 2019.

Gunslinger

  • 1858 Revolver ($100, 2 blocks, can akimbo, single version also Sharpshooter weapon) - Starting weapon (akimbo version) for Gunslingers (and rarely Survivalists). Can spawn randomly on maps. Double-action revolver. 6 bullets per magazine per weapon, 186 bullets total.
  • M1911 Pistol ($325, 2 blocks, can akimbo) - Semi-automatic pistol. 8 bullets per magazine per weapon, 136 bullets total.
  • HRG Winterbite ($325, 2 blocks, can akimbo) - Double-action revolver that uses exploding ice shards to freeze Zeds. 6 bullets per magazine per weapon, 156 bullets total. Added on December 10, 2019.
  • .50 Desert Eagle ($550, 2 blocks, can akimbo) - Semi-automatic magnum pistol. 7 bullets per magazine per weapon, 105 bullets total.
  • Rhino ($550, 2 blocks, can akimbo) - Double-action revolver that fires fragmentation rounds (bursting into three shrapnel pieces on impact). Added on October 1, 2019 and is only available in the PC version if a player in the squad owns the Rhino Revolver Bundle DLC.
  • .500 Magnum Revolver ($750, 3 blocks, can akimbo, single version also Sharpshooter weapon) - Double-action magnum revolver. 5 bullets per magazine per weapon, 100 bullets total.
  • AF2011-A1 ($750, 3 blocks, can akimbo) - Semi-automatic double-barreled pistol. 16 bullets per magazine per weapon. 304 bullets total. Added on March 27, 2018.

Sharpshooter

  • Winchester 1894 ($200, 4 blocks, also Gunslinger weapon) - Starting weapon for Sharpshooters (and rarely Survivalists). Can spawn randomly on maps. Single-fed lever-action rifle. 12 bullets per magazine, 84 bullets total.
  • SPX 464 Centerfire ($650, 5 blocks) - Single-fed lever-action rifle with red-dot sights. 10 bullets per magazine, 70 bullets total. Added on June 13, 2017.
  • Crossbow ($650, 6 blocks) - Single-shot hunting crossbow with recoverable bolts. Deals high damage per shot. 34 bolts total.
  • M14 EBR ($1100, 7 blocks) - Semi-automatic battle rifle with an ACOG scope and an always-on laser sight. 20 bullets per magazine, 120 bullets total.
  • Mosin Nagant ($1100, ?? blocks) - Bolt-action rifle with a bayonet attachment. 5 shots per magazine. Added on December 10, 2019 and is only available in the PC version if a player in the squad owns the DLC.
  • Rail Gun ($1500, 9 blocks) - Single-shot scoped rail gun. Deals incredible damage per shot. By using the scope, the user can also lock on to vulnerable spots on the highlighted target. 33 bullets total.
  • FN FAL ACOG ($1500, 8 blocks, also Commando weapon) - Assault rifle (technically a battle rifle) with an ACOG scope. Much higher single-bullet damage (nearly double the amount) than all other Commando weapons with very high recoil. 20 bullets per magazine, 180 bullets total. Added on October 2, 2018.
  • Compound Bow ($2000, 8 blocks) - Hunting bow that can be charged to increase range and distance. Pressing Alternate Fire toggles between sharp arrows (which can be recovered) and cryo arrows (which explode and freeze nearby enemies). Also includes a long blade attachment for improved melee bashing. 31 arrows total. Added on March 24, 2020 and is only available in the PC version if a player in the squad owns the DLC.
  • M99 AMR ($2500, 12 blocks) - Single-shot sniper rifle that deals incredible damage with high penetrating power. Added on June 12, 2018.

SWAT

  • MP7 SMG ($200, 4 blocks) - Starting weapon for SWATs (and rarely Survivalists). Can spawn randomly on maps. Sub-machine gun with a red-dot sight. 30 bullets per magazine, 330 bullets total.
  • MP5RAS SMG ($650, 4 blocks) - Sub-machine gun with iron sights. Slightly higher damage than the MP7, at the cost of a slightly-lower firing rate. Semi-auto fire is replaced with three-round burst fire. 40 bullets per magazine, 320 bullets total.
  • Tommy Gun ($650, 6 blocks, also Commando weapon) - Sub-machine gun with iron sights. Comparable with the AR-15 Varmint Rifle. 50 bullets per magazine, 300 bullets total. Added on December 4, 2018.
  • P90 SMG ($1100, 5 blocks) - Sub-machine gun with a reflex sight. Higher damage (nearly double) than the MP7, at the cost of a lower firing rate. 50 bullets per magazine, 350 bullets total.
  • HRG Nailgun ($1100, 5 blocks) - Weaponized handheld nailgun that fires in full-auto. Alternate Mode toggles between standard single-nail firing and slower shotgun-like three-nail firing. 76 nails per magazine, 513 nails total. Added on October 1, 2019.
  • Heckler & Koch UMP ($1200, 5 blocks) - Sub-machine gun with a holographic sight. Much higher damage (nearly triple) than the MP7, at a cost of a much lower firing rate. Semi-auto fire is replaced with three-round burst fire. 30 bullets per magazine, 290 bullets total. Added on December 12, 2017.
  • Kriss SMG ($1500, 6 blocks) - Sub-machine gun with a reflex sight. Higher damage (over double) than the MP7, with a much higher firing rate. 33 bullets per magazine, 495 bullets total.
  • Glock 18 & Riot Shield ($1500, ?? blocks) - Machine pistol with iron sights. Aiming down the sight deploys the riot shield to mitigate damage from the front. Can melee when the riot shield is deployed to bash Zeds. Added on December 10, 2019 and is only available in the PC version if a player in the squad owns the DLC.

Survivalist

  • Freezethrower ($1100, 7 blocks) - Directed-energy weapon that freezes Zeds. 100 ammo per canister, 400 ammo total. Added on December 12, 2017.
  • Killerwatt ($2000, 8 blocks) - Rifle that fires bolts of electricity at fully-automatic. Can toggle an alternate "Overcharge" firing mode, where holding down the Fire button charges it up (absorbing ammo) and letting go of it discharges it in a constant stream of electricity (with the amount of time dependent on how much ammo was used). Added on March 26, 2019.

Maps

Official (Standard)

  • Black Forest
  • Biotics Lab (Objective Mode supported on December 10, 2019)
  • Burning Paris
  • Catacombs
  • Evacuation Point
  • Farmhouse
  • Outpost (Objective Mode supported on June 18, 2019)
  • Prison
  • Volter Manor
  • ZED Landing (added on January 19, 2017, Objective Mode supported on June 18, 2019)
  • The Tragic Kingdom (added on June 13, 2017)
  • Krampus Lair (added on December 12, 2017)
  • DieSector (added on March 27, 2018, can only be played in Endless Mode)
  • Monster Ball (added on October 2, 2018)
  • Spillway (added on March 26, 2019)
  • Steam Fortress (added on June 18, 2019, Objective Mode supported)

Official (Holdout)

"Holdout"-style maps have one special difference from standard Survival maps: levels are sectioned off into different "arenas" and players have to switch to a different arena (chosen randomly) between each wave, with a special arena for the Boss wave.

  • The Descent (added on March 21, 2017)
  • Nightmare (added on October 17, 2017)
  • Power Core (added on March 27, 2018)

Official (Objective Style)

Created before the addition of Objective Mode, "Objective"-style maps use the same system of wave-based objectives in Survival mode.

  • Airship (added on June 12, 2018)
  • Santa's Workshop (added on December 4, 2018)

Community Maps

  • Containment Station
  • Hostile Grounds
  • Infernal Realm
  • Nuked (added on March 21, 2017, Objective Mode supported on October 1, 2019)
  • Lockdown (added on June 12, 2018)
  • Shopping Spree (added on December 4, 2018)
  • Ashwood Asylum (added on October 1, 2019)
  • Sanitarium (added on December 10, 2019)
  • Biolapse ("Holdout" style, added on March 24, 2020)
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