590A1
590A1 is listed as 12-gauge pump shotgun. A tube-fed pump-action upgrade with substantially more capacity than the DB12. Compare its class and ammunition requirement before using it in a role preset.
Database · 25 entries
Browse 25 weapon records by class and ammunition class, then compare the named fields that the captured 1.0 dataset actually supplies.
25 entries
590A1 is listed as 12-gauge pump shotgun. A tube-fed pump-action upgrade with substantially more capacity than the DB12. Compare its class and ammunition requirement before using it in a role preset.
Baseball Bat is listed as Two-handed blunt melee. A sturdy bat focused on knocking zombies off their feet. Compare its class and ammunition requirement before using it in a role preset.
Cleaver is listed as One-handed sharp melee. A meat cleaver introduced with the Reanimation update. Compare its class and ammunition requirement before using it in a role preset.
Fierra DB12 is listed as 12-gauge shotgun. An over-under shotgun with strong close-range damage and limb-severing potential. Compare its class and ammunition requirement before using it in a role preset.
Fire Axe is listed as Two-handed sharp melee. A high-damage axe that can occasionally kill a normal zombie with one charged head strike. Compare its class and ammunition requirement before using it in a role preset.
Giant Wrench is listed as Two-handed blunt melee. Pairs the heavy Rebar-like moveset with an oversized wrench form. Compare its class and ammunition requirement before using it in a role preset.
Hunter 85 is listed as .308 bolt-action rifle. A long-range rifle that kills normal zombies with one headshot and can take a suppressor. Compare its class and ammunition requirement before using it in a role preset.
Kitchen Knife is listed as One-handed sharp melee. Delivers the fastest attacks among the documented melee weapons. Compare its class and ammunition requirement before using it in a role preset.
M14 Battle Rifle is listed as .308 semi-automatic rifle. Upgrades the Hunter 85 profile with faster follow-up shots and a larger magazine. Compare its class and ammunition requirement before using it in a role preset.
M1911 is listed as .45 ACP handgun. Can kill normal zombies with one headshot and accepts a pistol suppressor. Compare its class and ammunition requirement before using it in a role preset.
M7A1 is listed as 6.8x51mm automatic rifle. Combines full-auto fire with one-headshot potential against normal and red zombies; it accepts three long-gun attachment classes. Compare its class and ammunition requirement before using it in a role preset.
M93A3 is listed as 9mm handgun. Supports a pistol suppressor and micro red-dot sight while leaving the offhand free for a flashlight. Compare its class and ammunition requirement before using it in a role preset.
Mallet is listed as One-handed blunt melee. Acts as a smaller sledgehammer variant with a known electrical-box hit issue. Compare its class and ammunition requirement before using it in a role preset.
MC-15 is listed as 5.56 semi-automatic rifle. Uses a larger civilian rifle magazine for controlled follow-up shots and supports suppressor, light, and holographic upgrades. Compare its class and ammunition requirement before using it in a role preset.
Model 13 is listed as .357 Magnum handgun. A default heavy revolver that keeps the offhand available for a flashlight. Compare its class and ammunition requirement before using it in a role preset.
MP5 is listed as 9mm submachine gun. Includes a built-in flashlight and accepts rifle suppressors plus rifle optics. Compare its class and ammunition requirement before using it in a role preset.
Rebar is listed as Two-handed blunt melee. Serves as an entry-level heavy weapon that can drop normal zombies with charged head attacks. Compare its class and ammunition requirement before using it in a role preset.
Rochester 1873 is listed as .357 Magnum rifle. A lever-action rifle that accepts rifle suppressors and optics. Compare its class and ammunition requirement before using it in a role preset.
Shovel is listed as Two-handed melee. Currently presented as a work-in-progress heavy melee option. Compare its class and ammunition requirement before using it in a role preset.
Sledgehammer is listed as Two-handed blunt melee. A slow high-impact weapon capable of one charged headshot against normal zombies. Compare its class and ammunition requirement before using it in a role preset.
Small Pipe is listed as One-handed blunt melee. A default starting option that can kill normal zombies with repeated head strikes. Compare its class and ammunition requirement before using it in a role preset.
T-junction Pipe is listed as Two-handed blunt melee. Uses the Rebar-style heavy profile with a T-junction pipe body. Compare its class and ammunition requirement before using it in a role preset.
Tire Iron is listed as One-handed blunt melee. Swings slightly faster than the Small Pipe while trading away some reach. Compare its class and ammunition requirement before using it in a role preset.
Tree Trimmer is listed as Two-handed sharp melee. Combines long reach with charged attacks suited to leg dismemberment. Compare its class and ammunition requirement before using it in a role preset.
Wrench is listed as One-handed blunt melee. Uses a quick mechanical-wrench moveset with relatively short reach. Compare its class and ammunition requirement before using it in a role preset.
The table is an inventory and comparison surface, not a damage chart. Search recognizes names, aliases, and indexed attributes. Weapon class and ammunition class are the declared filters, while detail pages may also show weapon type, combat notes, and game version. When an attribute is absent, the interface says it is not listed instead of substituting a number or borrowing a value from another weapon.
Select records from the same visible result set when you need a compact field comparison. The comparison panel reports the configured values and never calculates damage, recoil, drop rate, or efficiency. A class label describes how the record is categorized; it does not prove that two weapons behave identically or that either choice is preferable for every map, difficulty, or team.
Weapon names and descriptive categories are bounded to the captured structured database, with the official release feed used only for the broader 1.0 context. This page deliberately omits unsupported numerical performance claims. Open a weapon detail to see its update date and stored fields, and treat any later balance question as unresolved until a newer dated record or official note supports the change.
The loaded inventory separates three Handguns, five Rifles, two Shotguns, one Submachine gun, six One-handed melee records, and eight Two-handed melee records. Those counts come directly from the 25 published entity files and explain what the Weapon class filter can return. They describe this site's maintained 1.0 collection; they do not claim that every record appears in a particular run or at the same frequency.
The eleven firearm records declare one of seven ammunition classes: .308 Win, .357 Magnum, .45 ACP, 12 Gauge, 5.56, 6.8x51mm, or 9mm. The fourteen melee records use the explicit No ammunition value. Filtering that field groups the stored records by their named class; it does not calculate supply quantity, availability, consumption, or the chance of finding ammunition during play.
Eleven firearm records point to the Build Planner, while the fourteen melee records point to the melee-combat guide. Open those links when the question moves from database classification to a role selection or a sourced gameplay explanation. The relation is a maintained navigation field, not proof that a weapon is required by a Build, preferred by players, or superior to an unlinked alternative.
Within the eleven firearm files, the ammunition field appears twice for .308 Win, twice for .357 Magnum, once for .45 ACP, twice for 12 Gauge, once for 5.56, once for 6.8x51mm, and twice for 9mm. These are counts of weapon records assigned to each label, not quantities of ammunition boxes or evidence about map spawns. Use them to understand why a filter returns a particular number of stored firearms, then open the matching weapon detail for its declared type and notes.