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Weapons are used to fight the hordes of zombies that have overwhelmed Fairview and probably the rest of the world. Most survivors use these to rid the streets of any zombies they might encounter, although nothing stops them from using the same weapons against fellow survivors.

Anything that takes up one of your three weapon slots is considered a weapon, ranging from simple Pen Knives and Baseball Bats to fully automatic Shotguns, heavy Machine Guns and even High-Explosive (HE) Grenade Launchers.

The Basics

Firearms require various types of Ammunition to shoot, while the various Melee Weapons and Chainsaws available obviously don't need ammo to function. Most weapons have certain skill requirements, such as a minimum investment in the appropriate weapon type proficiency and partially some strength requirement as well.

Weapons may be found in the Inner City by looting them in various spots in houses, cars and dead bodies. Weapons cannot be looted in the same block as the outpost (Outside or Inside a building) as stated by Admin. Most weapons can be traded with other survivors via the Marketplace or found at the Credit Shop, with a few notable exceptions, all of which are listed as "Special Gear". If you manage to loot a weapon, there is a small chance that it will be Master Crafted and grant you extra stat points when equipped.

Higher grade weapons generally use more expensive ammunition, requiring higher skill and weapon proficiency to use them effectively. All of them can only looted in later areas and are thus guarded by increasingly powerful zombies, but this is balanced out by their higher knockback, damage, speed and various other factors which make them far superior in battle than cheap gear.

Like every other type of item, weapons can be scrapped for their material value in cash, if you do not wish to or are simply unable to sell unwanted weapons.

Weapon Types

Blades

Melee Weapons

Chainsaws

Chainsaws

Pistols

Pistols

Rifles

Rifles

Shotguns

Shotguns

Sub-Machine Guns

Sub-Machine Guns

Rifle-caliber Machine Guns

Rifle-caliber Machine Guns

Explosives

Explosives

Note: With the exception of melee weapons, every weapon in Dead Frontier has had its name changed, due to copyright laws. The real life name of these weapons will be listed in the weapon entry.

Specific Categories

Special Gear

Special Weapons

Craftable Weapons

Craftable Weapons

Special Gear

Dusk Weapons

Corpse Piercer

Limited Edition Weapons

Statistics

Damage Per Second (DPS)

A list of DPS values for all weapons can be found Here

Damage per Second Calculations

Aggro Generation

Upon using a weapon, there is a chance that the game will summon a aggro spike as a response. This "artifical" aggro spike is separate from the "natural" ones that occur randomly over time, meaning that even when strictly silent weapons are used, you will still have a chance to counter an aggro spike. Additionally, there is a cooldown after each aggro spike that prevents another one from occurring, regardless of method and the nature of the spike.

The chance of each weapon type raising an aggro spike is as followings:

Aggro Spike Chance Weapon Types
High Chance Shotguns
Low Chance Rifle-caliber Machine Guns, Explosives
Zero Chance Melee Weapons, Chainsaws,

Pistols, Rifles, Sub-Machine Guns

Note: All firearms and Chainsaws also generate "noise" that will attract zombie on-screen.

Attack Speed

Attack/Firing Speed Hits/Shots per Second
Very Slow Attack/Firing Speed 1
Slow Attack/Firing Speed 1.5
Average Attack/Firing Speed 2
Fast Attack/Firing Speed 3
Very Fast Attack/Firing Speed 8.57
Super Fast Attack/Firing Speed 12
F***ing Fast! Attack/Firing Speed 12.24
Insanely Fast! Attack/Firing Speed 30

Accuracy

Weapon Accuracy Reliable Aim Onscreen Perfect Aim Onscreen/reliable aim Offscreen Perfect Aim Offscreen
Very High Accuracy 40 60 80
High Accuracy 60 80 100
Average Accuracy 80 100 124
Low Accuracy 100 124 N/A
Very Low/Ultra Low Accuracy 124 N/A N/A

Critical Hit 

Weapon Critical Hit Chance Critical Hit "Rate" X% @ Y Critical Hit Points
Very High Critical Chance 80% @ 79 Critical Hit Points
High Critical Chance 80% @ 112 Critical Hit Points
Low Critical Chance 20% @ 112 Critical Hit Points
Very Low Critical Chance 4% @ 124 Critical Hit Points
Zero Critical Chance / Very Low Critical Chance (Miniguns) 0% @ 124 Critical Hit Points

All items (15)

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