Guns that punish mistakesNoise carries

The Armoury

A weapon in Halden is not a pick from a list. It is something you build and choose for the job: what you carry, what it costs in noise, and what you will do when it jams.

  • 57firearms, from a pocket pistol to a light machine gun and a grenade launcher
  • 24weapon mods, fitted on a workbench, each a trade-off
  • 6kinds of ammunition, found and traded, never made
  • 5crafted melee weapons, and a range to try them all on

Firearms

Fifty-seven ways to be heard.

Pistols, revolvers, carbines, submachine guns, shotguns, marksman and anti-materiel rifles, a light machine gun, a grenade launcher. Guns have range, spread that tightens when you hold your aim, penetration against armour, wear and jams.

Noise travels. A loud fight is an invitation to the whole street, and something always hears it.

A pistol, a flashlight and a lamp that still works. Night belongs to the infected.
Hold the streetA pistol, a flashlight and a lamp that still works. Night belongs to the infected.

A few of them

  • Pocket pistol
  • Magnum revolver
  • Carbine
  • Submachine gun
  • Combat shotgun
  • Lupara
  • Marksman rifle
  • Anti-materiel rifle
  • Light machine gun
  • Grenade launcher
  • Compound bow
  • Hunting crossbow

Weapon mods

Build it for the job.

Optics, suppressors, grips, stocks, magazines and lights, fitted at a workbench. Every one gives something and takes something, so two survivors can kit out for the same outing in two different ways, and both are right.

There is nothing to clean and no parts to keep a gun working: a gun is as ready as you left it.

On the bench

  • 4x optic
  • Suppressor
  • Vertical grip
  • Folding stock
  • Drum magazine
  • Tactical light

Ammunition

Found, traded, never made.

Full metal jacket, hollow point, armour piercing, subsonic, buckshot and slug: each kind changes what a round does, and some change how far it is heard. You find them in the city or trade for them. No bench will make them for you.

In the box

  • Hollow point
  • Armour piercing
  • Subsonic
  • Slug
  • Broadhead arrow

Quiet and close

Bows, blades and things to throw.

Bows and crossbows are silent, and the arrows can be picked up again. Five melee weapons can be crafted at the bench, and a silent takedown from behind is still the best shot you will never fire.

Throw something the other way: noise-makers, smoke and flashbangs, on top of grenades, pipe bombs and molotovs.

Walkers, runners, a screamer and a brute, drawn to the one light still burning.
They come at nightWalkers, runners, a screamer and a brute, drawn to the one light still burning.

Greenridge Firing Range

A range to try it all.

Before the street teaches you, there is a firing range in Greenridge to try your kit on: the guns, the mods, the ammunition, the bows.

Slow on purposeTwo tins of peaches

What you carry

Dress for the fight you expect.

A helmet guards the head and nothing else. A plate guards the thorax, if you found a carrier to put it in. Try it on: everything here is in the city, somewhere, on someone.

  • HeadUnprotected
  • ThoraxUnprotected
  • Left armUnprotected
  • Right armUnprotected
  • Left legUnprotected
  • Right legUnprotected
  • StomachUnprotected

Pockets only. Nothing to grab fast.

Head

Armour

Plate (needs a carrier)

Rig

Back

Belt

And for when it goes wrong

  • TourniquetA heavy bleed on an arm or a leg.
  • Aluminium splintA broken bone, quickly.
  • MorphineThe pain: no limp, no shake, for a while.
  • Combat stimulantFaster and steadier for three minutes. Then the thirst.
  • Regenerative stimulantHeals what is hurt for a minute. Then the hunger.

Next

Take it for a drive.

Roads and rivers