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 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.

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.
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.

