Weapons — Wiki
Every weapon side by side, and how damage, recoil, spread and speed work.
Each nation has its own guns, so your side decides your arsenal. Everyone carries a pistol and a knife, and the cheapest SMG is free. The rest cost tokens (see Economy). Prices are in tokens.
Allies (US)
| Weapon | Type | Price | Body damage | Head | Rate | Magazine | Recoil |
|---|---|---|---|---|---|---|---|
| Grease Gun | SMG | free | 33 → 12 | ×2 | 480/min | 30 | climbs 14.1° over a magazine, about 0.49° a bullet |
| M1 Carbine | Semi-automatic rifle | 1 | 40 → 33 | ×4 | 500/min | 15 | 0.9–1.3° up a shot |
| Trench Gun | Shotgun | 2 | 34 → 6 a pellet | ×1.5 | 60/min | 6 | 9.5° up a shot |
| BAR | Automatic rifle | 3 | 34 | ×3.5 | 545/min | 30 | climbs 25.4° over a magazine, about 0.88° a bullet |
| Thompson | SMG | 3 | 35 → 13 | ×1.8 | 667/min | 20 | climbs 13.9° over a magazine, about 0.73° a bullet |
| M1 Garand | Semi-automatic rifle | 4 | 70 | ×1.5 | 380/min | 8 | 1.2° up a shot |
| Springfield | Sniper rifle | 6 | 120 | ×2 | 50/min | 5 | 3–4.3° up a shot |
| M1911 | Pistol | always carried | 45 → 24 | ×2 | 462/min | 8 | 1.3° up a shot |
Axis (Germany)
| Weapon | Type | Price | Body damage | Head | Rate | Magazine | Recoil |
|---|---|---|---|---|---|---|---|
| Trench Gun | Shotgun | 2 | 34 → 6 a pellet | ×1.5 | 60/min | 6 | 9.5° up a shot |
| MP 28 | SMG | free | 33 → 12 | ×2 | 480/min | 32 | climbs 15.1° over a magazine, about 0.49° a bullet |
| Gewehr 43 | Semi-automatic rifle | 1 | 40 → 33 | ×4 | 500/min | 15 | 0.9–1.3° up a shot |
| MP 40 | SMG | 3 | 35 → 12 | ×1.8 | 667/min | 32 | climbs 26.7° over a magazine, about 0.86° a bullet |
| STG 44 | Automatic rifle | 4 | 34 | ×3.9 | 545/min | 30 | climbs 26.4° over a magazine, about 0.91° a bullet |
| Kar 98k | Bolt-action rifle | 6 | 120 | ×2 | 50/min | 5 | 3.2–4.5° up a shot |
| Kar 98k Sniper | Sniper rifle | 7 | 120 | ×2 | 50/min | 5 | 3.2–4.5° up a shot |
| Luger | Pistol | always carried | 45 → 24 | ×2 | 462/min | 8 | 1.3° up a shot |
Both sides have the Knife: 100 damage from any side, so one stab kills, within 1.28 m (0.9 m crouched).
Damage
A gun does its full damage up to a set distance, then less in a straight line down to its lowest damage further out. Each weapon's page has its chart. Where the bullet hits matters for the head and the neck, and for the rifles below, the arms and legs: every other hit counts the same.
| Weapon | Close | Far | Falls off | Head | Neck | Shots to kill at 10 m (body / head) |
|---|---|---|---|---|---|---|
| Grease Gun | 33 | 12 | 17.5–30.7 m | ×2 | ×1.4 | 4 / 2 |
| M1 Carbine | 40 | 33 | 7–15 m | ×4 | ×2 | 3 / 1 |
| Trench Gun | 34 | 6 | 5.1–10.2 m | ×1.5 | ×1.5 | 14 pellets |
| BAR | 34 | 34 | no | ×3.5 | ×1.5 | 3 / 1 |
| Thompson | 35 | 13 | 17.5–30.7 m | ×1.8 | ×1.4 | 3 / 2 |
| M1 Garand | 70 | 70 | no | ×1.5 | ×1.09 | 2 / 1 |
| Springfield | 120 | 120 | no | ×2 | ×1.5 | 1 / 1 |
| M1911 | 45 | 24 | 8–16 m | ×2 | ×1.5 | 3 / 2 |
| MP 28 | 33 | 12 | 17.5–30.7 m | ×2 | ×1.4 | 4 / 2 |
| Gewehr 43 | 40 | 33 | 7–15 m | ×4 | ×2 | 3 / 1 |
| MP 40 | 35 | 12 | 20–30.7 m | ×1.8 | ×1.4 | 3 / 2 |
| STG 44 | 34 | 34 | no | ×3.9 | ×1.5 | 3 / 1 |
| Kar 98k | 120 | 120 | no | ×2 | ×1.5 | 1 / 1 |
| Kar 98k Sniper | 120 | 120 | no | ×2 | ×1.5 | 1 / 1 |
| Luger | 45 | 24 | 8–16 m | ×2 | ×1.5 | 3 / 2 |
Four rifles do less to the arms and legs:
| Weapon | Arms and legs | Body hit up close | On those zones | Shots to kill there |
|---|---|---|---|---|
| M1 Garand | forearms, hands, lower legs and feet ×0.5; chest, stomach, upper arms and thighs ×1 | 70 | 35 | 3 |
| Springfield | forearms, hands, thighs, lower legs and feet ×0.7; chest, stomach and upper arms ×1 | 120 | 84 | 2 |
| Kar 98k | forearms, hands, thighs, lower legs and feet ×0.7; chest, stomach and upper arms ×1 | 120 | 84 | 2 |
| Kar 98k Sniper | forearms, hands, thighs, lower legs and feet ×0.7; chest, stomach and upper arms ×1 | 120 | 84 | 2 |
Some guns shoot through walls, and four can hit more than one player with a bullet: see Wallbangs and collaterals.
Recoil
Every shot kicks your aim, and the kick moves your real aim, not just the camera. Automatic weapons kick in a fixed pattern, the same every spray; the others kick by a random amount within a range. The kick fades in a few hundredths of a second, then your aim eases back to where you started, but never past it. Stop firing for a quarter of a second and an automatic weapon's pattern starts again from the first bullet.
In practice, sprays climb almost straight up: sideways they move less than a degree. Recoil never takes your aim more than 40° above where the spray started, or 10° to either side.
| Weapon | One shot | A full magazine | Back on target |
|---|---|---|---|
| Grease Gun | 1.1° up | 14.1° up over 30 bullets | 0.51 s after the last shot |
| M1 Carbine | 0.9–1.3° up, up to 0.3° to either side | 6° up firing 15 as fast as it allows | 0.15 s after a shot |
| Trench Gun | 9.5° up, 4.7° to the right | – | 0.44 s after a shot |
| BAR | 1° up | 25.4° up over 30 bullets | 0.78 s after the last shot |
| Thompson | 0.8° up | 13.9° up over 20 bullets | 0.51 s after the last shot |
| M1 Garand | 1.2° up, up to 0.3° to either side | 1.9° up firing 8 as fast as it allows | 0.18 s after a shot |
| Springfield | 3–4.3° up, up to 3.9° to either side | – | 0.3 s after a shot |
| M1911 | 1.3° up, almost straight up | 3.7° up firing 8 as fast as it allows | 0.17 s after a shot |
| MP 28 | 1.1° up | 15.1° up over 32 bullets | 0.53 s after the last shot |
| Gewehr 43 | 0.9–1.3° up, up to 0.3° to either side | 6° up firing 15 as fast as it allows | 0.15 s after a shot |
| MP 40 | 0.8° up | 26.7° up over 32 bullets | 0.75 s after the last shot |
| STG 44 | 1° up | 26.4° up over 30 bullets | 0.8 s after the last shot |
| Kar 98k | 3.2–4.5° up, up to 0.6° to the left | – | 0.36 s after a shot |
| Kar 98k Sniper | 3.2–4.5° up, up to 0.8° to the left | – | 0.36 s after a shot |
| Luger | 1.3° up, almost straight up | 3.7° up firing 8 as fast as it allows | 0.17 s after a shot |
Worked out from the game's own recoil rules, without touching the mouse. Your frame rate changes them by a few percent.
Spread
Each bullet leaves in a random direction inside a cone around your aim. Fully aimed, your first shot after a second without firing has no spread at all: it goes exactly where you aim. Shots within a second of the last one leave within the gun's aimed cone. From the hip the cone is much wider, and every hip shot widens it further, up to a limit; crouching keeps it a little tighter. While you're aiming in, the cone shrinks from the hip's to the aimed one. In the air the aimed cone grows by up to the "in the air" figure, the faster you're moving.
| Weapon | Aimed, first shot | Aimed, follow-up shots | From the hip | In the air, up to |
|---|---|---|---|---|
| Grease Gun | exact | 0.5° (8.7 cm at 20 m) | 2.5–6.7° | +3.5° |
| M1 Carbine | exact | 0.5° (8.7 cm at 20 m) | 4–9° | +0° |
| Trench Gun | exact | 3° (52.4 cm at 20 m) | 4.4–6° | +0° |
| BAR | exact | 0.4° (7 cm at 20 m) | 8.5–12.5° | +6° |
| Thompson | exact | 0.5° (8.7 cm at 20 m) | 3–5.5° | +3.5° |
| M1 Garand | exact | 0.2° (3.5 cm at 20 m) | 2.5–6° | +0° |
| Springfield | exact | exact | 7–16° | +10° |
| M1911 | exact | 0.6° (10.5 cm at 20 m) | 3–8.4° | +0° |
| MP 28 | exact | 0.5° (8.7 cm at 20 m) | 2.5–6.7° | +3.5° |
| Gewehr 43 | exact | 0.5° (8.7 cm at 20 m) | 4–9° | +0° |
| MP 40 | exact | 0.5° (8.7 cm at 20 m) | 3–6° | +3.5° |
| STG 44 | exact | 0.4° (7 cm at 20 m) | 8.5–12.5° | +6° |
| Kar 98k | exact | 0.25° (4.4 cm at 20 m) | 3–12° | +6° |
| Kar 98k Sniper | exact | exact | 7–16° | +10° |
| Luger | exact | 0.6° (10.5 cm at 20 m) | 3–8.4° | +0° |
The cones are full widths in degrees; "cm at 20 m" is how far from the aim point a bullet can land at 20 m. The hip figures are standing; the first hip shot uses the low one.
Speed
You run at 4.75 m/s, times your weapon's own multiplier, and sprint at 7.12 m/s whatever you hold. Aiming slows you to 40% of your run speed, times the weapon's aiming multiplier. Heavy guns slow you only through those multipliers.
| Weapon | Walking | Aiming | Sprinting |
|---|---|---|---|
| Grease Gun | 4.99 m/s | 4.08 m/s | 7.12 m/s |
| M1 Carbine | 4.92 m/s | 4.08 m/s | 7.12 m/s |
| Trench Gun | 4.99 m/s | 4.08 m/s | 7.12 m/s |
| BAR | 4.92 m/s | 2.47 m/s | 7.12 m/s |
| Thompson | 4.99 m/s | 4.08 m/s | 7.12 m/s |
| M1 Garand | 4.92 m/s | 2.85 m/s | 7.12 m/s |
| Springfield | 4.83 m/s | 2.09 m/s | 7.12 m/s |
| M1911 | 4.92 m/s | 4.08 m/s | 7.12 m/s |
| MP 28 | 4.99 m/s | 4.08 m/s | 7.12 m/s |
| Gewehr 43 | 4.92 m/s | 4.08 m/s | 7.12 m/s |
| MP 40 | 4.99 m/s | 4.08 m/s | 7.12 m/s |
| STG 44 | 4.92 m/s | 2.47 m/s | 7.12 m/s |
| Kar 98k | 4.83 m/s | 2.47 m/s | 7.12 m/s |
| Kar 98k Sniper | 4.83 m/s | 2.09 m/s | 7.12 m/s |
| Luger | 4.92 m/s | 4.08 m/s | 7.12 m/s |
| Knife | 4.99 m/s | 4.08 m/s | 7.12 m/s |
More on moving in Health and movement.
Compare two guns
Pick two guns, a distance, the part of the body you hit and any wall in the way: the damage of one hit, the shots it takes to kill from full health, and the time from the first shot to the killing one.