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	<entry>
		<id>https://wiki.nomoreroominhell.com/index.php?title=Beginner%27s_Guide&amp;diff=1171</id>
		<title>Beginner's Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.nomoreroominhell.com/index.php?title=Beginner%27s_Guide&amp;diff=1171"/>
				<updated>2014-03-20T02:45:09Z</updated>
		
		<summary type="html">&lt;p&gt;Nmrihplayer: added tip to skillshot mode very useful with practice and patience.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
Welcome to the No More Room in Hell Beginner's Guide!&lt;br /&gt;
&lt;br /&gt;
Learn the essential skills and facts to benefit you and fellow survivors in the zombie apocalypse! In No More Room in Hell, you play as a survivor in a group of 2 to 7 others who have banded together with the common goal of escaping the zombie nightmare. Tasks that you and your fellow survivors must accomplish depend on the map and it's [[Gamemodes|gamemode]].&lt;br /&gt;
&lt;br /&gt;
Teamwork is vital in No More Room in Hell, great for those who want a slower paced co-operative experience. Stick together making sure you're within shouting distance, you can't talk to each other unless you're within range!&lt;br /&gt;
&lt;br /&gt;
Conserve ammo &amp;amp; supplies until you really need them; use melee as much as possible and learn which melee weapons are most effective for you. If you have extra/unneeded [[Ammunition|ammo]] or [[Weapons|weapons]], share them with your teammates (Hold the 1 or 2 keys to select/drop), you'll thank them later when they have that extra round to take out that pesky zombie who's grabbed onto you by surprise. Be observant, you may miss some vital shotgun ammo or an important [[Gamemodes#Objective|objective]] item if you look around carelessly.&lt;br /&gt;
&lt;br /&gt;
Be cautious and alert when you're about to engage with combat against the undead menace; one bite and you can become infected or start bleeding profusely. Never forget the power of shoving (V) zombies away from you, it can make or break your escape route.&lt;br /&gt;
&lt;br /&gt;
If you follow everything written here, you should be well prepared for the zombie apocalypse and get the most out of your No More Room in Hell experience.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
In order to play No More Room in Hell, you need to have these items:&lt;br /&gt;
&lt;br /&gt;
* A free [http://www.steampowered.com/v/index.php?area=getsteamnow&amp;amp;cc=US Steam Account]&lt;br /&gt;
* 8+ gigabytes of free hard disk space as of 1.07 update.&lt;br /&gt;
&lt;br /&gt;
Graphical requirements ('''Minimum'''):&lt;br /&gt;
&lt;br /&gt;
Intel Pentium 4 3.0GHz or higher&lt;br /&gt;
&lt;br /&gt;
512MB of RAM &lt;br /&gt;
&lt;br /&gt;
DirectX 8.1 Graphics Card ('''requires support for SSE''') &lt;br /&gt;
&lt;br /&gt;
Windows XP/Vista/7/8/8.1 ('''32/64-bit''')&lt;br /&gt;
&lt;br /&gt;
A decent Internet connection&lt;br /&gt;
&lt;br /&gt;
Graphical requirements ('''Recommended'''):&lt;br /&gt;
&lt;br /&gt;
Intel i5 processor or better ('''multi-core rendering capable''')&lt;br /&gt;
&lt;br /&gt;
4GB of RAM or higher&lt;br /&gt;
&lt;br /&gt;
DirectX 9 or higher Graphics Card&lt;br /&gt;
&lt;br /&gt;
==How to Install==&lt;br /&gt;
[http://www.nomoreroominhell.com/download/ Download No More Room in Hell] from our download page or [http://www.nmrih.com/steam/store/ jump right to the steam store page now].&lt;br /&gt;
&lt;br /&gt;
==Controls==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;margin-right:15px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;| Movement Controls&lt;br /&gt;
|-&lt;br /&gt;
! Key&lt;br /&gt;
! Action&lt;br /&gt;
|-&lt;br /&gt;
| W&lt;br /&gt;
| Move forward&lt;br /&gt;
|-&lt;br /&gt;
| S&lt;br /&gt;
| Move backward&lt;br /&gt;
|-&lt;br /&gt;
| A&lt;br /&gt;
| Move left (strafe)&lt;br /&gt;
|-&lt;br /&gt;
| D&lt;br /&gt;
| Move right (strafe)&lt;br /&gt;
|-&lt;br /&gt;
| Left Ctrl&lt;br /&gt;
| Duck&lt;br /&gt;
|-&lt;br /&gt;
| Left Shift&lt;br /&gt;
| Sprint&lt;br /&gt;
|-&lt;br /&gt;
| Spacebar&lt;br /&gt;
| Jump&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;margin-right:15px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;| Combat Controls&lt;br /&gt;
|-&lt;br /&gt;
! Key&lt;br /&gt;
! Action&lt;br /&gt;
|-&lt;br /&gt;
| Mouse1&lt;br /&gt;
| Primary Attack/Fire&lt;br /&gt;
|-&lt;br /&gt;
| Hold Mouse1&lt;br /&gt;
| (with Melee) Charged Attack&lt;br /&gt;
|-&lt;br /&gt;
| Mouse2&lt;br /&gt;
| Secondary Attack/Ironsights&lt;br /&gt;
|-&lt;br /&gt;
| V&lt;br /&gt;
| Bash/Shove Zombie&lt;br /&gt;
|-&lt;br /&gt;
| Tap R&lt;br /&gt;
| Reload&lt;br /&gt;
|-&lt;br /&gt;
| Hold R&lt;br /&gt;
| Check/Show Ammo&lt;br /&gt;
|-&lt;br /&gt;
| F (If Maglite is equipped)&lt;br /&gt;
| Turn on/Switch to Maglite (Flashlight)&lt;br /&gt;
|-&lt;br /&gt;
| F (If Maglite is not equipped)&lt;br /&gt;
| Switch to Zippo&lt;br /&gt;
|-&lt;br /&gt;
| Hold F (If Maglite is equipped)&lt;br /&gt;
| Switch to Zippo&lt;br /&gt;
|-&lt;br /&gt;
| U&lt;br /&gt;
| Unload firearm&lt;br /&gt;
|-&lt;br /&gt;
| H&lt;br /&gt;
| Holster weapon (Switch to fists)&lt;br /&gt;
|-&lt;br /&gt;
| Tap G&lt;br /&gt;
| Drop weapon&lt;br /&gt;
|-&lt;br /&gt;
| Hold G&lt;br /&gt;
| Throw weapon&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Weapon Inventory&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Ammo Inventory Inventory&lt;br /&gt;
|-&lt;br /&gt;
| Q&lt;br /&gt;
| Last Used Weapon&lt;br /&gt;
|-&lt;br /&gt;
| MouseWheelUp&lt;br /&gt;
| Next Weapon&lt;br /&gt;
|-&lt;br /&gt;
| MouseWheelDown&lt;br /&gt;
| Previous Weapon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;margin-right:15px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Default communication controls:&lt;br /&gt;
|-&lt;br /&gt;
! Key&lt;br /&gt;
! Action&lt;br /&gt;
|-&lt;br /&gt;
| T&lt;br /&gt;
| Team message&lt;br /&gt;
|-&lt;br /&gt;
| Y&lt;br /&gt;
| Chat message&lt;br /&gt;
|-&lt;br /&gt;
| Mouse3&lt;br /&gt;
| Voice communication (headset, etc)&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Voice Command&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Defalt misc. controls:&lt;br /&gt;
|-&lt;br /&gt;
! Key&lt;br /&gt;
! Action&lt;br /&gt;
|-&lt;br /&gt;
| TAB&lt;br /&gt;
| Display scoreboard&lt;br /&gt;
|-&lt;br /&gt;
| C&lt;br /&gt;
| Display Compass/Current Objective&lt;br /&gt;
|-&lt;br /&gt;
| E&lt;br /&gt;
| Use item&lt;br /&gt;
|-&lt;br /&gt;
| F5&lt;br /&gt;
| Take Screenshot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gametypes==&lt;br /&gt;
&lt;br /&gt;
===Objective===&lt;br /&gt;
''[[Gamemodes#Objective|Go to full article 'Gamemodes - Objective']]''&lt;br /&gt;
: Objective mode focuses on banding a group of survivors together, who must complete a series of predetermined tasks in order to complete the map they're in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: Unlike in other zombie mods, No More Room in Hell uses an Objective Branching system which allows the map to ''randomly'' decide which objective the survivors must complete before they move on into the next area. This means that in every new round, the tasks that the survivors must accomplish may change, so they have to be vigilant and cautious. The ultimate goal is to reach the extraction zone before time runs out. Generally, Objective maps range from small and linear maps, to large and complex maps.&lt;br /&gt;
&lt;br /&gt;
====Realism Mode====&lt;br /&gt;
: This is an optional mode that server admins can switch on or off. By switching sv_realism to 1, the zombies can now be taken out with just one headshot. However, body shots won't affect them at all. In addition, the checkpoint spawning system is switched off. This means you have to be extremely careful with your one sole life!&lt;br /&gt;
&lt;br /&gt;
[[File:Def bag.png|thumb|alt=duffel bags|A duffel bag that is used to repair zones.]]&lt;br /&gt;
===Survival===&lt;br /&gt;
''[[Gamemodes#Survival|Go to full article 'Gamemodes - Survival']]''&lt;br /&gt;
: Survival mode focuses on two things: Area Defense and Survival. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: The National Guard designated certain areas as &amp;quot;safe zones&amp;quot; for survivor groups to regroup at and wait for extraction. Unbeknownst to the survivors though, the &amp;quot;safe zones&amp;quot; are actually being used as zombie bait to lure the massive undead horde away from the major metropolitan areas, to buy the National Guard some time to evacuate the remaining populace (as well as giving them breathing space after constant battles with the undead).&lt;br /&gt;
&lt;br /&gt;
: Players must defend predefined areas (the loading screen and the compass will show where they are) while simultaneously attempting to stay alive. These predefined areas (referred in-game as &amp;quot;Zones&amp;quot;)  may differ across each map but generally, they're relatively safe to return to and regroup. &lt;br /&gt;
&lt;br /&gt;
: Zombies will enter the map through a wave system. The longer you survive, the more zombies you must face down (25 zombies in wave one vs. 210 zombies in wave two) and runners/children will start to make a more common appearance.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
===Firearms===&lt;br /&gt;
''[[Weapons#Firearms|Go to full article 'Weapons - Firearms']]''&lt;br /&gt;
: No More Room in Hell has a wide selection of firearms from across all spectrums. They are listed in further detail in [http://www.nomoreroominhell.com/nmrihwiki/index.php?title=Weapons this article], but for now we can give you the overall summary on them here. &lt;br /&gt;
&lt;br /&gt;
: In order to use a firearm, you have to first find the gun, and pick up (default key is E). However, you can't pick up another gun which is identical to the one you already have equipped (You can't carry two Beretta M9s for example). After that, you need to check if it has ammo, by holding down your reload key (default R). If there's no ammo, press your reload key if you have some extra rounds for it. In order to fire the actual gun, press your primary attack key (default MOUSE1). In order to go into Ironsight mode, press your secondary fire key (default MOUSE2). &lt;br /&gt;
&lt;br /&gt;
: If the zombies are getting too close to you, you can shove them off with your bash key (default V). This will give you some breathing room. This uses stamina, however!&lt;br /&gt;
&lt;br /&gt;
: Firearms are extremely lethal to zombies, if you aim for the head. In contrast, they won't do much if you aim for their kneecaps or arms.&lt;br /&gt;
&lt;br /&gt;
: Firearm damage is based on the ammo type the gun is using, a gun using .22LR rounds won't be as effective as a gun using .308 rounds.&lt;br /&gt;
&lt;br /&gt;
: In order to switch guns, hold down your inventory key (default 1) and mouse over to your desired weapon. If you want to drop a weapon, either hit G or hold down your inventory key and right click on the desired weapon you want to drop. To holster your weapon (gun or otherwise), hit H.&lt;br /&gt;
&lt;br /&gt;
: Some guns are heavier than others and can take up more space in your inventory (assault rifles are heavier than pistols, for instance).&lt;br /&gt;
&lt;br /&gt;
: By default, ironsights are togglable. This means you can just simply press your secondary attack key once to enable them, and click again to disable them. For users who want their ironsights to be more like contemporary shooters, they can use this command in the console. (cl_stickyironsight 0)&lt;br /&gt;
&lt;br /&gt;
{{New In|1.05|There's a 10% chance that your bullets can knock a zombie back; this applies to each individual pellet in a shotgun shell (shotguns are more useful in close quarters combat!)}}&lt;br /&gt;
&lt;br /&gt;
====Skillshot Mode====&lt;br /&gt;
&lt;br /&gt;
Some firearms will allow you to enter a 'focused' aiming mode, which will double your damage and give you a 75% chance to knock a zombie back. To activate this mode, simply enter IronSights mode and stand still for 3 seconds. If done correctly, your vision will have a sanguine tint and a Depth of Field effect, along with your character holding his/her breath. This allows you to one shot kill any zombie with any of the pistols, if you head shot them while in Skillshot mode saving you ammunition and time.&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
''[[Ammunition|Go to full article 'Ammunition']]''&lt;br /&gt;
&lt;br /&gt;
: Each gun in No More Room in Hell uses a different ammo type. For example, you can't load a Sako 85 with .9mm rounds! They are represent as different ammo boxes of various sizes and shapes.&lt;br /&gt;
:&lt;br /&gt;
: In order to drop ammo, hold down your ammo inventory key (default 2) and mouse over to your desired ammo and click on the ammo.&lt;br /&gt;
: &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
:{{Note|Ammo can be hard to find, so be accurate and only take shots you really need to take!}}&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
''[[Weapons#Melee_Weapons|Go to full article 'Weapons - Melee Weapons']]''&lt;br /&gt;
&lt;br /&gt;
: No More Room in Hell contains many melee weapons that are accessible to you, the player. They are listed in further detail in this article, but for now we can give you the overall summary on them here. &lt;br /&gt;
&lt;br /&gt;
: Unlike the firearms, you start out with your fists, which can be used as a means to attack zombies or break down various items in a level you're in. However, they predictably don't do much damage to zombies (punching undead flesh doesn't do much if they can't feel a thing) but you can still push them away (default V)!&lt;br /&gt;
&lt;br /&gt;
: Melees also have two sets of attacks, quick and charge. Quick attacks are accomplished by simply tapping your primary attack key. Charged attacks are accomplished by holding down your secondary attack key; the amount of time you spend charging multiplies the base attack damage your melee weapon has (max charge is 3.5 seconds, with a 55.8% damage bonus), though it drains your stamina pool.&lt;br /&gt;
&lt;br /&gt;
: {{Note|Like [[Weapons#Firearms|firearms]], you should aim for the head! Head damage is considerably higher compared to torso damage.}}&lt;br /&gt;
&lt;br /&gt;
: Melee weapons are scattered around the level you're in; press your use key (default E) to pick up the weapon.&lt;br /&gt;
&lt;br /&gt;
: In order to switch melee weapons, hold down your inventory key (default 1) and mouse over to your desired weapon. If you want to drop a weapon, either hit G or hold down your inventory key and right click on the desired weapon you want to drop.&lt;br /&gt;
&lt;br /&gt;
: Like firearms, some melees are heavier than others so you have to be careful on what you carry.&lt;br /&gt;
&lt;br /&gt;
: {{New In|1.05|Melee attacks can now knock zombies back. Bladed weapons have a 10% chance to push a zombie back with a quick attack (30% if charged) and Blunt weapons have a 40% chance with a quick attack (80% if charged).}}&lt;br /&gt;
&lt;br /&gt;
: {{New In|1.05|Melee quick attacks now consume stamina. The amount of stamina required depends on the type of weapon being used. The sledgehammer uses up the most stamina (7 to 8 successful quick attacks before you tire yourself out) while the smaller one handed weapons consume the least stamina (15-25 successful quick attacks).&lt;br /&gt;
)}}&lt;br /&gt;
: Melee weapons can be thrown by holding down G, however it is usually better to hit a zombie with a melee weapon instead of throwing it.&lt;br /&gt;
====Tools====&lt;br /&gt;
&lt;br /&gt;
: Some melee weapons also double as tools. The [[Barricade Hammer|barricade hammer]] and [[welder]] fall into this category. The [[welder]] can only be used on objectives that call for its usage (ie: fences that need to be unweld). To use the [[welder]], hold down your secondary fire key and approach the desired objective. You know you've done it right if a progress bar appears on your screen! In contrast, the [[Barricade Hammer|barricade hammer]] can be used to place boards up in any area (if the level has barricade board usage set up)! In order to use the barricade action, you must find a barricade board (they look like brown, narrow uneven boards). After that, press the secondary fire key. Areas in which you can place boards in are noted with transparent board icons.&lt;br /&gt;
&lt;br /&gt;
===Maglite===&lt;br /&gt;
&lt;br /&gt;
: The [[maglite]] is your flashlight, which is found around the map quite commonly. It can dynamically illuminate the immediate area you're in to yourself and other players in real time. You can use it as a normal melee weapon, but it's usually better to run, or even use fists! In order to turn on the maglite, press your secondary fire key. You can also use the maglite in conjunction with one handed firearms, by pressing F.&lt;br /&gt;
&lt;br /&gt;
===Zippo===&lt;br /&gt;
: Introduced in a recent update, the Zippo is the player's lighter, which can be held out by pressing F without a flashlight, or holding down F if you do have one. After pressing primary attack a few times, the lighter lights up and projects a small flame, which can be used to illuminate an area, but it deals no damage to zombies.&lt;br /&gt;
&lt;br /&gt;
==Zombies==&lt;br /&gt;
&lt;br /&gt;
No More Room in Hell has a multitude of zombie types. They are listed in this article in greater detail, though a brief synopsis is listed below:&lt;br /&gt;
&lt;br /&gt;
: {{New In|1.05|There's a 25% chance that a Shambler/Runner can enter a fake death mode. They'll enter a ragdoll phase and will get back up with 50% less health in a certain amount of time.}}&lt;br /&gt;
&lt;br /&gt;
===Shamblers===&lt;br /&gt;
&lt;br /&gt;
: Shamblers are your slow zombies, they absorb a lot of damage unless it's directed at the head and can claw the player to harm them. In addition, they can grab a player (immobilizing them) and deliver bite attacks, which will cause infection and possible bleeding.&lt;br /&gt;
&lt;br /&gt;
===Runners===&lt;br /&gt;
&lt;br /&gt;
: Unlike the shamblers, runners can sprint towards players, and when a player becomes infected and dies, they turn into a runner. Other than that their attack methods are exactly the same; in addition their health is lower so they can take less body shots before going down, and only one or two hits to the head are needed to kill them.&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
&lt;br /&gt;
: Children are faster than shamblers but aren't as fast as runners. They have a faster attack speed, but they're unable to grab and bite players. They are the weakest zombie type in NMRiH; a player can easily take out a child zombie with only a single bullet or a swing of a melee weapon.&lt;br /&gt;
&lt;br /&gt;
===Burning Zombies===&lt;br /&gt;
&lt;br /&gt;
: Rarely, if you set a Shambler on fire, they might 'morph' into a special kind of zombie where they're now able to sprint rather than walk, and may deal double damage! These zombies should be dealt with first since they have the element of surprise (an entire group of survivors can get wiped out). Eventually, the fire will scramble the brain and kill the zombie.&lt;br /&gt;
&lt;br /&gt;
==Infection and Death==&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
&lt;br /&gt;
: Death is an unfortunate and tragic event in most societies. If you die from a zombie (or friendly fire), you will be taken to spectator mode. Some maps may have checkpoints so if the survivors progress far enough, you can get a second chance and respawn. If you die again however, you head back to the spectator mode and you will remain there until the survivors either finish the map (by completing objectives or dying), or if they reach another checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
&lt;br /&gt;
: Infection is a slow death process that you can get if you're swiped enough at or bitten by various zombies. If you're infected, your vision starts to blur out, a strange sound effect will play once in a while, a special vision effect appears at the edges of the screen, and your breathing gets frantic. Eventually when you die (even if you're killed by a non-zombie related source like fall damage), you will fall down to the ground in a special death animation and after a predetermined time (usually a few moments), you will reanimate as a member of the undead, and as a runner, too! You can temporarily stop the infection though, if you use the [[Phalanx]] item. [[Phalanx]] (or pills for short) are represented as a small pill bottle item. They won't last long however (3 minutes), so you have to make the best of your life before you succumb to your death!&lt;br /&gt;
&lt;br /&gt;
: {{New In|1.05|The time it takes for you to become a zombie has been extended to two minutes.}}&lt;br /&gt;
: {{New In|1.07.2|Zombies now only infect when eating.}}&lt;br /&gt;
&lt;br /&gt;
==Communication==&lt;br /&gt;
&lt;br /&gt;
===Voice===&lt;br /&gt;
&lt;br /&gt;
: Voice communication is distanced based, players who are far away from you cannot hear you, and vice versa. You have to stay close to your teammates if you want to effectively communicate with them. If you and other players have the walkie talkie item equipped however, you can talk to them regardless of the distance they're away from you.&lt;br /&gt;
{{Note|Many new players don't know voice chat degrades (gets quieter) with distance.}}&lt;br /&gt;
&lt;br /&gt;
===Text===&lt;br /&gt;
&lt;br /&gt;
: The things described for voice chat applies to text chat as well; only difference is that even with a walkie talkie, you can't communicate with far away players!&lt;br /&gt;
&lt;br /&gt;
===Voice Commands===&lt;br /&gt;
&lt;br /&gt;
: No More Room in Hell also has a radial voice command menu for those who want to quickly bark out orders without stopping to type. This is distanced based too (default 3).&lt;/div&gt;</summary>
		<author><name>Nmrihplayer</name></author>	</entry>

	<entry>
		<id>https://wiki.nomoreroominhell.com/index.php?title=Weapons&amp;diff=1170</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.nomoreroominhell.com/index.php?title=Weapons&amp;diff=1170"/>
				<updated>2014-03-20T02:33:32Z</updated>
		
		<summary type="html">&lt;p&gt;Nmrihplayer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
The weapons in No More Room in Hell are meant to reflect a varied assortment of civilian, law enforcement and military firearms as well as obvious and unique melee weapons for close combat. Weapons are usually common in and around the opening areas of a level, to equip players initially. Weapons become less common place and more rare as the levels go on, forcing players to search high and low from obvious places such as gun shops to the less conspicuous areas such as behind a knocked over book shelf.&lt;br /&gt;
&lt;br /&gt;
=== During Gameplay ===&lt;br /&gt;
Weapons can be equipped from the Radial Inventory, by clicking on the weapon with Mouse1. Clicking Mouse2 on the weapon will drop it to the ground for another player to pick up. Weapons can also be equipped by scrolling with the mousewheel.&lt;br /&gt;
&lt;br /&gt;
By [[Beginner's Guide#Controls|default]], pressing and holding Mouse2 will shoulder the firearm to ironsights mode for more precision. Your movement and field of view are more constrained while in ironsights. Releasing Mouse2 will return you to hip firing.&lt;br /&gt;
&lt;br /&gt;
All weapons and equipment have an assigned mass that will affect the player's mobility and agility. A encumbrance of inventory will also result in a faster stamina drain. &lt;br /&gt;
&lt;br /&gt;
==== Bashing ====&lt;br /&gt;
&lt;br /&gt;
The ability to bash, to shove back an opponent, is a key gameplay mechanic to NMRiH. &lt;br /&gt;
[[File:bash.jpg|thumb|alt=Bashing|The &amp;quot;bash&amp;quot; function in action]]Zombies can grab players preventing any further movement and massively increase the risk of infection. Bashing (sometimes referred to as &amp;quot;shoving&amp;quot;) a zombie will push them out of your way by a couple of feet and break any hold on you that they may have had. Generally speaking bashing does not do much damage, but some weapons such as the [[SKS]] (which features a bayonet) do substantial damage when bashing.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
Melee weapons are by far the most common place of all weapons in NMRiH. They can be found all over the place and vary in size and speed. Some melee weapons are one handed, which allows them to be used with the flashlight. Most melee weapons do not have this ability however, as many are large and cumbersome.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;16%&amp;quot;|Weapon&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;16%&amp;quot;|Weight&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;16.8%&amp;quot;|Attack interval&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;33.6%&amp;quot;|Damage (head hits to kill)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;16.8%&amp;quot;|Mag Lite&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;16.8%&amp;quot;| Normal !! width=&amp;quot;16.8%&amp;quot;| Charged Attack&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Fists_icon.png|70px|link=Fists]]&amp;lt;br /&amp;gt;[[Fists]]&lt;br /&gt;
| 0 || - || - || - || Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Knife_icon.png|70px|link=Kitchen Knife]]&amp;lt;br /&amp;gt;[[Kitchen Knife]]&lt;br /&gt;
| 5 || - || 3 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Hatchet_icon.png|70px|link=Hatchet]]&amp;lt;br /&amp;gt;[[Hatchet]]&lt;br /&gt;
| 10 || - || 2 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Fire_axe_icon.png|70px|link=Fire Axe]]&amp;lt;br /&amp;gt;[[Fire Axe]]&lt;br /&gt;
| 40 || - || 2 || 1 || No&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Baseball_bat_icon.png|70px|link=Baseball Bat]]&amp;lt;br /&amp;gt;[[Baseball Bat]]&lt;br /&gt;
| 10 || - || 3 || 2 || No&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Sledge_hammer_icon.png|70px|link=Sledgehammer]]&amp;lt;br /&amp;gt;[[Sledgehammer]]&lt;br /&gt;
| 40 || - || 1 || 1 || No&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:wrench_icon.png|70px|link=Pipe Wrench]]&amp;lt;br /&amp;gt;[[Pipe Wrench]]&lt;br /&gt;
| 12 || - || 3 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Pipe_lead_icon.png|70px|link=Lead Pipe]]&amp;lt;br /&amp;gt;[[Lead Pipe]]&lt;br /&gt;
| 25 || - || 2 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Shovel_icon.png|70px|link=Spade]]&amp;lt;br /&amp;gt;[[Spade]]&lt;br /&gt;
| 30 || - || 3 || 2 || No&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Crowbar_icon.png|70px|link=Crowbar]]&amp;lt;br /&amp;gt;[[Crowbar]]&lt;br /&gt;
| 20 || - || 2 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Machete_icon.png|70px|link=Machete]]&amp;lt;br /&amp;gt;[[Machete]]&lt;br /&gt;
| 10 || - || 2 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Chainsaw_icon.png|70px|link=Chainsaw]]&amp;lt;br /&amp;gt;[[Chainsaw]]&lt;br /&gt;
| 60 || - || - || - || No&lt;br /&gt;
|}&lt;br /&gt;
=== Charged Attacks ===&lt;br /&gt;
All melee weapons feature a &amp;quot;charged&amp;quot; attack which can be accomplished by pressing and holding Mouse1 ([[Beginner's Guide#Controls|default]]) and given a few seconds the attack should be fully charged. Winding up with a charged attack is a sure way to deal a massive blow to any hostile, but keep in mind that charged attacks drain stamina in chunks.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
Tools in NMRiH are used in two capacities. The first is behaving more or less like a traditional melee weapon (except the flaregun, which behaves like a pistol). The second capacity is the special functionality of each, filling a certain roll that is unique for each tool. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;20%&amp;quot;|Weapon&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;20%&amp;quot;|Weight&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;20%&amp;quot;|Attack interval&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;40%&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot;| Normal !! width=&amp;quot;20%&amp;quot;| Charged Attack&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Welder_icon.png|70px|link=Welder]]&amp;lt;br /&amp;gt;[[Welder]]&lt;br /&gt;
| 7 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Fire_Extinguisher_icon.png|70px|link=Fire Extinguisher]]&amp;lt;br /&amp;gt;[[Fire Extinguisher]]&lt;br /&gt;
| 40 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Flare Gun_icon.png|70px|link=Flare Gun]]&amp;lt;br /&amp;gt;[[Flare Gun]]&lt;br /&gt;
| 5 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Claw_Hammer_icon.png|70px|link=Claw Hammer]]&amp;lt;br /&amp;gt;[[Barricade Hammer]]&lt;br /&gt;
| 10 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Maglite_icon.png|70px|link=Maglite]]&amp;lt;br /&amp;gt;[[Maglite]]&lt;br /&gt;
| 15 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special Applications ===&lt;br /&gt;
As listed above each tool has its own unique abilities. Many of these are used to complete objectives (extinguishing fires, cutting through doors) while others augment the gameplay (barricading doors, signalling for a supply drop). By default if the player uses Mouse2 ([[Beginner's Guide#Controls|default]]), this will activate the Special of the tool. This applies to all except the flaregun, whose functionality is only achieved if fired in to the sky at an angle at or greater than 75 degrees.&lt;br /&gt;
&lt;br /&gt;
== Firearms ==&lt;br /&gt;
&lt;br /&gt;
=== Round in the Chamber ===&lt;br /&gt;
&lt;br /&gt;
In No More Room in Hell, Firearms have two sets of default capacities. The '''magazine capacity''' and a '''round in the chamber'''. '''Magazine Capacity''' tells how many bullets are within a magazine, while a '''round in the chamber''' tells whether a round is loaded into the guns barrel or &amp;quot;chamber&amp;quot; itself, ready to fire. &lt;br /&gt;
&lt;br /&gt;
For example, the [[Beretta M9]] has a magazine capacity of 15 rounds but can hold 16 rounds in total with a round chambered. This would look like this, 15+1. To achieve this goal, simply reload while still having rounds in the magazine. Most weapons have this by default and will be listed with the original magazine ammo count and a plus to say whether the weapon can accept a round chambered. There are only certain exceptions of this rule where weapons do not receive this feature.&lt;br /&gt;
&lt;br /&gt;
=== Ammunition Check ===&lt;br /&gt;
&lt;br /&gt;
Almost all firearms, as well as the [[Flare Gun]] and [[Chainsaw]] can have an ''Ammo Check''. By holding down Reload ('''R''' by default), the player will initiate a small animation which the player will check the weapons total ammunition count. As of the 1.05 update, Characters will play an audio cue to how many rounds are remaining in their current magazine. &lt;br /&gt;
&lt;br /&gt;
In the case of Handguns, Shotguns and some Rifles with capacities below 15 rounds, the player will give an approximate number of the remaining rounds left in their weapon. For weapons such as the MP5A3, M16A4, MAC-10, Beretta M9 and Winchester 1892 will refer to a rough approximation of the number of rounds left in the magazine such as &amp;quot;Magazine is full&amp;quot;, &amp;quot;Over Half&amp;quot;, &amp;quot;Half a Mag&amp;quot; and &amp;quot;Almost full&amp;quot;, only until the weapon drops below 15 rounds will an exact number of rounds be stated. In the case of the Beretta M9, the term &amp;quot;Magazine is Full&amp;quot; refers to a fully loaded magazine plus a round in the chamber.&lt;br /&gt;
&lt;br /&gt;
=== Ironsights ===&lt;br /&gt;
Iron sighting is possible with all firearms, and can be done by holding down Mouse2 ([[Beginner's Guide#Controls|default]]) for the desired duration.&lt;br /&gt;
[[File:Iornsight 1911.png|thumb|alt=Ironsights|Iron Sights on the 1911 pistol.]] Ironsighting raises the firearm up to eye level allowing you to look down the sights and greatly improve your accuracy, and narrow your cone of fire to help preserve ammunition.&lt;br /&gt;
&lt;br /&gt;
====Focus Mode====&lt;br /&gt;
&lt;br /&gt;
Handguns will allow you to enter a 'focused' aiming mode, which will double your damage and give you a 75% chance to knock a zombie back. To activate this mode, simply enter Iron Sights mode and stand still for 3 seconds. If done correctly, your vision will have a sanguine tint and a Depth of Field effect, along with your character holding his/her breath. Currently this only affects Handguns.&lt;br /&gt;
&lt;br /&gt;
=== Handguns ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot;|Handgun&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot;|Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot;|Headshots to Kill&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot;|Action&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot;|Reload Time&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot;|Weight&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Capacity&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:M29fs.png|70px|link=Beretta M92FS]]&amp;lt;br /&amp;gt;[[Beretta M92FS]]&lt;br /&gt;
| [[9mm Luger|9mm]] || 15+1 || 2 || Semi-automatic || ~3 sec. || 10&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:1911.png|70px|link=Colt 1911]]&amp;lt;br /&amp;gt;[[Colt 1911]]&lt;br /&gt;
| [[.45 ACP]] || 7+1 || 1 || Single || ~4 sec. || 10&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:glock17.png|70px|link=Glock]]&amp;lt;br /&amp;gt;[[Glock]]&lt;br /&gt;
| [[9mm Luger|9mm]] || 17+1 || 2 || Semi-automatic || ~3 sec. || 15&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:mkIII.png|70px|link=Ruger Mark III]]&amp;lt;br /&amp;gt;[[Ruger Mark III]]&lt;br /&gt;
| [[.22 LR]] || 10+1 || 2 || Semi-automatic || ~4 sec. || 10&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Sw686.png|70px|link=Smith &amp;amp; Wesson 686]]&amp;lt;br /&amp;gt;[[Smith &amp;amp; Wesson 686]]&lt;br /&gt;
| [[.357 Magnum ]] || 6 || 1 || Revolver || ~5 sec. || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Ruger Mark III]] - The Ruger Mark III is the latest variant of the Ruger [[.22 LR|rimfire]] pistols. Popular across the states as a premier and inexpensive target pistol used to introduce hundreds if not thousands of shooters to the sport of pistol shooting or to try new and inexperienced pistol shooters alike, it offers a smooth action and near non-existent recoil. Frequently a popular pistol for &amp;quot;Plinking&amp;quot;, Target Shooting and close range pest control. &lt;br /&gt;
&lt;br /&gt;
[[Beretta M9]] - A common civilian and law enforcement sidearm chambered in [[9mm Luger]] ammunition. The M9 is also the standard sidearm of the United States Army. It holds 15 rounds per magazine.&lt;br /&gt;
&lt;br /&gt;
[[Colt 1911|Colt National Match 1911]] - 100 years of pedigree have gone in to making the Colt 1911 one of the finest handguns ever built. After many years in service with the US Army, the rugged, powerful and reliable [[.45 ACP|.45]] pistol still sees much use in the civilian firearm market. It holds seven rounds per magazine.&lt;br /&gt;
&lt;br /&gt;
[[Smith &amp;amp; Wesson 686|Smith &amp;amp; Wesson 686-6]] - One of Smith &amp;amp; Wesson's finest modern double-action revolvers, the [[.357 Magnum]] 686-6 features a 4.5 inch barrel and a six-round cylinder.&lt;br /&gt;
&lt;br /&gt;
=== Shotguns ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot;|Shotgun&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot;|Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot;|Action&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot;|Reload Time&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot;|Weight&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Capacity !! Initial !! Full&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:sv10.png|70px|link=Beretta Perennia SV10]]&amp;lt;br /&amp;gt;[[Beretta Perennia SV10]]&lt;br /&gt;
| [[12 Gauge]] || 2 || Semi-automatic ||  || ~7 sec. || 35&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Mossberg 500A.png|70px|link=Mossberg 500a]]&amp;lt;br /&amp;gt;[[Mossberg 500a]]&lt;br /&gt;
| [[12 Gauge]] || 5+1 || Pump || ~4 sec. || ~9 sec. || 35&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Remington 870.png|70px|link=Remington 870]]&amp;lt;br /&amp;gt;[[Remington 870]]&lt;br /&gt;
| [[12 Gauge]] || 8+1 || Pump || ~4 sec. || ~12 sec. || 35&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:superx3.png|70px|link=Winchester Super X3]]&amp;lt;br /&amp;gt;[[Winchester Super X3]]&lt;br /&gt;
| [[12 Gauge]] || 5+1 || Semi-automatic || ~6 sec. || ~10 sec. || 35&lt;br /&gt;
|}&lt;br /&gt;
[[Beretta Perennia SV10]] - A high-class trap shooting over-under shotgun manufactured by Fabbrica d'Armi Pietro Beretta in Italy, this [[12 Gauge]] shotgun features premium hand-treated wood and a hand engraved polished steel alloy nickel-plated receiver. This full size beauty of a sporting shotgun sells for a wopping $3500.&lt;br /&gt;
&lt;br /&gt;
[[Mossberg 500a]] - The Mossberg 500a is a series of shotguns manufactured by O.F. Mossberg &amp;amp; Sons. Intended for use in harsh and dirty conditions, such as waterfowl hunting or combat, the Model 500 series is designed to be easy to clean and maintain as well as being affordable on the current market today. The Mossberg 500a denotes the 12 Gauge variant firing 2 3/4&amp;quot; 00 Buckshot loads from a 5+1 magazine.&lt;br /&gt;
&lt;br /&gt;
[[Remington 870]] - One of the best selling pump-action shotguns ever designed, the Remington 870 has seen an unending, massive wave of popularity in the civilian market since its introduction in 1951. It is also a favorite of local and state police forces, as well as an issued firearm of many branches of the Department of Defense. It comes with an 8 round tube magazine.&lt;br /&gt;
&lt;br /&gt;
[[Winchester Super X3]] - A semi-automatic [[12 Gauge]] shotgun designed specifically for the sporting and hunting civilian market, the Winchester Super X3 has won numerous awards for its reliability and ergonomics, being used frequently in competitive shooting or in bird hunting. It can hold five rounds.&lt;br /&gt;
&lt;br /&gt;
=== Rifles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;16%&amp;quot;|Weapon&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;10.5%&amp;quot;|Weight&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;31.5%&amp;quot;|Ammo&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;31.5%&amp;quot;|Damage&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;10.5%&amp;quot;|Mag Lite&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10.5%&amp;quot;|Loaded  !! width=&amp;quot;10.5%&amp;quot;|Carried  !! width=&amp;quot;10.5%&amp;quot;|Used !! width=&amp;quot;10.5%&amp;quot;|Point&amp;lt;br /&amp;gt;blank  !! width=&amp;quot;10.5%&amp;quot;|Medium&amp;lt;br /&amp;gt;range  !! width=&amp;quot;10.5%&amp;quot;|Long&amp;lt;br /&amp;gt;range&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Ruger1022.png|70px|link=Ruger 10/22]]&amp;lt;br /&amp;gt;[[Ruger 10/22]]&lt;br /&gt;
| 25 || 10+1 || - || [[.22 LR]] || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Winchester 1892.png|70px|link=Winchester 1892]]&amp;lt;br /&amp;gt;[[Winchester 1892]]&lt;br /&gt;
| 30 || 15+1 || - || [[.357 Magnum]] || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Sks.png|70px|link=Simonov SKS]]&amp;lt;br /&amp;gt;[[SKS 7.62mm|Simonov SKS]]&lt;br /&gt;
| 40 || 10 || - || [[7.62x39mm|7.62x39mm Soviet]] || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Sako.png|70px|link=Sako 85]]&amp;lt;br /&amp;gt;[[Sako 85]]&lt;br /&gt;
| 45 || 5+1 || - || [[.308|.308 Winchester]] || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
[[Ruger 10/22]] - With over five million manufactured rifles since 1964, the Ruger 10/22 is one of the best selling and most common civilian [[.22 LR|rimfire]] rifles in the world. By no means fancy or posh, this cheap simple rifle has been used for generations to introduce children to the world of shooting sports, and is frequently used for target plinking, small game hunting and pest control. The version in-game sports a black synthetic stock and frame with a clear satin receiver and barrel. It holds 10+1 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Winchester 1892]] - The Model 1892 made its debut at the closing of the American Frontier but nonetheless, the '92 has appeared throughout countless western Motion Pictures and Television shows. Modern reproduction models, which utilize stronger materials are re-chambered to fire modern pistol cartridges such as the [[.357 Magnum]]. The Model 1892 is popular amongst Cowboy Shooters and re-enactments and is often a popular hunting weapon for Varmints and Intermediate game by Civilian Shooters. The Model 1892 in-game chambers [[.357 Magnum]] rounds with a magazine capacity of 15+1 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Simonov SKS]] - Designed by Sergei Simonov for the USSR in 1944 and based on the German StG-44 and the Russian AVS-36, the SKS was one of the first firearms to be chambered for the now-infamous [[7.62x39mm|7.62x39mm Soviet]] cartridge. The SKS is a wildly popular rifle in the civilian market due to its cheap cost and high surplus numbers. Most in civilian ownership can trace their origins to service in the Red Army. It is loaded by ten round stripper clips.&lt;br /&gt;
&lt;br /&gt;
[[Sako 85]] - Manufactured by Finnish firearm manufacturer Sako Limited, the Sako Model 85 was first built in 2006 for the international hunting and sporting market. It is available in a wide range calibers ranging from .22-250 Remington all the way up to .416 Remington Magnum. The Sako 85 featured in NMRiH is equipped with a Bushnell Dusk and Dawn hunting optic, and chambered in [[.308|.308 Winchester]] with five round magazines plus 1 chambered.&lt;br /&gt;
&lt;br /&gt;
=== Military &amp;amp; Police ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;16%&amp;quot;|Weapon&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;10.5%&amp;quot;|Weight&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;31.5%&amp;quot;|Ammo&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;31.5%&amp;quot;|Damage&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;10.5%&amp;quot;|Mag Lite&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10.5%&amp;quot;| Loaded !! width=&amp;quot;10.5%&amp;quot;| Carried !! width=&amp;quot;10.5%&amp;quot;| Used !! width=&amp;quot;10.5%&amp;quot;| Point&amp;lt;br /&amp;gt;blank !! width=&amp;quot;10.5%&amp;quot;| Medium&amp;lt;br /&amp;gt;range !! width=&amp;quot;10.5%&amp;quot;| Long&amp;lt;br /&amp;gt;range&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:M16A4.png|70px|link=M16A4]]&amp;lt;br /&amp;gt;[[M16A4]]&lt;br /&gt;
| 40 || 30+1 || - || [[5.56mm|5.56mmx45 NATO]] || - || - || - || No&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Heckler &amp;amp; Koch MP5A3.png|70px|link=Heckler &amp;amp; Koch MP5A3]]&amp;lt;br /&amp;gt;[[Heckler &amp;amp; Koch MP5A3]]&lt;br /&gt;
| 30 || 30+1 || - || [[9mm Luger|9x19mm]] || - || - || - || No&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Ingram Mac-10.png|70px|link=Ingram Mac-10]]&amp;lt;br /&amp;gt;[[Ingram Mac-10]]&lt;br /&gt;
| 30 || 32+1 || - || [[.45 ACP]] || - || - || - || No&lt;br /&gt;
|}&lt;br /&gt;
[[M16A4]] - Based on the original AR designed by Eugene Stoner in 1958, the decades have been good to the classic design and have seen it pass through a number of iterations. The current standard assault rifle of the United States forces is the M16A4 manufactured by FN Herstal, and is commonly used in a semi-automatic fire mode and often equipped with a Trijicon ACOG optic as well as KAC M5 handguard for equipping vertical grips. They come equipped with 30 round magazines chambered in [[5.56mm|5.56mmx45 NATO]] ammunition.&lt;br /&gt;
&lt;br /&gt;
[[Heckler &amp;amp; Koch MP5A3]] - Made famous in 1980 after being used in a raid by British SAS commandos to liberate the Iranian Embassy in London, the MP5 family of submachine guns has gone on to become one of the best selling and most widely used submachine guns in the world. It is used in the United States by numerous local, state and federal agencies from everything from security to law enforcement to special forces operations. The MP5A3 is chambered in 9mm Luger and uses 30 round magazines.&lt;br /&gt;
&lt;br /&gt;
[[Ingram Mac-10]] - Developed by Gorden B. Ingram in 1964, the MAC-10, officially known as M-10 was a highly compact, blowback operated machine pistol firing the [[.45 ACP]] cartridge and was predominately made from steel stampings. While it was used by US Navy Seals during the Vietnam War, it later gained a bad reputation after civilian models could easily be converted to fully automatic fire being used by various criminal organizations and the popularly televised &amp;quot;Gang Culture&amp;quot; where it became synonymous with &amp;quot;Drive-By Shootings&amp;quot;. Regardless the weapon had a high rate of fire of nearly over 1000 rounds per minute, dwindling its 30 round magazine capacity in less than a second.&lt;br /&gt;
&lt;br /&gt;
=== Explosives ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot;|Explosive&lt;br /&gt;
! class=&amp;quot;header&amp;quot;|Damage&lt;br /&gt;
! class=&amp;quot;header&amp;quot;|Radius&lt;br /&gt;
! class=&amp;quot;header&amp;quot;|Weight&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Frag Grenade.png|70px|link=Grenade]]&amp;lt;br /&amp;gt;[[Grenade]]&lt;br /&gt;
| ???&lt;br /&gt;
| 265&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:molotov.png|70px|link=Molotov]]&amp;lt;br /&amp;gt;[[Molotov]]&lt;br /&gt;
| 30+burn&lt;br /&gt;
| ???&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:tnt.png|70px|link=TNT]]&amp;lt;br /&amp;gt;[[TNT]]&lt;br /&gt;
| ???&lt;br /&gt;
| 512&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Frag Grenade|M67 Fragmentation Grenade]] - The M67 grenade is a fragmentation hand grenade used by the United States military. The M67 is a replacement for the M61 grenade used during the Vietnam War, and the older Mk 2 &amp;quot;pineapple&amp;quot; grenade used since World War II. Hand Grenades come in a variety of types, the most common being Fragmentation grenades. &amp;quot;Frag's&amp;quot; as they are colloquially named are designed to explode with metal fragments inducing injury or death. In No More Room in Hell, Frag Grenades have a large blast area and are very effective versus Zombies.&lt;br /&gt;
&lt;br /&gt;
=== Ammo ===&lt;br /&gt;
''[[Ammunition|Go to full article 'Ammunition']]''&lt;/div&gt;</summary>
		<author><name>Nmrihplayer</name></author>	</entry>

	<entry>
		<id>https://wiki.nomoreroominhell.com/index.php?title=Weapons&amp;diff=1167</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.nomoreroominhell.com/index.php?title=Weapons&amp;diff=1167"/>
				<updated>2014-03-18T03:53:41Z</updated>
		
		<summary type="html">&lt;p&gt;Nmrihplayer: added head hits to kill for most melee weapons. from experience these stats seem right however, I have left the one I am unsure of blank.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
The weapons in No More Room in Hell are meant to reflect a varied assortment of civilian, law enforcement and military firearms as well as obvious and unique melee weapons for close combat. Weapons are usually common in and around the opening areas of a level, to equip players initially. Weapons become less common place and more rare as the levels go on, forcing players to search high and low from obvious places such as gun shops to the less conspicuous areas such as behind a knocked over book shelf.&lt;br /&gt;
&lt;br /&gt;
=== During Gameplay ===&lt;br /&gt;
Weapons can be equipped from the Radial Inventory, by clicking on the weapon with Mouse1. Clicking Mouse2 on the weapon will drop it to the ground for another player to pick up. Weapons can also be equipped by scrolling with the mousewheel.&lt;br /&gt;
&lt;br /&gt;
By [[Beginner's Guide#Controls|default]], pressing and holding Mouse2 will shoulder the firearm to ironsights mode for more precision. Your movement and field of view are more constrained while in ironsights. Releasing Mouse2 will return you to hip firing.&lt;br /&gt;
&lt;br /&gt;
All weapons and equipment have an assigned mass that will affect the player's mobility and agility. A encumbrance of inventory will also result in a faster stamina drain. &lt;br /&gt;
&lt;br /&gt;
==== Bashing ====&lt;br /&gt;
&lt;br /&gt;
The ability to bash, to shove back an opponent, is a key gameplay mechanic to NMRiH. &lt;br /&gt;
[[File:bash.jpg|thumb|alt=Bashing|The &amp;quot;bash&amp;quot; function in action]]Zombies can grab players preventing any further movement and massively increase the risk of infection. Bashing (sometimes referred to as &amp;quot;shoving&amp;quot;) a zombie will push them out of your way by a couple of feet and break any hold on you that they may have had. Generally speaking bashing does not do much damage, but some weapons such as the [[SKS]] (which features a bayonet) do substantial damage when bashing.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
Melee weapons are by far the most common place of all weapons in NMRiH. They can be found all over the place and vary in size and speed. Some melee weapons are one handed, which allows them to be used with the flashlight. Most melee weapons do not have this ability however, as many are large and cumbersome.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;16%&amp;quot;|Weapon&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;16%&amp;quot;|Weight&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;16.8%&amp;quot;|Attack interval&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;33.6%&amp;quot;|Damage (head hits to kill)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;16.8%&amp;quot;|Mag Lite&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;16.8%&amp;quot;| Normal !! width=&amp;quot;16.8%&amp;quot;| Charged Attack&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Fists_icon.png|70px|link=Fists]]&amp;lt;br /&amp;gt;[[Fists]]&lt;br /&gt;
| 0 || - || - || - || Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Knife_icon.png|70px|link=Kitchen Knife]]&amp;lt;br /&amp;gt;[[Kitchen Knife]]&lt;br /&gt;
| 5 || - || 3 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Hatchet_icon.png|70px|link=Hatchet]]&amp;lt;br /&amp;gt;[[Hatchet]]&lt;br /&gt;
| 10 || - || 2 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Fire_axe_icon.png|70px|link=Fire Axe]]&amp;lt;br /&amp;gt;[[Fire Axe]]&lt;br /&gt;
| 40 || - || 2 || 1 || No&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Baseball_bat_icon.png|70px|link=Baseball Bat]]&amp;lt;br /&amp;gt;[[Baseball Bat]]&lt;br /&gt;
| 10 || - || - || 2 || No&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Sledge_hammer_icon.png|70px|link=Sledgehammer]]&amp;lt;br /&amp;gt;[[Sledgehammer]]&lt;br /&gt;
| 40 || - || 1 || 1 || No&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:wrench_icon.png|70px|link=Pipe Wrench]]&amp;lt;br /&amp;gt;[[Pipe Wrench]]&lt;br /&gt;
| 12 || - || 3 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Pipe_lead_icon.png|70px|link=Lead Pipe]]&amp;lt;br /&amp;gt;[[Lead Pipe]]&lt;br /&gt;
| 25 || - || 2 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Shovel_icon.png|70px|link=Spade]]&amp;lt;br /&amp;gt;[[Spade]]&lt;br /&gt;
| 30 || - || - || 2 || No&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Crowbar_icon.png|70px|link=Crowbar]]&amp;lt;br /&amp;gt;[[Crowbar]]&lt;br /&gt;
| 20 || - || 2 || - || Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Machete_icon.png|70px|link=Machete]]&amp;lt;br /&amp;gt;[[Machete]]&lt;br /&gt;
| 10 || - || 2 || - || Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Chainsaw_icon.png|70px|link=Chainsaw]]&amp;lt;br /&amp;gt;[[Chainsaw]]&lt;br /&gt;
| 60 || - || - || - || No&lt;br /&gt;
|}&lt;br /&gt;
=== Charged Attacks ===&lt;br /&gt;
All melee weapons feature a &amp;quot;charged&amp;quot; attack which can be accomplished by pressing and holding Mouse1 ([[Beginner's Guide#Controls|default]]) and given a few seconds the attack should be fully charged. Winding up with a charged attack is a sure way to deal a massive blow to any hostile, but keep in mind that charged attacks drain stamina in chunks.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
Tools in NMRiH are used in two capacities. The first is behaving more or less like a traditional melee weapon (except the flaregun, which behaves like a pistol). The second capacity is the special functionality of each, filling a certain roll that is unique for each tool. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;20%&amp;quot;|Weapon&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;20%&amp;quot;|Weight&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;20%&amp;quot;|Attack interval&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;40%&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot;| Normal !! width=&amp;quot;20%&amp;quot;| Charged Attack&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Welder_icon.png|70px|link=Welder]]&amp;lt;br /&amp;gt;[[Welder]]&lt;br /&gt;
| 7 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Fire_Extinguisher_icon.png|70px|link=Fire Extinguisher]]&amp;lt;br /&amp;gt;[[Fire Extinguisher]]&lt;br /&gt;
| 40 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Flare Gun_icon.png|70px|link=Flare Gun]]&amp;lt;br /&amp;gt;[[Flare Gun]]&lt;br /&gt;
| 5 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Claw_Hammer_icon.png|70px|link=Claw Hammer]]&amp;lt;br /&amp;gt;[[Barricade Hammer]]&lt;br /&gt;
| 10 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Maglite_icon.png|70px|link=Maglite]]&amp;lt;br /&amp;gt;[[Maglite]]&lt;br /&gt;
| 15 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special Applications ===&lt;br /&gt;
As listed above each tool has its own unique abilities. Many of these are used to complete objectives (extinguishing fires, cutting through doors) while others augment the gameplay (barricading doors, signalling for a supply drop). By default if the player uses Mouse2 ([[Beginner's Guide#Controls|default]]), this will activate the Special of the tool. This applies to all except the flaregun, whose functionality is only achieved if fired in to the sky at an angle at or greater than 75 degrees.&lt;br /&gt;
&lt;br /&gt;
== Firearms ==&lt;br /&gt;
&lt;br /&gt;
=== Round in the Chamber ===&lt;br /&gt;
&lt;br /&gt;
In No More Room in Hell, Firearms have two sets of default capacities. The '''magazine capacity''' and a '''round in the chamber'''. '''Magazine Capacity''' tells how many bullets are within a magazine, while a '''round in the chamber''' tells whether a round is loaded into the guns barrel or &amp;quot;chamber&amp;quot; itself, ready to fire. &lt;br /&gt;
&lt;br /&gt;
For example, the [[Beretta M9]] has a magazine capacity of 15 rounds but can hold 16 rounds in total with a round chambered. This would look like this, 15+1. To achieve this goal, simply reload while still having rounds in the magazine. Most weapons have this by default and will be listed with the original magazine ammo count and a plus to say whether the weapon can accept a round chambered. There are only certain exceptions of this rule where weapons do not receive this feature.&lt;br /&gt;
&lt;br /&gt;
=== Ammunition Check ===&lt;br /&gt;
&lt;br /&gt;
Almost all firearms, as well as the [[Flare Gun]] and [[Chainsaw]] can have an ''Ammo Check''. By holding down Reload ('''R''' by default), the player will initiate a small animation which the player will check the weapons total ammunition count. As of the 1.05 update, Characters will play an audio cue to how many rounds are remaining in their current magazine. &lt;br /&gt;
&lt;br /&gt;
In the case of Handguns, Shotguns and some Rifles with capacities below 15 rounds, the player will give an approximate number of the remaining rounds left in their weapon. For weapons such as the MP5A3, M16A4, MAC-10, Beretta M9 and Winchester 1892 will refer to a rough approximation of the number of rounds left in the magazine such as &amp;quot;Magazine is full&amp;quot;, &amp;quot;Over Half&amp;quot;, &amp;quot;Half a Mag&amp;quot; and &amp;quot;Almost full&amp;quot;, only until the weapon drops below 15 rounds will an exact number of rounds be stated. In the case of the Beretta M9, the term &amp;quot;Magazine is Full&amp;quot; refers to a fully loaded magazine plus a round in the chamber.&lt;br /&gt;
&lt;br /&gt;
=== Ironsights ===&lt;br /&gt;
Iron sighting is possible with all firearms, and can be done by holding down Mouse2 ([[Beginner's Guide#Controls|default]]) for the desired duration.&lt;br /&gt;
[[File:Iornsight 1911.png|thumb|alt=Ironsights|Iron Sights on the 1911 pistol.]] Ironsighting raises the firearm up to eye level allowing you to look down the sights and greatly improve your accuracy, and narrow your cone of fire to help preserve ammunition.&lt;br /&gt;
&lt;br /&gt;
====Focus Mode====&lt;br /&gt;
&lt;br /&gt;
Handguns will allow you to enter a 'focused' aiming mode, which will double your damage and give you a 75% chance to knock a zombie back. To activate this mode, simply enter Iron Sights mode and stand still for 3 seconds. If done correctly, your vision will have a sanguine tint and a Depth of Field effect, along with your character holding his/her breath. Currently this only affects Handguns.&lt;br /&gt;
&lt;br /&gt;
=== Handguns ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot;|Handgun&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot;|Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot;|Headshots to Kill&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot;|Action&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot;|Reload Time&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot;|Weight&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Capacity&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:M29fs.png|70px|link=Beretta M92FS]]&amp;lt;br /&amp;gt;[[Beretta M92FS]]&lt;br /&gt;
| [[9mm Luger|9mm]] || 15+1 || 2 || Semi-automatic || ~3 sec. || 10&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:1911.png|70px|link=Colt 1911]]&amp;lt;br /&amp;gt;[[Colt 1911]]&lt;br /&gt;
| [[.45 ACP]] || 7+1 || 1 || Single || ~4 sec. || 10&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:glock17.png|70px|link=Glock]]&amp;lt;br /&amp;gt;[[Glock]]&lt;br /&gt;
| [[9mm Luger|9mm]] || 17+1 || 2 || Semi-automatic || ~3 sec. || 15&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:mkIII.png|70px|link=Ruger Mark III]]&amp;lt;br /&amp;gt;[[Ruger Mark III]]&lt;br /&gt;
| [[.22 LR]] || 10+1 || 2 || Semi-automatic || ~4 sec. || 10&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Sw686.png|70px|link=Smith &amp;amp; Wesson 686]]&amp;lt;br /&amp;gt;[[Smith &amp;amp; Wesson 686]]&lt;br /&gt;
| [[.357 Magnum ]] || 6 || 1 || Revolver || ~5 sec. || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Ruger Mark III]] - The Ruger Mark III is the latest variant of the Ruger [[.22 LR|rimfire]] pistols. Popular across the states as a premier and inexpensive target pistol used to introduce hundreds if not thousands of shooters to the sport of pistol shooting or to try new and inexperienced pistol shooters alike, it offers a smooth action and near non-existent recoil. Frequently a popular pistol for &amp;quot;Plinking&amp;quot;, Target Shooting and close range pest control. &lt;br /&gt;
&lt;br /&gt;
[[Beretta M9]] - A common civilian and law enforcement sidearm chambered in [[9mm Luger]] ammunition. The M9 is also the standard sidearm of the United States Army. It holds 15 rounds per magazine.&lt;br /&gt;
&lt;br /&gt;
[[Colt 1911|Colt National Match 1911]] - 100 years of pedigree have gone in to making the Colt 1911 one of the finest handguns ever built. After many years in service with the US Army, the rugged, powerful and reliable [[.45 ACP|.45]] pistol still sees much use in the civilian firearm market. It holds seven rounds per magazine.&lt;br /&gt;
&lt;br /&gt;
[[Smith &amp;amp; Wesson 686|Smith &amp;amp; Wesson 686-6]] - One of Smith &amp;amp; Wesson's finest modern double-action revolvers, the [[.357 Magnum]] 686-6 features a 4.5 inch barrel and a six-round cylinder.&lt;br /&gt;
&lt;br /&gt;
=== Shotguns ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot;|Shotgun&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot;|Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot;|Action&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot;|Reload Time&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot;|Weight&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Capacity !! Initial !! Full&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:sv10.png|70px|link=Beretta Perennia SV10]]&amp;lt;br /&amp;gt;[[Beretta Perennia SV10]]&lt;br /&gt;
| [[12 Gauge]] || 2 || Semi-automatic ||  || ~7 sec. || 35&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Mossberg 500A.png|70px|link=Mossberg 500a]]&amp;lt;br /&amp;gt;[[Mossberg 500a]]&lt;br /&gt;
| [[12 Gauge]] || 5+1 || Pump || ~4 sec. || ~9 sec. || 35&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Remington 870.png|70px|link=Remington 870]]&amp;lt;br /&amp;gt;[[Remington 870]]&lt;br /&gt;
| [[12 Gauge]] || 8+1 || Pump || ~4 sec. || ~12 sec. || 35&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:superx3.png|70px|link=Winchester Super X3]]&amp;lt;br /&amp;gt;[[Winchester Super X3]]&lt;br /&gt;
| [[12 Gauge]] || 5+1 || Semi-automatic || ~6 sec. || ~10 sec. || 35&lt;br /&gt;
|}&lt;br /&gt;
[[Beretta Perennia SV10]] - A high-class trap shooting over-under shotgun manufactured by Fabbrica d'Armi Pietro Beretta in Italy, this [[12 Gauge]] shotgun features premium hand-treated wood and a hand engraved polished steel alloy nickel-plated receiver. This full size beauty of a sporting shotgun sells for a wopping $3500.&lt;br /&gt;
&lt;br /&gt;
[[Mossberg 500a]] - The Mossberg 500a is a series of shotguns manufactured by O.F. Mossberg &amp;amp; Sons. Intended for use in harsh and dirty conditions, such as waterfowl hunting or combat, the Model 500 series is designed to be easy to clean and maintain as well as being affordable on the current market today. The Mossberg 500a denotes the 12 Gauge variant firing 2 3/4&amp;quot; 00 Buckshot loads from a 5+1 magazine.&lt;br /&gt;
&lt;br /&gt;
[[Remington 870]] - One of the best selling pump-action shotguns ever designed, the Remington 870 has seen an unending, massive wave of popularity in the civilian market since its introduction in 1951. It is also a favorite of local and state police forces, as well as an issued firearm of many branches of the Department of Defense. It comes with an 8 round tube magazine.&lt;br /&gt;
&lt;br /&gt;
[[Winchester Super X3]] - A semi-automatic [[12 Gauge]] shotgun designed specifically for the sporting and hunting civilian market, the Winchester Super X3 has won numerous awards for its reliability and ergonomics, being used frequently in competitive shooting or in bird hunting. It can hold five rounds.&lt;br /&gt;
&lt;br /&gt;
=== Rifles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;16%&amp;quot;|Weapon&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;10.5%&amp;quot;|Weight&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;31.5%&amp;quot;|Ammo&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;31.5%&amp;quot;|Damage&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;10.5%&amp;quot;|Mag Lite&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10.5%&amp;quot;|Loaded  !! width=&amp;quot;10.5%&amp;quot;|Carried  !! width=&amp;quot;10.5%&amp;quot;|Used !! width=&amp;quot;10.5%&amp;quot;|Point&amp;lt;br /&amp;gt;blank  !! width=&amp;quot;10.5%&amp;quot;|Medium&amp;lt;br /&amp;gt;range  !! width=&amp;quot;10.5%&amp;quot;|Long&amp;lt;br /&amp;gt;range&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Ruger1022.png|70px|link=Ruger 10/22]]&amp;lt;br /&amp;gt;[[Ruger 10/22]]&lt;br /&gt;
| 25 || 10+1 || - || [[.22 LR]] || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Winchester 1892.png|70px|link=Winchester 1892]]&amp;lt;br /&amp;gt;[[Winchester 1892]]&lt;br /&gt;
| 30 || 15+1 || - || [[.357 Magnum]] || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Sks.png|70px|link=Simonov SKS]]&amp;lt;br /&amp;gt;[[SKS 7.62mm|Simonov SKS]]&lt;br /&gt;
| 40 || 10 || - || [[7.62x39mm|7.62x39mm Soviet]] || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Sako.png|70px|link=Sako 85]]&amp;lt;br /&amp;gt;[[Sako 85]]&lt;br /&gt;
| 45 || 5+1 || - || [[.308|.308 Winchester]] || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
[[Ruger 10/22]] - With over five million manufactured rifles since 1964, the Ruger 10/22 is one of the best selling and most common civilian [[.22 LR|rimfire]] rifles in the world. By no means fancy or posh, this cheap simple rifle has been used for generations to introduce children to the world of shooting sports, and is frequently used for target plinking, small game hunting and pest control. The version in-game sports a black synthetic stock and frame with a clear satin receiver and barrel. It holds 10+1 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Winchester 1892]] - The Model 1892 made its debut at the closing of the American Frontier but nonetheless, the '92 has appeared throughout countless western Motion Pictures and Television shows. Modern reproduction models, which utilize stronger materials are re-chambered to fire modern pistol cartridges such as the [[.357 Magnum]]. The Model 1892 is popular amongst Cowboy Shooters and re-enactments and is often a popular hunting weapon for Varmints and Intermediate game by Civilian Shooters. The Model 1892 in-game chambers [[.357 Magnum]] rounds with a magazine capacity of 15+1 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Simonov SKS]] - Designed by Sergei Simonov for the USSR in 1944 and based on the German StG-44 and the Russian AVS-36, the SKS was one of the first firearms to be chambered for the now-infamous [[7.62x39mm|7.62x39mm Soviet]] cartridge. The SKS is a wildly popular rifle in the civilian market due to its cheap cost and high surplus numbers. Most in civilian ownership can trace their origins to service in the Red Army. It is loaded by ten round stripper clips.&lt;br /&gt;
&lt;br /&gt;
[[Sako 85]] - Manufactured by Finnish firearm manufacturer Sako Limited, the Sako Model 85 was first built in 2006 for the international hunting and sporting market. It is available in a wide range calibers ranging from .22-250 Remington all the way up to .416 Remington Magnum. The Sako 85 featured in NMRiH is equipped with a Bushnell Dusk and Dawn hunting optic, and chambered in [[.308|.308 Winchester]] with five round magazines plus 1 chambered.&lt;br /&gt;
&lt;br /&gt;
=== Military &amp;amp; Police ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;16%&amp;quot;|Weapon&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;10.5%&amp;quot;|Weight&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;31.5%&amp;quot;|Ammo&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;31.5%&amp;quot;|Damage&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;10.5%&amp;quot;|Mag Lite&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10.5%&amp;quot;| Loaded !! width=&amp;quot;10.5%&amp;quot;| Carried !! width=&amp;quot;10.5%&amp;quot;| Used !! width=&amp;quot;10.5%&amp;quot;| Point&amp;lt;br /&amp;gt;blank !! width=&amp;quot;10.5%&amp;quot;| Medium&amp;lt;br /&amp;gt;range !! width=&amp;quot;10.5%&amp;quot;| Long&amp;lt;br /&amp;gt;range&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:M16A4.png|70px|link=M16A4]]&amp;lt;br /&amp;gt;[[M16A4]]&lt;br /&gt;
| 40 || 30+1 || - || [[5.56mm|5.56mmx45 NATO]] || - || - || - || No&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Heckler &amp;amp; Koch MP5A3.png|70px|link=Heckler &amp;amp; Koch MP5A3]]&amp;lt;br /&amp;gt;[[Heckler &amp;amp; Koch MP5A3]]&lt;br /&gt;
| 30 || 30+1 || - || [[9mm Luger|9x19mm]] || - || - || - || No&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Ingram Mac-10.png|70px|link=Ingram Mac-10]]&amp;lt;br /&amp;gt;[[Ingram Mac-10]]&lt;br /&gt;
| 30 || 32+1 || - || [[.45 ACP]] || - || - || - || No&lt;br /&gt;
|}&lt;br /&gt;
[[M16A4]] - Based on the original AR designed by Eugene Stoner in 1958, the decades have been good to the classic design and have seen it pass through a number of iterations. The current standard assault rifle of the United States forces is the M16A4 manufactured by FN Herstal, and is commonly used in a semi-automatic fire mode and often equipped with a Trijicon ACOG optic as well as KAC M5 handguard for equipping vertical grips. They come equipped with 30 round magazines chambered in [[5.56mm|5.56mmx45 NATO]] ammunition.&lt;br /&gt;
&lt;br /&gt;
[[Heckler &amp;amp; Koch MP5A3]] - Made famous in 1980 after being used in a raid by British SAS commandos to liberate the Iranian Embassy in London, the MP5 family of submachine guns has gone on to become one of the best selling and most widely used submachine guns in the world. It is used in the United States by numerous local, state and federal agencies from everything from security to law enforcement to special forces operations. The MP5A3 is chambered in 9mm Luger and uses 30 round magazines.&lt;br /&gt;
&lt;br /&gt;
[[Ingram Mac-10]] - Developed by Gorden B. Ingram in 1964, the MAC-10, officially known as M-10 was a highly compact, blowback operated machine pistol firing the [[.45 ACP]] cartridge and was predominately made from steel stampings. While it was used by US Navy Seals during the Vietnam War, it later gained a bad reputation after civilian models could easily be converted to fully automatic fire being used by various criminal organizations and the popularly televised &amp;quot;Gang Culture&amp;quot; where it became synonymous with &amp;quot;Drive-By Shootings&amp;quot;. Regardless the weapon had a high rate of fire of nearly over 1000 rounds per minute, dwindling its 30 round magazine capacity in less than a second.&lt;br /&gt;
&lt;br /&gt;
=== Explosives ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot;|Explosive&lt;br /&gt;
! class=&amp;quot;header&amp;quot;|Damage&lt;br /&gt;
! class=&amp;quot;header&amp;quot;|Radius&lt;br /&gt;
! class=&amp;quot;header&amp;quot;|Weight&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Frag Grenade.png|70px|link=Grenade]]&amp;lt;br /&amp;gt;[[Grenade]]&lt;br /&gt;
| ???&lt;br /&gt;
| 265&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:molotov.png|70px|link=Molotov]]&amp;lt;br /&amp;gt;[[Molotov]]&lt;br /&gt;
| 30+burn&lt;br /&gt;
| ???&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:tnt.png|70px|link=TNT]]&amp;lt;br /&amp;gt;[[TNT]]&lt;br /&gt;
| ???&lt;br /&gt;
| 512&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Frag Grenade|M67 Fragmentation Grenade]] - The M67 grenade is a fragmentation hand grenade used by the United States military. The M67 is a replacement for the M61 grenade used during the Vietnam War, and the older Mk 2 &amp;quot;pineapple&amp;quot; grenade used since World War II. Hand Grenades come in a variety of types, the most common being Fragmentation grenades. &amp;quot;Frag's&amp;quot; as they are colloquially named are designed to explode with metal fragments inducing injury or death. In No More Room in Hell, Frag Grenades have a large blast area and are very effective versus Zombies.&lt;br /&gt;
&lt;br /&gt;
=== Ammo ===&lt;br /&gt;
''[[Ammunition|Go to full article 'Ammunition']]''&lt;/div&gt;</summary>
		<author><name>Nmrihplayer</name></author>	</entry>

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