Machine guns are usually quite inaccurate. They release very large quantities of low-damage bullets. One advantage of this is that fire is easily split up; for example, a rifle with 10 damage for 10 AP would only kill one zombie, while a submachine gun with 10 damage for 10 AP would kill three. However, machine guns do not deal as much overall damage as other guns.
Pros: Shot-splitting, fast
Cons: Low accuracy, lowish damage, bad vs. high armor, risky
This WWI-era SMG was the first true submachine gun, used by German stormtroopers in trench combat. As an early SMG, it is not as fast as its later cousins; it costs 1.5 AP to fire, delivering about 6 shots per turn. The 9mm Luger bullets do 0.75 damage each, respectable for an SMG. However, it is fairly inaccurate, at 6-12 accuracy and 10 crit. It is quite cheap.
Cost: $100
+2 accuracy: $25
+.25 damage: $35
The O.G. of SMGs, the Thompson was an early submachine gun that is looked upon fondly even today. Though it was not advanced, it still remains a fairly good weapon, and inexpensive. It is incredibly fast, pouring out lead at 0.75 AP per shot; the large 0.45 ACP bullets smash into enemies for 1 damage each. Its one disadvantage is that it is inaccurate, terribly inaccurate. Its accuracy is only 8-13, with no crit chance.
Cost: $200
+.25 damage: $50
+2 accuracy: $70
The MP5, a personal defense SMG, is light and powerful. It's fast, pumping out ten .75-damage shots per turn (1 AP). It's also fairly accurate for an SMG, with 4-17 accuracy and 9-10 crit.
Cost: $300
+.25 damage: $150
+2 accuracy: $50
-.2 AP: $175
A bullpup-configuration personal defense weapon, the P90 is an efficient destroyer of the undead. It fires a bit slower, only able to pump out 6 shots a turn (1.5 AP), but each shot is a full 1.25 damage. It's also a bit more accurate, at 3-18 accuracy and 9-10 crit.
Cost: $350
-.5 AP: $175
+.25 damage: $75
The Skorpion is a neat little package with a folding stock. Good luck controlling it though, seeing as it barely weighs more than your standard milk carton. It fires 0.75-damage shots at 0.5AP each. However, its accuracy is only 5-16, and its crit chance is 10. You can unfold the stock for 4-17 accuracy, but you will lose 1 AP per turn when you fire the Skorpion.
Cost: $425
+.25 damage: $150
-0.25 AP: $650
The Degtyaryov is the first true automatic weapon you can buy. It is not as fast as the Skorpion, firing at 1 AP per shot, but the large 7.62x54mm rounds deal 2 damage each. Made for long distances, unlike a sub-machine gun, the Degtyaryov has a decent accuracy of 4-17 and a critical chance of 9-10.
Cost: $700
-0.25 AP: $225
+.5 damage: 175
Rifles are extremely accurate weapons, and that they have excellent critical ranges. Rifles are very slow to fire, but deal immense quantities in damage. They cost roughly as much as a pistol similar in damage, which means you're getting, essentially, a more accurate and higher-critting pistol. Unfortunately, they cannot split fire, unlike an SMG.
Pros: High damage, high accuracy, shrugs off armor
Cons: Can't split fire, slow
The Springfield rifle is an early model of standard-issue military rifle that was used in World War I. It is more accurate than other types of guns, while remaining generally worse than newer and more expensive rifles; it has 2-18 accuracy and a 8-12 crit. As a slow rifle, it takes 9 AP to aim and fire it; however, this is justified by the 2.25 damage that the powerful .30-06 Springfield rounds do.
Cost: $100
+.5 damage: $25
-2 AP: $25
The M1 Garand is accurate from 2-19, has a crit of 7-14 and can blast apart heads at 4.5 damage for a hefty 10 AP/shot price.
Cost: $200
+1 damage: $50
-2 AP: $50
The M39 is the standard modern rifle, much better than the old M1 Garand. It is accurate from 2-20, so it almost never misses. In addition, the extremely high accuracy lets you critical from 6-14. The strong rifle fires 7.62x51mm rounds for 6 damage, but firing it costs 9 AP.
Cost: $300
+2 damage: $100
Never misses: $25
-2 AP: $75
The Gauss Carbine is a nice clip-loaded rifle. Clouded glass rings encircle the barrel every few inches away from the main body The glass rings gain a soft glow as the trigger is held, automatically discharging when the light begins to become blinding. With a loud reverberating boom, a powerful round speeds forwards, electricity arcing between it and the gun for a nanosecond before it disappears into the distance. It fires 8 damage shots at 10AP each, so it's pretty slow, but very powerful. It is fairly accurate, with an accuracy of 2-19, and almost any hit with the blazing-fast bullets will cripple an enemy with its crit of 4-16.
Cost: $400
Enhanced Acceleration Coils: +2 damage: $100
Staggered Charging Batteries: -2 AP: $100
Photon Coil Isolation: Never misses: $75
Titanium-Plated Ammunition: Ignores up to 1 armor: $50
Grenade launchers either misfire and do nothing at all, or fire and hit with perfect accuracy. They target squares, and can fire over zombies. They are very slow, but do a lot of damage to groups.
Grenade launchers can be "primed" for some AP, reducing the cost to fire the next time by half that amount.
Pros: High damage on perfectly grouped shots, can fire over zombies
Cons: Bad vs. armor, low damage on lone targets
This old 1961 launcher looks somewhat like a sawn-off shotgun, nothing like a powerful weapon of war. And it's not - but at least it's cheap. It is a bit better than merely throwing grenades, with 6 range, but it is very slow, and each shot takes 13 AP. The antique grenades are as poor as makeshift Molotovs, only dealing 1 damage with a radius of 1. It also does not have a wide variety of ammunition. Its hit range is 4-16.
Cost: $100
M576 Buckshot Rounds: Deals 2 damage in line of 3 squares, roughly perpendicular to angle of fire: $15 each
Finned Rounds: 3-18 accuracy: $10 each
This is meant to be for an assault rifle. But hey, at this price, not many people can complain. It accepts a decent variety of ammo too. With a range of 7, it reaches further than the thrown varieties, and has a respectable 1.75 damage with a radius of 1. However, it is very slow and takes 12 AP to fire. It is fairly accurate, with a hit range of 4-17.
Cost: $200
M406 HE Rounds: 2.5 damage: $15 each
Finned Rounds: 2-19 accuracy: $10 each
Rocket Rounds: 10 range: $10 each
The AG36 grenade launcher is fitted with more powerful grenades than the M203, and it's a bit more expensive as well. It deals 2.75 damage in a radius of 1 for 12 AP. It has the same range of 7, but it is slightly more accurate, with a hit range of 3-17.
Cost: $300
HE Rounds: 3.5 damage: $15 each
Stabilized Rounds: Never miss, 2.5 damage: $20 each
M585 White Star Cluster Rounds: Attracts enemies for 1 turn: $25 each
The M320 is a grenade launcher that fires extremely powerful rounds. Again, its range is 7, and it has an accuracy of 4-17. Its grenades do 4.5 damage in a radius of 1. It is a bit slow, at 13 AP to fire, but its excellent damage is well worth it.
Cost: $450
HEDP Rounds: 6 damage, ignores .25 armor: $30 each
Finned Rounds: 2-19 accuracy: $25 each
Superpropelled Rounds: Infinite range: $20 each
The M224 mortar is the first mortar you can purchase. It has better range than the grenade launchers, with a range of 10. Its accuracy is a little bit worse, since it is harder to aim; it has an accuracy of 5-17. However, it has very good damage compared to earlier weapons. It deals 6.5 damage over a radius of 1. It is also fairly slow, and costs 14 AP to fire.
$600
HE Rounds: 9 damage: $20 each
Spinner Rounds: 2-19 accuracy: $30 each
Smoke Rounds: Halves accuracy of all units in a radius of 2 for one round: $40 each
Medic Class Weapon
Medipistol
The Medipistol is an incredible feat of modern science. It has a special loading mechanism that lets it hold three doses of drugs, first-aid-kits, or (somehow) bandages. It fires tranquilizer-like darts, unloading medicines and hormones from a distance. However, the lumbering darts have poor accuracy, and only have a hit chance of 5-14 - save your superhuman serum for manual . It costs 3 AP to fire.
Cost: 15 PP
Engineer Class Weapon
Instant Pillbox
This huge backpack contains a variety of items. It has a thick mesh folded into a dense package, made of strong metals and carbon fiber and connected to a small air pump. It also has some panes of lead-reinforced bulletproof glass, carbon-fiber rods and struts, and many other important materials. A true master of field engineering can take a turn to erect the pillbox. It is a 4x4 box, with a 2x2 area inside it available for use and special gates (impassable to enemies) on both sides. The bottom row can be used for firing at the enemies, and the back row can be used as a medical station. The pillbox absorbs 75% of all damage, and the rest goes through to the front row, but can never hit the back row - thus its usefulness as a medical station. Once the pillbox takes 20 DP, it will be destroyed. After this,
Cost: 20 PP
Brute Class Weapon
Mjolnr
This incredible weapon, named after the legendary weapon of the Norse god of thunder, uses its built-in nuclear fission reactor to defy gravity itself, manipulating the four fundamental forces to utterly annihilate enemies. Only someone of unparalleled might can possibly use this without being thrown back by its sheer power. It's slow, at 8 AP a swing, but it makes up for it by doing 5 damage per hit. It also enables the Lighting Fist move. For at least 10 AP, you can spend every last action point to charge 4-6 squares in a straight line, then smash the ground in front of you for damage equal to half the AP you spent, plus a quarter to each adjacent square excepting yours.
Cost: 15 PP
+1 damage: 4 PP
-1 AP: 3 PP
+10% Lighting Fist damage: 5 AP
Machinegunner Class Weapon
M61 Vulcan
The Vulcan, an incredibly powerful weapon, mows down enemies with ease. Its accuracy is only 9-12, and it cannot achieve critical hits. What's more, it cannot be moved, and can only be aimed at least 45 degrees forward. However, each bullet costs a mere 0.2 AP to fire, and the powerful shells do 3 damage each. In addition, the M61 Vulcan enables the Wall Of Lead ability. For one turn, you can select a 3x3 square to fire at; its center must be within your firing range. All your fire will be evenly distributed within it, but bullets will only cost 0.1 AP.
Cost: 60 PP
+.5 damage: 15 PP
+1 accuracy: 15 PP
Swivel Mount: Increases range to >20 degrees forward: 20 PP
Shotgunner Class Weapon
AA-12
The Auto Assault 12 is the lord of lead, baron of bullets, duke of destruction. Each shot fires 8 pellets, each of which does 1 damage. Incredibly, they only cost 2 AP each. Its only drawback is its poor accuracy, 5-15 with a 10 crit. However, this is more than made up for by its ludicrous power, if you can afford it. Also, it unlocks the powerful Bringer of Night move. If you are adjacent to a zombie, you can choose to sacrifice the next turn, in order to fire at that zombie and at that zombie alone for this turn. You will do triple damage.
Cost: 50 PP
+0.2 damage: 8 PP
-0.4 AP: 10 PP
Overload: 16 pellets per shot: 30 PP
Sniper Class Weapon
GKC Anti-Personnel Rail Rifle
The Gunnerkrigg Corp. Anti-Personnel Rail Rifle is a sniper rifle of unparalleled ability. It is always accurate, and its powerful bullets are accelerated to three times the speed of sound. They do 6 damage each, and cost 10 AP to fire. Although they are not far better than normal rifle bullets, the incredible speed they travel at lets them go through zombies entirely and hit every zombie in the line of fire. The GKC APRR also unlocks the Eagle Eye ability. This lets you sacrifice one turn to aim at a specified zombie. The next turn, you will be able to fire at it for triple damage. (To use the rifle, either draw the line that you wish to shoot and post it, or select a square to aim at the exact center of.)
Cost: 25 PP
-1 AP: 4 PP
+1 damage: 6 PP
Scavenger Class Weapon
Devourer Rounds
Devourer Rounds are small packets of engineered bacteria encased in metal jackets. Upon impact, the jackets shatter, and the bacteria that don't die in the strenuous conditions start eating the victim alive. They do 1 extra damage, and process the victim into a valuable gooey fuel. This can be sold to the roving traders who arrive at the end of the round for an extra $20 per body.
Cost: 15 PP
+$5: 5 PP
+1 damage: 4 PP