Weapons database
No More Room in Hell 2 Weapons: Full List & Best Picks
The full weapon list for the Armageddon build, by category, with the practical picks. This page is a roster reference: exact damage numbers shift with patches, so they're deliberately left out.
Roster checked against 1.0 sources · Aug 15, 2026
Weapons are map loot, not permanent unlocks. Buying a gun for your loadout spends Credits — it does not unlock it forever for every Responder.
All firearms (15)
The current roster, from the Revelation-era firearm overhaul that carried into 1.0. Calibers matter more than brand: a gun you can't feed is a heavy stick.
| Weapon | Type | Main ammunition |
|---|---|---|
| Gruber MKVII | Handgun | .22 LR |
| M1911 | Handgun | .45 ACP |
| M9A3 | Handgun | 9mm |
| Model 13 | Revolver | .357 Magnum |
| MP5 | Submachine gun | 9mm |
| M7A1 | Rifle | 6.8x51mm |
| MC-15 | Rifle | 5.56 NATO |
| Gruber 922 | Rifle | .22 LR |
| Gruber Ranch | Rifle | .22 LR |
| M14 Battle Rifle | Heavy rifle | .308 WIN |
| Rochester 1873 | Lever-action rifle | .357 Magnum |
| Hunter 85 | Bolt-action rifle | .308 WIN |
| Fierra DB12 | Double-barrel shotgun | 12 gauge |
| 590A1 | Pump-action shotgun | 12 gauge |
| X12 Super | Shotgun | 12 gauge |
All melee weapons (19)
Melee is the quiet default. 1.0 reworked strong and charged attacks: one-handed weapons got faster windups, and each class has a distinct job.
| Weapon | Class |
|---|---|
| Mallet | Light blunt |
| Small Pipe | Light blunt |
| Tire Iron | Light blunt |
| Claw Hammer | Light blunt |
| Wrench | Light blunt |
| Crowbar | Light blunt |
| Small Knife | Light slashing |
| Cleaver | Light slashing |
| Hatchet | Light slashing |
| Machete | Light slashing |
| Baseball Bat | Blunt |
| Rebar | Heavy blunt |
| Large Pipe | Heavy blunt |
| Large Wrench | Heavy blunt |
| Sledgehammer | Heavy blunt |
| Hockey Stick | Heavy blunt |
| Shovel | Heavy melee |
| Tree Trimmer | Heavy slashing |
| Fire Axe | Heavy slashing |
Explosives & special equipment
- M67 Frag Grenade — the standard thrown frag.
- Pipe Bomb — improvised, powerful, best saved for hordes.
- Proximity IED — a placed explosive trap.
- Molotov Cocktail — area denial and crowd control.
- Rescue Beacon — not a weapon: protects a Responder from one qualifying permadeath loss when bought with Credits or Merits.
Best picks, with the ammo caveat
The community favorites in the current build are melee weapons (Crowbar, Hatchet, Machete for light slots; Fire Axe and Baseball Bat for stagger) and two guns when you can feed them: the M7A1 (6.8x51mm) for stopping power and the X12 Superfor close-range hordes. The Model 13 revolver has historically been the default ranged weapon because .357 spawns are common enough to support it.
What this page deliberately doesn't publish: exact damage numbers. They shift with patches, and a "best gun" ranking without version scope is exactly the kind of stale guide that gets people killed.
Picks by situation
- Close quarters / chokes: shotguns win rooms — the X12 Super and 590A1 are the reliable picks. The Fierra DB12 hits hard but reloads slow; don't take it into a swarm alone.
- Mid-range lanes: the M7A1 (6.8x51mm) is the community's favorite all-rounder when ammo allows; the MC-15 (5.56) is the lighter-fed alternative.
- Ammo economy: .22 LR weapons (Gruber MKVII, Gruber 922, Gruber Ranch) are weak but everywhere — fine as a quiet backup, not a primary.
- Melee by role: light weapons (Crowbar, Hatchet, Machete) keep your stamina usable for long runs; heavy weapons (Sledgehammer, Fire Axe) stagger and dismember but drain stamina — pair them with a stamina profession like Track Star.
- Explosives: keep one for the extraction hold. M67 for groups, Molotov for area denial, Proximity IED for a corridor you need to abandon.
Loadout strategy in 1.0
Buying loadout items spends Credits, and 1.0 removed character-level requirements so a brand-new Responder can carry the same kit as an old one. That makes the choice economic: a pistol or melee in your loadout guarantees you're never naked, while spending on a rifle is betting that ammo spawns will feed it. Most squads run one dedicated rifle per three players and keep everyone else quiet.
Weapon questions
What is the best weapon in No More Room in Hell 2?
There isn't one universal answer — ammo availability decides. Crowbar, Hatchet and Machete are community favorites for melee; the M7A1 and X12 Super are commonly praised guns when you can feed them.
How do I get better weapons?
They spawn as map loot, with higher-tier gear appearing deeper in missions. You can also buy loadout items with Credits before a run.
What ammo types exist?
The 1.0 roster uses .22 LR, 9mm, .45 ACP, .357 Magnum, 5.56 NATO, 6.8x51mm, .308 WIN and 12 gauge, plus throwables that need no ammo.
Are weapon unlocks permanent?
No. Loadout purchases are per-Responder spending, not account-wide unlocks. The character level requirement on loadout items was removed for 1.0.
Is melee actually viable?
Yes — melee is the intended default. It's quiet, infinite, and the 1.0 patch reworked strong/charged attacks across one- and two-handed weapons.
Do weapons spawn with ammo?
Yes, and 1.0 varies how much ammo firearms spawn with by difficulty — always check a gun's remaining ammo before carrying it.
Sources: Nerdschalk 1.0 weapon guide, namu.wiki weapon page, Steam community discussion. No More Room in Hell 2 content and assets remain the property of Torn Banner Studios.