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No More Room in Hell 2 Weapons Database

Every firearm and melee weapon from the 1.0 launch and the 1.0.4.0 rebalance, in one reference.

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Weapons Database — NMRIH 2

This Weapons Database lists every firearm and melee weapon in No More Room in Hell 2 as of the August 25, 2026 hotfix 1.0.4.0. It is a reference companion to the Weapons Tier List and Best Builds. Tier-list rankings reflect post-1.0.4.0 spread values — old tier habits may no longer apply. Use this page to look up a weapon you found in a match before you commit it to a loadout.

How to use this database

For each weapon family, you get:

  • Type — sidearm, SMG, rifle, shotgun, marksman, melee class.
  • Caliber / class — what ammo or skill category it uses.
  • Behavior after 1.0.4.0 — what changed in the spread rebalance.
  • Pairing — what build role or squad slot fits best.

Pair this with Weapon Attachments once the September update introduces new muzzle modifications and laser sights.

Handguns

Handguns are backup weapons, finishers, and emergency specials. The 1.0.4.0 patch raised per-shot spread to 0.5 from 0.25, so spam-fire no longer keeps the cone tight. Treat handguns as tools, not primaries.

WeaponBehavior after 1.0.4.0Pairing
M1911Initial spread 6 → 5. Reliable single-shot sidearm. Best as finisher.Medic, Mule
M9A3Initial spread reduced; capacity trade-off vs M1911. Tap-fire for crit heads.Marksman backup
Gruber MKVIIInitial ADS spread 5 → 4.5. Strongest ADS precision among starting sidearms.Sharpshooter second slot
Model 13Less common drop; tap-fire only.Specialist loadouts
X12 SuperStarter sidearm with extended mag. Lower per-shot damage, higher capacity.Beginner loadouts
Small PipeImprovised melee-tier sidearm with no ammo. Read Melee Combat for swing pacing.Always-carry

Submachine guns (SMGs)

SMGs bridge melee and rifle roles. After 1.0.4.0 they have tighter max spread, making short burst fire reliable again. SMGs shine in close-quarters Objective POIs.

WeaponBehavior after 1.0.4.0Pairing
MP5Max spread 14 → 12, initial 6 → 3.5. Best-in-class short-range spam.Breacher, Executioner
MC-15Max spread 25 → 20, moving spread 1.1 → 0.9. Excellent on-the-move bursts.Crowd Control

Rifles

Rifles cover medium range and objective pushes. Most rifles tightened both initial and max spread in 1.0.4.0, rewarding patient burst fire over full auto.

WeaponBehavior after 1.0.4.0Pairing
M7A1Max spread 20 → 18, initial 10.5 → 9. Burst-fire discipline rewarded.Marksman, Objective anchor
M14 Battle RifleInitial spread 9 → 7.5, max 18 → 15. Hard-hitting semi-auto for veteran aim.Elite Sharpshooter
Gruber RanchInitial spread 8 → 4. Pickup-priority rifle for early matches.Early-game carries
Rochester 1873Lever-action; max spread 25 → 20, initial 7.5 → 5. Slow but devastating single shots.Patient Marksman

Shotguns

Shotguns got tighter spread but higher per-shot dispersion in 1.0.4.0, which makes the first shell land close to the crosshair but spreads more naturally per shell. Lean into single-shot discipline.

WeaponBehavior after 1.0.4.0Pairing
590A1Max spread 18 → 15, per-shot spread 1.0 → 1.1. Pump discipline rewarded.Breacher, Executioner
Fierra DB12Now correctly recognized as shotgun for Weekly Assignments. Best auto-shotgun.Breacher, Weekly Assignment carry
Gruber 922Improvised shotgun. Single-shot budget option.Beginner, Mule backup

Marksman and specialty

Long-range precision weapons with tightened ADS values in 1.0.4.0. These reward patience over volume.

WeaponBehavior after 1.0.4.0Pairing
Hunter 85Initial ADS 3.5 → 2.5. Best-in-class ADS precision for long sightlines.Sniper, lone wolf specialists

Melee weapons

Melee is the backbone of ammo-scarce play. The Melee Combat guide covers swing, stamina, and doorfunnel tactics. Pickup rules below assume 1.0 launch melee values, which 1.0.4.0 did not change.

One-handed

  • Small Knife — starting melee. Better base damage than Tier 2 blunt but slower limb severing. Keep as backup.
  • Hatchet — Tier 3 slashing. Faster heavy swings, optimized for limb dismemberment.
  • Machete — Tier 3 slashing. Faster light swings, combo-oriented gameplay.

Two-handed

  • Crowbar — durable, low-stamina. S-tier for stamina tax and doorway clearing.
  • Baseball Bat — best-in-archetype stability damage, fast swing.
  • Sledgehammer — highest stability damage, slowest swing. Boss-killer and crawler clearer.
  • Fire Axe — hybrid with reach and damage. Strong Critical POI pick.

Blunt vs slashing

  • Blunt weapons specialize in stability damage — knocking zombies around and opening downed states. Safer but lower base damage.
  • Slashing weapons trade stability for limb severing and higher base damage outside heavy attacks. Quick dismemberment focus.

Throwables and consumables

Throwables and consumables are not weapons in the strict sense but they decide engagements.

  • Phalanx Pills — delay infection conversion by ~5 minutes. See How to Treat Infection.
  • Bandages — restore a small health slice. Pick up every one you see.
  • Experimental Gene Therapy — full cure for infection; requires two injections. Read the infection guide for the order.
  • Carryable items — generators, ammo crates, and key objects. Picking one up cancels healing consumption after 1.0.4.0.

ADS zoom fixes

Several weapons with incorrect ADS zoom values were corrected in 1.0.4.0. Expect scopes and red-dots to match their designed reticle behavior on the new sensitivity ceiling.

Pair this database with these pages

FAQ

Frequently Asked Questions

Quick answers for Responders preparing for the next deployment.

How many weapons are in NMRIH 2?

Approximately 15 firearms and 19 melee weapons across the 1.0 launch and the 1.0.4.0 patch.

Did the 1.0.4.0 patch add new weapons?

No. 1.0.4.0 only rebalanced existing weapons via spread changes. New weapon attachments (muzzle modifications and laser sights) are scheduled for the September update per the Beyond Armageddon roadmap.

Which weapon is best for beginners?

The M7A1 and the Gruber Ranch are the most forgiving rifles after the 1.0.4.0 rebalance. Pair them with a reliable melee like the Crowbar.

Why are handguns weaker after 1.0.4.0?

Per-shot spread rose to 0.5 from 0.25. Spam-fire no longer keeps the cone tight, so handguns are now strictly finisher and emergency tools.

Are melee weapons affected by 1.0.4.0?

No. The patch only rebalanced firearms. Melee weapons keep their launch-week values and tier-list positions.