Apocalypter Weapons
Codex.index.intro

Codex.index.tableTitle
| Codex.index.colName | Codex.index.colRegion | Codex.index.colEffect | Codex.index.colStackable |
|---|---|---|---|
| Melee Weapons | Loot Sites | Melee | Body armor |
| Firearms | Loot Sites | Ranged | Ammo & bandages |
| Ammunition & Calibers | Faction Territory | Ammo | Trader stock |
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Melee Weapons
No ammunition, always ready, best near loot sites. Pair with body armor since melee range means taking hits.
| Family | Found In | Ammo Needed | Best Companion Gear |
|---|---|---|---|
| Melee Weapons | Loot sites & enemy drops | None | Body armor |
| Firearms | Loot sites & enemy drops | Caliber-matched | Bandages + first aid kit |
| Ammunition & Calibers | Enemy drops & traders | — | Rusted nuts (currency) |
Firearms and Ammunition
Guns with different stats and calibers — ranged power that runs on an ammunition economy. Every bullet is looted, dropped or bought.
Enemies drop the ammo for the weapons they carry — raid the camps that shoot the caliber you need.
How the Weapon System Works
Two official families — melee and ranged — with guns differentiated by stats and calibers. Enemies use the same arsenal and randomly drop ammo, weapons or healing items on death, which turns every fight into a potential resupply. Specific stat tables are being crowdsourced during launch week and will be added here as they are confirmed.
Ammo economy rule of thumb: one gun fed by its own caliber of enemy drops, one melee weapon for everything else.