NMRiH2 / ARMORY / 1.0

Weapon stats & comparison

Filter Armageddon 1.0 melee damage, headshot and stability values, then compare firearm, caliber and armor notes.

How to read the table

One table, one attack order

The comparison uses Quick / Strong / Charged order and links each value to the relevant 1.0 notes. Open any weapon name for its full record and patch trail.

  • Quick / Strong / Charged order throughout
  • A dash marks a value not currently published
  • Official notes and field advice use separate labels
  • S1–S5 open the supporting notes
17melee weapons compared
7complete base-damage lines
3official enemy HP baselines

01 / ARMAGEDDON MELEE LEDGER

1.0 melee comparison

Values follow Quick / Strong / Charged order. A dash means no current published value. Tier appears only where Armageddon 1.0 states it directly.

Combat contextPublished damage lines support comparison; actual kills still depend on headshots, stability, armor, limb interaction and whether the swing connects.
Archetype
Grip

17 weapons in view

one-handed / blunt

Mallet

Base Q/S/C
10 / 13 / 15
Head Q/S/C
20 / 25 / 30
Stability Q/S/C
25 / 35 / 45
Tier
T1

Starting control tool

Replaced Small Pipe in the default inventory.S1

one-handed / blunt

Small Wrench

Base Q/S/C
— / 13 / —
Head Q/S/C
—
Stability Q/S/C
— / 35 / —
Tier
—

Fast charged cadence

Charged swing speed increased by 12%.S1

one-handed / blunt

Small Pipe

Base Q/S/C
— / — / —
Head Q/S/C
20 / 30 / 35
Stability Q/S/C
—
Tier
T2

Tier 2 blunt upgrade

The official note publishes its headshot line, not a full base line.S1

one-handed / blunt

Tire Iron

Base Q/S/C
— / — / —
Head Q/S/C
—
Stability Q/S/C
—
Tier
—

Compact blunt option

Its intended heavy attack was fixed to deal 20 base damage; the note does not map “heavy” into a complete three-attack line.S1

one-handed / slashing

Small Knife

Base Q/S/C
— / 18 / —
Head Q/S/C
—
Stability Q/S/C
5 / 10 / —
Tier
—

Fast starter blade

Strong attack restored to its intended 18 base damage.S1S2

one-handed / slashing

Cleaver

Base Q/S/C
15 / — / —
Head Q/S/C
— / — / 50
Stability Q/S/C
5 / 10 / —
Tier
—

Fast charged follow-up

Charged swing speed increased 5%; charged headshot reaches 50.S1

one-handed / slashing

Machete

Base Q/S/C
20 / 25 / 34
Head Q/S/C
—
Stability Q/S/C
5 / 10 / —
Tier
—

Quick combo slashing

The combat design article positions it around quicker combo play.S1S2

one-handed / slashing

Hatchet

Base Q/S/C
20 / 25 / 34
Head Q/S/C
—
Stability Q/S/C
5 / 10 / —
Tier
—

Heavier limb pressure

Shares the published base line with Machete but is described around heavier swings.S1S2

two-handed / blunt

Rebar

Base Q/S/C
15 / — / —
Head Q/S/C
— / 35 / —
Stability Q/S/C
—
Tier
—

Reach and control

Only the changed quick base and strong headshot values are public.S1

two-handed / blunt

Hockey Stick

Base Q/S/C
15 / — / —
Head Q/S/C
—
Stability Q/S/C
—
Tier
T1

Low-cost reach weapon

Launch-week loadout cost: 400 Credits.S1S3

two-handed / blunt

Large Pipe

Base Q/S/C
20 / 25 / 33
Head Q/S/C
— / 35 / —
Stability Q/S/C
—
Tier
T2

Tier 2 heavy control

Called Long Pipe in the launch hotfix; loadout cost: 800 Credits.S1S3

two-handed / blunt

Large Wrench

Base Q/S/C
— / — / —
Head Q/S/C
—
Stability Q/S/C
—
Tier
—

Slow heavy commitment

Quick and charged swing speeds were each reduced by 10%; no full damage line was published.S1

two-handed / blunt

Baseball Bat

Base Q/S/C
20 / 25 / 33
Head Q/S/C
25 / 35 / 50
Stability Q/S/C
20 / 40 / 100
Tier
T2

Fast stability pressure

The official comparison retains its quick-attack identity after the Tier 2 rebalance.S1S2

two-handed / blunt

Shovel

Base Q/S/C
20 / 25 / 34
Head Q/S/C
35 / 45 / 50
Stability Q/S/C
—
Tier
—

Long blunt damage line

Both complete base and headshot lines were published in 1.0 notes.S1

two-handed / slashing

Tree Trimmer

Base Q/S/C
25 / 30 / 35
Head Q/S/C
—
Stability Q/S/C
5 / 10 / —
Tier
—

High base slashing line

Re-enabled for loadouts during launch week.S1S3

two-handed / slashing

Fire Axe

Base Q/S/C
— / — / —
Head Q/S/C
—
Stability Q/S/C
10 / 10 / —
Tier
—

Heavy slashing control

Quick stability is 10 instead of the universal slashing value of 5.S1

two-handed / blunt

Sledgehammer

Base Q/S/C
— / — / —
Head Q/S/C
—
Stability Q/S/C
—
Tier
—

Slowest heavy control

The official design comparison calls it the slowest highlighted two-handed blunt; no complete current damage line is public.S2

02 / DAMAGE CONTEXT

Enemy health baselines

Use these three official 1.0 health baselines to compare the published melee damage lines across common targets.

S1
70

Shambler

official HP baseline

100

Zombie

official HP baseline

130

Prime

official HP baseline

03 / FIREARM REFERENCE

What the firearm entries include

Available firearm data

Current official material covers firearm identity, selected loadout prices and operating context such as fire modes or suppressor use. Complete per-gun damage, capacity, range and recoil values have not been published together.

Handgun

M9A3

1.0 loadout cost: 1,500 Credits.

Shotgun

DB12

1.0 loadout cost: 600 Credits.

Automatic rifle

M7A1

Official 1.0 notes identify semi-auto, full-auto and suppressed operation.

Rifle

MC15

Official 1.0 notes identify suppressed rapid fire.

Handgun

M1911

The M1911 appears by name in the 1.0 notes; detailed values are not listed there.

Firearm

Rochester 1873

Re-enabled as a loadout item during launch week.

04 / CALIBER & ARMOR

Official caliber examples

.22 LR

Low recoil and comfortable close-range control, with lower damage.

.308 WIN

High recoil with long-range impact and stronger penetration intent.

S4

Armor decision logic

  1. 01Ammunition caliber drives penetration; firearms do not share one universal penetration result.
  2. 02When penetration exceeds the armor requirement, the bullet can continue into the target.
  3. 03Damage is reduced after penetration. A complete threshold table is still pending.