Torn Banner counts 38 weapons in No More Room in Hell 2, melee and ranged combined, but has never published the breakdown. What is actually measured, weapon by weapon, is 34 of them: 15 firearms and 19 melee weapons. Those 34 are below, with the numbers that decide whether a shot or a swing kills.
Checked August 17, 2026 against game version 1.0 (Armageddon). Weapons were reshuffled at launch: the Mallet replaced the Small Pipe as your starting melee, the Small Pipe moved up a loot tier, and the Mallet, Machete, Hatchet, Baseball Bat, Shovel and Fire Axe were all retuned. Early Access guides still open with a Small Pipe and still rank the bat on its old numbers.
How many weapons are in NMRIH2?
Two numbers circulate, and both are real.
38 is Torn Banner's figure, from the official Early Access retrospective (August 6, 2026) and the Road to 1.0 video, where it is phrased as melee and ranged combined. The studio has never said which categories sit inside that total.
34 is what has been measured: 15 firearms and 19 melee weapons, each with damage, headshot, stability, penetration and weight values pulled from the game's files by the community.
The gap is four entries and nobody outside Torn Banner can say what fills it. The game does have four explosives (M67 frag grenade, pipe bomb, Molotov and the deployable Proximity IED), and 34 plus 4 happens to land on 38, but that is arithmetic, not a source, so this page doesn't count them. Shorter melee lists elsewhere are omissions rather than removals: the Crowbar is named in an achievement condition, and the Hockey Stick's Loadout price was changed by an official post two days after launch.
Every gun in NMRIH2 and its stats
Read the table against the health values behind it: a Walker has 100 HP, a Shambler 70, a Prime 130. Shotgun damage is per pellet (10 pellets per shell). Penetration is the armour stat: construction and firefighter helmets need 1, riot helmets 2, National Guard helmets and riot shields 3.
| Weapon | Class | Caliber | Capacity | Body | Headshot | Pen | Weight |
|---|---|---|---|---|---|---|---|
| M9A3 | Handgun | 9mm | 15+1 | 15 | 50 | 0 | 1.00 kg |
| M1911 | Handgun | .45 ACP | 7+1 | 20 | 100 | 0 | 1.00 kg |
| Model 13 | Revolver | .357 Magnum | 6 | 24 | 100 | 2 | 1.00 kg |
| Gruber MKVII | Handgun | .22 LR | 10+1 | 12 | 35 | 0 | 1.00 kg |
| MP5A4 | SMG | 9mm | 30+1 | 15 | 70 | 0 | 2.00 kg |
| MC-15 | Rifle | 5.56 NATO | 30+1 | 20 | 130 | 2 | 2.50 kg |
| Gruber Ranch Rifle | Rifle | 5.56 NATO | 10+1 | 20 | 130 | 2 | 2.25 kg |
| M7A1 | Rifle | 6.8x51mm | 20+1 | 40 | 150 | 3 | 3.25 kg |
| Gruber 922 | Rifle | .22 LR | 25+1 | 12 | 35 | 0 | 2.00 kg |
| Rochester 1873 | Lever rifle | .357 Magnum | 13+1 | 20 | 100 | 2 | 2.25 kg |
| Hunter 85 | Heavy rifle | .308 Win | 5+1 | 35 | 150 | 3 | 2.25 kg |
| M14 Battle Rifle | Heavy rifle | .308 Win | 20+1 | 35 | 150 | 3 | 3.00 kg |
| Fierra DB12 | Shotgun | 12 gauge | 2 | 17 | 20 | 1 | 2.25 kg |
| M590A1 | Shotgun | 12 gauge | 8 | 17 | 20 | 1 | 3.00 kg |
| X12 Super | Shotgun | 12 gauge | 6 | 17 | 20 | 1 | 2.75 kg |
Three things fall out of those numbers:
- Headshots are the whole game. The M1911 and Model 13 both do 100 headshot damage, exactly a Walker's health. The MC-15 and Gruber Ranch Rifle (130), plus the M7A1, Hunter 85 and M14 (150), clear a Prime's 130 HP in one head hit. That is our reading of the table, not a claim the source makes.
- No gun knocks anything down. Knockdown needs 100 stability damage and the best firearm manages 80 (Hunter 85).
- Most pistols can't beat a helmet. The M9A3, M1911 and both .22 LR Grubers have 0 penetration. The Model 13, Rochester 1873, MC-15 and Gruber Ranch Rifle (2) get through riot helmets; only the M7A1, Hunter 85 and M14 (3) beat National Guard armour and shields.
Every stat here comes from community testing, not from Torn Banner: the Steam guide Info Compendium (v1.0.3.0), sheet updated August 13, 2026. Two figures are disputed: the M590A1 holds 7 or 8 shells, and one launch-week article calls the Gruber Ranch Rifle a .22 LR against two sources saying 5.56 NATO.
Every melee weapon in NMRIH2
Melee has three attacks: quick, strong and charged. Stability damage is the stagger stat: 0–19 flinches, 20–49 interrupts, 50–99 staggers, and 100 knocks the zombie down, where it takes double damage from every source. Reach is in game units, useful only for comparing weapons.
| Weapon | Type | Quick / Strong / Charged | Charged headshot | Charged stability | Weight | Reach |
|---|---|---|---|---|---|---|
| Crowbar | Blunt · 1H | 15 / 20 / 25 | 45 | 60 | 1.00 kg | 185 |
| Claw Hammer | Blunt · 1H | 15 / 20 / 25 | 45 | 60 | 1.00 kg | 170 |
| Small Pipe | Blunt · 1H | 13 / 15 / 20 | 35 | 50 | 1.00 kg | 180 |
| Tire Iron | Blunt · 1H | 13 / 15 / 20 | 35 | 45 | 1.00 kg | 175 |
| Mallet | Blunt · 1H | 10 / 13 / 15 | 30 | 45 | 0.50 kg | 160 |
| Small Wrench | Blunt · 1H | 10 / 13 / 15 | 30 | 45 | 0.50 kg | 160 |
| Sledge Hammer | Blunt · 2H | 30 / 35 / 50 | 100 | 100 | 3.00 kg | 230 |
| Large Wrench | Blunt · 2H | 25 / 35 / 40 | 60 | 65 | 2.00 kg | 230 |
| Baseball Bat | Blunt · 2H | 20 / 25 / 33 | 50 | 100 | 1.50 kg | 210 |
| Large Pipe (T-Junction) | Blunt · 2H | 20 / 25 / 33 | 40 | 55 | 2.00 kg | 225 |
| Rebar | Blunt · 2H | 15 / 20 / 30 | 40 | 55 | 2.00 kg | 210 |
| Hockey Stick | Blunt · 2H | 15 / 20 / 30 | 35 | 40 | 2.00 kg | 255 |
| Machete | Bladed · 1H | 20 / 25 / 34 | 55 | 20 | 1.25 kg | 190 |
| Hatchet | Bladed · 1H | 20 / 25 / 34 | 55 | 20 | 1.00 kg | 175 |
| Cleaver | Bladed · 1H | 15 / 17 / 25 | 50 | 20 | 1.00 kg | 165 |
| Kitchen Knife | Bladed · 1H | 15 / 18 / 25 | 40 | 20 | 0.50 kg | 160 |
| Fire Axe | Bladed · 2H | 35 / 50 / 65 | 100 | 20 | 3.00 kg | 210 |
| Treetrimmer | Bladed · 2H | 25 / 30 / 35 | 65 | 20 | 2.00 kg | 250 |
| Shovel | Bladed · 2H | 20 / 25 / 34 | 50 | 20 | 2.00 kg | 235 |
What the table tells you:
- Only two weapons knock a zombie down by themselves: a charged Sledge Hammer swing and a charged Baseball Bat swing, both at 100 stability. Nothing else in melee reaches the threshold, but your kick does, on up to three zombies at once.
- Only one weapon takes a leg off in a single charged hit. Legs have 70 HP and arms 60; the Fire Axe does 100 charged limb damage. Hatchet, Machete, Shovel and Treetrimmer sit at 60, which is an arm but not a leg. The Cleaver (40) and Kitchen Knife (30) do neither.
- Running dry undoes all of it. While stamina-starved you lose 10% damage, 50% limb damage and 50% stability damage, and stamina takes 2 extra seconds to start recovering.
Names drift between guides: Kitchen Knife = Small Knife, Hatchet = Hand Axe, Large Wrench = Giant Wrench, Large Pipe = T-Junction Pipe, Fierra DB12 = Double Barrel or DT11.
Ranking them against each other is a separate job: see the NMRIH2 melee tier list, and distrust any list that doesn't name its game version.
What 1.0 changed about weapons
- Your starting kit is now a Model 13 revolver and a Mallet, with the Small Pipe pushed to a higher loot tier.
- Six melee weapons were retuned (Mallet, Machete, Hatchet, Baseball Bat, Shovel, Fire Axe) alongside broad melee attack-speed buffs.
- The Baseball Bat nerf is narrower than it looks. The patch line reads
stability 65/75/100 → 20/40/100. The charged value is 100 before and after, so 1.0 cut the bat's damage panel and left its knockdown alone. - Loot moved. Tier 3 weapons now spawn deeper into maps, and guns spawn with varying leftover ammo depending on difficulty, so check the magazine before you spend a backpack slot.
- Loadout prices changed on August 13 in Torn Banner's launch-week post: Hockey Stick 800 → 400 credits, Long Pipe 1200 → 800, Satchel 450 → 1500, with the Baseball Bat, Tree Trimmer and Rochester 1873 re-enabled. Pulling the strongest items out of the Loadout was deliberate; you're meant to loot them in-run.
Which weapons are worth picking up
Weapons are map loot, so nothing needs unlocking. Early areas hand you just enough to survive; the good stuff sits deeper now that 1.0 moved Tier 3 spawns back.
Credits buy gear you start the run with. Purchases are tied to that Responder, not your account, so arming one character doesn't arm the rest.
Two rules the Steam discussions keep repeating: a 1-star weapon is a death sentence, so hold out for at least 2 stars, and carry no more than two ammo types, because a third is more inventory than anyone can manage.
Weight is the other filter, and ammo counts toward it: the Fire Axe and Sledge Hammer weigh 3.00 kg apiece, while the Machete and Hatchet hit for 34 charged at barely a third of that. Perks shift things too (Headhunter adds 10-20% melee headshot damage, Hard Blow 15-30% stability on two-handed swings), so see the Nightmare build guide, or the beginner guide if you're new.
NMRIH2 weapons FAQ
Torn Banner says 38, melee and ranged combined, and has never published the split. 34 have verified stats from community testing: 15 firearms and 19 melee.
By the numbers, the M7A1: 40 body damage, 150 headshot, 3 penetration, enough to one-headshot a Prime and punch through National Guard armour. Its 6.8x51mm ammo is scarce, so treat it as a problem-solver, not a workhorse.
Knockdown needs 100 stability damage. Only a charged Sledge Hammer swing and a charged Baseball Bat swing reach it, plus your kick, which hits up to three zombies. No firearm gets there; the Hunter 85 tops the gun list at 80.
Not entirely. The patch notes show its stability line going from 65/75/100 to 20/40/100, so the damage panel was cut, but the charged value stayed at 100 and it still knocks zombies down.