No More Room in Hell 2 weapons

No More Room in Hell 2 Weapons

No More Room in Hell 2 weapons: melee and guns, ammo scarcity, attachments, and a practical PvE tier list. Shop vs loot. Verified August 2026 Armageddon 1.0.

Melee and guns under ammo scarcity.

~12 min read

At A Glance

This No More Room in Hell 2 weapons wiki is the PvE loadout page for Torn Banner Studios's 8-player extraction horror FPS: confirmed melee names, named guns, Sight / Rail / Muzzle attachments, and throwables under ammo scarcity. Verified August 16, 2026 (Armageddon 1.0) · Steam.

FactDetail
PlatformPC, PS5, Xbox Series X|S
Genre8-player co-op zombie FPS · extraction survival
Mode2–8 online co-op · Solo practice
Roster~38 weapons in the official 1.0 recap — named rows below; unnamed remainder TBA
Melee attacksQuick / Strong / Charged plus shove and kick — stamina gated
Attachment slotsSight / Rail / Muzzle (red dot, holo / ACOG, suppressor, gun-light)
ExplosivesPipe Bomb, Molotov, Proximity IED, M67 Frag
VerifiedAugust 16, 2026 · Armageddon 1.0 · August 11, 2026

Next: Drill melee stamina

Matched by build plan, shared topics, and guide progression — not random related links.

How do No More Room in Hell 2 weapons actually work?

No More Room in Hell 2 weapons are a noise budget first and a damage sheet second. Melee spends stamina. Guns spend scarce, caliber-locked ammo and tell every nearby infected you exist. That is why the beginner guide tells new Responders to loot a stick before they loot a rifle.

Responder firing a scarce rifle during a loud Objective hold
LayerWhat it costsWhen it is worth it
Melee (Quick / Strong / Charged)Stamina per swing; miss strings leave you openWalkers, isolated Shamblers, quiet POI clears
Shove / kickA short stamina taxCreate a step of space, then swing or reload
GunsCaliber-specific ammo + soundPrimes, helmets, extract holds, runners you cannot catch
AttachmentsInventory slot on a keeper gunOnly after you decide the gun survives this drop
ThrowablesOne-use + a loud eventDoor holds, speaker waves, clustered yards

Unload magazines you will not keep

Official 1.0 notes make unloading a first-class ammo habit, especially on Hard and Nightmare. If a pistol is not coming with you, dump the mag into your reserve before you drop the frame. Light rifle ammo and .22 LR are confirmed calibers in the economy; the rest of the chart is still TBA where Torn Banner has not published a public matrix.

Weight and hotbar space matter. A second rifle that you cannot feed is dead weight next to Phalanx Pills or a spare melee. Next: the melee names we can actually print.

Which melee weapons are confirmed in 1.0?

Armageddon notes name sixteen melee pieces. Quick, Strong, and Charged damage numbers stay TBA until an official sheet lands — use grip, reach, and blunt-versus-sharp role instead of invented DPS. Full stamina strings live on the melee guide.

WeaponGripRoleQuick / Strong / ChargedPvE keep note
No More Room in Hell 2 MalletMalletOne-hand bluntStarter-weight clubTBA / TBA / TBAFine until a longer two-hander appears
No More Room in Hell 2 Small WrenchSmall WrenchOne-hand bluntCompact bluntTBA / TBA / TBASwap up; keep if nothing else has reach
No More Room in Hell 2 Small PipeSmall PipeOne-hand bluntDefault one-handerTBA / TBA / TBACommon spawn spine — replace for reach
No More Room in Hell 2 Tire IronTire IronOne-hand bluntSlightly longer bluntTBA / TBA / TBABetter than Small Pipe while you hunt two-hand
No More Room in Hell 2 Small KnifeSmall KnifeOne-hand sharpFast cuts / dismemberTBA / TBA / TBALimb work; poor crowd control
No More Room in Hell 2 CleaverCleaverOne-hand sharpShort chopTBA / TBA / TBAKeep for tight interiors, not yards
MacheteOne-hand sharpLonger one-hand bladeTBA / TBA / TBASolid quiet primary until Fire Axe
HatchetOne-hand sharpHand axeTBA / TBA / TBACharged heads; stamina still gates spam
No More Room in Hell 2 RebarRebarTwo-hand bluntLight two-hand upgradeTBA / TBA / TBAReach over Small Pipe; not a knockdown king
Hockey StickTwo-hand bluntLong reach bluntTBA / TBA / TBAKeep for space; confirm stamina on your Responder
Large PipeTwo-hand bluntHeavy pipeTBA / TBA / TBACrowd shove-then-swing tool
No More Room in Hell 2 Large WrenchLarge WrenchTwo-hand bluntHeavy wrenchTBA / TBA / TBABlunt knockdown candidate — numbers TBA
No More Room in Hell 2 Baseball BatBaseball BatTwo-hand bluntLong bluntTBA / TBA / TBAYard clears; watch recovery in doorways
No More Room in Hell 2 ShovelShovelTwo-hand bluntLong utility bluntTBA / TBA / TBAReach + knockdown intent vs Walkers
No More Room in Hell 2 Tree TrimmerTree TrimmerTwo-hand sharpLong bladeTBA / TBA / TBADismember at range; Charged for Prime heads
No More Room in Hell 2 Fire AxeFire AxeTwo-hand sharpHigh-damage axeTBA / TBA / TBADefault PvE melee keep when stamina allows

Blunt knocks down, sharp makes Crawlers

Official combat notes: blunt is the knockdown path (downed infected take extra damage before they stand). Sharp is the dismember path — legs become Crawlers you still have to finish. Neither profile deletes stamina cost. Pair Butcher and stamina skills if you live on Charged heads.

Do not invent a seventeenth melee name. If a world drop is not in this table, treat the label as unverified until Armageddon notes or an in-game inspect says otherwise. Guns are the other half of the ~38-weapon recap.

Which guns and ammo types can I name?

Official pages confirm M7A1, Gruber 922 / Gruber Rifle, Hunter 85, M1911, and MC15, plus shotgun and assault-rifle *types*. The 1.0 recap still cites about 38 weapons across melee, guns, and throwables — extra gun *names* stay TBA here rather than copied from unofficial lists.

GunClassAmmo (if stated)SlotsMag / damagePvE note
No More Room in Hell 2 M7A1M7A1Assault rifle6.8×51mm (listed with the rifle)Sight / Rail / Muzzle TBA per copyTBABest named auto for armor — ammo is the tax
No More Room in Hell 2 MC15MC15Assault rifle5.56 (listed with the rifle)Sight / Rail / Muzzle TBA per copyTBASemi-auto keeper when 6.8 is dry
No More Room in Hell 2 Hunter 85Hunter 85Bolt-action rifleTBA caliber on inspectSight / Muzzle TBATBALong lane / Prime heads — miss recovery is slow
Gruber 922 / Gruber RifleRifle.22 LR appears in official ammo talkTBATBAQuiet-ish small caliber — not a Prime deleter
M1911Handgun.45 ACP listed with the pistolSight / Muzzle TBATBASidearm after you unload junk mags
Shotgun typeShotgun12-gauge class (named model TBA)TBATBAExtract door / hallway panic — one named 1.0 model TBA
SMG typeSubmachine gunTBATBATBACategory exists in 1.0 gun groups — specific name TBA
Other handgunsHandgunTBATBATBAUnload and score; do not invent extra pistol names
Remaining ~38 rosterMixedTBATBATBAMelee table + four explosives eat most of the count

Caliber is a loot filter, not a fashion choice

If the squad is already feeding an M7A1, a second 6.8 rifle is a liability. MC15 wants 5.56. Gruber 922 wants the small .22 pool. M1911 wants .45. Mixing three rifle calibers in one eight-stack is how Nightmare runs starve in the last POI. Inspect the gun, unload what you will not carry, and only then ask whether Sight / Rail / Muzzle are worth a slot.

Headshots still matter on Walkers; helmets and Primes are why you even keep a rifle. Next: the three attachment slots.

How do Sight, Rail, and Muzzle attachments work?

The Nightmare-era attachment pass locked No More Room in Hell 2 weapons into three slots: Sight, Rail, and Muzzle. Not every gun takes every slot. Compatibility per named rifle is TBA unless the inspect screen shows it — do not assume an M1911 eats an ACOG.

Sight Rail and Muzzle attachments on a keeper rifle
SlotConfirmed examplesPvE jobCompatibility
SightRed dot; holographic / ACOG-class opticsFaster heads on lanes and extract holdsPer-gun TBA — pistols often micro-dot only
RailGun-lightDark interiors (Broadway, Hospital, bunker halls)Per-gun TBA; flashlight batteries still drain
MuzzleSuppressor (pistol / rifle families)Cut the sound tax so a shot does not become a wavePer-gun TBA — worth more than a second optic

Socket keepers, not souvenirs

Attachments occupy inventory. Putting a rifle suppressor on a gun you will dump at the next cache is a wasted pick. Rule: decide the gun stays, then spend the slot. A suppressor on MC15 or M7A1 is the highest-value PvE spend we can describe without fake stat cards. Gun-lights help Hospital and bunker interiors more than Power Plant yards.

If two optics drop, keep the one that matches how you actually fight — red dot for close POIs, ACOG-class for Hunter 85 lanes — and leave the rest. Throwables are the last loud tool.

When should I throw Pipe Bombs, Molotovs, and frags?

Confirmed explosives: Pipe Bomb, Molotov, Proximity IED, and M67 Frag. Steam also shows environmental barrels and propane as blast sources — those are world objects, not hotbar guns. Fuse times, blast radius, and cook windows stay TBA.

ThrowableJobGood PvE momentNoise / team riskNumbers
Pipe BombThrown blast / lure-style clearYard clusters before a cache doorLoud — call itTBA
MolotovFire denialChoke a hallway or Survival speaker approachBlocks friendlies tooTBA
Proximity IEDPlaced trapExtract funnel, Survival stair, rear doorFriendly trigger riskTBA
M67 FragStandard grenadeStacked Primes / armored in a roomCook TBA — do not bounce into squadTBA

Throwables are extract insurance, not trash clear

Spending a Molotov on three Walkers while you still have stamina is how squads arrive at the helicopter empty-handed. Save blasts for speaker waves, last-objective holds, and rooms you cannot melee without eating infection. Prop Master / Grenadier-style skills change carry weight — confirm on your Responder, do not assume every background throws cheaper.

Now fold melee, guns, and explosives into a PvE keep list — not a PvP ranking.

What is a practical PvE weapons tier list?

There is no official S–D chart, and this page will not invent one for player-versus-player. The No More Room in Hell 2 weapons tier list below is a PvE keep/drop rule for Objective and Survival versus Walkers, Runners, and Primes.

SituationKeepDrop / postponeWhy (PvE only)
Opening spawn, no gunSmall Pipe / Tire Iron / MalletEmpty-mag pistolsStamina is renewable; ammo is not
First two-hander foundFire Axe, Tree Trimmer, long bluntOne-hand blunt you outgrewReach beats fashion
Quiet POI chainCharged melee + unloaded reserve ammoUnsilenced auto fireNoise is the real special infected spawn
Prime / helmet in a laneHunter 85 or a fed rifleGruber .22 as the only answerSmall caliber does not delete red-eyes
Armored cluster, ammo in pocketM7A1 if 6.8 exists; else MC15Spraying an SMG you cannot refillNamed ARs are the armor tools we can print
Extract door / Survival chokeShotgun type + IED / FragLong bolt in a closetNeed spread and a trap, not a 80m zero
Nightmare ammo droughtOne caliber + melee spineThree rifle familiesUnload, specialize, extract
You are the noisy oneSuppressed keeper + melee backupOpen-bolt panic in a churchOne unsilenced mag can wipe seven teammates
  • Do01One melee you can Charged-head without emptying stamina
  • Do02At most one rifle caliber the squad can actually loot
  • Do03Suppressor on that rifle before a second optic
  • Do04Unload every gun that is not coming to extract
  • Do05One throwable reserved for the last hold — not the first Walker

Label community “best gun” talk

Community posts love ranking M7A1 over MC15 because 6.8 hits armor. That is a PvE ammo-economy opinion, not a published ladder. If your crate is all 5.56, MC15 wins by existing. If you never find a Fire Axe, Hockey Stick reach still beats a knife. Re-test after patches; this table is a habit list.

Shop guns cost Credits and often have level gates — next section.

Should I buy shop guns or keep field loot?

1.0 overhauled Credits, Merits, and the loadout shop. Some firearms and melee pieces can be bought for a Responder; many more only spawn in the field. Exact Credit prices and account-level gates stay TBA on this page rather than scraped from unofficial shops.

SourceWhat you getSpend whenTrap
Field lootMost of the ~38 roster, random attachments, mixed magsAlways — inspect and unloadHoarding three calibers
Shop gun (level-gated)A known frame for the next dropYou already die with empty hands, not empty walletsBuying M7A1 with no 6.8 plan
Shop meleeA reliable Fire Axe / two-hander if listedAfter Rescue Beacon / pills are fundedSpending the slot that should hold a Beacon
Merits cosmetics / strong itemsWeekly Assignment trackAfter the PvE kit is stableVanity before ammo discipline
Unload-then-dropFree reserve ammoEvery time you swap gunsDropping a full mag on the floor

Buy the gap, not the trophy

If field loot already gave you MC15 plus a Fire Axe, shop Credits are usually better in medical, a Rescue Beacon, or Expert skills than in a second rifle. If you keep spawning with Small Pipe and dying to Primes, then a shop two-hander or a named rifle is the gap. Solo practice does not pay regular progression — do not farm shop unlocks there.

The mistake list is the same decisions, written as failures.

Which weapon mistakes get Responders killed?

These habits waste ammo, stamina, and other people's extracts. They are PvE failures — not PvP “bad matchup” talk.

  • Avoid01Firing an unsilenced rifle to “clear a path” that melee would have walked
  • Avoid02Keeping a gun whose mag you never unloaded when you swapped
  • Avoid03Carrying M7A1, MC15, and a mystery shotgun with twelve rounds between them
  • Avoid04Socketing a holographic sight on a pistol you will dump in two buildings
  • Avoid05Throwing the only Molotov at three Walkers before the Survival speaker wave
  • Avoid06Inventing extra gun names from memory and teaching the squad the wrong caliber
  • Avoid07Copying a PvP weapons tier list into Objective — there is no PvP ranking on this wiki
  • Avoid08Ignoring Charged melee because a gun “feels safer” until the mag clicks empty
  • Avoid09Standing in a doorway with a Baseball Bat recovery animation while a Runner closes

Read melee stamina before the next drop

If this page taught you which No More Room in Hell 2 weapons to keep, the melee guide teaches the swing that actually lands. Then take the beginner guide extract loop if you have not survived one permadeath drop yet.

FAQ

How many weapons are in No More Room in Hell 2?

Official 1.0 recap cited about 38 weapons across melee, guns, and throwables. This page lists sixteen confirmed melee names, five confirmed guns, shotgun/SMG types, and four explosives. Unnamed remainder stays TBA.

What attachments exist?

Three slots: Sight, Rail, and Muzzle. Confirmed examples include red dots, holographic / ACOG-class optics, suppressors, and gun-lights. Per-gun compatibility is TBA on inspect.

What is the No More Room in Hell 2 weapons tier list?

PvE only: melee first, Fire Axe / long two-handers as keepers, M7A1 when 6.8 exists, MC15 when 5.56 exists, Hunter 85 for lanes, suppressors before vanity optics. No PvP ranking.

Should I unload magazines?

Yes. 1.0 ammo notes treat unloading guns you will not keep as a core loop, especially on Nightmare. Reserve ammo beats a dropped full mag.

Is M7A1 better than MC15?

Only if you can feed 6.8×51mm. MC15 wins when the crate is 5.56. That is an ammo-economy call, not an official damage table.

Which page should I read next?

Open the melee guide for Quick / Strong / Charged stamina, then skills for reload and Butcher perks, then the beginner guide if you still owe a first extract.

Related pages

Matched by build plan, shared topics, and guide progression — not random related links.

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