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.
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.
Fact
Detail
Platform
PC, PS5, Xbox Series X|S
Genre
8-player co-op zombie FPS · extraction survival
Mode
2–8 online co-op · Solo practice
Roster
~38 weapons in the official 1.0 recap — named rows below; unnamed remainder TBA
Melee attacks
Quick / Strong / Charged plus shove and kick — stamina gated
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.
Layer
What it costs
When it is worth it
Melee (Quick / Strong / Charged)
Stamina per swing; miss strings leave you open
Walkers, isolated Shamblers, quiet POI clears
Shove / kick
A short stamina tax
Create a step of space, then swing or reload
Guns
Caliber-specific ammo + sound
Primes, helmets, extract holds, runners you cannot catch
Attachments
Inventory slot on a keeper gun
Only after you decide the gun survives this drop
Throwables
One-use + a loud event
Door 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.
Weapon
Grip
Role
Quick / Strong / Charged
PvE keep note
Mallet
One-hand blunt
Starter-weight club
TBA / TBA / TBA
Fine until a longer two-hander appears
Small Wrench
One-hand blunt
Compact blunt
TBA / TBA / TBA
Swap up; keep if nothing else has reach
Small Pipe
One-hand blunt
Default one-hander
TBA / TBA / TBA
Common spawn spine — replace for reach
Tire Iron
One-hand blunt
Slightly longer blunt
TBA / TBA / TBA
Better than Small Pipe while you hunt two-hand
Small Knife
One-hand sharp
Fast cuts / dismember
TBA / TBA / TBA
Limb work; poor crowd control
Cleaver
One-hand sharp
Short chop
TBA / TBA / TBA
Keep for tight interiors, not yards
Machete
One-hand sharp
Longer one-hand blade
TBA / TBA / TBA
Solid quiet primary until Fire Axe
Hatchet
One-hand sharp
Hand axe
TBA / TBA / TBA
Charged heads; stamina still gates spam
Rebar
Two-hand blunt
Light two-hand upgrade
TBA / TBA / TBA
Reach over Small Pipe; not a knockdown king
Hockey Stick
Two-hand blunt
Long reach blunt
TBA / TBA / TBA
Keep for space; confirm stamina on your Responder
Large Pipe
Two-hand blunt
Heavy pipe
TBA / TBA / TBA
Crowd shove-then-swing tool
Large Wrench
Two-hand blunt
Heavy wrench
TBA / TBA / TBA
Blunt knockdown candidate — numbers TBA
Baseball Bat
Two-hand blunt
Long blunt
TBA / TBA / TBA
Yard clears; watch recovery in doorways
Shovel
Two-hand blunt
Long utility blunt
TBA / TBA / TBA
Reach + knockdown intent vs Walkers
Tree Trimmer
Two-hand sharp
Long blade
TBA / TBA / TBA
Dismember at range; Charged for Prime heads
Fire Axe
Two-hand sharp
High-damage axe
TBA / TBA / TBA
Default 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.
Gun
Class
Ammo (if stated)
Slots
Mag / damage
PvE note
M7A1
Assault rifle
6.8×51mm (listed with the rifle)
Sight / Rail / Muzzle TBA per copy
TBA
Best named auto for armor — ammo is the tax
MC15
Assault rifle
5.56 (listed with the rifle)
Sight / Rail / Muzzle TBA per copy
TBA
Semi-auto keeper when 6.8 is dry
Hunter 85
Bolt-action rifle
TBA caliber on inspect
Sight / Muzzle TBA
TBA
Long lane / Prime heads — miss recovery is slow
Gruber 922 / Gruber Rifle
Rifle
.22 LR appears in official ammo talk
TBA
TBA
Quiet-ish small caliber — not a Prime deleter
M1911
Handgun
.45 ACP listed with the pistol
Sight / Muzzle TBA
TBA
Sidearm after you unload junk mags
Shotgun type
Shotgun
12-gauge class (named model TBA)
TBA
TBA
Extract door / hallway panic — one named 1.0 model TBA
SMG type
Submachine gun
TBA
TBA
TBA
Category exists in 1.0 gun groups — specific name TBA
Other handguns
Handgun
TBA
TBA
TBA
Unload and score; do not invent extra pistol names
Remaining ~38 roster
Mixed
TBA
TBA
TBA
Melee 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.
Slot
Confirmed examples
PvE job
Compatibility
Sight
Red dot; holographic / ACOG-class optics
Faster heads on lanes and extract holds
Per-gun TBA — pistols often micro-dot only
Rail
Gun-light
Dark interiors (Broadway, Hospital, bunker halls)
Per-gun TBA; flashlight batteries still drain
Muzzle
Suppressor (pistol / rifle families)
Cut the sound tax so a shot does not become a wave
Per-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.
Throwable
Job
Good PvE moment
Noise / team risk
Numbers
Pipe Bomb
Thrown blast / lure-style clear
Yard clusters before a cache door
Loud — call it
TBA
Molotov
Fire denial
Choke a hallway or Survival speaker approach
Blocks friendlies too
TBA
Proximity IED
Placed trap
Extract funnel, Survival stair, rear door
Friendly trigger risk
TBA
M67 Frag
Standard grenade
Stacked Primes / armored in a room
Cook TBA — do not bounce into squad
TBA
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.
Situation
Keep
Drop / postpone
Why (PvE only)
Opening spawn, no gun
Small Pipe / Tire Iron / Mallet
Empty-mag pistols
Stamina is renewable; ammo is not
First two-hander found
Fire Axe, Tree Trimmer, long blunt
One-hand blunt you outgrew
Reach beats fashion
Quiet POI chain
Charged melee + unloaded reserve ammo
Unsilenced auto fire
Noise is the real special infected spawn
Prime / helmet in a lane
Hunter 85 or a fed rifle
Gruber .22 as the only answer
Small caliber does not delete red-eyes
Armored cluster, ammo in pocket
M7A1 if 6.8 exists; else MC15
Spraying an SMG you cannot refill
Named ARs are the armor tools we can print
Extract door / Survival choke
Shotgun type + IED / Frag
Long bolt in a closet
Need spread and a trap, not a 80m zero
Nightmare ammo drought
One caliber + melee spine
Three rifle families
Unload, specialize, extract
You are the noisy one
Suppressed keeper + melee backup
Open-bolt panic in a church
One 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.
Source
What you get
Spend when
Trap
Field loot
Most of the ~38 roster, random attachments, mixed mags
Always — inspect and unload
Hoarding three calibers
Shop gun (level-gated)
A known frame for the next drop
You already die with empty hands, not empty wallets
Buying M7A1 with no 6.8 plan
Shop melee
A reliable Fire Axe / two-hander if listed
After Rescue Beacon / pills are funded
Spending the slot that should hold a Beacon
Merits cosmetics / strong items
Weekly Assignment track
After the PvE kit is stable
Vanity before ammo discipline
Unload-then-drop
Free reserve ammo
Every time you swap guns
Dropping 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.