Note: In this game of HvZ Nerf Blasters or any weapons which are not socks are strictly prohibited on campus during the day. We will be running night events which will use the weapon rules as below – but during the day keep nerf guns completely concealed within bags and do not use them.

Only human players can use weapons in the game. All weapons used must meet the following criteria:

  • The weapon must be completely safe (by completely, we mean it’s safe even when fired at very close range into the eye)
  • Weapons must not look (or be!) realistic, they must clearly be toys
  • Weapons must not be messy (food items or water toys are not acceptable weapons)
  • All weapons which are not standard and listed on this page must be approved by the moderators before use in the game. This includes any modified versions of the weapons listed here.

The following is the current list of all allowed and disallowed weapons for use in Humans vs Zombies games. This is subject to change, so check back. If you have a weapon not on the list or modified you must get it checked at a safety meeting.

Allowed and Disallowed Game Weapons – Summer 2010
[Last Updated 10/02/2010]

Buying Weapons

Check out our Weapons Forum to find discussion of weapons including sales and stores our members find to be selling them. Due to the supply of nerf weapons into Australia they tend to appear and disappear in stores very rapidly, so you have to be quick!

Specifically, we recommend ‘Super Toyworld & Hobbies’ in Fyshwick, occasionally they give us club discounts and help us out with bulk orders.

There are various other retailers that sometimes stock Nerf, Buzzbee or Wipeout toys too. Target, Myers and Big W have all been known to sell them – however they tend to come in on a fairly irregular basis. You can also, of course, purchase them from various online stores or ebay – please note however that often if you have to buy from the US it’s not worth it, due to high shipping costs.

Weapons Guide

The following is a short summary of the “main” weapons used in HvZ written by Scott Reynolds. Please keep in mind that this is just one player’s perspective and for more diverse opinions you should go to our forums.

Nerf Nitefinder

Humans: Highly reliable weapon. Single shot, reload and prime after each trigger pull but due to its design it never jams and can be modified very easily to get excellent effective range. Requires practice to use under pressure as anything but a back-up weapon. Great for stealth. Zombies: A trained human with Nitefinders is deadly. Modified NF’s are even worse because of the speed and range they can fire darts at. The saving grace is the single shot, so if you can fake out the human into firing. Keep an eye on his spare hand though, if he has darts ready to go don’t rush in after the first shot unless you see a great opening.

Nerf Maverick

Humans: Compact, High Rate of Fire, Unreliable. Holds 6 darts, prime after each trigger pull. However there are a number of things that can go wrong when firing a Maverick causing it to jam. Best advice is to take the shots slow and methodically and to make sure you load the gun correctly. Rushing a shot or the loading can mean death. Great primary with training, great back-up for anyone. Zombies: Mavericks are nasty pieces of work. 6 Darts which can be fired in rapid succession with a priming mechanism that allows for dual maverick use quite easily. Watch for the jams or listen for the swear words, because they will come but try and fake out a few rounds first if you can. More rounds fired means more chance of a jam and less ammo in the blaster if you get hit but your friend is nearby.

Nerf Recon

Humans: Variable, Moderate Rate of Fire, Awkward, Somewhat Reliable. Can be used with both regular 6 dart clips, modified 12 dart clips or the Raider CS-35 Drum clip. Can be as small as a pistol or as large as a rifle with changes to dart accuracy and range depending on accessories used. Great weapon, relatively cheap and reliable, only the priming method leaves something to be desired. Do not fire fast as it will jam. Zombies: Recons are interesting. Fired too fast they jam easily, so try and suss out whether you can stress a human into firing quickly enough. Use the element of surprise and you can almost guarantee a jam on most recon using humans. Unfortunately the flip side is decent range and power, even more so if they have been modified. If they know you’re there, fake a shot or two out of them to suss out the general distance the blaster has.

Nerf Raider

Humans: Reliable, Great Rate of Fire, Cumbersome, Unbalanced. Can be used with either 6 or 35 shot clip. Tends to be rather expensive though the price may have dropped recently (remember we get the discount just before the game). Slam fire provides excellent suppression in a crunch and can really lay it thick upon a group of zombies. Priming mechanism is simple but due to positioning of clip and priming method ironsight aiming is nigh impossible. Think shotgun loaded with slug ammunition. Zombies: This weapon is really difficult to work around as a Zombie. In the hands of a skilled player these things are deadly and should only be approached by several co-ordinated zombies. When in a group fight situation these take high priority on the kill list but are difficult to get at. Due to their side-loading mechanism they jam far less frequently than other blasters. Thankfully the shotgun analogy is apt as (without modification) their range and accuracy is considerably worse than other rifle style blasters.

Nerf Longshot

Humans: Somewhat reliable, Decent Rate of Fire, Large. Once again, can be used with either 6 or 35 shot clips. Bolt action priming on the back half of the blaster for each shot. Great range and accuracy normally, with modifications becomes an absolute monster but longshot mods are not for the faint of heart. Severe use can end in the spring having a reduction in power, leading to a reduction in range over time. Zombies: Long range, decent clip size, moderately reliable. Follow the same tactics as against a Recon, but beware the greater range. Detection is far easier because of the noise caused by the firing mechanism and modding the blaster causes an even greater racket during firing. Can be intimidating, just remember that it jams like everything else and the base priming method means a short period in which the target is more vulnerable.

Nerf Vulcan

Humans: When battery operated, highly reliable. Superior rate of fire, great range, extremely cumbersome, loud. This weapon is excellent but highly situational and should never be utilised solo. Always have backup and use this as more of a suppression weapon than anything else. Extra ammo belts are a must because the loading time is ridiculous. Just be careful not to join ammo belts as this can lead to excessive wear on the motor and a broken (and expensive) toy. Zombies: Correct use of a Vulcan is a zombies worst nightmare. They can scatter the horde due to their great suppression and spray, but they chew through ammo like very few other blasters out there. If you can fake out the ammo belt, loading time should provide you a decent opportunity to get in and take out the support. Remember it can only point in one direction at a time, so approach from multiple directions with a co-ordinated strike.

Nerf Firefly

Humans: Essentially a Maverick with 2 extra darts that glow in the dark, but more cumbersome and about the same reliability. Also difficult to find in Canberra. Zombies: Follow the maverick rules here, just remember that they have extra ammo.

Tommy 20

Humans: Avoid the Yellow Version. If you are going to purchase a Tommy 20, buy only the Green version. These are noisy, moderately reliable but have great ammo capacity and a decent rate of fire. They can also be wielded rather easily one handed (depending on individual strength and stamina) making them the highest capacity one handed blasters on the market. The downside is the need for batteries, absurd loading time and tendency to notify every zombie with a 1 kilometre radius of where you are. Also zombies can see how much ammo you have left due to the enormous, open magazine. Zombies: Big green machines of Death. The Storm Tommy version is even worse and you will be facing it. Agility is the best defence against this weapon, but even so, unless you have a very well co-ordinated strike force chances of a tag are slim. Don’t face the Tommy 20 alone unless you trust in your dodging skills and can see they are low on ammo. Keep on eye on their barrel to notify yourself of their ammo levels.

Shell Loading Shotguns

Humans: Reliable, decent range, decent accuracy, decent rate of fire, horrid loading time. Not for the beginning player unless you plan to do a lot of running, because you will only have two shots with these. And that’s assuming you can discipline yourself to only pull the trigger half way to fire one dart and not both every time. The shell effect is cool but means you have to load two things after each shot unless you have backup shells and if you’re reloading on the run, you run the risk of losing shell casings, meaning you can’t fire the blaster. Still, a fun weapon and can make you feel completely bad-ass because, hey, it’s a shotgun and they are zombies. Zombies: The ultimate fake out weapon. Get them to pull that trigger and they’re essentially sitting ducks. Just be wary of the secondary weapon that they will no doubt have on hand (or in their other hand to be more precise). Please, if you see shell casings on the ground, return them to the player who fired them because the blaster is useless without them and we want people to be having fun.

Shell Loading Rifle

Humans: Similar to the m1 Garand except it bottom loads. Good range and accuracy, 6 shots before you have to reload. Ejects spent shell casings out the side so you need either a quick hand or some sort of catchment system. Great if you’re defending a fixed location and don’t have to worry about shells so much as they are reliable as heck once you get the priming mechanism down pat. Zombies: A great all around weapon with very few weaknesses. Even the priming mechanism doesn’t allow for much of an opening because of how it is situated. Keep a mental tally of shots fired and work in pairs to bring down people wielding these.

Tek 3 Single Shot

Humans: Very similar to the nitefinder only slightly less reliable due to the tendency to have variable ranges for darts. Still a solid choice and dual wielding these can be dangerous with practice. Zombies: Follow the Nitefinder strategy here. Due to their colouring and size, these can be difficult to spot so keep your eyes out.

Tek 6

Humans: I would avoid this. It is unreliable, far more difficult than the maverick to prime, has variable ranges for darts and cannot be dual wielded. Still, in a pinch it can save you, just prepare to be doing more running than shooting because this thing can jam a lot. Zombies: Essentially a maverick if someone had crippled the firing mechanism and stuck glue in the barrel. Plus you can see how many shots they have left. Not a huge threat but approach with caution because that short range dart they just fired means absolutely nothing about the average range of the blaster.

Tek 10

Humans: I like these a lot. Gravity fed, pump-action that is quite reliable with good power and accuracy. A solid choice for a new player and they are quite cheap. Plus they have ten shots which is half of a Tommy with far less bulk. With a decent jumper you could hide this quite easily, but you won’t be wearing jumpers in the Summer game so its stealth options are reduced. Check this one out, I highly recommend it. Zombies: Reliable weapons with decent capacity and effective range. Approach with caution and do your best to fake out as many shots as you can. Other than that, use co-operation.

Buzz Bee Belt Blaster

Humans: Loud, awkward and difficult to reload but has one of the highest capacities out there. With practice can be a very effective weapon and the ability to vary the belt size to one of your liking (even giving you a spare belt if you so choose) is quite nice. Still, has a tendency to jam if you attempt to fire it too fast, so take it slow and make sure you complete the priming mechanism properly. Zombies: In practiced hands these can have a nice rate of fire and decent power and accuracy. They can also be iron-sighted, but if you see someone doing this, take advantage of the blind spot the blasters bulk creates and have someone come in from the side.

Ball Launchers

Humans: Cool simply because you’re launching balls at zombies. Bigger surface area means greater wind variation and a lower ammo capacity, but these tend to be easily loaded and quite reliable. Zombies: Hope it’s windy or the target is willing to try some long range shots at you. Short range these things can be difficult to dodge and are surprisingly accurate.


Humans: I would avoid these. They’re far too obvious and are highly unreliable at best. Plus, the actual grenade part doesn’t count as a dart, only the darts it fires out do, so a zombie can catch it to no effect. Or they can just dodge it. Zombies: If you see these in use, just keep eyes open for the throw and move away a few metres. You’ll be fine. Decent throwers mean a scattered formation works best to lower chances of being hit.


Humans: The most reliable weapon out there. Never james, never needs reloading, can be scooped up and thrown again immediately and with ease, difficult to miss being hit by them and highly dependent on skill. No human should leave home without a couple of pairs of socks and a good throwing arm. Remember, clean socks only, nothing off your feet. Zombies: These will be the bane of your existence. Anyone who is accurate and has a good arm will demolish group of zombies by themselves. Thankfully these people are few and far between. Dodging is your best bet here as well as attempting to fake them out. Co-ordinated assaults are great, just remember how easy it is for them to fire again. They don’t need to reload, all they have to do is fling their arm out.