Zarba: weapons, prices and controls

The numbers below match the game code exactly; this is what the server computes. Health is 100 and damage is listed at close range without armour.

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Zarba: the buy menu with weapons, armour and grenades and their prices

On a computer

KeyAction
W A S Dmove
Mouselook and aim
Left buttonfire
Right buttonaim or scope
Bbuy menu
Eplant or defuse the bomb (hold)
Rreload
1 / 2 / 3primary, pistol, grenade (press 3 again for the next type)
Gquick grenade
Space / Cjump / crouch
Tabscoreboard

On a phone

Turn the phone sideways. Your left thumb drives a movement stick, dragging on the right looks around and the big button fires (keep holding it to steer). At the start of a round the Buy button opens the menu; hold the Use button to plant or defuse the bomb.

Weapons and prices

WeaponBodyHeadRounds/minMagazinePriceKill reward
Pistol2610440015free300
Heavy pistol461381647700300
Compact SMG26104720301050600
SMG2496900301250600
Shotgun8 × 168 × 246761050900
Carbine29116720302050300
Assault rifle34136600302700300
Marksman rifle45112200151900300
Light machine gun27676001002300300
Sniper rifle1102204354750100

Damage drops with distance, faster for SMGs and the shotgun. The assault rifle kills with one headshot even through a helmet, and the sniper rifle with one body hit. After you go down, the next round starts with a free pistol.

Recoil you can learn

Standing still, your first shot goes exactly where you aim; on the run, shots scatter. Each gun has its own spray pattern: the assault rifle climbs, then swings right and left; the carbine climbs less and the other way; the compact SMG drifts up and right; the machine gun climbs fast and is much steadier crouched. The pattern is always the same, so you learn it by pulling the mouse, or the fire button on a phone, the other way.

Armour and grenades

ItemPriceWhat it does
Vest650cuts body damage, depending on the weapon's armour penetration
Vest and helmet1000protects the head too; the helmet alone is 350 when the vest is full
Defuse kit400defenders only: 3 seconds instead of 5
Frag grenade300up to 115 damage in a 7 m radius
Smoke grenade300blocks vision, not bullets, for 16 seconds
Flashbang200blinds anyone looking at it for up to 4.6 seconds; carry up to 2

One operator carries up to 4 grenades in all. Survive a round and you keep your weapons and gear for the next one.

FAQ

What should I buy in the first round?

With 800 you usually take a vest (650) or the heavy pistol (700), sometimes with a flashbang. Saving for a rifle takes two or three rounds.

Why does a shot sometimes miss?

You fired on the move, or a long burst followed the spray pattern off target. Stop, fire short bursts or pull against the pattern.

Can I switch sides?

Yes, with Switch team on the scoreboard, if the other side has room for a person.

See also

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