Motorized Weapons are a special type of weapon in Death Road to Canada.
Each motorized weapon provides a unique function that differentiates it from normal weapons. Motorized weapons are also able to run automatically; players can simply hold down the primary attack button in order to continuously attack with it. However, they also drain their stock of fuel fairly quickly, so they must be used sparingly to be effective.
Gas-Powered[]
Gas-powered weapons require the player keep a stock of gasoline in order for the weapon to be used. Additionally, gas-powered weapons must be started up before being useful. The motion of drawing the cord to start up the weapon requires strength; a character with higher strength will start a weapon more quickly. Characters that have fallen below 0 strength, such as from being tired, will be unable to start up a weapon.
Chainsaw | |||
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Weapon | Notes | ||
Rapidly damages zombies. Expends fuel at a rate of 1 unit every 40 game ticks (or 0.67 seconds) while attacking and 1 unit every 160 ticks (2.67 seconds) while idle.
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7 - WEAPON_CHAINSAW
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Stats | Trading | ||
Power | 1 | Vendors | Weapon Fanatic (20 food) |
Cooldown | 1 second | Sell Price | 4 food (6 food with Top Seller perk) |
Knockback | 0 | Looting | |
Extra Hits | 0 | Locations | Hardware Store, Cabin |
Ammunition | Gasoline (max 50) | Events | Hand Upgrade |
Tier | A | ||
Video Demonstration | |||
Chainsaw Hand | |||
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Weapon | Notes | ||
Rapidly damages zombies. Compared to Chainsaw, has 20% lower damage output and 50% better fuel efficiency. Permanently locked onto the survivor it is given to, but can be stolen by bandits.
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199 - WEAPON_CHAINHAND
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Stats | Trading | ||
Power | 0.8 | Vendors | None |
Cooldown | 1 second | Sell Price | Cannot be sold |
Knockback | 0 | Looting | |
Extra Hits | 0 | Locations | None |
Ammunition | Gasoline (max 50) | Events | Hand Upgrade |
Tier | B | ||
Leaf Blower | |||
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Weapon | Notes | ||
Pushes away and knocks down zombies. Expends fuel at a rate of 1 unit every 3 seconds while attacking and 1 unit every 30 seconds while idle.
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196 - WEAPON_BLOWER
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Stats | Trading | ||
Power | 0 | Vendors | None |
Cooldown | 1 second | Sell Price | 2 food (3 food with Top Seller perk) |
Knockback | 10 | Looting | |
Extra Hits | 0 | Locations | Hardware Store |
Ammunition | Gasoline (max 30) | Events | None |
Tier | C | ||
Video Demonstration | |||
Weed Whacker | |||
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Weapon | Notes | ||
Rapidly damages zombies. Expends fuel at a rate of 1 unit every 3 seconds while attacking and 1 unit every 30 seconds while idle.
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195 - WEAPON_WHACKER
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Stats | Trading | ||
Power | 0.5 | Vendors | None |
Cooldown | 1 second | Sell Price | 2 food (3 food with Top Seller perk) |
Knockback | 0 | Looting | |
Extra Hits | 0 | Locations | Hardware Store |
Ammunition | Gasoline (max 50) | Events | Repair Shop Repair |
Tier | C | ||
Video Demonstration | |||
Jackhammer | |||
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Weapon | Notes | ||
None
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Rapidly damages zombies. Compared to Chainsaw, has 50% lower damage output but does great knockback and has more max gas.
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- WEAPON_JACKHAMMER
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Stats | Trading | ||
Power | 0.5 | Vendors | None |
Cooldown | 1 .25 second | Sell Price | Cannot be sold |
Knockback | 1 | Looting | |
Extra Hits | 0 | Locations | None |
Ammunition | Gasoline (max 80) | Events | |
Tier | A | ||
Electric[]
Electric weapons come pre-loaded with their own charge that, once expended, leave the weapon fairly useless except as an inefficient melee weapon. These weapons do not expend fuel while idle, unlike their gas-powered counterparts, and do not need strength to be started up,
Electric Chainsaw | |||
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Weapon | Notes | ||
Rapidly damages zombies. Compared to Chainsaw, has 20% lower damage output and 50% better fuel efficiency.
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205 - WEAPON_ECHAINSAW
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Stats | Trading | ||
Power | 0.8 | Vendors | None |
Cooldown | 1 second | Sell Price | 2 food (3 with the Top Seller perk) |
Knockback | 0 | Looting | |
Extra Hits | 0 | Locations | Hardware Store |
Ammunition | Juice (max 80) | Events | None |
Tier | A | ||
E-whacker | |||
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Weapon | Notes | ||
Rapidly damages zombies. Expends fuel at a rate of 1 unit every 3 seconds while attacking.
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214 - WEAPON_EWHACKER
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Stats | Trading | ||
Power | 0.5 | Vendors | None |
Cooldown | 1 second | Sell Price | Cannot be sold |
Knockback | 0 | Looting | |
Extra Hits | 0 | Locations | Hardware Store |
Ammunition | Battery (max 50) | Events | None |
Tier | C | ||
E-blower | |||
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Weapon | Notes | ||
Pushes away and knocks down zombies. Expends fuel at a rate of 1 unit every 3 seconds while attacking. Survivors with the Trademark Weapon (Inventive) perk start with this weapon.
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215 - WEAPON_EBLOWER
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Stats | Trading | ||
Power | 0 | Vendors | None |
Cooldown | 1 second | Sell Price | Cannot be sold |
Knockback | 10 | Looting | |
Extra Hits | 0 | Locations | Hardware Store |
Ammunition | Battery (max 50) | Events | None |
Tier | C | ||
E-Jackhammer | |||
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Weapon | Notes | ||
None
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Rapidly damages zombies. Compared to Chainsaw, has 50% lower damage output but does great knockback and has more max gas.
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- WEAPON_E-JACKHAMMER
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Stats | Trading | ||
Power | 0.5 | Vendors | None |
Cooldown | 1 .25 second | Sell Price | Cannot be sold |
Knockback | 1 | Looting | |
Extra Hits | 0 | Locations | None |
Ammunition | Battery (max 300) | Events | |
Tier | A | ||