Zombie Defense – Squad Members
There are numerous variants of recruits available for your squad, each one with unique weapons and skills. You can have as many recruits as your squad size allows, and you can freely mix their types (Note that the game has several special "Challenge" missions where your squad will consist of one type of recruit only - for instance, a group of Trappers, surrounded and cut off from the other units, will have to fight their way through the enemy).
Sheriff
Weapon: Colt M1911
Rate: medium Range: low
Damage: low
Advantages: basic unit with unlimited ammo, low cost of maintenance and support.
Trapper
Weapon: Remington Model 798 rifle, 1 stick of dynamite
Rate: medium
Range: medium Damage: medium
Advantages: accurate and powerful at medium range, explosive weaponry.
Enforcer
Weapon: Shotgun
Rate: slow
Range: short Damage: high to very high
Advantages: extremely high damage, high stamina and resistance.
Marine
Weapon: M16 Rate: fast
Range: medium to long
Damage: medium to high
Advantages: high rate of fire, accuracy and power.
Sniper
Weapon: M24 bolt-action SWS sniper rifle
Rate: slow
Range: very long Damage: high
Advantages: extremely high range and accuracy.
Survivalist
Weapon: Colt M1911, 5 grenades
Ratio: medium
Range: short Damage: low (handgun), high (explosives)
Advantages: high number of explosives, efficient against enemy clusters.
Mercenary
Weapon: AK-47, 3 Molotov Cocktails
Rate: fast. Range: medium to long
Damage: high
Advantages: high accuracy and power, equipped with Molotov cocktails to stop the enemy
Commando
Weapon: chaingun
Rate: very fast
Range: long Damage: very high
Advantages: high rate of fire, extreme damage.
Chainsaw
Weapon: chainsaw
Rate: low Range: very short
Damage: very high (close quarters / melee)
Advantages: extreme damage, high resistance.
Bazooka
Weapon: bazooka
Rate: low
Range: high
Damage: very high
Advantages: extreme damage, very effective against clusters of zombies.
Tesla
Weapon: Tesla gun
Rate: medium
Range: high
Damage: very high
Advantages: electricity-based gun that burns the nervous system of any zombie. High power and range. Very effective against clusters of zombies: one discharge can hit numerous enemies at once (up to 6 with upgrades.)
Grenade Launcher
Weapon: M16 + grenade launcher
Rate: high / low (grenade) Range: medium / high
Damage: high
Advantages: combines the Marine's M16 and its excellent combat balance with a grenade launcher that hits the zombies at medium to high range.
Pyromaniac
Weapon: Incendiary grenades
Rate: low Range: high
Damage: very high
Advantages: armed with incendiary grenades to stop and destroy zombies. Infinite number of explosives, high range and mobility. Very effective against groups of crawlers.
SWAT Operator
Weapon: Nightstick, Ballistic Shield
Rate: low Range: short
Damage: medium
Advantages: easily blocks incoming zombies, even in high numbers. Can completely cut off zombie waves from coming in, when placed in a narrow passage. High resistance.
Eliminator
Weapon: Crossbow Rate: medium
Range: high
Damage: high
Advantages: high accuracy and effectiveness, income per each shot zombie increased 2 times (small wounds left by crossbow bolts makes shot zombie corpses twice as valuable.)
Freezer
Weapon: Liquid nitrogen
Rate: medium Range: medium
Damage: high
Advantages: shoots pressurized liquid nitrogen, instantly freezing zombies.
Special Squad Members
Butcher
Weapon: N/A
Rate: N/A
Range: N/A
Damage: N/A
Advantages: the Butcher does not engage the zombies, but will lure them in by tossing pieces of raw flesh at them. Zombies can be coaxed to move away from weakened squad members, or lured into traps. While eating, zombies are immobile and exposed, making them 3 times easier to kill.
Decoy
Weapon: N/A
Rate: N/A
Range: N/A
Damage: N/A
Advantages: the Decoys are bio-engineered zombie clones with stripped nervous systems. They emit pheromones to lure zombies in, and can save actual squad members in dire situations, or be used to keep zombies in one place (e.g. to toss an explosive at them.) Their metal skeletons make them highly resistant to zombie attacks.
Self-controlled weapons
Sentry Gun
Weapon: Turret-Based Automatic Gun
Rate: fast Range: medium
Damage: high
Advantages: high rate of fire, automatic, resistant to attacks. Can be upgraded to detect motion and to use explosive ammunition
Double Sentry Gun
Weapon: Turret-Based Automatic Gun
Rate: fast
Range: medium
Damage: very high
Advantages: extremely powerful, high rate of fire, automatic, resistant to attacks. Can be upgraded to detect motion and to use explosive ammunition
Flamethrower Turret
Weapon: flamethrower
Rate: medium
Range: medium
Damage: very high
Advantages: extreme damage. Flame cannot be extinguished by zombies and will burn until it destroys them
Freezer Turret
Weapon: liquid nitrogen
Rate: medium
Range: short Damage: high
Advantages: operates similarly to the flamethrower turret, but instead of burning zombies, it freezes them with liquid nitrogen.
Laser Turret
Weapon: laser ray
Rate: very low
Range: medium
Damage: extremely high
Advantages: high precision, extreme damage. Can easily destroy Boss zombies. Will not be attacked by zombies
Tesla Tower
Weapon: Tesla gun
Rate: medium Range: high
Damage: extremely high
Advantages: an automated Tesla gun mounted on a self-powered and self-controlling tower. Targets zombies automatically. Will not be attacked by zombies
Drone
Weapon: cannon / missiles
Rate: medium
Range: high
Damage: medium / very high
Advantages: drones fly above the battlefield, engaging zombies within their ranges. Can be enhanced and equipped with missiles to destroy large clusters of zombies