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Walkers are the main antagonists in No Man's Land and are present in most missions. Walkers are attracted by the noise made by the survivors and the survivors' proximity to them.

Camp walkers seems to be entirely different, but when captured in the Walker Pit they can be trained to help your cause as Outpost walkers.

Camp walkersEdit

Camp walkers are harmless pixels that walk up to the camp and gather outside the camp walls. They are shot as part of farming duty to gain mainly about 390-870 supplies (aka soup) or 420-440 XP. Rarely they bring 1 bar of gold or 1 radio. They have been known to also carry gas, but that may happen only during certain events.

Normal rate is that a maximum 10 walkers gather at a time, this fills up after about an hour. During a "Herd event" the maximum is instead around 32.

Outpost walkersEdit

If you created the Outpost you also get to place a number of walkers on the map. These walkers are the usual Mission walker classes; normal, armored and tanks. Catching and "training" these walkers take place in the Walker Pit.

Mission walkersEdit

General information about a mission walker can be obtained by clicking on any seen walker, a window will pop up giving information about: level, mode (see below), special attack/ability (stun, stun resistance) and current health/total health.

Some walkers are there when the mission starts, but they may also appear through doorways, piles or traps.

Walker basicsEdit

The level and type of the walker defines how much damage it can take (its inital health). The amount of damage it makes is also related to the level, but with a random factor for each attack.

A Walker can normally move 2 steps (straight or diagonal) and attack any square adjacent to the path. It will normally stop after one attack. It can also get a free attack during your turn, if a survivor walks close by, but it is most often a miss.

Each walker is in a mode that determine its likely actions. The mode can change after any action more or less unexpected, but it serves as a hint how it should be treated. Terminology changed in v1.5 but yet unknown if it changed behavior.

  • Oblivious / Unaware: This walker will not move and can be safely ignored for now.
  • Aware / Alerted: Usually not moving, marked with a red dashed circle.
  • Roaming / Wandering: Moving without any goal, can be "caught" in Overwatch attack.
  • Hunting: Moving directly towards a survivor. Will attack if close enough.
  • Aggressive: Hunting. Possibly more likely to take an additional step to attack.

Though not real modes, there are two additional states that may be seen as separate modes.

  • Hidden: It's very important to know that Walkers may hide in the darkness.
  • New: Spawned from a trap or Walker Wave, they will move to a position, but will not attack. Overwatch will not kick in either.

Body shot probability is primarily based on the walker level vs survivor level and survivor Luck stat. Range is not a factor. The increased chances of body shots kick in at walkers +3 levels to your survivor. This applies to all classes and weapons.

When a walker is killed the corpse will remain in the scene for a while, but is no longer a threat. XP is given for each killed walker after the mission is completed (or failed).

Normal walkers Edit

Normal walkers can move by 2 tiles and attack. They don't have any special abilities but are dangerous in large numbers. The exp for killing normal walkers was Level * 5, so killing a level 7 walker (7*5) gave 35 exp.

(Version 2.6 released June 13, 2017. Numbers with question marks are from previous versions. New numbers gathered from 2017 July 14.)

Level Damage Health Exp Level Damage Health Exp
1 40? 5? 26 3524? 547? XP
2 18? 47? 10? 27 4189? 573? XP
3 55 15 XP 28 4980? 600? XP
4 68 20 XP 29
5 82 31 XP 30
6 103 39 XP 31
7 123 53 XP 32
8 154 67 XP 33
9 183 91 XP 34
10 224 109 XP 35
11 266 132 XP 36
12 317 160 XP 37
13 376 187 XP 38
14 448 227 XP 39
15 532 253 XP 40
16 631 293 XP 41
17 750 320 XP 42
18 890 347 XP 43
19 1057 360 XP 44
20 1254 387 XP 45
21 1489 413 XP 46
22 1768 440 XP 47
23 2100 467 XP 48
24 2495? 493? XP 49
25 2965? 520? XP 50

Armored walkers Edit

Armored walkers are protected by bullet proof armor, making ranged survivors less effective. They take normal damage from melee combat survivors.

(Version 2.6 released June 13, 2017. Numbers with question marks are from previous versions. New numbers gathered from 2017 July 14.)

Level Damage Health Exp
1 ? ? ?
3 140 45 XP
4 174 57 XP
10 606 327 XP
11 725 396 XP
12 868 480 XP
13 1037 561 XP
14 1240? 681? XP
15 1481 759 XP
16 1770 879 XP
17 2112 960 XP
18 2520? 1041? XP
19 3005 1080 XP

The exp function for armored walkers apparently WAS (Level*10) + 5 , killing a level 5 armored walker (5*10)+ 5 gave 55 Exp and a level 7 (7*10)+5 gave 75 Exp.

Level Damage (old) Health (old) Exp (old)
1 15 89 15
2 113 25
5 189 55
6 219 65
7 256 75
8 301 85
9 357 95

Burning walkersEdit

Burning walkers are like normal walkers but they are on fire. They lose 10% of their max health every turn due to the fire. Do not attack burning walkers with melee characters (Scout, Bruiser, Warrior) as you will take 45+ burning damage.

Burning walkers can move by 2 tiles and attack. The exp for killing burning walkers is Level * 5, so killing a level 5 burning walker (5*5) gives 25 exp and a level 16 burning walker (16*5) gives 80 exp.

Burning walkers can be found on the following Event Maps: Lost Bunker, Train Wreck, Getting Burnt.

(Numbers for tank walkers seem to have changed. New numbers gathered from 2017 June 7.)

Level Damage Burning
Damage
Health Exp
11 266 132 XP
12 24? (damages zombie 32 per turn) 317 160 XP
13 (damages zombie 38 per turn) 376 187 XP

(Old numbers for Burning zombies below)

Level Damage Burning
Damage
Health Exp
1 4 40 5
2 5 47 10
3 6 56 15
4 6 63 20
5 7 72 25
6 9 87 30
7 10 101 35
8 12 124 40
9 15 145 45
10 17 171 50
14 35 354 70
15 43 433 75
16 53 532 80
17 66 658 85
18 82 820 90
19 103 1028 95
20 130 1298 100


Exploder walkers Edit

Exploder walkers:Carries grenades. shoot to explode the walker or use hand-to-hand for a silent takedown. Damages everyone within the explosion radius.

(New numbers gathered from 2017 June 14.)

Level Damage Health Exp
1 ? ? ?
12 1442 480 XP
13 1733 561 XP


Goo walkers Edit

A strong walker, ready to burst if punctured with great force.

Level Damage Health Exp
1 ? ? ?
3 222 75 XP
4 277 95 XP
11 1200 660 XP
16 2995 1465 XP
17 3589 1600 XP
18 4299 1735 XP

Tank walkers Edit

Tank walkers have huge health, their attack stun your survivors for 1 turn and are immune to being stunned. Like normal walkers they move for 2 tiles and can attack in the same turn.

(Version 2.6 released June 13, 2017. Numbers with question marks are from previous versions. New numbers gathered from 2017 July 14.)

Level Damage Health Exp
1 15?? ? ?
3 222 75 XP
4 277 95 XP
10 997 545 XP
11 1200 660 XP
12 1442 800 XP
13 1733? 935? XP
14 2082? 1135? XP
15 2497? 1265? XP
16 2995 1465 XP
17 3589 1600 XP
18 4299 1735 XP


(Old numbers for tank zombies below)

Level Damage (old) Health (old) Exp (old)
2 170 25
5 284 55
6 329 65
7 384 75
8 452 85
9 535 95
19 4127 195
20 5250 205
21 6724 215
23 11271 235
24 14756 245
25 19568 255
26

25891

260

31 88195

285

Spiked walkers Edit

"A massive, hulking walker pierced through with rusted metal spikes."

  • "Bullet proof" (more like bullet resistant)
  • "Stun resistant"
  • Sometimes can resist Interruptor (even gold-level interruptor).
Level Damage Health XP
3 215 150
10 949 1090

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