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For the Killing Floor 2 weapon, see Desert Eagle.
Trader Handcannon.png
Pricing: £500 (£375)
Weight: 2 blocks
Ammo: 8 Hud Ammo Clip.png 11 (96)
Ammo cost: £15 – £180
Dual Handcannons
Trader Dual Handcannons.png
Pricing: £1000 (£750)
Weight: 4 blocks
Ammo: 16 Hud Ammo Clip.png 5 (96)
Related achievements
We Have Ourselves a Cowboy.jpg We Have Ourselves a Cowboy

.50 caliber action express handgun. This is about as big and nasty as personal weapons are going to get. But with an 8 round magazine, it should be used conservatively. —Trader description 

The handcannon, a secondary weapon that is both formidable and expensive. The handcannon is mainly used as a back-up weapon for a Sharpshooter but is popular among all perks due to its power, range, and low weight—only two weight-blocks. It is possible to dual-wield Handcannons, but this limits the effectiveness of the iron-sights and does not increase ammo capacity. The handcannon is primarily for secondary use when things get troublesome (e.g.: groups of Crawlers, which can be dangerous to Berserkers) and is also a one-hit-kill to a Crawler. The handcannon also yields two advantages against Clots over the 9mm tactical pistol due to its ability to penetrate up to 5 enemies with each shot (each enemy taking half as much damage as the one before) and because it only takes one hit to destroy the head of a Clot and kill it consistently as opposed to its lesser counterpart.

The handcannon may be found lying on the ground, randomly spawned by the game. It has a headshot multiplier of 1.1, which can be improved by Sharpshooter perk.


The Sharpshooter perk receives a discount on Handcannons from the Trader.

Level  Discount Price Sale value Base damage Head damage Single reload time (s) Dual reload time (s)
Base 0% £500 £375 115 126 2.2 3.5
0 10% £450 £337 115 138 2.2 3.5
1 20% £400 £299 115 152 1.98 3.15
2 30% £350 £262 115 173 1.76 2.8
3 40% £300 £224 115 196 1.54 2.45
4 50% £250 £187 115 229 1.32 2.1
5 60% £200 £149 115 283 1.1 1.75
6 70% £150 £112 115 302 0.88 1.4


  • A single handcannon is often used as a backup for a main weapon with limited range, such as the shotgun, the flamethrower, or any melee weapon. When there are no specimens in range of the main weapon, the player can take long shots at approaching enemies and rack up some headshots for his or her Sharpshooter Perk.
  • Dual handcannons are often used as a backup for long-range weapons, such as the lever-action rifle, L.A.W or crossbow. With an increased rate of fire and reduced accuracy, dual handcannons can be a good tool to deal with enemies that have gotten too close in too many numbers to safely eliminate with the main weapon. Its also good in a moment of panic where the player is swarmed by many enemies. The penetration of the weapon allows the player to damage up to 5 targets at once. This strategy can be thought of like using the dual handcannons as a weaker shotgun type weapon.
  • As a Sharpshooter when you're dealing with a single specimen; It's better to switch for your 9mm pistol for conserving handcannon ammo. Handcannon is a great way to deal with simple crowds but also has low ammo reserve.
  • Handcannon is hard on recoil off-perk, best move is to crouch or get away then get down on iron sights again between shots.
  • When under attack by a Scrake, use dual handcannons and aim for its head. When used on-perk as a high level Sharpshooter, Scrake will fall if you manage to land most of the magazines to head.
  • If you find a stray handcannon, it is always wise to pick it up if you can. Aside from the firepower it can bring, the handcannon sells for £375.
  • As a Support Specialist, finding a stray handcannon or two is a very powerful start. They pack heavy firepower for a weapon their size, complementing a shotgun for range, and sell for a lot of money when you don't need them.

Advantages & Disadvantages[edit]


  • Powerful and accurate.
  • Highest raw damage per shot for pistols, capable of stunning low-medium threats on bodyshots.
  • Good iron-sights for headshots, unless dual wielded.
  • Extremely good at killing early wave specimens, particularly Crawlers.
  • When dual wielded can be fired rapidly to take down mid-wave specimens.
  • Light weight compared to all other heavy hitter alternatives.
  • Can flinch lock a Scrake with accurate headshots.
  • Can kill a Scrake with slightly more than a magazine full of headshots.
  • Can pierce up to 5 targets hitting and stalling specimen behind the urgent threat for crowd control.
  • Mediocre pierce damage efficiency of 0.5 per target affected.
  • It weights 2 block instead of 4 blocks as of Patch 1056, tying it up with the MK23, .44 Magnum, and Flare revolver.


  • High recoil; this is especially noticeable when dual wielding or not using Sharpshooter.
  • Without scoring a headshot it fails to kill any small specimen in one shot.
  • Rather expensive without Sharpshooter discount.
  • Low magazine capacity of only 8, unless dual wielded.
  • Basically no iron sights when dual wielded.
  • Relatively low ammo reserve.
  • Long reload when offperk, delay becomes longer when dual wielded.
  • Fleshpound has 50% innate resistance against its bullets without exception. A heavier weaponry or another pair of heavy pistols required for a finish.
  • Nearly useless off-perk on higher difficulties when dealing with larger specimens.


  • There is a small Biological Hazard symbol imprinted on the grip of the weapon. See the above image.


  • When dual handcannons are directly bought from the trader, the player will only receive 48 rounds of ammunition. However, when two handcannons are bought separately for the exact same price, the player will receive 96 rounds of ammunition instead.
  • When a player sell off one of his dual handcannons to the trader, he will receive an additional 48 rounds of ammunition. However, he will only receive half of the listed selling price.
  • When dual handcannons are directly bought from the trader, only 8 rounds will be loaded, instead of the full 16.
  • When reloading, it is seen that the slide isn't locked fully-back, and is actually about 2 inches from being so.
  • The files as well as in-game voices refer to the Handcannon's cartridge as .50 Action Express. However, its magazines hold 8 rounds, more than those of the .50 AE version of the gun could hold.
  • When you drop one of your dual handcannons and pick it up again you lose one full magazine. You can do this again and again until you have no bullet left.
  • With the Golden Weapons Pack 2 you can equip up to two double handcannons. Be careful if you have one normal and one golden. If you pick up another normal and another golden handcannon together you will lose one Handcannon. You should have four of them but only get the first doubled and the second pick doesn't count.
  • For a brief period of time it was possible to pick up a second handcannon even though the user's weight limit was reached. This was however fixed in the 2013 Christmas update.


The Handcannon most closely resembles the Desert Eagle Mark XIX .50 AE, which actually holds 7 rounds in each magazine. The game incorrectly labels this one as a .50 AE with eight rounds in a magazine, but this is impossible in reality, unless it is chambered for .44 Magnum. This difference is present for balance purposes. In the original 2005 mod, the Handcannon was chambered in .357 Remington Magnum (and used jacketed hollow point rounds).

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