Back 4 Blood Supply Lines and Card list
A list of all the Supply Lines available in Back 4 Blood, the Cards unlockable in each path and their effects, and the supply points required to get them.
Supply Lines Card List
In Back 4 Blood, there is a starter supply line and three main ones: The Strip, Paul’s Alley, The Clinic, and The Crows Nest.
Each main line requires over 7k supply points to be fully unlocked, for a total of over 21k if you wish to obtain all cards and skins available in the game.
The Strip supply line
Looking for gear or a good time. Strip got you covered on both counts.
Card: Vitamins - 5.
Card: Ammo Pouch - 10.
Card: Heavy Attack - 100.
Total cost: 115 points.
Paul's Alley supply line
Total supply points required to fill out Paul's Alley supply line: 7265.
Paul's Alley -> The Stilts
Look's can be deceiving and no where is that more apparent than in the Alley. You see bums, I see an army.
Card: Combat Training - 30.
Card: Ammo Belt - 45.
Card: HI Vis Sights - 30.
Emblem: Radioactive - 5.
Card: Front Sight Focus - 30.
Card: Grenade Pouch - 30.
Card: Ammo for All - 100.
Ember: Drifters - 5.
Total cost: 275 points.
The Stilts -> Fort Hope
Suspicious, paranoid, sure, and that's why they're prepared for anything.
Card: Large Caliber Rounds - 45.
Spray: Batter Up - 5.
Card: Widemouth Magwell - 45.
Emblem: Frost - 5.
Card: Offensive Scavenger - 100.
Spray: Lit - 5.
Card: Ammo Mule - 70.
Legs Piece: Khari (Walker) - 5.
Total cost: 280 points.
Fort Hope -> Paul's Alley (2)
Rumor is Phillips is building his own little army up there. Got more weapons than they know what to do with.
Card: Grenade Training - 30.
Card: Optics Enthusiast - 45.
Card: Batter Up - 30.
Spray: Basic - 5.
Card: Avenge the Fallen - 100.
Banner: Welcoming Committee - 5.
Card: Patient Hunter - 70.
Body Piece: Navy Tartan (Hoffman) - 5.
Total cost: 290 points.
Paul's Alley (2) -> The Stilts (2)
Card: Double Grenade Pouch: 45.
Banner: No Surrender - 5.
Card: Down in Front! - 100.
Card: Demolitions Expert - 45.
Card: Mag Coupler - 70.
Spray: Check - 5.
Card: Two is One and One is None - 100.
Skin: Slav Life (AK47) - 5.
Total cost: 375 points.
The Stilts (2) -> Fort Hope (2)
Card: Spiky Bits - 45.
Card: Silver Bullets - 70.
Emblem: Masked - 5.
Card: Steady Aim - 70.
Spray: Warning Signs - 5.
Card: Admin Reload - 100.
Card: Money Grubbers - 70.
Skin: Earthy (M1911) - 5.
Total cost: 370 points.
Fort Hope (2) -> Paul's Alley (3)
Card: Surplus Pouches: 70.
Spray: Crybaby - 5.
Emblem: Eagle - 5.
Card: Weapon Scavenger - 70.
Card: Vanguard - 100.
Banner: Wing and a Prayer - 5.
Card: Quick Kill - 70.
Body Piece: Softball Star (Holly) - 5.
Total cost: 330 points.
Paul's Alley (3) -> The Stilts (3)
Card: Chemical Courage - 70.
Spray: Block (Green) - 5.
Card: Power Reload - 150.
Emblem: Any Edge - 5.
Card: Hunker Down - 100.
Card: Glass Cannon - 150.
Card: Marked for Death - 150.
Skin: Marine Mag (870 Express) - 5.
Total cost: 635 points.
The Stilts (3) -> Fort Hope (3)
Card: Highwayman - 100.
Emblem: Sharp Shooter - 5.
Card: Ignore the Pain - 100.
Spray: Good to Meet You - 5.
Card: Bomb Squad - 100.
Card: Face your Fears - 100.
Card: Needs of the Many - 100.
Skin: Golden Death (M4 Carbine) - 5.
Total cost: 515 points.
Fort Hope (3) -> Paul's Alley (4)
Card: Trigger Control - 100.
Spray: Romero - 5.
Emblem - North Star - 5.
Card: Improvised Explosives - 70.
Legs Piece: Get it Done (Jim) - 5.
Card: Killer’s Instinct - 70.
Spray: Not this Time - 5.
Skin: Combat Pro (Beretta M9) - 5.
Total cost: 265 points.
Paul's Alley (4) -> The Stilts (4)
Card: In the Zone - 100.
Emblem: The Fallen - 5.
Card: Controlled Movement - 100.
Card: Scattergun Skills - 100.
Emblem: Guns Out - 10.
Skin: Flammo (M1A) - 5.
Legs Piece: Fresh Scrubs (Doc) - 5.
Title: Disciplined - 10.
Total cost: 335 points.
The Stilts (4) -> Fort Hope (4)
Spray: Gob Smacked - 15.
Card: Share the Wealth - 100.
Emblem: Cycloptic - 10.
Skin: Stars and Bars (M1911) - 30.
Emblem: Tooled Up - 10.
Head Piece: Ruby Specs - 50.
Skin: Desert Classic (Scar) - 30.
Total cost: 245 points.
Note: there aren’t more cards in this supply line.
Fort Hope (4) -> Paul's Alley (5)
Spray: You Don’t Say - 15.
Skin: Bloody Mess (M4 Carbine) - 30.
Emblem: Blood Sport - 10.
Banner: Hoffman - 150.
Legs Piece: Earthy - 50.
Spray: Don’t Cross - 15.
Emblem: Howl - 10.
Body Piece: Carbonized (Walker) - 50.
Total cost: 330 points.
Paul's Alley (5) -> The Stilts (5)
Skin: Testudines (Hoffman) - 50
Banner: Walker - 150.
Spray: Use your Noodle - 15.
Head Piece: Navy Specs (Hoffman) - 50.
Spray: Deep Thoughts - 15.
Skin: Smartass (Desert Eagle) - 30.
Legs Piece: Ripstop (Walker) - 50.
Total cost: 360 points.
The Stilts (5) -> Fort Hope (5)
Banner: Jim - 150.
Body Piece: 8 Point (Jim) - 50.
Spray: Round Here - 15.
Skin: Green Envy (M16) - 30.
Banner: Nothing But Dust - 100.
Legs Piece: Par 4 (Hoffman) - 50.
Skin: Laminated (Ranch Rifle) - 30.
Total cost: 425 points.
Fort Hope (5) -> Paul's Alley (6)
Head Piece: Black Shades (Hoffman) - 50.
Spray: Fall Fighter - 15.
Skin: Heirloom (Phoenix 350L) - 30.
Body Piece: Ananas Sapiens (Hoffman) - 50.
Skin: Cartel King (AK47) - 30.
Body Piece: Hot Pink (Karlee) - 50.
Title: Master of Discipline - 10.
Total cost: 235 points.
Paul's Alley (6)
Head Piece: Total Apocalypse (Hoffman) - 250.
Head Piece: Total Apocalypse (Doc) - 250.
Head Piece: Total Apocalypse (Evangelo) - 250.
Head Piece: Total Apocalypse (Jim) - 250.
Head Piece: Total Apocalypse (Mom) - 250.
Head Piece: Total Apocalypse (Karlee) - 250.
Head Piece: Total Apocalypse (Walker) - 250.
Head Piece: Total Apocalypse (Holly) - 250.
Total cost: 2000 points.
The Clinic supply line
Total supply points required to fill out The Clinic supply line: 7050.
The Clinic -> The Furnace
Closest thing you're gonna find to a Hospital in this shitshow.
Card: Motorcycle Jacket - 30.
Card: Durable - 30.
Card: Poultice - 70.
Emblem: Scenic - 5.
Spray: Boom Stick - 5.
Card: EMT Bag - 45.
Card: Inspiring Sacrifice - 100.
Banner: Corrosion - 5.
Total cost: 290 points.
The Furnace -> Grant's Brew House
If it's muscle you're looking for, you should stop by.
Card: Padded Suit - 45.
Spray: Split - 5.
Card: Hydration Pack - 45.
Card: Buckshot Bruiser - 75.
Card: Support Scavenger - 100.
Spray: Detonation - 5.
Card: Fanny Pack - 30.
Skin: Homeland (Glock) - 5.
Total cost: 310 points.
Grant's Brew House -> The Clinic (2)
Grant's is your last chance to stock up before heading into the wild, and a drop of liquid courage never hurt neither.
Card: Slugger - 30.
Card: Smelling Salts - 30.
Card: Body Armor - 45.
Spray: Revolver - 5.
Card: Scar Tissue - 100.
Banner: Time’s Up - 100.
Card: Fresh Bandage - 70.
Legs Piece: Acid Washed (Karlee) - 5.
Total cost: 385 points.
The Clinic (2) -> The Furnace (2)
Card: Shoulder Bag - 45.
Card: Pep Talk - 45.
Emblem: I <3 Mom - 5.
Spray: Cracked - 5.
Card: Well Fed - 100.
Banner: Don’t Look Back - 5.
Card: Charitable Soul - 100.
Body Piece: Hot and Cold (Evangelo) - 5.
Total cost: 310 points.
The Furnace (2) -> Grant's Brew House (2)
Emblem: Hard as Nails - 5.
Card: Amped Up - 45.
Card: Motorcycle Helmet - 70.
Card: Broadside - 100.
Spray: Shake on It - 5.
Card: Combat Medic - 100.
Head Piece: Traditional Red (Mom) - 5.
Skin: Ice Capped (357 Magnum) - 5.
Total cost: 335 points.
Grant's Brew House (2) -> The Clinic (3)
Card: Box O' Bags - 70.
Spray: Tallboy - 5.
Emblem: Mechanically Inclined - 5.
Card: Canned Goods - 70.
Banner: Walk Away - 5.
Card: Wooden Armor - 70.
Skin: Sand Cannon (Barrett M95) - 5.
Total cost: 230 points.
The Clinic (3) -> The Furnace (3)
Card: Group Therapy - 70.
Spray: Diamond Life - 5.
Card: Sunder - 150.
Emblem: Groovy - 5.
Skin: Reaper (Fie Axe) - 5.
Card: Numb - 45.
Card: Life Insurance - 100.
Body Piece: Pug Pink (Doc) - 5.
Total cost: 385 points.
The Furnace (3) -> Grant's Brew House (3)
Card: Overwatch - 100.
Emblem: Bloom - 5.
Card: True Gift - 100.
Spray: Mask Up - 5.
Card: Pyro - 100.
Card: Heavy Hitter - 100.
Skin: Plastic (M249) - 5.
Body Piece: Lavender (Karlee) - 5.
Total cost: 420 points.
Grant's Brew House (3) -> The Clinic (4)
Card: Line 'em Up - 100.
Spray: Bee Bloodthirsty - 5.
Emblem: Quack - 5.
Legs Piece: Blue Jeans (Mom) - 5.
Card: Rousing Speech - 70.
Spray: No Cure - 5.
Skin: Bengal Bling (Desert Eagle) - 5.
Total cost: 195 points.
The Clinic (4) -> The Furnace (4)
Card: Medical Expert - 100.
Emblem: Last Resort - 5.
Card: Experienced EMT - 75.
Card: Saferoom Recovery - 75.
Card: Medical Professional - 100.
Skin: ODG (Tac14) - 5.
Card: Miraculous Recovery - 150.
Title: Brawny.
Total cost: 520 points.
Note: there aren’t more cards in this supply line.
The Furnace (4) -> Grant's Brew House (4)
Head Piece: Dark Magenta Specs (Doc) - 50.
Emblem: Lament - 10.
Emblem: Illuminate - 10.
Skin: First Class (Belgian) - 30
Body Piece: Gamgrene (Mom) - 50.
Spray: Gun Metal - 15.
Skin: Hexed (Super 90) - 30.
Total cost: 195 points.
Grant's Brew House (4) -> The Clinic (5)
Spray: While the City Sleeps - 15.
Body Piece: Don’t Shoot me Jag-off (Mom) - 50
Banner: Mom - 150.
Skin: Winter Warfare (RPK) - 30.
Emblem: Supply Drop - 30.
Body Piece: Flower Child (Doc) - 150.
Emblem: Accelerent - 10.
Head Piece: Hot Headed (Mom) - 50.
Total cost: 485 points.
The Clinic (5) -> The Furnace (5)
Head Piece: Clay Shades (Doc) - 50.
Banner: Doc - 150.
Spray: Chipped - 15.
Head Piece: Stars and Stripes (Mom) - 50.
Emblem: Killshot - 10.
Skin: Artisan (357 Magnum) - 30.
Legs Piece: Ashen (Doc) - 50.
Spray: Calculated - 15.
Total cost: 370 points.
The Furnace (5) -> Grant's Brew House (5)
Banner: To the Last Bite - 100.
Body Piece: American Made (Mom) - 100.
Skin: Pink Sunset (870 Express) - 30.
Head Piece: Scuffed Specs (Doc) - 50.
Emblem: Cross Country - 10.
Skin: Digicam (AA12) - 30.
Banner: Welcome to the Party! - 100.
Total cost: 370 points.
Grant's Brew House (5) -> The Clinic (6)
Body Piece: Don’t Dye (Doc) - 50.
Spray: Calm Before the Storm - 15.
Skin: Zombie Slayer (Tac14) - 30.
Legs Piece: Genuine Pleather (Karlee) - 50.
Skin: Damascus (Barrett M95) - 30.
Body Piece: Bengal Sports (Evangelo) - 50.
Spray: You Think? - 15.
Title: Master of Brawn - 10.
Total cost: 250 points.
The Clinic (6)
Body Piece: Total Apocalypse (Mom) - 250.
Body Piece: Total Apocalypse (Karlee) - 250.
Body Piece: Total Apocalypse (Walker) - 250.
Body Piece: Total Apocalypse (Holly) - 250.
Body Piece: Total Apocalypse (Hoffman) - 250.
Body Piece: Total Apocalypse (Doc) - 250.
Body Piece: Total Apocalypse (Evangelo) - 250.
Body Piece: Total Apocalypse (Jim) - 250.
Total cost: 2000 points.
The Crows Nest supply line
Total supply points required to fill out The Crows Nest supply line: 7200.
The Crow's Nest -> Bridge Town
Nester's got a simple Philosophy; be quick or be dead.
Card: Cross Trainers - 10.
Card: Ridden Slayer - 30.
Emblem: Toxic - 5.
Card: Shooting Gloves - 30.
Spray: Point and Click - 5.
Card: Superior Cardio - 30.
Card: Evasive Action - 70.
Card: Run and Gun - 150.
Total cost: 330 points.
Bridge Town -> Knuckle House
If you thought money and politics were dead, you haven't been to Bridgetown.
Card: Screwdriver - 30.
Spray: Chop-Chop - 5.
Card: Energy Bar - 30.
Emblem - Minds Eye - 5.
Card: Utility Scavenger - 100.
Spray: Feathered - 5.
Card: Dash - 30.
Legs Piece: Overcast (Hoffman) - 5.
Total cost: 210 points.
Knuckle House -> The Crow's Nest (2)
They can show you more ways to kill a Ridden than you thought possible, without ever touching a gun.
Card: Rolling Thunder - 100.
Card: Reckless Strategy - 45.
Card: Breakout - 100.
Spray: Extended - 5.
Card: Fleet of Foot - 45.
Banner: Camera Shy - 5.
Card: Pep in your Step - 70.
Body Piece: Bleached Bones (Mom) - 5.
Total cost: 275 points.
The Crow's Nest (2) -> Bridge Town (2)
Card: Guns Out - 45.
Banner: High Noon - 5.
Card: Tunnel Vision - 45.
Card: Energy Drink - 45.
Emblem: Bengal - 5.
Card: Marathon Runner - 100.
Skin: Lightning Strike (Hatchet) - 5.
Spray: Lined Up - 5.
Total cost: 255 points.
Bridge Town (2) -> Knuckle House (2)
Card: Brazen - 45.
Card: Sadistic - 100.
Emblem: Samurai Spirit - 5.
Card: Olympic Sprinter - 45.
Spray: In your Footsteps - 5.
Card: Ammo Stash - 100.
Card: Compound Interest - 100.
Skin: Yellow Jacket (Bat) - 5.
Total cost: 405 points.
Knuckle House (2) -> The Crow's Nest (3)
Card: Cocky - 70.
Emblem: Thrasher - 5.
Card: Mandatory PT - 100.
Emblem: Four Corners - 5.
Card: Mugger - 100.
Card: Mean Drunk - 70.
Card: Multitool - 45.
Banner: Just the Essentials - 5.
Total cost: 400 points.
The Crow's Nest (3) -> Bridge Town (3)
Emblem: Chaos Theory - 5.
Card: Stimulants - 45.
Card: Meth Head - 70.
Spray: Arrow - 5.
Card: Shredder - 150.
Banner: Dominion - 5.
Emblem: Busy bee - 5.
Body Piece: Hot Coals (Walker) - 5.
Total cost: 290 points.
Bridge Town (3) -> Knuckle House (3)
Card: Reckless - 70.
Card: Run Like Hell - 70.
Card: Power Swap - 150.
Card: Rhymic Breathing - 70.
Card: On your Mark - 45.
Card: Fire in the Hole - 100.
Card: Headband Magnifier - 70.
Skin: Killing you Softly (Tec 9) - 5.
Total cost: 580 points.
Knuckle House (3) -> Crow's Nest (4)
Spray: Chow Down - 5.
Emblem: Elevation - 5.
Card: Cold Brew Coffee - 70.
Card: Hyper-Focused - 70.
Legs Piece: Canvas Sack (Evangelo) - 5.
Card: Knowledge is Power - 100.
Skin: Porcelan Vengeance (Uzi) - 5.
Total cost: 260 points.
Crow's Nest (4) -> Bridge Town (4)
Card: Bounty Hunter - 100.
Emblem: High Point - 5.
Card: Speed Demon - 100.
Card: Natural Sprinter - 70.
Skin: Titanium Heat (Machete) - 5.
Spray: Slasher - 5.
Title: Reflextive - 10.
Total cost: 295 points.
Bridge Town (4) -> Knuckle House (4)
Legs Piece: Kinda Camo (Holly) - 50.
Card: Hellfire - 100.
Emblem: Big Meanie - 10.
Skin: Chrome (Beretta) - 30.
Head Piece: Life’s a Bleach (Karlee) - 50.
Skin: Copperhead (MP5) - 30
Skin: Circuit Breaker (Vector) - 30.
Total cost: 300 points.
Knuckle House (4) -> The Crow's Nest (5)
Emblem: Shattered - 10.
Skin: Purple People Eater (MP5) - 30.
Banner: Holly - 150.
Body Piece: Digital Camo (Evangelo) - 50.
Spray: Moon Phase - 15.
Spray: Oh yeah! - 15.
Body Piece: Death’s Head (Holly) - 50.
Total cost: 320 points.
The Crow's Nest (5) -> Bridge Town (5)
Banner: Evangelo - 150.
Legs Piece: Neon (Holly) - 50.
Spray: Hand to Mouth - 15.
Card: Mad Dash - 75.
Body Piece: Kick Drum (Karlee) - 50.
Spray: Control the Movement - 15.
Skin: Packing Heat (Glock 23) - 30.
Legs Piece: Charcoal (Evangelo) - 50.
Total cost: 435 points.
Bridge Town (5) -> Knuckle House (5)
Banner: Karlee - 150.
Emblem: Bird of Prey - 10.
Body Piece: Tie Die (Holly) - 50.
Card: Hazard Pay - 75.
Skin: Mojave (M249) - 30.
Skin: Lava Lamp (UMP45) - 30.
Head Piece: Feeling Blue (Karlee) - 50.
Banner: Smooth Operator - 100.
Total cost: 495 points.
Note: there aren’t more cards in this supply line.
Knuckle House (5) -> The Crow's Nest (6)
Legs Piece: Blood Soaked (Evangelo) - 50.
Spray: Night Shadow - 15.
Skin: Wood Classic (M1A) - 30.
Head Piece: Pink Rock (Karlee) - 50.
Skin: Fancicam (Scar) - 30.
Leg Piece: I'll Live (Holly) - 50.
Spray: Out to Bat - 15.
Title: Master of Reflex - 10.
Total cost: 250 points.
The Crow's Nest (6)
Legs Piece: Total Apocalypse (Holly) - 250.
Legs Piece: Total Apocalypse (Walker) - 250.
Legs Piece: Total Apocalypse (Karlee) - 250.
Legs Piece: Total Apocalypse (Mom) - 250.
Legs Piece: Total Apocalypse (Jim) - 250.
Legs Piece: Total Apocalypse (Evangelo) - 250.
Legs Piece: Total Apocalypse (Doc) - 250.
Legs Piece: Total Apocalypse (Hoffman) - 250.
Total cost: 2000 points.
Campaign Card List
A list of all the Campaign and Swarm cards available in Back 4 Blood split by type: Offense, Defense, Mobility, and Utility. The cards in the same type are sorted in alphabetical order.
Cards unlocked by Accomplishments
Note: The following cards aren’t unlocked with supply lines but via in-game accomplishments.
Adrenaline Fueled: Complete a level while getting at least 50 kills with melee weapons.
Ammo Scavenger: Get 500 total pistol kills.
Berserker: Get 500 total melee kills.
Confident Killer: Kill at least one of each non-boss mutation.
Field Surgeon: Heal 5000 total health.
Lucky Pennies: Defend the jukebox in Bar Room Blitz without it breaking.
Mag Carrier: Get 500 total SMG kills.
Meat Grinder: Get 500 total LMG kills.
Shell Carrier: Get 500 total shotgun kills.
Stock Pouch: Get 500 total sniper rifle kills.
Tactical Vest: Get 500 total assault rifle kills.
Offense
Admin Reload: When you stow your weapon, it reloads. -15% Ammo Capacity.
Adrenaline Fueled: When you kill an enemy, gain 7 Stamina over 7 seconds, stacking up to 5 times.
Ammo: +10% Ammo.
Ammo Belt: +50% Ammo Capacity, -20% Stamina Efficiency.
Ammo For All: +10% Team Ammo Capacity.
Ammo Mule: +75% Ammo Capacity, -5% Movement Speed.
Ammo Pouch: +25% Ammo Capacity.
Ammo Stash: Your secondary weapons have Unlimited Ammo. Your secondary weapons reload 20% Slower.
Avenge the Fallen: When you or a teammate becomes incapacitated, all teammates gain 30% Damage, 20% Reload Speed, and Unlimited Ammo for 10 Seconds.
Batter Up: +50% Melee Damage, +5 Health.
Berserker: Gain 10% Melee Damage. 10% Melee Speed, and 5% Move Speed for each Melee kill in the last 4 Seconds.
Bomb Squad: +100% Explosive Damage, +35% Explosive Resistance.
Brazen: +30% Melee Stamina Efficiency, +30% Melee Attack speed, -5% Damage Resistance.
Broadside: Precision Kills have a 20% chance to cause Ridden to explode, dealing 15 damage to other Ridden with 4 meters.
Chemical Courage: Pain meds you apply also grant +25% Damage for 60 Seconds.
Combat Knife: Turns your Bash into a Knife that counts as a Melee weapon.
Combat Training: +5% Bullet Damage, +1 Bullet Stumble Damage, +5 Melee Stumble Damage.
Demolitions Expert: +50% Accessory Damage, -15% Ammo Capacity.
Double Grenade Pouch: +2 Offensive Inventory, -10% Damage Dealt.
Front Sight Focus: +20% Accuracy.
Glass Cannon: +25% Damage, -30 Health.
Grenade Pouch: +1 Offensive Inventory.
Grenade Training: +25% Accessory Damage.
Heavy Attack: Charge: Hold [LEFTCLICK/R2/RT] with Melee weapon to burst forward. Charge attacks deal 100% increased damage.
Heavy Hitter: Melee hits against Weakspots deal +20 Additional Stumble Damage.
Hi Vis Sights: +30% Aim Speed.
Hyper-Focused: +50% Weakspot Damage, -40% Move Speed while shooting or melee attacking.
Improvised Explosives: +75% Accessory Damage, -25% Swap Speed.
In the Zone: Precision Kills grant 5% Reload Speed for 5 Seconds (stacking up to 10 times).
Killer's Instinct: +30% Weakspot Damage. DISABLES: Aim Down Sights.
Large Caliber Rounds: +7.5% Bullet Damage, +200% Bullet Penetration.
Line 'em Up: +10% Effective Bullet Range, +15% Recoil Control, +25% Bullet Penetration, +25% Aim Speed.
Mean Drunk: +75% Melee Damage. Your Melee Attacks cause cleave through enemies dealing damage in a large area. DISABLES: Sprint.
Meat Grinder: Gain 30% Move Speed and Accuracy while crouched and using an LMG.
Meth Head: +40% Melee Attack Speed, +40% Melee Attack Efficiency, Your Melee Attacks no longer stick in tough enemies. DISABLES: Aim Down Sights.
Optics Enthusiast: +30% Accuracy, -20% Stamina Efficiency.
Patient Hunter: Every 0.75 seconds you Aim Down Sights increases your Damage by 10% (up to 3 stacks).
Power Reload: Reloading a gun within 1 Second of reaching low ammo will increase its magazine size by 30% until the next reload.
Power Swap: Changing Weapons within 1 Second of reaching low ammo grants +20% Damage for 5 Seconds.
Pyro: +100% Fire Damage, Kills with fire grant you 3 Temporary Health. You can sense flammable objects nearby.
Quick Kill: +50% Accuracy, DISABLES: Aim Down Sights.
Reckless Strategy: +30% Weakspot Damage, -5% Damage Resistance.
Reload Drills: +20% Reload Speed.
Ridden Slayer: +20% Weakspot Damage.
Sadistic: Gain 5% Weakspot Damage for Each Precision Kill in the last 10 Seconds.
Scattergun Skills: +40% Reload Speed with Shotguns.
Shell Carrier: +30% Shotgun Ammo Capacity, +10% Damage with Shotguns.
Shredder: Each bullet hit causes the target to take 1% increased damage for 3 Seconds (Stacks up to 15%).
Silver Bullets: +10% Bullet Damage, +150% Bullet Penetration, When you kill a Mutation, you lose 5 Copper.
Slugger: +5 Health, +10% Melee Stamina Efficiency, +20% Melee Attack Speed.
Spiky Bits: +25% Melee Damage, +10% Damage Resistance while using a Melee weapon, -15% Ammo Capacity.
Steady Aim: Every 0.75 seconds you Aim Down Sights gives 10% Recoil Control (up to 3 stacks) +80% Aim Speed, -50% ADS Move Speed.
Stock Pouch: +30% Sniper Ammo Capacity, +10% Damage with Sniper Rifles.
Sunder: Melee hits cause the target to take 20% Increased damage for 5 Seconds.
Surplus Pouches: -10% Health, +1 Team Offensive Accessory.
Tactical Vest: +30% Rifle Ammo Capacity, +10% Damage with Assault Rifles, and LMGs.
Trigger Control: +25% Accuracy with Assault Rifles and Sniper Rifles.
Tunnel Vision: Every 0.75 seconds you Aim Down Sights gives 5% Weakspot Damage (up to 3 stacks) +50% Aim Speed, -5% Damage Resistance
Two is One and One is None: You can equip a Primary weapon in your Secondary slot. -25% Swap speed.
Widemouth Magwell: +30% Reload Speed, -5% Damage Resistance.
Defense
Amped Up: When you exit a starting saferoom, your team gains 50 Temporary Health.
Antibiotic Ointment: +20% Healing Efficiency.
Battle Lust: Melee Kills heal 2 health.
Body Armor: +25% Trauma Resistance, -20% Ammo Capacity.
Box O' Bags: -10% Health, +1 Team Support Inventory.
Buckshot Bruiser: When using Shotguns, gain Temporary Health for each pellet that hits.
Canned Goods: +40 Health, -30% Stamina.
Charitable Soul: Healing a teammate also applies 50% of the effect to you.
Combat Medic: +50% Use Speed, Heals teammates for an additional 20 when you revive them.
Confident Killer: When you or your team kills a mutation gain 1% damage (up to 15%) until the end of the level.
Down in Front!: While Crouching you neither take nor deal Friendly Fire damage. +10 Health.
Durable: +15% Trauma Resistance +5 Health.
EMT Bag: +40% Healing Efficiency -20% Stamina Recovery.
Experienced EMT: When you use a Medical Accessory, the target gains +10% Maximum Health, Stamina, and Stamina Regen until the end of the level.
Face Your Fears: Gain 3 Temporary Health whenever you kill a Ridden within 2 meters.
Fanny Pack: +1 Support Inventory.
Field Surgeon: +60% Healing Efficiency, -50% Use Speed.
Fresh Bandage: Heal 15 Trauma Damage at the start of each level.
Group Therapy: When you use a Medical Accessory, all teammates heal for 8 Health.
Health: +5 Health.
Hunker Down: When crouching, gain 10% Damage Resistance and 40% Accuracy.
Hydration Pack: +25Health, -15% Ammo Capacity.
Ignore the Pain: +20% Melee Damage against Mutations. When you deal Melee damage to a Mutation gain 1 Temporary Health and recover 3 Stamina.
Inspiring Sacrifice: When you or a teammate becomes incapacitated, all teammates heal for 25 Health over 20 Seconds.
Life Insurance: +1 Extra Life, +15% Reduced Incap Trauma.
Mag Carrier: +30% Pistol/SMG Ammo Capacity, +10% Damage with Pistols and SMGs.
Mag Coupler: +50% Reload Speed, DISABLES: Aim Down Sights.
Medical Expert: +15% Healing Efficiency, When you use a Medical Accessory you gain 15% Movement Speed for 15 Seconds.
Medical Professional: First Aid and Defibrillators also recover 15 Trauma Damage and 1 Extra Life.
Miraculous Recovery: When you use a Medical Accessory, it has a 25% chance to have 100% increased effect.
Motorcycle Helmet: +15% Damage Resistance, +10 Health, DISABLES: Aim Down Sights.
Motorcycle Jacket: +5% Damage Resistance, +5 Health.
Needs of the Many: -10% Health, +1 Team Extra Life.
Numb: Gain +15% Damage Resistance while you have Temporary Health.
Overwatch: Kills from greater than 15 meters grant 5 Temporary Health to teammates within 10 meters of the target.
Padded Suit: +10% Damage Resistance, +5 Health, -20% Stamina Efficiency.
Poultice: When you heal a teammate, they heal for an additional 15 Health over 30seconds.
Saferoom Recovery: Your team heals 15 Health, 7 Trauma Damage and refills 10% Ammo at the start of each level.
Scar Tissue: Take 1 less damage from all Ridden.
Second Chance: +1 Extra Life, +5 Health.
Shoulder Bag: +2 Support Inventory, -10% Damage Dealt.
True Grit: When you take a single hit for 15 or more damage, heal 8 Health over 5 Seconds.
Vanguard: Melee kills grant 1 Temporary Health to you and nearby teammates.
Vitamins: +15 Health.
Well Fed: +10 Team Health.
Wooden Armor: +40% Trauma Resistance, -100% Fire Resistance, -100% Acid Resistance.
Wounded Animal: Kills while at Critical Health recover 1 Health.
Mobility
Breakout: Breakout: Hold [E/SQUARE/X] to free yourself from Grabs. +50% Breakout Cooldown Reduction (Base 60 seconds).
Cold Brew Coffee: +15% Reload Speed, +25% Aim Speed, +25% Weapon Swap Speed, +25% Use Speed.
Controlled Movement: +40% Movement Speed while aiming down sights with Sniper Rifles.
Cross Trainers: +20% Stamina, +20% Stamina Regen, +3% Move Speed, +5 Health.
Dash: +5% Move Speed.
Energy Bar: +30% Stamina Regeneration, +5 Health.
Energy Drink: +15% Stamina, +25% Weapon Swap Speed, +15% Move Speed while firing, +10% Slow Resistance.
Evasive Action: When you take a hit for 10 or more damage. Gain 15% Movement Speed for 3 seconds.
Fire in the Hole!: When you throw an Offensive Accessory, Gain 20 Temporary Health and 20% Move speed for 5 Seconds.
Fleet of Foot: +8% Move Speed, -7% Damage Resistance.
Hellfire: +45% Movement Speed while firing. +5% Move Speed while not firing.
Mad Dash: +20% Sprint Speed, -40% Stamina Efficiency.
Mandatory PT: +15% Team Stamina.
Marathon Runner: No Movement Penalty for Strafe or Backpedal.
Natural Sprinter: +100% Stamina Regeneration, -50% Maximum Stamina.
Olympic Sprinter: +30% Sprint Efficiency, -7% Damage Resistance.
On your Mark...: When you exit a starting saferoom your team gains +15% Movement Speed for 30 Seconds.
Pep in your Step: Precision Kills grant you 8% Movement Speed for 5 Seconds.
Reckless: +40% Sprint Efficiency, When you take Damage while Sprinting you lose all Stamina.
Rhythmic Breathing: +40% Stamina.
Rolling Thunder: +35% Movement Speed while firing with Shotguns, +10% Damage with shotguns.
Run and Gun: You can sprint while shooting.
Run like Hell: +12% Move Speed, When you take Damage, your movement speed is reduced by 12% for 3 Seconds.
Speed Demon: +4% Movement Speed while using an SMG, +35% Reload Speed while using an SMG.
Stamina: +10% Stamina.
Stimulants: Pain Meds you apply also grant +20% Stamina Regen, +15% Reload Speed, and +15% Weapon Swap Speed for 30 Seconds.
Superior Cardio: +20% Stamina, +20% Sprint Efficiency +5 Health.
Team Stamina: +10% Team Stamina.
Utility
Ammo Scavenger: You can sense Nearby Ammo, More ammo spawns.
Bounty Hunter: When you kill a Mutation, gain 10 Copper (Up to 300 per Level).
Cocky: +75% Weapon Swap Speed, When you take Damage your Accuracy is reduced by 20% for 3 Seconds.
Compound Interest: Gain 10% of your total Copper in each Saferoom.
Copper Scavenger: You can sense Nearby Copper, More copper piles spawn.
Fortune: Gain 25 to 50 Copper at the start of each level.
Guns Out: +50% Weapon Swap Speed, -5% Damage Resistance.
Hazard Pay: Gain 250 Bonus Copper at the start of Each level.
Headband Magnifier: +125% Use Speed. When you take Damage, you have a change to be Blinded for 1 Second.
Highwayman: Kills with Secondary guns have a 3% chance to spawn ammo or a Molotov.
Knowledge is Power: +10% Weakspot Damage, Allows Player to see values for damage they deal and enemy health bars.
Lucky Pennies: Whenever your team loots Copper, you have a 35% chance to find 35% additional Copper.
Marked for Death: Mutations you Ping are highlighted and your team deals 10% increased damage to highlighted enemies.
Money Grubbers: Each time your team loots Copper, you can gain 5 additional Copper, stacking up to 100 additional Copper.
Mugger: Kills with Melee weapons have a 3% chance to spawn ammo or Razor Wire.
Multitool: +75% Use Speed, -5% Damage Resistance.
Offensive Scavenger: You can sense nearby Offensive Accessories. More Offensive Accessories spawn.
Pep Talk: While reviving teammates, take 3 less damage from all Ridden. Heals teammates for an additional 10 Health when you revive them.
Rousing Speech: +225% Revive Speed, +20% Reduced Incap Trauma. DISABLES: Offensive Accessories.
Screwdriver: +50% Use Speed, +10% Stamina.
Share the Wealth: Each teammate gets 100 Bonus Copper at the start of each level.
Shooting Gloves: +25% Weapon Swap Speed.
Smelling Salts: +100% Revive Speed.
Support Scavenger: You can sense nearby Support Accessories. More Support Accessories Spawn.
Team Quick Slot: +1 Team Quick Slot Inventory.
Utility Scavenger: You can sense nearby Quick Accessories. More Quick Accessories spawn.
Weapon Scavenger: You can sense nearby Weapons. More weapons spawn.
Characters Card List
Doc: Doc can heal each teammate for 25 Health once per level. +30% Healing Efficiency, +25% Team Trauma Resistance. Starts with a Bandage.
Evangelo: Evangelo can quickly break out of grabs once every 60 Seconds. +75% Breakout Speed, +25% Stamina Regen, +5% Team Movement Speed. Starts with a Molotov.
Hoffman: Hoffman has a chance to find Ammo whenever he kills a Ridden, +1 Offensive Inventory, +10% Max Team Ammo Capacity, Starts with an Ammo Pouch.
Holly: Holly recovers 10 Stamina when she kills a Ridden. +10% Damage Resistance, +25 Team Stamina. Starts with a Stun gun.
Jim: Precision kills grant Jim 2.5% stacking damage until he takes damage. +25% Aim Down Sights speed, +10% Team weakspot damage. Starts with Barbed wire.
Karlee: Karlee can sense nearby hazards and Mutations. +1 Quick Inventory, +50% Team Use Speed. Starts with a Toolkit.
Mom: Mom can instantly Revive a teammate once per level. +1 Support Inventory, +1 Team Extra Life. Starts with Pain Meds.
Walker: Precision Kills grant Walker +20% Accuracy for 5 Seconds. +10% Damage, +10 Team Health. Starts with a Frag Grenade.
Swarm Card List
Note: Campaign and Swarm cards are listed separately even when they have the same effects.
Admin Reload: When you stow your weapon, it reloads. -15% Ammo Capacity.
Adrenaline Fueled: When you kill an enemy, gain 7 Stamina over 7 seconds, stacking up to 5 times.
Ammo: +10% Ammo.
Ammo For All: +10% Team Ammo Capacity.
Ammo Pouch: +25% Ammo Capacity.
Ammo Stash: Your secondary weapons have Unlimited Ammo. Your secondary weapons reload 20% Slower.
Antibiotic Ointment: +40% Healing Efficiency, +5 Health.
Battle Lust: Melee Kills heal 2 health.
Berserker: Gain 10% Melee Damage. 10% Melee Speed, and 5% Move Speed for each Melee kill in the last 4 Seconds.
Bomb Squad: +100% Explosive Damage, +35% Explosive Resistance.
Breakout: Breakout: Hold [E/SQUARE/X] to free yourself from Grabs. +66% Breakout Cooldown Reduction (Base 60 seconds).
Buckshot Bruiser: When using Shotguns, gain Temporary Health for each pellet that hits.
Charitable Soul: Healing a teammate also heals you for 100% of the amount healed.
Chemical Courage: Pain meds you apply also grant +25% Damage for 60 Seconds.
Combat Knife: Turns your Bash into a Knife that counts as a Melee weapon.
Combat Medic: +50% Use Speed, Heals teammates for an additional 20 when you revive them.
Combat Training: +5% Bullet Damage, +1 Bullet Stumble Damage, +5 Melee Stumble Damage.
Confident Killer: When you or your team kills a mutation gain 1% damage (up to 15%) until the end of the level.
Cross Trainers: +20% Stamina, +20% Stamina Regen, +3% Move Speed, +5 Health.
Durable: +50% Trauma Resistance, +5 Health.
Energy Bar: +60% Stamina Regeneration, +5 Health.
Evasive Action: When you take a hit for 10 or more damage. Gain 15% Movement Speed for 3 seconds.
Experienced EMT: When you use a Medical Accessory, the target gains +10% Maximum Health, Stamina, and Stamina Regen until the end of the level.
Face Your Fears: Gain 3 Temporary Health whenever you kill a Ridden within 2 meters.
Fanny Pack: +1 Support Inventory.
Fire in the Hole!: When you throw an Offensive Accessory, Gain 20 Temporary Health and 20% Move speed for 5 Seconds.
Front Sight Focus: +30% Accuracy.
Grenade Pouch: +1 Offensive Inventory.
Group Therapy: When you use a Medical Accessory, all teammates heal for 8 Health.
Health: +5 Health.
Hellfire: +45% Movement Speed while firing. +5% Move Speed while not firing.
Hi Vis Sights: +40% Aim Speed.
Hunker Down: While Crouching, gain 20% Damage Resistance and 12.5% Accuracy.
Ignore the Pain: +20% Melee Damage against Mutations. When you deal Melee damage to a Mutation gain 1 Temporary Health and recover 3 Stamina.
In the Zone: Precision Kills grant 5% Reload Speed for 5 Seconds (stacking up to 10 times).
Inspiring Sacrifice: When you or a teammate becomes incapacitated, all teammates heal for 25 Health over 20 Seconds.
Marathon Runner: +5% Move Speed, No Movement Penalty for Strafe or Backpedal.
Marked for Death: Mutations you Ping are highlighted and your team deals 10% increased damage to highlighted enemies.
Numb: Gain +15% Damage Resistance while you have Temporary Health.
Patient Hunter: Every 0.75 seconds you Aim Down Sights increases your Damage by 10% (up to 3 stacks).
Pep in your Step: Precision Kills grant you 8% Movement Speed for 5 Seconds.
Poultice: When you use a Medical Accessory, the target heals for an additional 20 Health and 20 Trauma over 30 Seconds.
Power Swap: Changing Weapons within 1 Second of reaching low ammo grants +20% Damage for 5 Seconds.
Pyro: +100% Fire Damage, Kills with fire grant you 3 Temporary Health. You can sense flammable objects nearby.
Reload Drills: +30% Reload Speed.
Ridden Slayer: +35% Weakspot Damage.
Scar Tissue: Take 1 less damage from all Ridden.
Screwdriver: +100% Use Speed.
Second Chance: +1 Extra Life, +10 Health.
Shooting Gloves: +50% Weapon Swap Speed.
Shredder: Each bullet hit causes the target to take 1% increased damage for 3 Seconds (Stacks up to 15%).
Smelling Salts: +150% Revive Speed.
Speed Demon: +4% Movement Speed while using an SMG, +35% Reload Speed while using an SMG.
Stamina: +10% Stamina.
Stimulants: Pain Meds you apply also grant +20% Stamina Regen, +15% Reload Speed, and +15% Weapon Swap Speed for 30 Seconds.
Superior Cardio: +50% Sprint Efficiency, +5 Health.
True Grit: When you take a single hit for 15 or more damage, heal 8 Health over 5 Seconds.
Two is One and One is None: You can equip a Primary weapon in your Secondary slot. -25% Swap speed.
Vanguard: Melee kills grant 1 Temporary Health to you and nearby teammates.
Vitamins: +25 Health.
Well Fed: +10 Team Health.
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Credit to Spikeyroxas who provided the information used for this article. Header and all images: Turtle Rock Studios