
The apocalypse. Again. For the fourth time, already.
POSTAL: RWC is a mod inspired by the Postal series, where you play as The Postal Dude, and use an assortment of strange weapons and powerups to fight off whatever new threat coming to destroy your idyllic life in your beloved shithouse trailer, as usual.
From firearms, to scissors, to diseased cow heads to biohazardous syringes, to tasers, to sticky satchels to gasoline cans (and even your own piss!), use everything in your arsenal to make it through daily inconveniences like
- Interdimensional assaults
- Demonic invasions
- Hostile military forces
- Running out of milk
Among other things.
And of course, you can choose whether to escape peacefully, or murder everything in sight.
Which you can very much do... mostly.
Spoiler: The Weapons:
Shovel:
Your trusty shovel. Looks just the way you remember it.
Relatively powerful melee weapon, useful to smack low-rank goons around.
Primary does strong swings with the flat end, secondary stabs with the edge.
Scythe:
A fine quality gardening tool, useful for taking down hostile hordes of stinkweeds, elephants, and other types of pachyderms.
They just don't 'hecho' that kind of detailing in 'Me-hee-co'.
Longer range than the shovel, slower to swing, but attacks in a wide arc.
Secondary fire throws it, slicing through anything in it's path. It bounces off walls, now, making it mostly easier to retrieve.
Pistol:
A .357 pistol. Nothing else to it. Shoots slow, deals somewhat decent damage.
Pretty accurate. Should serve you right while you don't find anything else.
Revolver:
A classic, .44 Magnum handcannon. Kind of like a long-range shotgun.
Primary fires double-action, faster, but less accurate, and with a slight trigger delay.
Secondary manually cocks the hammer, firing a faster, more accurate shot.
Shotgun:
Fires a spread of 7 pellets. Good for taking down stronger enemies.
Has a slow rate of fire, and suffers at longer ranges, but packs a punch in close-to-medium.
Secondary swaps between double-aught buckshot and incendiary ammunition.
Incendiary rounds have lower velocity, and falloff, but can set anything you point it at ablaze.
Spray Cannon:
A Shotgun on steroids.
This full-auto beast pumps out a fast spray of five pellets with twice the damage of the regular shotgun, but four times the spread.
Suffers at long-to-medium range. Best used at very, very close range.
Secondary swaps between triple-aught spray shells and explosive slugs.
Explosive slugs deal massive damage with a wide area of effect, but have low accuracy and falloff.
Machine Gun:
Better firerate than your pistol, at the cost of a little bit of damage and accuracy.
Secondary fire toggles between automatic fire, and a tighter, more precise 3-round burst, trading off firerate for accuracy.
Scissors:
Office scissors.
Their size, ricochetting ability and accuracy makes it easier to shoot through gaps and cut corners, plus they can be retrieved from walls.
They're only slightly faster to use than a pistol, however.
Secondary fire tosses a spread of three ricochetting scissors, tripling your damage output and coverage.
Rocket Launcher:
Functionally both a grenade launcher and a rocket launcher. Unlike in Postal 2, fuel is infinite, but rockets are limited.
Hold primary fire to charge a rocket. The more charge a rocket has, the faster and more stable it flies.
Low-charge rockets will nosedive when they run out of fuel. Fully charge a rocket to fire a seeker rocket.
Seeker rockets fly slow and bounce off walls until they lock on to a target, speeding into them and connecting full force.
Secondary fire fast-charges a non-seeker rocket.
M-Gun:
Simple, effective, and an absolute riot to use.
Hold down primary to mow down crowds with this bullet hose.
Just don't rely on it at longer ranges.
Hunting Rifle:
.308 Winchester, perfect for clearing out potgut, and people, too.
You could hipfire it, but to maximize it's effectiveness and improve your accuracy, use the scope.
Mace Flamethrower:
A can of pepper spray and a lighter. Guess what happens when you put these together?
Primary fires a jet of burning aerosol and capsaicin extract.
Secondary fires just the pepper spray, consuming less ammo and stunning enemies for a prolonged period of time, but dealing minimal damage.
Gas Can:
A jerry can of gasoline.
Hold primary fire to pour it on walls, floors, and enemies.
Press secondary to strike a match and toss it.
Matches are infinite, but bullets work, too.
Just keep in mind that gasoline eventually evaporates.
Napalm Launcher:
Gardening apparatus.
Shoots a canister that leaves a trail of napalm that ignites on contact with the floor, and explodes into a wide arc of flames and death.
Unlike the Molotov, whenever a canister explodes against a wall, a portion of the burning napalm drips down into the floor.
Secondary fire shoots a bouncier projectile that spews burning napalm until it's fully drained, exploding without the aforementioned arc of flames and death.
Diseased Cow Head:
A rotten, anthrax-infected cow head that emanates festering wafts of disease. Nasty.
Primary tosses it, secondary drops it at your feet. Don't forget to back off as soon as you lay it down.
Piss:
Press the Unzip Pants button to whip out your little Dude and urinate on some hapless fool.
Useful to briefly demoralize and scare living foes, and assert dominance over dead ones.
Vitamin X turns your pocket rocket into a cruise missile, boosting your urethra into a jet cutter that destroys projectiles and stunlocks enemies.
Secondary gives it a little shake and wipes your hands.
Has no tactical gameplay use, but it reduces your chances of leaking all over yourself.
Chainsaw:
About fucking time, wouldn't you say?
The only weapon in this mod that actually shares ammo with another weapon, consuming your gasoline.
Primary swings the logging tool, burying into whoever you swing it at and carving them up until you run out of fuel, or they run out of blood to spill.
Secondary holds it out and revs it up, consuming less ammo, and not dragging you in.
Best used to finish weakened enemies off.
Taser:
"Don't tase me, bro?" Yeah, right.
The Taser has infinite ammo, but needs to be recharged whenever it's battery is drained.
Primary uses it on stun gun mode. Pressing it against enemies will shock them and leave them stunned. Using it slowly drains your battery.
Secondary uses it on taser mode, firing prongs that dig into the target's flesh and discharge voltage until the contact is broken.
It's a non-lethal weapon, merely stunning enemies when hit, unless you hold that fire button a bit too long...
Spoiler: The Grenades:
With most weapons now having unique, proprietary altfires, and the Kick working independently of the weapons, the Grenades were relegated to the now vacated Zoom key.
And you have an assortment of those at hand.
Hand Grenade:
Vanilla grenade. You throw it, it hits the floor, it explodes. Simple.
Dynamite Stick:
Bounces way more than the grenade, with a much more potent yield. Useful for catching enemies around corners, or in places bullets can't get to.
Proximity Mine:
Lay it on the floor, and wait for some schmuck to step on it. Simple, right?
Bouncing Betty:
Lay it on the floor, and take cover, because this one jumps into the air and fires a spread of bullets at everyone around it, including you.
Timed Mine:
You lay it down, it explodes after five or so beeps. Like the other mines, it can now be remotely triggered with gunfire.
Molotov Cocktail:
Napalm Launcher on a budget.
You throw it, it explodes on any surface it makes contact with, laying a spread of flames at anyone dumb enough to stand around it.
Ideally, you should throw it on the floor, for better results.
Krotchy Bomb:
A little souvenir from Paradise, plutonium bombs in the shape of one of the most mass marketable sack of testicles in history.
Krotchy Bombs are like micro-nukes, bouncing around and exploding with a ridiculously powerful yield, leaving a cloud of fallout where it exploded in.
Flash Grenade:
The only less-lethal throwable here.
These grenades explode in a blinding flash, stunning more enemies for longer than the pepper spray does.
Useful for stopping crowds of enemies so you can piece them up with your other guns.
C4 Charge:
Sticky, remotely detonated satchels.
Useful for setting traps and demolishing specific targets.
Tap Zoom to throw, hold down Zoom when the detonator shows up over your Throwable icon to detonate.
The Detonator can be used regardless of what Throwable you have.
Bio-Hazardous Syringe:
Small, narrow syringes containing ethically-sourced hell rabies. The only non-area-of-effect weapon in here.
When hit by a syringe, the targetted foe will become more aggressive and immune to pain, and turn hostile towards their friends, slowly bleeding out health until they die.
Spoiler: Screenshots:
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Spoiler: Videos:Download Here.
Spoiler: And oh, before i forget...
Check out the reload button for a fun surprise.Your surprise is now elsewhere. Doesn't suck- LFW






