Combat, firearms and noise
A fight costs more than ammunition. Keep stamina in reserve, maintain your weapons and remember how far the noise can travel.
Melee and firearm handling
Click for a normal swing; hold attack at least 0.8 real seconds for a supported heavy attack. Heavy blows cost stamina and fail at zero. Spears and pikes add reach. A broken melee weapon deals only 1 damage until repaired.
Attack fires a gun; use aims. After 0.25 real seconds aiming, reported spread tightens from 4° to 1.5° before condition and survivor modifiers. R reloads or clears a jam in three seconds; H toggles the weapon light. Load a magazine by clicking matching rounds onto it; reloading chooses the fullest compatible magazine you carry.
Sneak-use a firearm beside an ammo or metal bench for maintenance: unloading, attachments, jam clearing and servicing. A service uses one steel plate and 50 mL engine oil to restore 25 condition. Worn guns jam more often.
Definition values and conditions
The report lists 11 firearms, with capacities from the one-shot flare launcher to 30-round carbine/submachine feeds. A service pistol has 15-round capacity, 6 projectile damage, 3 shots/s maximum, 64-block range and a 96-block definition noise radius. A hunting rifle has five-round capacity, 16 projectile damage, 0.8 shots/s, 160-block range and 160-block noise. Shotgun damage is per pellet.
Actual fire interval is limited by max(20/rate, cycleSeconds × 20) ticks; aiming, condition, attachments and survivor state modify performance. The full definition rows are retained in the supporting tables for pages 24–25.
Noise and scent
The older guide’s 64-block generic gunshot estimate is not universal: current firearm rows list their own noise values, reaching 176 blocks. Walking/sprinting are reported at 8/16 blocks, breaking glass 24, generators 32–48 and alarms 96 before modifiers. The guide says each solid intervening wall halves sound.
Bleeding without a bandage creates a scent followed from about 12 blocks and farther downwind. Bloody clothing has its own current scent path. Do not replace these with the stronger proposed skin-scent system.
Noise contributes to regional disturbance and later hordes. After a fight, treat bleeding and read infected warning cues before continuing to search.
All firearm definitions
Rate is maximum shots/s; range/noise are blocks; recoil is degrees; reload/cycle are real seconds; mass is kg. Shotgun damage is per pellet. Survivor state, attachments and condition modify performance.
| Firearm / calibre / feed | Capacity / damage / pellets | Rate / range / recoil / noise | Reload s / kg / automatic / cycle s |
|---|---|---|---|
| Service Pistol · 9mm · magazine | 15 / 6 / 1 | 3 / 64 / 2 / 96 | 2 / 1.0 / False / 0 |
| Compact Pistol · .45 · magazine | 8 / 8 / 1 | 2.5 / 56 / 3 / 96 | 2.5 / 1.1 / False / 0 |
| Revolver · .357 · see feed reference | 6 / 10 / 1 | 2 / 72 / 4 / 112 | 4 / 1.3 / False / 0 |
| Pump Shotgun · 12 gauge · see feed reference | 6 / 3 / 6 | 1 / 32 / 6 / 144 | 0.7 / 3.5 / False / 0.6 |
| Double Shotgun · 12 gauge · see feed reference | 2 / 3 / 6 | 2 / 28 / 7 / 144 | 3 / 3.0 / False / 0 |
| Hunting Rifle · .308 · internal feed | 5 / 16 / 1 | 0.8 / 160 / 5 / 160 | 4 / 4.0 / False / 0.8 |
| Carbine · 5.56 · magazine | 30 / 9 / 1 | 8 / 128 / 3 / 160 | 3 / 3.2 / True / 0 |
| Battle Rifle · .308 · magazine | 20 / 13 / 1 | 5 / 144 / 4.5 / 176 | 3.5 / 4.5 / True / 0 |
| Submachine Gun · 9mm · magazine | 30 / 6 / 1 | 10 / 72 / 2 / 128 | 2.5 / 2.5 / True / 0 |
| Marksman Rifle · .308 · magazine | 20 / 15 / 1 | 2 / 192 / 4 / 176 | 3.5 / 4.8 / False / 0 |
| Flare Launcher · Flare · single shot | 1 / 1 / 1 | 0.5 / 48 / 2 / 32 | 2 / 0.8 / False / 0 |
All melee definitions
Cooldown is real seconds, stamina is cost and extra reach is blocks. Broken-weapon behavior and survivor modifiers still apply.
| Weapon | Damage / cooldown s / stamina / durability | kg / extra reach / cutting |
|---|---|---|
| Baton | 4 / 0.8 / 6 / 500 | 0.7 / 0 / False |
| Baseball Bat | 5 / 1.0 / 8 / 350 | 1.0 / 0 / False |
| Reinforced Bat | 6 / 1.1 / 10 / 550 | 1.3 / 0 / False |
| Machete | 6 / 0.9 / 9 / 450 | 0.8 / 0 / True |
| Fire Axe | 8 / 1.4 / 14 / 650 | 2.0 / 0 / True |
| Combat Knife | 4 / 0.6 / 5 / 400 | 0.4 / 0 / True |
| Spear | 5 / 1.0 / 7 / 250 | 1.2 / 0.5 / True |
| Crowd Pike | 7 / 1.3 / 11 / 500 | 2.0 / 1.0 / True |
| Sledge Weapon | 9 / 1.8 / 18 / 600 | 3.0 / 0 / False |
| Kitchen Knife | 3 / 0.7 / 4 / 200 | 0.3 / 0 / True |
| Hunting Knife | 4 / 0.8 / 5 / 350 | 0.4 / 0 / True |
Admin & server owner reference
Exact identifiers, original fields and source locators are preserved below. These records describe the documented mod version; they are not commands to run or proof of a new gameplay test.
| Firearm / calibre / feed | Capacity / damage / pellets | Rate / range / recoil / noise | Reload s / kg / automatic / cycle s | PDF page |
|---|---|---|---|---|
| service_pistol Caliber.NINE_MM; FeedType.MAGAZINE | 15 / 6 / 1 | 3 / 64 / 2 / 96 | 2 / 1.0 / False / 0 | 24 |
| compact_pistol Caliber.FORTY_FIVE; FeedType.MAGAZINE | 8 / 8 / 1 | 2.5 / 56 / 3 / 96 | 2.5 / 1.1 / False / 0 | 24 |
| revolver Caliber.THREE_FIFTY_SEVEN; FeedType.CYLINDER | 6 / 10 / 1 | 2 / 72 / 4 / 112 | 4 / 1.3 / False / 0 | 24 |
| pump_shotgun Caliber.TWELVE_GAUGE; FeedType.TUBE | 6 / 3 / 6 | 1 / 32 / 6 / 144 | 0.7 / 3.5 / False / 0.6 | 24 |
| double_shotgun Caliber.TWELVE_GAUGE; FeedType.BREAK | 2 / 3 / 6 | 2 / 28 / 7 / 144 | 3 / 3.0 / False / 0 | 24 |
| hunting_rifle Caliber.THREE_OH_EIGHT; FeedType.INTERNAL | 5 / 16 / 1 | 0.8 / 160 / 5 / 160 | 4 / 4.0 / False / 0.8 | 24 |
| carbine Caliber.FIVE_FIVE_SIX; FeedType.MAGAZINE | 30 / 9 / 1 | 8 / 128 / 3 / 160 | 3 / 3.2 / True / 0 | 24 |
| battle_rifle Caliber.THREE_OH_EIGHT; FeedType.MAGAZINE | 20 / 13 / 1 | 5 / 144 / 4.5 / 176 | 3.5 / 4.5 / True / 0 | 24 |
| submachine_gun Caliber.NINE_MM; FeedType.MAGAZINE | 30 / 6 / 1 | 10 / 72 / 2 / 128 | 2.5 / 2.5 / True / 0 | 24 |
| marksman_rifle Caliber.THREE_OH_EIGHT; FeedType.MAGAZINE | 20 / 15 / 1 | 2 / 192 / 4 / 176 | 3.5 / 4.8 / False / 0 | 24 |
| flare_launcher Caliber.FLARE; FeedType.SINGLE | 1 / 1 / 1 | 0.5 / 48 / 2 / 32 | 2 / 0.8 / False / 0 | 24 |
| Weapon | Damage / cooldown s / stamina / durability | kg / extra reach / cutting | PDF page |
|---|---|---|---|
| baton | 4 / 0.8 / 6 / 500 | 0.7 / 0 / False | 24 |
| baseball_bat | 5 / 1.0 / 8 / 350 | 1.0 / 0 / False | 24 |
| reinforced_bat | 6 / 1.1 / 10 / 550 | 1.3 / 0 / False | 24 |
| machete | 6 / 0.9 / 9 / 450 | 0.8 / 0 / True | 24 |
| fire_axe | 8 / 1.4 / 14 / 650 | 2.0 / 0 / True | 24 |
| combat_knife | 4 / 0.6 / 5 / 400 | 0.4 / 0 / True | 24 |
| spear | 5 / 1.0 / 7 / 250 | 1.2 / 0.5 / True | 24 |
| crowd_pike | 7 / 1.3 / 11 / 500 | 2.0 / 1.0 / True | 24 |
| sledge_weapon | 9 / 1.8 / 18 / 600 | 3.0 / 0 / False | 24 |
| kitchen_knife | 3 / 0.7 / 4 / 200 | 0.3 / 0 / True | 24 |
| hunting_knife | 4 / 0.8 / 5 / 350 | 0.4 / 0 / True | 25 |
Sources & verification
Evidence: pdf-derived. Feature status: implemented-static. Article coverage: ready.
PDF pages 23–26 · 11 Combat, firearms and infected · Afterfall 0.14.0 report: E015–E016, E069–E076
Reported static findings and packaged-guide behavior. Underlying source/JAR and gameplay have not been rechecked for this wiki; pack overrides are unknown.
The wiki has not independently playtested report-derived instructions. Your server or modpack settings may change them.