05Field guide · Out there
The infected
Five kinds come for you. Two of them are on every run, three only when the tier lets them out. All of them hear a gunshot from further away than they can see you.
01How they find you
They see you inside their sight range, and they come to any noise they hear. A shot from the pistol carries 13 tiles, about twice as far as a walker can see. Crouching drops your footsteps to 1 tile.
| Noise | Heard from | What it costs you |
|---|---|---|
| Footsteps: crouched · walking · running | 1 · 2.5 · 6 tiles | Sneaking cuts these by 7% a level |
| Machete swing | 2.5 tiles | Nothing past the doorway |
| 9mm Pistol shot | 13 tiles | The street |
| Pump Shotgun shot | 19 tiles | The whole block |
| Assault Rifle shot | 21 tiles | Everything in range, every shot |
| Calling an extraction | 14 tiles | Then 10 tiles every 5 s while you wait |
| Scrap Metal · Supply Case in your pack | +4% · +30% | Your footsteps carry further |
Every noise also heats the block up: the hotter it is, the sooner and bigger the next wave.
02Walkers
Most of what's out there. Slow, and easy alone; dangerous in a crowd you didn't count. Every wave is walkers and runners.
Walker- Health
- 60
- Chases at
- 1.15t/s
- Hits for
- 9–14
- Sees
- 7tiles
- You outwalk one. Walking is 2.0 tiles a second, running 3.0.
- Three pistol hits or two machete swings put one down.
- Each hit can start bleeding (3 in 10) or bite (1 in 10). A bite means infection.
03Runners
Looks like any walker until it runs. Less health, much faster, and more of every wave the longer you stay out.
Runner- Health
- 40
- Chases at
- 2.5t/s
- Hits for
- 6–10
- Sees
- 8tiles
- Faster than you walk, slower than you run. Sprint only while you have the stamina.
- It gives up a chase sooner than a walker does.
- 12% of the infected in a wave are runners at the start, more every minute after.
04Screamers
It doesn't fight much. It sees you from 9 tiles, further than a walker or a runner, keeps its distance, and calls the block in.
Screamer- Health
- 45
- Sees
- 9tiles
- Keeps away
- 4tiles
- Screams
- 2max
- Hit it while it draws breath and the scream is stopped. It tries again 2.5 s later.
- Up to three walkers on a map turn into screamers. Calm has none.
- A scream sends every infected within 9 tiles that isn't busy to where it saw you.
05Radioactives
Rare and tough, and hot to stand near. Killing one isn't the end of it: it bursts, and leaves a pool that glows for half a minute.
Radioactive- Health
- 120
- Hits for
- 8–13
- Each hit
- +5rad
- XP
- ×3
- Shoot it from range. Within 1.4 tiles of a live one you take radiation every second.
- Step back when it drops: it bursts 0.8 s later, hurting everything within 2.5 tiles.
- Its body is never empty, and has the best pockets on the street. Wait out the pool.
- Radiation never wears off. From 40 you're sick, from 70 you lose health, at 100 you die. Anti-Rad Meds clear 60.
06The brute
One per run at most, asleep in its lair until something wakes it: a noise close by, being seen, or being hurt. On Hot it's always out when the map has a lair, with the job "Put down the brute".
Brute- Health
- 700+250 a crewmate
- Slam
- 24
- Charge
- 28
- XP
- ×10
- Hits from the front do half damage. Flank it.
- Make it charge into a wall: it's dazed for 2.5 s and takes half again from every hit.
- It won't follow you more than 12 tiles from its lair.
- It roars at two thirds and one third health, and the roar calls the block.
07All five at a glance
| Kind | Health | Chases at | Hits for | Bleed · bite | Out on |
|---|---|---|---|---|---|
| 60 | 1.15 t/s | 9–14 | 30% · 10% | CalmRestlessHot | |
| 40 | 2.5 t/s | 6–10 | 25% · 6% | CalmRestlessHot | |
| 45 | 1.05 t/s | 5–8 | 15% · 5% | RestlessHot | |
| 120 | 1.0 t/s | 8–13 | 20% · 5% | RestlessHot | |
| 700 | 1.35 t/s | 24 · 28 | 50% · none | MaybeHot |
You have 100 health. You walk at 2.0 tiles a second and run at 3.0. The brute's health is for one survivor; each crewmate adds 250.