The Ultimate Firearms Guide

Steady hands. Small circle. Clean shot. Everything a new shooter needs for aiming and guns in Project Zomboid Build 42.

Checked against game version 42.20.4
Closer shots are easier shots.
The range plan
  1. 1Guns in Build 42
  2. 2Build your shooter
  3. 3Know your guns
  4. 4Ammo and magazines
  5. 5Controls and handling
  6. 6How aiming works
  7. 7What ruins your aim
  8. 8Noise: the dinner bell
  9. 9Weapon parts
  10. 10Jams, wear and repair
  11. 11Training plan: 0 to 10
  12. 12Where to find guns
  13. 13Tips, tricks and fixes
  14. 14Shooter's test
  15. 15Words and sources

Chapter 1

Guns in Build 42

A gun is the strongest tool in the game. It is also the loudest. Learn both halves or it will get you killed.

This guide is about a video game. Real guns are never toys.

The deal you make with every shot

💪

What you gain

  • You hit zombies from far away.
  • One shotgun blast can drop a whole group.
  • It is the only good way to hunt deer.
🔔

What you pay

  • Every zombie nearby hears it and comes.
  • Every bullet is gone forever.
  • A beginner's shots do little damage.

What changed from older versions

Old guides will steer you wrong. Build 42 rebuilt guns from the ground up.

BeforeNow in Build 42
The game picked your target for you.You aim yourself with an aiming circle.
A hit was just a hit.Body parts matter. Headshots do 3 times the damage.
Zombies fell over the same way each time.Shot zombies stumble and stagger with real physics.
No books for Aiming or Reloading.Both skills now have 5 skill books each.
14 guns.20 guns, and several old ones were renamed.

The shooter's journey

  1. BuildPick a job and traits that start you with Aiming.
  2. FindGet a gun, the right ammo and magazines.
  3. LearnMaster the keys before you need them.
  4. AimStand still. Let the circle shrink.
  5. PlanKnow where you run after the noise.
  6. TrainLevel up on small groups.
  7. CareFix jams. Repair worn guns.

Chapter 2

Build your shooter

Aiming is the slowest skill to train, because training costs bullets. Starting with a few levels saves hundreds of rounds.

The 2 gun skills

🎯

Aiming

Makes you better with every gun. You earn XP by hitting targets. Misses teach nothing.

🔄

Reloading

Makes loading faster. You earn XP by pushing rounds into magazines and guns.

The 6 things Aiming improves

StatIn plain words
AccuracyHow often your shots land.
PrecisionHow often you get a critical hit. Criticals do at least 2 times the damage.
RangeHow far away you can hit something.
Firing angleHow wide your cone of fire is.
Aiming timeHow fast your aim settles.
RecoilHow fast you can shoot again.

Higher Aiming also makes your guns jam less.

Best picks on the character screen

Police Officer (job)

The biggest head start. You begin with +4 Aiming, +1 Reloading and +1 Nimble.

Veteran (job)

You begin with +2 Aiming and +2 Reloading. You also get Desensitized. That trait stops almost all panic. Panic is the number 1 aim killer.

Target Shooter (trait)

A cheap trait that gives +1 Aiming. It stacks with a job.

Hunter (trait)

Gives +1 Aiming, plus Sneaking, Tracking and Butchering. Perfect if you also want to hunt.

Watch out: Reluctant Fighter

This trait gives you free points. But you earn only 75% XP in Aiming and all melee skills. It used to be called Pacifist. A shooter should skip it.

Watch out: point costs change

The game makers still tune jobs and traits. Always read the numbers on your own character screen.

Read the books first

Books multiply your XP. Aiming and Reloading books are weaker than other skill books. They are still worth reading before you spend ammo.

Book volumeWorks at levelsAiming or Reloading boostMost other skills get
Volume I0 to 21.5 times3 times
Volume II3 to 42.5 times5 times
Volume III5 to 64 times8 times
Volume IV7 to 86 times12 times
Volume V9 to 108 times16 times

Secret: the level 5 wall

Aiming and Reloading XP comes fast below level 5. At level 5, your XP gain drops to about one third. So levels 0 to 5 feel quick. Levels 5 to 10 are a long road.

Secret: TV can teach you to shoot

Some VHS tapes give Aiming XP. They only help for your first 3 levels. Watch them early, before the power goes out.

Chapter 3

Know your guns

There are 20 guns. They fall into 4 families. Each family has a job.

🔫

Pistols

Light. One hand. Fit in a holster. Quick to reload with spare magazines. Weak damage until your Aiming is good.

🤠

Revolvers

They never jam. You load rounds one by one, so reloading is slow.

💥

Shotguns

The beginner's best friend. Each shell fires 9 pellets and can hit many zombies. Also the loudest guns.

🎯

Rifles and carbines

Long reach. Bullets can pass through a zombie. They take scopes. Best for high Aiming and for hunting.

Gun picker: what is your situation?

All 20 guns

Damage is a range from weakest to strongest hit. Range and noise are in tiles.

GunAmmoHoldsDamageRangeNoiseGood to know
M9 Pistol9x19mm150.6 to 1.015100Most common pistol. Biggest pistol magazine.
M1911 Pistol.45 ACP70.9 to 1.21270Hits harder than the M9. Much quieter.
B-F Pistol.44 Magnum81.0 to 1.617120The strongest pistol.
SN38 Revolver.38 Special50.5 to 0.8860The quietest gun. Weak. Never jams.
Patrol Revolver.357 Magnum60.95 to 1.412100Never jams.
Magnum.44 Magnum61.0 to 1.618120Big stopping power. Never jams.
JS-2000 Shotgun12g shells51.5 to 2.212200The classic pump shotgun. Hits up to 9 targets.
JS-3T Tactical Shotgun12g shells71.5 to 2.212200Holds the most shells. Takes a Red Dot.
Double Barrel Shotgun12g shells21.5 to 2.215200Only 2 shots. Longest shotgun reach. Never jams.
Sawed-off JS-200012g shells51.3 to 2.010200Lighter. Shorter reach. Still needs 2 hands.
Sawed-off Double Barrel12g shells21.2 to 1.88200Widest spread. Shortest reach.
MSR700 Rifle5.56x45mm51.0 to 1.630150Bolt-action hunting rifle.
MSR788 Rifle7.62x51mm41.2 to 2.040170The classic deer rifle.
MSR7T Tactical Rifle7.62x51mm41.2 to 2.040170Like the MSR788, with more critical hits.
M1A Rifle7.62x51mm201.2 to 2.040170Power, reach and a 20-round magazine.
M16 Assault Rifle5.56x45mm301.0 to 1.630150The only full-auto gun. Can hit 2 targets.
JS-14 Rifle5.56x45mm201.0 to 1.630150One shot per click. Can hit 2 targets.
L92 Carbine.357 Magnum101.0 to 1.624120Lever-action.
L94 Rifle.30-3061.2 to 2.030160Lever-action. Hits like the big rifles.
Trapper Carbine.45 ACP71.0 to 1.42070The quietest long gun by far.

Watch out: sawed-off shotguns still need 2 hands

Sawing a shotgun makes it lighter and spreads pellets wider. It does not turn it into a one-hand gun.

Old name, new name

Many videos use the old names. This table helps you translate.

Old nameName in Build 42 now
D-E PistolB-F Pistol
M14 RifleM1A Rifle
M36 RevolverSN38 Revolver
M625 Revolver (.45 ammo)Patrol Revolver (now uses .357 Magnum)
.308 ammo7.62x51mm Round
.223 ammoThe MSR700 now uses 5.56x45mm

Chapter 4

Ammo and magazines

A gun with the wrong ammo is a heavy stick. Match them before you leave home.

Every bullet is treasure

You cannot craft bullets in the normal game. Every round you own was found as loot. When it is gone, it is gone. So never waste shots on a zombie you could hit with a bat.

Which ammo feeds which gun

AmmoGuns that use it
9x19mmM9 Pistol
.45 ACPM1911 Pistol, Trapper Carbine
.44 MagnumB-F Pistol, Magnum
.38 SpecialSN38 Revolver
.357 MagnumPatrol Revolver, L92 Carbine
12g shellsAll 5 shotguns
5.56x45mmMSR700, M16, JS-14
7.62x51mmMSR788, MSR7T, M1A
.30-30L94 Rifle

Watch out: .38 does not fit the Patrol Revolver

In real life, a .357 revolver can fire .38 rounds. In the game it cannot. The ammo must match exactly.

Magazines: the part beginners forget

Some guns need a magazine. That is a metal box that holds the rounds. No magazine means no shooting, even with a full ammo box.

Needs a magazine

The game has 7 magazine types: M9, M1911 Auto, B-F, M16, M1A, MSR700 and MSR788. A gun's tooltip names the magazine it takes.

Loads round by round

Revolvers, shotguns, and the L92 and L94 lever-action guns. You push rounds straight into the gun.

1

Fill your magazines at home

Filling a magazine takes time. A fight is the wrong moment. Right-click a magazine. Choose to insert bullets. Your survivor loads them one at a time.

You can do this while walking. You cannot do it while running.

NeedAn empty magazine and matching loose rounds
You getA full magazine, and Reloading XP for every round

Secret: spare magazines are your real ammo count

Swapping a full magazine in takes a moment. Refilling one takes ages. Carry 3 or 4 full magazines for your main gun. Keep them in your main inventory.

Secret: open the boxes

Ammo is found in boxes. Right-click a box to open it into loose rounds. Boxes take less space, so open them only when you need to load.

Chapter 5

Controls and handling

Fumbling keys gets survivors eaten. Practice these in a safe place first.

These are the default keys on a keyboard. You can change them in the options.

Right mouse Hold to aim.
Left mouse Fire, while aiming.
R Tap to reload.
R Hold for the reload wheel.
X Rack the gun. This clears jams.
V In a car: open the car wheel.

What "racking" means

Racking pulls the slide or pump. It moves a round into the firing chamber. If you reload calmly, your survivor racks for you. If you are rushed, the chamber may be empty. Then the gun only clicks. Press X and it is ready.

The reload wheel

Hold R with a gun in your hands. A wheel appears. From here you can load rounds into a spare magazine. You can also unload the gun.

Holsters

A pistol or revolver can ride in a holster. A holstered gun weighs less on you. It is also quick to draw. A double holster carries 2.

Single shots or full auto

The M16 has 2 fire modes. Single fires 1 round per click. Auto keeps firing while you hold the button. Auto burns a 30-round magazine in seconds. Use Single unless a horde is on top of you.

Shooting from a car

  1. Press V to open the car wheel.
  2. Open your window.
  3. Aim and fire as normal.

Watch out: the driver cannot steer while aiming

The car keeps rolling while you shoot. Slow right down first. Check the road ahead is clear. Shots from a moving car are also less accurate.

Chapter 6

How aiming works

Build 42 shows you how good your shot is before you fire. Learn to read the circle and you stop wasting bullets.

The aiming circle

Hold the right mouse button with a gun. A circle appears at your cursor. It tells you 2 things:

  • Size. A big circle is a sloppy shot. A small circle is a steady shot.
  • Color. Over a target, it shifts from red (bad) through orange to green (good).

The circle shrinks while you stand still and keep aiming. So patience is free accuracy.

Try it: what makes the circle grow?

This toy shows the idea, not the game's exact numbers.

The 4-beat shot

  1. StopPlant your feet. Moving ruins aim.
  2. HeadPut the circle on the head.
  3. WaitLet it shrink and turn green.
  4. FireOne shot. Then check around you.

Why the head?

Bullets now hurt different body parts by different amounts. This matches how melee works.

Head

3 times the damage. This is how you drop a zombie in one shot.

Body

Normal damage. It may take 2 or more shots.

Arms and legs

Far less damage. Mostly a wasted bullet.

The game helps a little. If your circle covers the head, it checks for a headshot first.

Secret: zombies and animals follow different rules

The official wiki says this for version 42.20.4. Against zombies, a shot on target lands. Your skill and mood decide how hard it hits. Against animals and other players, your skill also decides if it hits at all. That is why deer feel so much harder than zombies.

Use each gun's special trick

  • Shotguns: aim at the middle of a tight group. One shell can hit up to 9 targets.
  • Rifles: bullets pierce. Line zombies up in a row for a 2-for-1.
  • Pistols: let them come close. Short range is where pistols shine.

Watch out: far shots punish beginners

Distance makes every problem worse. A panicked shot at 20 tiles is far worse than the same shot at 3 tiles. With low skill, let targets walk closer.

Chapter 7

What ruins your aim

Your survivor is a person, not a robot. A scared, hurting, tired person shoots badly.

Aim killerWhat it doesThe fix
MovingThe circle stays big.Stop first. Shoot. Then move.
PanicThe worst one. The penalty grows with each panic level. It grows again with distance.Take Beta Blockers. Back away until calm. Or play a Veteran.
PainHurt arms and hands shake the gun.Bandage wounds. Take Painkillers.
TirednessYour vision narrows. You miss threats.Sleep before a planned gun fight.
Bad weatherWind, fog and rain all hurt aim.Pick a clear day.
DarknessYou cannot shoot what you cannot see.Fight by day. Or fit a Gun Light.
Heavy headgearBig helmets and masks limit your view.Swap to lighter headgear for shooting.

Watch out: Beta Blockers fix panic, not stress

Many players mix these up. Beta Blockers calm panic. They do nothing for the Stressed moodle.

Secret: why Veterans are gun experts

The Veteran's Desensitized trait blocks panic from everything except nightmares. No panic means steady aim in the middle of a horde. Other survivors need pills for that.

Secret: the sandbox has gun sliders

Custom Sandbox has a Firearms section. One slider is the Firearm Moodle Multiplier. Sandbox: Firearm Moodle Multiplier It scales how much moodles hurt your hit chance. Setting it to 0 turns that penalty off. There are also sliders for gun noise, jams and weather.

Level by level: Aiming

The best single thing to do at each level. Read the matching book first when one exists.

LevelDo this for most of your XPWhy
0 to 1Shotgun on a tight pack of 3 to 5 zombiesMulti-target hits, fast early XP
1 to 2Read Aiming I first, then shotgun sessionsOnly 1.5x, but it stacks with every shot
2 to 3Keep the shotgun. Fight from a car or fenceEscape route matters more than the gun
3 to 4Read Aiming II. Switch to a pistol for headshotsHeadshots pay triple since 42.12
4 to 5Pistol headshots on singles pulled by noiseFewer bullets per XP as accuracy climbs
5 to 6Read Aiming III before you cross 5XP drops to about 37% after level 5
6 to 7Rifle from a rooftop at slow zombiesLong range, safe, every hit is XP
7 to 8Read Aiming IV. Rifle sessions with beta blockersPanic hurts aim more than anything
8 to 9Keep shooting. Combine with Reloading grindBoth skills share the fights
9 to 10Read Aiming V. Big clears only when the base is safeThe last levels cost thousands of rounds

Before every gun fight

Your gun

Your survivor

Your plan

Your ticks are saved in this browser, on this device only.

Chapter 8

Noise: the dinner bell

Killing the zombie in front of you is easy. Surviving the 50 that heard it is the real test.

Every gun has a noise number. That is how many tiles away zombies can hear the shot. Sandbox: Firearm Noise Multiplier They all start walking toward it.

Watch out: there are no silencers

The normal game has no suppressor of any kind. If a video shows one, that player is using a mod.

The 5 noise rules

  1. Never shoot at home. You will pull the whole town to your front door.
  2. Shoot, then move. Zombies walk to where the sound was. Do not be there.
  3. Always have an exit. Park your car nearby, facing the way out.
  4. Count your rounds. Leave while you still have ammo, not after.
  5. Use noise on purpose. A shot can pull zombies away from a place you want to loot later.

Secret: the quiet trio

The SN38, the M1911 and the Trapper Carbine are far quieter than anything else. The M1911 and Trapper even share .45 ACP ammo. Together they make a great low-noise kit.

Chapter 9

Weapon parts

Parts make a good gun better. They will not fix low skill, so train first.

1

How to fit a part

Put the gun, the part and a screwdriver in your main inventory. Not in a bag. Right-click the gun. Choose Upgrade. Pick the part.

To take a part off, right-click the gun and choose Remove Upgrade. Parts can be moved between guns as often as you like.

NeedA screwdriver for most parts
Good to knowThe Upgrade menu only lists parts that fit that gun.

The 11 parts

PartWhat it doesGoes on
x2 Scope+7 tiles of far range. Closest good shot moves out 6 tiles.Rifles
x4 Scope+13 tiles of far range. Closest good shot moves out 8 tiles.Rifles
x8 Scope+20 tiles of far range. Closest good shot moves out 10 tiles.Hunting rifles
Red Dot SightYour aim settles faster.Some rifles and the JS-3T
Laser Sight+5 hit chance and faster aiming. Adds 0.6 weight.Pistols and some rifles
Tritium Pistol SightsBetter sights made for handguns.Pistols
Gun LightA flashlight on your gun.Pistols, and any gun whose Upgrade menu lists it
Recoil PadYou can fire the next shot sooner.Rifles and shotguns
Ammo StrapsYou reload a little faster.Rifles and shotguns
Choke Tube (Full)Tighter pellet spread. Better for far targets.Shotguns
Choke Tube (Improved)Wider pellet spread. Better for crowds up close.Shotguns

Watch out: big scopes are useless indoors

Scopes push your closest good shot outward. With an x8 scope, a zombie beside you is almost impossible to hit. Take the scope off before you enter a building.

Watch out: laser or light, not both

On pistols, the Laser Sight and the Gun Light use the same slot. You must choose one.

Secret: a light is also a beacon

A Gun Light lets you aim in the dark. Many players believe light also helps zombies spot you. Switch it off when you are sneaking.

Chapter 10

Jams, wear and repair

Guns break down like everything else. Knowing the fix turns a panic into a 1-second pause.

Jams

You pull the trigger. You hear a click. Nothing fires. That is a jam.

1

Clear a jam

Press X to rack the gun. The stuck round pops out. You can shoot again.

Jams more whenThe gun is worn out, or your Aiming is low.
Never jamsAll 3 revolvers and the Double Barrel Shotgun.

Secret: a revolver is the perfect backup

When your main gun jams with zombies in your face, you need a gun that cannot fail. Keep a revolver in a holster for that moment.

Wear

Each shot has a small chance to wear the gun down. For a hunting rifle it is about 1 in 200. Higher Aiming and Maintenance make that chance smaller. A gun at zero condition is broken.

Repair

There is no gun repair kit. You fix a gun with another gun of the same family as spare parts. You also need some Aiming skill.

To repairYou need
MSR7T Tactical RifleAiming level 4, plus another MSR7T or an MSR788
Any shotgunAnother shotgun. Sawed-offs and the JS-3T count.

Right-click a worn gun to see what it accepts.

Secret: never throw away a broken gun

A broken gun is spare parts for its twin. Keep junk guns in a crate at base. Take the parts off them first.

Chapter 11

Training plan: 0 to 10

Aiming XP only comes from hits. So the whole plan is about making hits easy and safe.

How the XP works

  • You earn XP for each target a shot hits. Misses give nothing.
  • Damage does not matter for XP. A weak hit counts the same as a strong one.
  • You no longer get XP for every shotgun pellet. That old trick is gone.
  • Below level 5, XP comes about 3 times faster than after it.
1

Get ready (before any shooting)

Preparation multiplies every bullet you spend later. Read Aiming Volume I. Watch any shooting VHS tapes. Collect a shotgun, 50 or more shells, Beta Blockers and a melee weapon.

Why a shotgunIt has the highest hit chance of any gun at low skill. One shell can hit several zombies.
2

Levels 0 to 2: small groups, close range

Drive somewhere far from your base. Find a group of 3 to 8 zombies. Let them bunch up and walk toward you. Stand still. Fire into the middle from close range. Back up. Repeat.

Stop whenYou run low on shells, or a big crowd shows up.
ThenDrive away. Do not lead them home.

Watch out: there is no safe shooting cage

Old guides say to shoot from behind fences or crates. On normal settings, zombies break those down. Always keep a way out.

3

Levels 3 to 5: add a pistol

Read Volume II. Keep using the shotgun on groups. Start using a pistol on single zombies at short range. Practice the 4-beat shot: stop, head, wait, fire.

4

Levels 5 and up: bring out the rifles

This is the slow stretch. Read each new book as you reach its level. Rifles now feel great. The M1A and M16 can clear whole streets. Line zombies up so bullets pierce 2 at once.

Secret: train Reloading for free

Reloading XP comes from pushing rounds into magazines. You can load and unload the same magazine at home, in total safety. Read the Reloading book first. It costs zero bullets.

Secret: Fast Learner helps here too

The Fast Learner trait gives 130% XP in every skill. That includes Aiming. It pairs well with a gun job.

Chapter 12

Where to find guns

Guns are rarer in Build 42 than they used to be. Knowing where to look saves dangerous trips.

🚓

Police stations

Gun lockers and armory rooms. Pistols, shotguns, ammo and parts. Usually crowded with zombies.

🏪

Gun stores

The best loot in the game for shooters. Often locked up tight. West Point has a big one.

🌲

Ranger stations and hunting lodges

Hunting rifles and scopes. Far from town, so fewer zombies.

🪖

Army surplus and checkpoints

A chance at military rifles and their magazines.

💍

Pawn shops and prisons

Both can hold rifles. Prisons are extremely dangerous.

🚙

Vehicles

Check police cars and ranger trucks. Look in the glove box and the trunk.

Homes sometimes hide a gun in a bedroom wardrobe. The chance is small, so do not count on it.

Watch out: nothing is guaranteed

All loot is random. A gun store can be nearly empty. Never risk your life for a building that might have a rifle.

Secret: found guns come with extras

A gun you find may already have ammo inside. It may even have a scope or a light fitted. Always check it before you store it.

Chapter 13

Tips, tricks and fixes

20 tips from the firing line

Before the fight

  1. Pick a job or trait with Aiming. It saves hundreds of bullets.
  2. Read the matching book before you spend ammo.
  3. Fill every magazine at home.
  4. Carry a melee weapon. Guns are for problems melee cannot solve.
  5. Keep a revolver as a backup. It never jams.

During the fight

  1. Stop moving before you shoot.
  2. Aim for the head. It does 3 times the damage.
  3. Wait for a small green circle.
  4. With low skill, let zombies come close.
  5. Aim shotguns at the middle of a group.
  6. Line zombies up for rifles. Bullets pierce.
  7. Gun clicks? Press X.
  8. Panicked? Back off and take Beta Blockers.
  9. Use Single fire on the M16. Auto eats ammo.

After the fight

  1. Move away at once. More zombies are coming.
  2. Never lead the crowd back to your base.
  3. Reload and refill magazines once you are safe.
  4. Take scopes off before going indoors.
  5. Keep broken guns as spare parts.
  6. Store ammo in boxes. Open them only when loading.

Fix-it table

ProblemLikely causeFix
The gun clicks but will not fire.A jam, or an empty chamber.Press X to rack it.
I cannot reload.Wrong ammo, or no magazine.Check the gun's tooltip. Match the ammo and magazine exactly.
My shots do almost nothing.Low Aiming, body shots, or panic.Aim at heads. Calm down. Get closer.
The circle never gets small.You are moving, scared or hurt.Stand still. Treat panic and pain first.
I cannot hit close zombies with my rifle.A big scope is fitted.Remove the scope, or switch to a pistol.
There is no Upgrade option.The screwdriver or part is in a bag.Move both to your main inventory.
Zombies keep coming forever.Your shots are calling them.Stop shooting. Leave the area.
My Aiming barely goes up.You miss a lot, or you passed level 5.Use a shotgun on groups. Read the next book.
My gun jams all the time.It is worn out.Repair it with a matching gun. Or carry a revolver.
I cannot hit deer.Animals need real accuracy.Raise Aiming. Fit a scope. Stand still and wait.

Chapter 14

Shooter's test

7 questions. Get them all right and you are cleared for the range.

Chapter 15

Words and sources

Shooter's word list

Aiming circle (reticle)
The circle at your cursor while aiming. Small and green is good.
Round
One bullet, ready to fire.
Magazine
A metal box that holds rounds and slides into the gun.
Chamber
The spot inside the gun where a round sits just before firing.
Rack
Pulling the slide or pump to move a round into the chamber. It also clears jams.
Jam
A stuck round. The gun clicks but does not fire.
Bolt-action, pump-action, lever-action
Guns where you work a handle between shots. They fire slower but are simple.
Critical hit
A lucky, extra-strong hit that does at least 2 times the damage.
Pierce
When a bullet passes through one target and can hit another.
Noise radius
How many tiles away zombies can hear the shot.
Moodle
The small icons that show how your survivor feels, like Panic or Pain.
Desensitized
The Veteran's trait. It blocks almost all panic.
Sandbox
The settings screen where you change the game's rules.

How sure are we?

Every fact here was checked in September 2026 for game version 42.20.4. The order of trust was: official patch notes first, then the official wiki, then player data and reports.

The game still gets updates. A few things may differ in your game:

  • The big gun table. Damage, range and noise come from a fan site that reads the game files for version 42.19. The MSR788 numbers matched a second source. Your tooltips are the final word.
  • Which parts fit which guns. This changed during Build 42. Trust your Upgrade menu.
  • Missing old parts. Older guides list an Iron Sight, Sling, Fiberglass Stock and Bayonet. Players report these are not in the current parts list.
  • Zombies versus animals accuracy. This comes from one line on the official wiki for 42.20.4. It may change again.
  • Job and trait numbers. These were last confirmed on versions 42.19 to 42.20.
  • Default keys. They can differ if you changed your settings or use a controller.

Sources

  • The Indie Stone, official patch notes for 42.8.0 (physics), 42.12.0 (body part damage for guns) and 42.13.0 (headshot priority)
  • PZwiki (the official wiki): Aiming, Reloading, Firearm, Skill, Panic, Desensitized, Reluctant Fighter, M9 Pistol, M1911 Pistol, Patrol Revolver, MSR788 Rifle, MSR7T Tactical Rifle, Laser Sight, Red Dot Sight, x8 Scope, and the Aiming and Reloading skill books
  • PZfans weapon data for version 42.19 (gun table, noise values, weapon parts)
  • Steam Community guides and discussions on the Build 42 aiming circle