Firearms: Difference between revisions

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{{Weapons}}
{{Weapons}}
{{header/ranged}}
{{header/ranged}}
'''Firearms''' are divided into seven different types with each corresponding to a specific [[skill]] as well as the Firearms skill.  The seven categories are [[handguns]], [[shotguns]], [[submachine guns]], [[rifles]], [[#Grenade launchers|grenade launchers]], and [[#Bows|bows]].
'''Firearms''' are divided into different types with each corresponding to a specific [[skill]] as well as the Firearms skill.  The categories are [[handguns]], [[shotguns]], [[submachine guns]], [[rifles]], launchers (includes [[grenade launchers]] and [[rocket launchers]]), and archery (includes [[bows]] and [[crossbows]]).
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Four first categories [[Firearms modifications|can be modified]], also effectiveness of all firearms heavily depends on the type of used [[ammunition]].
Four first categories [[Firearms modifications|can be modified]]. The effectiveness of all firearms heavily depends on the type of the used [[ammunition]].


Note that if you shoot through a tile with destructible items, it has a certain chance to destroy them.
Note that if you shoot through a tile with destructible items, it has a certain chance to destroy them.


* '''Burst''' is the number of rounds fired, 0 if no burst ability.
* '''Reloading time''' of firearms is affected by skill level, each skill level adds 7.5% to bonus modifier. Maximal modifier is 75%. Resulting time cannot be lower than 25 [[moving points]], then [[Hands|hands encumberment penalty]] added. Reloading is interrupt able activity.
* '''Damage''' is added to the damage of the corresponding [[ammo]].
** '''Unloading time''' is a half of reloading time, and full clip is unloaded in one action. Unloading is a non-interrupt able activity.
** Head-shots do 8x damage; vital hits do 2x-4x; glances do 0x-1x. Note that the average human has 80 health.
** The [[Noise]] rating of fire completely depends on type of [[ammunition]] and [[gunmods]] noisiness modifiers.
* '''Accuracy''' is in quarter-degrees, and measures the maximum this weapon will contribute to the angle of difference. Unlike in-game values '''high acc is bad here'''.
* '''Recoil''' is cumulative between shots. 4 recoil = 1 accuracy.
* '''Durability''' does nothing (yet).
* '''Reloading time''' of firearms is affected by skill level, each skill level adds 7.5% to bonus modifier. Maximal modifier is 75%. Resulting time cannot be lower than 25 [[moving points]], then [[Clothing#Hands|hands encumberment penalty]] added. Reloading is interruptable activity.
** '''Unloading time''' is a half of reloading time, and full clip is unloaded in one action. Unloading is non-interruptable activity.




[[Category:Firearms]]
[[Category:Firearms]]

Revision as of 09:58, 17 October 2013

Firearms are divided into different types with each corresponding to a specific skill as well as the Firearms skill. The categories are handguns, shotguns, submachine guns, rifles, launchers (includes grenade launchers and rocket launchers), and archery (includes bows and crossbows).

Four first categories can be modified. The effectiveness of all firearms heavily depends on the type of the used ammunition.

Note that if you shoot through a tile with destructible items, it has a certain chance to destroy them.

  • Reloading time of firearms is affected by skill level, each skill level adds 7.5% to bonus modifier. Maximal modifier is 75%. Resulting time cannot be lower than 25 moving points, then hands encumberment penalty added. Reloading is interrupt able activity.
    • Unloading time is a half of reloading time, and full clip is unloaded in one action. Unloading is a non-interrupt able activity.