Firearms: Difference between revisions
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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. | ||
* '''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 [[ | * '''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. | ** '''Unloading time''' is a half of reloading time, and full clip is unloaded in one action. Unloading is a non-interrupt able activity. | ||
[[Category:Firearms]] | [[Category:Firearms]] |
Revision as of 12:36, 18 October 2013
Weapons |
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Ranged Weapons Throwing weapons Melee Weapons Martial arts Explosives |
Ranged Weapons |
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Firearms |
Handguns Rifles Shotguns Submachine guns |
Archery |
Bows Crossbows Other |
Other ranged weapons |
Flamethrowers Grenade Launchers Rocket Launchers |
Other |
Ammunition Modifications Firearms (by ammo type) |
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.