Firearms: Difference between revisions
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{{Weapons}} | {{Weapons}} | ||
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'''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 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]]. | ||
__TOC__ | __TOC__ |
Revision as of 09:13, 17 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 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, and bows.
Four first categories can be modified, also effectiveness of all firearms heavily depends on the type of used ammunition.
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.
- Damage is added to the damage of the corresponding ammo.
- 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 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.