Weapon project by "Hunt: Showdown Encyclopedia"

Martini-Henry IC1 Riposte in Hunt: Showdown

Martini-Henry IC1 Riposte
This single-shot breech loading rifle is equipped with a long bladed saber bayonet that is deadly in close quarters.
This variant of the Martini- Henry IC1 is further outfitted with a long-bladed saber bayonet that makes it a competent weapon in melee combat. While the weighting of the bayonet means it no longer suits as a bludgeoning weapon, the blade more than compensates when used to slash or pierce. The need for a bayonet variant of the carbine was articulated by artillery crews and is the major difference from carbines issued to cavalry divisions

Statistics for Martini-Henry IC1 Riposte in Hunt: Showdown

Ammo 1/22
Damage 143
Effective Range 334 m
Rate of Fire 45
Reload Speed 3 s
Muzzle Velocity 400 m/s
Handling 66 %
Melee Damage 82
Heavy Melee Damage 168
Price 164
Unlock Rank 2 challenges from "Book of Weapons" after Rank 16
Slot Size
Work with Traits no
Legendary Weapons Tooth and Claw
Heavy Melee Damage. True damage value of a charged heavy melee attack that hits a Hunter in the Upper-Torso.
Melee Damage. True damage value of a regular melee attack that hits a Hunter in the Upper-Torso.
Damage.True damage value of a shot that hits a Hunter in the Upper-Torso at 10 meters.
Handling. Unit: %. An abstract rating of effectiveness taking into account; weapon sway, recoil and bullet spread. For melee weapons, this takes in account stamina consumption, reach and angle of the swing arc instead. The higher the percentage the better the weapon handles.
Effective Range. Unit: m (meters). For firearms: The range (in meters) that weapons will kill a Hunter in one hit – usually a headshot. Some very powerful weapons will also kill with one hit to the Torso. For throwables: The range that this item can be thrown.
Reload Speed. Unit: s (seconds). The time (in seconds) it takes to fully reload the weapon when empty, disregarding any special behaviors such as clip reloading.
Rate of Fire. Units: rpm (rounds per minute). How many shots can be fired per minute, taking into account shot preparation without any other delay in-between (such as reloading).
Muzzle Velocity. Unit: m/s (meters per second). The velocity (meters per second) which the fired bullet will travel at. Heavier projectiles (such as crossbow bolts) also travel in a ballistic arc.
Damage per Tick. Damage while affected.
Effect Duration. Units: s (seconds). The time the effect lasts in seconds.
Effect Radius. Units: m (meters). Effect radius in meters.

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