Weapon project by "Hunt: Showdown Encyclopedia"

Mosin-Nagant M1891 Bayonet in Hunt: Showdown

Mosin-Nagant M1891 Bayonet
Modern Imperial Russian bolt-action service rifle with an internal magazine. Its attached spike bayonet turns it into a frightening melee weapon.
The effectiveness of the Mosin- Nagant’s bayonet was highly valued; Imperial Russian Military doctrine at the time required soldiers to always keep them affixed. The theory behind bayonet combat at the time placed a significant emphasis on reach, that being as longer reach constituted an apparent advantage. The standard issue Mosin-Nagant bayonet was designed with this concept in mind, as well as limited by factors, as in all Russian designs, of cost and complexity of production. Unlike American, British, and French bayonets at the time, the design is intrinsically utilitarian: rather than being a cutting blade, it instead tapers to a narrow point. This is effective when lunging, taking paramount advantage of the rifles reach. The base length of the rifle is around 1.2 meters. The bayonet attaches via a socket onto the end of the barrel and simply twisted on. It has no handle and is in no way designed for use as anything other than a bayonet.

Statistics for Mosin-Nagant M1891 Bayonet in Hunt: Showdown

Ammo 5/10
Damage 136
Effective Range 319 m
Rate of Fire 34
Reload Speed 3 s
Muzzle Velocity 615 m/s
Handling 70 %
Melee Damage 27
Heavy Melee Damage 112
Price 540
Unlock Rank 2 challenges from "Book of Weapons" after Rank 72
Slot Size
Work with Traits Iron Sharpshooter
Legendary Weapons Empty Cairn
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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