Swiss military, bolt-action carbine with internal magazine. Powerful at medium distances. Reloading is inspired by the Winfield repeater rifle, making it easy to top up ammunition.
The Swiss Army adopted the Vetterli rifle in 1868. At the time, it was the most advanced rifle in use by a European nation. Its designer, Johann-Friedrich Vetterli, combined the tubular magazine of the Winfield M1866 with a bolt-action receiver, introduced by the Dreyse needle gun. This gave it a tremendous rate of fire. A couple of years later, and after a few improvements to the original design, the M1871 Karabiner was developed. A shortened variant of the original rifle, it was intended for use by cavalry. Due to the neutrality of Switzerland during the period, particularly the Franco-Prussian war, the rifle was seldom used in combat, until it was phased out in 1891. It was sold on the market to various entities, proving popular thanks to its powerful design. Of note, it saw extensive use by the Boers in the first and second Boer wars.
Statistics for Vetterli 71 Karabiner in Hunt: Showdown
Rate of Fire
Heavy Melee Damage
Work with Traits
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.