Swiss military, bolt-action carbine with internal magazine. A short scope makes this weapon very effective at longer ranges.
The Vetterli, by default, has tangent iron sights. This gives it some capability for long range. However, that does not mean a telescopic sight was not uncommon. This would further facilitate the accuracy of a shooter to a further distance. While other Vetterli rifles were specifically manufactured for snipers, the Karabiner proved itself suitable in a number of situations. The one disadvantage of using such a weapon is that the Vetterli fired black powder cartridges. The latest development was smokeless cartridges, which wouldn't leave a telltale cloud of smoke at the sniper's position. After several shots, the Vetterli would do this, requiring that the sniper either have already killed their target, or be ready to re-position. Fortunately, thanks to high power and accuracy, the former case usually prevailed.
Statistics for Vetterli 71 Karabiner Deadeye in Hunt: Showdown
Rate of Fire
Heavy Melee Damage
2 challenges from "Book of Weapons" after Rank 6
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.
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