Weapon project by "Hunt: Showdown Encyclopedia"

Vetterli 71 Karabiner Silencer in Hunt: Showdown

Vetterli 71 Karabiner Silencer
Swiss military, bolt-action carbine with internal magazine. The attached silencer makes this ideal for stealth.
The Vetterli's precision coupled with the slight profile of the Karabiner length made it an ideal weapon for mobile sharpshooters, who favored its compromise between accuracy, transportability, and stopping power. As such, it was well suited tactically to the attachment of a suppressor, which made it extremely effective for sharpshooters to out maneuver and keep the advantage with no muzzle flash; however, the use of black powder was still a liability.

Statistics for Vetterli 71 Karabiner Silencer in Hunt: Showdown

Ammo 6+1/20
Damage 130
Effective Range 133 m
Rate of Fire 42
Reload Speed 12 s
Muzzle Velocity 280 m/s
Handling 82 %
Melee Damage 27
Heavy Melee Damage 54
Price 150
Unlock Rank 0 challenges from "Book of Weapons" after Rank 6
Slot Size
Work with Traits no
Legendary Weapons no
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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