Weapon project by "Hunt: Showdown Encyclopedia"

Romero 77 Talon in Hunt: Showdown

Romero 77 Talon
Classic break-action shotgun with a long barrel. Decent power, range, and attached blades for close combat make this a very flexible weapon to bring along.
The Romero 77 was predominantly a sportsman's gun. As such, a key quality was its lightweight barrel. While suited to shooting game, where quick reflexes and deft accuracy are required, when adapted for use as a melee weapon, the barrel was ill-suited to the task. Modifications made to such weapons would often reinforce the butt of the shotgun, that being the most robust part. Moreover, some examples show that in addition to structural reinforcement, additional blades were also added to the rear of the weapon. This would make it a particularly lethal and vicious club.

Statistics for Romero 77 Talon in Hunt: Showdown

Ammo 1/12
Damage 200
Effective Range 15 m
Rate of Fire 30
Reload Speed 3 s
Muzzle Velocity 450 m/s
Handling 88 %
Melee Damage 27
Heavy Melee Damage 150
Price 59
Unlock Rank 2 challenges from "Book of Weapons" after Rank 0
Slot Size
Work with Traits no
Legendary Weapons Blasted Heath
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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