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Firearms


Firearms

Firearms are the pistols, revolvers, shotguns and rifles of Knox Country. They kill at range, but every shot is loud and draws zombies. Each gun needs its own ammo, and many need a magazine. The Aiming skill decides how well a gun hits, and the Reloading skill decides how fast it reloads. The Police Officer is the best occupation for firearms. It starts with the most Aiming skill. The Veteran also starts with some Aiming skill.


All Weapons Categories



Best Firearms


The top pick for each role, by the game's own figures.

For Name Image Stats Spawn ID
Hardest hitter Double Barrel Shotgun Double Barrel Shotgun 2.2 damage /additem Base.DoubleBarrelShotgun
Longest range M1A Rifle M1A Rifle 40 range /additem Base.AssaultRifle2
Biggest magazine M16 Assault Rifle M16 Assault Rifle 30 rounds /additem Base.AssaultRifle
Lightest to carry Toy Cap Pistol Toy Cap Pistol 0.5 weight /additem Base.Revolver_CapGun

Aiming and Reloading


Two skills govern firearms. Aiming increases the chance of hitting a target and of doing extra damage. Aiming XP comes from hitting enemies with a gun. Reloading increases the speed of reloading guns and magazines. Reloading XP comes from loading rounds and magazines.

Level 1 needs 75 XP, and level 10 needs 9,000 XP. From level 5, XP gains in both skills drop to about 37 percent. Reloading can be trained in safety by loading and unloading a magazine. Aiming needs real shots, and real shots make noise.

Some starts give a head start. The Police Officer begins with Aiming 4 and Reloading 1. The Veteran begins with Aiming 2 and Reloading 2. The Target Shooter trait adds Aiming 1. The Hunter trait adds Aiming 1 as well.

Both skills have skill books. Aiming I: "Better Aiming" covers levels 1 and 2. Aiming V: "Secrets From the World's Best Snipers" covers levels 9 and 10. Reloading I: "Basic Reloading" starts the Reloading series. Reloading V: "The Ultimate Encyclopedia of Reloading Techniques" ends it.

VHS tapes also teach both skills, but only up to level 3. Basic Gun Handling (Officer Use Only) is a home VHS tape with the biggest boost. Knox Gun Owners Club's Guide to Guns gives a smaller boost to both skills. The police thriller Dead Wrong gives a little of each too.

Handguns


Handguns are one-handed and light. The M9 Pistol deals 0.6 to 1 damage and holds 15 rounds of 9x19mm Round in an M9 Magazine. The M1911 Pistol deals 0.9 to 1.2 and holds 7 rounds of .45 ACP Round. The B-F Pistol deals 1 to 1.6 and holds 8 rounds of .44 Magnum Round.

Revolvers load straight into the cylinder. The Patrol Revolver deals 0.95 to 1.4 and holds 6 rounds of .357 Magnum Round. The Magnum deals 1 to 1.6 and holds 6 rounds of .44 Magnum Round. The SN38 Revolver deals 0.5 to 0.8 and holds 5 rounds of .38 Special Round.

Handgun range is short. The M9 Pistol reaches 15. The B-F Pistol reaches 17, and the Magnum reaches 18. The SN38 Revolver reaches only 8. Handguns weigh 1.2 to 2, and the SN38 Revolver is the lightest. Every handgun has a 20 percent critical chance.

Shotguns


Shotguns hit hardest up close. The JS-2000 Shotgun deals 1.5 to 2.2 damage and holds 5 rounds of 12g Round. Its critical chance is 70 percent. The JS-3T Tactical Shotgun deals the same damage and holds 7 rounds. The Double Barrel Shotgun deals 1.5 to 2.2 and holds 2 rounds.

Sawed-off shotguns trade reach for size. The Sawed-off JS-2000 Shotgun deals 1.3 to 2 and reaches 10. The Sawed-off Double Barrel Shotgun deals 1.2 to 1.8 and reaches 8. Saw Off Shotgun cuts down a JS-2000 Shotgun or a Double Barrel Shotgun with a saw.

All shotguns are two-handed. The JS-2000 Shotgun and the Double Barrel Shotgun each weigh 4. The sawed-off versions weigh 3.

Rifles


Rifles reach the furthest. The MSR788 Rifle deals 1.2 to 2 damage and reaches 40. It holds 4 rounds of 7.62x51mm Round. The MSR7T Tactical Rifle matches those numbers. The M1A Rifle deals 1.2 to 2, reaches 40 and takes a 20-round M1A Magazine.

Lighter rifles use smaller rounds. The M16 Assault Rifle deals 1 to 1.6, reaches 30 and takes a 30-round M16 Magazine. The JS-14 Rifle and the MSR700 Rifle each fire 5.56x45mm Round. The L94 Rifle fires .30-30 Round and holds 6.

Carbines sit between pistols and rifles. The L92 Carbine fires .357 Magnum Round and holds 10. The Trapper Carbine fires .45 ACP Round from an M1911 Auto Magazine. It reaches 20 and deals 1 to 1.4.

Rifle critical chances run from 20 to 35 percent. The MSR7T Tactical Rifle has the best at 35 percent. The M1A Rifle and the MSR788 Rifle each have 30 percent. Rifles weigh 3.2 to 4.5, and every one is two-handed.

Condition and Parts


Guns are very durable. Every real gun has 10 condition and a base 1 in 200 chance to lose a point per shot. The Trapper Carbine has a 1 in 180 chance.

Weapon parts change a gun. A scope such as the x4 Scope adds range but costs short-range accuracy. The Red Dot Sight speeds up aiming. The Recoil Pad cuts recoil. Choke tubes tighten a shotgun's spread. Parts are fitted with the Upgrade option and taken off with Remove Upgrade. Both need a Screwdriver in the inventory.

Locations


Police stations hold the most guns. Police gun storage and evidence rooms carry pistols, revolvers and shotguns. Gun stores sort their stock into pistol, shotgun and rifle shelves. Pawn shops and garages hold a mix of all three.

Some guns have their own homes. The M9 Pistol fills army storage and security desks. The M16 Assault Rifle and the JS-3T Tactical Shotgun fill army and SWAT storage. Park ranger stations carry the Patrol Revolver, the MSR788 Rifle and the MSR700 Rifle. Drug labs and drug shacks hide the B-F Pistol and sawed-off shotguns.

Notes


All Firearms



Name Image Damage Range Ammo Capacity Weight Spawn ID
B-F Pistol B-F Pistol 1-1.6 17 base:bullets_44 8 2 /additem Base.Pistol3
M1911 Pistol M1911 Pistol 0.9-1.2 12 base:bullets_45 7 1.5 /additem Base.Pistol2
M9 Pistol M9 Pistol 0.6-1 15 base:bullets_9mm 15 1.5 /additem Base.Pistol
Magnum Magnum 1-1.6 18 base:bullets_44 6 2 /additem Base.Revolver_Long
SN38 Revolver SN38 Revolver 0.5-0.8 8 base:bullets_38 5 1.2 /additem Base.Revolver_Short
Toy Cap Pistol Toy Cap Pistol 0-0 0.6 base:cap_gun_cap 8 0.5 /additem Base.Revolver_CapGun
Toy Cap Rifle Toy Cap Rifle 0-0 0.6 base:cap_gun_cap 8 2 /additem Base.Rifle_CapGun
Trapper Carbine Trapper Carbine 1-1.4 20 base:bullets_45 7 3.2 /additem Base.TrapperCarbine
Name Image Damage Range Ammo Capacity Weight Spawn ID
JS-14 Rifle JS-14 Rifle 1-1.6 30 base:bullets_556 20 3.5 /additem Base.JS14_Rifle
L92 Carbine L92 Carbine 1-1.6 24 base:bullets_357 10 3.5 /additem Base.L92_Carbine
L94 Rifle L94 Rifle 1.2-2 30 base:bullets_3030 6 3.5 /additem Base.L94_Rifle
M16 Assault Rifle M16 Assault Rifle 1-1.6 30 base:bullets_556 30 4 /additem Base.AssaultRifle
M1A Rifle M1A Rifle 1.2-2 40 base:bullets_308 20 4.5 /additem Base.AssaultRifle2
MSR700 Rifle MSR700 Rifle 1-1.6 30 base:bullets_556 5 4 /additem Base.VarmintRifle
MSR788 Rifle MSR788 Rifle 1.2-2 40 base:bullets_308 4 4 /additem Base.HuntingRifle
MSR7T Tactical Rifle MSR7T Tactical Rifle 1.2-2 40 base:bullets_308 4 4.5 /additem Base.MSR7T_Rifle
Patrol Revolver Patrol Revolver 0.95-1.4 12 base:bullets_357 6 1.5 /additem Base.Revolver
Name Image Damage Range Ammo Capacity Weight Spawn ID
Double Barrel Shotgun Double Barrel Shotgun 1.5-2.2 15 base:shotgun_shells 2 4 /additem Base.DoubleBarrelShotgun
JS-2000 Shotgun JS-2000 Shotgun 1.5-2.2 12 base:shotgun_shells 5 4 /additem Base.Shotgun
JS-3T Tactical Shotgun JS-3T Tactical Shotgun 1.5-2.2 12 base:shotgun_shells 7 4.5 /additem Base.JS3T_Shotgun
Sawed-off Double Barrel Shotgun Sawed-off Double Barrel Shotgun 1.2-1.8 8 base:shotgun_shells 2 3 /additem Base.DoubleBarrelShotgunSawnoff
Sawed-off JS-2000 Shotgun Sawed-off JS-2000 Shotgun 1.3-2 10 base:shotgun_shells 5 3 /additem Base.ShotgunSawnoff