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M1A Rifle


M1A Rifle
M1A Rifle
Class Firearm
Skill Aiming
Damage 1.2-2
Range 0.61-40
Crit 30% x4
Condition 10
Weight 4.5
Hands Two-handed
Ammo 7.62x51mm Round
Location Containers
Spawn ID /additem Base.AssaultRifle2

The M1A Rifle is a two-handed semi-automatic rifle that fires 7.62x51mm rounds. It trains the Aiming skill. It feeds from a 20 round M1A Magazine.

It pairs a large magazine with strong damage and a long reach. That makes it far better against groups than bolt action rifles such as the MSR700 and MSR788. It suits a shooter with some skill, and Aiming 5 or more is recommended. The M1A Rifle is a rare find, mostly inside rifle cases. The Police Officer is the best occupation for firearms. It starts with the most Aiming skill. The Veteran also starts with some Aiming skill.

Combat


The M1A Rifle reaches 40 tiles. Each hit deals between 1.2 and 2 damage. The crit chance starts at 30 percent, and a crit deals four times the damage.

Each shot strikes a single target. The rifle fires as fast as the trigger is pulled, so it can drop several zombies in quick order. Its hit chance is excellent and it jams rarely. When it does jam, racking it clears the jam.

The Aiming skill raises its accuracy and crit chance as it levels. The M1A excels at thinning small packs from range before they close in. Against the M16 Assault Rifle, it hits harder and reaches further but holds fewer rounds.

Uses


The M1A Rifle attaches to the back slot, which cuts its carried weight. With a screwdriver it accepts attachments through the Upgrade option. A x2 Scope or a x4 Scope extends its firing range. A Laser Sight raises its hit chance by 5. A Recoil Pad shortens the delay between shots and adds a little weight. A Red Dot Sight speeds up aiming.

Repair


The M1A Rifle has 10 condition. Each shot has a 1 in 200 chance of taking a point off. The Aiming and Maintenance skills lower that chance further. A second M1A Rifle can repair it at Aiming 5. Each repair restores less condition than the one before.

Locations


The M1A Rifle is a rare find. It spawns inside rifle cases, which hold one fairly often when they appear. Gun caches can hold one in a gun box or duffel bag, but the odds are very low.

The places where it spawns, with the rough chance per container. Each tab shows one kind of place.

Location Container Chance
Inside a bag or case Rifle case3 28.5%
Location Container Chance
Army surplus Display case 7.7%
Hunting lodge Display case 7.7%
Hunting lodge Locker 1.5%
Location Container Chance
Gun store Display case 7.7%
Pawn shop office Locker 5.2%
Outdoor supply store Display case 4.6%
Pawn shop office Metal shelves 2.2%
Pawn shop office Other 2.2%
Pawn shop Display case 0.2%
Location Container Chance
Survivor cache Counter 1.8%
Survivor cache Counter 1.8%
Survivor safehouse Cardboard box 0.7%
Survivor safehouse Counter 0.7%
Survivor safehouse Crate 0.7%
Survivor safehouse Small box 0.7%
Survivor safehouse (late game) Cardboard box 0.5%
Survivor safehouse (late game) Counter 0.5%
Survivor safehouse (late game) Crate 0.5%
Survivor safehouse (late game) Metal shelves 0.5%
Location Container Chance
Any building Military locker 0.8%
Garage storage Locker 0.2%

Notes


  • Aiming 5 or more makes the rifle far more effective.
  • A Recoil Pad helps it fire follow-up shots faster.
  • Keep spare M1A Magazines loaded, since gun caches hold magazines more often than rifles.
  • A jammed rifle is cleared by racking it.

Template:ProjectZomboidWeaponTiles

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