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MSR7T Tactical Rifle


MSR7T Tactical Rifle
MSR7T Tactical Rifle
Class Firearm
Skill Aiming
Damage 1.2-2
Range 0.61-40
Crit 35% x4
Condition 10
Weight 4.5
Hands Two-handed
Ammo 7.62x51mm Round
Location Containers
Spawn ID /additem Base.MSR7T_Rifle

The MSR7T Tactical Rifle is a two-handed bolt-action rifle that fires the 7.62x51mm Round. It is the police and military version of the MSR788 Rifle. It trains the Aiming skill and holds 4 rounds in an internal magazine, plus one in the chamber.

It shares the longest firearm range in the game at 40 tiles. It has the highest crit chance of any rifle, and a head shot usually kills in one round. It is heavier than the MSR788, and its slow bolt makes it weak up close. The MSR7T Tactical Rifle is a very rare weapon. 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


Each shot deals between 1.2 and 2.0 damage, the same as the MSR788 Rifle. The crit chance starts at 35 percent, and a crit multiplies the damage by four. The round can pierce, so one shot can kill a zombie standing behind the first.

The bolt must be worked between shots, so the rate of fire is slow. A crowd at close range can overwhelm it. A rooftop, a second floor or open ground gives time to fire before zombies arrive. It is the ideal rifle for picking off zombies at long range.

The rifle needs around Aiming 4 to shoot well. The Aiming skill raises accuracy as it levels. The MSR7T trades a little extra weight for a higher crit chance and room for a Laser Sight. A pistol, shotgun or melee weapon makes a good backup for close range.

Uses


The MSR7T Tactical Rifle attaches to the back slot, which lowers its carried weight. A screwdriver fits attachments through the Upgrade option. The x2, x4 and x8 Scopes extend its range by more the stronger they are. A Recoil Pad shortens the delay between shots. A Laser Sight raises the base hit chance by 5 percent.

Repair


The MSR7T Tactical Rifle has 10 condition, and each shot has only a 1 in 200 chance of taking a point off. The Aiming and Maintenance skills both lower that chance further. A second MSR7T or an MSR788 Rifle serves as spare parts, and the repair needs Aiming 4. A higher Aiming level raises the amount restored and the chance of success. Every repair restores less condition than the one before it.

Locations


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

Location Container Chance
Police SWAT room Locker 9.9%
Police SWAT room Military locker 9.9%
Location Container Chance
Survivor cache Counter 7%
Survivor cache Counter 7%
Survivor safehouse Cardboard box 2.8%
Survivor safehouse Counter 2.8%
Survivor safehouse Crate 2.8%
Survivor safehouse Small box 2.8%
Survivor safehouse (late game) Cardboard box 1.9%
Survivor safehouse (late game) Counter 1.9%
Survivor safehouse (late game) Crate 1.9%
Survivor safehouse (late game) Metal shelves 1.9%
Location Container Chance
Pawn shop office Metal shelves 2.2%
Pawn shop office Other 2.2%
Pawn shop office Locker 1.3%
Pawn shop Display case 0.2%

Notes


  • The internal magazine loads loose rounds, so no magazines need to be carried.
  • A jam is cleared by racking the rifle.
  • The MSR788 Rifle and the MSR7T repair each other.
  • The Laser Sight is the attachment that sets it apart from the MSR788 Rifle.

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