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M14 Rifle

From PZwiki
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This page has been revised for the current stable version (41.78.16).
Help by adding any missing content. [edit]
M14 Rifle
M14 Model.png
General
Category
Weapon
Encumbrance
Moodle Icon HeavyLoad.png
4
Equipped
Two-handed
Slot attached
Back
Skill
Ammunition
Base.308Bullets
Magazine size
20
Properties
metal quantity
45
Max condition
10
Condition lower chance
60
Performance
Damage
1.2–2
Door damage
20
Range
0.61–10
Accuracy
50
Recoil
0
Noise radius
70
Knockback
0.3
Aiming time
25
Reload time
25
Crit chance
30%
Technical
Item ID
Base.AssaultRifle2

The M14 rifle is a semi-automatic rifle. It is a two-handed weapon and can be attached to the back of a character to reduce encumbrance.

Usage

The M14 Rifle is a semi-automatic rifle, utilizing M14 magazine with .308 rounds as ammo. It can only hit one target at a time and does not pierce through targets. Should the rifle jam on the player, pressing X will rack it and unjam it.

The M14 might not seem all that impressive statistically speaking, but compared to the bolt-action MSR700/788 rifles, it is much more effective against larger groups of enemies. It has a 20-round magazine and excellent hit chance, topped with decent damage and low jam chance. Unlike the bolt-action rifles, the M14 also does not need to be manually racked after firing, allowing for faster follow-up shots. The M14 excels in dispatching small packs of hordes at range. However, this is not a rifle for players with low-level aiming, and to be used effectively at least level 5+ aiming is recommended.

Pros Cons
  • High magazine capacity of 20.
  • Semi-automatic, allowing the player to quickly shoot many rounds.
  • Not difficult to find in the game world.
  • .308 rounds are readily available.
  • Requires 5+ aiming skill to use effectively.
  • Sometimes jams.
  • Unlike all other rifles, the M14 cannot pierce despite its powerful .308 round.

Drive-by shooting

All guns have the ability to shoot from vehicles. First press V, which opens the vehicle radial menu and open your window. Aim and fire. Drivers and passengers are all able to use this ability at the cost of reduced accuracy while the vehicle is moving. The driver cannot control the vehicle while aiming, it's recommended to cruise at a safe speed and make sure there are no obstacles that can cause a crash while you're driving and shooting.

Attachments

The M14 rifle can be fitted with the following attachments with the use of a screwdriver:

  • Iron Sight ScopeIronSight.png: Increases maximum firing range by 3 tiles.
  • x2 Scope Scope2x.png: Increases minimum firing range by 6 tiles and maximum firing range by 7 tiles.
  • x4 Scope Scope4x.png: Increases minimum firing range by 8 tiles and maximum firing range by 13 tiles.
  • x8 Scope Scope8x.png: Increases minimum firing range by 10 tiles and maximum firing range by 20 tiles.
  • Laser HandgunLaser.png: Increases base hit chance by 5%.
  • Recoil Pad RifleRecoilPad.png: Reduces recoil.
  • Red Dot RedDot.png: Increases aiming speed.

To install these attachments, ensure that you have a screwdriver in your inventory, right-click the M14 you want to modify, click on 'Upgrade' and pick the attachment you want to install.

Condition

The M14 Rifle is a firearm and, as such, the durability of the weapon is dependent on the player's aiming skill. This weapon's chance of losing durability is: 1 in (60 + aiming x 2).

Repairing

Requires level 5 Aiming and another M14 rifle to repair with. The higher the aiming skill is, the chances of a better and more successful repair go up. Remember that with each consecutive repair, the amount of durability restored decreases.

M14 Rifle

For more information, see Condition
Fixer Skill Repairs Success chance
M14 Rifle M14 Rifle 5 Aiming 50% 95%

Location

The loot distributions can be found in the table(s) below.

AssaultRifle2 distributionShow / Hide

Effective chance calculations are based off of default 'apocalypse' loot settings, with no luck modifier, and average zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits. Duplicate entries do exist, but have been removed for clarity.

Containers
Building/Room Container Effective chance
all militarycrate 23.67%
all militarylocker 23.67%
all wardrobe 2.1%
armystorage locker 23.67%
armystorage metal_shelves 23.67%
armysurplus displaycase 6.74%
bedroom wardrobe 2.1%
changeroom locker 2.1%
closet metal_shelves 2.1%
druglab metal_shelves 15.52%
garagestorage locker 6.74%
gunstore displaycase 6.74%
gunstorestorage crate 6.74%
hunting displaycase 6.74%
hunting locker 6.74%
livingroom wardrobe 2.1%
pawnshopoffice locker 19.68%
pawnshopstorage locker 19.68%
policestorage locker 4.44%
policestorage metal_shelves 4.44%
SafehouseLoot counter 15.52%
SafehouseLoot crate 15.52%
SafehouseLoot metal_shelves 15.52%
SafehouseLoot wardrobe 15.52%
SurvivorCache1 counter 15.52%
SurvivorCache2 counter 15.52%
Vehicle
Type Container Effective chance
Police Trunk 1.13%
Foraging
Amount Skill level Biome: chance Weather modifiers % Month modifiers
Snow Rain Day Night Months available Bonus months Malus months
1 0 DeepForest: 1
Farm: 1
FarmLand: 1
Forest: 1
Nav: 1
TownZone: 1
TrailerPark: 1
Vegitation: 1
- - - - - - -

Buildings

The M14 can be found in police stations, military bases, gun shops, and in rare cases, in rifle cases in homes.

Vehicles

The M14 can also be found in the trunk of police cruisers as well.

Trivia

  • The M14 was issued to replace the M1 Garand in the late 50s but was in turn replaced by the M16 in the late 60s. It has remained in limited service for training, sharpshooter roles, and ceremonial use, amongst other purposes.
  • There are models and textures in the game hinting at the possibility of attaching a bayonet + flashlight, and even improvised versions with a bayonet made from a kitchen knife and a simple flashlight taped under the barrel. However, none of this is in-game yet. A preview image can be seen in the gallery below.
  • Initially, the M14 rifle in-game had a model based on the Ruger Mini-14 rifle, but the model was altered later on. The old model can still be found in the game files.
  • Despite having "Fire mode" in its tooltip, the M14 is not select-fire.
  • In real life the M14 is chambered in the 7.62x51mm NATO round, rather than .308 Winchester, and while .308 can be fired through a firearm made for 7.62x51mm it is considered unsafe due to the fact .308 is loaded to higher pressures.
    • This was likely done to reuse ammo type in the unmodded game, as .308 rounds are already used by the MSR788 Rifle.

Gallery

History

Base.AssaultRifle2

Version Description
Build 41.78 AimingPerkCritModifier changed from 0 to 15.
CritDmgMultiplier added with value 10.
CriticalChance changed from 0 to 30.
Build 41.65 DisplayCategory added with value Weapon.
SoundRadius changed from 90 to 70.
Build 41.54 BreakSound changed from BreakMetalItem to M14Break.
BringToBearSound added with value M14BringToBear.
ClickSound added with value M14Jam.
EjectAmmoSound changed from Stormy9mmClipEject to M14EjectAmmo.
EjectAmmoStartSound added with value M14EjectAmmoStart.
EjectAmmoStopSound added with value M14EjectAmmoStop.
EquipSound added with value M14Equip.
HitSound added with value BulletHitBody.
InsertAmmoSound changed from Stormy9mmClipLoad to M14InsertAmmo.
InsertAmmoStartSound added with value M14InsertAmmoStart.
InsertAmmoStopSound added with value M14InsertAmmoStop.
RackSound changed from Stormy9mmRack to M14Rack.
ShellFallSound added with value M14CartridgeFall.
SwingSound changed from AssaultShot to M14Shoot.
UnequipSound added with value M14UnEquip.
Build 41.51 StopPower added with value 2.
Build 41.46 ModelWeaponPart added with value Laser Laser laser laser.
Build 41.42 MinDamage changed from 1 to 1.2.
Build 41.41 AmmoBox added with value 308Box.
AmmoType changed from Base.556Bullets to Base.308Bullets.
ClipSize changed from 30 to 20.
MagazineType changed from Base.556Clip to Base.M14Clip.
MaxAmmo added with value 20.
MaxDamage changed from 0.5 to 2.
MinDamage changed from 0.2 to 1.
WeaponSprite changed from AssaultRifle02 to M14.
Weight changed from 3 to 4.
Build 41.23 JamGunChance changed from 2 to 1.
Build 41.19 AimingTime changed from 15 to 25.
AmmoType added with value Base.556Bullets.
EjectAmmoSound added with value Stormy9mmClipEject.
InsertAmmoSound added with value Stormy9mmClipLoad.
JamGunChance changed from 5 to 2.
MagazineType added with value Base.556Clip.
MaxRange changed from 7 to 10.
RackSound added with value Stormy9mmRack.
SoundRadius changed from 100 to 90.
SoundVolume changed from 20 to 30.
SwingSound changed from FirearmHunterShot to AssaultShot.
WeaponReloadType added with value boltaction.
Build 41.18 AimingPerkHitChanceModifier changed from 10 to 5.
FireMode added with value Single.
HitChance changed from 35 to 50.
Build 41.17 AttachmentType added with value Rifle.
Build 41.12 Released on this version.

Code

Code icon.png Code snippet! This section contains source code from Project ZomboidShow / Hide

Item
Source: ProjectZomboid\media\scripts\items_weapons.txt

Retrieved: Build 41.78.16
item AssaultRifle2
    {
        DisplayCategory = Weapon,
        ImpactSound	=	null,
        MaxRange	=	10,
        WeaponSprite	=	M14,
        SoundVolume	=	30,
        MinAngle	=	0.95,
        Type	=	Weapon,
        MinimumSwingTime	=	0.5,
        ToHitModifier	=	1.5,
        NPCSoundBoost	=	1.5,
        KnockBackOnNoDeath	=	TRUE,
        Ranged	=	TRUE,
        SwingAmountBeforeImpact	=	0,
        ProjectileCount	=	1,
        ConditionLowerChanceOneIn	=	60,
        Weight	=	4,
        SplatNumber	=	3,
        PushBackMod	=	0.3,
        SubCategory	=	Firearm,
        ConditionMax	=	10,
        ShareDamage	=	FALSE,
        MaxHitCount	=	1,
        IsAimedFirearm	=	TRUE,
        DoorDamage	=	20,
        UseEndurance	=	FALSE,
        SwingAnim	=	Rifle,
        DisplayName	=	M14 Single Shot Assault Rifle,
        MinRange	=	0.61,
        SwingTime	=	0.5,
        MultipleHitConditionAffected	=	FALSE,
		BringToBearSound = M14BringToBear,
        SwingSound = M14Shoot,
        HitSound = BulletHitBody,
		ClickSound = M14Jam,
        SoundRadius	=	70,
        MinDamage	=	1.2,
        MaxDamage	=	2,
        SplatSize	=	3,
        KnockdownMod	=	2,
        SplatBloodOnNoDeath	=	TRUE,
        Icon	=	AssaultRifle2,
        RunAnim	=	Run_Weapon2,
        IdleAnim	=	Idle_Weapon2,
        CriticalChance = 30,
        CritDmgMultiplier = 10,
        AimingPerkCritModifier = 15,
        HitChance = 50,
        AimingPerkHitChanceModifier = 5,
        AimingPerkMinAngleModifier = 0.01,
        AimingPerkRangeModifier = 3,
        RecoilDelay = 0,
        SoundGain = 2,
        ClipSize = 20,
        ReloadTime = 25,
        AimingTime = 25,
		EquipSound = M14Equip,
		UnequipSound = M14UnEquip,
        InsertAmmoSound = M14InsertAmmo,
        EjectAmmoSound = M14EjectAmmo,
		InsertAmmoStartSound = M14InsertAmmoStart,
		InsertAmmoStopSound = M14InsertAmmoStop,
		EjectAmmoStartSound = M14EjectAmmoStart,
		EjectAmmoStopSound = M14EjectAmmoStop,
        ShellFallSound = M14CartridgeFall,
        RackSound = M14Rack,
        RequiresEquippedBothHands = TRUE,
        BreakSound = M14Break,
        TwoHandWeapon = TRUE,
        MetalValue = 45,
        MagazineType = Base.M14Clip,
        AmmoType = Base.308Bullets,
        WeaponReloadType = boltaction,
        JamGunChance = 1,
        AttachmentType = Rifle,
        FireMode = Single,
        AmmoBox = 308Box,
        MaxAmmo = 20,
        ModelWeaponPart = x2Scope x2Scope scope scope,
        ModelWeaponPart = x4Scope x4Scope scope scope,
        ModelWeaponPart = x8Scope x8Scope scope scope,
        ModelWeaponPart = IronSight IronSight scope2 scope2,
        ModelWeaponPart = RedDot RedDot reddot reddot,
        ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
        ModelWeaponPart = Laser Laser laser laser,
        StopPower = 2,
    }

Repair
Source: ProjectZomboid\media\scripts\fixing.txt

Retrieved: Build 41.78.16
fixing Fix AssaultRifle2
    {
       Require : AssaultRifle2,

       Fixer : AssaultRifle2; Aiming=5,
    }

See also