More actions
A MSR700 rifle is a bolt action rifle. It is a two-handed weapon and can be attached to the back of a character to reduce encumbrance.
Usage
The MSR700 Rifle is a bolt action rifle, utilizing an internal 3 round magazine using .223 Rounds as ammo. This means that the rifle does not need any magazines to function, unlike the other rifles. It can only hit one target at a time but can pierce through targets. The rifle will need to be racked after reloading. Should the rifle jam on the player, press X to rack it and un-jam the rifle.
The MSR700's small magazine capacity of 3 and reload time make it ill-suited for fast-paced or close-quarters combat. However, given enough distance and a small number of zombies, it can be a surprisingly decent weapon, as its .223 rounds can pack a punch and one-shot most zombies. Much like its bigger brother M16 Assault Rifle, MSR700 can also pierce zombies.
However, this is not a rifle for low-level aiming especially with its low magazine size and base hit chance of 25%, and should be used by a level 4+ aiming skill player.
Pros | Cons |
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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 MSR700 Rifle can be fitted with the following attachments with the use of a screwdriver:
- Iron Sight : Increases maximum firing range by 3 tiles.
- x2 Scope : Increases minimum firing range by 6 tiles and maximum firing range by 7 tiles.
- x4 Scope : Increases minimum firing range by 8 tiles and maximum firing range by 13 tiles.
- x8 Scope : Increases minimum firing range by 10 tiles and maximum firing range by 20 tiles.
- Recoil Pad : Reduces recoil.
- Red Dot : Increases aiming speed.
- Fiberglass Stock : Decreases weight by 0.5 and increases base hit chance by 8%.
- BayonetFuture : Seemingly has no function in-game as of build 41.78.16.
To install an attachment, right-click the MSR700 you want to modify, click 'Upgrade' and select the attachment you want to install. Requires a screwdriver and the attachment you wish to install.
Condition
The MSR700 Rifle is a firearm. 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 4 Aiming and another MSR700 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.
MSR700 Rifle
Fixer | Skill | Repairs | Success chance |
---|---|---|---|
1× MSR700 Rifle | 4 Aiming | 50% | 95% |
Location
The loot distributions can be found in the table(s) below.
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.
Building/Room | Container | Effective chance |
---|---|---|
all | wardrobe | 2.22% |
armysurplus | displaycase | 15.52% |
bedroom | wardrobe | 2.22% |
changeroom | locker | 2.34% |
closet | crate | 2.22% |
closet | metal_shelves | 2.22% |
drugshack | crate | 15.52% |
garagestorage | crate | 2.22% |
garagestorage | locker | 15.52% |
gunstore | displaycase | 15.52% |
gunstorestorage | crate | 15.52% |
hunting | displaycase | 15.52% |
hunting | locker | 15.52% |
livingroom | wardrobe | 2.22% |
SafehouseLoot | counter | 15.52% |
SafehouseLoot | crate | 15.52% |
SafehouseLoot | metal_shelves | 15.52% |
SafehouseLoot | wardrobe | 15.52% |
storageunit | crate | 2.22% |
SurvivorCache1 | counter | 15.52% |
SurvivorCache2 | counter | 15.52% |
Outfit | Days survived | Chance |
---|---|---|
Private Militia (male outfit), Private Militia (female outfit) | 0 | 30 |
Story ID | Link |
---|---|
RZSHunterCamp | Zone stories |
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 MSR700 Rifle can be found in most homes (notably in wardrobes/closets) and gun shops.
Trivia
- Although not visually similar, MSR700 may be based on the Remington Model 700, which is chambered in a wide variety of rounds including .223 rounds, and often comes with 3-round internal magazines.
- Unlike what can be expected from .223 round rifles in real life, Project Zomboid's MSR700 rifle does not accept 5.56mm rounds.
Gallery
History
Base.VarmintRifle
Version | Description |
---|---|
Build 41.65 | DisplayCategory added with value Weapon .SoundRadius changed from 150 to 70 . |
Build 41.54 | BreakSound changed from BreakMetalItem to MSR700Break .BringToBearSound added with value MSR700BringToBear .ClickSound added with value MSR700Jam .EjectAmmoSound changed from BulletOutVarmint to MSR700EjectAmmo .EjectAmmoStartSound added with value MSR700EjectAmmoStart .EjectAmmoStopSound added with value MSR700EjectAmmoStop .EquipSound added with value MSR700Equip .HitSound added with value BulletHitBody .InsertAmmoSound changed from BulletInRifle to MSR700InsertAmmo .InsertAmmoStartSound added with value MSR700InsertAmmoStart .InsertAmmoStopSound added with value MSR700InsertAmmoStop .RackSound changed from StormyRifleCock to MSR700Rack .ShellFallSound added with value MSR700CartridgeFall .SwingSound changed from FirearmVarmintShot to MSR700Shoot .UnequipSound added with value MSR700UnEquip . |
Build 41.51 | StopPower added with value 15 . |
Build 41.46 | EjectAmmoSound changed from Stormy9mmClipEject to BulletOutVarmint .ModelWeaponPart changed from x8Scope RifleScope scope scope to RedDot RedDot reddot reddot .RackSound changed from BulletOutVarmint to StormyRifleCock . |
Build 41.45 | MagazineType removed.ModelWeaponPart changed from x8Scope VarmintRifleScope to x8Scope RifleScope scope scope .WeaponReloadType changed from boltaction to boltactionnomag . |
Build 41.41 | Weight changed from 3 to 4 . |
Build 41.19 | AimingTime changed from 15 to 30 . |
Build 41.17 | AttachmentType added with value Rifle . |
Build 41.12 | AmmoBox added with value 223Box .AmmoType changed from 223Bullets to Base.223Bullets .ClipSize removed.CritDmgMultiplier added with value 8 .DisplayName changed from Varmint Rifle to MSR700 Rifle .EjectAmmoSound added with value Stormy9mmClipEject .Icon changed from RifleVarmint to LeverActionRifle .InsertAmmoSound added with value BulletInRifle .JamGunChance added with value 5 .MagazineType added with value Base.223Clip .MaxAmmo added with value 3 .ModelWeaponPart added with value x8Scope VarmintRifleScope .RackAfterShoot added with value TRUE .RackSound added with value BulletOutVarmint .TwoHandWeapon added with value TRUE .WeaponReloadType added with value boltaction .WeaponSprite changed from Shotgun to VarmintRifle .WeaponWeight removed. |
Build 40.9 | BreakSound changed from PZ_MetalSnap to BreakMetalItem .SwingSound changed from Weapons/Firearm/varmintShot to FirearmVarmintShot . |
Build 36.4 | ReloadTime changed from 20 to 25 . |
Build 35.25b | MetalValue added with value 45 . |
Build 33.13 | SwingSound changed from varmintShot to Weapons/Firearm/varmintShot . |
Build 31.9 | SwingSound changed from shotgun to varmintShot . |
Build 29.3 | BreakSound added with value PZ_MetalSnap . |
Build 28 | Released on this version. |
Code
Item
Source: ProjectZomboid\media\scripts\items_weapons.txt
item VarmintRifle
{
DisplayCategory = Weapon,
ImpactSound = null,
MaxRange = 10,
WeaponSprite = VarmintRifle,
SoundVolume = 200,
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 = MSR700 Rifle,
MinRange = 0.61,
SwingTime = 0.5,
MultipleHitConditionAffected = FALSE,
BringToBearSound = MSR700BringToBear,
SwingSound = MSR700Shoot,
HitSound = BulletHitBody,
ClickSound = MSR700Jam,
SoundRadius = 70,
MinDamage = 0.6,
MaxDamage = 1.3,
SplatSize = 3,
KnockdownMod = 2,
SplatBloodOnNoDeath = TRUE,
Icon = LeverActionRifle,
RunAnim = Run_Weapon2,
IdleAnim = Idle_Weapon2,
CriticalChance = 25,
CritDmgMultiplier = 8,
AimingPerkCritModifier = 12,
HitChance = 27,
AimingPerkHitChanceModifier = 17,
AimingPerkMinAngleModifier = 0.01,
AimingPerkRangeModifier = 2,
RecoilDelay = 90,
PiercingBullets = TRUE,
SoundGain = 2,
ReloadTime = 25,
AimingTime = 30,
RequiresEquippedBothHands = TRUE,
BreakSound = MSR700Break,
MetalValue = 45,
TwoHandWeapon = TRUE,
AmmoBox = 223Box,
MaxAmmo = 3,
EquipSound = MSR700Equip,
UnequipSound = MSR700UnEquip,
InsertAmmoSound = MSR700InsertAmmo,
EjectAmmoSound = MSR700EjectAmmo,
InsertAmmoStartSound = MSR700InsertAmmoStart,
InsertAmmoStopSound = MSR700InsertAmmoStop,
EjectAmmoStartSound = MSR700EjectAmmoStart,
EjectAmmoStopSound = MSR700EjectAmmoStop,
ShellFallSound = MSR700CartridgeFall,
RackSound = MSR700Rack,
AmmoType = Base.223Bullets,
WeaponReloadType = boltactionnomag,
/* ModelWeaponPart = FiberglassStock HuntingKnife none bayonet,*/
ModelWeaponPart = Bayonnet Bayonnet bayonnet bayonnet,
ModelWeaponPart = x2Scope x2Scope scope scope,
ModelWeaponPart = x4Scope x4Scope scope scope,
ModelWeaponPart = x8Scope x8Scope scope scope,
ModelWeaponPart = IronSight IronSight scope2 scope2,
ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
ModelWeaponPart = RedDot RedDot reddot reddot,
RackAfterShoot = TRUE,
/*MagazineType = Base.223Clip,*/
JamGunChance = 5,
AttachmentType = Rifle,
StopPower = 15,
}
Repair
Source: ProjectZomboid\media\scripts\fixing.txt
fixing Fix Varmint Rifle
{
Require : VarmintRifle,
Fixer : VarmintRifle; Aiming=4,
}