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MSR700 Rifle

From PZwiki
Project ZomboidItemsWeaponsFirearmsMSR700 Rifle
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This page has been revised for the current stable version (41.78.16).
Help by adding any missing content. [edit]
MSR700 Rifle
VarmintRifle Model.png
General
Category
Weapon
Encumbrance
Moodle Icon HeavyLoad.png
4
Equipped
Two-handed
Slot attached
Back
Skill
Ammunition
Base.223Bullets
Magazine size
3
Properties
metal quantity
45
Max condition
10
Condition lower chance
60
Performance
Damage
0.6–1.3
Door damage
20
Range
0.61–10
Accuracy
27
Recoil
90
Noise radius
70
Knockback
0.3
Aiming time
30
Reload time
25
Crit chance
25%
Technical
Item ID
Base.VarmintRifle

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
  • Ammo is fairly common.
  • Internal magazine allows for slightly slower, but more consistent reload time, and reduces the amount of encumbrance in magazines you would be carrying.
  • Rounds penetrate through zombies, allowing the player to hit up to two at once.
  • Long range allows the player to dispatch enemy survivors or weaken hordes from far away.
  • Damage is low compared to the M14 rifle and MSR788 rifle.
  • Requires 4+ aiming skill to use effectively.
  • Slow fire rate can limit crowd-controlling capabilities (although the target penetration compensates for it).
  • As a rifle, firing it is loud and can attract a lot of zombies.

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 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.
  • Recoil Pad RifleRecoilPad.png: Reduces recoil.
  • Red Dot RedDot.png: Increases aiming speed.
  • Fiberglass Stock RifleFibreglassStock.png: Decreases weight by 0.5 and increases base hit chance by 8%.
  • BayonetFuture HuntingKnife.png: 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

For more information, see Condition
Fixer Skill Repairs Success chance
MSR700 Rifle MSR700 Rifle 4 Aiming 50% 95%

Location

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

VarmintRifle 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 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%
Stories
Story ID Link
RZSHunterCamp Zone stories
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 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

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 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

Retrieved: Build 41.78.16
fixing Fix Varmint Rifle
{
   Require : VarmintRifle,

   Fixer : VarmintRifle; Aiming=4,
}

See also