Winfield made, lever-action repeating shotgun. High capacity and damage, but wasteful reloads. Shortened stock and barrel.
- Ammo
- 5/4=9
loaded / in reserve / total
- Zoom
- ×1.67
- Pellets
- 15
Winfield made, lever-action repeating shotgun. High capacity and damage, but wasteful reloads. Shortened stock and barrel.
loaded / in reserve / total
Base damage 18 × 15 pellets = 270
Hits to kill a 150 HP hunter.
Counts every pellet of a shot as a hit. A model of how many pellets actually land at each distance is in progress.
share of full damage, on the axis and marks the bars above use
Quarter of damage gone by 9m - the distance at which a quarter of full damage is gone - the figure the weapon list ranks by
Aimed at the top of the head - how far the round falls below it, on the axis and marks the bars above use
Deals Shotgun damage. It hits Hive hardest (3.5x) and Rotjaw softest (0.35x).
One shot
Three shots
Four shots
Five or more
Computed from each creature's own hit-zone table against this weapon's damage type, at point blank. Falloff at range can only ask for more shots, never fewer - so a creature this weapon one-shots here may need two further out.
The muzzle climbs 27° after every shot, 13.5° while aiming. How much of the screen that eats is not fixed - it depends on how wide your own field of view is, so these are drawn at the game's default 55°, and a wider setting costs you less of it.
Your weapon rests shouldered, so that is the cone an unaimed shot uses - crouching, walking and jumping all scale it. Sighted, it closes to 1.
Seconds since you aimed
5 shots 1.57s apart, then 10.6 s to load them back. 16.9 s for one full trip through the magazine.
Light attack
Deals Melee Blunt damage. It hits Hive hardest (2.8x) and Water Devil softest (0.45x).
Two hits
Three hits
Five or more
Computed from each creature's own hit-zone table against this attack's damage type.
The figures below apply only when firing without aiming
| Stat | Base | With |
|---|---|---|
| Rate of fire | 41.5 rpm | 142.9 rpm |
| Time between shots | 1.57s | 0.5s |
| Last-round cycle | 0.95s | 0.1s |
| Recoil | 27 | 28 |
Keeps you aiming through the reload cycle
Swaps in the game's expedited firing animation
The figures below apply only while aiming down the sights
| Stat | Base | With |
|---|---|---|
| Time between shots | 1.57s | 1.35s |
| Shot preparation | 0.85s | 0.7s |
| Stat | Base | With |
|---|---|---|
| Reload start | 2.5s | 4.167s |
| Stat | Base | With |
|---|---|---|
| Held sway, horizontal | 0.4 | 0.2 |
| Held sway, vertical | 0.6 | 0.3 |
| Starting sway, horizontal | 0.4 | 0.2 |
| Starting sway, vertical | 0.6 | 0.3 |
Where a trait swaps in a different reload animation, the seconds are that animation's own length, separate from the weapon's reload stat. A longer start is not always worse: on a clip-fed rifle the expedited animation takes longer to begin and then loads several rounds at once.