Spencer Carbine

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Information

Spencer Carbine is a possible Weapon your character can equip.


Positive Negative
  • good single targeting
  • good range
  • easy to reload
  • needs reloading after every shot


Spencer Carbine
Tier 3
Small Guns
spencer.png
One of the first popular and functional repeating rifles in widespread military use. Although its reloading process is a bit unhandy and the lever-action is not as smooth as the later winchesters, it was considered high-tech at its prime.
Strength RequirementMinimum amount of Strength required to wield the weapon without any negative effects. A weapon can still be wielded even if the character has less then the required amount of strength but will result in a reduced effective range. 4
ClipsizeAmount of ammunition inside the weapons magazine. 7
Reload AP CostThe AP cost to do the reload action once. Reloading while not having enough AP will still reload the weapon but put you into negative AP, making any kind of action impossible (Movement included!) until you regenerate to over 0 AP. 140 AP
Weapon Aim TimeThe default amount of miliseconds your character has to 'aim' onto an enemy character before a shot can be issued. This time can vary if you intend to shoot onto a specific body part. 400 ms
AttacksAll Attacks a weapon can do. If a weapon has multiple attacks, they can be switched in-between each other as you wish.
Attack 1
DamageMinimum and Maximum amount of base damage this weapon can do. 25-35
DamagetypeThe type of damage done by this weapon - not factoring in further damage type modifications by Ammo Normal Damage
RoundsAmount of bullets fired. 1
AP CostAP Cost to fire. Not having enough AP to fire will cause the character to queue an attack command until it has enough AP to do so. 30 AP
RangeMaximum range to which the bullets fly to. They will most likely have very poor hit-chance at this distance however. With a maxed out weapon skill for this weapon your effective range (95% hit chance without aiming) will be around 2/3rd of this range. 50 Hex
Fire RateThe default amount of miliseconds you need to wait until you can issue another command, be it movement, or another attack. 800 ms
InaccuracyA flat value to your hit-chance calculation. Note, a positive value will reduce your hit-chance, while a negative value will actually improve it! (Since this is an Inaccuracy value) 0
SpreadSpread value of this weapon. The higher this value, the more this weapon spreads when burst/full-auto firing. (The cone you see when pressing Ctrl will widen with a higher value of this number, and tighten with a lower number) 0
One-HexThe percentage of bullets that can maximally hit when you stand directly next to a target. The math behind this is a bit more complicated however and should only be used as direct comparison in-between weapons. (Higher = better for close combat) 0 %
ID: 18425
WeightThe weight of the weapon without any ammo loaded.: 3750g
Weapon TraitsWeapon Traits are always active.
Single Action Load a new bullet into the chamber after each shot.
Partial Reload Spend less AP on your reload, proportionally to how much ammo is missing.
SkillWeapon PerksWeapon Perks are only active if you have reached the necesarry skill level of the weapon perk.
150Accurate +10% hitchance
175More Crits +10% to Base Critical Chance
200Bonus Rate of Fire -5% AP cost for shooting
225More Crits +10% to Base Critical Chance
250Hit The Gaps -10% Damage Resistance & -10% Damage Threshold


Useable Ammo

Minié-Ball
Tier 2
minieball.png
Used in the american civil war, these projectiles were much more accurate and deadly than standard lead balls fired from muskets due to the added spin stabilization, but the rifling also meant they took longer to reload.
Damage Resistance Mod 10%
Damage Threshold Mod 0%
Radius {{{Ammo_Radius}}} Hex
Bleed Strength 200%
Normal Damage 150 %
Error Damage %
Subshots {{{Ammo_SubShots}}}x
Ammo Spread {{{Weapon_Spread_0}}}
ID: 14018
Weight: 36g