Arma 3 Gauss Rifle
LINK ->->->-> https://urlin.us/2tfAVB
Introduced in 2590 by the Terran Hegemony, the Gauss rifle utilizes a series of electromagnets to propel slugs of ferrous nickel-iron alloy at extremely high velocities, making it a devastating and lethal long-range weapon.[6] So powerful is it that one hit from a Gauss rifle is capable of killing nearly any Light 'Mech.[7] Unlike most traditional ballistic weapons, the Gauss rifle does not use combustible propellant, so its firing generates very little heat. However, the sheer mass and bulk of the weapon limits its applications.[6] The Gauss rifle also has fairly heavy power requirements which, if used at the same time as similarly energy-intensive systems, forces the unit's computer to cycle and allocate power to meet the demands. If for example a pilot tried to fire both a Gauss rifle and several lasers at once, there would be a delay in the time it would take to get the entire salvo off.[8]
Since the Gauss rifle fires solid metal slugs, with neither propellant nor explosive, Gauss rifle magazines are not susceptible to ammunition explosions. However, if the weapon itself is struck by enemy fire, the capacitors that power the electromagnets will release their stored energy, with an effect similar to an ammo explosion. (In game terms, a critical hit on a Gauss rifle is equivalent to a 20-point ammo explosion.) Some 'Mechs employ CASE in the section containing the Gauss rifle to protect internal components in the event the weapon explodes.[6][9]
Though Gauss rifles fire standardized rounds, described as being melon-shaped and 30cm in diameter,[8] they are technically capable of utilizing any object which can be propelled by magnets as \"ammunition.\" In an emergency a 'Mech could even muzzle-load their weapon with something like a steel girder if their ammunition feed was disabled. Using the Gauss rifle in this way however has a high chance of causing damage to the weapon.[10]
The Gauss rifle was found on a number of heavier Star League Defense Force 'Mechs, but fell out of use in the Inner Sphere during the technological decline of the Succession Wars. It was revived following the discovery of the Helm Memory Core. The Clans never lost the technology, and continued to refine the Star League-era weapon. Although the Clan Gauss rifle is similar in performance and operation to its Inner Sphere counterpart, it is 20% lighter and somewhat more compact.
Note: The original description of the Gauss rifle that appeared in the first printing of Technical Readout: 2750 listed the ammunition load as 10 shots per ton. This figure was later amended to eight shots per ton.[4]
A highly modified version of the standard Grizzard Gauss rifle, the 210 trades width for length. Though featuring a much longer barrel, the resulting weapon is slender enough to fit within the tight confines of the Huron Warrior's right arm.[17]
Towed Gauss rifles cannot move, so they must be paired up with friendly transports to keep up the pace of a moving battle, but they are a cheap unit capable to deal significant damage at a long range.[57]
Fallout 4 weaponGauss rifleStatsPerksTechnicalTypeRifleCore statsDamage110Ammo2mm ECClip size7Fire rate66RangeAccuracyAP cost1916940ValueWeight 228 15.7DamageRiflemanBloody MessBasherAstoundingly Awesome #2 (scope)Mister Sandman (with suppressor)Ace Operator (suppressor)MiscellaneousGun NutScience!Editor IDGaussRifleForm ID000D1EB0CreditsAppearancesFallout 4
Capacitors and exposed copper wiring run alongside the barrel, and a Nixie tube display above the stock gives the weapon's charge percentage. The rifle operates on a charging principle: the user holds down the trigger to build up the charge, and releasing the trigger fires a round (roughly 50% of a fully charged shot). It is fed rounds through a dorsal mounted cylindrical magazine and its projectile produces a momentary blue trail, similar to a lightning bolt.
The Gauss rifle is rather inaccurate when attempting to shoot from the hip. The reflex sight is essentially a \"rear sight\" aperture for a glowing front sight post. Most of the main advantages of most reflex sights (clear sight picture unobstructed by the weapon's bulk) are lost when attempting to use one on a Gauss rifle.
The Gauss rifle is inaccurate with its standard sights. The scopes needed to offset this deficiency require a heavy investment in the Gun Nut perk to craft, with night-vision and recon versions also requiring investment in the Science! perk.
The Gauss rifle is chambered for the rare and expensive 2mm EC rounds as opposed to the microfusion cells used by the Anchorage-era variants. Gauss rifle shots produce a bluish explosion upon impact. This enables the Gauss rifle to hit multiple targets with a single shot, provided they are clustered together in proximity to each other. However, secondary targets don't receive any damage, as the rifle's explosion effect has no damage value assigned to it.
The Item 62 Mk.II is a powerful Gauss Sniper Rifle, in vanilla is similar to a charged sniper rifle, with coilguns is similar to the VWEC Gauss Lance and in CE works as a semiautomatic EMP sniper rifle.
This gun made its appearance when the character Wray gives Cherry Darling (played by Rose McGowan) the assault rifle grenade launcher combination as a replacement for her prosthetic leg. She put it to good use, alternately kicking and blowing bad guys away with it!
M6 Nonlinear Rifle:Also known as the Spartan Laser, this portable and vehicle-mounted rifle is the only directed energy weapon in service with the USNC. As part of Project GUNGNIR, a program designed to provide supplemental material to the Spartans, this weapon was designed to be part of the MJOLNIR powered assault armor.
Added: New weapon VSS Vintorez (class name 'VSS_vintorez_DZN') into 'MilitarySpecialNamalsk', 'MilitarySpecialNamalskWinter', 'MilitarySpecialNAC', 'MilitarySpecialNACER7' loot tables + correct ammo into 'militaryNamalsk' and 'militaryNAC' (note: this weapon is not available in no-sniper rifle loot scheme)
The SCAR is by far the more powerful of the two assault rifles when using normal ammunition, and also has a 40-round magazine as opposed to the FY71's 30; however, this is balanced in the campaign of Crysis with the scarcity of the SCAR or ammo for it; with the exception of the final level, SCAR magazines are almost exclusively restricted to a single location at the very start of a given mission. This was the source of some complaint, and in Crysis Warhead SCAR magazines are common enough that the weapon can be used as the player's main armament throughout the campaign.
The DSG-1 Precision Rifle is a straight-pull bolt-action rifle, first encountered equipped with the assault scope during the second mission of Crysis. Seemingly an exclusively Korean weapon, it is used by their snipers (US snipers instead using the GK8 Gauss Rifle) and by most Korean Nanosuit soldiers. A very high-powered weapon, a single shot will kill regular soldiers, while a couple of rounds aimed at the tail rotor will even bring down a helicopter. Curiously, the weapon is semi-automatic when using the iron sights, but bolt action if fired from the hip.
Used by US Marines and the player characters, this is a bolt-action magnetic accelerator that functions similarly to the sniper rifle, but with a substantially more potent round. In multiplayer, there's a Gauss Rifle that is seen mounted on vehicles. The Gauss rifle mounted on the vehicles has spade grips, unlimited ammunition, and an overheating system like the Type 88. The name and upper mount rail suggest it is (loosely) based on the Heckler & Koch SL8 rifle, but in a bullpup configuration.
All mounted general purpose machine guns in Crysis and Crysis Warhead are the Chinese-made Type 88 GPMG; the only departures from the real weapon are a shortened barrel, extended gas piston and M2-style spade grips. The Type 88 is the most common armament on light vehicles and is used in both the hatch and coaxial mounts on tanks. They can also be seen in numerous fixed installations mounted on tripods or monopods. Their cover can be destroyed, but the guns themselves are invincible. Regardless of how they're mounted, they have infinite ammunition and are governed by a heat gauge.
The LAW missile launcher is partly based on early concept art of the MBT LAW and partly on the multi-shot rocket launcher from Far Cry, which in turn was based loosely on the M202 FLASH rocket launcher. The Crysis LAW is a pre-loaded, disposable three-shot anti-vehicle weapon which fires laser-guided missiles, fitted with an optic sight which stows by folding into the top of the weapon; the flared front of the device contains the missiles, which all share a single common exhaust tube. The rear part of the launcher tube is extended as part of the arming procedure, as with the real-life M72 LAW.Soldiers seen carrying LAWs usually stow them on their back in the extended position; Korean soldiers are sometimes seen with them, and in Warhead an American Nanosuit team is encountered who are armed with LAWs and Gauss rifles.One thing to note is that KPA and US troops can be seen reloading the LAW missile launcher, even though the player cannot reload it (thus, ending up disposing of it after firing all 3 shots). In fact, missile ammunition exists in-game, but the animation for reloading the missile launcher is either missing or omitted from the final game. A possible explanation is to balance the game so the player doesn't use it as an impromptu \"noob tube\".
The TAC Launcher is a large hand-held grenade launcher designed to fire a computer-guided nuclear round with a yield of several dozen tons, and is used by Nomad to fight Crysis' final boss; it is impossible to fire it without a lock. The launcher itself is largely a work of fiction, but the barrel bears a striking resemblance to that of the Mk. 47 Mod 0 grenade launcher, while the idea of a man-portable nuclear weapon is likely based on the \"Davey Crockett\" nuclear recoilless rifle. An even more far-fetched weapon seen in Crysis Warhead, the PAX Plasma Accumulator Cannon, recycles the TAC Launcher model verbatim with the sole addition of a laser pointer on the upper mount rail, though it functions as a short-ranged, slow-loading supergun. 153554b96e
https://www.simplyskye.art/group/mysite-231-group/discussion/24229f9a-892d-4751-b87f-5ad62e0df8ae
https://www.abwahouston.org/group/bolilichar/discussion/74e0f1ab-9561-4396-81b2-8fbbe7eeb723