Hunting pistols and revolvers. The choice of a hunting revolver, questions. Hunting revolvers in shooting sports

However, this did not diminish the popularity of the mobile " shelter manager«.

Fallout Shelter is an interesting mobile toy in which you have to manage your own shelter where those who managed to escape and survive after nuclear war. You have to build and develop new rooms, extract resources, make sure that all your residents are involved in useful, and most importantly, favorite work. And of course, you will have to monitor the development of offspring and the replenishment of the workforce in your "den". In addition to monitoring and developing, you will also have to equip your inhabitants and send them on expeditions outside the shelter. Thanks to such “outings”, you can get new equipment, weapons, gain experience and earn extra caps (game currency).

Note that you can now free download Fallout Shelter for Android and iOS, however, there are microtransactions in the game: you can purchase various bonuses that will help in accelerating development, however, if you try, give the game time and follow the tips, recommendations, and also use some gaming Fallout secrets Shelter, you will not need to purchase bonuses.

What do you need to know to be successful in Fallout Shelter?

- Vault Gate Fast Upgrade!
During the game, you will be raided by raiders with weapons who want to get resources from you and generally destroy your secluded shelter. Each time the raids will become more and more noticeable for you, so you should take care of protection. One of the points to ensure the safety of your shelter is to upgrade front door(input compartment), which will increase the time for the passage of raiders into the shelter, for which you can put guards with weapons. At the first opportunity, spend 500 caps (the so-called caps - game currency) to improve the entrance to level 1, after, if possible, upgrade again. Go ahead…

— What to do when raiders attack a shelter in Fallout Shelter?
You have time while the raiders break the gate, don't waste it. Move your fighters to the gate, give out weapons and ammunition (put them on), and don't forget to replenish their health so that they meet the enemy fully armed. And then - wait. As long as your fighters successfully repulse the attack on their home.

- The correct location of the shelter rooms!
It is important! Very, very important! Surely you have already noticed, and if not, take note: placing two rooms of the same type (level!) of your shelter side by side, you increase their effectiveness. The rooms are combined, but they can also be further upgraded. It is better to arrange rooms - two at a time. This is the best option.

If suddenly you are trying to connect two rooms, but they are not combined, then perhaps you put a room of the 1st level next to the room of the 2nd or 3rd level. Having corrected this oversight, the rooms are combined. Maximum - three rooms together.

- Improve rooms, especially resource ones.
Of course, all players want to quickly upset their shelter, more residents, more resources and other things, but do not forget about upgrading the available facilities. Building rooms requires additional resources, energy and water, so in some cases it is more appropriate to upgrade, which will increase efficiency for fewer important resources.

- Personal selection of each tenant for the room
Each character in the Fallout Shelter game has its own skills, some have developed one, some have another, so placing residents in a shelter is a very important game moment and you must do this taking into account the needs of each character. To view the properties of a character, you need to click on it (tap).

By clicking on the room, at the bottom you will see the letter (S, I, P, A, E ...), according to which, you must select your inhabitant. If everything is done correctly, then the inhabitants will always be satisfied with their work.

Here is a list of character skills with translation:
Strength(Strength) - a character with an increased value of this parameter will be a more efficient worker at power plants;
perceptio(Perception) - this parameter affects the outcome of the battle, more precisely, its favorable outcome :);
Endurance(Stamina) - the more - the more health our residents have;
Charisma(Charisma) - if your character has this parameter increased and he is a girl, she will become pregnant faster and this character will be able to quickly establish relations with his enemy on the surface;
Intelligence(Intelligence) - residents with increased intelligence work better in the first-aid post and laboratories;
Agility(Dexterity) - will be masters in the kitchen;
lucky(Luck) - luck.. the higher the luck, the more cool things you will find outside.

- The main thing is care.
Remember: your goal in the Fallout Shelter game is to create the most comfortable and classy shelter, so the condition of the residents is very important to us. For successful game sometimes you don’t even need to carry out construction, but just tidy up your shelter, figure out if everyone is in their places, and then the level of “happiness” of your inhabitants will be much higher than if you set up additional rooms.

Don't forget to equip your tenants as well. Things should also be selected taking into account individual features. Those who go on a sortie, to the surface on an expedition, should be equipped as much as possible. It is advisable to give them an additional 10 steampunks and 5-7 radoxes so that they can live longer in the trials that await them during the study.

- Acceleration is useful, but, neat ...
The secret to success in Fallout Shelter lies in the accurate, timely and infrequent acceleration of rooms. You can click on the room, then on the push button. This function, many advise to use rarely, but after a successful acceleration - you get the result of the work of the inhabitants of this room instantly, as well as caps for success. Thus, you can earn some money and speed up the gameplay. However, this should not be overdone .. mind you.

- Excursions to the surface
You, as the hideout owner, have the ability to send your villagers to the surface for reconnaissance, where they gain experience, caps, and various cool things, such as weapons or clothes. A character who goes on such a dangerous mission must be well armed, equipped, and also have several first-aid kits and capsules of radiation medicine with him. While the survivors are on the surface, make sure that they do not die and recall them in time. Upon arrival, it is desirable to carry out a full treatment.

Of course, there are those characters who love sorties, and there are those who like to sit in their own shelter. This factor should also be taken into account when sending a fighter for reconnaissance. And of course, the luck factor.

- Breed, but think with your head!
One of the game ways to increase the population of the shelter is reproduction. If you do not know how to breed inhabitants in the Fallout Shelter game, then everything is very simple, we will tell you. You just need to put a man and a woman in the same room to relax, and then wait. They will do everything themselves :) After a woman gets pregnant, she walks for about 3 real hours, then gives birth to a child, it grows, for about 3 more hours of real time, and after that you can use it as a full-fledged resident. Always keep an eye on the resource limits, because if you have a lot of inhabitants, it will be difficult for you to feed and drink them. Keep an eye on these indicators, do not let them go down and always remember - characters can die unexpectedly, and this is always unpleasant.

There are two ways to get characters in the Fallout Shelter game, you already know one, and the second is to wait. Periodically, the survivors themselves will come under the wall of your shelter. To increase the frequency of appearance of new residents, you must build a radio station that will work to attract survivors.

- How to revive tenants in the game?
Everything is simple. In Fallout, tenants can be brought back from the underworld by paying the ransom cost. Usually big enough. Do not spare money on this, because in order to then pump a new tenant to a certain level of skills, you will need a lot of time. The price for tenants is always not small, tangible, but you should not be greedy.

- Performance game tasks.
Of course, in order for the game not to seem dull and uninteresting to you, the developers have come up with a lot of game tasks that you must complete in order to receive various bonuses. In the paragraph - radio, on top there is a list of tasks. Some quests give you a decent amount of caps, and there are those that give you boxes that contain very valuable items that are extremely difficult to find on the surface in expeditions. Those who care about money buy these cases for real dollars, but you can get them for free, so why spend money? Dare!

Since you already knew general information about the game, we have prepared a fast-guide on the game and answers to frequently asked Fallout Shelter questions:
- watch the amount of water, if it is not enough - the inhabitants become infected;
- the one who goes to the surface must have 20 steampunks (first aid kits) and 10 radx (syringes from radiation);
- acceleration (rush) accelerates the receipt of a resource and gives caps (money);
— how to give birth to inhabitants in the fallout shelter? for the birth of new dwellers - bring the man and woman into one room, wait;
- pregnancy lasts 3 hours, the growth of the child 3 hours;
- to attract new dwellers you need to build a radio;
- to improve the mood of the inhabitants of the shelter - send them to their favorite work;
- on the surface you can find weapons, clothes, caps, medicines;
Play Fallout Shelter on PC- it is possible, but through various emulators;
— characters who have a skill — Endurance — work effectively in the Nuka-Cola Bottler;
- you can demolish rooms in the Fallout Shelter, but if there is nothing next to them. Building planning should be taken seriously;
how to get lunchboxes in fallout shelter? either buy for real money, or complete game missions;
- to protect the shelter from attacks - put guards and improve the entrance;
- to protect the shelter from underground rats - supply the characters with weapons.

We tried to collect in this article the main secrets, features and interesting moments of the Fallout Shelter game and we hope that this guide will help you build your own game shelter in which hundreds of inhabitants will escape.

Just before the release of Fallout IV, Bethesda SoftWorks released a free toy for mobile devices - Fallout Shelter. I could not miss this toy and even did a review on it.

It seemed that after the release of a commercial project, a free toy on android Beth will be abandoned. But no, the game has acquired such a heap of significant additions that we can talk about the presence of a passage of the game :)

So, we are going through Fallout Shelter from v 1.9 and above.

Growth strategy

The development strategy has not changed over the year. All you need for the operation of the bunker is the working hands. Where to get new settlers?

You can build a radio station and invite people from the wasteland. Such tactics create additional risks and require certain costs. And at the beginning of the game there are no extra covers, no people, and resources are obtained quite “back to back”.

Another possibility is to breed settlers inside the vault.

I choose the most charismatic bastard from the settlers, dress him in a suit with the maximum bonus of charisma and give him carte blanche to drive tricks with all the girls in the bunker :). Very soon, my bunker is filled with pot-bellied mothers, then kids, and then workers ready for labor exploits.

During the “production” cycle, the population increases by about 1.5 times (because there are approximately equal numbers of women and men in the bunker).

It must be remembered that close relatives will not enter into any relationship. Therefore, the "charismatic bastard" sometimes needs to be changed.

Construction costs are enormous. You need to build wisely, planning how your bunker will be arranged. Where the residential sectors will be, how you will lay the elevators, storage facilities - everything needs to be planned in advance.

All unsuccessful decisions can be rebuilt, but when the rooms are demolished, only a symbolic part of the invested resources is returned.

Here are some tips:

When moving a room, first delete it in the old place, and then build it in the new one. Save some caps :).

The unit cost of upgrading a room decreases when sections are merged. Therefore, it is more profitable to first build a room in 2 or 3 sections, and then improve it.

It makes little sense to build training rooms and connect them in 3 sections. For them, the optimal size is 2-section blocks. Why?

Sooner or later you will build all kinds of training rooms - only 7 types for training each of the parameters. Then rooms in 3 sections will occupy as many as three floors and will be designed for a clearly excessive number of settlers: 6 * 7 = 42! And while two-section training halls compactly occupy only two floors of the shelter.

Deaf defense

Excellent guns do not lie on the road. How to rationally use them, to whom to issue them? The correct answer is to keep the coolest guns in stock, in factory lubrication :)

Indeed, keep in stock 5-6 of the most powerful guns. They must be issued at the time of the attack to those settlers who take the hit. After the battle, the weapons are returned to the warehouse. This tactic allows you to most effectively repel an attack at any point in the shelter, having only a few “trunks” in your arsenal.

If you decide to assign a couple of fighters to guard the entrance, put up with the fact that the guard does not develop, does not gain experience while waiting on the “watch” for the next stray raiders. It is practical to put high-level characters here, because. they have a large supply of health, but with mediocre characteristics: i.e. those who are not suitable for other work in the shelter.

Craft from trash

If earlier you could only find something ready, now you can create items according to the drawings. Two new rooms - a weapon workshop and a costume workshop - open up access to crafting.

To create, you will need ingredients and some covers.

Where to get trash?

  • it is picked up by your scouts during sorties,
  • you can disassemble unnecessary items,
  • can drop as loot from raiders,
  • you will bring in large quantities from the missions of the Overseer's office,
  • found in lunch boxes.

Rubbish, along with items of equipment, takes up space in the warehouse.

The first few recipes you will receive when building workshops. The rest can be found in the wastelands, obtained by completing missions. Sometimes the drawings "fall out" from the raiders who attacked the bunker!

Each item has its own base attribute icon. Workers with a high value of this parameter will reduce the production time.

Production speed

Since we mentioned production speed…

Resources are not produced immediately, it always takes some time. Time is affected by the following factors:

  • how many employees have you connected to work,
  • the total level of the required skill (for example, at the power plant, residents with a high indicator of strength will be more effective),

What does not affect:

  • character level,
  • his mood
  • wounds.

Unlocks the ability to complete quests. Unlike wandering through the wastelands, here you have a plot, tasks and requirements for performers. And of course a reward awaits you :) How could it be without this?

Usually you equip a squad of up to 3 people for a mission. Take care of their equipment, take plenty of steam packs and antiradium. Away from the base, the members of the detachment can only rely on themselves.

Many missions are multi-move, at a time you will complete part of the plot, moving towards the final goal. The way to the place and back takes time, but it can be accelerated by spending Nuka-Cola.

Improving the caretaker's room will allow you to send several units at the same time to complete different quests.

Random locations in the wastelands

Your scouts may stumble upon random places in the wastelands. These are small locations where you can complete one of the many missions associated with this place.

If you agree to explore the location, then your character switches to mission mode.

Upon successful completion, you return to wandering the wastelands.

Catch the stranger!

This secret elusive well-wisher can significantly replenish your treasury. I have repeatedly managed to squeeze out of it about 5000 caps at a time! So do not miss the stranger - it is worth running after him.

Here the "stranger" is hiding in the Overseer's office.

The appearance and disappearance of this NPC occurs with a characteristic sound signal. You have a matter of seconds to detect and "catch" it.

After the announcement of Fallout 4 at E3 2015, Bethesda developers knew that players needed something that could be used on their mobile devices. What was Bethesda's response? An exciting game in which you build your own shelter and try to manage people and resources as efficiently as possible in order to create a prosperous society in a post-apocalyptic world.

However, the management of the underground city not an easy task. Of course, the inhabitants do all the hard work: turning levers, writing notes, shaking beakers of unknown substances while holding them in clamps. But still, you are the caretaker of the shelter, and you need to be careful when managing resources and your citizens, you will have to control unemployment and hunger. This is where tactics are needed.

Like residents in the PC version of Fallout, residents in the mobile Fallout Shelter have (from the English. Strength Perception Endurance Charisma Intelligence Agility Luck), which determines their statistical performance. Each stat affects a different aspect of life in the vault, so the optimal distribution of the abilities of your residents is a key factor in their happy existence.

Force ( S strength): Villagers with a high strength score are ideal for physically demanding jobs, best for power plant jobs.

Perception ( P perception): Astute residents are good at understanding complex information and are best suited to work in wastewater treatment plants.

Endurance ( E- endurance): Dwellers with high endurance endure better than others harsh conditions, they are suitable for exploring the wasteland and producing cola nuclei.

Charisma ( C- charisma): Charismatic villagers are the most charming and fit to work at the radio station. They are also the best at flirting and attracting Wasteland dwellers, so they can be used to increase the hideout's population more quickly.

Intelligence ( I intelligence): smart residents well versed in science, which allows them to work in medical institutions or scientific laboratories.

Agility ( A- agility): Agile and fast villagers, well suited to work in the canteen.

Luck ( L- luck): Lucky dwellers can be placed just about anywhere, especially if you need faster production. They also have a high chance of finding rare items in the wasteland.

Once your hideout's population has reached a certain level, you can build training rooms where the villagers can train the above skills (the higher the level, the longer the training time), or dress the villagers in different equipment, which can also improve skills.

Fair work for residents

As mentioned above, each fallout shelter dweller has several S.P.E.C.I.A.L. values ​​that correspond to . Proper placement of workers in the premises not only adds happiness to everyone, but also increases production efficiency. Improving production facilities increases their productivity and size, which allows you to get more resources. You can plan for expansion in advance by placing rooms next to each other and merging rooms of the same level (maximum 3 rooms can be merged). Expanded production facilities also allow you to hire more workers. The maximum number of inhabitants in the game is 200 people.

You can check S.P.E.C.I.A.L. any villager to see which room it is best suited for, or just place it in a specific room and see how much it adds to the overall production rating. Plus or minus next to the number shows whether the villager lowers or raises the overall statistics. If there is no sign (as in the picture above), then there is free space in this room, and the number of the moved citizen shows +.

Happiness Rating

You think that for the happiness of your inhabitants it is enough to be outside the wasteland and away from the yao-gai, but no! They also want a certain level of comfort and fulfillment for their needs in an underground home. The good news is that if there are no fires for a long time, corpses lying around, and radioactive cockroaches with mole rats, raiders and death claws, then the population happiness level will be at least 50% (it is displayed in the upper left corner of the screen).

You can increase the level of happiness by placing villagers in a job that suits them or by building a radio. The happier your inhabitants, the greater the production of food, energy and water. You can track the happiness of residents individually by clicking on them directly in the shelter, or by clicking on the button in the upper left corner.

Energy production

If energy production drops below a critical level, then not everything is turned off at once. Rooms away from power plants will be the first to stop working, and their inhabitants stop working and start loitering around. Therefore, make sure to locate the most important areas, such as canteens and water treatment plants, close to energy sources.

Lack of energy can reduce the happiness of your inhabitants, so if you experience frequent power outages, destroy unnecessary facilities, such as study rooms or radio stations, until you can provide them with stable energy.

Keep the three main resources in sufficient supply

Each room in Fallout Shelter has a specific function, however highest value for a healthy sanctuary have power plants, water treatment plants, and restaurants/gardens, because shortages in these production lines can be devastating.

The lack of energy makes the premises non-functional (starting from those farthest from the plant), lack of clean water causes radiation poisoning (health indicator turns red, treated with RadAway), lack of food gradually reduces the health of residents until they die of hunger. To avoid all this, give preference to the premises that produce these resources, and after achieving stability in their work, build everything else.

Use robots to collect resources. can independently collect ready-made resources from the floor on which it is located.

Reach goals to get lids and lunchboxes

You will always have three main goals: earn caps, equip a certain number of inhabitants and take rewards for completing difficult tasks, and the more difficult the task, the greater the reward will be. Don't forget to claim your lunchbox reward right away so you can immediately take advantage of the benefits it gives you.

What is in the box?

You'll use Caps to buy and upgrade rooms in the Fallout Shelter, but what's in the lunchboxes? Each lunchbox contains at least one rare or uncommon item, such as rare armor, powerful weapon or a high S.P.E.C.I.A.L. You'll earn lunchboxes for completing especially difficult tasks, or you can simply buy them in the "shop" tab for real money.

You don't necessarily need to buy anything to enjoy the game and succeed in Fallout Shelter. The weapons, equipment, and resources you find in lunchboxes will give you a boost in developing your hideout.

Rush

Don't want to wait a long time? You can quickly get resources and small bonuses with a certain risk of fire or the appearance of radioactive cockroaches or mole rats.

If the chances of an incident occurring are less than 40%, then it's worth the risk, but the more you accelerate, the greater the chances of failure become.

Send pregnant women to work

Of course, putting in a job is not a gentleman's way, but wait, this is the Fallout Shelter post-apocalypse and everyone should do their bit. Once the lady has finished making emoji with the partner of your choice, she can return to a job that suits her. Its hasty return to the labor force is not only a matter of equality, but also of maintaining the amount of resources at the right level. Pregnancy in the game lasts a very long time, and a shortage of labor can have dire consequences.

Explore the Wasteland

You can produce enough energy, food and water, but unfortunately your shelter is not self-sufficient. You also need weapons and gear that increases S.P.E.C.I.A.L. to be able to defend against raiders and radioactive cockroaches.

Select villagers with better stamina, equip them, give them armor and RadAway Stimpaks, and send them out in search of loot. Don't forget to follow their adventures, everything that happens to your explorer is displayed as text messages with the time stamp. Characters will not take damage or absorb radiation on their way back to the vault after you call them back with the Recall button.

So just wait until the character reaches the maximum possible negative state, and then return him home. All caps, armor, and weapons that your explorer finds can only be placed in the Depot, so take care to build it in advance.

Make sure you have stimpacks and anti-radiation to heal Wasteland explorers, otherwise they will not only be vulnerable to attacks by raiders and cockroaches, but also quite unhappy.

Who are the raiders

So, there's bad news: Raiders are about to come and take your possessions, and the deathclaws are ready to attack the hideout and kill all its inhabitants. The good news is that! The first step is quite simple - upgrade the vault door to make it harder to knock it out. If you have few weapons, give them to the villagers with the best performance and assign them to guard the shelter. If you have a lot of cannons, arm every villager so that if the raiders pass the foyer, they will continue to face aggressive resistance. You can also drag villagers to a specific room to fight, but only during a raid.

If you want to arm all the inhabitants of your shelter, then at the beginning of the game you will not have enough weapons for this. But infection with radioactive cockroaches can occur anywhere and anytime, raiders raiding a shelter is also completely unpredictable. Therefore, keep a few units in your inventory and distribute it upon the fact of the attack in the right rooms. Thus, you can arm the inhabitants near the source of the threat and quickly eliminate it.

Use elevators in case of emergency

A single elevator shaft in the middle of your hideout is nice and convenient, but it means it will take longer for the occupants to travel from one end of the hideout to the other. An extra walk is fine if they're just heading to the barracks for their love affairs, but in the event of a raider attack, a radioactive cockroach invasion, or a house fire, a few seconds difference could result in additional deaths. Remember to plan several different routes at different levels to make it easier to get around quickly in case of an emergency.

Improve the statistics of residents with average values

While some residents will have obvious talents in one area or another, many who come from the wasteland will not always be so. Luckily, there is an opportunity to increase the S.P.E.C.I.A.L., for example, in the armory or in the classroom.

When you have 24 residents, you get access to the gym, as well as other additional rooms to increase the parameters of S.P.E.C.I.A.L. After you build a room for developing skills, send residents there to improve their characteristics.

radio, radio

You can get a chance to build a radio station if you think it increases the happiness of your villagers. It's true that making wireless broadcasts uplifts the spirits of your underground people, but don't make changes to your layout too quickly to save people and energy.

You can also use the radio station to attract wanderers from the wasteland. is definitely a nice addition to your Hideout, but make sure you get a good grasp of the basics of the game before spending caps on it. The time between the arrival of new residents from the Wasteland is long, their S.P.E.C.I.A.L. leave much to be desired. At the same time, the price of a radio studio is considerable, citizens should work there, and pregnancy has a much greater effect. With the radio in Fallout Shelter, the developers apparently overdid it a little.

Thus, the answer to the question of how to attract new people to the shelter sounds like this - through pregnancy.

Right and wrong decisions

Right: expand slowly

Building your own Fallout Shelter takes a lot of energy and manpower, and if you expand it too quickly, you'll soon run out of resources to keep the facilities functional and the residents happy. Build slowly. Make sure you can easily maintain the current size of your hideout in order to build more space, and then you'll be on your way to building a happy society.

Correct: focus on building power plants before expanding the shelter

Water treatment plants, restaurants and living quarters keep residents happy and healthy. But power plants are needed to make it all work. Without energy, not a single object will function, and you will get a lot of disgruntled residents sitting in the dark. Before you increase the load on the power plant, make sure that you can withstand it.

Correct: Place Important Objects Near Power Plants

Sometimes you can accidentally start to build up too quickly or lose some resources from raiders that you weren't ready for. If this is the case, and energy production drops below the critical level needed to keep the storage facility running normally, some areas away from the power plant will begin to lose power. In order to ensure the operation of the shelter in case of failure, place the most important objects (restaurants, vegetable gardens, water treatment facilities, medical rooms) near power plants. So they will stop working at the very last turn.

That's right: arm the explorers before you send them to the wasteland

The Savage Wasteland is dangerous, and an unarmed and lightly equipped villager will not be able to defend themselves against blizzards, wild dogs, radroaches, and other mutants that the Wasteland throws at them. In addition, if a resident can hardly fight off a giant ant, then it is unlikely that he will bring you good prey. If you want to save the lives of your explorers, make sure they are well armed for the journey. good weapon and equipment should do the trick.

Correct: optimally place villagers to work so that they are most efficient

The residents in your hideout are the work force, and they are much happier when they are working in a job that suits them. Keep this in mind and don't randomly assign tasks, but first of all look at the statistics of each citizen (check the instructions above if you are not sure which job corresponds to a certain skill). This will make residents happy and increase production efficiency - a double benefit!

That's right: keep an eye on kids who are transitioning into adulthood so you can assign them to work on time

Asylum residents vs. child labor, so you won't be able to assign a child to work until they reach adulthood (this happens a few real-time hours after birth). They carelessly waste their youthful minutes with 50% happiness, so they need to be given work as quickly as possible. If you have so many residents that you can't tell who is of legal age, look at the list of residents. Any person with "coffee break" status is probably the one you're looking for.

Wrong: make every woman in the shelter pregnant

Aside from the obvious problem of turning your hideout into a baby farm, having too many pregnant women will also bring the practical problem of having more residents not giving you a functional workforce. Within the few hours it takes children to come of age, the shelter's infrastructure could be irreparably damaged after all these new adults suffer radiation poisoning.

Incorrect: use haste mode if chances of failure are greater than 40%

This mode (Rush) is one of the fastest and simple ways get resources in the game Fallout Shelter, however, there are certain risks of an invasion of radroaches or a fire. This risk is justified if the chances of failure are less than 20%, acceptable up to 30%, but not more than 40%, otherwise you are doomed to constant disasters. Try using accelerated production in different rooms, or send villagers out in search of loot in the Wasteland.

False: allow residents not to work

The less a resident works, the sadder he will be, and the less will be the average contribution of each resident to the production process. Look for any villagers with a "coffee break" and give them a task, even if it's exploring the Wasteland or increasing their stats. Everyone will be happy about it.

Wrong: leave one or two residents to fight radioactive cockroach infestations

Radroaches are dangerous and quickly reduce the health of any nearby inhabitant, and the greater the excess in numbers, the faster the health will decrease. By sending one resident to fight the infection, you can prepare for the funeral and the fact that the infection will spread to other objects. So send as many people as possible, preferably armed, to fight cockroaches.

False: worry when exiting the application

You might feel nervous leaving your hideout to raiders and nasty insects when you put your gadget aside. But there is no cause for concern. As soon as you close the app, the hideout goes into auto-control, during which only good things will happen: children are born, resources are produced, and no fires or raids. So it is very convenient to pump S.P.E.C.I.A.L. residents, especially when it takes 16 hours of real time.

If you find an error, please highlight a piece of text and click Ctrl+Enter.

Few people remember that before the 1917 revolution, weapons were freely sold in hunting shops. Mausers, Nagans, Brownings, Smith-Wessons, and here are the Parabellums. Women's models that fit in a women's handbag. "Velodogs" - revolvers for cyclists, for effective protection against dogs. Without much hassle, you could even buy easel machine gun"Maxim" of Tula production...

Let's open, for example, the Easter issue of the Ogonyok magazine, 1914. Peaceful pre-war spring. We read ads. Along with advertisements for "Dralle's cologne of wonderful smell", "Ferrotipia" photographic cameras and "Anuzol" remedy for hemorrhoids, there are advertisements for revolvers, pistols, hunting rifles. And here is our old friend! The same Browning of 1906:

The magazine especially advertises EXACTLY browning. In the classic book by A. Zhuk "Small Arms" the number of this model is 31-6. Production: Belgium, model 1906, caliber 6.35 mm. Weight is only 350 grams, but has 6 rounds. And what ammo! The cartridges were created specifically for this model. Shell bullet, smokeless gunpowder (3 times more powerful than smoky). Such a cartridge was more powerful than a revolver cartridge of the same caliber. Browning's 1906 model was very successful. The dimensions of the pistol were only 11.4 x 5.3 cm and it easily fit in the palm of your hand. What else was needed for a safe trip to the market ??? Market traders were armed before the revolution. It is not surprising that the concept of "racket" in those days was completely absent ...

It was possible to wear Browning discreetly - it even fit in a vest pocket and a ladies' toilet bag. Due to its light weight and weak recoil, women willingly bought it, and the name "ladies' pistol" was firmly stuck to it. The Browning was a popular model among the general public. Russian society long years. Students, high school students, female students, businessmen, diplomats, even officers - even gardeners! - had it at hand. Thanks to the low price, it was available even to schoolchildren, and teachers noted among high school students and students the fashion "to shoot because of unhappy love." Small-caliber pistols were also called "suicide weapons". Large-caliber pistols smashed the head like a pumpkin, and after a shot in the head from a Browning, the dead man looked good in a coffin, which should have led to tears of repentance in an unfaithful traitor ... But Browning was dangerous not only for its owner.

It was an effective weapon of self-defense. A small-caliber shell bullet pierced a layer of muscles and got stuck inside the body, completely giving up its energy to it. The level of medicine in the early twentieth century often did not allow saving a person who was struck in the internal organs. Due to its compact size and its combat qualities, the Browning of the 1906 model was the most popular model. In total, more than 4 MILLION pieces were made! But how did they look at "exceeding the limits of necessary defense" in tsarist times? The term "necessary defense" itself first appeared in the decree of Paul I (whom our citizens often represent almost half crazy) and it meant not what we are all used to. In the 18th century, there was such robbery in Russia - river piracy.

Is it not with brass knuckles in their pockets that journalists and writers went to haunted places?

Gangs of vagabonds attacked and robbed riverboats that sailed along the main rivers. Emperor Paul I adopted a decree on the strict deprivation of the nobility of all nobles who were attacked on the rivers and did not offer armed resistance. The nobles then were, of course, with swords and if they did not carry out the NECESSARY DEFENSE, they were deprived of this sword, as well as their estates and titles ... Thanks to this formulation of the question, in the shortest possible time the robbers were killed or fled and the robbery on the rivers stopped .That is, the necessary defense - it was a NEED for an armed person to DEFEND.

The Velodog pistol was very popular in the 19th century. It was designed for cyclists who were often attacked by dogs.

There were no "limits". In Soviet times, this useful concept was distorted, and if it occurs, it is only in the combination "EXCEEDING THE LIMITS OF NECESSARY DEFENSE". For an armed rebuff to the robbers, a criminal article was introduced, and the weapons themselves were taken from the population. The Bolsheviks seized weapons from the population. For the complete "disarmament of the bourgeoisie" detachments of the Red Guard and the Soviet police did a lot of work, conducting mass searches. However, individual irresponsible "fists", as we see, were in no hurry to part with the Brownings until the mid-30s. And I understand them, a beautiful and necessary thing ...

A pistol from an everyday item has since turned into a symbol of belonging to law enforcement agencies or the highest party elite in the USSR. The caliber of the pistol was inversely proportional to the position in society. (The higher the official, the smaller the caliber of his pistol.) ... This Browning model was so popular that it gradually went out of circulation only with the creation of the Korovin pistol in 1926. Compared to the Browning, it had a reinforced cartridge and a slightly longer barrel, and the magazine capacity increased to 8 rounds. Interestingly, despite the small caliber, he enjoyed great success among the command staff of the Red Army.

And all that is left for an ordinary Russian man in the street, exhausted from street crime, is to look longingly at the pages of pre-revolutionary magazines: ““ REVOLVER WITH 50 CARTRIDGES. ONLY 2 RUBLES. A safe and reliable weapon for self-defense, intimidation and alarm. Completely replaces expensive and dangerous revolvers. Hits amazingly hard. Needed by everyone. No permit is required for this revolver. 50 additional cartridges cost 75 kopecks, 100 pieces - 1 p. 40 kopecks, 35 kopecks are counted for cash on delivery, to Siberia - 55 kopecks. When ordering 3 pieces, ONE REVOLVER is included FREE OF CHARGE. Address: Lodz, Partnership "SLAVA" O.»»

In fairness, it must be said that there were some restrictions on the circulation of firearms: 1) the highest opinion of the State Council of June 10, 1900 approved by Nicholas II “On the prohibition of the manufacture and importation of firearms from abroad of samples used in the troops” 2) the highest decree of the emperor "On the sale and storage of firearms, as well as explosives and on the arrangement of shooting ranges." Accordingly, customs restrictions on the import and export of military-style firearms were also tightened. There were also secret circulars of the tsarist government prescribing local authorities seize weapons from disloyal subjects at their own discretion and taking into account the prevailing situation.

Here is what professor of the Imperial Moscow University I.T. Tarasov: “Despite the undoubted danger from the careless, inept and malicious use of weapons, the prohibition to have weapons in no way can be general rule, but only an exception that occurs when:

1. disturbances, indignations or uprisings give good reason to fear that weapons will be used for dangerous criminal purposes;
2. special position or condition of those persons, for example, minors and minors, lunatics, hostile or warring tribes, etc., which give rise to such fear;
3. past facts of careless or malicious use of weapons, ascertained by a court or otherwise, indicated the expediency of taking weapons from these persons.

It is safe to say that in the Russian state, then the Russian state, the right to arms was an inalienable right of every law-abiding and mentally healthy citizen; it was naturally subject to some temporal and local restrictions. Over time, this right has undergone changes, meeting the needs of the era. In the XIX - early XX centuries. granting citizens the right to weapons, their acquisition, storage and use can be regarded as a progressive phenomenon, since at that time such a right did not exist in all countries. Legislation in the process of evolution has developed a rather strict procedure for the storage, carrying and acquisition of firearms by citizens. Since the 17th century, the right to bear arms was granted only to certain categories of persons. At the beginning of the 20th century, they were persons whose weapons were part of their uniforms (for example, police or gendarmerie officials), who needed them for self-defense; some carrying weapons was obligatory by virtue of custom, not prohibited by law; for hunting or sport purposes.

With the development of firearms, legislation began to divide them into types: military - non-military samples; rifled - smoothbore; guns - revolvers, etc. Thus, from 1649 to 1914, a harmonious legislative system was formed in the Russian state, which avoided the extremes of permissiveness, on the one hand, and a blanket ban, on the other.

A.S. Privalov, expert of category III. Legislation on weapons in Russia in the XIX

PURCHASED WEAPONS ALLOWED TO BE CARRIED WHEN UNIFORM

Since the 18th century, commemorative inscriptions have most often been made on donative army weapons: “For courage”, “God is with us!”, “The army of free Russia”. Freedom as a state of society exists as long as the possession of weapons is recognized in it as a natural right. Society ceases to be free when the natural right to own weapons is replaced by a privilege granted by the state. Since the time of the Roman Empire, the main difference between a slave and a free citizen, along with political rights, has been the right to carry and use weapons - from a dagger under a tunic to a Berdanka in a barn or a pistol in a holster. completely armed (as, indeed, the inhabitants of neighboring Europe), until the middle of the 20th century.

"Clement" and "Bayard", convenient for hidden carry:

People without weapons easily became the prey of robbers on the high roads or nomads on the borders, as well as wild animals. Everyone had weapons - right down to the serfs. While liberal journalism was bile about "wild Asians" and "serf slaves", the "slaves" owned hunting rifles and edged weapons. No licenses or permits were required for this. Weapons were freely carried where it was dictated by local customs not prohibited by law - for example, in the Caucasus or in places where the Cossacks lived, but this concerned mainly cold bladed weapons. By the way, in the Caucasus, it was not only the local "mountain eagles" who freely carried weapons - the Russians who came to the Caucasus had weapons with them almost without fail, and not only daggers, but also pistols.

Weapon culture in Russia evolved in a very peculiar way. It had very significant differences by region, there were also differences between the city and the countryside. In the European part of Russia, revolvers and pistols were considered "master's weapons" and absolutely useless for the rural economy. Long-barreled rifled weapons were armed with "risk people" - hunters, Siberian explorers and Cossacks, these passionaries of that time had a rifle or a carbine in every house. Another thing is a gun - a thing useful in all respects. Without a gun, coachmen, especially in the postal service, did not set off. The innkeepers kept him under the counter, with cartridges loaded with coarse salt. Watchmen, keeping the master's good, used it. Traveling doctors were armed with pistols. The right to acquire, store and carry weapons was practically not limited.

In the 17-18 centuries, the first acts began to appear that established the categories of subjects who could own weapons, and the further, the more these categories became. Somewhere since the 19th century, in some regions of the Empire, the acquisition system formally became permissive - the governor-general or the mayor issued permission to mentally healthy and law-abiding residents to purchase "non-combatant" types of firearms (except for hunting, his possession was free). They, in the presence of "emergency circumstances" (unrest, riots, as well as specific facts of careless or malicious use of weapons), could deprive a person of a weapon or introduce a special procedure for selling it, but only for the duration of these circumstances. But in practice, weapons were obtained everyone who applied, because then the state did not yet suspect a Marxist and a People's Will in every student, and a Decembrist in every officer. For violation of the regime of carrying weapons, the code of laws of the Russian Empire established liability, but the same Code minimized the cases of its application.

In addition, in the villages and rural settlements, where most of the population then lived, there were no gendarmes and officials at all, and every peasant considered it his duty to keep a gun from robbers behind the stove. Such liberalism, by the way, gave rise to a very controversial practice of duels. For hot students, young poets, proud officers and other nobles, it has never been a problem to resolve a male dispute by force of arms. The government did not like this practice, which led to the prohibition of duels and severe punishment for participation in them, but never to the restriction of the right to weapons. Well-known pre-revolutionary Russian lawyers (Koni, Andreevsky, Urusov, Plevako, Alexandrov), drew attention to the fact that subjects Russian Empire often used manual firearms for self-defence, protecting the right to life, health, family and property. Needless to say, most of the lawyers brought up in the spirit of European freedoms directly supported the right of the Russian people to freely own weapons.

In cities until 1906, Nagant or Browning pistols could be purchased completely freely at an affordable price of 16-20 rubles (minimum monthly salary). More advanced "Parabellum" and "Mauser" cost more than 40 rubles. There were cheap samples, 2-5 rubles each, however, they did not differ in special quality. After the first Russian revolution, the seizure of firearms began. Now only a person who presented a personal certificate (similar to a modern license) issued by the head of the local police had the right to buy a pistol. During 1906 alone, tens of thousands of revolvers and pistols were seized, acquired by the Russians before the adoption of new rules (in Rostov alone, 1,137 "barrels" were seized). But this campaign also affected only powerful pistols (over 150 J of muzzle energy) and military models. Military-style rifles and carbines, in native Russia, were also confiscated, including from the "gentlemen", except for award and prize copies. For the "civilian public", for hunting in the European part of Russia, rifled single and double-barreled fittings or "tees" were considered permitted. Yes, and on the "outskirts of the Empire" people were still sufficiently armed.

The exceptions were officers of the army and navy, officers of the police and gendarmerie, border guards, as well as government bodies, who had the right to acquire personal property, for official use, of any small arms. These "sovereign" people could and even were obliged to use weapons for personal self-defense or maintaining public order and during off-duty hours. When retiring, these categories of civil servants retained the right to own weapons.

At the beginning of the century, when scientific and technological progress was gaining momentum, residential buildings and hotels were already appearing in Russia in all respects modern, where there was hot water, elevators, telephones and refrigeration units. Electricity illuminated not only apartments, rooms and entrances, but also the territories adjacent to the new houses, where city trams ran briskly on electric traction.

At the same time, a new word was said in the field of self-defense weapons - a semi-automatic (self-loading) pocket pistol that combined the compactness of a small-caliber revolver, or derringer, but the safety and quantity of self-loading ammunition:

Hammerless pistols allowed a potential victim to use such weapons without much preparation. A fragile, frightened and confused lady could hit an attacker without even damaging her manicure. However, there were various hybrids that were quite successful and in demand.

1. Hammerless gun "Liège Manufactory" according to the Anson and Delay system. Barrels of steel "Liège Manufactory" tested with smokeless powder, left choke-boron, guilloched bar, triple bolt with a Griner bolt, a block with cheeks protecting the barrels from loosening, a fuse on the neck of the box, if desired, the drummers can be lowered smoothly without hitting the piston, forearm Perde , small English engraving, caliber 12, 16 and 20. Price 110 rubles2. Cage hammerless gun "Liège Manufactory" according to the Anson and Delay system. Barrels of steel "Liège Manufactory" tested with smokeless powder, both chokes, guilloched bar, quadruple "Rational" bolt with Griner bolt, block with cheeks protecting the barrels from loosening, fuse on the neck of the stock, if desired, the strikers can be lowered smoothly without hitting the piston , handguard Perde, small English engraving, caliber 12, barrel length 17 inches, weight about 8 pounds. The price is 125 rubles. There were also much cheaper and quite reliable single-barreled and double-barreled guns available to the poor, at a price of 7-10 rubles.

Anatoly Fedorovich Koni Chief Prosecutor of the Criminal Cassation Department of the Governing Senate (highest prosecutorial position), member of the State Council of the Russian Empire "On the Right of Necessary Defense": "Man has a sense of self-preservation. It is inherent in him both as a morally rational being and as the highest creation of an animal This feeling is invested by nature in a person so deeply that it almost never leaves him; a person strives for self-preservation on the one hand, instinctively, and on the other, realizing his right to exist. By virtue of the desire for self-preservation, a person tries to avoid danger and accepts everything measures to its aversion; - he has the right to do this, and, moreover, the right, which should be considered as innate. Conscious of his right to exist, a person protects this right from any other encroachment, from any wrong. "The most reliable pistol was still a revolver, a misfire of one cartridge, did not lead to the withdrawal of the revolver from the combat state, since the next time the trigger was pressed, another cartridge was already fed. And the drums of small-caliber revolvers of the Velodog type could hold up to 20 rounds:

In addition to hunting rifles, for the purchase of which in Russia, until 1917, no permits were ever required from anyone or from anyone. There were also pistols, which in fact were sawn-off shotguns of single and double-barreled hunting rifles, both the simplest and stylized as antique or combat pistols. This is a very formidable weapon (some samples are capable of completely blowing the attacker’s head), along with hunting rifles demand from those who did not want to burden themselves with going to the police station or, due to the specifics of the work, transferred it, for example, from one watchman to another or from one seller who handed over the shift to another:

Almost all coachmen and car owners had such a pistol under the seat or a cheaper, but no less effective domestic analogue, the abundance of which was provided by various kinds of artels and partnerships, which did not need advertising because of their cheapness. And the State Imperial Tula Arms Plant (ITOZ), in addition to low prices, also provided high quality thanks to ongoing research and testing. ready for use. To surprise the owner of such a weapon is very difficult even for an experienced robber:

The pragmatic Russian peasantry, as a rule, was in the greatest demand for domestic hunting rifles, and in addition to the always necessary practical use, they were also an excellent guarantee against any encroachment by uninvited guests. The ratio of price and quality put the famous state Imperial Tula Arms Plant beyond any competition , on the free Russian market of civilian weapons. Here are such "economy class", but of the highest quality and reliability of the gun, even expensive metropolitan weapons stores offered:

Naturally, with the advent of 1917, the beginning of mass desertion from the front, the weakening of the government, control over the armament of citizens decreased significantly. In addition, soldiers leaving the hated war often returned home with rifles and pistols, and even with something heavier. Thus, the total armament of Russian times civil war contributed not only to bloodshed, but also to the self-defense of the inhabitants of Russia from numerous gangs, as well as, for example, the expulsion of interventionists and a wide guerrilla war against Kolchak in Siberia without any Red Army. An interesting moment - after the October Revolution, the Bolsheviks were able to immediately gain a foothold only in the central provinces of Russia, the population of which was less armed than in the Caucasian and Cossack outskirts. The tough actions of the food detachments did not meet any resistance only in central Russia, from it, people most willingly went to the Red Army - the weapon returned a sense of freedom.

Having seized power, the Bolsheviks tried to limit the right to own weapons by introducing a corresponding ban in the Criminal Code. However, the Criminal Code of the RSFSR of 1926 contained a sanction that was completely ridiculous at that time - six months of corrective labor or a fine of up to a thousand rubles with confiscation of weapons. In 1935, imprisonment of up to 5 years was established, when the situation in the world became more complicated, and various terrorists were operating in the country, the "authorities" actually turned a blind eye to the violation of this article. Plus, this did not apply to hunting weapons. Smooth-bore guns, Berdanks, "small things" were sold and stored completely freely, like fishing rods or garden tools. To purchase them, you had to present a hunting license.

It is important to understand here that the Bolsheviks did not ban, but simply transferred the ownership of weapons to another plane. And the "tightening the screws" was compensated by the free circulation of hunting weapons and the general militarization of civilian life. In addition, the majority of civilian passionaries of that time - plant managers, party commissars and all politically important people, up to collective farm foremen, had a pistol with them and could open fire on those who seemed to them a bandit or terrorist. During a period of constant tension at the borders, weapons were generally an integral attribute of tens of millions of people who lived in threatened territories. And, for example, “excesses on the ground” during collectivization immediately met with an adequate armed rebuff, which was one of the reasons for adjusting the course and recognizing “dizziness from success." The operational reports of the NKVD departments of that time are full of reports about how the peasants met especially zealous "collectivists" with merciless shooting.

After 1953, there was also a legislative relaxation of the procedure for the circulation of weapons among the population. So citizens were given the right to freely acquire hunting smooth-bore weapons in trading organizations without "troubles" with hunting tickets. At the same time, a group of lawyers from the Supreme Soviet of the RSFSR prepared the first draft law on weapons. According to him, "reliable citizens" (as in tsarist times, loyal to the regime) were supposed to be allowed to acquire firearms, including short-barreled ones, on the basis of personal property rights. It was supposed to sell to citizens the models of weapons removed from service (except for automatic ones), as well as trophy and lend-lease weapons (no restrictions were planned on the power of the ammunition used). The law passed the coordination of almost all instances, except for one, the most important - by the end of the 50s, the "nuts" came to their original position.

Everything changed in the late 1960s. The free possession of even hunting weapons was prohibited and the requirements were restored hunting tickets. Since then, no one except the police and the military could freely own weapons. The weapon has become the privilege of policemen and security officers. For an ordinary citizen, even a hunting rifle meant a humiliating "going for information." A campaign began to pass the “hunt minimum”, which resulted in the police permit system. And the number of policemen has grown five times.

We decided to dedicate this test to an interesting, from a constructive point of view, sample - the MTs 255 hunting revolving gun. First shown to the general public several years ago, the MTs 255 aroused real surprise and genuine interest.

The use of a revolver scheme in long-barreled weapons seems to be a thing of bygone days, when the problem of the rate of fire of a weapon could only be solved in this way. Such weapons appeared in the middle of the 19th century, shortly after the invention of revolvers.

Nowadays, the revolving scheme is used extremely rarely, mainly in special weapons: various kinds of grenade launchers for police purposes. The main advantage of such weapons in police operations is the ability to quickly select the ammunition needed in this particular situation, as well as absolute reliability and simplicity.

smoothbore weapon revolver type, produced for civilian purposes, is also extremely rare: the market now has only a 12-round Ptotecta / Striker from a South African company, which also grew out of a police weapon.

In the late 1990s, the Tula enterprise TsKIB SOO, known for high-quality weapons, released a new MTs-255 smoothbore gun. It is a single-barreled shotgun with a five-round drum and is available in several calibers: 12, 20, 28, 32 and .410.

The advantages of the revolving scheme have long been known: simplicity and reliability of the design, the ability to fire at a fairly fast pace, the use of different ammunition in one drum and the ability to select them depending on the situation, and ease of maintenance.

At the same time, such weapons have "innate" shortcomings: the impossibility of quick reloading, the drum protruding beyond the dimensions of the weapon.

For the test, we got a MTs 255-20 20-gauge gun, apparently the most popular version.

We hold in our hands

Outwardly, the MTs 255 looks lightweight, sometimes it seems that some kind of children's toy fell into your hands. But when you stop looking at a drum with wide sockets, you immediately understand: this weapon can do a lot. In general, the appearance of the MC 255 is quite balanced - it does not cause much enthusiasm, but also a sharp rejection.

Outwardly, the drum does not "fill" the weapon much. Unlike the same Protecta, you can even say that it is in the visual dimensions of the frame.

The forearm and stock on our copy of the MTs 255-20 are brownish chocolate. The texture of the tree is not clearly visible. The handguard and pistol grip are notched to prevent slipping of the hand. The stock has a rubber shock absorber. The shape of the butt is classic.

The fitting of the metal parts to the wooden ones is done very well, which, however, is not surprising - TsKIB specializes in weapons of high analysis.

The metal parts are well processed and there are practically no traces of machining. Also, there are no "decorations" so beloved by many: various kinds of ornaments, notches, etc. The weapon only benefits from this.

The drum of the weapon is located on a powerful metal frame and is unlocked by a button located on its left side. After that, the drum leans to the left and down and is ready to be loaded with cartridges. Spent cartridges are removed by a non-automatic rod extractor. To lock the drum, it is enough to snap it onto the frame with force.

Equipment drum cartridges requires a certain skill. Required to hold a heavy gun right hand, and with the left fill with cartridges of the drum chamber. If with revolvers, the weight and dimensions of which are significantly smaller, this is not a problem, then it is rather difficult to quickly load the MTs 255. Perhaps this problem could be solved by a speedloader clip holding cartridges by the rims. True, and wearing such kits is quite cumbersome.

There is no fuse, as it should be in a revolver.

The sights on our copy were of the rifle type: rear sight and front sight, which cannot be adjusted in the field. Note that a ventilated rib is also available.

On the top of the frame there is a dovetail groove, on which a bracket for an optical or collimator sight can be installed.

The barrel is drilled with a cylinder and comes with two choke tubes (0.5 and 1.0) with a key.

Shooting

The balance of the weapon can be described as quite good: a heavy drum and a frame are located at the back. The mass of the gun is within reasonable limits. Offhand aiming is easy.

The trigger mechanism allows firing in two modes: self-cocking and pre-cocking.

The smallest force on the descent is felt with a preliminary platoon and is quite clear. Self-cocking, despite the significantly increased effort, allows you to quickly shoot the drum. Of course, the clarity with increased trigger pull has become much less and we can talk about aimed shooting with a fair degree of conventionality. However, when shooting with shot (for example, at a bird), shooting can be quite effective even when self-cocking.

The trigger mechanism allows you to make a soft descent of the cocked trigger. To do this, you need to hold the trigger with your thumb while simultaneously pressing the trigger and, without releasing it, accompany the released trigger to the forward position.

The recoil is felt as quite moderate, which is largely facilitated by both a decent mass of weapons and the use of a rather weak (in the context of recoil) 20-caliber cartridge with a sleeve length of 70 mm.

The creators of the MC 255 managed to achieve excellent obturation (excluding the breakthrough of powder gases) in the barrel-drum joint.

As noted above, the shotgun chamber has a length of 70 mm and allows the use of cartridges with cartridge cases made of any material - metal, folder and plastic.

For shooting, cartridges "Rio" (Spain), bullet "POZIS" shot No. 0 (25 g) were used.

There were no delays during the shooting.

Technical data MC 255-20

  • Caliber - 20
  • Chamber length, mm - 70
  • Cartridge drum capacity - 5
  • Barrel drilling - cylinder with interchangeable chokes
  • Trigger force
  • Self-cocking, kgf - 6
  • Preliminary platoon, kgf - 2.6
  • Barrel length (with drum) - 705 mm
  • Weapon weight, kg - 3.6
  • Manufacturer TsKIB SOO, Tula
  • Price, rub - 27 653

conclusions

MTs 255 is quite suitable for the role of a universal gun and is suitable for most types of hunting in middle lane Russia. The hunting purpose of the weapon is pronounced; it can be used as a weapon of self-defense only in the absence of something more suitable.

Like any other weapon, the MTs 255 has its advantages and disadvantages.

On the one hand, the gun has many advantages: here are the previously noted reliability of the weapon; good balance and applicability; versatility in the use of ammunition with cartridge cases made of various materials.

On the other hand, the inconvenience of equipping drum cartridges; the use of cartridges with a sleeve of 70 mm, and not 76 mm, reduces versatility.

We tried for a long time to imagine a potential buyer of this unusual weapon, and came to the following conclusions.

The philosophy of this weapon requires either the complete acceptance of the concept, or its complete rejection: its design is very different from its competitors!

A person who nevertheless decides to purchase the MTs 255 receives an original sample of a weapon with many advantages. The whole trouble with this weapon is that it is not sold in an "airless" space: now the shelves are full of various domestic and foreign weapons. The MTs 255 is offered at a price of about 27,000 rubles, which is significantly more than a reliable domestic 12-gauge semi-automatic machine, an imported pump or a domestic vertical rifle. This price is close to imported semi-automatic and double-barreled shotguns.

Perhaps the commercial success of the MTs 255 can only come with a significant reduction in the selling price, at least 3 times. If also the quality of workmanship remains at the current level, this gun will have a good chance of occupying its market niche.

Maybe, TsKIBU SOO it is worth considering the creation of a "police" modification of this gun with a simplified design, a shortened barrel and a folding butt. With a reasonable pricing policy, such a gun could oust competitors in the sector of smooth-bore civilian self-defense weapons.