Rifle G&G M14 EBR Short, TGM-014-EBS-BNB-NCM


Model M14 sniper rifle

The American M14 automatic rifle, which was in service with the US Army in the 50-60s of the 20th century, became the basis for a large number of variants of American sniper rifles.

Among the well-known sniper rifles developed on the basis of the M14 (except for the M21 and M25), the following modifications were developed:

M14 DMR

For the USMC, under the DMR (Designated Marksman Rifle) program, a modification of the M14 DMR sniper rifle was developed, which passed military tests in combat conditions in Afghanistan.

The DMR program assumed the use of the DMR rifle to accurately hit targets at distances up to 600 m so-called. “designated marksman” from USMC (Marine Corps Security Force) units and Marine FAST teams. These shooters do not have to fully meet the requirements for scout snipers, but must be trained under a special USMC DMR program.

M14 DMR

The main features of the rifle are: a new barrel with five grooves, providing increased accuracy and accuracy of fire, a removable muffler of a modern design with a recoil compensator, the receiver is made of fiberglass, the bipod of the weapon can be separated if necessary, which makes the weapon lighter when carrying, the optical sight has a 10- multiple magnification.

Cartridge - 7.62x51 mm, weight - 5 kg, total length - 1112 mm, barrel length - 559 mm, effective firing range - up to 1000 m.

M14 SOPMOD

TROY Industries, Inc. has developed modifications of the M14 SOPMOD and SOPMOD M14 Commando Carbine, which are used by units of the US Armed Forces in combat operations (Afghanistan). M14 SOPMOD was developed by designer Mike Rock under a contract with the Naval Surface Warfare Center (NSW-Crane) to equip SOF units with compact modern weapons chambered for 7.62mm NATO (.308 Win, 7.62x51), comparable in size to weapons chambered for 5.56mm NATO (5.56x45), but with greater power and effective range. Barrel lengths - 305, 356, 406, 457 mm. with a total weapon length of 762-889 mm. The weight of the rifle is 3.75 kg.

M14 SOPMOD

Springfield Armory (Geneseo, Illinois) has also developed a shortened modification based on the M14 chambered for 7.62x51 mm. The new sniper rifle, designated M14 SOCOM II, is equipped with a new Weaver-type cluster system - Cluster Rail System, as well as the M1A Scout Squad Rifle. The length of the weapon barrel is 730 mm. with a total rifle length of 946 mm. and has a weight of 3.65 kg.

M14 SOCOM II

United States Navy Mark 14 Mod 0 Enhanced Battle Rifle (EBR), also known as M1A EBR, is a rifle/carbine, a modification developed under a contract with the Naval Surface Warfare Center, Crane Division (Crane NSWC) to support US Naval Special Warfare units. (SPECWAR)) and the United States Marine Corps (MCSOCOM and Force Recon units).

The design provides the ability to install elements from the SOPMOD kit for US MTR units (SPECOPS-ready SOPMOD accessory-compatible M14 rifle/carbine). The modernization provided for effective use in the range of applications from CQB (Close Quarters Battle) to short-to-medium range interdiction (sniping) roles in urban warfare/combat environments. Manufactured by Sage International, Ltd.

Mark 14 Mod 0 Enhanced Battle Rifle - M1A EBR

Springfield Armory was the supplier of the rifle itself, from which the mechanism and barrel were transferred for further modification. True, the barrel was shortened: there were two experimental options with a 16″ and 18″ barrel. The muzzle compensator for the EBR was specially developed to improve the performance of the ammunition in terms of accuracy and initial velocity: the initial bullet speed of the EBR is higher than that of the M14 (975 versus 855 m/s). The mechanism was modified (return spring with guide rod, gas reducer, bolt and cartridge supply system). The sight and rear sight have also been changed.

It must be said that in the first versions of the EBR, the buttstock and forearm were not so abundantly dotted with weight-reducing holes. He seemed more conservative. It also had fewer “picatini rails” on which the necessary elements of the tactical “mount” of the SOPMOD kit are fixed. This rifle has been tested and issued in very limited quantities to Air Force Special Forces and Navy SEALs (in both 16″ and 18″).

The barrel length was chosen to be 18″. The front part of the butt “body” was shortened from 13″ to 11.25″. The stock is called NAVY Chop Mod. The standard kit for the rifle includes a vertical grip, scope rings, a Harris bipod and a sling.

Smith Enterprise, Inc. proposed its own version of the EBR - Mk 14 SEI. These rifles were purchased by the Navy Special Forces Command. They differed in that they were equipped with two types of barrels: heavy-medium 18″ Crazy Horse or standard 22″ Chrome-Lined.

Mk 14 SEI

The new rifle is equipped with a synthetic stock (in the reinforced version it is installed with M1913 rail-type guides), barrels 22.0" and 18.0" long, optimized for the new M119 LR sniper cartridge with a rifling pitch of 1:10" (1 turn per 254 mm ) the gas exhaust system (cylinder) has been modernized, the barrel, receiver and bolt are subjected to cryogenic treatment, a new M1913 rail with brackets for an optical sight is installed, a new bolt stop (extended bolt stop), redesigned trigger and recoil spring, adjustable trigger USM (Adjustable Trigger Assembly), muffler SEI M-14 DC (Direct Connect) sound suppressor.

Also, together with the company, Sage offered an even lighter version of the SAGE 2nd generation Chop Mod forend with a CTR telescopic stock from Magpul (with a cheek rest); bipod, rail guards and vertical handle from Tango Down, a Night Force 2.5 - 10x NSX sight, and a flash hider that allows you to attach a Surefire LLC quick-release suppressor. This modification was named Mk 14 Mod. 1 and entered the arsenals of the Navy SEALs. It is important to note that the body is not chrome-plated, and all components are sand-colored.

Mk 14 Mod. 1

Rifle MK14 EBR / MK14 EBR

Description: The mod adds a new MK14 EBR rifle with a large number of modifications (receivers, barrels, muzzle attachments, stocks, sights with different options for the reticle and their magnification, you can also install a magnetizer on the holographic sight). A rifle without perks has a base damage of 33 (10% less than a standard hunting rifle). Update: 1.7b - Changes affected only the esp file - The universal crosshair bug has been fixed (i.e. it actually works now) - Includes changes from 1.7a Update: 1.7a The main files have not been updated, only esp, download the mod itself from Nexus again 'a is not necessary if you already have it installed, just replace esp. file, if you are installing the mod for the first time, then download the mod itself from Nexus and replace the esp. which we have. - The flashlight now shines a little brighter - Added a new crosshair option for CQBSS and PMII sights: Allows you to use the breath control function. — Now the rifle can be created at Khim. machine (in the service category) - 3 points have been added to the damage balance category (100%, 150%, 200%). Update: 1.7 -Small update, just improving the texture and adding weapons to the locations. Update: 1.6 - Added Surefire M952V flashlight. It turns on like a regular flashlight: the radius of light is narrower than that of a Pip-Boy, but it shines much further. — Fixed a bug with the “purple” sight, permanently. - The task associated with the pop-up message has been removed (Right now redundant and causing a crash for some people). - Minor fixes. How to get: If you use AWKCR, then it can be crafted at a workbench (patch required). Or through the console command “help EBR 4”. The ID you need will be WEAP xx000800 - where xx is the serial number of the mod in the launcher. Also can be found in locations: -Diamond City - “Public Events” -Bunker Hill - at the top of the obelisk -“Prydwen” - behind the workbench -Underground Headquarters - behind the workbench -Castle Dungeons - on the floor, to the right of the generator - “Third Rail” - room McCready. What's in the archive: Translated ESP of the main mod. Patch for AWKCR Requirements: Fallout 4 AWKCR optional Installation: (Only manually, files are lost when installing via NMM) Unfortunately, the author did not give permission for the full placement of the mod, so we download the translated esp files from the main link on our website. From the mod’s home page, download the archive (click continue with my download), unpack it and throw the contents into the Data folder, then take the translated esp and throw it into the Data folder, confirming the replacement. also download low-resolution textures for this weapon using this link . Don't forget to connect the plugin in the manager.

Tactics[edit]

  • Due to its bulky scope, the M14 is largely ineffective at short to medium ranges because it requires the ability to use the scope effectively. Basically, this disadvantage is compensated by a laser target designator, which does not require additional power and which perfectly replaces a conventional sight. This allows the weapon to be effective at close range, where the player can concentrate his fire on the mutants' heads.
  • Most Snipers prefer to carry a pair of Winchesters in order to deal with targets at a distance and easily kill strong mutants. For example, this will allow you to effectively deal with the Butcher: shoot from the Winchester in the head, thereby stunning him, and at the same time fire a burst from the M14 at the Butcher's head until he dies.
  • On Hell on Earth difficulty, the M14 is preferable to taking out Fleshpounds over the Crossbow due to the added resistance to crossbow headshot damage. But you will have to shoot from the rifle very accurately and quickly, before the angry Fleshpound kills the player.

Advantages and disadvantages[edit]

Benefits[edit]

  • Semi-automatic fire type;
  • Large magazine for 20 rounds;
  • High damage to the head;
  • Easily decapitates weak mutants;
  • Moderately powerful, especially to the head;
  • Equipped with a laser pointer for shooting accuracy.

Disadvantages[edit]

  • Expensive;
  • Reloading cannot be interrupted;
  • Cumbersome and intrusive sight;
  • Low damage per shot, unlike Winchester and Crossbow.

Statistics[edit]

With the Sniper skill, you can get a discount on the M14 EBR from the seller.

LevelDiscountPriceSelling priceHeadshotReload time (sec)
Basics0%£2500£18751803.37
010%£2250£16871983.37
120%£2000£14992163.03
230%£1750£13122482.69
340%£1500£11242802.36
450%£1250£9373272.02
560%£1000£7494051.68
670%£750£5624321.35

Characteristics[edit]

The base price of the M14 is £2500, making it not cheap, and almost the same price as the SCARMK17, or M32. The cost of weapons will decrease in increments of £250 with each sniper skill level, to a minimum of £750. The cost per store is £15. The cost of fully charging the rifle is £105.

Damage[edit]

M14 has very high damage. The rifle can fire all 20 bullets within 5 seconds, and in the hands of a level 6 Sniper, the rifle can inflict a total damage of 8640. Moreover, this figure is about 5 times less, considering that the shots were not to the head, so the main target for a Sniper with this rifle, these are head shots; The laser is designed precisely for such purposes.

Zombies, Crawler, Stalker, Berserker and Fat Man will be killed by a single headshot in most cases. Larger targets like the Butcher and Fleshpound will require approximately 6-10 headshots, assuming Sniper skill 6, difficulty level and number of players. An experienced Sniper will be able to kill the Fleshpound in 2.5 seconds if he shot straight to the head. On the other hand, by pausing 3 seconds between single shots, the Sniper will be able to kill the Fleshpound without enraging him, allowing his teammates to kill the Fleshpound.

Considering Fleshpound's resistance and rate of fire, the M14 does 50% more damage than the Winchester, and much more damage than the Crossbow against the Fleshpound. It is possible to kill the Fleshpound before he can go on a rampage. As for the Butchers, accurate headshots will allow you to kill him without taking much time.

Facts[edit]

  • The M14 EBR in Killing Floor
    is based on the Mark 14 Mod 0 Enhanced Battle Rifle, but without the sight, grip and laser target. It also does not provide the ability to switch the type of fire between semi-automatic and normal.
Equipment
TechnicianWelding machine • Cartridge shotguns (Shotgun • Hunting rifle • Combat shotgun) • Repeating shotguns (HSG-1 • Nail shotgun • Multichamber zed thrower • AA12)
SniperPistols (9mm • MK23 • .44 Magnum • Desert Eagle) • Rifles (Winchester • Musket • Crossbow • M14 EBR • M99 AMR)
CommandoGrenade • Assault rifles (L22A1 • Thompson • Dr. T's STS • Rising Storm Tommy gun • AK-47 • MKb • • SCARMK17 • FNFAL ACOG)
BerserkerBlades (Knife • Machete • Fire Ax • Katana • Chainsaw • Ax Dwarfs!? • Claymore • Scythe • Saw Crossbow
ArsonistPistols (MAC-10 • Rocket Launcher) • Trench Shotgun • Flamethrower • Peeler
DemomanHomemade Bomb • Grenade Launchers (M79 • Orca Bomb Launcher • M32 • M4 203) • ATGM • SeekerSix • Seal Squeal Harpoon Bomber
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