Workshop (no ontology)
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** Sells '''1d4''' [[Weapon maintenance#Care and repairs|Gun Repair Kits]], 800 P$ per GRK. | ** Sells '''1d4''' [[Weapon maintenance#Care and repairs|Gun Repair Kits]], 800 P$ per GRK. | ||
** Sells '''1d4''' [[Weapon maintenance#Care and repairs|Melee weapon Repair Kits]], 600 P$ per MRK. | ** Sells '''1d4''' [[Weapon maintenance#Care and repairs|Melee weapon Repair Kits]], 600 P$ per MRK. | ||
- | ** [[Weapon maintenance]]: '''Repairs''' firearms at a cost equal to '''0.50 P$ per 1 Condition point to repair.''' | + | ** [[Weapon maintenance]]: '''Repairs''' firearms at a cost equal to '''0.50 P$ per 1 Condition point to repair.''' |
- | + | ||
** [[Weapon maintenance|Melee weapon maintenance]]: '''Repairs''' melee weapons at a variable cost, depending on their base material and according to the following formula: | ** [[Weapon maintenance|Melee weapon maintenance]]: '''Repairs''' melee weapons at a variable cost, depending on their base material and according to the following formula: | ||
*** '''Cost per Condition point to repair:''' Steel: 0.40 P$ ; Iron: 0.20 P$ ; Wood, Plastic: 0.15 P$ ; Leather, Cloth: 0.05 P$ ; Any other material: Cannot be repaired | *** '''Cost per Condition point to repair:''' Steel: 0.40 P$ ; Iron: 0.20 P$ ; Wood, Plastic: 0.15 P$ ; Leather, Cloth: 0.05 P$ ; Any other material: Cannot be repaired | ||
+ | **** If the weapon's Condition is 0%, the repair costs are doubled (this is known as the "broken weapon fee"). | ||
When threatened in their workshop, the '''engineer''' will not hesitate to defend themselves with their personal weapons.<br /> | When threatened in their workshop, the '''engineer''' will not hesitate to defend themselves with their personal weapons.<br /> |
Revision as of 06:15, 17 January 2019
Engineer redirects here.
A workshop is a business in Mazeworld specialized in all matters related to crafting and gunsmithing. People in charge of workshops are called engineers.
Engineers are not simply workshop owners; similarly to scientists and Science Teams, Engineersmay belong to one of many Engineering Teams. The entirety of all engineers is sometimes collectively referred to as the Engineering Corps.
- Workshop ET - Specializes in crafting, repairing, maintaining and customizing firearms, as well as certain other related hardware. Workshop engineers are Maze Customs qualified by requirement.
- Power maintenance ET - Specializes in overwatch and maintenance of electrical rooms, power network systems, and ensures that the Mazes' sectors are supplied with energy.
- Water maintenance ET - Specializes in overwatch and maintenance of UA water recycling plants and natural water processing units, plus all related piping and equipment, ensuring that the Mazes' sectors are supplied with water.
- Computer systems ET - Specializes in administration, maintenance and overwatch of computer systems, networks, hardware and software. Some specialize in watching and maintaining the Mazes' intranet and the relevant infrastructure. They are also notable for setting up and programming FL/HS locks.
- Production ET - Specializes in conception and mass production of products in the Mazes, and typically oversee factory rooms, or some other form of production area; this team is further divided in subtypes depending on the products they oversee, such as firearms, food, packaging, clothing, and so on.
- Proving Grounds ET (AKA the "PG Team") - A rarely seen type of engineer in the Mazes, Proving Grounds (or simply PG) engineers are responsible of research, development, and testing of new technologies. All of the new weapons, accessories, or pieces of gear are first tested by the PG Team.
- Building ET (AKA the "Bees" or "B's") - Another rarely seen team, they typically act outside of the inhabited sectors as their job is to construct, maintain, and repair the rooms in various sectors. They work in conjuction with Power maintenance engineers, and are the ones who bring light, furniture, hardware, and facilities to life, transforming barren, empty room sectors into inhabitable areas.
- Mining ET - A special engineering team whose members are usually not referred to as engineers but instead, and as the name may imply, as miners. They work in the Mines, extracting metals, minerals, gemstones and other similar resources to be later used for production. Miners get different equipment from other engineers due to the special nature of their job.
Skills: All engineers possess Crafting Level 4 by default. ETs may also offer extra skills:
- Workshop engineers: Repair Level 4 and Handloading Level 4.
- Mining engineers: Mining Level 4
Note: An engineer outside of a workshop does not sell anything.
Typically, an engineer is paid 145 P$/day for their work, plus bonuses depending on their specific line of work.
Rules of a workshop
- Accepts credit
- Accepts valuables and will exchange them for money or credit
- Crafting services
- Crafting and engineering basic classes, which can be bought for 600 P$ to unlock the Crafting skill.
- Sells 6 random blueprints
- Sells 12 random crafting ingredients
- On top of the 12 random crafting incredients, also sells 1d5-1 extra mobile phones and 1d6 extra mobile phone batteries.
- Sells 1d6 crafting toolkits. (500 P$)
- Has a 50% chance to sell one random Handloading kit. (Pistol calibers: 2000 P$ - Rifle calibers: 3000 P$ - Shotgun calibers: 2500 P$)
- Has a 50% chance to sell one Lockpicking kit. (600 P$)
- Only sells one exemplary of every blueprint displayed
- Sells 1d8 of each crafting ingredient item displayed
- Buys back all items for 50% of their value (may be less if missing items in a set are sold, e.g. selling a box with 7/20 torque arrowheads instead of all 20/20).
- May sell special items if proper documentation is brought: see this section.
- Delivery service: The shop may transfer all purchases to the Contestant's bank vault instead of being given in person, for a fee (200 P$ in a town shop, 800 P$ in an UA shop)
- Gunsmithing services
- Maze Customs: Weapon customization service
- Sells 2d6 Gun Cleaning Kits, 300 P$ per GCK.
- Sells 1d4 Gun Repair Kits, 800 P$ per GRK.
- Sells 1d4 Melee weapon Repair Kits, 600 P$ per MRK.
- Weapon maintenance: Repairs firearms at a cost equal to 0.50 P$ per 1 Condition point to repair.
- Melee weapon maintenance: Repairs melee weapons at a variable cost, depending on their base material and according to the following formula:
- Cost per Condition point to repair: Steel: 0.40 P$ ; Iron: 0.20 P$ ; Wood, Plastic: 0.15 P$ ; Leather, Cloth: 0.05 P$ ; Any other material: Cannot be repaired
- If the weapon's Condition is 0%, the repair costs are doubled (this is known as the "broken weapon fee").
- Cost per Condition point to repair: Steel: 0.40 P$ ; Iron: 0.20 P$ ; Wood, Plastic: 0.15 P$ ; Leather, Cloth: 0.05 P$ ; Any other material: Cannot be repaired
When threatened in their workshop, the engineer will not hesitate to defend themselves with their personal weapons.
Threatening or attacking an engineer can give the contestant a code orange, and killing one can increase it to a code red.
If an engineer dies, they will drop the following:
- Weapons: Heckler & Koch MP7A1 with 40-round magazine
- Clothing and armor: Hard hat, Technician jacket, Technician trousers, Steel-toe safety boots
- Load-bearing gear: Dump belt + 1x P90 mag rig
- 2 extra, full 40-round MP7 magazines
- Crafting toolkit
Miners instead carry the following:
- Weapons: Heckler & Koch HK416 with 30-round magazine, RX01 red dot sight and M620 light + 2x small C4 charges (200g) + Pick-axe.
- Clothing and armor: Hard hat, Technician jacket, Technician trousers, Steel-toe safety boots
- Load-bearing gear: Dump belt + Field pack + 1x Condor MA65 mag rig
- 2 extra, full 30-round STANAG magazines
- Detonator
Custom weapons
More information: Maze Customs
As an expansion of their workshop services, engineers are also qualified to offer Maze Customs services. The Maze Customs atelier uses workshop and engineering hardware to modify, enhance, and customize firearms for clients who would like to enhance further their weapons. The service is available to contestants, who may bring certain firearms to the atelier to have them customized.
Engineering specifications documents
Engineering specifications documents, or simply specs docs or specs files, are special files containing unique instructions and blueprints.
Specs docs must be turned over to the Calfair Sector workshop, to the special Proving Grounds engineer, so that they can use the information provided to build unique objects. Once all of the specs docs corresponding to a unique item have been turned over to the Calfair Sector workshop, they will begin selling these items; 1d3 of each such item will be available in this workshop's shop inventory.
A specs document weighs 0.01 unit.
List of special items that can be built with specs files:
- Composite trauma plates
- Files required: #BC337 and #TP212
- Cost: 2800 P$
- Vollmer HK51-B machine gun (total weapon conversion)
- Files required: #FJ051
- Other requirements: Both a H&K G3A3 and a H&K HK21
- Cost: 700 P$ (sold without belt, will have the belt that was attached on the HK21, if any)
- Weapon event line: [Weapon] Class 2 - R7/Unique - Vollmer HK51-B machine gun | 7.62x51mm NATO - Semi/Full - 8.9 in. - RS | AutoROF: 8 | Thread(Std), Optic[n/a,HK-S] | M13 belt, 50 rounds | Weight: 9
- Honey Badger combat rifle
- Files required: #SR320
- Cost: 2000 P$ (sold with an empty magazine)
- Weapon event line: [Weapon] Class 2 - R7/Unique - Honey Badger assault rifle | .300 AAC Blackout - Semi/Full - 6 in. - RS | AutoROF: 7 | Silencer(I), Optic[n/a,NATO-S] | STANAG 30-round mag, +1 | Weight: 9
- LWMMG machine gun + proprietary LWMMG belt boxes and belt links
- Files required: #PF617, #RD196
- Cost: 5000 P$ (sold with an empty belt), and 2000 P$ for an extra belt
- Weapon event line: [Weapon] Class 1 - R7/Unique - LWMMG machine gun | .338 Norma Magnum - Semi/Full - 24 in. - RS | AutoROF: 4 | Thread(Std), Optic[n/a, NATO], LRail[n/a], LRail[n/a], Bipod(I) | LWMMG 50-round belt | Weight: Unsparable
- All light mounts on this weapon are Large, which are compatible with all Light mount accessories.
- Ammo belt event line: [Ammunition] LWMMG ammo belt box, disintegrating links, .338 NM/.338 LM, 50 rounds - [0/50] - Weight: 2+(variable)
- Belt links event line: [Weapon accessory] Box of 100 LWMMG belt links, .338 NM/.338 LM - Load rounds of ammunition and chain links together to create loose ammo belts - Weight: 0.01 - [Quantity: 1d100 /100]
- DP-12 "Super Shotgun"
- Files required: #DP008
- Cost: 3000 P$
- Weapon event line: [Weapon] Class 2 - R7/Unique - DP-12 'Super Shotgun' shotgun | 12 gauge - Pump-action (x2) - 18 in. - S | M.Brake(I, x2), Optic[n/a, NATO], Foregrip(I) | Internal tubes, (2x7) 14 rounds, +2 | Weight: 18
- LMG11 machine gun (total weapon conversion + proprietary ammo cassette)
- Files required: #ON504, #KM991
- Other requirements: A H&K G11K2
- Cost: 2000 P$. Comes with one free, empty 300-round cassette. Extra cassettes cost 400 P$.
- Weapon event line: [Weapon] Class 1 - R7/Unique - LMG11 machine gun | 4.73x33mm Caseless - Semi/Burst3/Full - 27 in. - S | AutoROF: 4 | Optic[RFX](I) | LMG11 300-round cassette, +1 | Weight: 18
- Cassette event line: [Weapon accessory] Magazine: LMG11 300-round ammo cassette. Size tier: X.Large ; Weight: 3
- XM2XI X-Shotgun (total weapon conversion)
- Files required: #XR329
- Cost: 1000 P$
- Weapon event line: [Weapon] Class 1 - R7/Unique - XM2XI 'X-Shotgun' shotgun | 12 gauge - Semi-auto - 21 in. - S | Thread(Std), Optic[n/a,NATO-S], LRail-L[n/a], LRail-L[n/a] | Internal tube, 25 rounds, +1 | Weight: 22
- Lambda magazine crossbow
- Files required: #GF019
- Other requirements: A BRR Light tactical crossbow
- Cost: 1000 P$. Comes with one free, empty 5-bolt magazine. Extra magazines cost 200 P$.
- Weapon event line: [Weapon] Class 5 Long - R7/Unique - Lambda magazine crossbow (Archery weapon) - Fire (Piercing, Ranged) - Stock: S - Requires ammunition (Small bolts) to fire - Capacity: Lambda 5-bolt magazine, no +1 - Weight: 9
- Magazine event line: [Weapon accessory] Magazine: Lambda 5-bolt magazine. Size tier: V.Large ; Weight: 2
List of specifications documents
- #BC337 - Cutting and shaping boron carbide into plate-shaped objects
- #TP212 - Manufacturing and producing bullet-resistant aramid sleeves and armor layers
- #SR320 - Prototype integrally suppressed sub-carbine blueprints
- #PF617 - Prototype .338-caliber medium machine gun blueprints
- #RD196 - Recoil impulse averaging technology for use in a machine gun
- #DP008 - Prototype hybrid double barrel/pump-action shotgun blueprints
- #ON504 - Prototype caseless light machine gun blueprints
- #KM991 - Technical guides for conversion of G11 action into other weapon systems
- #FJ051 - 7.62mm caliber heavy barrel specifications cut down to submachine gun length (8.9 inches)
- #XR329 - Prototype shotgun magazine blueprints (Helical, 25-round capacity)
- #GF019 - Prototype magazine device and feeding system for crossbow
See also
- Encounters, section Shops and Services