Weapon accessory (no ontology)
From Mazeworld
SU Tempest (Talk | contribs) |
SU Tempest (Talk | contribs) (→Foregrip) |
||
Line 163: | Line 163: | ||
* NOTE: The effect applies with full-auto and semi-auto fire, but not with any kind of burst mode. | * NOTE: The effect applies with full-auto and semi-auto fire, but not with any kind of burst mode. | ||
- | Foregrips may be optionally mounted, already mounted, or integrated to the firearm. | + | Foregrips may be optionally mounted, already mounted, or integrated to the firearm by design. For the optionally mounted ones, there is only one model; making it an universal foregrip. Check the [[Accessory compatibility list|compatibility list]] to check which weapons are in which cases. |
== Underslung grenade launchers == | == Underslung grenade launchers == |
Revision as of 05:28, 21 September 2013
Weapon accessories are attachments created to enhance a firearm, to give it additional useful traits. Several types of accessories can be found in Mazeworld: silencers, shotgun chokes, scopes, reflex sights, underslung grenade launchers, magazines, speedloaders, and ammunition belts.
It might be a good idea to equip any compatible accessory found, as they provide the equipped weapons with useful bonus. If no compatible weapon is available, the contestant may carry a few of them if backpack space allows it until you find a gun shop or a weapon shop to sell them to, or until you find the appropriate weapon to attach them to. It must also be noted that a weapon equipped with accessories won't weigh more than normal when spared in the backpack.
Installing or removing 1 weapon accessory on 1 weapon takes 1 turn. All weapon accessories weight 1 unit, except feeding accessories - see the Accessory compatibility list to check their weight.
The different accessory types are themselves categorized according to what they affect on the weapon.
Muzzle: Silencers, shotgun chokes, muzzle brakes
Optics: Reflex sights, scopes
Front mount: UGLs, USGs, foregrips, bipods
Feeding: Magazines, drums, speedloaders, cartridge holders, clips, ammo belts
Depending on the type of weapon, a single weapon may only be equipped with up to one accessory of either category; certain may be completely unavailable, again depending on the weapon. Check the individual weapon pages or the Accessory compatibility list to determine which accessories a given weapon can be equipped with.
Accessories may come separate, or pre-installed on certain weapons (such as scopes). Certain accessories are integrated to the weapon, meaning that they cannot be removed; such as built-in reflex sights.
For feeding accessories, usually each weapon comes standard with one magazine, speedloader, ammunition belt, or similar ammunition holding device (it is usually referred to as a "magazine" as a short-hand in all contexts.) They may be kept in the backpack and pre-loaded with ammunition so that the contestant can reload while in combat, which takes one turn. (See: this page for more info on reloading rules). If all magazines/speedloaders are emptied, it is possible to reload them during combat as well, but those are also subjected to reloading rules.
Muzzle accessories
Silencers
Silencers (also known as suppressors, sometimes nicknamed cans) are devices created to dampen the sound of a firearm when used. They are usually screwed on a firearm's muzzle. A silencer is able to dampen the sound - but not completely suppress it - of a gunshot, and suppress completely the muzzle flash.
A silencer provides the weapon with the possibility of attempting a stealth shot, since it reduces the sound signature and the muzzle flash of a weapon; sufficiently well so that it becomes more difficult to estimate where the shot came from.
Silencers are differentiated by caliber. Any silencer of a given caliber may fit on a weapon of that given caliber. For example, a 9x19mm silencer may fit on all weapons chambered in 9x19mm Parabellum. Certain weapons, however, may NOT be fitted with silencers, because of certain restrictions and impossibilities.
The effects are always active, until the accessory is removed from the weapon.
The following is a list of calibers for which a silencer is available.
Specific weapon names may be listed under a caliber. If it is an exception, then it means the concerned weapon is incompatible with the silencer of its caliber. If it says Integrated, then the weapon is already built with a silencer or a suppressing device by design, and it cannot be removed. Consequently, it also precludes the installation of any other muzzle devices.
- .22 Long Rifle
- Exceptions: Voere American-180
- .300 Winchester Magnum
- .32 ACP
- .338 Lapua Magnum
- .357 SIG
- .40 S&W
- .408 Chey Tac
- .45 ACP
- Exceptions: Colt M1921A Thompson
- .45 GAP
- 4.6x30mm
- 5.45x39mm
- 5.56x45mm NATO
- 5.7x28mm
- 7.62x25mm Tokarev
- Integrated: Norinco Type 85SD
- 7.62x39mm
- 7.62x51mm NATO
- Exceptions: Heckler & Koch HK21E, Saco Defense M60
- 7.62x54mm R
- Exceptions: TsNIITochMash PKP Pecheneg
- 9x18mm Makarov
- 9x19mm Parabellum
- Exceptions: Beretta 92FS, MAT-49
- Integrated: Enfield Sten Mk IIS
- 9x39mm
- Integrated: Tula Arms VSS Vintorez
- 10mm Auto
- Exceptions: Smith & Wesson Model 610
Shotgun chokes
Chokes are devices that can be attached on the muzzle of shotguns. They decrease the spread pattern when firing shot, or shells containing multiple projectiles.
In Mazeworld, shotgun chokes are only effective when used with buckshot and flechette shells. When such shells are used in a shotgun firing those kinds of shells, the user's score after shooting is increased by 1, representing a tighter pattern and thus, more projectiles hitting the target.
The effects are always active, until the accessory is removed from the weapon.
There is only one model of shotgun choke in Mazeworld; the Full choke.
Shotgun chokes are compatible on all weapons firing 12 gauge and 12 gauge belted, at the exception of the Remington Spartan 220.
Muzzle brakes
Muzzle brakes, sometimes also called compensators (and sometimes affectionately nicknamed "loudeners" to compare them to silencers), are devices which redirect expelled gases upon firing a weapon, decreasing the amount of recoil and muzzle rise, but at the cost of making the weapon louder and making the muzzle flash bigger. These drawbacks are the reason of the "loudener" nickname.
Muzzle brakes are available for weapons in the following caliber:
- .300 Winchester Magnum
- .30-06 Springfield
- .357 SIG
- .40 S&W
- .45 ACP
- 10mm Auto
- 12 gauge
- 5.45x39mm
- 5.56x45mm NATO
- 7.62x25mm Tokarev
- 7.62x39mm
- 7.62x51mm NATO
- 7.62x54mm R
- 9x19mm Parabellum
Muzzle brakes may be optionally mounted, or integrated to the firearm. Please check the ACL to check which weapons are in which case.
In Mazeworld, a muzzle brake will reduce by 1 the Recoil level of an equipped weapon.
Optics
Reflex sights
Reflex sights are a kind of optic. They allow faster acquisition of targets and allow their user to shoot either faster, or with more accuracy, as the weapon gives a visual indicator of where the shot will land, in a better way than standard iron sights. Reflex sights are a popular way to increase a weapon's versatility.
The effects are always active, until the accessory is removed from the weapon.
In Mazeworld, weapons equipped with a reflex sight can ...
- Remove the FT penalty when aiming at EXTREMITY, HEAD or WEAK POINT body parts, and reduce the penalty to FT+1 for aiming at the face/facial fearures.
- Allow the weapon to attack up to 2 targets in the same turn, but at standard accuracy with all normal penalties applying.
There are 5 reflex sights available, each having their own compatibility list.
- EOTech 512
- EOTech MRDS
- Aimpoint CompM2
- EKP-8-02 Kobra
- Leupold DeltaPoint
Additionally, the following weapons have integrated, non-removable reflex sights:
Scopes
Scopes are a kind of optic. They provide the user with a lens, often magnifying, which allows seeing targets from further away with greater accuracy and clarity. This allows them to increase their chances to hit a specific point or target.
In MazeWorld, scopes give users the Scope mode ability, and reduce the Failure Threshold by 1 when using the equipped weapon.
The effects are triggered, the user must choose to use this accessory to be able to benefit from its effects. In this case, it remains possible for the contestant to fire without the aid of the scope; in which case, standard accuracy applies.
There are 9 scopes available, each having their own compatibility list.
- AN/PVS-10 (12.2x)
- Hensoldt ZF (4-16x)
- M84 scope (2x)
- Mauser ZF4 scope (4x)
- PEM scope (4x)
- PSO-1 scope (4-24x)
- Small scope (2x)
- Telescopic scope (5-15x)
- Trijicon ACOG TA01 (4x)
Additionally, the following weapons have integrated, non-removable scopes:
Front-mounted accessories
Bipod
A bipod is a simple accessory, which as the name suggests, has two legs. It is meant to provide a forward rest on the weapon, which helps controlling the firearm it is mounted on. It reduces lateral motion and provides another contact point to help dissipate recoil.
In Mazeworld, a bipod has the following effects if the weapon...
- Fires 2+ rounds during the same turn: The bipod then reduces the Recoil level by 1.
- Fires only 1 round during the same turn: The bipod provides increased accuracy (FT-1).
The above applies regardless of the fire mode.
Bipods may be optionally mounted, already mounted, or integrated to the firearm. There is only one model of bipod, making it an universal bipod. Check the compatibility list to check which weapons are in which cases.
NOTE: Bipods are implied to be used if they are mounted and the mounted weapon is being fired, even if the player does not describe using or deploying them.
Foregrip
A foregrip is another simple accessory. It is meant to provide a more comfortable holding point for the shooter than simply holding it by the handguard, and helps controlling the equipped weapon better as it is held more comfortably. Thus, the foregrip allows the shooter to fire more rounds accurately.
In Mazeworld, a foregrip increases by 1 round the accuracy drop threshold caused by recoil.
- Example: A weapon with a recoil value of 3 used in full-auto, has an ADT every 7th shot. With a foregrip equipped, the limit would be raised to every 8th shot.
- NOTE: The effect applies with full-auto and semi-auto fire, but not with any kind of burst mode.
Foregrips may be optionally mounted, already mounted, or integrated to the firearm by design. For the optionally mounted ones, there is only one model; making it an universal foregrip. Check the compatibility list to check which weapons are in which cases.
Underslung grenade launchers
Underslung grenade launchers (UGL) are units destined to be attached to the lower handguard of a weapon. They are also called underbarrel grenade launchers, as they are attached under the barrel. A single UGL can fit on different weapons, depending on the model.
UGLs are all single-shot weapons which must be reloaded after every shot, which takes a whole turn. When unequipped, all of them weigh 3 units. Essentially increasing the effectiveness of the weapon they equip, UGLs may turn the tide of battles, as a well-placed grenade can save a contestant from an unpleasant fight thanks to splash damage provided by all Explosive-type weapons.
UGLs are also completely unaffected by the host weapon's accessories, nor can they receive any on their own.
There are 9 UGLs available, each having their own compatibility list. All of them fire 40x46mm grenades, except the GP-25 which fires VOG-25 grenades.
- Beretta GLX-160
- FN FN40GL
- FN GL1
- GP-25
- M203
- M203A1
- M203PI
- Heckler & Koch AG36
- SIG Sauer GL5040
Underslung shotguns
Underslung shotguns (USG) are units destined to be attached to the lower handguard of a weapon. Like their cousins, the UGLs (mentioned above), but instead of firing a grenade projectile, they function like extremely short barreled shotguns. Their primary function is to be coupled with slugs for door breaching, though it can be technically used and employed exactly like a traditional shotgun for combat purposes, with the drawbacks of low capacity and inability for the USG itself to accept accessories (being, itself, an accessory to another firearm, to begin with).
USGs are not affected by the mounted weapon's accessories nor can they accept any on their own, at the exception of the mounted weapon's optics, which do affect USGs.
There is 1 USG available, and its compatibility may be checked on the ACL.
- KAC Masterkey - 12 gauge, capacity 3+1
Feeding accessories
They include magazines of all kinds, speedloaders, and ammunition belts, all of which are used in the various weapon types available in Mazeworld.
Usually, a given weapon will have one to four different magazines compatible with it. As they are too numerous to list, check the Accessory compatibility list for more information.