Weapon (no ontology)

From Mazeworld

(Difference between revisions)
(One-handed use and dual wielding)
m (One-handed use and dual wielding)
 
(One intermediate revision not shown)
Line 96: Line 96:
* MAC-11 (with stock extended) (Submachine gun)
* MAC-11 (with stock extended) (Submachine gun)
* Remington Spartan 220 sawed-off (Shotgun)
* Remington Spartan 220 sawed-off (Shotgun)
 +
* ''Stechkin Carbine'' (Submachine gun)
* ZiD AEK-919K Kashtan (Submachine gun)
* ZiD AEK-919K Kashtan (Submachine gun)
 +
* ''Any '''Glock-SF''' or '''Glock-LF''' pistol equipped with a Glock Stock'' (Submachine gun if full auto, Conventional rifle if not)
=== Weapon stocks ===
=== Weapon stocks ===

Latest revision as of 21:47, 14 November 2019

Weapons are an essential aspect of the game, and a necessary type of item to have better chances to survive in Mazeworld. Weapons come into various shapes and sizes. They are classed in several categories, called Classes. It must be noted that if the majority of weapons in Mazeworld are firearms, there is also a variety of non-firearm weapons, as well as the possibility for a contestant to fight bare-handed should he/she wishes to, or the situation become dire or the ammunition scarce.

How to use weapons

Finding and taking weapons

In most cases, the contestant is able to obtain weapons by finding them on the ground, but they may also salvage them from dead enemies, or buy them at a gun shop, weapon shop, or forge, depending on its type. Encounters with randomly generated weapons may also have random weapon accessories, ammunition types, ammunition quantity, and maintenance statistics.

A weapon that is worn on the Contestant's body (in an equipment slot, or in a tactical vest, utility belt, or leg rig) is called an equipped weapon and is readily available at any moment for fights or whatever purpose needed.
A weapon that is carried in the backpack is called a spare weapon. It is generally NOT immediately usable by the Contestant until the backpack is made accessible (by spending a turn to set it down and open it), or until the Contestant moves the weapon into "equipped" status.

Weapon equipment slots

As is described on the inventory sheet, and much like clothing and armor, a Contestant can equip weapons so that they are essentially worn on his/her body. Equipped weapons are always immediately accessible, but there are limits on how many weapons can be equipped at any one time, and of which weapon classes. Weapons meant to be equipped are placed in equipment slots, which are as follow:

  • First primary weapon: Can be filled with 1 weapon of either Class 1, Class 2 or Class 5 Long.
  • Second primary weapon: Can be filled with 1 weapon of either Class 1, Class 2 or Class 5 Long.
  • Auxiliary weapon: Can be filled with 1 Class 2 weapon only.
  • First sidearm holster: Can be filled with 1 weapon of either Class 3 or Class 5 Short.
  • Second sidearm holster: Can be filled with 1 weapon of either Class 3 or Class 5 Short.
  • Handgear: Can be filled with 1 Handgear weapon only. If none is equipped, the default Handgear weapon are bare fists.

Other weapons can also be immediately accessible to the Contestant in certain situations, such as carrying them in load-bearing equipment. See below for more details. Certain types of weapons (i.e. Class 4 weapons) cannot fit in equipment slots and thus must be carried this way.

Weapon actions

Firearms may have different actions and fire modes. Weapon descriptions list what kind of action they are; depending on the type, its user can fire a certain amount of shots per turn. The different fire modes are resumed below:

  • Full-auto mode is regulated by the full-auto fire rules. See below for details.
  • Semi-auto mode and Double-action weapons allow up to 10 shots per turn.
  • Burst-fire mode is a compromise between full-auto and semi-auto, as it allows firing a set amount of shots per burst, usually 2 or 3 depending on the weapon. Burst mode allows up to 5 bursts per turn.
    • When shooting in burst-fire mode, you must still roll once per bullet fired. Two 3-round bursts correspond to 6 shots, therefore combat dice must be thrown for 6 shots.
  • Lever-action and Pump-action weapons allow up to 5 shots per turn.
  • Bolt-action and Single-action weapons allow up to 3 shots per turn.
  • Single shot weapons may be fired only once per turn.

When your Contestant is using a firearm with more than one fire mode, it is possible to select which fire mode to use for a given turn of combat. Please note that it is not possible to use different fire modes in the same turn.

Certain firearms may have a multiplier tag next to their action, such as (x2) or (x3) or even (x4), generally denoting a multiple-barrel firearm. Such weapons can be fired as many times as the multiplier says; the tag effectively multiplies the amount of shots allowed for the listed action type.

  • EXAMPLE: A weapon's action listed as Single shot (x2) (e.g. double-barreled shotgun) means that the weapon can be effectively fired twice per turn.

Melee weapons

Melee weapons may also have modes, which describe what sort of action is employed, and its associated damage type, such as Slash for Sharp-type damage, or Stab for Piercing-type damage. Certain modes even allow some melee weapons to be used in different manners, e.g. a Ranged attack.

  • All Class 5 Long weapons can be used to attempt up to 2 attacks per turn.
  • All Class 5 Short weapons can be used to attempt up to 3 attacks per turn. This also applies to knife-bayonets used as C5S weapons.
  • The use of handgear is governed by Unarmed combat, as they improve punching power as well as offer protection to the hands.

All possible modes a weapon is capable of are always listed on the weapon's event line.

Full-auto fire

Weapons capable of firing in full-auto mode possess a statistic called AutoROF, which stands for "automatic rate of fire".

Instead of choosing a specific amount of shots or trigger pulls, a player wishing to have their Contestant fire in full-auto must instead pick a trigger pull length. The actual amount of shots fired from an automatic weapon will vary, depending on the combination of both trigger pull length and AutoROF stat.

AutoROF is a numerical value which corresponds roughly to half the firearm's real-life rate of fire in rounds per second (RPS), rounded up.

  • The Kalashnikov AKM has a rate of fire of 600 RPM, or 10 RPS, which translates into an AutoROF stat of 5.
  • Conversely, the Colt M4A1's rate of fire is 900 RPM, or 15 RPS, which translates into an AutoROF stat of 8 (7.5 rounded up).

The trigger pull length system offers players the ability to fire bursts of variable lengths, informally called "pull speeds". There are four different speeds:

  • I - Short: Amount of shots fired is equal to 1dAutoROF. (Examples; AKM: 1d5 shots, M4A1: 1d8 shots)
  • II - Medium: Amount of shots fired: 2dAutoROF. (Examples; AKM: 2d5 shots, M4A1: 2d8 shots)
  • III - Long: Amount of shots fired: 3dAutoROF. (Examples; AKM: 3d5 shots, M4A1: 3d8 shots)
  • IV - Magdump: Amount of shots fired is always equal to AutoROF value * 10 (AKM: 50 shots ; M4A1: 80 shots)

One-handed use and dual wielding

By default, all weapons are considered to require the use of both hands.

It is possible to use a weapon one-handed, as well as dual wield weapons (also known as two-weaponing), though there are certain restrictions.

One-handed:

  • One-handed usage of any weapon causes a FT+1 malus. There are no benefits to one-handed shooting, other than to make it possible in case the user loses a limb.
    • Additionally, certain weapon accessories cannot be used while dual-wielding; all Underbarrel accessories (Foregrip, bipod, underbarrel weapons).

Dual-wielding:

  • Each weapon can be individually aimed at different given targets if desired, at the shooter's choice.
  • The dual-wielding malus is the one-handed malus, applied to both weapons.
  • The base initiative score of a dual-wielding character is equal to that of the heaviest weapon used. This is before any IS modifiers, if any exist.
  • Attack dice (2d6 per shot/attack attempted) must be rolled for each weapon when used depending on how many rounds fired/attacks attempted with each, as though they were used individually.

The types of weapons that can be dual-wielded largely depend on their weapon category (for firearms and heavy weapons) or the weapon skill (for melee weapons). A group may belong to either an Unrestricted category (can dual-wield with it) or a Restricted category (cannot dual-wield with it, no matter what):

  • Unrestricted weapon types: Auto pistol, Crude weapon, Hand grenade, Knife, One-handed club, One-handed sword, Pistol, Revolver, Thrown weapons
  • Restricted weapon types: Archery, Axe, Combat rifle, Conventional rifle, Exotic weapons (both kinds), Flamethrower, Grenade launcher, Machine gun, Planted explosive, Precision rifle, Rocket launcher, Shotgun, Submachine gun, Two-handed club, Two-handed sword, Staff/Pole weapons, Whip/Lash weapons

Specific weapon exemptions - These individual weapons may be dual-wielded despite the fact they belong to a restricted weapon type:

  • B+T MP9-N (Submachine gun)
  • CZ Skorpion vz. 61 (Submachine gun)
  • CZ Skorpion vz. 83 (Submachine gun)
  • Danuvia VD-01 (Submachine gun)
  • Flammenwerfer (Flamethrower)
  • H&K MP5K (Submachine gun)
  • H&K MP7A1 (Submachine gun)
  • IMI UZI (Submachine gun)
  • IMI Micro-UZI (Submachine gun)
  • IZHMASH PP-91 Kedr (Submachine gun)
  • KBP OTs-62 (Shotgun)
  • MAC-10 (with stock extended) (Submachine gun)
  • MAC-11 (with stock extended) (Submachine gun)
  • Remington Spartan 220 sawed-off (Shotgun)
  • Stechkin Carbine (Submachine gun)
  • ZiD AEK-919K Kashtan (Submachine gun)
  • Any Glock-SF or Glock-LF pistol equipped with a Glock Stock (Submachine gun if full auto, Conventional rifle if not)

Weapon stocks

Firearms may be equipped with various kinds of stocks - or not! A firearm's stock type falls under one of five categories:

  • S - Fixed stock
    • A firearm equipped with a stock allows the user to shoulder the weapon and aim accurately.
    • Fixed stocks are considered to be the "default"; they offer no advantages or disadvantages and have no influence on accuracy. Weapons with fixed stocks generally have higher Weight.
  • RS - Retracting stock
    • A firearm equipped with a retracting stock allows the user to choose between two stock modes: Open and Retracted.
    • Open stocks act like fixed stocks and offer default accuracy.
    • Retracted stocks shorten the length of the weapon but still allow the user to shoulder, allowing the weapon to be drawn more quickly, but at the expense of some accuracy.
      • Effects: IS tier -1 but Inaccuracy Range +1.
  • FS - Folding stock
    • A firearm equipped with a folding stock allows the user to choose between two stock modes: Open and Folded.
    • Open stocks act like fixed stocks and offer default accuracy.
    • Folded stocks shorten the length of the weapon even more, by folding the stock to one side of (or even above or under) the receiver. Although this makes the weapon far more compact, the weapon cannot be shouldered anymore, making it far less accurate.
      • Effects: Weight tier -1 but Failure Threshold +1.
  • FRS - Folding/Retracting stock
    • A firearm equipped with a folding/retracting stock allows the user to choose between all three stock modes: Open, Retracted and Folded.
    • The effects of open, retracted, and folded stocks apply depending on the selected mode.
  • N - No stock
    • A firearm equipped with no stock cannot be shouldered.
    • Stockless firearms are generally the lightest and most compact firearms (compared to weapons with stocks), but they cannot be aimed as accurately; the trade-off for lower weight is lower accuracy. The negative effects are similar to that of a folded stock, but in a more permanent fashion.
      • Effect: Failure Threshold +1.

Stock modes do not apply to Class 4, Class 5, or Handgear weapons, and thus are not affected by these rules.

If the Contestant is equipped with firearms with multiple stock modes, switching to another stock mode is a free action that can be done only once per turn, similarly to choosing a fire mode.

Damage

The damage chart of a weapon, if not a melee weapon, is determined by the ammunition it uses; as such, for more information about how much it will hurt a target depending on its armor class, check the corresponding article of its ammunition used.

Reloading weapons

When outside combat, any weapon reloading or magazine (or eqv.) refilling is considered to not take any turns. It becomes a free action, of sorts.

When in combat:

  • The standard reloading action always takes 1 turn to perform. This includes chambering a round from a magazine.
    • If the weapon uses magazines, moon clips, en-bloc clips, or ammunition belts, the old one will be dropped on the floor, the new one being used to feed the weapon.
    • If the weapon uses speedloaders, stripper clips, or speed strips, ammunition is removed from them in order to feed the weapon, then they are dropped on the floor during the reloading process.
  • Take good note of dropped items if your Contestant had to reload during combat, so as to not forget magazines (or eqv.) behind!
    • It is possible to verbally announce the magazines/etc. are swapped instead, so that the old mag (or eqv.) goes in the inventory (if accessible, see LBE#Capacity). Doing so is optional and does not take additional time.
  • If the weapon has to be reloaded manually (from loose rounds), the contestant may reload up to 3 rounds in 1 turn.
  • Likewise for magazines/other feeding systems, if the user chooses to refill them in the middle of combat, up to 3 rounds per turn only.
  • Chamber-loading a firearm, either to refill it to maximum capacity (see below for more info), or because the magazine is missing, is an action which takes 1 turn on its own.
    • Example: When reloading a Tokarev TT-33, which has an 8-round magazine, refilling the magazine (8 rounds) plus the weapon (chamber-loading) would take 4 turns. While the total amount of rounds is indeed 9 (8+1), the magazine and the chamber-loading are treated as being separate reloading instances; thus explaining why it doesn't take 3 turns.
  • Regardless of the weapon type, emptying (unloading) 1 weapon or 1 magazine takes 1 turn.

NOTE: Many firearms have a capacity written as "xx+1". This denotes "xx rounds of ammunition in the (magazine, etc.) plus 1 in the chamber". Removing the magazine of a weapon does not remove the round in the chamber. Keep it in mind. It is possible to fire a weapon without a magazine but with a round in said chamber. Removing this round from the chamber is possible, if verbally announced during a reload (in which case, it will be part of the reloading and will take one turn only).

  • Not all firearms are subject to the +1 rule; those that don't typically are: Belt-fed light machine guns, bolt-action weapons not using detachable box magazines, revolvers, multiple-barreled firearms, open-bolt firearms (they do not chamber a round when cocked), single-shot weapons. Such weapons are marked with a No +1 tag on the lists of weapons, and will be further described as such on their description pages.

Special reloading rules

By weapon type
  • Bows, crossbows, Fukiya, and Taser X26c: Can be reloaded the same turn they've been fired.
  • Single-shot firearms (including multiple barreled firearms): These weapons can be reloaded in the same turn they've been fired, within the limit of max 3 loose rounds per turn (quadruple-barreled firearms cannot be fully reloaded in the same turn they were emptied, for example).
  • Bolt-actions with internal magazines: If reloading with loose rounds, can fire ONE round and be reloaded with ONE round, in the same turn.
  • Pump-actions, lever-actions and semi-automatics with internal tubes: If reloading with loose rounds... you can either:
    • Fire TWO rounds and reload ONE round in the same turn.
    • Or fire ONE round and reload TWO rounds in the same turn.
  • Single-action revolvers + Nagant M1895 revolver: These weapons first require 1 turn to eject all the spent casings before being able to load new rounds, with one exception (see below). Using a speed strip may help reducing the time to reload; they allow the Contestant to fully reload a single-action revolver in one turn, rather than being subject to the "loose rounds" rule.
    • Example: A Colt Single Action Army has a capacity of 6 rounds. Once all rounds are fired, one turn must be spent to remove the spent casings. If the shooter has a speed strip, then only one turn is required to reload it fully; if not, then as per the loose rounds rule, it would take 2 turns to load all 6 rounds - for a total of 3 turns.
    • Exception: SA revolvers can fire ONE round and be reloaded with ONE loose round in the same turn, similarly to bolt-action firearms with internal magazines.
  • Combination guns can be reloaded as normally; up to 3 rounds per turn, with the added bonus that caliber doesn't matter; multiple rounds of multiple calibers can be reloaded in a single turn, so long as they are within the limit of up to 3 per turn.
For specific weapons
  • CZ 75 AUTOMATIC: This weapon is designed to accept a second magazine in storage (meaning that the weapon merely holds the magazine, and is not used to chamber ammunition). The second magazine is attached in front of the trigger guard. Attaching a storage magazine takes one turn. Once attached, it counts as immediately available, and can be used and swapped with another magazine to perform a reload, as though it was in the inventory.
    • In addition, if a CZ 75 AUTOMATIC has a storage magazine attached, that magazine is considered to be a foregrip, with all of the appropriate effects.
  • DSR Precision DSR-1: This weapon is designed to accept a second magazine in storage (meaning that the weapon merely holds the magazine, and is not used to chamber ammunition). The second magazine is attached in front of the trigger guard. Attaching a storage magazine takes one turn. Once attached, it counts as immediately available, and can be used and swapped with another magazine to perform a reload, as though it was in the inventory.
  • FN Herstal M249 Minimi, IMI Negev: These weapons can be fed using either ammunition belts or box magazines. When fed with box magazines, the amount of Condition lost on a critical failure is doubled for these weapons.
  • H&K G11K2 (+ modified variants): This weapon is designed to accept two extra magazines in storage (meaning that the weapon merely holds the magazines, and are not used to chamber ammunition). The second and third magazine are attached to the sides of the rifle. Attaching a storage magazine takes one turn. Once attached, it counts as immediately available, and can be used and swapped with another magazine to perform a reload, as though it was in the inventory.
  • Kel-Tec KSG-12 and KSG-25: These weapons are unique in that they possess two tube magazines, and a switch allowing the shooter to toggle which magazine is active. Selecting a magazine is treated the same as selecting a fire mode; it is a free action, but it must be declared during a turn and can only be done once per turn. Magazines are referred to as Left (L) and Right (R).
    • When switching from one tube to another, if the chamber is empty, chambering a fresh round after switching tubes is considered part of the free action.
  • Springfield M1 Garand (+ modified variants): Contrary to popular knowledge, if the rifle still has ammunition loaded, it is possible to reload it; there are two ways to do so, both of which can be performed in the game:
    • Manual reload: A shooter may cause the rifle to extract the clip with any unfired ammunition that it still carries; the shooter simply needs to press a button on the left side of the rifle, then pull the charging handle, ejecting the chambered round and the clip plus remaining ammo immediately, allowing it to be replaced with a fresh one. When manually reloading the M1 garand, the chambered round, and the clip (plus remaining ammunition), will be dropped separately, allowing the shooter to spend the turn to reload the rifle as one would normally.
    • Top off: A shooter may "top off" an M1 Garand as a reload action; the shooter will pull the bolt back and keep the clip and previously chambered cartridge into the magazine; it is then possible to load the weapon with loose rounds. As such, when "topping off" the M1 Garand, up to 3 rounds per turn can be loaded, just like a with a bolt-action rifle, for example.

Swapping and disposing of weapons

When outside combat, the general rule to remember is that there must be space for the desired weapons, either in the equipment or in the backpack, if the contestant wants to carry new ones. It is tolerated to pick up and temporarily use weapons of a given Class even if the contestant already carries a weapon of the same Class (without having it in hands). See below for in combat rules.

When in combat:

  • Swapping two equipped or immediately accessible weapons takes no turns and is a free action.
  • Spare weapons (weapons stored in a backpack) cannot be accessed in any way, unless the backpack has been set down and opened; this requires 1 turn
  • Picking up a weapon that is not equipped takes no turns and is a free action, under certain conditions:
    • The weapon has to be immediately accessible: Located in a piece of load-bearing equipment other than a backpack (if in a backpack, it must be set down first, which requires 1 turn), or on the floor (only if the Contestant is on the same side as the desired item ; see NOTE2 below)
    • This rule is valid for non-weapons as well - other items can be immediately used if they are immediately accessible as well.
  • Dropping a weapon takes no turns and is a free action, as long as the weapon is immediately accessible.
  • In addition to the equipment slots and load-bearing equipment, it is tolerated (but not encouraged) to temporarily pick up weapons in hands. Temporary in-hands weapons can be used normally, but must be equipped, spared (if possible), or dropped (if nothing else), if the Contestant wishes to use any other item.
  • Passing a weapon (or any other item) to an ally, teammate or similar, takes one turn for each. Receiving a weapon (or any other item) from someone else is a free action as long as the receiving hands are free. (Hands are considered "not free" if the hands are currently occupied by a temporary in-hands weapons; in other words - drop the temporary in-hands weapon if you want to receive items from someone else!)

NOTE: Certain weapons have a Weight rating set to "Unsparable", which is one tier above 30 units. "Unsparable" weapons cannot be stored in a backpack.

NOTE2: If the contestant intends to grab an item on the floor while in combat, he or she must be sure it can be reached. See this page for more details.

Firearm maintenance

More information on this article: Firearm maintenance

Weapon rarity

Weapons are generated using a rarity system, which regulates rarity according to shop value. The higher the rarity level, the less chances such a weapon may be generated.

Firearms and melee weapons are graded on two separate rarity scales:

Firearms (Class 1-4):

  • Rarity 1: Common - Chance to generate: 39%
  • Rarity 2: Regular - Chance to generate: 25%
  • Rarity 3: Premium - Chance to generate: 16%
  • Rarity 4: Superior - Chance to generate: 10%
  • Rarity 5: Rare - Chance to generate: 7.5%
  • Rarity 6: Extraordinary - Chance to generate: 2.5%
  • Rarity 7: Unique - Never generated randomly, is applied to custom weapons, crafting-only weapons, specs docs weapons, and other unique weapons.

Melee weapons (Class 5L, 5S and Handgear):

  • Rarity 1: Common - Chance to generate: 42%
  • Rarity 2: Regular - Chance to generate: 35.5%
  • Rarity 3: Premium - Chance to generate: 17.5%
  • Rarity 4: Superior - Chance to generate: 5%
  • Rarity 7: Unique - Never generated randomly, is applied to custom weapons, crafting-only weapons, specs docs weapons, and other unique weapons.

Special rules

Bows

  • Strength affects weapon damage, similarly to a regular melee weapon. (e.g. Strength 135% = 1.35x damage)
  • Every arrow fired breaks when hitting a target, and doesn't break when missing.
    • Arrows that don't break can be retrieved (they will land on the Battlespace Side that was being aimed at).
    • Exception: Explosive arrows always break after being fired, as they're explosive.
  • FT+1 malus with all bows, same as stockless firearms.
  • Bows are faster: The amount of maximum shots and reloads that can be performed per turn depends on Archery skill level, with an IR+1 malus for any shot fired after the first one. (Shot 2: IR+1. Shot 3: IR +2, and so on...)

Combination guns

Combination guns are a type of firearm with multiple barrels, chambered in at least 2 different calibers. They exist in two subtypes: Combination long guns and Combination handguns.

  • Combination gun users must declare which Caliber Mode or CM (essentially which barrel/set of barrels of the same caliber) they intend to use.
  • Selecting a caliber mode is a free action, comparable to selecting a fire mode (can only be done once per turn).
  • Combat skills used depends on the caliber and combination gun subtype. See that page for more info.

Crossbows

  • Damage is not affected by Strength; crossbow type and ammunition type are the factors determining damage. (closer to a firearm in behavior)
  • Every bolt fired breaks when hitting a target, and doesn't break when missing.
    • Bolts that don't break can be retrieved (they will land on the Battlespace Side that was being aimed at).
    • Exception: Explosive bolts always break after being fired, as they're explosive.
  • Crossbows may have stock types, like firearms, with appropriate effects.
  • Crossbows are slower: They are restricted to no more than 1 shot + 1 reload per turn, regardless of the crossbow type.

Disposable rocket launchers

  • Multiple disposable rocket launchers can be carried in a single equipment slot, as long as they are all the same model. Light disposable launchers allow up to 4 launchers, Medium allow up to 3, and Heavy up to 2.

Flamethrowers

  • Flamethrower ammunition is counted in seconds. 1 "round" of ammunition corresponds to 1 second of fire. Up to 5 "rounds" per turn can be fired with a flamethrower.
  • Flamethrowers are not subjected to Weapon maintenance and therefore do not have maintenance stats, nor do they need to be repaired or cleaned.
  • Flamethrowers cannot be reloaded unless they are completely empty. Flamethrower reload packs therefore solely exist for the purpose of completely refilling them; and once used that way, they disappear (making them one-use items).
  • All flamethrowers call for Flamethrowers combat skill.
  • Critical failures with a flamethrower cause a unique, special type of failure: Failure to burn.
  • Flamethrowers are grouped in three categories: Disposable, Light and Heavy.
    • Disposable flamethrowers work on the same principle as disposable rocket launchers (see above); multiple of the same model of disposable flamethrower can be carried in the same equipment slot (if weapon Class permits): Up to 3 per equipment slot.
    • Light flamethrowers are the closest to regular firearms and have no special equipment rules.
    • Heavy flamethrowers allow users to equip their fuel tank in a Primary equipment slot instead of taking space in the inventory (the weapon itself must still be equipped in a Primary equipment slot, meaning that in order to save the most inventory space, a heavy flamethrower will occupy both Primary slots).
    • In addition, heavy flamethrowers generally have a weight value that is different from their IS; the weapon event line will show that difference and display the weapon's weight and IS values separately.

Machine guns

Certain machine guns use ammunition belts. There are two types of ammunition belts: Disintegrating, and non-disintegrating.
Non-disintegrating belts can be treated the same as giant magazines. This section only concerns disintegrating belts.

Firearms that can be fed with disintegrating link belts will eject belt links on the floor alongside casings. Unlike casings, there is no skill requirement to find links; firing 200 rounds will always result in 200 belt links on the floor.

When in possession of compatible belt links and ammunition, the Contestant can spend 1 turn to combine 3 links and 3 rounds together. This results in the creation of a loose ammo belt. This act can be scaled to however many rounds a Contestant wishes to link together.

  • Example: If the Contestant wishes to create a 50-round ammo belt, he/she will spend 17 turns to combine 50 belt links and 50 rounds.
  • Example event line: [Weapon accessory] M13 ammo belt, loose, disintegrating links, 7.62x51mm NATO, 50 rounds - [0 /50] - Weight: (variable, 0.02 per round)

The Contestant also has the possibility to spend 1 turn to divide an existing belt into two shorter belts.

  • Example: The Contestant can separate a 100-round ammo belt into two 50-round ammo belts, or into one 25-round and one 75-round, etc.

Although links have an individual weight of 0.01, loose ammo belts are not heavier than unlinked ammunition; a 50-round loose belt weighs as much as 50 rounds, for instance. As such, it is always more space efficient to combine ammo and links.

There is no upper limit to how much ammunition can be linked together into loose ammo belts, other than weight concerns.

The Contestant must distinguish between loose ammo belts and ammo belt boxes:

Loose ammo belts:

  • Have a variable capacity, which depends on however many rounds are linked together
  • Cannot be carried by a firearm like a magazine or a belt box.
    • The Contestant may load a loose ammo belt into a compatible firearm, but only if the belt is in a directly accessible part of the inventory. Firearms loaded with such belts are therefore "loaded from the inventory".

Ammo belt boxes:

  • Are designed to contain ammo belts of a specific type (e.g. M13 belt boxes can only contain M13 belts, and so on)
  • Can be loaded into a compatible firearm, which will carry it, like a magazine. It takes 1 turn to load a loose belt into a belt box.
  • Have a maximum capacity
    • A Contestant may load loose belts of any length as long as it's equal or inferior to the listed capacity. For example, a 74-round loose belt loaded in a 100-round belt box is fine, but a 124-round loose belt is not.

Specific weapons

  • MAC-10, MAC-11:
    • By default, these weapons are submachine guns when the stock is open. Weapon type becomes Auto pistol when the stock is folded. This means that the weapon skills this weapon calls for may change depending on whether the stock is open or folded: Rifle skills if open, Pistol skills if folded.

Lists of weapons

There is a grand total of 740 weapons that can be used by the Contestant in MazeWorld.

  • 261 Class 1 weapons
  • 89 Class 2 weapons
  • 183 Class 3 weapons
  • 27 Class 4 weapons
  • 129 Class 5 weapons, including:
    • 72 Class 5 Long
    • 57 Class 5 Short
  • 9 Handgear items, which can be considered weapons on their own
  • 8 Underbarrel grenade launchers, including:
    • 7 detachable UGLs (which can be considered weapons on their own)
    • 1 integrated UGL (which is integral to the weapon it is mounted on)
  • 3 Underbarrel shotguns, which can be considered weapons on their own
  • 31 Bayonets, including:
    • 27 knife-bayonets (which can be used as Class 5S weapons if so desired)
    • 2 non-knife-bayonets (which requires mounting to a firearm to be used as a weapon)
    • 2 integrated bayonets (which is integral to the weapon it is mounted on)

Class 1 weapons

Class 1 weapons constitute the bread and butter of primary weapons, with types and efficiency running almost the full spectrum - from diminutive .22 LR training rifles to the most powerful of antimateriel rifles or rocket launchers, and everything in between; assault rifles, battle rifles, shotguns, machine guns, sniper rifles, and so on.

List of Class 1 weapons

Class 2 weapons

Class 2 weapons cover the submachine guns, personal defense weapons, compact assault rifles and compact shotguns of the game. With varying power and ammunition types, they may not always be as powerful as Class 1 weapons, but are as versatile and may serve as potent auxiliary weapons.

List of Class 2 weapons

Class 3 weapons

Class 3 weapons cover the one-handed weapons of the game, such as handguns, machine pistols, compact submachine guns and sawed-off shotguns. The relatively high variety in sizes, types and calibers makes Class 3 weapons versatile and suited for many different uses, from simple backup weapon to hand-cannon.

List of Class 3 weapons

Class 4 weapons

Class 4 weapons cover the explosives and grenades of the game. Being explosives, weapons of this class are one-use only, but very devastating when used properly. It must be noted that Class 4 weapons are considered to be two-handed weapons.

List of Class 4 weapons

Class 5 weapons

Class 5 weapons cover the melee weapons and the occasional few non-firearm ranged weapons of the game.
Class 5 weapons are separated in two subcategories: Short (one-handed) and Long (two-handed).
Weapons in this class are of various sizes and nature. Except in the case of the non-firearm ranged weapons, their chief advantage is that they use no ammunition, but the majority of them require the Contestant to be within melee range of the target. Certain of these weapons may have additional uses or modes as well, increasing their usefulness.

List of Class 5 weapons

Handgear

Technically being both clothing and weapons, Handgear are a weapon Class on their own, as they affect the power of the Contestant's punches. Hand-to-hand combat is generally represented as unarmed combat, though wearing better handgear improves efficiency - both as weapons and as protective gear.
Handgear are the only items that will protect the contestant from injuries to the hands. It is never a bad idea to upgrade handgear, as it will both improve protection and damage done to enemies with them.

  • NOTE: Youkai wearing handgear do not benefit from the Armor Class protection of handgear.

List of Handgear

See also