Weapon accessory (no ontology)
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* [[Recoil]] +2 | * [[Recoil]] +2 | ||
* '''Expanded critical success range: 10-12''' (if failure threshold is 10, failure has priority) | * '''Expanded critical success range: 10-12''' (if failure threshold is 10, failure has priority) | ||
- | * Optic allows the shooter to use the [[ | + | * Optic allows the shooter to use the [[Concentrating]] ability. |
'''''Extreme-power''''' | '''''Extreme-power''''' | ||
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* [[Recoil]] +3 | * [[Recoil]] +3 | ||
* '''Expanded critical success range: 9-12''' (if failure threshold is 9 or 10, failure has priority) | * '''Expanded critical success range: 9-12''' (if failure threshold is 9 or 10, failure has priority) | ||
- | * Optic allows the shooter to use the [[ | + | * Optic allows the shooter to use the [[Concentrating]] ability. |
=== List of scopes === | === List of scopes === |
Revision as of 22:53, 12 December 2014
Weapon accessories are items designed to enhance or modify the behavior of a weapon. Several types and categories of accessories exist, each of them fulfilling different purposes.
It might be a good idea to equip any compatible accessory found, if it can be immediately mounted, as they provide the equipped weapons with useful bonuses.
If an accessory is found but no compatible weapon or mounting options are available, it may be wise to hang on these accessories and wait until being able to either sell them in a gun shop or weapon shop, or modify existing weapons at a Workshop's Maze Customs atelier so that they can be mounted.
Installing or removing 1 weapon accessory on 1 weapon takes 1 turn. All weapon accessories weigh 1 unit, except feeding accessories and bayonets.
The different accessory types are themselves categorized according to what they affect on the weapon.
Muzzle: Silencers, muzzle brake, bayonets
Optics: Reflex sights, scopes
Front mount: UGLs, USGs, foregrips, bipods
Light mount: Weapon lights, laser sights, dual modules
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 and 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 capable of greatly reducing the sound report of a firearm to the point of making its detection difficult. Silencers also suppress muzzle flash, which prevents spotting where the shots came from.
A silencer on a firearm provides the possibility of attempting a stealth shot.
Silencers, similarly to muzzle brakes, have a few requirements in order to be installed on the desired firearm:
- A threaded barrel - which can be obtained at the Maze Customs if the firearm is compatible. A select amount of weapons have pre-threaded barrels and do not require to be taken to the Customs.
- A compatible caliber - see the Accessory Compatibility List for more details.
On rare occasions, certain firearms may be found with integrated silencers; which means that they're an integral part of the firearm instead of an attachment.
Muzzle brakes
Muzzle brakes, sometimes also called compensators and sometimes affectionately nicknamed "loudeners" (to contrast with "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.
A muzzle brake will reduce by 1 the Recoil level of an equipped weapon. If the equipped weapon is not affected by Recoil rules (Single-action, bolt-action, lever-action, pump-action), the muzzle brake allows +2 max shots per turn instead.
Muzzle brakes, similarly to silencers, have a few requirements in order to be installed on the desired firearm:
- A threaded barrel - which can be obtained at the Maze Customs if the firearm is compatible. A select amount of weapons have pre-threaded barrels and do not require to be taken to the Customs.
- A compatible caliber - see the Accessory Compatibility List for more details.
On rare occasions, certain firearms may be found with integrated muzzle brakes; which means that they're an integral part of the firearm instead of an attachment. They may be further differentiated in whether they can be detached (so that they can be replaced with a silencer), or not. The ACL lists those differences for the concerned weapons.
Bayonets
Bayonets are weapons, often resembling knives but sometimes taking the shape of spikes, rods, or short swords, which are designed to be mounted on a firearm; typically a rifle. Bayonets are designed to turn the equipped weapon into a suitable melee weapon, as a better alternative than bludgeoning, in case of melee engagements, running out of ammunition, or simply as another option for the savvy fighter.
Bayonet behavior depends on whether it is equipped on a suitable firearm or being used on its own, as well as the properties of the bayonet itself. A bayonet mounted on a suitable firearm is also said to be affixed (hence the term, "affix bayonets").
Affixing a bayonet on a firearm generally blocks the mounting of an underbarrel grenade launcher, unless the bayonet is specified to be non-blocking on the particular firearm it's mounted on.
A bayonet with the Knife-bayonet trait can be used as a stand-alone weapon. If used as such, the bayonet is equipped and treated as a Class 5 Short weapon, with the same rules and restrictions that apply to such weapons (e.g. up to 3 attacks per turn). Without this trait, the bayonet CANNOT be used as a stand-alone weapon.
When affixed on a suitable firearm, the bayonet allows said firearm to be, if the user desires, used as a melee weapon. If used as such, then the firearm with affixed bayonet does not change Classes, but is restricted like a Class 5 Long weapon (e.g. up to 2 attacks per turn).
Bayonets tend to only be compatible with either specific firearms or groups of firearms; the complete list can be checked on the Accessory compatibility list.
List of bayonets with damage tables ("KB?" = "Knife-Bayonet?"):
Model name | Weight | Damage type | KB? | LDV | Unarm | Light | Hardskin | Kevlar-2 | Kevlar-3 | Kevlar-4 | HEV |
6X5 AK | 3 units | Sharp/Piercing | Yes | +2 | 50% | 48% | 45% | 43% | 35% | 23% | 13% |
BM59 | 3 units | Sharp/Piercing | Yes | +3 | 60% | 57% | 54% | 51% | 42% | 27% | 15% |
DLT FAMAS | 5 units | Sharp/Piercing | Yes | +3 | 66% | 63% | 59% | 56% | 46% | 30% | 17% |
E&F Horster M1884/98 | 5 units | Sharp/Piercing | Yes | +4 | 85% | 81% | 77% | 72% | 60% | 38% | 21% |
E-RM M1949/56 | 5 units | Sharp/Piercing | Yes | +3 | 72% | 68% | 65% | 61% | 50% | 32% | 18% |
FAL Type C | 2 units | Piercing | No | +2 | 55% | 52% | 50% | 47% | 39% | 25% | 14% |
FG-42 rod bayonet | 2 units | Piercing | No | +3 | 66% | 63% | 59% | 56% | 46% | 30% | 17% |
G3 | 3 units | Sharp/Piercing | Yes | +2 | 55% | 52% | 50% | 47% | 39% | 25% | 14% |
G36 | 3 units | Sharp/Piercing | Yes | +2 | 50% | 48% | 45% | 43% | 35% | 23% | 13% |
Glock Feldmesser 78 | 3 units | Sharp/Piercing | Yes | +2 | 55% | 52% | 50% | 47% | 39% | 25% | 14% |
Interarmco AR-10 | 3 units | Sharp/Piercing | Yes | +3 | 66% | 63% | 59% | 56% | 46% | 30% | 17% |
Ishapore Long Blade | 5 units | Sharp/Piercing | Yes | +4 | 85% | 81% | 77% | 72% | 60% | 38% | 21% |
M4 | 3 units | Sharp/Piercing | Yes | +3 | 60% | 57% | 54% | 51% | 42% | 27% | 15% |
M5 | 3 units | Sharp/Piercing | Yes | +3 | 60% | 57% | 54% | 51% | 42% | 27% | 15% |
M6 | 3 units | Sharp/Piercing | Yes | +3 | 60% | 57% | 54% | 51% | 42% | 27% | 15% |
M9 | 3 units | Sharp/Piercing | Yes | +3 | 60% | 57% | 54% | 51% | 42% | 27% | 15% |
M1891 spike bayonet | 3 units | Piercing | No | +3 | 72% | 68% | 65% | 61% | 50% | 32% | 18% |
M1917 sword-bayonet | 5 units | Sharp/Piercing | Yes | +5 | 115% | 109% | 104% | 98% | 81% | 52% | 29% |
M1940 | 5 units | Sharp/Piercing | Yes | +3 | 79% | 75% | 71% | 67% | 55% | 27% | 15% |
No. 7 Mk I/L | 3 units | Sharp/Piercing | Yes | +3 | 66% | 63% | 59% | 56% | 46% | 30% | 17% |
PE57 | 3 units | Sharp/Piercing | Yes | +3 | 79% | 75% | 71% | 67% | 55% | 27% | 15% |
QBZ | 3 units | Sharp/Piercing | Yes | +3 | 60% | 57% | 54% | 51% | 42% | 27% | 15% |
S1 Uzi | 3 units | Sharp/Piercing | Yes | +3 | 60% | 57% | 54% | 51% | 42% | 27% | 15% |
SKS integral bayonet | N/A | Sharp/Piercing | Yes | +3 | 79% | 75% | 71% | 67% | 55% | 27% | 15% |
Sterling | 3 units | Sharp/Piercing | Yes | +3 | 66% | 63% | 59% | 56% | 46% | 30% | 17% |
Vz. 58 | 3 units | Sharp/Piercing | Yes | +3 | 66% | 63% | 59% | 56% | 46% | 30% | 17% |
Optics
In order to install optics on a weapon, the weapon requires an optic mount. An optic mount is some sort of interface built or added to the weapon, expressly designed for receiving optics.
In the Mazes, five different optic mount types are recognized, with three sub-variants. If a weapon has one of those mount types, it can then mount any one of the optics compatible with this mount type.
The effects of all optics are passive; the player is not required to state their Contestant is using an optic to benefit from its effects. The drawback is that as long as an optic is mounted (or if it is integrated), its effects are always active, and unless integrated, it must be removed in order to return to a normal behavior (i.e. iron sights).
Mount types:
- NATO rail - NATO
- Short NATO rail - NATO-S
- WP side mount - WP
- Short WP side mount - WP-S
- HK claw mount - HK
- Short HK claw mount - HK-S
- QBZ mount - QBZ
- G43 mount - G43
Short sub-variants cannot mount High-power and Extreme-power optics (see here for more details).
The ACL lists the optic mount types available on every weapon.
Scopes
Scopes are a type of optic designed to provide magnification, which can, depending on magnification rate, provide with various abilities, ranging from multiple target acquisition, to greatly improved accuracy, at the cost of recoil management or even limiting the amount of shots per turn.
Scopes are further differentiated by the magnification rate they provide. Depending on this rate, a scope may fall within one of four power groups: Low-power, Medium-power, High-power, and Extreme-power. Each of these power groups offer different effects and can thus perform different roles.
Scope power groups
Low-power
- Magnification rate: 3x and under
- Provides no accuracy boost (no change to FT)
- Recoil +1
- Does not affect critical success range (default 12)
- Allows multiple targeting: A shooter equipped with a low power scoped weapon may aim at and attack up to 2 targets in a single turn, instead of the default 1.
Medium-power
- Magnification rate: 4x to 5x
- Provides an accuracy boost: FT-1
- Recoil +2
- Expanded critical success range: 11-12
- Allows multiple targeting: A shooter equipped with a low power scoped weapon may aim at and attack up to 2 targets in a single turn, instead of the default 1.
High-power
- Magnification rate: 6x to 8x
- Provides an accuracy boost: FT-1 for the first shot only
- Recoil +2
- Expanded critical success range: 10-12 (if failure threshold is 10, failure has priority)
- Optic allows the shooter to use the Concentrating ability.
Extreme-power
- Magnification rate: 9x and higher
- Provides an accuracy boost: FT-2 for the first shot only
- Recoil +3
- Expanded critical success range: 9-12 (if failure threshold is 9 or 10, failure has priority)
- Optic allows the shooter to use the Concentrating ability.
List of scopes
NATO rail compatible:
- Backup (2x) - 450 P$
- Trijicon ACOG (4x) - 900 P$
- Hunter (7x) - 800 P$
- MK2 telescopic (12x) - 1400 P$
WP side mount compatible:
- 1P78 Kashtan (3x) - 650 P$
- PSO-1 (4x) - 900 P$
- PKS-07 (7x) - 800 P$
- 1P21 PO3 Minuta (9x) - 1100 P$
HK claw mount compatible:
- G3 ZF4 (4x) - 900 P$
- G3 ZF6 (6x) - 700 P$
- G3 ZF10 (10x) - 1200 P$
QBZ mount compatible:
- Type 600 (4x) - 900 P$
- Type 88 (9x) - 1100 P$
G43 mount compatible:
- KZF ZF4 (4x) - 900 P$
Red dot sights
Red dot sights (RDS) are a type of optic designed to project a red dot on a wide, unmagnified field of view. While this doesn't improve accuracy per se, it allows for more precise shots than with standard iron sights.
Effects:
- Reduced aiming penalties: Aiming at HEAD, EXTREMITIES and WEAK POINT no longer causes FT+1. Aiming at FACE causes FT+1 instead of FT+2.
List of red dot sights
- Trijicon RX01 - NATO rail mount - 600 P$
- PK-A - WP side mount - 600 P$
- Aimpoint CompML-XD - HK claw mount - 600 P$
Reflex sights
Reflex sights (RFX), also known as reflector sights, are a type of optic designed to project a targeting reticle on an unmagnified optic, which appears to remain on the target being aimed at and remains visible even if the shooter shifts their position. This allows for acquiring and thus, engaging targets, much faser.
Effects:
- Lowers IS by 1 tier: The weapon's Initiative Score is lowered by one tier.
List of reflex sights
- EOTech 553 - NATO rail mount - 800 P$
- EKP-8-02 Kobra - WP side mount - 800 P$
Front mount 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.
The bipod must be deployed in order to provide bonuses.
- Deploying a bipod takes 1 turn and is supposed to rest either on the floor, on cover, or some sort of hard surface.
- If the bipod user leaves their position by moving away (e.g. moving to another side or trying to flee), the bipod is automatically folded and must be re-deployed again to benefit from effects.
- Effects while deployed: FT-1, Recoil -1, IS tier +1 (makes the weapon slower, but more accurate and easier to control)
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.
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.
The foregrip simply reduces Recoil by 1.
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.
Underbarrel grenade launchers
Underbarrel grenade launchers (UGL) are units destined to be attached to the lower handguard of a weapon. They are also called underslung 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 and carried in the inventory, 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 8 UGLs available, each having their own compatibility list. All of them use the 40mm NATO grenade, except the GP-30 which uses the 40mm caseless grenade.
- FN GL1
- GP-30
- M203
- M203A1
- M203PI
- Heckler & Koch AG36
- Heckler & Koch HK79
- SIG Sauer GL5040
ALL UGLs require maintenance, the same way normal grenade launchers do. (DV/RV value: GL)
Underbarrel shotguns
Underbarrel shotguns (USG) (also known as underslung shotguns) 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). All USGs weigh 3 units when unequipped and carried in the inventory.
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.
ALL USGs require maintenance, each specific model has its own requirements.
- KAC Masterkey - 12 gauge, capacity 3+1
- Maintenance values: DV+5 RV+5.
Light mount accessories
All light mount accessories are powered with WL2 batteries, without which they would not function. The battery life depends on the attachment the battery is installed; this is why accessory model names are listing a maximum battery life.
Light mount accessories are primarily differentiated by size: Small, and Large. All accessories of the same size tier are compatible with the same weapons, but it must be noted that all Small accessories will also fit on weapons that can take Large accessories.
A third, "size" category also exists; Special, in case of unique accessories designed to fit only specific weapons.
The ACL will list which weapons are compatible with which size tiers.
Weapon light
A weapon light, also known as a tactical flashlight, a tac-light, or simply a light, is simply, as the name implies, a weapon-mounted flashlight. The purpose of weapon lights is to provide visibility in low-light areas, though they can also be used to induce a mild dazzling effect when aimed directly at the eyes of other encounters; the powerful bright light may cause a brief loss of accuracy.
There are 5 weapon lights available.
Small weapon lights
- Surefire X300U (Max life: 150 turns)
- Inforce APL (Max life: 250 turns) - Soft light
Large weapon lights
- Surefire M620 (Max life: 200 turns)
- P3X Fury Tactical (Max life: 100 turns) - Strong light
- Inforce WML (Max life: 300 turns) - Soft light
Dazzling effect
When directly aimed at the eyes of an opponent, a weapon light may induce a dazzling effect, which is a short loss of accuracy. The effect lasts for as long as the light is on and projected in the eyes + the listed time below.
- Normal light: FT+2, 1 turn.
- Strong light: FT+2, 2 turns.
- Soft light: FT+1, 1 turn.
Laser sight
A laser sight, also known as a laser pointer, a laser aiming module (LAM), or simply just a laser, is a device projecting a bright red dot on the target via a laser beam. The purpose of a laser sight is to serve as a clear visual aid to keep the equipped weapons on target.
Without a laser, as Recoil mechanics dictate, the more shots fired, the more a weapon will deviate from its original point of aim. When reaching the Accuracy Drop Threshold, bullets begin hitting a random @bodyaim instead of the intended target. With a laser, the point of aim no longer deviates from the original target no matter how many rounds are fired.
There are 2 laser sights available.
Small laser sights
- Laserlyte SCV4 (Max life: 100 turns)
Large laser sights
- AN/PEQ-5 (Max life: 200 turns)
Dual modules
A dual module is simply a light mount accessory which combines both a laser light and a weapon light in the same unit.
NOTE: If both laser and light are on at the same time on a dual module, battery will be depleted twice faster.
There is 1 dual module available.
Special dual modules
- AN/PEQ-6 (Max life: 250 turns)
Rail adapters
Rail adapters are devices which attach to firearms that do not originally have rails as part of the weapon's design. The rail adapter's purpose is to provide one such rail, and be able to attach one Light mount accessory. Their models and costs will be listed here directly rather than on the ACL, as well as on which weapons they mount.
Rail adapters create a Small light mount on the weapon they're attached to; thus they can attach every Small light mount accessory. All of them cost 50 P$ apiece, and are considered weapon accessories; they are sold in gun shops and weapon shops as part of the accessories available, if a compatible weapon is for sale.
- A1911 adapter
- Fits on: All 1911SS and 1911DS handguns.
- AUSP adapter
- A92 adapter
- Fits on: Beretta M9
- A226 adapter
- Fits on: SIG Sauer P226, SIG Sauer P226 Navy
- ASWP adapter
- A75 adapter
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.