Ammunition (no ontology)
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* Certain specific firearms also benefit from similar interchangeable loading rules: | * Certain specific firearms also benefit from similar interchangeable loading rules: | ||
** '''Marlin Model 1894C''': A [[.357 Magnum]] lever-action carbine, it can also be interchangeably loaded with [[.38 Special]] rounds. | ** '''Marlin Model 1894C''': A [[.357 Magnum]] lever-action carbine, it can also be interchangeably loaded with [[.38 Special]] rounds. | ||
- | ** '''Taurus Rossi M92''': A [[.454 Casull]] lever-action carbine, it can also be interchangeably loaded with [[.45 Colt]] rounds. If the Rossi M92 is loaded exclusively with .45 Colt rounds, it '''can load 1 extra round''' (Capacity becomes | + | ** '''Taurus Rossi M92''': A [[.454 Casull]] lever-action carbine, it can also be interchangeably loaded with [[.45 Colt]] rounds. If the Rossi M92 is loaded exclusively with .45 Colt rounds, it '''can load 1 extra round''' (Capacity becomes 10+1 instead of 9+1) |
=== Firearm cartridges === | === Firearm cartridges === |
Revision as of 15:16, 9 June 2015
When using firearms and certain other weapons, you will certainly need to supply them with ammunition. Ammunition comes most commonly at random, through the contestant's progress, but may also be bought at gun shops and weapon shops, as well as salvaged from dead enemies.
In rarer cases, it is also possible to find one of the three variants of ammo caches. Each of them respectively gives the equivalent of one (the Mixed Ammo Box), two, and five (the Ammo Caches) full magazines for every weapon carried by the contestant, except spare weapons.
Ammunition can be classed in different categories: cartridges (bullets), shotgun shells, heavy ordnance, non-firearm ammunition, and weapons that are themselves ammunition (such as in the case of the ballistic knives.)
Ammunition can be either found at random, bought in relevant shops (Gun shop, weapon shop), or extracted from found weapons.
Randomly found ammunition will also have a random ammunition type, where applicable. Shotgun shells may be found in any type as well. The amounts may vary between a few loose rounds, to retail boxes (again, the amount found inside a box is random, but usually higher than lone, loose ammo), to entire bulk cans, which can contain several retail boxes' worth.
Special notes
- 12 gauge weapons can be loaded with any type of 12 gauge shell interchangeably, except 12 gauge belted (CAWS) which can only be fired from the Heckler & Koch CAWS.
- Revolvers chambered in certain "mother" calibers may also be interchangeably loaded with certain "daughter" calibers which are smaller but of otherwise similar dimensions. Among the available calibers in the Mazes are the following possibilities:
- .357 Magnum revolvers can shoot .38 Special.
- .454 Casull revolvers can shoot .45 Colt.
- .460 Rowland revolvers can shoot .45 ACP.
- 10mm Auto revolvers can shoot .40 S&W.
- Certain specific firearms also benefit from similar interchangeable loading rules:
- Marlin Model 1894C: A .357 Magnum lever-action carbine, it can also be interchangeably loaded with .38 Special rounds.
- Taurus Rossi M92: A .454 Casull lever-action carbine, it can also be interchangeably loaded with .45 Colt rounds. If the Rossi M92 is loaded exclusively with .45 Colt rounds, it can load 1 extra round (Capacity becomes 10+1 instead of 9+1)
Firearm cartridges
A (P) in front of a caliber name indicates it is considered a pistol caliber, while a [R] indicates it is considered a rifle caliber.
- .22 Long Rifle (P)
- .30 Carbine (P)
- .300 AAC Blackout [R]
- .300 Winchester Magnum [R]
- .30-06 Springfield [R]
- .303 British [R]
- .32 ACP (P)
- .338 Lapua Magnum [R]
- .338 Norma Magnum [R]
- .357 Magnum (P)
- .357 SIG (P)
- .38 Special (P)
- .380 ACP (P)
- .40 S&W (P)
- .408 Chey Tac [R]
- .44 AMP (P)
- .44 Magnum (P)
- .45 ACP (P)
- .45 Colt (P)
- .454 Casull (P)
- .460 Rowland (P)
- .50 Action Express (P)
- .50 BMG [R]
- .500 S&W (P)
- 4.6x30mm [R]
- 4.73x33mm Caseless [R]
- 5.45x39mm [R]
- 5.56x45mm NATO [R]
- 5.7x28mm [R]
- 5.8x42mm [R]
- 6.5x50mm SR Arisaka [R]
- 7.62x25mm Tokarev (P)
- 7.62x39mm [R]
- 7.62x51mm NATO [R]
- 7.62x54mm R [R]
- 7.92x33mm Kurz [R]
- 7.92x57mm Mauser [R]
- 9x18mm Makarov (P)
- 9x19mm Parabellum (P)
- 9x25mm Dillon (P)
- 9x39mm [R]
- 10mm Auto (P)
- 12.7x108mm [R]
Shotgun shells
- 12 gauge
- 12 gauge belted for the CAWS
Heavy ordnance
- 40mm NATO grenade
- 40mm caseless grenade
- 43mm VGM-93 grenade
- 62mm rocket
- 66mm rocket
- 83.5mm rocket
- 85mm RPG
- 105mm RPG
Non-firearm ammo
Self-munitions
Those are Class 5 weapons that are depleted or discarded after being thrown or fired a certain amount of times (usually once, unless listed otherwise), because the weapon breaks or simply cannot be used more than once in this manner. It is recommended to have multiple amounts of those weapons. Those weapons remain usable an unlimited amount of times in melee.
NOTE: Keep in mind that all weapons can technically be thrown, and that if it does not appear on the following list, can be picked up again later.
- Ballistic knife (One-use only when fired)
- Broken bottle (Breaks upon impact when thrown)
- Broken PSP (Breaks upon impact when thrown)
- Glass shard (Breaks upon impact when thrown)
- Scrap metal shard (Breaks upon impact when thrown)
- Table (Shatters into 4x planks upon impact when thrown)
- Flammenwerfer (5 uses before being depleted)
- Pepper spray can (50 uses before being depleted)
Weight
The following details the weight of ammunition and certain weapons in the backpack.
Firearm ammunition
Everything else
Weight | Ammunition |
0.01 unit | Nailgun nails Fukiya darts |
0.1 unit | Crossbow bolts Bow arrows Taser cartridges |
1 unit | 40mm NATO grenades 40mm caseless grenades 43mm VGM-93 grenades All 1-unit hand grenades All planted explosives° |
3 units | All 3-unit hand grenades 62mm rocket 66mm rocket 83.5mm rocket 85mm RPG 105mm RPG Phone bomb Chlorine bomb |
5 units | Time bombs°° Pipe bomb |
- ° - Planted explosives: C4 charge, CL-20 charge, HMX charge, ONC charge.
- °° - Time bombs: Time bomb, Cardinal nuke