Gun shop (no ontology)
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*Buys back any weapon, accessory and ammunition for '''0.5x''' their shop value, multiplied by their current Condition percentage (rounded up). | *Buys back any weapon, accessory and ammunition for '''0.5x''' their shop value, multiplied by their current Condition percentage (rounded up). | ||
*'''Accepts''' credit. | *'''Accepts''' credit. | ||
- | *'''Accepts''' [[Valuable|valuables]] and will exchange them for money or credit. | + | *'''Accepts''' [[Valuable|valuables]], if they are [[identification|identified]], and will exchange them for money or credit. Unidentified valuables will be turned down. |
*For 2 weapons bought, '''the third is free'''. | *For 2 weapons bought, '''the third is free'''. | ||
Revision as of 01:06, 2 November 2015
A gun shop is, as the name implies, a business in Mazeworld specialized in buying and selling firearms, ammunition and weapon accessories. Gun shops are very popular businesses in Mazeworld, as firearms and ammunition are a common consumer good alongside food and clothes.
Rules of a gun shop
- Sells 12 random, brand new firearms (100% condition and cleanliness), sold at full price.
- Sells 6 random, used firearms in a used weapons bin, with random condition between 1% and 99%, and 100% cleanliness, sold at a price matching the condition.
- Sells one exemplary of every weapon displayed, or 1d6 bundles for new Class 4 weapons (Used Class 4 weapons are always sold in bundles of 1).
- Sells 1d11-1 retail boxes (ammo type random) per caliber displayed for sale.
- Has a 12.5% chance to sell 1 bulk can of ammunition per caliber displayed for sale.
- The bulk can's ammo type is always Surp (if pistol/rifle), Buckshot (if shotgun), or HE/HE-Frag/HE-I (if grenade launcher).
- Sells 1d6 standard magazines per weapon for sale, and 1d3-1 non-standard magazines of each type per weapon for sale (one separate roll for each type).
- Sells 3d4 random non-magazine accessories, irrelevant of the weapons and ammunition for sale.
- Buys back any weapon, accessory and ammunition for 0.5x their shop value, multiplied by their current Condition percentage (rounded up).
- Accepts credit.
- Accepts valuables, if they are identified, and will exchange them for money or credit. Unidentified valuables will be turned down.
- For 2 weapons bought, the third is free.
When threatened, the firearms dealer will use his/her personal weapon, a Benelli M4 Super 90, on the contestant and will not hesitate to use deadly force if attacked.
Threatening or attacking a firearms dealer can give the contestant a code orange, and killing one can increase it to a code red.
If a firearms dealer dies, they will drop the following:
- Benelli M4 Super 90 shotgun
- Load-bearing gear: Tacfighter T4/Shotgunner vest
- 21x 12 gauge buckshot
- Clothing and armor: T-Shirt, Baseball cap, Mountain pants, Regular shoes
- A big purse
- All the weapons, ammunition and accessories of the shop, as well as the shop's till, are permanently locked in the crate they came from.
Products sold
- Class 1 weapons
- Class 2 weapons
- Class 3 weapons
- Class 4 weapons
- Ammunition for weapons of Classes 1-4
- Weapon accessories
See also
- Other shops and services
- Weapon shop for a dealer selling all kinds of weapons
- Forge for a Class 5 weapon only shop