Workshop (no ontology)
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* #KM991 - Technical guides for conversion of G11 action into other weapon systems | * #KM991 - Technical guides for conversion of G11 action into other weapon systems | ||
* #FJ051 - 7.62mm caliber heavy barrel specifications cut down to submachine gun length (8.9 inches) | * #FJ051 - 7.62mm caliber heavy barrel specifications cut down to submachine gun length (8.9 inches) | ||
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== See also == | == See also == |
Revision as of 11:27, 29 April 2016
A workshop is a business in Mazeworld specialized in all matters related to crafting and gunsmithing. People in charge of workshops are called engineers.
Engineers are not simply workshop owners, but are people charged of various other tasks in the Mazes as they can notably be found in electrical rooms, watching over the power controls and ensuring the well-being and proper functioning of machinery, factory lines and anything else requiring power in the Mazes.
Engineers, similarly to scientists and Science Teams, may belong to one of many Engineering Teams.
- Workshop ET - Specializes in crafting, repairing, maintaining and customizing firearms, as well as certain other related hardware. Workshop engineers are Maze Customs qualified by requirement.
- Power maintenance ET - Specializes in overwatch and maintenance of electrical rooms, power network systems, and ensures that the Mazes' sectors are supplied with energy.
- Computer systems ET - Specializes in administration, maintenance and overwatch of computer systems, networks, hardware and software. Some specialize in watching and maintaining the Mazes' intranet and the relevant infrastructure.
- Production ET - Specializes in conception and mass production of products in the Mazes, and typically oversee factory rooms, or some other form of production area; this team is further divided in subtypes depending on the products they oversee, such as firearms, food, packaging, clothing, and so on.
- Proving Grounds ET (AKA the "PG Team") - A rarely seen type of engineer in the Mazes, Proving Grounds (or simply PG) engineers are responsible of research, development, and testing of new technologies. All of the new weapons, accessories, or pieces of gear are first tested by the PG Team.
- Building ET (AKA the "Bees" or "B's") - Another rarely seen team, they typically act outside of the inhabited sectors as their job is to construct, maintain, and repair the rooms in various sectors. They work in conjuction with Power maintenance engineers, and are the ones who bring light, furniture, hardware, and facilities to life, transforming barren, empty room sectors into inhabitable areas.
- Mining ET - A special engineering team whose members are usually not referred to as engineers but instead, and as the name may imply, as miners. They work in the Mines, extracting metals, minerals, gemstones and other similar resources to be later used for production. Miners get different equipment from other engineers due to the special nature of their job.
Skills: All engineers possess Crafting Level 4 by default. ETs may also offer extra skills:
- Workshop engineers: Repair Level 4 and Handloading Level 4.
- Mining engineers: Mining Level 4
Note: An engineer outside of a workshop does not sell anything.
Typically, an engineer is paid 145 P$/day for their work, plus bonuses depending on their specific line of work.
Rules of a workshop
- Accepts credit
- Accepts valuables and will exchange them for money or credit
- Crafting services
- Sells 6 random blueprints
- Sells 12 random crafting ingredients
- Sells 1d6 crafting toolkits.
- Has a 50% chance to sell one random Handloading kit.
- Only sells one exemplary of every blueprint displayed
- Sells 1d8 of each crafting ingredient item displayed
- Buys back all items for 50% of their value, except toolkits.
- Delivery service: The shop may transfer all purchases to the Contestant's bank vault instead of being given in person, for a fee (200 P$ in a town shop, 800 P$ in an UA shop)
- Gunsmithing services
- Proposes a weapon customization service dubbed Maze Customs
- Sells 1d6 Gun Cleaning Kits, 200 P$ per GCK.
- Firearm maintenance: Repairs firearms according to the following formula:
- (11 - (DV))*2 P$ per 1% to repair (On a DV+0 gun, repairing 50% = 1100 P$)
- GL: Costs 50 P$ per 1% to repair. RL: Costs 100 P$ per 1% to repair.
- Firearm maintenance: Cleans firearms according to the following formula:
- (11 - (RV))*1 P$ per 1% to clean (On a RV+0 gun, cleaning 50% = 550 P$)
- GL: Costs 30 P$ per 1% to clean.
- Melee weapon maintenance: Repairs melee weapons depending on their base material and according to the following formula:
- x P$ per % to repair - where x depends on the base material of the weapon
- Base material costs: Steel: 18 P$ ; Iron: 9 P$ ; Wood, Plastic: 6 P$ ; Leather, Cloth: 2 P$ ; Any other material: Cannot be repaired
When threatened in their workshop, the engineer will not hesitate to defend themselves with their personal weapons.
Threatening or attacking an engineer can give the contestant a code orange, and killing one can increase it to a code red.
All the toolkits, blueprints and materials of the shop, as well as the shop's till, are permanently locked in the crate they came from.
If an engineer dies, they will drop the following:
- Weapons: Heckler & Koch MP7A1 with 40-round magazine
- Clothing and armor: Hard hat, Technician jacket, Technician trousers, Steel-toe safety boots
- Load-bearing gear: Dump belt + 1x P90 mag rig
- 2 extra, full 40-round MP7 magazines
- Crafting toolkit
Miners instead carry the following:
- Weapons: Heckler & Koch HK416 with 30-round magazine, RX01 red dot sight and M620 light + 2x small C4 charges (200g) + Pick-axe.
- Clothing and armor: Hard hat, Technician jacket, Technician trousers, Steel-toe safety boots
- Load-bearing gear: Dump belt + Field pack + 1x Condor MA65 mag rig
- 2 extra, full 30-round STANAG magazines
- Detonator
Custom weapons
More information: Maze Customs
As an expansion of their workshop services, engineers are also qualified to offer Maze Customs services. The Maze Customs atelier uses workshop and engineering hardware to modify, enhance, and customize firearms for clients who would like to enhance further their weapons. The service is available to contestants, who may bring certain firearms to the atelier to have them customized.
Engineering specifications documents
Engineering specifications documents, or simply specs docs or specs files, are special files containing unique instructions and blueprints which can only be used by Workshop engineers. When taking a specs file to the workshop, the engineer will keep it and study it, in order to tell the Contestant what can be built with this or these items. The knowledge is then spread among all engineers in the Mazes so that all Workshops may build this item, valid until the Contestant ascends (afterwards they must be found again).
List of special items that can be built with specs files:
- Composite trauma plates
- Files required: #BC337 and #TP212
- Cost: 2800 P$
- Vollmer HK51-B machine gun
- Files required: #FJ051
- Other requirements: Both a H&K G3A3 and a H&K HK21
- Cost: 700 P$ (sold without belt, will have the belt that was attached on the HK21, if any)
- Weapon event line: [Weapon] Class 2 - R7/Unique - Vollmer HK51-B machine gun | 7.62x51mm NATO - Semi/Full - 8.9" | AutoROF: 8 | Thread(Std), Optic[n/a,HK-S] | M13 belt, 50 rounds | Weight: 9
- Honey Badger combat rifle
- Files required: #SR320
- Cost: 2000 P$ (sold with an empty magazine)
- Weapon event line: [Weapon] Class 2 - R7/Unique - Honey Badger assault rifle | .300 AAC Blackout - Semi/Full - 6" | AutoROF: 7 | Silencer(I), Optic[n/a,NATO-S] | STANAG 30-round mag, +1 | Weight: 9
- LWMMG machine gun + proprietary LWMMG belt
- Files required: #PF617, #RD196
- Cost: 5000 P$ (sold with an empty belt), and 2000 P$ for an extra belt
- Weapon event line: [Weapon] Class 1 - R7/Unique - LWMMG machine gun | .338 Norma Magnum - Semi/Full - 24" | AutoROF: 4 | Thread(Std), Optic[n/a, NATO], LRail[n/a], LRail[n/a], Bipod(I) | LWMMG 50-round belt | Weight: Unsparable
- All light mounts on this weapon are Large, which are compatible with all Light mount accessories.
- Ammo belt event line: [Ammunition] LWMMG ammo belt, .338 NM/.338 LM, 50 rounds - [0/50] - Weight: 2+(variable)
- DP-12 "Super Shotgun"
- Files required: #DP008
- Cost: 3000 P$
- Weapon event line: [Weapon] Class 2 - R7/Unique - DP-12 Super Shotgun shotgun | 12 gauge - Pump-action (x2) - 18" | M.Brake(I, x2), Optic[n/a, NATO], Foregrip(I) | Internal tube, 14 rounds (2x7), +2 | Weight: 18
- LMG11 total weapon conversion + proprietary ammo cassette
- Files required: #ON504, #KM991
- Other requirements: A H&K G11K2
- Cost: 2000 P$. Comes with one free, empty 300-round cassette. Extra cassettes cost 400 P$.
- Weapon event line: [Weapon] Class 1 - R7/Unique - LMG11 machine gun | 4.73x33mm Caseless - Semi/Burst3/Full - 27" | AutoROF: 4 | Optic[RFX](I) | LMG11 300-round cassette, +1 | Weight: 18
- Cassette event line: [Weapon accessory] Magazine: LMG11 300-round ammo cassette. Size tier: X.Large ; Weight: 3
List of specifications documents:
- #BC337 - Cutting and shaping boron carbide into plate-shaped objects
- #TP212 - Manufacturing and producing bullet-resistant aramid sleeves and armor layers
- #SR320 - Prototype integrally suppressed sub-carbine blueprints
- #PF617 - Prototype .338-caliber medium machine gun blueprints
- #RD196 - Recoil impulse averaging technology for use in a machine gun
- #DP008 - Prototype hybrid double barrel/pump-action shotgun blueprints
- #ON504 - Prototype caseless light machine gun blueprints
- #KM991 - Technical guides for conversion of G11 action into other weapon systems
- #FJ051 - 7.62mm caliber heavy barrel specifications cut down to submachine gun length (8.9 inches)
See also
- Encounters, section Shops and Services