Weapon shop (no ontology)
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| <span style="font-size:80%;">'''Random [[Room|roomstyle]]?'''</span> | | <span style="font-size:80%;">'''Random [[Room|roomstyle]]?'''</span> | ||
- | | colspan="2" | '''Yes''' | + | | colspan="2" | '''Yes''', every 77 rooms |
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- | A '''weapon shop''' is, as the name implies, a business in [[Mazeworld]] specialized in buying and selling all kinds of [[Weapon|weapons]], [[Ammunition|ammunition]] and [[Weapon accessory|weapon accessories]]. Weapon shops are broader than their close variants, [[Gun shop|gun shops]], | + | A '''weapon shop''' is, as the name implies, a business in [[Mazeworld]] specialized in buying and selling all kinds of [[Weapon|weapons]], [[Ammunition|ammunition]] and [[Weapon accessory|weapon accessories]]. Weapon shops are broader than their close variants, [[Gun shop|gun shops]], and enjoy similar popularity. |
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=== Rules of a weapon shop === | === Rules of a weapon shop === | ||
*Sells '''24''' random weapons. | *Sells '''24''' random weapons. | ||
- | * | + | *Sells '''one''' exemplary of every firearm displayed, or '''1d6''' bundles for Class 4 weapons. |
- | + | *Sells '''X#1d11-1 retail boxes of FMJ ammunition''' per caliber displayed for sale. For shotgun shells, it is per shell type instead. | |
- | * | + | *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 '''50%''' of their value. | *Buys back any weapon, accessory and ammunition for '''50%''' of their value. | ||
*'''Accepts''' credit. | *'''Accepts''' credit. |
Revision as of 00:14, 26 July 2014
A weapon shop is, as the name implies, a business in Mazeworld specialized in buying and selling all kinds of weapons, ammunition and weapon accessories. Weapon shops are broader than their close variants, gun shops, and enjoy similar popularity.
Rules of a weapon shop
- Sells 24 random weapons.
- Sells one exemplary of every firearm displayed, or 1d6 bundles for Class 4 weapons.
- Sells X#1d11-1 retail boxes of FMJ ammunition per caliber displayed for sale. For shotgun shells, it is per shell type instead.
- 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 50% of their value.
- Accepts credit.
- Accepts valuables and will exchange them for money or credit.
- For 2 weapons bought, the third is free.
When threatened, a weapons merchant will use his/her personal weapon, a Springfield M14, on the contestant and will not hesitate to use deadly force if attacked.
Threatening or attacking a weapons merchant can give the contestant a code orange, and killing one can increase it to a code red.
If a weapons merchant dies, they will drop the following:
- Springfield M14 battle rifle
- Load-bearing gear: M1967 Webbing
- 3 full M14 magazines
- 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
- All kinds of weapons
- Ammunition
- Weapon accessories
See also
- Other shops and services
- Gun shop for a firearms only shop
- Forge for a shop specialized in Class 5 weapons and Handgear