Weapon (no ontology)
From Mazeworld
Weapons are an essential aspect of the game, and a necessary type of item to have better chances to survive in Mazeworld. Weapons come into various shapes and sizes. They are classed in several categories, called Classes. It must be noted that if the majority of weapons in Mazeworld are firearms, there is also a variety of non-firearm weapons, as well as the possibility for a contestant to fight bare-handed should he/she wishes to, or the situation become dire or the ammunition scarce.
Enemies with randomly generated weapons may also have randomly generated weapon accessories and ammunition types.
How to use weapons
Finding and taking weapons
In most cases, the contestant is able to obtain weapons by finding them on the ground, but they may also salvage them from dead enemies, buy them at the gun shop, the weapon shop, the forge, or exchange them for other items at the pawn shop.
A weapon that is worn on the contestant's person is called an equipped weapon and is readily available at any moment for fights or whatever purpose needed.
A weapon that is carried in the backpack is called a spare weapon. It is NOT usable by the contestant unless he/she swaps it into an equipped one.
Weapon actions
Weapons (Essentially, firearms) may have different actions and fire modes. Weapon descriptions list what kind of action they are; depending on the type, its user can fire a certain amount of shots per turn. The different fire modes are resumed below:
- Full-auto mode allows any amount of shots per turn.
- Semi-auto mode and double-action weapons allow up to 10 shots per turn.
- Burst-fire mode is a compromise between full-auto and semi-auto, as it allows firing a set amount of shots per burst, usually 2 or 3 depending on the weapon. Burst mode allows up to 5 bursts per turn.
- Lever-action and pump-action weapons allow up to 5 shots per turn.
- Bolt-action and single-action weapons allow up to 3 shots per turn.
It must be noted that certain accessories may modify the above-mentioned limits.
Dual wielding
It is possible to dual wield weapons (also known as two-weaponing), if those weapons are Class 5 Short and/or Class 3, though there are certain rules to observe regarding this practice.
- The dual-wielding malus is essentially a one-handed malus applied to the weapons in both hands.
- One-handed holding a Class 3 or Class 5S weapon imparts a FT+2 penalty for that weapon.
- Any other weapon not belonging to these classes has an FT+4 penalty. In short, don't dual-wield rifles, it's a Bad Idea™.
- The initiative score of a dual-wielding character is equal to the sum of both weapons, after all IS modifiers, if any, have been applied to each.
- 2d6 strings must be rolled for each weapon when used depending on how many rounds fired/hits attempted with each, as though they were used individually.
- Class 5 Short weapons can still be used in melee up to 3 times in a row, per turn and per weapon.
- Note that the second weapon CAN kept in a proper equipment slot (second C3/C5S holster, sling, or such); this slot is called the Class TW slot, and can hold either another C3 or C5S weapon.
- Only Class 3 and Class 5 Short weapons (any combination) can be dual-wielded, at the exception of the following weapons:
- Regarding weapon accessories, front mount accessories will not provide their bonus.
Other special actions
- Aiming a weapon sideways ("Gangsta-style") imposes a FT+2 penalty, and prevents the use of optics and front mount accessories (if applicable).
- The same penalty is applied to firearms fired from the hip.
- "Fanning" a single-action revolver involves firing it from the hip while rapidly cocking it in order to achieve a faster rate of fire. It imposes an FT+2 penalty and the inability to use optics and front mounts (if applicable), however this allows single-action revolvers to be fired at the same rate as double-action revolvers.
Damage
The damage chart of a weapon, if not a melee weapon, is determined by the ammunition it uses; as such, for more information about how much it will hurt a target depending on its armor class, check the corresponding article of its ammunition used.
Reloading weapons
When outside combat, any reloading or magazine refilling is considered to not take any turns. It becomes a free action, of sorts.
When in combat:
- If the weapon can be reloaded via magazines, speedloaders, clips (en-bloc, stripper or loaders), or ammunition belts, it takes 1 turn to swap the old mag/etc. with the a new one coming from the backpack. The old mag/etc. will be placed in the inventory, and the new one loaded in the weapon.
- It is possible to verbally announce the magazines/etc. are dropped on the floor instead. Doing so takes no turns and is a free action.
- If the weapon has to be reloaded manually, the contestant may reload up to 3 rounds in 1 turn.
- Likewise for magazines/other feeding systems, if the user chooses to refill them in the middle of combat for some reason; up to 3 rounds per turn only.
NOTE: A majority of firearms have a capacity written as "xx+1". This denotes "xx rounds of ammunition in the (magazine, etc.) plus 1 in the chamber". Removing the magazine of a weapon does not remove the round in the chamber. Keep it in mind. It is possible to fire a weapon without a magazine but with a round in said chamber. Removing this round from the chamber is possible, if verbally announced during a reload (in which case, it will be part of the reloading and will take one turn only).
- Not all firearms are subject to the +1 rule; those that don't typically are: Belt-fed light machine guns, bolt-action weapons not using detachable box magazines, revolvers, double-barrel firearms, open-bolt firearms (they do not chamber a round when cocked), single-shot weapons. Such weapons are marked with a No +1 tag on the lists of weapons, and will be further described as such on their description pages.
Special reloading rules
Certain weapons may follow specific rules that are enacted depending on their action. They are the following:
- Bows, crossbows, Fukiya, single-shot firearms and Taser X26c: Can be reloaded the same turn they've been fired.
- Multiple barrels (double, triple): Up to 2 barrels can be reloaded completely the same turn they've been fired.
- Bolt-actions: If reloading with loose rounds (NOT magazine-fed or clip-fed weapons); Can fire ONE round and be reloaded with ONE round, in the same turn.
- Pump-actions, lever-actions: If reloading with loose rounds (NOT detachable magazine-fed weapons); Can be reloaded and fire in the same turn, but if done, consider that reloading one shell takes away TWO max shots per turn. As a remainder, these action types have a maximum of 5 shots per turn.
- Single-action revolvers: They REQUIRE one turn to eject the old rounds, and one more to insert new ones. The contestant must make sure not to have to reload during battle, or to remain safe during the two turns needed to complete the process.
Swapping and disposing of weapons
When outside combat, the general rule to remember is that there must be space for the desired weapons, either in the equipment or in the backpack, if the contestant wants to carry new ones. It is tolerated to pick up and temporarily use weapons of a given Class even if the contestant already carries a weapon of the same Class (without having it in hands). See below for in combat rules.
When in combat:
- Swapping weapons between two weapons in active equipment takes no turns and is a free action.
- Swapping weapons between an equipped and a spare one requires one turn.
- Dropping a previously equipped weapon takes no turns and is a free action.
- Dropping a previously spare weapon takes one turn.
- Picking up a weapon that does not come from the equipment (spare or on the floor) takes one turn each.
- As such, to drop an empty weapon and pick up another on the floor, the contestant has to spend one turn to reach for it and pick it up before he/she can use it.
- It is tolerated to carry a weapon in hands even if its Class is already occupied by another weapon in the equipment. A contestant can carry, for example, a Class 1 light machine gun on his/her back, and fire a Class 1 assault rifle. He/she simply won't be able to spare the assault rifle.
- Passing a weapon to an ally, teammate or similar, takes one turn for each. Receiving one from them is a free action as long as the receiving hands are free. (Both need to be free regardless of the weapon!)
NOTE: Please take note that certain weapons are considered unsparable due to their size, too big for a backpack. Please refer to the individual articles of every weapon to know about their weight.
NOTE2: If the contestant intends to grab a weapon on the floor while in combat, he or she must be sure it can be reached. If the weapon is behind a line of enemies, it won't be reached until those enemies are down. If it is in the same area as enemies (for example, if one of them died), the contestant will be able to reach it but will be up close to the enemies. Beware as it will mean the contestant will be affected by splash damage directed at that group of enemies, and it will of course mean the contestant left any cover he/she was behind.
Firearm maintenance
More information on this article: Firearm maintenance
Lists of weapons
There is a grand total of 447 weapons that can be used by the contestant in MazeWorld.
- 147 Class 1 weapons
- 60 Class 2 weapons
- 127 Class 3 weapons
- 23 Class 4 weapons
- 77 Class 5 weapons (including 34 C5 Long and 43 C5 Short)
- 4 Handgear items, which can be considered weapons on their own
- 8 UGLs, which can be considered weapons on their own
- 1 USGs, which can be considered weapons on their own
Class 1 weapons
Class 1 weapons cover all of the long arms of the game. Weapons in this class are worn on the back with a sling over or under the backpack according to the needs and preferences of the contestant. They are generally reliable and powerful, and intended to be used as primary weapons.
Class 2 weapons
Class 2 weapons cover the submachine guns, personal defense weapons, compact assault rifles and shotguns of the game. Weapons in this class are worn over the hip with a sling. With varying power and ammunition types, they may not always be as powerful as Class 1 weapons, but are as versatile and may serve as potent auxiliary weapons.
Class 3 weapons
Class 3 weapons cover the one-handed weapons of the game, such as handguns, machine pistols, compact submachine guns and sawn-off shotguns. Weapons in this class are worn in a leg holster. The relatively high variety in sizes, types and calibers makes Class 3 weapons versatile and suited for many different uses, from simple backup to fitting the high-caliber role of a contestant's equipment.
Class 4 weapons
Class 4 weapons cover the explosives and grenades of the game. This is one of the only two classes of weapons where a contestant can carry more than one. In this case, a contestant may carry up to 4 of them before having to spare them in the backpack. Weapons in this class are hung to a backpack strap. Being explosives, weapons of this class are one-use only, but very devastating when used properly. It must be noted that Class 4 weapons are considered to be two-handed weapons.
Class 5 weapons
Class 5 weapons cover the melee weapons of the game. This is the other of the only two classes of weapons where a contestant can carry more than one. In this case, a contestant may carry up to 2 of them before having to spare them in the backpack.
Class 5 weapons are separated in two subcategories: Short (one-handed) and Long (two-handed), and a contestant may pick up to one of each only (it is impossible to pick up two C5 Long or two C5 Short weapons, for example).
Weapons in this class are of various sizes and nature, as such they are worn in different ways each. Except in rare cases, their chief advantage is that they use no ammunition, but require the contestant to be close from their target.
NOTE: Such weapons sometimes have two different hit types - the actual hit type depends on the way it is used. For example, the KA-BAR knife is Sharp/Piercing - damage inflicted will be considered Sharp-type if the user slashes the target, but it will be considered Piercing-type if the user stabs the target.
Handgear
Technically being both clothing and weapons, Handgear are a weapon Class on their own, as they are used when a contestant has nothing else equipped, or voluntarily, if the contestant wishes to. Hand-to-hand combat is generally represented as unarmed combat, though wearing better handgear can improve efficiency while unarmed.
Handgear are the only items that will protect the contestant from injuries to the hands, with the advantage - being weapons - of not having to worry about clothing damage. It is never a bad idea to upgrade handgear, as it will both improve protection and damage done to enemies with them.
See also
WARNING
The following refers to a scrapped feature. The information is staying on the wiki for legacy purposes, but as of MazeWorld 3, this weapons no longer exisst in the main game.
Legendary weapons
These special weapons are found on the mid-game event, and the contestant may only be able to pick up one of them. All three of those weapons have a special power or trait placing them above most other weapons, but to compensate for this power, they have a critical drawback that the contestant should be aware of…
It must be noted that all Legendary Weapons disappear from the user's inventory upon starting a new run, to avoid stacking them over multiple runs.
- "This powerful sword can cut anything, but is cursed with a bloodlust; it must draw the blood of someone before being sheathed back…"
- "These gloves burn with an awesome power, one that tells you to grasp victory! But be careful, only the mightiest can stand the constant fire."
- "This magical throwing knife, forged by youkai, can fly to the target and come back in the hand of the thrower magically, at the cost of the thrower's energy…"