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		<title>Timeline of MazeWorld</title>
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		<summary type="html">&lt;p&gt;SU Tempest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The concept origins =&lt;br /&gt;
The name &amp;quot;MazeWorld&amp;quot; is retained for one of the author's concept games, after reshaping and rethinking a game idea which took multiple forms over the course of nearly three years. As early as 2008, [[Tempest|the author]] wished to create a realm to be used as the context of a game, but only very rough ideas based on this concept alone were created. The only consistent details were that the realm was to be secluded and dystopian, would house a high amount of creatures and enemies, and would have, in general, a lot of content (lots of items, weapons, etc), and that the player character would be an outsider to this realm forcefully pulled in, with the objective of overcoming the dangers of this world and finding a way out.&lt;br /&gt;
&lt;br /&gt;
Between 2008 and 2010, several projects and drafts were attempted, ranging from RPG forums, 2D platformers, a failed RPG Maker project and even first-person shooter concepts were explored, but ultimately abandoned due to lack of interest, time, or resources, sometimes all three at once. Ultimately the decision was made to begin a tabletop style RPG, on a play-by-chat format.&lt;br /&gt;
&lt;br /&gt;
= The closer past =&lt;br /&gt;
Between 2010 and February 2011, the project took on the name of &amp;quot;Project Downpour&amp;quot;, named after one of the previous game concepts attempted and ultimately abandoned, before it took its current name of MazeWorld. A rough sketch of the game was then created and tested out privately with the author's friends; it proved, in their words, to be enjoyable and addictive and that they would always come back for more. The concept was simple: A random number generator would be used to generate room numbers, those room numbers each pointing out to an event; this event could be a new weapon, a monster, food, meds, clothing, armor, traps, and so on. The Mazes were truly born. Working from the original concept, the seemingly simple idea was greatly expanded upon to the shape it takes nowadays.&lt;br /&gt;
&lt;br /&gt;
= Birth of a game =&lt;br /&gt;
On '''February 10th, 2011''', MazeWorld left the conceptual stage of privately held games on MSN and was ported on to IRC, introducing the use of scripts and bots which completely redefined the way the conceptual game was played, to the point that it was truly born on that day. The author felt that IRC was a better platform for the game to evolve as it allowed the use of those bots, which are more flexible than MSN Plus scripts; in addition, the use of an IRC channel was a good method to gather people together and create a community. Even though the game was always meant to be a single player experience, it was a change in the direction of public, spectated games in which a player would take on his/her challenges while onlookers and spectators could watch and (occasionally and sparingly) comment.&lt;br /&gt;
&lt;br /&gt;
= Pre-1.5 versions =&lt;br /&gt;
The first months of MazeWorld, which saw the game's proper debut on IRC. It began with version 1.0 on February 10th, 2011, which is now considered to be the game's birthday. This &amp;quot;era&amp;quot; ended with the introduction of version 1.5. Due to its relative age and the fact the game was still in its infancy at this point, records were not consistently kept, making it difficult to make a list of features introduced at the time.&lt;br /&gt;
&lt;br /&gt;
* '''May 7th, 2011''': The first wiki was founded on the Wikidot platform.&lt;br /&gt;
** The version of the game was then '''v1.32''' and had '''1155''' events.&lt;br /&gt;
* '''May 23rd, 2011''': Update to '''Version 1.35'''. The list of changes has been, unfortunately, lost.&lt;br /&gt;
* '''May 30th, 2011''': Creation of the [[Leaderboards]] and the scoring system.&lt;br /&gt;
&lt;br /&gt;
== The rise of the Big Three ==&lt;br /&gt;
MazeWorld saw the rise of three then-influential players, who started with their respective contestants for the first time: UncertainKitten with [[Heather]], Trance with [[Aria Fujisaki]] and Dragoshi with [[Matthew Kethys]]. Those three became the '''Big Three''', the top 3 players of the game, a title they held collectively for a long time, even far after the end of this time period.&lt;br /&gt;
&lt;br /&gt;
*Heather is famous for her legendary recklessness, perverted berserk tendencies, her '''Heckler &amp;amp; Koch G3A3''' battle rifle fitted with a 50-round drum, used and abused for just about anything that needed to be blown to pieces, and inexplicable amounts of luck. She originally planned to take down the Game Masters , but after finding love in her ally, a kitsune named Akemi, the two simply escaped with a bang, being at the time the first contestant to escape the Mazes with a combined carried wealth in the five figures: a total of '''19000 P$''', plus other riches and gear, became their war loot and their reward for a run full of emotion and events. She finished her run on September 3rd, 2011.&lt;br /&gt;
&lt;br /&gt;
*Aria Fujisaki was elevated to the rank of icon after being the first contestant to finish two consecutive runs in a row and earning the nickname of '''&amp;quot;Black Arrow Shooter&amp;quot;''' (BAS), in blatant homage to anime character ''Black Rock Shooter'', now as iconical as her signature weapon, the '''Zastava M93 Black Arrow''' sniper rifle. She was notable for her excessive chivalry and courage, refusing to take cover and taking on enemies practically only with this weapon. Collecting achievement after achievement, &amp;quot;Black Arrow Shooter&amp;quot; was at the time the only person to have '''obliterated twice''' the Maze Soldier leader '''Colonel Wight''', and destroyed no less than '''three times''' the '''MATTEO-CMP00 combat mech''', a secret enemy that is no secret anymore for the iconic contestant, showing that there is no end to the success of a determinated and well-armed person. She is also famous for having befriended a Ryu she bought in a hiring bureau, which was named Syldra. Aria and Syldra became extremely famous as they continue their adventures, Aria riding the youkai dragon, and the two fighting relentlessly, until the dragon's untimely death, which was more than avenged by the contestant's victory, now better known as '''BAS''', by achieving the FinalT ending. She finished her second run on April 4th, 2012.&lt;br /&gt;
&lt;br /&gt;
*Matthew Kethys followed suit and completed 2 consecutive runs on his own, 24 days after Aria did exactly, surpassing Aria's own score. He was reputed to not let emotion or bullshit get in his way and was practically the &amp;quot;tank&amp;quot; of the Big Three. With good reason; Matthew would carry the iconic '''PKP Pecheneg''' machine gun along with a good reserve of spare ammunition belts (each are 200-round!), universally considered to be the most powerful weapon in the game, as well as a tricked out '''Colt mk18 mod0''' with a 100-round C-MAG magazine, for which he carried no less than '''1400 rounds of spare ammunition''', a trivial and huge amount that one would find easy to (harmlessly) joke on. This is, in fact, what he left the Mazes with and no doubt he would have used more, had he got the occasion to make use of such firepower. He stormed through the most dangerous of the Mazes' events at the time, shooting his way through just about ANYTHING that would stand on the business side of his guns. It must be noted that the PKP Pecheneg originally belonged to '''the very first Contestant to truly 'finish' MazeWorld, [[Hana Crosswise (V1)|Hana Crosswise]]'''; the weapon was found in her grave, in a Graveyard Room; a symbolic move if anything, since both weapons practically shot the way of both contestants to victory. He finished his second run on April 28th, 2012.&lt;br /&gt;
&lt;br /&gt;
= The 1.5 Era =&lt;br /&gt;
Technically speaking, MazeWorld was updated to '''version 1.5''' on '''July 10th, 2011''', but the announcement was officially made only one week later, on '''July 17th''', so that it matched the author's birthday week, using the occasion for a sort of double celebration. The update brought many new features which are now staples of the game. This started the so-called '''1.5 Era''', which ended with the introduction of version 2.0.&lt;br /&gt;
&lt;br /&gt;
* '''July 10th, 2011''': Updated to '''Version 1.5''', though the official update day is listed as '''July 17th, 2011'''. To celebrate both the update and his incoming birthday on the 20th, the author exceptionally threw a [[Special events#Birthday Special|Birthday Special]]. &lt;br /&gt;
** The amount of events was increased to '''1235'''.&lt;br /&gt;
** Introduction of a new feature: [[Bionics]]. The first implants available were Implants 1 to 10.&lt;br /&gt;
** Introduction of a new service: [[Hiring bureau]]. &lt;br /&gt;
** New encounters: [[Giant scorpion]], [[Thunderbird]], [[Aer Dragon]], [[Knucker]], [[Wyvern]], all of the [[Encounters#Golems|golems]],  [[Tikbalang]], [[Poltergeist]], [[Korrigan]], [[Black Worm]], [[Raiju]], [[Clown zombie]], [[Lich]], [[Vere Celen]], [[Maid]], [[Butler]]&lt;br /&gt;
** New weapons: [[Colt Anaconda]], [[Ithaca 37 Stakeout]], [[Mossberg 500 Cruiser]], [[Winchester Model 1887]]&lt;br /&gt;
** New crafting items: [[Hitman blueprint]], [[G3 blueprint]]&lt;br /&gt;
** New supply crates: The [[MEDAID1 crate|MEDAID]] [[MEDAID2 crate|series]] [[MEDAID3 crate|of]] [[MEDAID4 crate|crates]] was introduced, with the creation of the first four.&lt;br /&gt;
** New clothes: [[Maid suit]]&lt;br /&gt;
** New medical aids: [[Oxycodone]], [[PCP]], [[Yohimbine]]&lt;br /&gt;
&lt;br /&gt;
* '''September 11th, 2011''': Update to '''Version 1.6'''. Only a partial amount of changes has been found.&lt;br /&gt;
** The amount of events was increased to '''1327'''.&lt;br /&gt;
** Introduction of the old Alternate Missions, all related characters and events, as well as the now outdated Alternate Endgame&lt;br /&gt;
** Introduction of a new feature: Kennels&lt;br /&gt;
** Introduction of a new feature: [[Gameplay mechanics#Fighting_mechanics_and_RNG|Strength perks, and the 1d6 roll]]. Strength perks further differentiated encounters by giving them variable pain sensitivity. The 1d6 roll was created to determinate how many instances of an encounter would be met by the contestant, according to the strength perk.&lt;br /&gt;
** New encounters: [[Student]], all [[Encounters#Humans|Hitmen/hitwomen]], [[Digger dwarf]], [[Shaman orc]], [[Fury]], [[Ogre]], [[Frost ant]], [[Fuujin]], [[Komainu]], [[Komatora]], [[Tanuki]] (and [[Hostile tanuki]]), [[Satyr]], [[Head maid]], [[Chief butler]]&lt;br /&gt;
** New weapons: [[Beretta ARX-160]], [[Norinco QBZ-97A]], [[SAKO TRG-42]], [[Heckler &amp;amp; Koch HK69A1]], [[Taurus MT-9]], [[Manurhin MR 73]], [[Smith &amp;amp; Wesson Model 500]] (introducing [[.500 S&amp;amp;W]]), [[Star Megastar]], [[Kusari-fundo]], [[Medieval warhammer]], [[Pick-axe]], [[Rapier]], [[Screwdriver]], [[Stiletto knife]], [[Tessen]]&lt;br /&gt;
** New crafting items: [[Scara blueprint]]&lt;br /&gt;
** New valuables: [[Gold cuff link]], [[Gold lighter]], [[Golden pen]], [[Gold cigarette case]], [[Golden 4.2mm bullet]], which along with the aforementioned blueprint, are the crafting ingredients for the now famous [[Golden Gun]]&lt;br /&gt;
&lt;br /&gt;
* '''November 7th, 2011''': Update to '''Version 1.61'''&lt;br /&gt;
** The amount of events was increased to '''1328'''.&lt;br /&gt;
** [http://old.mazeworld.net/wiki/:File/BJ7YJP1GBDPPY80RGJ4PT3VZXZ List of changes].&lt;br /&gt;
&lt;br /&gt;
== 1.5 Era, second chapter ==&lt;br /&gt;
What first started as a simple update to 1.62 became a list of new features that piled up, constantly pushing the release date until the symbolic New Year's Eve, as it turned into '''version 1.7'''. The wiki opened the [[Other topics]] section and brought many new features which changed and enriched the gameplay, starting a trend to improve existing features on top of adding new ones, such as new features tied to roomstyles (crackable vaults in vault rooms, for example), the inclusion of fortune-telling elements, of restaurants and themed chefs to enrich the food system of the game, of the now ubiquitous [[Maze Citizen]] encounter type, to populate the Mazes and add to the atmosphere. In short, it is at the time of 1.7's release that MazeWorld, both as a game and as a realm, began growing sufficiently in the author's eyes to the point the realm now has a distinct feel, a sort of unique 'personality'.&lt;br /&gt;
&lt;br /&gt;
* '''January 1st, 2012''': Update to '''Version 1.7'''&lt;br /&gt;
** The amount of events was increased to '''1363'''.&lt;br /&gt;
** [http://old.mazeworld.net/wiki/:File/RR83T592G28ARP376EH4RJWYK3 List of changes].&lt;br /&gt;
** The &amp;quot;garbled transmissions&amp;quot; were intended as a joke to &amp;quot;hide&amp;quot; new gameplay features seen as so important they needed to be &amp;quot;crypted&amp;quot;. As such, the &amp;quot;garbled transmissions&amp;quot; were links leading to pastebin, each showing a string of hexadecimal code. [http://pastebin.com/8i9YTa5u The hex messages, and their translation.]&lt;br /&gt;
&lt;br /&gt;
= The 2.0 Era =&lt;br /&gt;
Even then, the way the game was at the time with v1.7 felt incomplete, and the [[Tempest|author]] felt it needed even more to suit to what was felt as needed. Thus, on '''February 2nd, 2012''', '''Version 2.0 was announced''', with a gigantic list of new items and features. The release date was then pegged to '''the game's birthday, on February 10th'''.&lt;br /&gt;
&lt;br /&gt;
== Changes and revisions ==&lt;br /&gt;
* '''February 10th, 2012''': Update to '''Version 2.0'''&lt;br /&gt;
** MazeWorld turns 1 year old!&lt;br /&gt;
** The amount of events was increased to '''1540'''.&lt;br /&gt;
** [[Guide:Changelog Archive#MazeWorld 2.0 changes|List of changes]]&lt;br /&gt;
&lt;br /&gt;
=== Between February and June of 2012 ===&lt;br /&gt;
Afterwards, subsequent &amp;quot;revisions&amp;quot; of 2.0, which were quick and short updates adding or fixing a lot of things, were introduced over time. A total of 8 revisions were made, which spanned over several months. Those revisions can be seen [[Guide:Changelog Archive#2.0 rev8 changes|here]].&lt;br /&gt;
&lt;br /&gt;
=== Website migration ===&lt;br /&gt;
Two days after the release of revision 7, which coincidentally, could have been big enough to be an update on its own, the wikidot platform is abandoned and this very website, '''MazeWorld.net''', is chosen to be the new home of the MazeWiki.&lt;br /&gt;
&lt;br /&gt;
=== 2.1 Testing Period ===&lt;br /&gt;
Revision 8 is introduced in June 20th, introducing even more weapons to the Mazes. But the biggest announcement had to be made yet; '''MazeWorld 2.1''', which would introduce and re-work so many features of the game it would reshape MazeWorld entirely. Several months of work to develop the new features of 2.1 then started, only finishing in '''August 9th''' when the author announced he would implement the first phase of testing - what is now referred to as a '''testing period''' (which was affectionately and jokingly frequently referred to as &amp;quot;2.1 Beta&amp;quot;), during which players were invited to do mock sessions specifically to test out the new elements of the game. Ultimately, the testing was completed and deemed a huge success, propelling MazeWorld into a new and refined era.&lt;br /&gt;
&lt;br /&gt;
* '''August 9th, 2012''': Start of the testing period&lt;br /&gt;
** The 2.1 testing period was announced after months of hiatus during which the author worked on a big list of new features.&lt;br /&gt;
** For the first time in the game's history, players were directly involved in feature development and testing, giving direct input through simulations (mock game sessions).&lt;br /&gt;
&lt;br /&gt;
=== 2.1 ===&lt;br /&gt;
Even though no delicious and moist cake was available to celebrate this, '''MazeWorld 2.1''' is officially released on '''September 6th, 2012''', with all the features announced and tested during the testing period now implemented into the main game for all players to enjoy during their proper progress.&lt;br /&gt;
&lt;br /&gt;
* '''September 6th, 2012''': Update to '''Version 2.1'''&lt;br /&gt;
** The amount of events was increased to '''5512''', then '''5551''' after error fixing and corrections.&lt;br /&gt;
** [[Guide:Changelog Archive#MazeWorld 2.1 changes|List of changes]]&lt;br /&gt;
&lt;br /&gt;
=== 2.2 ===&lt;br /&gt;
The game further matures and improves with the release of '''MazeWorld 2.2''' on '''November 2nd, 2012''', introducing two new calibers, several new weapons, bionics, and other items, but most importantly the introduction of a new service, the [[Maze Customs]]; where players will be able to fine-tune and customize firearms, further expanding the possibilities for loadout customization and allowing players to have a way to express their style and personality through their contestant's weapons. Furthermore, an [[Achievements]] system was introduced and made retroactive to all logged games since 2.0's inception.&lt;br /&gt;
&lt;br /&gt;
* '''November 2nd, 2012''': Update to '''Version 2.2'''&lt;br /&gt;
** The amount of events was increased to '''5886''', then later repaired to '''5790'''&lt;br /&gt;
** [[Guide:Changelog Archive#MazeWorld 2.2 changes|List of changes]]&lt;br /&gt;
&lt;br /&gt;
=== 2.3 ===&lt;br /&gt;
Yet another new gameplay feature is introduced in '''MazeWorld 2.3''', just in time for the new year on '''December 31st, 2012''', introducing the [[Recoil]] system, a new caliber, even more weapons, and brand new weapon accessory types, which expand even more on the players' ability to fine-tune their equipment in its finest details, many of which are taking advantage of what the Recoil system brings on the table.&lt;br /&gt;
&lt;br /&gt;
* '''December 31st, 2012''': Update to '''Version 2.3'''&lt;br /&gt;
** The amount of events was increased to '''6040'''&lt;br /&gt;
** [[Guide:Changelog Archive#MazeWorld 2.3 changes|List of changes]]&lt;br /&gt;
&lt;br /&gt;
* '''February 10th, 2013''': MazeWorld turns 2 years old!&lt;br /&gt;
&lt;br /&gt;
=== 2.4 ===&lt;br /&gt;
Another slab of changes comes with '''MazeWorld 2.4''', the most important of which is a re-balance of ammunition weight, and the introduction of more types of ammunition for grenade launchers. Alongside a small amount of new weapons and some minor mechanics fixes, 2.4 was unveiled on '''April 13th, 2013''', and is another step towards the refinement and maturation of the game according to the author's vision.&lt;br /&gt;
&lt;br /&gt;
* '''April 13th, 2013''': Update to '''Version 2.4'''&lt;br /&gt;
** The amount of events was increased to '''6138'''&lt;br /&gt;
** [[Guide:Changelog Archive#MazeWorld 2.4 changes|List of changes]]&lt;br /&gt;
&lt;br /&gt;
==== The era's figures ====&lt;br /&gt;
Following in the footsteps of the 1.5 Big Three, the 2.0 Era saw the rise of new players and new contestants, taking advantage of the newer features and mechanics to further their goals.&lt;br /&gt;
&lt;br /&gt;
One of the most prominent contestants of this era is [[Eris Lilium]], who has made it his goal to be the first [[Conducts#Completionist|completionist]] of MazeWorld's history. Though this objective has not been completed yet and is still in progress, Eris's first run has been completed, and saw the rise of another behemoth of power, exploiting every advantage they could, and obtaining the finest and heaviest weaponry available. Taking advantage of the Maze Customs, Eris follows in the footsteps of Aria Fujisaki's grandeur and runs a primarily Black Arrow-based set of weapons, his being customized with a white paintscheme.&lt;br /&gt;
&lt;br /&gt;
Another important figure is [[Selis]], perhaps one of the most controversial contestants, as their objective - on top of attempting a [[Conducts#Completionist|completionist]] conduct as well - is a personal conduct, which her player dubbed '''extinctionist''': she will kill any encounter she meets that doesn't serve an immediate purpose in being alive. This ultraviolent, amoral playstyle was sometimes criticized by other players; but since it is possible and nothing objects to such ways, they are allowed. Selis' brutal style also leads to racking far more points simply thanks to killing more creatures every session.&lt;br /&gt;
&lt;br /&gt;
So far, the 2.0 Era has been rocked by contestants expressing themselves through their style - whether it is power-gaming, brute force, or simply being highly charismatic. And through their style, the effectiveness shows; though in different ways, each with their own perks and advantages, showing that the real wealth of the game is in its players - it would be nothing without those players who ''dare'', play the way they wish, and take advantage of what the game has to offer to suit their purposes.&lt;br /&gt;
&lt;br /&gt;
= 2.5 era =&lt;br /&gt;
With the introduction of '''MazeWorld 2.5''', deep changes to the core gameplay were introduced as well, which added new dimensions and strategies to combat and fighting. These changes were so deep and important that it would be reasonable to say that the game has moved on to another entire phase of its timeline. The biggest changes are the introduction of the '''Initiative System''', '''Firearm Maintenance''', '''Limb Damage''', and a few other lesser additions, such as new Maze Customs products and services, four new calibers and 28 new weapons, and much more. Further changes are planned in the future, which will change and improve even more the way MazeWorld is played, becoming more complex and richer at every new version.&lt;br /&gt;
&lt;br /&gt;
* '''July 12th, 2013''': Update to '''Version 2.5'''&lt;br /&gt;
** The amount of events was increased to '''6321'''&lt;br /&gt;
** [[Guide:Changelog Archive#2.5 changes|List of changes]]&lt;br /&gt;
&lt;br /&gt;
* '''September 19th, 2013''': Additions to 2.5, dubbed '''2.5 Extended Cookie Dough Edition''' (also referred to as 2.5C and 2.5+)&lt;br /&gt;
** [[Guide:Changelog Archive#Version 2.5 &amp;quot;Extended cookie dough edition&amp;quot; changes|List of changes]]&lt;br /&gt;
&lt;br /&gt;
= MazeWorld v3 =&lt;br /&gt;
Introduced on the game's third anniversary, the changes promised and introduced by '''version 3''' (or simply v3) of MazeWorld are once again such deep changes to the fundamentals, that it would be unfair to say the game is any comparable to its previous incarnations. Originally promised as version 2.6, the amount of changes; the majority of which are the addition of completely new features. A hunting system, two consecutive new weapon accessory reform (the first was the introduction of weapon-mounted flashlights, laser sights, and completely re-made optics - the second was another rework of the optics and the attachment system, completed with introduction of bayonets), deep changes pertaining to basic gameplay (base Failure Threshold raised to 6, Bullet-type damage now capable of opening wounds...) and most importantly, completely re-written Normal and Alternate missions, introduction of a new mission set; the Proxy missions, and re-written endgame endings. This comes with the usual bag of minor changes - new weapons, removal of unnecessary creatures, new Maze Customs offerings, and far, far more.&lt;br /&gt;
&lt;br /&gt;
* [[Guide:Changelog Archive#MzW Version 3 changes|Version 3]], introduced on February 10th 2014 - MazeWorld turned 3 years old at this point.&lt;br /&gt;
** [[Guide:Changelog Archive#Post-v3_updates|Several subsequent updates to v3]] - 15 in total, between February 15th and May 20th&lt;br /&gt;
* '''Community Requested Updates (CRU)''' - a 5-part series of multiple updates and revisions, introducing features requested by MazeWorld players.&lt;br /&gt;
** The Community Requested Updates started on May 25th 2014 with the release of the first part: [[Guide:Changelog Archive#May 25th 2014|CRU1]], with 7 subsequent revision updates - mostly minor changes. That update introduced features which have since been deprecated.&lt;br /&gt;
** The second part, [[Guide:Changelog Archive#July 2nd 2014|CRU2]], was released on July 2nd 2014, and introduced a completely new [[hunger]] and nutrition system based on '''kcal''' rather than percentage values. It was followed by 5 revisions, which also brought major changes and new features, such as the introduction of Trauma Plates, the [[Blood]] statistic, the introduction of a Pain Sensitivity statistic for non-human creatures, and a variety of minor content updates such as new items and encounters, and other minor changes.&lt;br /&gt;
** The third part, [[Guide:Changelog Archive#October 18th 2014|CRU3]], was released on October 18th 2014, which introduced introduced the Mines, the Jewelry Store, a complete revamping of the [[Bionic augmentations]] system, and an expansion of the Valuables category of items. It was not followed by any revisions.&lt;br /&gt;
** Immediately on the heels of CRU3, the next part, [[Guide:Changelog Archive#October 31st 2014|CRU4]], was released 13 days later on October 31st. It introduced a revamping of the [[Pain]] statistic, a major overhaul of the [[Poison]] system, introduced many medical-related changes (most important of which is the ability to receive multiple [[Wounds]] on a single limb), as well as new augmentations and new valuables, improving on what was introduced in CRU3. This update was not followed by any revisions.&lt;br /&gt;
** The final part, [[Guide:Changelog Archive#December 12th 2014|CRU5]], was introduced on December 12th 2014. It introduced finer weapon weight categories, '''Bayonets''' as a new category of [[weapon accessories]], the ability to [[Charging|Charge]], an expansion of the [[Cover]] mechanic, many changes to the [[Weapon accessory]] system overall, and a large amount of minor changes, most of which have affected the [[Maze Customs]]. This update was followed by a single revision, [[Guide:Changelog Archive#January 1st 2015|CRU5 revision 1]], introduced right on New Year 2015 (January 1st). The revision brought many new weapons into the game, new weapon accessories, 4 new calibers termed &amp;quot;rare calibers&amp;quot;, and plenty of other changes largely related to weapons, weapon customization and ammunition.&lt;br /&gt;
&lt;br /&gt;
= Opus Perfecta updates =&lt;br /&gt;
&lt;br /&gt;
Following the Community Requested Updates, updates continued appearing between the months of January and April, which were largely minor changes and fixes. During those months, the author started taking decisions pertaining to the game's future. It has been decided that MazeWorld needed to receive a last, but important array of new features and modifications in order to finalize its shape ; in other words, MazeWorld needed to be &amp;quot;completed&amp;quot; ; The author is wishing to prepare the game for release as a tabletop RPG, and to form the basis of a future video game.&lt;br /&gt;
&lt;br /&gt;
As such, he started the '''Opus Perfecta''' program: a roadmap of important features and changes which are planned out and developed before being slated for implementation. Much like the Community Requested Updates, they form a multi-part, large-scale series of updates, though this time, instead of introducing features requested by the community, he is introducing features to create a 'final' version of the game.&lt;br /&gt;
&lt;br /&gt;
That is not to say that the author wishes to stop working on MazeWorld, but merely that future updates should be restricted to minor ones, such as fixing errors, so that managing the game as a GM and bringing in more players - as well as ending a -very- long work-in-progress state.&lt;br /&gt;
&lt;br /&gt;
The author has also stated that once all Opus Perfecta updates have been released, the game will reach '''Version 4''' and will be considered complete, as far as the tabletop RPG format is concerned. After the release of each Opus Perfecta update, a Testing Period is subsequently started to test the new features, check their functionality, and if needed, introduce or prepare the introduction of further new changes or features as part of '''Testing Period Updates''' if such changes were found to be useful or necessary but were not originally part of the planned features on the Opus Perfecta roadmap.&lt;br /&gt;
&lt;br /&gt;
* The first part was simply referred to as [[Guide:Changelog Archive#May 9th 2015|Opus Perfecta part 1, or OP1]]. It introduced yet more new weapons, a balance on the full auto fire mode, a large amount of new [[clothing and armor]], and many related minor changes.&lt;br /&gt;
* The second part, [[Guide:Changelog Archive#May 9th 2015|OP2]], introduced an overhaul of melee combat and melee weapons, a complete revamp of the [[Leaderboards]], many new encounters in preparation for a future feature, the Inaccurate Hit and Combat Skills systems (which increased the difficulty of the game and introduced an element of skill leveling in the game), an overhaul of the Armor Class system, and the deletion of trap rooms, alongside related minor changes.&lt;br /&gt;
** Following OP2, 4 minor updates followed - largely minor changes.&lt;br /&gt;
* An intermediate series of updates then occurred, during [[Guide:Changelog Archive#July 17th 2015|Testing Period #2]] - nine such updates were implemented, the first of which on July 17th 2015, and the last of which on August 29th 2015. Among the most important changes introduced by those updates were changes to combat and damage, the introduction of value deprecation of weapons (Condition now directly affects the resale value of a weapon), the introduction of rags and rag crafting, improvements to the [[Hunting]] system, the introduction of a full limb damage map for non-human creatures, the introduction of melee weapon maintenance, and the complete revamp of the [[Startgame]].&lt;br /&gt;
&lt;br /&gt;
= Opus Perfecta part 3 =&lt;br /&gt;
&lt;br /&gt;
The third part of the Opus Perfecta updates (OP3) was intended to be released on the same model as the previous two. However, the scale and amount of features forced the author to go for a gradual introduction of each feature, one by one, as if they were their own independent updates.&lt;br /&gt;
&lt;br /&gt;
OP3 and the Testing Period #3 officially started on August 28th 2015, and officially ended on April 24th 2017 when '''Version 4''' was officially announced and released.&lt;br /&gt;
&lt;br /&gt;
== Opus Perfecta 3 updates ==&lt;br /&gt;
The list below details all of the features planned on the Opus Perfecta roadmap that have been subsequently released (prefixed with '''OP3''').&amp;lt;br/&amp;gt;&lt;br /&gt;
In between each of these updates are also listed the Testing Period #3 mini-updates, which introduced changes that were not planned, but have been introduced as a result of feature testing (prefixed with '''TP''').&lt;br /&gt;
&lt;br /&gt;
* '''OP3 p1''' (August 28th 2015): Even more new weapons, accessories, and 2 new calibers&lt;br /&gt;
* '''OP3 p2''' (September 12th 2015): Introduction of the Weapon Rarity system, which regulates the availability and commonality of all weapons in the game.&lt;br /&gt;
* '''OP3 p3''' (September 14th 2015): Nicknamed ''The Big One'', introduction of the most drastic update to the game introduced yet: the new room generation system (the [[Uncivilized Area]]), an all-new towns and settlements system (the [[Towns]]), and a few other minor changes.&lt;br /&gt;
** ''TP u1'' (September 22nd 2015): Minor changes pertaining to weapon accessories and bot commands.&lt;br /&gt;
** ''TP u2'' (October 6th 2015): Minor changes pertaining to the Weapon Rarity system.&lt;br /&gt;
** ''TP u3'' (October 17th 2015): Minor changes pertaining to gameplay mechanics, bionic augmentations, four new weapons, and the removal of the [[Maze Customs]] family of L-Frame revolvers, replaced by the Redhawk family.&lt;br /&gt;
** ''TP u4'' (October 21st 2015): Minor changes pertaining to the Maze Customs.&lt;br /&gt;
* '''OP3 p4''' (October 26th 2015): Introduction of the Reputation system, and more changes related to weapons and weapon accessories.&lt;br /&gt;
** ''TP u5'' (November 8th 2015): Minor changes related to encounters and the [[Inebriation]] statistic (introducing positive effects, to balance the negative effects of being drunk)&lt;br /&gt;
** ''TP u6'' (November 26th 2015): Nicknamed ''The .22 Long Rifle mini-update'', it introduced 10 new [[.22 Long Rifle]] firearms and new related Maze Customs services.&lt;br /&gt;
** ''TP u7'' (November 29th 2015): Nicknamed ''The Agility mini-update'', it introduced the [[Agility]] statistic.&lt;br /&gt;
** ''TP u8'' (December 1st 2015): Minor changes pertaining to [[Startgame]] ; which largely aimed at improving and streamlining the questions and their resulting effects. In addition, the questions related to species and constitution now affect starting natural statistics, further improving Startgame choices.&lt;br /&gt;
** ''TP u9'' (December 4th 2015): Nicknamed ''Wuxia'd in the face mini-update'', it introduced changes to the Initiative System statistic.&lt;br /&gt;
* '''OP3 p5''' (December 17th 2015, morning): Nicknamed ''The Meds Update part 1'', it introduced extensive changes to the effects of existing [[Medical aids|meds]] and [[addiction|addictions]].&lt;br /&gt;
** ''TP u10'' (December 17th 2015, evening): Two new [[.500 Magnum]] weapons.&lt;br /&gt;
** ''TP u11'' (December 31st 2015): 1 new caliber ([[.260 Remington]]), 4 new weapons, and minor changes pertaining to weapon accessories and [[Maze Customs]].&lt;br /&gt;
* '''OP3 p6''' (January 3rd 2016): Introduction of an all-new feature, [[Handloading]], which is the act of crafting ammunition. It introduced a variety of new items related to handloading, as well as many changes pertaining to ammunition, nomenclature of ammunition sold in shops, and changes to damage tables.&lt;br /&gt;
** ''TP u12'' (February 2nd 2016): Minor changes pertaining to roomstyles, [[Containers]], locks and lockpicking, and [[Towns]].&lt;br /&gt;
** ''TP u13'' (February 7th 2016): Nicknamed ''The grenade spam mini-update'', it introduced important changes to core gameplay mechanics, a completely remade list of [[Load-bearing equipment]], and other minor changes.&lt;br /&gt;
** ''TP u14'' (February 9th 2016): New shop delivery service to the bank vault, and reworked weapon skills, along with related minor changes.&lt;br /&gt;
** ''TP u15'' (February 25th 2016): ''The barrel length damage modifier mini-update'', which does as the name implies and affects weapon balance.&lt;br /&gt;
** ''TP u16'' (March 6th 2016): ''The noncombat skills mini-update'', which introduced a leveled skill system for 7 activities/skills in the game.&lt;br /&gt;
** ''TP u17'' (March 10th 2016): Nicknamed ''The Town Rep mini-update'', which introduced a new [[Towns]] feature (the Town Hall, as well as a town Mayor and an array of related subordinate jobs), and an improvement to the [[Reputation]] system with the introduction of individual Town Rep, which works alongside Faction Rep as a way to track the Contestant's standing within individual towns, including Neutral ones.&lt;br /&gt;
* '''OP3 p7''' (March 15th 2016): Introduction of an expanded backup calling system for many NPCs (and under the right circumstances, the Contestant as well).&lt;br /&gt;
** Assault waves were introduced during the above-mentioned update, but were subsequently scrapped on the first testing session that followed, deemed to be too distracting and too much of a departure from the game's spirit.&lt;br /&gt;
* '''OP3 p8''' (March 30th 2016): Introduction of three new statistics: [[Fatigue]], [[Stress]] and [[Hydration]], which improve and deepen the survival aspect of the Mazes. Introduction of the Meds Update part 2, which adapted all food items and all meds to the new statistics.&lt;br /&gt;
** ''TP u18'' (April 4th 2016): Minor changes pertaining to [[Pain]] and the [[Cardinal Amulets]].&lt;br /&gt;
** ''TP u19'' (April 29th 2016): Armor and Trauma plate modifications&lt;br /&gt;
** ''TP u20'' (May 29th 2016): Minor changes to NPC equipment&lt;br /&gt;
** ''TP u21'' (June 27th 2016): Minor changes related to weapons and weapon accessories&lt;br /&gt;
** ''TP u22'' (July 4th 2016): Independence Day Special gun update, and final Opus Perfecta testing period announcement&lt;br /&gt;
&lt;br /&gt;
'''Pre-v4 transitional period'''&lt;br /&gt;
* ''Pre-v4 update #1'' (September 7th 2016): Re-usable drinking containers&lt;br /&gt;
* ''Pre-v4 update #2'' (November 1st 2016): Changes to handloading projectiles (APX ammunition)&lt;br /&gt;
* '''Migration of the community to Discord (November 11th 2016)'''&lt;br /&gt;
* ''Pre-v4 update #3'' (November 17th 2016): '''Youkai species became playable''' + changes related to [[augmentations]]&lt;br /&gt;
* ''Pre-v4 update #4'' (December 2nd 2016): Changes related to [[Recoil]]&lt;br /&gt;
* ''Pre-v4 update #5'' (December 26th 2016): Changes to existing weapon accessories , and introduction of new gear (Sight magnifier, NVGs)&lt;br /&gt;
* ''Pre-v4 update #6'' (February 21st 2017): Several changes to general [[gameplay mechanics]], [[cover]], [[Maze Customs]] and others&lt;br /&gt;
* ''Pre-v4 update #7'' (March 14th 2017): Changes related to shotguns and shotgun ammunition&lt;br /&gt;
* ''Pre-v4 update #8'' (April 11th 2017): Minor changes related to [[Inebriation]] and [[Bank|banks]]&lt;br /&gt;
* ''Pre-v4 update #9'' (April 18th 2017): Weapon update of April 2017&lt;br /&gt;
* ''Pre-v4 update #10'' (April 22nd 2017): Great Buttstock Update (introduction of weapon stocks and related gameplay mechanics)&lt;br /&gt;
&lt;br /&gt;
= MazeWorld v4 =&lt;br /&gt;
&lt;br /&gt;
'''This is the current era!'''&lt;br /&gt;
&lt;br /&gt;
Following the successful migration of the MazeWorld community away from IRC and to Discord in November 2016, a temporary hiatus period was enacted, in order to finalize the last few transitional period updates, and ensure the function of the IRC-Discord bridge, which allows the Discord server to use the IRC bots.&lt;br /&gt;
&lt;br /&gt;
On '''April 24th 2017''', the hiatus was ended, the game was declared to have entered Version 4, and a brand new, Google Forms-based sign-up form was created to invite new and old players to sign up.&lt;br /&gt;
&lt;br /&gt;
At this point, the game was considered to be so close enough to complete, that the author thought any further updates to the game itself would be minor, and that the only expected major game updates would be the reintroduction of story and missions in the form of the new Quests.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, or rather, fortunately, these predictions turned incorrect, and many more game-changing updates have been introduced, with more still planned and on the way!&lt;br /&gt;
&lt;br /&gt;
You can see the full details of all changes introduced during v4 on the [[Guide:Changelog|Changelog]] page.&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/MazeWorld</id>
		<title>MazeWorld</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/MazeWorld"/>
				<updated>2024-01-14T19:24:22Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| ''Find us on:''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''''Join us:'''''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | ''[https://goo.gl/forms/oRe35bbgNsYCVU5M2 Contestant Sign-up form]''&lt;br /&gt;
|-&lt;br /&gt;
| '''IRC channels'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''irc.stormbit.net''', channels '''#MazeWorld''' and '''#MzWBeta'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Discord'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [https://discord.gg/sB2UFKg Access our Discord server here]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Welcome to the Mazes! =&lt;br /&gt;
Welcome to '''MazeWorld.net'''; the information resource base about '''MazeWorld''', a play-by-chat roleplaying game.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''We have now migrated away from this website to a new and improved wiki. Find it at http://mazeworld.net'''&lt;br /&gt;
&lt;br /&gt;
'''MazeWorld''' is the dystopian realm in which [[Contestant|you, the Contestant,]] must venture into. Taken away from your original homeworld and pitted into this realm, you will have to find your way in the Mazes, from the relatively safe [[Towns]] to the much more dangerous [[Uncivilized Area]] where abandoned ruins lie, monsters lurk, and loot awaits.&lt;br /&gt;
&lt;br /&gt;
In the Mazes, you will be able to find suitable [[Weapon|weapons]], appropriate [[Clothing and armor|clothing and armor]], and useful [[Food|items]] [[Medical aid|of]] [[Valuable|many]] [[Crafting|kinds]], in order to fend off all of the [[Encounters|menaces]] that will come in the way. You may also need to deal with the various battling Factions of the Mazes ; the human-only '''Maze Military''' fighting off against the uprising '''Youkai Activists''', the '''Law Enforcement''' chasing the '''Outlaws''', and the eternal bureaucratic competition between '''Heaven Ltd.''' and '''Hell Inc.'''&lt;br /&gt;
&lt;br /&gt;
Your primary objective is to retrieve the [[Cardinal Amulet|four Cardinal Amulets]] ; legendary artifacts rumored to have been forged by the Gods themselves. Those amulets are the key to reach the end and be granted your way back home; many of which are in the hands of powerful [[Factions]] who are aware of the importance of these artifacts. Create, improve, and perfect your loadout, improve your skills and abilities, work for - or against! - any faction of your choice in order to complete your objective, and reap the rewards - or the consequences - of your actions. Go as far as you can, leave as much of a mark as you wish to leave on the Mazes; but remember the most important thing: '''stay safe out there!'''&lt;br /&gt;
&lt;br /&gt;
So, Contestant, what's your next move?&lt;br /&gt;
&lt;br /&gt;
= Info =&lt;br /&gt;
&lt;br /&gt;
* Make sure to read and understand the [[Chat rules|rules]].&lt;br /&gt;
&lt;br /&gt;
* If you like the game, please consider [[Donations|making a donation]] to the author! The money will be used to provide more services and fund projects to make the game better and easier to reach to more players! We are also constantly writing and developing new features and content to help make the game richer and overall better to play and enjoy.&lt;br /&gt;
** [[Donations]] received and current finances&lt;br /&gt;
&lt;br /&gt;
* [[Meet the Staff]]; the people behind MazeWorld and the important figures.&lt;br /&gt;
&lt;br /&gt;
= Contribution board =&lt;br /&gt;
Do you want to help and contribute to the game? Did you do something MazeWorld related and you want to show us? Here is a list of activities that are available:&lt;br /&gt;
&lt;br /&gt;
* [[Artists wanted]] to help illustrate the articles. [[Fanworks]] are also appreciated!&lt;br /&gt;
* '''Suggestions''' are always read and welcome. Head on over to our IRC channel if you have an idea to improve or add to the game.&lt;br /&gt;
&lt;br /&gt;
= Main menu =&lt;br /&gt;
*Read the latest changes made to the game on the [[Guide:Changelog|Changelog]].&lt;br /&gt;
*Read a [[Special:Random|Random wiki page]].&lt;br /&gt;
&lt;br /&gt;
== Community ==&lt;br /&gt;
*[[Contestant|List of contestants]]&lt;br /&gt;
*[[Leaderboards]]&lt;br /&gt;
*[[Guide:Schedule|Scheduled games]]&lt;br /&gt;
*[[Guide:Logs|Logs of past games]]&lt;br /&gt;
&lt;br /&gt;
== Gameplay aspects ==&lt;br /&gt;
*[[Gameplay mechanics]]&lt;br /&gt;
*[[Statistics]]&lt;br /&gt;
*[[Abilities]]&lt;br /&gt;
*[[Room|Rooms]] and [[Miscellaneous rooms]]&lt;br /&gt;
*[[Secondary effect|Secondary effects]]&lt;br /&gt;
*[[Physio code]]&lt;br /&gt;
*[[Telephone network]]&lt;br /&gt;
&lt;br /&gt;
== Game content ==&lt;br /&gt;
*[[Towns]] and [[Uncivilized Area]]&lt;br /&gt;
*[[Weapon|Weapons]]&lt;br /&gt;
*[[Weapon accessory|Weapon accessories]]&lt;br /&gt;
*[[Ammunition]]&lt;br /&gt;
* Consumables: [[Food]], [[Medical aid|Medical aids]], [[Mushroom|Mushrooms]]&lt;br /&gt;
*[[Clothing and armor]]&lt;br /&gt;
*[[Bionic augmentations]]&lt;br /&gt;
*[[Valuable|Valuables]]&lt;br /&gt;
*[[Key Item|Key items]]&lt;br /&gt;
*[[Encounters]], [[Characters]] and [[Factions]]&lt;br /&gt;
*[[MAIM]] - Mercenary Agency in the Mazes&lt;br /&gt;
*[[Skills]] and Skill-related activities: [[Hunting]], [[Crafting]], [[Handloading]], [[Mining]], [[Bartering]], [[Repairing]], [[Lockpicking]]&lt;br /&gt;
*Repeatable jobs and activities: [[Trading Missions]], [[Mercenary Contracts]], [[Mining]]&lt;br /&gt;
*[[Maze Customs]]&lt;br /&gt;
*[[Supply crate|Supply crates]] and [[Containers]]&lt;br /&gt;
&lt;br /&gt;
== Storyline ==&lt;br /&gt;
*[[Startgame]]&lt;br /&gt;
*[[Quests]]&lt;br /&gt;
*[[Endgame]]&lt;br /&gt;
&lt;br /&gt;
== Meta ==&lt;br /&gt;
*[[Other topics]]&lt;br /&gt;
*[[Achievements]]&lt;br /&gt;
*[[Special events]]&lt;br /&gt;
&lt;br /&gt;
= What is MazeWorld? =&lt;br /&gt;
=== The realm ===&lt;br /&gt;
'''''It must be noted that the terms 'the Mazes', 'Mazeworld' and 'MazeWorld' are all valid references ot the name of the realm.'''''&lt;br /&gt;
&lt;br /&gt;
'''MazeWorld''' (also referred to as '''the Mazes''') itself is a strange realm, which is run by a creature who calls herself the [[Administrator]], and where the very notions of time, space and reality are distorted and different from our world; so much that it is arguable MazeWorld may exist in its very own plane of existence rather than in the 'Universe' (or universes). The realm itself is mainly composed of a seemingly endless amount rooms and areas, connected with each other using endless doors and accessways, with seldom access to wider, more open 'outside' areas simulating daytime and nighttime. Certain of these areas are organized into [[Towns]], forming populations and communities. The rest of the rooms form the [[Uncivilized Area]], with no coherent layout, and which seems to be a random and constantly shifting.&lt;br /&gt;
&lt;br /&gt;
According to the [[Administrator]], Mazeworld is &amp;quot;the world between all worlds, located in [[the Interloper]] of the Universes, through which anything that exists in any universe can come through&amp;quot;, which may explain the variety of creatures and items that can be encountered inside the Mazes, and how contestants may [[Startgame|end up here]] after their life in their respective homeworlds.&lt;br /&gt;
&lt;br /&gt;
More in-depth information about what can be found in the Mazes is detailed in the categories above.&lt;br /&gt;
&lt;br /&gt;
=== The game's history ===&lt;br /&gt;
&lt;br /&gt;
The game has formally existed since '''February 10th, 2011'''. Read the [[Timeline of Mazeworld]] to know more about the past of the project.&lt;br /&gt;
&lt;br /&gt;
MzW sessions are currently held by [[Tempest|the author]].&lt;br /&gt;
&lt;br /&gt;
The purpose of this wiki is to serve as an encyclopedia about the game, for the author's and the players' needs. We hope it will serve your interests as a player, and will pique the curiosity of those who aren't players yet.&lt;br /&gt;
&lt;br /&gt;
== Legal Notice ==&lt;br /&gt;
MazeWorld, MzW, the game concept, the files and event lists, the rules, the story, the characters and all related information and data (hereby referred to as 'MzW system'), at the specific exception of player characters and user-created content, are '''Copyright © 2008-2017 [[Tempest]], all rights reserved.''' You do not have the right to copy, reproduce, modify or claim ownership on parts or entirety of the MzW system, nor do you have the right use the MzW system or parts thereof, as-is or modified, in other games, without my express and written consent. Any mentions claiming that content or work written on this website is under GNU License 1.3 is to be considered invalid and untrue - these mentions are part of the wiki software and are to be ignored; the author has neither signed nor agreed, tacitly or implicitly, to release anything under GNU license.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please note that characters, backstories and other user-submitted content is only presented on this website for informational purposes; we do not claim copyright or ownership of the characters (or any material related to them), and they remain solely the intellectual property of their respective authors.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All other trademarks, brand names and other intellectual property referenced or named in the game that quite obviously isn't mine, are '''Copyright © to their respective owners.''' No weapon or gear manufacturer is affiliated with, or has sponsored, or endorsed this game. I claim no ownership on these trademarks, and are only used or named for realism, accuracy and flavor purposes. In particular, the representation of named and branded firearms, weapons and other items, is not to be construed as affiliation, sponsorship, or advertisement of these manufacturers or their products.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Duplication, reproduction, copying, any commercial use of the MzW system or any information on this wiki is strictly forbidden without my explicit consent.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Customs:Weapons</id>
		<title>Customs:Weapons</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Customs:Weapons"/>
				<updated>2020-02-29T16:13:41Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: /* Rechambering (Blackhawk) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapon customization services rely on the principle of '''weapon families''' - specific firearms belonging to the same family (typically they share the same base design) are eligible for extensive customization, due to innate design and/or popularity of the platform. There are '''11''' firearm families which can receive various types of modifications.&amp;lt;br/&amp;gt;&lt;br /&gt;
Firearms may also be customized visually - they simply serve to give a more unique description to the firearm, with the use of paint jobs and color schemes. Visual modifications can be done on any weapon, even if it doesn't belong to one of the Customs families, and bear no influence on the actual performance of the weapon.&lt;br /&gt;
&lt;br /&gt;
Each Customs family will be detailed, along with the customization options available in each.&lt;br /&gt;
&lt;br /&gt;
Workshops also produce and sell '''custom magazines and feeding devices''', for when the weapons produced at Customs necesitate a magazine or other feeding device which does not already exist on the market. A full event line list can be found at the bottom of this page. &lt;br /&gt;
* Each workshop has '''5 of each custom feeding device''' for sale.&lt;br /&gt;
&lt;br /&gt;
= 1911 Single Stack (1911SS) =&lt;br /&gt;
This semi-automatic pistol platform is based on the well-known 1911 design, which is most well known in its original iteration, the [[Colt M1911A1]] in .45 ACP. 1911SS pistols use a slim profile, a 5 inch barrel, and single-stack magazines. Though this platform may not be the most advanced or tactical, 1911SS pistols are praised for their high durability and reliability, ease of use, and ease of maintenance, and are primarily intended for people looking for the most dependable handguns possible.&lt;br /&gt;
&lt;br /&gt;
==== Stock 1911SS firearms ====&lt;br /&gt;
* [[Colt Delta Elite]]&lt;br /&gt;
* [[Colt M1911A1]]&lt;br /&gt;
* [[SIG Sauer 1911 Fastback Nightmare]]&lt;br /&gt;
&lt;br /&gt;
== Customization options (1911SS) ==&lt;br /&gt;
&lt;br /&gt;
All stock 1911SS pistols are Class 3, Weight 3.&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (1911SS) ===&lt;br /&gt;
Legacy calibers&lt;br /&gt;
* [[.357 SIG]] (Nightmare magazines)&lt;br /&gt;
* [[.45 ACP]] (Colt M1911A1 magazines)&lt;br /&gt;
* [[10mm Auto]] (Colt Delta Elite magazines)&lt;br /&gt;
Nonstandard calibers&lt;br /&gt;
* [[.40 S＆W]] (Nightmare magazines'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[.460 Rowland]] (Colt M1911A1 magazines'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[7.62x25mm Tokarev]] (Custom 1911SS Tokarev magazines, capacity 9 rounds)&lt;br /&gt;
* [[9x19mm Parabellum]] (Custom 1911SS 9mm magazines, capacity 9 rounds)&lt;br /&gt;
* [[9x25mm Dillon]] (Colt Delta Elite magazines'''&amp;lt;sup&amp;gt;/!\3&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[.22 Long Rifle]] (Custom 1911SS .22 magazines, capacity 10 rounds)&lt;br /&gt;
&lt;br /&gt;
Note: All &amp;quot;Custom&amp;quot; magazines for 1911SS pistols weigh 0.25 units empty (Size tier: Tiny).&amp;lt;br/&amp;gt; &lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''': 1911SS pistols chambered in .40 S&amp;amp;W can re-use the 1911 Fastback Nightmare's magazines, as .40 S&amp;amp;W and .357 SIG have the same base diameter, however be careful to note that .40 S&amp;amp;W pistols cannot shoot .357 SIG and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''': 1911SS pistols chambered in .460 Rowland can re-use M1911A1 magazines, as .460 Rowland and .45 ACP have similar dimensions, however be careful to note that .460 pistols cannot shoot .45 and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\3&amp;lt;/sup&amp;gt;''': 1911SS pistols chambered in 9mm Dillon can re-use the Colt Delta Elite's magazines, as 10mm Auto and 9x25mm Dillon have the same base diameter, however be careful to note that 10mm pistols cannot shoot 9mm Dillon and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Barrel (1911SS) ===&lt;br /&gt;
&lt;br /&gt;
'''Barrel length configurations'''&lt;br /&gt;
* ''Full-size'' configuration: 5 inch barrel. (Stock on M1911A1, Delta Elita and Fastback Nightmare)&lt;br /&gt;
* ''Longslide'' configuration: 7 inch barrel.&lt;br /&gt;
&lt;br /&gt;
'''Barrel porting''' &lt;br /&gt;
* Drills holes in the barrel and the slide of the weapon, which acts as an integrated muzzle brake of sorts. Provides the weapon with a natural [[Recoil]] -1 bonus. Does not preclude installing a proper muzzle brake for extra recoil reduction.&lt;br /&gt;
** WARNING: If your barrel is ported, the use of a silencer is possible but rendered useless - stealth shots are impossible with a ported barrel (the firearm is too loud).&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
=== Handgun optics (1911SS) ===&lt;br /&gt;
&lt;br /&gt;
'''Pistol RDS'''&lt;br /&gt;
* Drills and taps the slide to mount an '''integrated red dot sight''', designed for precision shooting.&lt;br /&gt;
&lt;br /&gt;
'''Pistol RFX'''&lt;br /&gt;
* Drills and taps the slide to mount an '''integrated reflex sight''', designed for competition shooting.&lt;br /&gt;
&lt;br /&gt;
'''Optics rail'''&lt;br /&gt;
* The frame is drilled and tapped, then mounted with an optics rail which sits above the slide, for mounting optics of the user's choice without losing the option to return to iron sights if desired. This installs a '''NATO-S optic mount''' on the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Shoulder stock modifications (1911SS) ===&lt;br /&gt;
'''Inglis Stock'''&lt;br /&gt;
* Attaches a fixed wooden stock to the pistol, transforming it into a short carbine.&lt;br /&gt;
** Weapon becomes '''Class 2.'''&lt;br /&gt;
** Weapon type becomes '''Conventional rifle'''.&lt;br /&gt;
** Stock type: S (Fixed) stock, allowing it to be shouldered.&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (1911SS) ===&lt;br /&gt;
&lt;br /&gt;
'''Railed frame''': The old frame is removed, replaced with a newer one with an accessory rail. Adds '''a Small light mount''' to the weapon.&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (1911SS) ===&lt;br /&gt;
&lt;br /&gt;
Base weapon weight for all stock 1911SS: Class 3 Weight 3.&lt;br /&gt;
* ''Longslide'': Weight tier +1&lt;br /&gt;
* ''Inglis Stock'': Weight tier +1&lt;br /&gt;
&lt;br /&gt;
=== Category changes notes (1911SS) ===&lt;br /&gt;
* If the weapon is equipped with an Inglis Stock, it is considered to be a '''Conventional rifle'''.&lt;br /&gt;
* All other configurations: '''Pistol'''.&lt;br /&gt;
&lt;br /&gt;
= 1911 Double Stack (1911DS) =&lt;br /&gt;
Operating on the same principle as the 1911SS platform, 1911DS are also semi-automatic pistols based on the 1911 design with the same barrel length of 5 inches, but this variant had to be differentiated due to their larger profile, allowing the use of larger magazines. Durable and reliable, though not as much as their 1911SS equivalents, the double stack platform more than makes up with nearly double standard magazine capacity.&lt;br /&gt;
&lt;br /&gt;
==== Stock 1911DS firearms ====&lt;br /&gt;
* [[Para Ordnance P-14.45]]&lt;br /&gt;
* [[Para Ordnance P-16.40]]&lt;br /&gt;
&lt;br /&gt;
== Customization options (1911DS) ==&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (1911DS) ===&lt;br /&gt;
Legacy calibers&lt;br /&gt;
* [[.40 S＆W]] (Para P-16 magazines)&lt;br /&gt;
* [[.45 ACP]] (Para P-14 magazines)&lt;br /&gt;
Nonstandard calibers&lt;br /&gt;
* [[.357 SIG]] (Para P-16 magazines'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[.460 Rowland]] (Para P-14 magazines'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[7.62x25mm Tokarev]] (Custom 1911DS Tokarev magazines, capacity 20 rounds)&lt;br /&gt;
* [[9x19mm Parabellum]] (Custom 1911DS 9mm magazines, capacity 20 rounds)&lt;br /&gt;
* [[10mm Auto]] (Custom 1911DS 10mm magazines, capacity 16 rounds)&lt;br /&gt;
* [[9x25mm Dillon]] (Custom 1911DS 10mm magazines'''&amp;lt;sup&amp;gt;/!\3&amp;lt;/sup&amp;gt;''', capacity 16 rounds)&lt;br /&gt;
&lt;br /&gt;
Note: All &amp;quot;Custom&amp;quot; magazines for 1911DS pistols weigh 0.5 units empty (Size tier: Small).&amp;lt;br/&amp;gt; &lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''': 1911DS pistols chambered in .357 SIG can re-use the Para P-16's magazines, as .40 S&amp;amp;W and .357 SIG have the same base diameter, however be careful to note that .40 S&amp;amp;W pistols cannot shoot .357 SIG and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''': 1911DS pistols chambered in .460 Rowland can re-use M1911A1 magazines, as .460 Rowland and .45 ACP have similar dimensions, however be careful to note that .460 pistols cannot shoot .45 and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\3&amp;lt;/sup&amp;gt;''': 1911DS pistols chambered in 9mm Dillon can re-use the Custom 1911DS 10mm magazines, as 10mm Auto and 9x25mm Dillon have the same base diameter, however be careful to note that 10mm pistols cannot shoot 9mm Dillon and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&lt;br /&gt;
&lt;br /&gt;
=== Barrel (1911DS) ===&lt;br /&gt;
&lt;br /&gt;
'''Barrel length configurations'''&lt;br /&gt;
* ''Full-size'' configuration: 5 inch barrel. Changes the weapon weight to 3 units. (Stock on Para P-14 and Para P-16)&lt;br /&gt;
* ''Longslide'' configuration: 7 inch barrel. Changes the weapon weight to 5 units.&lt;br /&gt;
&lt;br /&gt;
'''Barrel porting'''&lt;br /&gt;
* Drills holes in the barrel and the slide of the weapon, which acts as an integrated muzzle brake of sorts. Provides the weapon with a natural [[Recoil]] -1 bonus. Does not preclude installing a proper muzzle brake for extra recoil reduction.&lt;br /&gt;
** WARNING: If your barrel is ported, the use of a silencer is possible but rendered useless - stealth shots are impossible with a ported barrel (the firearm is too loud).&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
=== Handgun optics (1911DS) ===&lt;br /&gt;
&lt;br /&gt;
'''Pistol RDS'''&lt;br /&gt;
* Drills and taps the slide to mount an '''integrated red dot sight''', designed for precision shooting.&lt;br /&gt;
&lt;br /&gt;
'''Pistol RFX'''&lt;br /&gt;
* Drills and taps the slide to mount an '''integrated reflex sight''', designed for competition shooting.&lt;br /&gt;
&lt;br /&gt;
'''Optics rail'''&lt;br /&gt;
* The frame is drilled and tapped, then mounted with an optics rail which sits above the slide, for mounting optics of the user's choice without losing the option to return to iron sights if desired. This installs a '''NATO-S optic mount''' on the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Shoulder stock modifications (1911DS) ===&lt;br /&gt;
'''Inglis Stock'''&lt;br /&gt;
* Attaches a fixed wooden stock to the pistol, transforming it into a short carbine.&lt;br /&gt;
** Weapon becomes '''Class 2'''.&lt;br /&gt;
** Stock type: S (Fixed) stock, allowing it to be shouldered&lt;br /&gt;
** Combat skills: Now calls for relevant Rifle skills instead of Pistol skills.&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (1911DS) ===&lt;br /&gt;
&lt;br /&gt;
'''Railed frame''': The old frame is removed, replaced with a newer one with an accessory rail. Adds '''a Small light mount''' to the weapon.&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (1911DS) ===&lt;br /&gt;
&lt;br /&gt;
Base weapon weight for all stock 1911DS: Class 3 Weight 3.&lt;br /&gt;
* ''Longslide'': Weight tier +1&lt;br /&gt;
* ''Inglis Stock'': Weight tier +1&lt;br /&gt;
&lt;br /&gt;
=== Category changes notes (1911DS) ===&lt;br /&gt;
* If the weapon is equipped with an Inglis Stock, it is considered to be a '''Conventional rifle'''.&lt;br /&gt;
* All other configurations: '''Pistol'''.&lt;br /&gt;
&lt;br /&gt;
= Blackhawk =&lt;br /&gt;
The Blackhawk family is a single-action revolver platform based on the Ruger Blackhawk and its variants. Although single-action firearms are slower to use than double-action revolvers or pistols of any kind, they compensate with a wide offering of calibers, and unmatched durability and reliability, as is typical with heavy single-action revolvers. Built to withstand powerful loads such as [[.44 Magnum]] or [[.454 Casull]], there is almost no pistol caliber, bar rare exceptions, that the Blackhawk can't handle.&lt;br /&gt;
&lt;br /&gt;
==== Stock Blackhawk firearms ====&lt;br /&gt;
* [[Ruger Blackhawk]]&lt;br /&gt;
* [[Ruger Super Blackhawk]]&lt;br /&gt;
&lt;br /&gt;
== Customization options (Blackhawk) ==&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (Blackhawk) ===&lt;br /&gt;
Certain cartridges listed below are rimless. In single-action revolvers like the Blackhawk, such cartridges headspace on the case mouth, therefore a cylinder chambered for a rimless cartridge can only strictly accept that cartridge, even if a double-action revolver chambered in the same cartridge could accept it and shorter variants. This is why for example, a 10mm Auto cylinder in a Blackhawk can only accept 10mm Auto; a .40 S&amp;amp;W cartridge would fall some depth into the cylinder and could not be fired.&lt;br /&gt;
&lt;br /&gt;
Legacy calibers/cylinder configurations&lt;br /&gt;
* [[.30 Carbine]] (8 rounds)&lt;br /&gt;
* [[.44 Magnum]]/[[.44 Special]] or [[.44 Special]] alone (6 rounds)&lt;br /&gt;
Nonstandard calibers/cylinder configurations&lt;br /&gt;
* [[.30 Carbine]] (5, 6, 7 rounds)&lt;br /&gt;
* [[.38 Special]]/[[.357 Magnum]] or [[.38 Special]] alone (5, 6, 7, 8 rounds)&lt;br /&gt;
* [[.380 ACP]] (5, 6, 7, 8 rounds)&lt;br /&gt;
* [[.40 S＆W]] (5, 6, 7 rounds)&lt;br /&gt;
* [[.44 Magnum]]/[[.44 Special]] or [[.44 Special]] alone (5 rounds)&lt;br /&gt;
* [[.45 ACP]] (5, 6 rounds)&lt;br /&gt;
* [[.460 Rowland]] (5, 6 rounds)&lt;br /&gt;
* [[.45 Colt]]/[[.454 Casull]] or [[.45 Colt]] alone (5, 6 rounds)&lt;br /&gt;
* [[9x18mm Makarov]] (5, 6, 7, 8 rounds)&lt;br /&gt;
* [[9x19mm Parabellum]] (5, 6, 7, 8 rounds)&lt;br /&gt;
* [[10mm Auto]] (5, 6, 7 rounds)&lt;br /&gt;
* [[.22 Long Rifle]] (6, 8, 10 rounds)&lt;br /&gt;
&lt;br /&gt;
Where specified, a cylinder chambered for &amp;quot;&amp;lt;caliber&amp;gt; alone&amp;quot; instead of an equivalent double-caliber cylinder imparts a '''100 P$ reduction'''. See [[Customs:Pricing#Rechambering|this page]] for more details.&lt;br /&gt;
&lt;br /&gt;
Every possible combination of non-standard caliber and cylinder size has a corresponding speed strip with the relevant capacity.&amp;lt;br/&amp;gt;&lt;br /&gt;
The nomenclature is: &amp;quot;Custom ''&amp;lt;caliber&amp;gt;'' ''&amp;lt;capacity&amp;gt;''-round speed strip&amp;quot;.&amp;lt;br/&amp;gt;&lt;br /&gt;
Example: A Blackhawk customized with a 7-round 10mm Auto cylinder can be supplied with speed strips named: &amp;quot;Custom 10mm Auto 7-round speed strip&amp;quot;.&amp;lt;br/&amp;gt;&lt;br /&gt;
All speed strips weigh 0.25 empty.&lt;br /&gt;
&lt;br /&gt;
=== Barrel (Blackhawk) ===&lt;br /&gt;
'''Barrel length configurations'''&lt;br /&gt;
* ''Snub-nose'' configuration: 2.5 inch barrel. Changes the weapon weight to 2 units.&lt;br /&gt;
* ''Vaquero'' configuration: 4.62 inch barrel. Changes the weapon weight to 3 units.&lt;br /&gt;
* ''Blackhawk'' configuration: 7.5 inch barrel. Changes the weapon weight to 5 units. (Standard on Ruger Blackhawk and Super Blackhawk)&lt;br /&gt;
* ''Long barrel'' configuration: 10.5 inch barrel. Changes the weapon weight to 5 units.&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
=== Handgun optics (Blackhawk) ===&lt;br /&gt;
&lt;br /&gt;
'''Blackhawk Sniper'''&lt;br /&gt;
* Installs an '''integrated 2x power scope''' on the weapon.&lt;br /&gt;
** Compatible only with ''Blackhawk'' and ''Long barrel'' configurations.&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (Blackhawk) ===&lt;br /&gt;
&lt;br /&gt;
'''Laser grip'''&lt;br /&gt;
* Installs an '''integrated laser sight''' on the weapon. Accepts WL2 batteries, has a battery life of 100 turns.&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (Blackhawk) ===&lt;br /&gt;
&lt;br /&gt;
Weapon Weight depends on the length of the barrel. See ''Barrel (Blackhawk)'' for more details.&lt;br /&gt;
&lt;br /&gt;
= Redhawk =&lt;br /&gt;
The Redhawk family is a platform of revolvers, based on the Ruger Redhawk and its variants. Where the Blackhawks are the single-action cousins, the Redhawks are double-action. Redhawks may not have the extreme durability and reliability of their SA cousins, but they make up for it by having the same diverse selection of rechambering options, and of course, the main traits of a DA revolver: faster reloads and faster follow-up shots.&lt;br /&gt;
&lt;br /&gt;
==== Stock Redhawk firearms ====&lt;br /&gt;
* [[Ruger Redhawk]]&lt;br /&gt;
* [[Ruger Super Redhawk]]&lt;br /&gt;
* [[Ruger Super Redhawk Alaskan]]&lt;br /&gt;
&lt;br /&gt;
== Customization options (Redhawk) ==&lt;br /&gt;
&lt;br /&gt;
All stock Redhawk revolvers are Class 3, with variable weights:&lt;br /&gt;
* Redhawk, Super Redhawk: Weight 5 (7.5 inch barrel)&lt;br /&gt;
* Super Redhawk Alaskan: Weight 3 (2.5 inch barrel)&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (Redhawk) ===&lt;br /&gt;
Legacy calibers/cylinder configurations&lt;br /&gt;
* [[.454 Casull]]/[[.45 Colt]], or [[.45 Colt]] alone (6 rounds)&lt;br /&gt;
&lt;br /&gt;
Nonstandard calibers/cylinder configurations&lt;br /&gt;
* '''RL''' [[.30 Carbine]] (5, 6, 7, 8 rounds)&lt;br /&gt;
* [[.38 Special]]/[[.357 Magnum]], or [[.38 Special]] alone (5, 6, 7, 8 rounds)&lt;br /&gt;
* '''RL''' [[.380 ACP]] (5, 6, 7, 8 rounds)&lt;br /&gt;
* '''RL''' [[ .40 S＆W]]/[[10mm Auto]] (5, 6, 7 rounds)&lt;br /&gt;
* [[.44 Magnum]]/[[.44 Special]] or [[.44 Special]] alone (5, 6 rounds)&lt;br /&gt;
* '''RL''' [[.45 ACP]]/[[.460 Rowland]] ''(+ .454 Casull/.45 Colt or .45 Colt alone)'' (5, 6 rounds)&lt;br /&gt;
* [[.454 Casull]]/[[.45 Colt]] or [[.45 Colt]] alone (5 rounds)&lt;br /&gt;
* '''RL''' [[9x18mm Makarov]] (5, 6, 7, 8 rounds)&lt;br /&gt;
* '''RL''' [[9x19mm Parabellum]] (5, 6, 7, 8 rounds)&lt;br /&gt;
* [[.22 Long Rifle]] (6, 8, 10 rounds)&lt;br /&gt;
 &lt;br /&gt;
Where specified, a cylinder chambered for &amp;quot;&amp;lt;caliber&amp;gt; alone&amp;quot; instead of an equivalent double-caliber cylinder imparts a '''100 P$ reduction'''. See [[Customs:Pricing#Rechambering|this page]] for more details.&lt;br /&gt;
&lt;br /&gt;
Certain options in the list above are preceded with a '''RL''': this denotes the calibers listed are '''r'''im'''l'''ess, and the cylinder is cut to accept '''moonclips''', which will be supplied instead of speedloaders. Calibers listed between parentheses indicate that if a moonclip isn't inserted into the cylinder, the gun can still accept ammunition of the listed calibers (which are ''rimmed''). If a choice is presented, the customer will be asked which he/she prefers at no extra charge.&lt;br /&gt;
* The only practical difference between a speedloader and a moonclip is that a moonclip is inserted into the gun (like a magazine in a semi-automatic), while a speedloader empties the rounds it holds into the gun then returns to the inventory. Keep this in mind for inventory management.&lt;br /&gt;
* '''Note:''' Rimless cartridges require the presence of a moonclip, and rimmed cartridges require the '''absence''' of a moonclip. It is impossible mix and match rimless and rimmed ammunition in the same cylinder.&lt;br /&gt;
&lt;br /&gt;
Every possible combination of non-standard caliber and cylinder size has a corresponding speedloader or moonclip.&amp;lt;br/&amp;gt;&lt;br /&gt;
The nomenclature is: &amp;quot;Custom Redhawk ''&amp;lt;caliber&amp;gt;'' ''&amp;lt;capacity&amp;gt;''-round &amp;lt;speedloader/moonclip&amp;gt;&amp;quot;.&amp;lt;br/&amp;gt;&lt;br /&gt;
Example: A Redhawk customized with a 6-round .30 Carbine cylinder can be supplied with moonclips named: &amp;quot;Custom .30 Carbine 6-round moonclip&amp;quot;.&amp;lt;br/&amp;gt;&lt;br /&gt;
All speedloaders and moonclips weigh 0.25 empty.&lt;br /&gt;
&lt;br /&gt;
=== Barrel (Redhawk) ===&lt;br /&gt;
'''Barrel length configurations'''&lt;br /&gt;
* ''Alaskan'' configuration: 2.5 inch barrel. Changes the weapon weight to 2 units. (Standard on Ruger Super Redhawk Alaskan)&lt;br /&gt;
* ''Combat'' configuration: 4.22 inch barrel. Changes the weapon weight to 3 units.&lt;br /&gt;
* ''Redhawk'' configuration: 7.5 inch barrel. Changes the weapon weight to 5 units. (Standard on Ruger Redhawk and Super Redhawk)&lt;br /&gt;
* ''Long barrel'' configuration: 9.5 inch barrel. Changes the weapon weight to 5 units, enables compatibility with the Redhawk Sniper option (see below).&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
=== Handgun optics (Redhawk) ===&lt;br /&gt;
&lt;br /&gt;
'''Redhawk Sniper'''&lt;br /&gt;
* Installs an '''integrated 2x power scope''' on the weapon.&lt;br /&gt;
** Only compatible with ''Long barrel'' configuration.&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (Redhawk) ===&lt;br /&gt;
&lt;br /&gt;
'''Laser grip'''&lt;br /&gt;
* Installs an '''integrated laser sight''' on the weapon. Accepts WL2 batteries, has a battery life of 100 turns.&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (Redhawk) ===&lt;br /&gt;
&lt;br /&gt;
Weapon Weight depends on the length of the barrel. See ''Barrel (Redhawk)'' for more details.&lt;br /&gt;
&lt;br /&gt;
= Glock-SF = &lt;br /&gt;
The Glock family of semi-automatic handguns is represented in the Maze Customs in two distinct families: Glock Short Frame (Glock-SF) and Glock Large Frame (Glock-LF). At the exception of the compact-size, straight blowback [[Glock 25]] and the so-called subcompacts or &amp;quot;Baby Glocks&amp;quot; (models 26, 27, 28, 29, 30, and 33), all of the full-size Glocks in the Mazes are found in those two families. Reputed for being lightweight, sturdy pistols with exceptional resistance to abuse, the capacity to function even in the direst of environments, they are part of the Customs family as the semi-automatic pistol platform which may receive an extreme variety of modifications, up and including to the highly popular, [[Glock 18C|Glock 18]]-derived auto sear, which allows the weapon to function as a machine pistol.&lt;br /&gt;
&lt;br /&gt;
The Glock Short Frame family is named as such because it designates Glock pistols built on the frame and slide size specifications of the original [[Glock 17]], chambered in 9x19mm and with a 4.48 inch barrel.&lt;br /&gt;
&lt;br /&gt;
==== Stock Glock-SF firearms ====&lt;br /&gt;
* [[Glock 17]]&lt;br /&gt;
* [[Glock 18C]]&lt;br /&gt;
* [[Glock 22]]&lt;br /&gt;
* [[Glock 31]]&lt;br /&gt;
&lt;br /&gt;
== Customization options (Glock-SF) ==&lt;br /&gt;
&lt;br /&gt;
All stock Glock pistols are Class 3, Weight 3.&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (Glock-SF) ===&lt;br /&gt;
Legacy calibers&lt;br /&gt;
* [[.357 SIG]] (Glock .40/.357 15-round magazines '''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''') (Custom Glock .40/.357 30-round magazines)&lt;br /&gt;
* [[.40 S＆W]] (Glock .40/.357 15-round magazines '''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''') (Custom Glock .40/.357 30-round magazines)&lt;br /&gt;
* [[9x19mm Parabellum]] (Glock 9mm magazines)&lt;br /&gt;
Nonstandard calibers&lt;br /&gt;
* [[.32 ACP]] (Custom Glock .32 19-round magazine) (Custom Glock .32 38-round magazine)&lt;br /&gt;
* [[.380 ACP]] (Custom Glock .380 17-round magazines '''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''') (Custom Glock .380 30-round magazines '''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[9x18mm Makarov]] (Custom Glock-Mak magazines, capacity 17 and 33 rounds)&lt;br /&gt;
* [[.22 Long Rifle]] (Custom Glock-SF .22 magazines, capacity 10 rounds)&lt;br /&gt;
&lt;br /&gt;
Note: All &amp;quot;Custom&amp;quot; magazines for Glock-SF pistols weigh 0.5 units empty (Size tier: Small).&amp;lt;br/&amp;gt;&lt;br /&gt;
Note 2: Not all Glock magazines may fit in a Glock-SF pistol, even if the caliber is correct; check the event line of your magazine in case it is only compatible with one weapon (e.g. Glock 9mm 10-round magazine -&amp;gt; &amp;quot;Only compatible with Glock 26&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''': Glock-SF pistols chambered in .357 SIG or .40 S&amp;amp;W use the same magazines, as .40 S&amp;amp;W and .357 SIG have the same base diameter, however be careful to note that .40 S&amp;amp;W pistols cannot shoot .357 SIG and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''': Custom Glock .380 magazines are compatible with the Glock 25, but the original Glock 25 magazines are not compatible with any Glock-SF chambered in .380 ACP ; they are too short and simply do not fit.&lt;br /&gt;
&lt;br /&gt;
=== Barrel (Glock-SF) ===&lt;br /&gt;
&lt;br /&gt;
'''Barrel porting''' &lt;br /&gt;
* Drills holes in the barrel and the slide of the weapon, which acts as an integrated muzzle brake of sorts. Provides the weapon with a natural [[Recoil]] -1 bonus. Does not preclude installing a proper muzzle brake for extra recoil reduction.&lt;br /&gt;
** Note: The [[Glock 18C]] comes standard with a ported barrel.&lt;br /&gt;
** WARNING: If your barrel is ported, mounting a silencer remains possible but '''rendered useless''' - stealth shots are impossible with a ported barrel (the firearm is too loud).&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
'''Barrel length configurations'''&lt;br /&gt;
* ''Full-size'' configuration: 4.48 inch barrel mated to a standard sized slide. (Stock on Glock 17, Glock 18C, Glock 22, Glock 31)&lt;br /&gt;
* ''Competition'' configuration: 9 inch barrel mated to a 17L sized slide. Ideal for competition or hunting.&lt;br /&gt;
&lt;br /&gt;
=== Handgun optics (Glock-SF) ===&lt;br /&gt;
&lt;br /&gt;
'''Pistol RDS'''&lt;br /&gt;
* Drills and taps the slide to mount an '''integrated red dot sight''', designed for precision shooting.&lt;br /&gt;
&lt;br /&gt;
'''Pistol RFX'''&lt;br /&gt;
* Drills and taps the slide to mount an '''integrated reflex sight''', designed for competition shooting.&lt;br /&gt;
&lt;br /&gt;
'''Scope rail mount'''&lt;br /&gt;
* Attaches a special accessory rail to the weapon, for mounting optics of the user's choice without losing the option to return to iron sights if desired. This installs a '''NATO-S optic mount''' on the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Fire selectors (Glock-SF) ===&lt;br /&gt;
'''Semi/Full selector switch'''&lt;br /&gt;
* This service installs a selector switch on the slide, allowing the user to choose between semi-automatic and fully-automatic fire.&lt;br /&gt;
** Note: The [[Glock 18C]] comes standard with this switch.&lt;br /&gt;
&lt;br /&gt;
=== Shoulder stock modifications (Glock-SF) ===&lt;br /&gt;
'''Glock Stock'''&lt;br /&gt;
* Attaches a retractable wire stock to the pistol, transforming it into a short carbine.&lt;br /&gt;
** Weapon becomes Class 2.&lt;br /&gt;
** Stock type: RS (Retractable) stock, allowing it to be shouldered&lt;br /&gt;
** Combat skills: Now calls for relevant Rifle skills instead of Pistol skills.&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (Glock-SF) ===&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (Glock-SF) ===&lt;br /&gt;
&lt;br /&gt;
Base weapon weight for all stock Glock-SF: Class 3 Weight 3.&lt;br /&gt;
* ''Competition barrel'': Weight tier +1&lt;br /&gt;
* ''Glock Stock'': Weight tier +1&lt;br /&gt;
&lt;br /&gt;
=== Category changes notes (Glock-SF) ===&lt;br /&gt;
* If the weapon is equipped with both a Semi/Full selector switch and a Glock Stock, it is considered to be a '''Submachine gun'''.&lt;br /&gt;
* If the weapon is equipped with a Semi/Full selector switch alone, it is considered to be an '''Auto pistol'''.&lt;br /&gt;
* If the weapon is equipped with a Glock Stock alone, it is considered to be a '''Conventional rifle'''.&lt;br /&gt;
* All other configurations: '''Pistol'''.&lt;br /&gt;
&lt;br /&gt;
= Glock-LF = &lt;br /&gt;
The Glock family of semi-automatic handguns is represented in the Maze Customs in two distinct families: Glock Short Frame (Glock-SF) and Glock Large Frame (Glock-LF). At the exception of the straight blowback [[Glock 25]] and the so-called subcompacts or &amp;quot;Baby Glocks&amp;quot; (models 26, 27, 28, 29, 30, and 33), all of the full-size Glocks in the Mazes are found in those two families. Reputed for being lightweight, sturdy pistols with exceptional resistance to abuse, the capacity to function even in the direst of environments, they are part of the Customs family as the semi-automatic pistol platform which may receive an extreme variety of modifications, up and including to the highly popular, [[Glock 18C|Glock 18]]-derived auto sear, which allows the weapon to function as a machine pistol.&lt;br /&gt;
&lt;br /&gt;
The Glock Large Frame family is named as such because it designates Glock pistols built on the frame and slide size specifications of the [[Glock 20]], with a 4.6 inch barrel, specially designed to accomodate for the long 10mm Auto cartridge. From the Glock 20 was derived the [[Glock 21]], its .45 ACP variant, because the .45 ACP cartridge was unsuitable for use in the Small Frame platform. As such, the Glock-LF is tailored for longer pistol cartridges, and larger calibers.&lt;br /&gt;
&lt;br /&gt;
==== Stock Glock-LF firearms ====&lt;br /&gt;
* [[Glock 20]]&lt;br /&gt;
* [[Glock 21]]&lt;br /&gt;
&lt;br /&gt;
== Customization options (Glock-LF) ==&lt;br /&gt;
&lt;br /&gt;
All stock Glock pistols are Class 3, Weight 3.&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (Glock-LF) ===&lt;br /&gt;
Legacy calibers&lt;br /&gt;
* [[.45 ACP]] (Glock .45 magazines)&lt;br /&gt;
* [[10mm Auto]] (Glock 10mm magazines)&lt;br /&gt;
Nonstandard calibers&lt;br /&gt;
* [[.460 Rowland]] (Glock .45 magazines'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[7.62x25mm Tokarev]] (Custom Glock Tok magazines, capacity 15 and 30 rounds)&lt;br /&gt;
* [[9x25mm Dillon]] (Glock 10mm magazines, Custom Glock 10mm magazines, capacity 30 rounds'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[.22 Long Rifle]] (Custom Glock-LF .22 magazines, capacity 10 rounds)&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''': Glock-LF pistols chambered in .460 Rowland can re-use Glock 21/Kriss magazines, as .460 Rowland and .45 ACP have similar dimensions, however be careful to note that .460 pistols cannot shoot .45 and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''': Glock-LF pistols chambered in 9mm Dillon can re-use Glock 20 and custom Glock-LF 10mm magazines, as 10mm Auto and 9x25mm Dillon have the same base diameter, however be careful to note that 10mm pistols cannot shoot 9mm Dillon and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&lt;br /&gt;
&lt;br /&gt;
Note: All &amp;quot;Custom&amp;quot; magazines for Glock-LF pistols weigh 0.5 units empty (Size tier: Small).&amp;lt;br/&amp;gt;&lt;br /&gt;
Note 2: Not all Glock magazines may fit in a Glock-LF pistol, even if the caliber is correct; check the event line of your magazine in case it is only compatible with one weapon (e.g. Glock .45 10-round magazine -&amp;gt; &amp;quot;Only compatible with Glock 30&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
=== Barrel (Glock-LF) ===&lt;br /&gt;
&lt;br /&gt;
'''Barrel porting''' &lt;br /&gt;
* Drills holes in the barrel and the slide of the weapon, which acts as an integrated muzzle brake of sorts. Provides the weapon with a natural [[Recoil]] -1 bonus. Does not preclude installing a proper muzzle brake for extra recoil reduction.&lt;br /&gt;
** WARNING: If your barrel is ported, the use of a silencer is possible but rendered useless - stealth shots are impossible with a ported barrel (the firearm is too loud).&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
'''Barrel length configurations'''&lt;br /&gt;
* ''Full-size'' configuration: 4.6 inch barrel mated to a standard sized slide. (Stock on Glock 20, Glock 21)&lt;br /&gt;
* ''Competition'' configuration: 9 inch barrel mated to a 17L sized slide. Ideal for competition or hunting.&lt;br /&gt;
&lt;br /&gt;
=== Handgun optics (Glock-LF) ===&lt;br /&gt;
&lt;br /&gt;
'''Pistol RDS'''&lt;br /&gt;
* Drills and taps the slide to mount an '''integrated red dot sight''', designed for precision shooting.&lt;br /&gt;
&lt;br /&gt;
'''Pistol RFX'''&lt;br /&gt;
* Drills and taps the slide to mount an '''integrated reflex sight''', designed for competition shooting.&lt;br /&gt;
&lt;br /&gt;
'''Scope rail mount'''&lt;br /&gt;
* Attaches a special accessory rail to the weapon, for mounting optics of the user's choice without losing the option to return to iron sights if desired. This installs a '''NATO-S optic mount''' on the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Fire selectors (Glock-LF) ===&lt;br /&gt;
'''Semi/Full selector switch'''&lt;br /&gt;
* This service installs a selector switch on the slide, allowing the user to choose between semi-automatic and fully-automatic fire.&lt;br /&gt;
&lt;br /&gt;
=== Shoulder stock modifications (Glock-LF) ===&lt;br /&gt;
'''Glock Stock'''&lt;br /&gt;
* Attaches a retractable wire stock to the pistol, transforming it into a short carbine.&lt;br /&gt;
** Weapon becomes Class 2.&lt;br /&gt;
** Stock type: RS (Retractable) stock, allowing it to be shouldered&lt;br /&gt;
** Combat skills: Now calls for relevant Rifle skills instead of Pistol skills.&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (Glock-LF) ===&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (Glock-LF) ===&lt;br /&gt;
&lt;br /&gt;
Base weapon weight for all stock Glock-LF: Class 3 Weight 3.&lt;br /&gt;
* ''Competition barrel'': Weight tier +1&lt;br /&gt;
* ''Glock Stock'': Weight tier +1&lt;br /&gt;
&lt;br /&gt;
=== Category changes notes (Glock-LF) ===&lt;br /&gt;
* If the weapon is equipped with both a Semi/Full selector switch and a Glock Stock, it is considered to be a '''Submachine gun'''.&lt;br /&gt;
* If the weapon is equipped with a Semi/Full selector switch alone, it is considered to be an '''Auto pistol'''.&lt;br /&gt;
* If the weapon is equipped with a Glock Stock alone, it is considered to be a '''Conventional rifle'''.&lt;br /&gt;
* All other configurations: '''Pistol'''.&lt;br /&gt;
&lt;br /&gt;
= MP5 =&lt;br /&gt;
As the fan favorite submachine gun family in the Mazes, loved and favored by many, the MP5 is available in the Customs as the full-size submachine gun platform, with all of the renowned advantages that made the MP5 famous. With unmatched durability and reliability, various customization options, and of course, the submachine gun's ever-popular compatibility with accessories, this Customs family is one of the most popular, and a fan favorite of many Class 2 weapon enthusiasts. The family is based on the original 9mm model, the MP5A3 with 8.9 inch barrel. Only the compact [[Heckler ＆ Koch MP5K|MP5K]] is not included in this family as it is not a full-size variant.&lt;br /&gt;
&lt;br /&gt;
==== Stock MP5 firearms ====&lt;br /&gt;
* [[Heckler ＆ Koch MP5A3]]&lt;br /&gt;
* [[Heckler ＆ Koch MP5/10A3]]&lt;br /&gt;
* [[Heckler ＆ Koch MP5/40A2]]&lt;br /&gt;
&lt;br /&gt;
== Customization options (MP5) ==&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (MP5) ===&lt;br /&gt;
Legacy calibers&lt;br /&gt;
* [[.40 S＆W]] (MP5 10mm/.40 magazines'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''') &lt;br /&gt;
* [[9x19mm Parabellum]] (MP5 9mm magazines)&lt;br /&gt;
* [[10mm Auto]] (MP5 10mm/.40 magazines'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''') &lt;br /&gt;
Nonstandard calibers&lt;br /&gt;
* [[.357 SIG]] (MP5 10mm/.40 magazines'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[.45 ACP]] (M3 Grease Gun magazines)&lt;br /&gt;
* [[.460 Rowland]] (M3 Grease Gun magazines'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[7.62x25mm Tokarev]] (PPS-43 magazines)&lt;br /&gt;
* [[9x25mm Dillon]] (MP5 10mm/.40 magazines'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[.22 Long Rifle]] (Custom MP5/22 magazines, capacity 25 rounds)&lt;br /&gt;
&lt;br /&gt;
Note: All &amp;quot;Custom&amp;quot; magazines for MP5s weigh 0.5 units empty (Size tier: Small).&amp;lt;br/&amp;gt; &lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''': MP5/10s, MP5/40s and MP5s chambered in 9x25mm Dillon and .357 SIG can all use the same MP5 10mm/.40 magazines, due to all four calibers having the same base diameter. However, please be careful and understand that &amp;quot;same magazine&amp;quot; does not mean &amp;quot;interchangeable ammunition&amp;quot;; always load your weapon with the caliber it is chambered for. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''': MP5s chambered in .460 Rowland can re-use M3 Grease Gun magazines, as .460 Rowland and .45 ACP have similar dimensions, however be careful to note that .460 caliber MP5s cannot shoot .45 and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Barrel (MP5) ===&lt;br /&gt;
&lt;br /&gt;
'''MP5 Sound Dampened (MP5SD) system'''&lt;br /&gt;
* Removes the standard barrel with 3-lug system, and instead installs the '''MP5SD barrel''': a 5.7 inch barrel, integrally suppressed and ported, for the effects and benefits of both silencer and muzzle brake without the disadvantages of porting (which normally render silencers useless).&lt;br /&gt;
** Effects: Silencer(Integrated), Muzzle brake(Integrated).&lt;br /&gt;
&lt;br /&gt;
'''HK94 long barrel'''&lt;br /&gt;
* Removes the standard 8.9 inch barrel, and replaces it with a 16.9 inch '''HK94 long barrel'''. The barrel is capped with a 3-lug system, making it just as compatible with 3-lug muzzle accessories as the standard barrel. This barrel increases the weapon Weight by one tier, but allows for a greater damage output.&lt;br /&gt;
** Compatibility: Same as standard barrel (3-lug mount)&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
=== Fire selector configurations (MP5) ===&lt;br /&gt;
* Semi-auto only&lt;br /&gt;
* Semi/Full (Standard on MP5A3, MP5/40A2 and MP5/10A3)&lt;br /&gt;
* Semi/Burst2/Full&lt;br /&gt;
* Semi/Burst3/Full&lt;br /&gt;
&lt;br /&gt;
Cosmetic variants:&lt;br /&gt;
* Semi-auto only&lt;br /&gt;
** 0-1 trigger group (numbers ; 0 meaning &amp;quot;Safe&amp;quot;, 1 meaning &amp;quot;Semi&amp;quot;)&lt;br /&gt;
** Navy trigger group (pictograms representing each fire mode)&lt;br /&gt;
* Semi/Full&lt;br /&gt;
** SEF trigger group (letters, which are German initials referring to &amp;quot;Safe&amp;quot;, &amp;quot;Semi&amp;quot; and &amp;quot;Auto&amp;quot; respectively)&lt;br /&gt;
** Navy trigger group (pictograms representing each fire mode)&lt;br /&gt;
* Semi/Burst2/Full or Semi/Burst3/Full&lt;br /&gt;
** Navy trigger group (pictograms representing each fire mode)&lt;br /&gt;
&lt;br /&gt;
=== Receiver configurations (MP5) ===&lt;br /&gt;
&lt;br /&gt;
'''Original'''&lt;br /&gt;
* The default MP5 receiver, which has a '''short HK claw optic mount [HK-S]'''. Default on MP5A3, MP5/40A2, MP5/10A3.&lt;br /&gt;
&lt;br /&gt;
'''Railed'''&lt;br /&gt;
* An optic rail is mounted on the original claw optic mount, which replaces the HK-S optic mount with a '''short NATO rail mount [NATO-S]'''.&lt;br /&gt;
&lt;br /&gt;
=== Handguard configurations (MP5) ===&lt;br /&gt;
&lt;br /&gt;
'''Smooth'''&lt;br /&gt;
* The default MP5 handguard, without frills.&lt;br /&gt;
** Cosmetics options: Slimline handguard, Tropical handguard (default on MP5A3, MP5/40A2, MP5/10A3)&lt;br /&gt;
&lt;br /&gt;
'''Quad rails'''&lt;br /&gt;
* A handguard with quad rails, perfect for mounting extra accessories of the user's choice. The weapon gains two Large light mounts (LRail-L) and a Long underbarrel interface (URail-L).&lt;br /&gt;
&lt;br /&gt;
'''Surefire forend'''&lt;br /&gt;
* A handguard with provisions for an integrated light.&lt;br /&gt;
** Compatibility: Installs an integrated '''Surefire 628''' weaponlight, proprietary to this handguard.&lt;br /&gt;
** Properties of the Surefire 628: Max life 200 turns, Soft light.&lt;br /&gt;
** Nomenclature, full battery: ''LRail[S628,100%](I)''&lt;br /&gt;
&lt;br /&gt;
=== Shoulder stock modifications (MP5) ===&lt;br /&gt;
&lt;br /&gt;
All modifications do not change weapon Weight, except ''No stock (N)'', which permanently decreases Weight Tier by 1.&lt;br /&gt;
&lt;br /&gt;
'''Fixed stock (S)'''&lt;br /&gt;
* Installs a S stock to the weapon. The solid, fixed stock maximizes accuracy and stability, but does not allow the user to shorten the weapon when needed.&lt;br /&gt;
&lt;br /&gt;
'''Retractable stock (RS)'''&lt;br /&gt;
* Installs a RS stock to the weapon, allowing the user to choose between a full-length submachine gun with the stock open, or a more compact firearm with the stock retracted.&lt;br /&gt;
&lt;br /&gt;
'''Folding stock (FS)'''&lt;br /&gt;
* Installs a FS stock to the weapon, allowing the user to choose between a full-length submachine gun with the stock open, or a very compact firearm with the stock folded.&lt;br /&gt;
&lt;br /&gt;
'''No stock (N)'''&lt;br /&gt;
* Removes the stock from the weapon, replacing it with an endcap. Although it shortens the weapon to the maximum possible extent, it is the least accurate of configurations.&lt;br /&gt;
&lt;br /&gt;
==== Cosmetic stock variants (MP5) ====&lt;br /&gt;
&lt;br /&gt;
'''Fixed stocks:'''&lt;br /&gt;
* A2 solid fixed stock (Standard on MP5/40A2)&lt;br /&gt;
'''Retractable stocks:'''&lt;br /&gt;
* A3 retractable stock (Standard on MP5A3 and MP5/10A3)&lt;br /&gt;
* MP5F extra padded retractable stock&lt;br /&gt;
'''Folding stocks:'''&lt;br /&gt;
* MP5K-PDW folding stock&lt;br /&gt;
* UMP folding stock&lt;br /&gt;
'''No stock:'''&lt;br /&gt;
* MP5K endcap&lt;br /&gt;
* SD1 receiver cap&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (MP5) ===&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (MP5) ===&lt;br /&gt;
&lt;br /&gt;
Base weapon weight for all stock MP5s: Class 2 Weight 9.&lt;br /&gt;
* ''HK94 long barrel'': Weight tier +1&lt;br /&gt;
* ''No stock (N) configuration'': Weight tier -1&lt;br /&gt;
&lt;br /&gt;
=== Category changes notes (MP5) ===&lt;br /&gt;
* If the weapon is equipped with a &amp;quot;Semi-auto only&amp;quot; fire selector, it is considered to be a '''Conventional rifle'''.&lt;br /&gt;
* All other configurations: '''Submachine gun'''.&lt;br /&gt;
&lt;br /&gt;
= AR-15 =&lt;br /&gt;
No gunsmithing atelier would be worthy of bearing that name if it wasn't working on the ubiquitous and almost legendary AR-15 platform, often nicknamed the &amp;quot;Black Rifles&amp;quot;, after their standard color. With its origins tied in the M16/M4 family of assault rifles, the AR-15's excellent modularity and almost endless combination of customization options more than make up for its average durability and reliability. This family of firearms is considered to be the definitive light combat rifle platform in the Mazes, favored and beloved by many.&lt;br /&gt;
&lt;br /&gt;
==== Stock AR-15 firearms ====&lt;br /&gt;
* [[Colt AR-15A2]]&lt;br /&gt;
* [[Colt M4A1]]&lt;br /&gt;
* [[Colt M16A1]]&lt;br /&gt;
* [[Colt M16A2]]&lt;br /&gt;
* [[Colt M16A4]]&lt;br /&gt;
* [[Colt Mark 18 Mod 0]]&lt;br /&gt;
* [[Colt RO635]] (also known as &amp;quot;Colt 9mm SMG&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
== Customization options (AR-15) ==&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (AR-15) ===&lt;br /&gt;
Legacy calibers&lt;br /&gt;
* [[5.56x45mm NATO]] (STANAG magazines)&lt;br /&gt;
* [[9x19mm Parabellum]] (Colt 9mm magazines)&lt;br /&gt;
Nonstandard calibers&lt;br /&gt;
* [[.300 AAC Blackout]] (STANAG magazines'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[.30 Carbine]] (M1 Carbine magazines)&lt;br /&gt;
* [[.40 S＆W]] (Custom AR 10/40 magazines, capacity 30 rounds, weight 0.5)&lt;br /&gt;
* [[.357 SIG]] (Custom AR 10/40 magazines'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''', capacity 30 rounds, weight 0.5)&lt;br /&gt;
* [[.45 ACP]] (M3 Grease Gun magazines)&lt;br /&gt;
* [[.460 Rowland]] (M3 Grease Gun magazines'''&amp;lt;sup&amp;gt;/!\3&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[5.45x39mm]] (AR 5.45 magazines, such as those of the Tavor X95R)&lt;br /&gt;
* [[7.62x25mm Tokarev]] (PPS-43 magazines)&lt;br /&gt;
* [[9x25mm Dillon]] (Custom AR 10/40 magazines'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''', capacity 30 rounds, weight 0.5)&lt;br /&gt;
* [[10mm Auto]] (Custom AR 10/40 magazines, capacity 30 rounds, weight 0.5)&lt;br /&gt;
* [[.22 Long Rifle]] (Custom AR .22 magazines, capacity 32 rounds, weight 1)&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''': AR-15s chambered in .300 AAC Blackout can re-use the STANAG magazines, as .300 AAC Blackout and 5.56x45mm NATO have similar case dimensions, however be careful to note that .300 caliber AR-15s cannot shoot 5.56 NATO and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''': AR-15s chambered in 9x25mm Dillon, 10mm Auto, .40 S&amp;amp;W, and .357 SIG can all use the same Custom AR 10/40 magazines, due to all four calibers having the same base diameter. However, please be careful and understand that &amp;quot;same magazine&amp;quot; does not mean &amp;quot;interchangeable ammunition&amp;quot;; always load your weapon with the caliber it is chambered for. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\3&amp;lt;/sup&amp;gt;''': AR-15s chambered in .460 Rowland can re-use M3 Grease Gun magazines, as .460 Rowland and .45 ACP have similar dimensions, however be careful to note that .460 caliber AR-15s cannot shoot .45 and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Barrel (AR-15) ===&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
==== Barrel length configurations (AR-15) ====&lt;br /&gt;
The ''DMR'', ''Rifle'' and ''Carbine'' configurations possess a bayonet lug, which makes the weapon compatible with the [[Weapon accessory#Bayonet|M9 bayonet]].&amp;lt;br/&amp;gt;&lt;br /&gt;
The ''Competition'' and ''Subcarbine'' do not have a bayonet lug, and therefore cannot mount a bayonet.&lt;br /&gt;
&lt;br /&gt;
* ''DMR'' configuration: 24 inch barrel. Class 1, Weight 22 by default.&lt;br /&gt;
* ''Rifle'' configuration: 20 inch barrel. Class 1, Weight 18 by default. (Standard on AR-15A2, M16A1, M16A2, M16A4)&lt;br /&gt;
* ''Carbine'' configuration: 14.5 inch barrel. Class 1, Weight 14 by default. (Standard on M4A1)&lt;br /&gt;
* ''Competition'' configuration: 12.5 inch barrel. Class 2, Weight 14 by default. &lt;br /&gt;
* ''Subcarbine'' configuration: 10.5 inch barrel. Class 2, Weight 9 by default. (Standard on Mark 18 Mod 0, RO635)&lt;br /&gt;
&lt;br /&gt;
=== Upper receiver configurations (AR-15) ===&lt;br /&gt;
* ''Old style'' - Features a non-detachable, fixed carry handle. Comes standard on the AR-15A2, M16, M16A1, M16A2, and R0635 in the various different cosmetic subvariants.&lt;br /&gt;
** The weapon has no optic mount and features only iron sights.&lt;br /&gt;
** Four different cosmetic variants exist for ''old style'' upper receivers:&lt;br /&gt;
*** ''Slickslide'' - No forward assist. (Standard on M16)&lt;br /&gt;
*** ''A1 upper'' - Forward assist. (Standard on M16A1)&lt;br /&gt;
*** ''A2 upper'' - Forward assist, brass deflector, modern adjustable rear sight. (Standard on AR-15A2, M16A2)&lt;br /&gt;
*** ''SMG upper'' - No forward assist, brass deflector. (Standard on RO635)&lt;br /&gt;
* ''Flat top'' - Features a detachable carry handle on an accessory rail. (Standard on M16A4, M4A1 and Mk18 mod 0)&lt;br /&gt;
** The weapon's optic mount is now a '''NATO-S optic mount'''&lt;br /&gt;
* ''Low-profile sniper'' - Features an integrated telescopic sight in lieu of a rail or carrying handles.&lt;br /&gt;
** The weapon has no optic mount, but instead an '''integrated 9x power scope'''.&lt;br /&gt;
&lt;br /&gt;
===== Cosmetic handguard variants (AR-15) =====&lt;br /&gt;
&lt;br /&gt;
* ''A1 handguards'' - Triangular handguards. (Standard on M16A1)&lt;br /&gt;
* ''A2 handguards'' - Rounded and ribbed handguards. (Standard on AR-15A2, M16A2, M16A4, M4A1, Mark 18 Mod 0, RO635)&lt;br /&gt;
* ''MOE handguards'' - A stylized set of rounded, light-weight handguards, made out of reinforced polymers.&lt;br /&gt;
* ''Hogue handguards'' - A simple set of smooth, cylindrical handguards, giving the apperance of a tube.&lt;br /&gt;
* ''JP MK3M handguards'' - A set of light-weight, skeletonized handguards, designed for competition.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* If ''Quad rails'' (see below) are installed, then all of these handguards are adorned with the rails. A2 handguards with quad rails are referred to as ''RIS handguards''.&lt;br /&gt;
&lt;br /&gt;
=== Fire selector configurations (AR-15) ===&lt;br /&gt;
* Semi-auto only (Standard on AR-15A2)&lt;br /&gt;
* Semi/Full (Standard on M16A1, M4A1, Mk18 mod 0, RO635)&lt;br /&gt;
* Semi/Burst3 (Standard on M16A2 and M16A4)&lt;br /&gt;
* Burst3/Full&lt;br /&gt;
* Full-auto only (M16 LMG style)&lt;br /&gt;
&lt;br /&gt;
=== Shoulder stock configuartions (AR-15) ===&lt;br /&gt;
&lt;br /&gt;
All modifications do not change weapon Weight, except ''No stock (N)'', which permanently decreases Weight Tier by 1.&lt;br /&gt;
&lt;br /&gt;
'''Fixed stock (S)'''&lt;br /&gt;
* Installs a S stock to the weapon. The solid, fixed stock maximizes accuracy and stability, but does not allow the user to shorten the weapon when needed.&lt;br /&gt;
&lt;br /&gt;
'''Retractable stock (RS)'''&lt;br /&gt;
* Installs a RS stock to the weapon, allowing the user to extend or retract the stock at their convenience.&lt;br /&gt;
&lt;br /&gt;
'''Folding/Retractable stock (FRS)'''&lt;br /&gt;
* Installs a folding stock adapter to the weapon, compatible with cosmetic RS stock variants. This allows the user to keep the advantages of a traditional retractable stock, but with the added possibility of folding the stock to the side of the receiver.&lt;br /&gt;
&lt;br /&gt;
'''No stock (N)'''&lt;br /&gt;
* Removes the stock from the weapon, leaving only a stockless buffer tube, which cannot really be shouldered. Although it shortens the weapon to the maximum possible extent, it is the least accurate of configurations.&lt;br /&gt;
&lt;br /&gt;
==== Cosmetic stock variants (AR-15) ====&lt;br /&gt;
&lt;br /&gt;
'''Full stocks:'''&lt;br /&gt;
* A1 fixed stock (Standard on M16A1)&lt;br /&gt;
* A2 fixed stock (Standard on AR-15A2, M16A2, M16A4)&lt;br /&gt;
* ACE skeleton stock&lt;br /&gt;
* Choate E2 stock&lt;br /&gt;
* Magpul PRS stock&lt;br /&gt;
* VLTOR ARM stock&lt;br /&gt;
&lt;br /&gt;
'''Retractable and Folding/Retractable stocks:'''&lt;br /&gt;
* G3 Fiberlite 4-position stock (Standard on RO635)&lt;br /&gt;
* G4 M4 6-position stock (Standard on M4A1, Mark 18 Mod 0)&lt;br /&gt;
* MFT BMS stock&lt;br /&gt;
* CAR-15 M607 stock&lt;br /&gt;
* Crane/SOPMOD stock&lt;br /&gt;
* HK E1 stock (HK416/HK417 stock)&lt;br /&gt;
* Magpul ACS stock&lt;br /&gt;
* Magpul CTR stock&lt;br /&gt;
* M231 FPW wire stock&lt;br /&gt;
* VLTOR IMOD stock&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (AR-15) ===&lt;br /&gt;
'''Quad rails package'''&lt;br /&gt;
* Adds a set of quad rails to the rifle's handguards, regardless of the handguard type. The weapon gains two Large light mounts (LRail-L) and a Long underbarrel interface (URail-L).&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (AR-15) ===&lt;br /&gt;
&lt;br /&gt;
Barrel length configuration sets the weapon's initial Class and Weight category. See above for more details.&lt;br /&gt;
* ''No stock (N) configuration'': Weight tier -1&lt;br /&gt;
&lt;br /&gt;
=== Category changes notes (AR-15) ===&lt;br /&gt;
Depending on the configuration, the weapon may change categories. The checks are done in order of priority, the topmost check being the first.&lt;br /&gt;
* If the weapon has received the ''Low-profile sniper'' upper receiver, it becomes a '''Precision rifle'''.&lt;br /&gt;
* If the weapon has been equipped with a Semi-auto only selector, but has failed the above check, it becomes a '''Conventional rifle'''.&lt;br /&gt;
* If the weapon has been rechambered to a pistol caliber, but has failed the above checks, it becomes a '''Submachine gun'''.&lt;br /&gt;
* Any other configuration: '''Combat rifle'''.&lt;br /&gt;
&lt;br /&gt;
=== UGL/USG compatibility (AR-15) ===&lt;br /&gt;
The AR-15's compatibility with underbarrel devices depends on the configuration of the weapon. The AR-15 family is notable for being the only one capable of accepting purpose-built underbarrel shotguns.&lt;br /&gt;
* '''URail-X (M203, Masterkey, M26 MASS)''': Rifle or Carbine configuration.&lt;br /&gt;
* '''URail-L''': Any configuration, as long as '''Quad rails''' is INSTALLED.&lt;br /&gt;
&lt;br /&gt;
= Kalashnikov (AK) =&lt;br /&gt;
The Kalashnikov platform, also known as AKs, is perhaps the definitive medium-sized combat rifle platform in the Mazes. Often compared and contrasted against AR family weapons, AK firearms may have slightly less affinity to customization than the Black Rifles, but they are without a doubt the absolute kings of durability and reliability among the Customs families. It is said that even with minimal care, an AK will last a youkai's lifetime ; a bold claim that youkai themselves have tested and confirmed.&lt;br /&gt;
&lt;br /&gt;
==== Stock AK firearms ====&lt;br /&gt;
* [[IZHMASH Saiga SGL31-61]]&lt;br /&gt;
* [[Kalashnikov AKM]]&lt;br /&gt;
* [[Kalashnikov AK-74]]&lt;br /&gt;
* [[Kalashnikov AK-101]]&lt;br /&gt;
* [[Kalashnikov AK-105]]&lt;br /&gt;
* [[Kalashnikov AKMSU]]&lt;br /&gt;
* [[Kalashnikov AKS-74U]]&lt;br /&gt;
* [[Kalashnikov RPK]]&lt;br /&gt;
* [[Kalashnikov RPK-74]]&lt;br /&gt;
* [[Kalashnikov AK-12-1]]&lt;br /&gt;
* [[Kalashnikov AK-12-2]]&lt;br /&gt;
* [[Kalashnikov AK-12-3]]&lt;br /&gt;
&lt;br /&gt;
== Customization options (AK) ==&lt;br /&gt;
&lt;br /&gt;
Stock AK rifles are of variable Classes and Weights.&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (AK) ===&lt;br /&gt;
Legacy calibers&lt;br /&gt;
* [[5.45x39mm]] (AK-74 family magazines)&lt;br /&gt;
* [[5.56x45mm NATO]] (AK-101 magazines)&lt;br /&gt;
* [[7.62x39mm]] (AK-47 family magazines)&lt;br /&gt;
Nonstandard calibers&lt;br /&gt;
* [[.300 AAC Blackout]] (AK-101 magazines&amp;lt;sup&amp;gt;'''/!\'''&amp;lt;/sup&amp;gt;)&lt;br /&gt;
* [[5.8x42mm]] (QBZ 5.8mm magazines)&lt;br /&gt;
* [[7.92x33mm Kurz]] (Custom AK 7.92mm magazines, capacity 30 rounds and 40 rounds - respectively, weight 1.2 and 2)&lt;br /&gt;
* [[9x39mm]] (Custom AK-9 9x39mm magazines, capacity 20 rounds and 30 rounds - respectively, weight 1 and 1.2)&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''': AKs chambered in .300 AAC Blackout can re-use AK-101 magazines, as .300 AAC Blackout and 5.56x45mm NATO have similar case dimensions, however be careful to note that .300 caliber AKs cannot shoot 5.56 NATO and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Barrel (AK) ===&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
'''Threading style'''&lt;br /&gt;
* ''Soviet threading'' (Standard on all stock AK weapons except AK-12s)&lt;br /&gt;
** Accessory compatibility: AK muzzle devices&lt;br /&gt;
* ''Western threading'' (Standard on AK-12s)&lt;br /&gt;
** Accessory compatibility: Standard muzzle devices&lt;br /&gt;
&lt;br /&gt;
=== Receiver configurations (AK) ===&lt;br /&gt;
* ''Soviet''&lt;br /&gt;
** Accessory compatibility: '''WP''' optic mount.&lt;br /&gt;
** Makes the weapon INCOMPATIBLE with a semi/burst3/full fire selector (see below).&lt;br /&gt;
* ''Railed''&lt;br /&gt;
** Accessory compatibility: '''NATO''' optic mount.&lt;br /&gt;
** Fully compatible with all fire selectors.&lt;br /&gt;
&lt;br /&gt;
=== Handguard configurations (AK) ===&lt;br /&gt;
* ''Smooth''&lt;br /&gt;
** Accessory compatibility: GP-30 UGL (if the weapon also is in ''Rifle'' configuration), otherwise None.&lt;br /&gt;
** Cosmetics options: Can be made out of wood or synthetic materials.&lt;br /&gt;
** Incompatible with ''Machine gun'' barrel configuration.&lt;br /&gt;
* ''Integrated foregrip''&lt;br /&gt;
** Accessory compatibility: Foregrip (integrated)&lt;br /&gt;
** Cosmetics options: Can be made out of wood or synthetic materials. Integral foregrip can be AKMSU-style thumb-hole grip, or AIM-style vertical grip.&lt;br /&gt;
* ''Integrated bipod'' (RPK style)&lt;br /&gt;
** Accessory compatibility: Bipod (integrated)&lt;br /&gt;
** Cosmetics options: Handguard can be made out of wood or synthetic materials.&lt;br /&gt;
** Incompatible with ''Carbine'' and ''Subcarbine'' barrel configurations.&lt;br /&gt;
* ''Railed'' (AK-12 style)&lt;br /&gt;
** The weapon gains two Large light mounts (LRail-L) and a Long underbarrel interface (URail-L).&lt;br /&gt;
&lt;br /&gt;
=== Fire selector configurations (AK) ===&lt;br /&gt;
* Semi-auto only (Standard on SGL31-61)&lt;br /&gt;
* Semi/Full (Standard on AKM, AK-74, AK-101, RPK, RPK-74, AK-105, AKMSU, AKS-74U)&lt;br /&gt;
* Semi/Burst3/Full (Standard on AK-12-1, AK-12-2, AK-12-3)&lt;br /&gt;
* Semi/Burst2/Full&lt;br /&gt;
&lt;br /&gt;
=== Barrel length configurations (AK) ===&lt;br /&gt;
* ''Rifle'' configuration: 16.3 inch barrel. Class 1, Weight 18. (Standard on AKM, AK-74, AK-101, SGL31-61, AK-12-1, AK-12-2, AK-12-3.)&lt;br /&gt;
** Only the ''Rifle'' configuration is compatible with the [[Weapon accessory#Bayonet|6X5 AK bayonet]].&lt;br /&gt;
** If the weapon also has a ''Smooth'' handguard, it becomes compatible with the GP-30 UGL as well.&lt;br /&gt;
* ''Machine gun'' configuration: 23.2 inch barrel. Class 1, Weight 26. (Standard on RPK, RPK-74)&lt;br /&gt;
* ''Carbine'' configuration: 12.4 inch barrel. Class 2, Weight 14. (Standard on AK-105)&lt;br /&gt;
* ''Subcarbine'' configuration: 8.1 inch barrel. Class 2, Weight 9. (Standard on AKMSU, AKS-74U)&lt;br /&gt;
&lt;br /&gt;
=== Shoulder stock configurations (AK) ===&lt;br /&gt;
All modifications do not change weapon Weight, except ''No stock (N)'', which permanently decreases Weight Tier by 1.&lt;br /&gt;
&lt;br /&gt;
'''Fixed stock (S)'''&lt;br /&gt;
* Installs a S stock to the weapon. The solid, fixed stock maximizes accuracy and stability, but does not allow the user to shorten the weapon when needed.&lt;br /&gt;
&lt;br /&gt;
'''Retractable stock (RS)'''&lt;br /&gt;
* Installs an adapter for RS stocks to the weapon, allowing the user to extend or retract the stock at their convenience.&lt;br /&gt;
&lt;br /&gt;
'''Folding stock (FS)'''&lt;br /&gt;
* Installs a FS stock to the weapon, allowing the user to open or fold the stock at their convenience.&lt;br /&gt;
&lt;br /&gt;
'''Folding/Retractable stock (FRS)'''&lt;br /&gt;
* Installs a FRS stock to the weapon, allowing the user to open, retract, or fold the stock at their convenience.&lt;br /&gt;
&lt;br /&gt;
'''No stock (N)'''&lt;br /&gt;
* Removes the stock from the weapon, making it impossible to shoulder it. Although it shortens the weapon to the maximum possible extent, it is the least accurate of configurations.&lt;br /&gt;
&lt;br /&gt;
==== Cosmetic stock variants (AK) ====&lt;br /&gt;
'''Fixed stocks:'''&lt;br /&gt;
* Fixed AK stock (Standard on AKM and AK-74)&lt;br /&gt;
* Fixed RPK stock (Standard on RPK and RPK-74)&lt;br /&gt;
* Fixed thumbhole MAK-90 stock&lt;br /&gt;
&lt;br /&gt;
'''Retractable stocks:'''&lt;br /&gt;
* All AR-15 retractable stocks (see AR-15 cosmetic stock variants)&lt;br /&gt;
&lt;br /&gt;
'''Folding stocks:'''&lt;br /&gt;
* Under-folding AKMS wire stock (Standard on AKMSU) - '''Not compatible with Railed receivers'''&lt;br /&gt;
* Side-folding AK-100 stock (Standard on AK-101, AK-105 and SGL31-61)&lt;br /&gt;
* Side-folding RPK stock (&amp;quot;RPK-74M&amp;quot; style)&lt;br /&gt;
* Side-folding AKS-74 skeletal stock (Standard on AKS-74U)&lt;br /&gt;
* Side-folding Type 56-2 semi-skeletal stock&lt;br /&gt;
* Side-folding AIMS wire stock&lt;br /&gt;
&lt;br /&gt;
'''Folding/Retractable stocks:'''&lt;br /&gt;
* Side-folding/adjustable AK-12 stock (Standard on AK-12-1, AK-12-2, AK-12-3)&lt;br /&gt;
* Side-folding/adjustable RPK-12 stock&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (AK) ===&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (AK) ===&lt;br /&gt;
Barrel length configuration sets the weapon's initial Class and Weight category. See above for more details.&lt;br /&gt;
* ''No stock (N) configuration'': Weight tier -1&lt;br /&gt;
&lt;br /&gt;
=== Category changes notes (AK) ===&lt;br /&gt;
Depending on the configuration, the weapon may change categories. The checks are done in order of priority, the topmost check being the first.&lt;br /&gt;
* If the weapon has been equipped with a Semi-auto only selector regardless of configuration, it becomes a '''Conventional rifle'''.&lt;br /&gt;
* If the weapon has failed the above check and has the ''Machine gun'' barrel configuration, it becomes a '''Machine gun'''.&lt;br /&gt;
* Any other configuration: '''Combat rifle'''.&lt;br /&gt;
&lt;br /&gt;
= Remington 700 (Rem 700) =&lt;br /&gt;
Rifles based on the Remington 700 platform set the standard when it comes to bolt-action rifles, and as such it is natural that it became the relevant Customs family. Offered in a wide variety of calibers while retaining all of the advantages of this rifle family, Rem 700 firearms may not be highly customizable, but they are primarily intended for people seeking to squeeze the most out of their favorite caliber, with accuracy, reliability and dependability being the key descriptors.&lt;br /&gt;
&lt;br /&gt;
==== Stock Rem 700 firearms ====&lt;br /&gt;
* [[Remington M24]]&lt;br /&gt;
* [[Remington Model 700 BDL]]&lt;br /&gt;
* [[Remington Model 700 XCR II]]&lt;br /&gt;
&lt;br /&gt;
All of these firearms utilize a 24&amp;quot; barrel.&lt;br /&gt;
&lt;br /&gt;
== Customization options (Rem 700) ==&lt;br /&gt;
&lt;br /&gt;
=== Feeding system ===&lt;br /&gt;
'''Magazine well modification'''&lt;br /&gt;
* Allows the weapon to receive external magazines, in order to extend the weapon's capacity and increase reloading speed. The modification also allows to load an extra round in the chamber (magazine capacity+1). All relevant magazines are custom.&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (Rem 700) ===&lt;br /&gt;
==== '''Unmodified rifles (internal magazine)''' ====&lt;br /&gt;
Legacy calibers&lt;br /&gt;
* [[.300 Winchester Magnum]] (Capacity 3 rounds)&lt;br /&gt;
* [[.30-06 Springfield]] (Capacity 4 rounds)&lt;br /&gt;
* [[7.62x51mm NATO]] (Capacity 5 rounds)&lt;br /&gt;
Nonstandard calibers&lt;br /&gt;
* [[.260 Remington]] (Capacity 5 rounds)&lt;br /&gt;
* [[.300 AAC Blackout]] (Capacity 5 rounds)&lt;br /&gt;
* [[.30-30 Winchester]] (Capacity 5 rounds)&lt;br /&gt;
* [[.303 British]] (Capacity 4 rounds)&lt;br /&gt;
* [[.338 Lapua Magnum]] (Capacity 3 rounds)&lt;br /&gt;
* [[.338 Norma Magnum]] (Capacity 3 rounds)&lt;br /&gt;
* [[.45-70 Government]] (Capacity 3 rounds)&lt;br /&gt;
* [[5.45x39mm]] (Capacity 5 rounds)&lt;br /&gt;
* [[5.56x45mm NATO]] (Capacity 5 rounds)&lt;br /&gt;
* [[5.8x42mm]] (Capacity 5 rounds)&lt;br /&gt;
* [[6.5x50mm SR Arisaka]] (Capacity 4 rounds)&lt;br /&gt;
* [[7.62x39mm]] (Capacity 5 rounds)&lt;br /&gt;
* [[7.62x54mm R]] (Capacity 3 rounds)&lt;br /&gt;
* [[7.92x33mm Kurz]] (Capacity 5 rounds)&lt;br /&gt;
* [[7.92x57mm Mauser]] (Capacity 3 rounds)&lt;br /&gt;
&lt;br /&gt;
==== '''Modified rifles (magazine well)''' ====&lt;br /&gt;
* [[.260 Remington]] (Custom 700-308 magazines'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''', capacity 10 rounds)&lt;br /&gt;
* [[.300 AAC Blackout]] (Custom 700-223'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''' magazines, capacity 10 rounds)&lt;br /&gt;
* [[.30-30 Winchester]] (Custom 700-3030 magazines, capacity 10 rounds)&lt;br /&gt;
* [[.300 Winchester Magnum]] (Custom 700-300WM magazines, capacity 5 rounds)&lt;br /&gt;
* [[.30-06 Springfield]] (Custom 700-3006 magazines, capacity 10 rounds)&lt;br /&gt;
* [[.303 British]] (Custom 700-303 magazines, capacity 10 rounds)&lt;br /&gt;
* [[.338 Lapua Magnum]] (Custom 700-338 magazines, capacity 5 rounds)&lt;br /&gt;
* [[.338 Norma Magnum]] (Custom 700-338 magazines'''&amp;lt;sup&amp;gt;/!\3&amp;lt;/sup&amp;gt;''', capacity 5 rounds)&lt;br /&gt;
* [[.45-70 Government]] (Custom 700-4570 magazines, capacity 5 rounds)&lt;br /&gt;
* [[5.45x39mm]] (Custom 700-545WP magazines, capacity 10 rounds)&lt;br /&gt;
* [[5.56x45mm NATO]] (Custom 700-223 magazines, capacity 10 rounds)&lt;br /&gt;
* [[5.8x42mm]] (Custom 700-58C magazines, capacity 10 rounds)&lt;br /&gt;
* [[6.5x50mm SR Arisaka]] (Custom 700-65SR magazines, capacity 10 rounds)&lt;br /&gt;
* [[7.62x39mm]] (Custom 700-762WP magazines, capacity 10 rounds)&lt;br /&gt;
* [[7.62x51mm NATO]] (Custom 700-308 magazines, capacity 10 rounds)&lt;br /&gt;
* [[7.62x54mm R]] (Custom 700-762R magazines, capacity 10 rounds)&lt;br /&gt;
* [[7.92x33mm Kurz]] (Custom 700-792K magazines, capacity 10 rounds)&lt;br /&gt;
* [[7.92x57mm Mauser]] (Custom 700-792M magazines, capacity 5 rounds)&lt;br /&gt;
&lt;br /&gt;
Note: All &amp;quot;Custom&amp;quot; magazines for Rem 700 rifles weigh 1 unit empty.&amp;lt;br/&amp;gt; &lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''': Rem700 rifles chambered in .260 Remington can re-use 700-308 magazines, as 7.62 NATO and .260 Rem have similar dimensions, however be careful to note that .260 Remington rifles cannot shoot 7.62 NATO and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''': Rem700 rifles chambered in .300 AAC Blackout can re-use 700-223 magazines, as 7.62 NATO and .260 Rem have similar case dimensions, however be careful to note that .300 caliber AR-15s cannot shoot 5.56 NATO and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\3&amp;lt;/sup&amp;gt;''': Rem700 rifles chambered in .338 Norma Magnum can re-use 700-338 magazines, as .338 Lapua and .338 Norma have similar dimensions, however be careful to note that .338 Lapua rifles cannot shoot .338 Norma and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Barrel (Rem 700) ===&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
=== Rifle optics (Rem 700) ===&lt;br /&gt;
&lt;br /&gt;
'''Naked'''&lt;br /&gt;
* This configuration offers to leave the rifle virgin of optics and provisions to mount optics, leaving only iron sights. Standard on the 700 XCR II and 700 BDL.&lt;br /&gt;
&lt;br /&gt;
'''Integral scope'''&lt;br /&gt;
* This configuration offers to install an '''integrated scope''', drilled and tapped to the rifle and intended to be a permanent mount.&lt;br /&gt;
* Four sub-options exist, which determines the magnification rate of the optic; essentially, the customer may pick the power group of their integrated scope:&lt;br /&gt;
** '''Low-power''': Installs an integrated 2x scope.&lt;br /&gt;
** '''Medium-power''': Installs an integrated 4x scope.&lt;br /&gt;
** '''High-power''': Installs an integrated 6x scope.&lt;br /&gt;
** '''Extreme-power''': Installs an integrated 10x scope. This is the standard configuration for the Remington M24.&lt;br /&gt;
&lt;br /&gt;
'''Railed'''&lt;br /&gt;
* This configuration offers to drill and tap a suitable optic rail on the rifle, so that the user may install optics of their choice.&lt;br /&gt;
* Installs a full-length '''NATO optic rail mount [NATO]'''.&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (Rem 700) ===&lt;br /&gt;
'''Dual rails package'''&lt;br /&gt;
* Two side rails are installed on the rifle's handguard, for the purpose of mounting lights and lasers. Adds 2 large light mounts.&lt;br /&gt;
&lt;br /&gt;
'''Integrated bipod service'''&lt;br /&gt;
* Drills and taps the rifle's handguard in order to install an integral bipod.&lt;br /&gt;
&lt;br /&gt;
'''Titanium weight reduction program'''&lt;br /&gt;
* Replaces the rifle's original frame with a one-piece, all-titanium frame, and introduces other, weight-reducing measures, such as a skeletonized bolt, fluted barrel, and replaces the original wood or synthetic stock with a carbon fiber stock.&lt;br /&gt;
** Reduces Weight Tier by 2.&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (Rem700) ===&lt;br /&gt;
&lt;br /&gt;
All stock Rem700 firearms are Class 1 Weight 26.&lt;br /&gt;
* ''Titanium weight reduction program'': Weight Tier -2&lt;br /&gt;
&lt;br /&gt;
=== Category changes notes (Rem 700) ===&lt;br /&gt;
Depending on the configuration, the weapon may change categories. The checks are done in order of priority, the topmost check being the first.&lt;br /&gt;
* If the weapon has been fitted with an integrated scope, it becomes a '''Precision rifle'''.&lt;br /&gt;
* Otherwise, even if it has rails, it is a '''Conventional rifle'''.&lt;br /&gt;
&lt;br /&gt;
= Black Arrow (BA) =&lt;br /&gt;
Based on the Zastava M93 Black Arrow, of which it is the sole member of this peculiar family, the Black Arrow rifle platform is essentially an upscaled Mauser action, built for anti-matériel purposes. As such, the name of the game is extreme power. While it may not be the must customizable of families, what it has to offer may interest those seeking a weapon suitable to destroy the biggest of targets.&lt;br /&gt;
&lt;br /&gt;
==== Stock Black Arrow firearms ====&lt;br /&gt;
* [[Zastava M93 Black Arrow]]&lt;br /&gt;
&lt;br /&gt;
== Customization options (BA) ==&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (BA) ===&lt;br /&gt;
Legacy calibers&lt;br /&gt;
* [[12.7x108mm]] (Black Arrow 5-round magazines) (Custom extended Black Arrow magazines, capacity 10 rounds)&lt;br /&gt;
Nonstandard calibers&lt;br /&gt;
* [[.408 Chey Tac]] (Custom BA408 5-round magazines, Custom extended BA408 10-round magazines)&lt;br /&gt;
* [[.50 BMG]] (Custom BA50 5-round magazines, Custom extended BA50 10-round magazines)&lt;br /&gt;
&lt;br /&gt;
Note: All &amp;quot;Custom&amp;quot; magazines for Black Arrow rifles weigh 3 units empty (Size tier: X.Large).&lt;br /&gt;
&lt;br /&gt;
=== Barrel (BA) ===&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (BA) ===&lt;br /&gt;
'''Black Spear frame weight reduction program'''&lt;br /&gt;
* Though the barrel remains unmodified to preserve accuracy, the chassis and stock are replaced with lighter materials, such as titanium and aircraft aluminium.&lt;br /&gt;
* Reduces Weight Tier by 1, and adds 2 light mounts (Large).&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (Rem700) ===&lt;br /&gt;
&lt;br /&gt;
All stock Black Arrow firearms are Class 1, Unsparable.&lt;br /&gt;
* ''Black Spear program'': Weight Tier -1&lt;br /&gt;
&lt;br /&gt;
= Customizations (All types) =&lt;br /&gt;
&lt;br /&gt;
=== Barrel threading ===&lt;br /&gt;
The barrel threading service will modify a weapon so that it receives a barrel with '''standard threading''', compatible with the majority of silencers and muzzle brakes, at the exception of a few, proprietary devices which are made to suit only certain specific firearms.&lt;br /&gt;
&lt;br /&gt;
Firearms that '''cannot''' receive threading:&lt;br /&gt;
* Firearms with '''integrated muzzle brakes or silencers''' (All firearms on [[ACL#Integrated muzzle brakes|this list]] + Norinco Type 85SD, Tula Arms VSS Vintorez and Enfield Sten Mk IIS)&lt;br /&gt;
* Revolvers (Except the '''Nagant M1895'''), multiple-barreled firearms, rocket launchers, grenade launchers&lt;br /&gt;
* Specific models:&lt;br /&gt;
** Armsel Protecta&lt;br /&gt;
** Bergmann MP18, Bryco Model 38&lt;br /&gt;
** Carl Gustaf m/45, CZ Sa vz. 26, Colt M1918 BAR&lt;br /&gt;
** DISA Madsen M1924&lt;br /&gt;
** General Motors M3 Grease Gun&lt;br /&gt;
** Hi-Point C9, Hi-Point JCP, Hi-Point JHP&lt;br /&gt;
** IZHMASH Mosin-Nagant Obrez, IZHMASH Simonov AVS-36&lt;br /&gt;
** KBP OTs-14 Groza-1, KBP OTs-14 Groza-4&lt;br /&gt;
** Lucznik Arms PM-63 RAK&lt;br /&gt;
** MAT-49, Mauser C96 Red 9, Mauser MG42&lt;br /&gt;
** Sterling L2A3, Sterling Mark 7&lt;br /&gt;
** Taiyuan Arsenal Shanxi Type 17, Tikkakoski Suomi KP/-31, TsNIITochMash PKP Pecheneg&lt;br /&gt;
** Uberti Lightning Carbine&lt;br /&gt;
** Voere American-180&lt;br /&gt;
** Winchester Model 1912 Trench Gun&lt;br /&gt;
** ZiD PKM, ZiD Sudaev PPS-43&lt;br /&gt;
** (Crafting firearms): Pen gun, Joshua pistol, Golden Gun&lt;br /&gt;
&lt;br /&gt;
Firearms which '''already have''' threading and thus do not need the threading service:&lt;br /&gt;
* ''Standard devices:'' All firearms listed with '''Thread(Std)''' on their event line, as well as all Customs AR-15s and Custom AKs with Western threading&lt;br /&gt;
* ''MAC devices:'' All firearms listed with '''Thread(MAC)''' on their event line&lt;br /&gt;
* ''MP5 3-lug devices:'' All firearms listed with '''Thread(3lug)''' on their event line, as well as all Customs MP5s unless they are ''MP5SD'' modified&lt;br /&gt;
* ''AK devices'' All firearms listed with '''Thread(AK)''' on their event line, as well as all Customs AKs with Soviet threading&lt;br /&gt;
* ''MP9 devices:'' All firearms listed with '''Thread(MP9)''' on their event line&lt;br /&gt;
&lt;br /&gt;
=== Barrel improvements ===&lt;br /&gt;
Applicable to all firearms shooting pistol, rifle, and shotgun calibers.&lt;br /&gt;
&lt;br /&gt;
Barrel improvements are added to the weapon event line using the '''ImpB[xxx]''' notation, replace xxx with the relevant code. &lt;br /&gt;
&lt;br /&gt;
'''Normal barrel'''&lt;br /&gt;
* A standard barrel, as appropriate for the firearm. This option is available if, for whatever reason, the user wishes to return their barrel to stock condition. All firearms (except the Joshua) are considered to have a Normal barrel.&lt;br /&gt;
* Code: None&lt;br /&gt;
* Finish color: N/A&lt;br /&gt;
* Equipped firearm obtains the following bonuses: None&lt;br /&gt;
&lt;br /&gt;
'''4150 Carbon Steel barrel'''&lt;br /&gt;
* Replaces the standard barrel with a cold hammer forged and chrome-lined barrel made primarily out of carbon steel. Engineered for enhanced durability and hardness, making the firearm more durable.&lt;br /&gt;
* Code: CS&lt;br /&gt;
* Finish color: &amp;lt;span style=&amp;quot;color: #C0C0C0&amp;quot;&amp;gt;Silver&amp;lt;/span&amp;gt;&lt;br /&gt;
* Equipped firearm obtains the following bonuses: '''Max Condition x1.25'''&lt;br /&gt;
&lt;br /&gt;
'''4150CS barrel + Titanium Nitride (TiN) coating'''&lt;br /&gt;
* Titanium Nitride is a gold-colored coating, applied to the barrel and certain other internal parts. TiN is known for its extreme hardness yet adequate lubricity, extending the firearm's overall service life and reliability and making it suitable to withstand high-pressure ammunition in large quantities.&lt;br /&gt;
* Code: CS+TiN&lt;br /&gt;
* Finish color: &amp;lt;span style=&amp;quot;color: #FFD700&amp;quot;&amp;gt;Gold&amp;lt;/span&amp;gt;&lt;br /&gt;
* Equipped firearm obtains the following bonuses: '''Max Condition x1.5'''&lt;br /&gt;
** The Joshua pistol possesses this type of barrel improvement by default, and it cannot be replaced.&lt;br /&gt;
&lt;br /&gt;
'''4150CS barrel + Titanium Carbonitride (TiCN) coating'''&lt;br /&gt;
* Titanium Carbonitride is a dark bronze-colored coating, derived from TiN by adding a small amount of carbon during the manufacturing process. This has the effect of further increasing the hardness of the coating, at the cost of some toughness. Normally designed for improving the service life of heavy-duty industrial tools, TiCN coatings have also been found useful in the treatment of firearm barrels for maximum durability.&lt;br /&gt;
* Code: CS+TiCN&lt;br /&gt;
* Finish color: &amp;lt;span style=&amp;quot;color: #CD7F32&amp;quot;&amp;gt;Bronze&amp;lt;/span&amp;gt;&lt;br /&gt;
* Equipped firearm obtains the following bonuses: '''Max Condition x2''', '''Condition loss on critical failure x1.5'''&lt;br /&gt;
&lt;br /&gt;
'''4150CS barrel + NP3 coating'''&lt;br /&gt;
* NP3 is a teflon/electroless nickel-based, satin gray-colored plating known for its extreme resistance to corrosion, applied to the barrel and certain other internal parts. The firearm becomes far more resistant to dirt, dust, grime and fouling, and whatever manages to stick is made very easy to clean away.&lt;br /&gt;
* Code: CS+NP3&lt;br /&gt;
* Finish color: &amp;lt;span style=&amp;quot;color: #808080&amp;quot;&amp;gt;Dark grey&amp;lt;/span&amp;gt;&lt;br /&gt;
* Equipped firearm obtains the following bonuses: '''Max Condition x1.25''', '''Condition loss on critical failure x0.5'''&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' If a firearm previously equipped with an improved barrel is re-chambered, any barrel upgrades are preserved.&lt;br /&gt;
&lt;br /&gt;
= Visual modifications =&lt;br /&gt;
A wide selection of pre-set color schemes and cosmetic personalization services are available for every Customs family, and are less expensive than a completely custom job.&lt;br /&gt;
&lt;br /&gt;
All firearms are eligible for visual modifications.&lt;br /&gt;
&lt;br /&gt;
==== '''Services''' ====&lt;br /&gt;
* Weapon naming, via a direct engraving or the application of a thin metallic name tag.&lt;br /&gt;
* Paintjob, using a preset color scheme or pattern.&lt;br /&gt;
* Custom paintjob, using a color scheme described and ordered by the client.&lt;br /&gt;
&lt;br /&gt;
==== 1911SS and 1911DS color schemes ====&lt;br /&gt;
*'''''The Vega''''': Nickel frame and slide, pearl grips&lt;br /&gt;
*'''''The Sin''''': Nickel frame and slide, wood grips&lt;br /&gt;
*'''''The Heat''''': Blued frame and slide, ivory grips&lt;br /&gt;
*'''''Silverballer''''': Stainless frame and slide, wood+Pachmayr grips&lt;br /&gt;
*'''''The Face/Off''''': Golden frame and slide, black ivory grips with custom gold-colored lions engraved&lt;br /&gt;
*'''''El Jefe''''': Nickel frame and slide, Green-white-red (Mexican flag) colored wood grips&lt;br /&gt;
*'''''Desert Warrior''''': Tan frame and slide, white polymer grips&lt;br /&gt;
*'''''Expert''''': Black frame and slide, black polymer grips&lt;br /&gt;
*'''''The Expendable''''': Carbon steel black frame and slide, ebony wood grips&lt;br /&gt;
&lt;br /&gt;
==== Blackhawk and Redhawk color schemes ====&lt;br /&gt;
*'''''Dirty''''': Blued frame, dark wood grip&lt;br /&gt;
*'''''Marlboro''''': Stainless frame, wood grip&lt;br /&gt;
*'''''Single 6''''': Stainless frame, pearl grip&lt;br /&gt;
*'''''Vaquero''''': Case colored frame, black grip&lt;br /&gt;
*'''''Texas Ranger''''': Nickel frame, wood grip&lt;br /&gt;
&lt;br /&gt;
==== Glock color schemes ====&lt;br /&gt;
*'''''Earl Jr.''''': Black frame, stainless slide&lt;br /&gt;
*'''''Olive''''': Olive drab (OD) frame, black slide&lt;br /&gt;
*'''''Paradox''''': Blue frame, black slide&lt;br /&gt;
*'''''Scarlet''''': Black frame, red slide&lt;br /&gt;
*'''''Deadly rose''''': Black frame, pink slide&lt;br /&gt;
&lt;br /&gt;
==== MP5 color schemes ====&lt;br /&gt;
*'''''iKoch''''': White frame, white stock, white handguards&lt;br /&gt;
*'''''Flagship''''': Black stock, red frame, yellow handguards&lt;br /&gt;
&lt;br /&gt;
==== AR-15 color schemes ====&lt;br /&gt;
*'''''Checkpoint''''': Black receiver, wooden pistol grip, wooden stock, wooden handguard&lt;br /&gt;
*'''''C7''''': Black receiver, OD green pistol grip, OD green stock, OD green handguard&lt;br /&gt;
*'''''LaFrance''''': Brass receiver, black pistol grip, brass stock, black handguard&lt;br /&gt;
*'''''Nordic''''': White receiver, white pistol grip, white stock, white handguard&lt;br /&gt;
*'''''Snake Custom''''': Black receiver, tan pistol grip, tan stock, black handguard&lt;br /&gt;
&lt;br /&gt;
==== AK color schemes ====&lt;br /&gt;
*'''''Wood''''': Dark grey receiver, wooden pistol grip, wooden stock, wooden handguard&lt;br /&gt;
*'''''Composite''''': Dark grey receiver, black pistol grip, black stock, black handguard&lt;br /&gt;
*'''''Lord of War''''': Golden receiver, wooden pistol grip, golden stock, wooden handguard&lt;br /&gt;
*'''''Soprano''''': Nickel receiver, ivory pistol grip, nickel stock, ivory handguard&lt;br /&gt;
&lt;br /&gt;
==== Rem 700 color schemes ====&lt;br /&gt;
*'''''Police''''': Black stock and frame&lt;br /&gt;
*'''''New Marine''''': Flat dark earth (FDE) stock and frame&lt;br /&gt;
&lt;br /&gt;
==== Black Arrow color schemes ====&lt;br /&gt;
*'''''Blood Knight''''': Dark red stock and receiver, black barrel&lt;br /&gt;
&lt;br /&gt;
==== Camouflage patterns (all families) ====&lt;br /&gt;
*'''''5.11 Digital pattern'''''&lt;br /&gt;
*'''''Choco-chip, original'''''&lt;br /&gt;
*'''''DPM, 1985 original'''''&lt;br /&gt;
*'''''DPM, dark marine'''''&lt;br /&gt;
*'''''DPM, desert'''''&lt;br /&gt;
*'''''DPM, marine'''''&lt;br /&gt;
*'''''DPM, urban'''''&lt;br /&gt;
*'''''Flecktarn, 1993 original'''''&lt;br /&gt;
*'''''Flecktarn, desert'''''&lt;br /&gt;
*'''''Flecktarn, M/84 forest'''''&lt;br /&gt;
*'''''Flecktarn, urban'''''&lt;br /&gt;
*'''''Klyaksa pattern (arctic)'''''&lt;br /&gt;
*'''''Lizard pattern, original'''''&lt;br /&gt;
*'''''Lizard pattern, urban'''''&lt;br /&gt;
*'''''Lizard pattern, red'''''&lt;br /&gt;
*'''''M05 &amp;quot;Lumipuku&amp;quot;, snow'''''&lt;br /&gt;
*'''''M1942, original &amp;quot;Duck Hunter&amp;quot;'''''&lt;br /&gt;
*'''''M1942, &amp;quot;Aegean&amp;quot; pattern'''''&lt;br /&gt;
*'''''M1942, Iran desert variant'''''&lt;br /&gt;
*'''''M1948 ERDL, original &amp;quot;Leaf pattern&amp;quot;'''''&lt;br /&gt;
*'''''MARPAT, desert'''''&lt;br /&gt;
*'''''MARPAT, woodland'''''&lt;br /&gt;
*'''''Parsley leaf pattern'''''&lt;br /&gt;
*'''''Rhodesian brushstroke'''''&lt;br /&gt;
*'''''Schneetarn pattern'''''&lt;br /&gt;
*'''''Serbian PTJ digital, urban'''''&lt;br /&gt;
*'''''Splinter pattern'''''&lt;br /&gt;
*'''''Tiger stripe, original'''''&lt;br /&gt;
*'''''Tiger stripe, dense'''''&lt;br /&gt;
*'''''Tiger stripe, desert DF pattern'''''&lt;br /&gt;
*'''''Type 07 digital, marine'''''&lt;br /&gt;
*'''''Woodland, original M81'''''&lt;br /&gt;
*'''''Woodland, urban RF pattern'''''&lt;br /&gt;
&lt;br /&gt;
==== Wood finishes ====&lt;br /&gt;
Intended for wooden parts on AKs, AR-15s, 1911SS/DS and Rem700s, and any other firearm using wood, as a form of color scheme modification.&amp;lt;br/&amp;gt;&lt;br /&gt;
All wood used in firearms is laminated. The default wood type used is not specified but is implied to be some form of pinewood.&amp;lt;br/&amp;gt;&lt;br /&gt;
Finishes available employ some form of staining or wood finishing process to achieve a different color. Wood finishes may be combined with a metal part coating (see below).&lt;br /&gt;
&lt;br /&gt;
*'''''Burgundy'''''&lt;br /&gt;
*'''''Cherry tree'''''&lt;br /&gt;
*'''''Cinnamon'''''&lt;br /&gt;
*'''''Dark walnut'''''&lt;br /&gt;
*'''''Driftwood'''''&lt;br /&gt;
*'''''Ebony'''''&lt;br /&gt;
*'''''Hunter green'''''&lt;br /&gt;
*'''''Ipswich pine'''''&lt;br /&gt;
*'''''Ocean'''''&lt;br /&gt;
*'''''Oriental red'''''&lt;br /&gt;
*'''''Pickled oak'''''&lt;br /&gt;
*'''''Provincial'''''&lt;br /&gt;
*'''''Red mahogany'''''&lt;br /&gt;
*'''''Red oak'''''&lt;br /&gt;
*'''''Riverstone'''''&lt;br /&gt;
*'''''Rosewood'''''&lt;br /&gt;
*'''''Royal mahogany'''''&lt;br /&gt;
*'''''Sedona'''''&lt;br /&gt;
*'''''Terracotta'''''&lt;br /&gt;
*'''''Verdigris'''''&lt;br /&gt;
*'''''Walnut'''''&lt;br /&gt;
*'''''Weathered oak'''''&lt;br /&gt;
*'''''Winter moss'''''&lt;br /&gt;
&lt;br /&gt;
==== Metal part coatings ====&lt;br /&gt;
Intended for all metal parts except the barrel on all firearms, these coatings may change the color of minor parts such as the trigger, charging handle, slide and bolt releases, safeties, fire selectors, and so on.&amp;lt;br/&amp;gt;&lt;br /&gt;
Metal part coatings may be combined with a wood finish (see above).&lt;br /&gt;
&lt;br /&gt;
*'''''Ceramic paint coating''''' (Virtually any color possible)&lt;br /&gt;
*'''''Nickel plating''''' (Shiny white metal finish)&lt;br /&gt;
*'''''Silver plating''''' (Precious metal finish)&lt;br /&gt;
*'''''Gold plating''''' (Precious metal finish)&lt;br /&gt;
&lt;br /&gt;
= Custom feeding devices: Event lines =&lt;br /&gt;
This section regroups all of the event lines for all custom magazines and feeding devices.&lt;br /&gt;
&lt;br /&gt;
=== 1911SS ===&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 1911SS Tokarev 9-round magazine. Size tier: Tiny ; Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 1911SS 9mm 9-round magazine. Size tier: Tiny ; Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 1911SS .22 10-round magazine. Size tier: Tiny ; Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
=== 1911DS ===&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 1911DS Tokarev 20-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 1911DS 9mm 20-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 1911DS 10mm 16-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
&lt;br /&gt;
=== Blackhawk - Speed strips ===&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .30 Carbine speed strip, 5 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .30 Carbine speed strip, 6 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .30 Carbine speed strip, 7 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .38 Special/.357 Magnum speed strip, 5 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .38 Special/.357 Magnum speed strip, 7 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .38 Special/.357 Magnum speed strip, 8 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .44 Magnum/Special speed strip, 5 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 10mm Auto/.40 S&amp;amp;W speed strip, 5 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 10mm Auto/.40 S&amp;amp;W speed strip, 6 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 10mm Auto/.40 S&amp;amp;W speed strip, 7 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .460 Rowland/.45 ACP speed strip, 5 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .460 Rowland/.45 ACP speed strip, 6 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 9x18mm Makarov speed strip, 5 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 9x18mm Makarov speed strip, 6 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 9x18mm Makarov speed strip, 7 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 9x18mm Makarov speed strip, 8 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 9x19mm Parabellum speed strip, 5 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 9x19mm Parabellum speed strip, 6 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 9x19mm Parabellum speed strip, 7 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 9x19mm Parabellum speed strip, 8 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .380 ACP speed strip, 5 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .380 ACP speed strip, 6 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .380 ACP speed strip, 7 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .380 ACP speed strip, 8 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .22 Long Rifle speed strip, 6 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .22 Long Rifle speed strip, 8 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .22 Long Rifle speed strip, 10 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
=== Redhawk - Moon clips ===&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom .30 Carbine 5-round moon clip. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom .30 Carbine 6-round moon clip. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom .30 Carbine 7-round moon clip. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom .380 ACP moon clip, 5 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom .380 ACP moon clip, 6 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom .380 ACP moon clip, 7 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom .380 ACP moon clip, 8 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom 9x18mm Makarov moon clip, 7 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom 9x18mm Makarov moon clip, 8 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom 9x19mm Parabellum moon clip, 5 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom 9x19mm Parabellum moon clip, 6 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom 9x19mm Parabellum moon clip, 8 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom 10mm Auto/.40 S&amp;amp;W moon clip, 5 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom 10mm Auto/.40 S&amp;amp;W moon clip, 7 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
=== Glock-SF ===&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Glock .32 19-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Glock .32 38-round extended magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Glock .380 17-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Glock .380 30-round extended magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Glock-Mak 17-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Glock-Mak 33-round extended magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Glock-SF .22 10-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
&lt;br /&gt;
=== Glock-LF ===&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Glock-Tok 15-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Glock-Tok 30-round extended magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Glock-LF .22 10-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
&lt;br /&gt;
=== MP5 ===&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom MP5/22 25-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
&lt;br /&gt;
=== AR-15 ===&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom AR 10/40 30-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
* [Weapon accessory] Magazine: Custom AR .22 32-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
&lt;br /&gt;
=== AK ===&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom AK 7.92mm 30-round magazine. Size tier: Large ; Weight: 1.2&lt;br /&gt;
* [Weapon accessory] Magazine: Custom AK 7.92mm 40-round extended magazine. Size tier: V.Large ; Weight: 2&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom AK-9 9x39mm 20-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom AK-9 9x39mm 30-round extended magazine. Size tier: Large ; Weight: 1.2&lt;br /&gt;
&lt;br /&gt;
=== Rem 700 ===&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-58C 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-65SR 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-223 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-300WM 5-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-303 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-308 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-338 5-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-3006 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-3030 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-4570 5-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-545WP 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-762WP 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-762R 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-792K 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-792M 5-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
&lt;br /&gt;
=== Black Arrow ===&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Black Arrow 10-round extended magazine. Size tier: X.Large ; Weight: 3&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom BA408 5-round magazine. Size tier: X.Large ; Weight: 3&lt;br /&gt;
* [Weapon accessory] Magazine: Custom BA408 10-round extended magazine. Size tier: X.Large ; Weight: 3&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom BA50 5-round magazine. Size tier: X.Large ; Weight: 3&lt;br /&gt;
* [Weapon accessory] Magazine: Custom BA50 10-round extended magazine. Size tier: X.Large ; Weight: 3&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Maze Customs]]&lt;br /&gt;
*[[Customs:Minor services]]&lt;br /&gt;
*[[Customs:Pricing]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Customs:Weapons</id>
		<title>Customs:Weapons</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Customs:Weapons"/>
				<updated>2020-02-29T16:05:06Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapon customization services rely on the principle of '''weapon families''' - specific firearms belonging to the same family (typically they share the same base design) are eligible for extensive customization, due to innate design and/or popularity of the platform. There are '''11''' firearm families which can receive various types of modifications.&amp;lt;br/&amp;gt;&lt;br /&gt;
Firearms may also be customized visually - they simply serve to give a more unique description to the firearm, with the use of paint jobs and color schemes. Visual modifications can be done on any weapon, even if it doesn't belong to one of the Customs families, and bear no influence on the actual performance of the weapon.&lt;br /&gt;
&lt;br /&gt;
Each Customs family will be detailed, along with the customization options available in each.&lt;br /&gt;
&lt;br /&gt;
Workshops also produce and sell '''custom magazines and feeding devices''', for when the weapons produced at Customs necesitate a magazine or other feeding device which does not already exist on the market. A full event line list can be found at the bottom of this page. &lt;br /&gt;
* Each workshop has '''5 of each custom feeding device''' for sale.&lt;br /&gt;
&lt;br /&gt;
= 1911 Single Stack (1911SS) =&lt;br /&gt;
This semi-automatic pistol platform is based on the well-known 1911 design, which is most well known in its original iteration, the [[Colt M1911A1]] in .45 ACP. 1911SS pistols use a slim profile, a 5 inch barrel, and single-stack magazines. Though this platform may not be the most advanced or tactical, 1911SS pistols are praised for their high durability and reliability, ease of use, and ease of maintenance, and are primarily intended for people looking for the most dependable handguns possible.&lt;br /&gt;
&lt;br /&gt;
==== Stock 1911SS firearms ====&lt;br /&gt;
* [[Colt Delta Elite]]&lt;br /&gt;
* [[Colt M1911A1]]&lt;br /&gt;
* [[SIG Sauer 1911 Fastback Nightmare]]&lt;br /&gt;
&lt;br /&gt;
== Customization options (1911SS) ==&lt;br /&gt;
&lt;br /&gt;
All stock 1911SS pistols are Class 3, Weight 3.&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (1911SS) ===&lt;br /&gt;
Legacy calibers&lt;br /&gt;
* [[.357 SIG]] (Nightmare magazines)&lt;br /&gt;
* [[.45 ACP]] (Colt M1911A1 magazines)&lt;br /&gt;
* [[10mm Auto]] (Colt Delta Elite magazines)&lt;br /&gt;
Nonstandard calibers&lt;br /&gt;
* [[.40 S＆W]] (Nightmare magazines'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[.460 Rowland]] (Colt M1911A1 magazines'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[7.62x25mm Tokarev]] (Custom 1911SS Tokarev magazines, capacity 9 rounds)&lt;br /&gt;
* [[9x19mm Parabellum]] (Custom 1911SS 9mm magazines, capacity 9 rounds)&lt;br /&gt;
* [[9x25mm Dillon]] (Colt Delta Elite magazines'''&amp;lt;sup&amp;gt;/!\3&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[.22 Long Rifle]] (Custom 1911SS .22 magazines, capacity 10 rounds)&lt;br /&gt;
&lt;br /&gt;
Note: All &amp;quot;Custom&amp;quot; magazines for 1911SS pistols weigh 0.25 units empty (Size tier: Tiny).&amp;lt;br/&amp;gt; &lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''': 1911SS pistols chambered in .40 S&amp;amp;W can re-use the 1911 Fastback Nightmare's magazines, as .40 S&amp;amp;W and .357 SIG have the same base diameter, however be careful to note that .40 S&amp;amp;W pistols cannot shoot .357 SIG and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''': 1911SS pistols chambered in .460 Rowland can re-use M1911A1 magazines, as .460 Rowland and .45 ACP have similar dimensions, however be careful to note that .460 pistols cannot shoot .45 and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\3&amp;lt;/sup&amp;gt;''': 1911SS pistols chambered in 9mm Dillon can re-use the Colt Delta Elite's magazines, as 10mm Auto and 9x25mm Dillon have the same base diameter, however be careful to note that 10mm pistols cannot shoot 9mm Dillon and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Barrel (1911SS) ===&lt;br /&gt;
&lt;br /&gt;
'''Barrel length configurations'''&lt;br /&gt;
* ''Full-size'' configuration: 5 inch barrel. (Stock on M1911A1, Delta Elita and Fastback Nightmare)&lt;br /&gt;
* ''Longslide'' configuration: 7 inch barrel.&lt;br /&gt;
&lt;br /&gt;
'''Barrel porting''' &lt;br /&gt;
* Drills holes in the barrel and the slide of the weapon, which acts as an integrated muzzle brake of sorts. Provides the weapon with a natural [[Recoil]] -1 bonus. Does not preclude installing a proper muzzle brake for extra recoil reduction.&lt;br /&gt;
** WARNING: If your barrel is ported, the use of a silencer is possible but rendered useless - stealth shots are impossible with a ported barrel (the firearm is too loud).&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
=== Handgun optics (1911SS) ===&lt;br /&gt;
&lt;br /&gt;
'''Pistol RDS'''&lt;br /&gt;
* Drills and taps the slide to mount an '''integrated red dot sight''', designed for precision shooting.&lt;br /&gt;
&lt;br /&gt;
'''Pistol RFX'''&lt;br /&gt;
* Drills and taps the slide to mount an '''integrated reflex sight''', designed for competition shooting.&lt;br /&gt;
&lt;br /&gt;
'''Optics rail'''&lt;br /&gt;
* The frame is drilled and tapped, then mounted with an optics rail which sits above the slide, for mounting optics of the user's choice without losing the option to return to iron sights if desired. This installs a '''NATO-S optic mount''' on the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Shoulder stock modifications (1911SS) ===&lt;br /&gt;
'''Inglis Stock'''&lt;br /&gt;
* Attaches a fixed wooden stock to the pistol, transforming it into a short carbine.&lt;br /&gt;
** Weapon becomes '''Class 2.'''&lt;br /&gt;
** Weapon type becomes '''Conventional rifle'''.&lt;br /&gt;
** Stock type: S (Fixed) stock, allowing it to be shouldered.&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (1911SS) ===&lt;br /&gt;
&lt;br /&gt;
'''Railed frame''': The old frame is removed, replaced with a newer one with an accessory rail. Adds '''a Small light mount''' to the weapon.&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (1911SS) ===&lt;br /&gt;
&lt;br /&gt;
Base weapon weight for all stock 1911SS: Class 3 Weight 3.&lt;br /&gt;
* ''Longslide'': Weight tier +1&lt;br /&gt;
* ''Inglis Stock'': Weight tier +1&lt;br /&gt;
&lt;br /&gt;
=== Category changes notes (1911SS) ===&lt;br /&gt;
* If the weapon is equipped with an Inglis Stock, it is considered to be a '''Conventional rifle'''.&lt;br /&gt;
* All other configurations: '''Pistol'''.&lt;br /&gt;
&lt;br /&gt;
= 1911 Double Stack (1911DS) =&lt;br /&gt;
Operating on the same principle as the 1911SS platform, 1911DS are also semi-automatic pistols based on the 1911 design with the same barrel length of 5 inches, but this variant had to be differentiated due to their larger profile, allowing the use of larger magazines. Durable and reliable, though not as much as their 1911SS equivalents, the double stack platform more than makes up with nearly double standard magazine capacity.&lt;br /&gt;
&lt;br /&gt;
==== Stock 1911DS firearms ====&lt;br /&gt;
* [[Para Ordnance P-14.45]]&lt;br /&gt;
* [[Para Ordnance P-16.40]]&lt;br /&gt;
&lt;br /&gt;
== Customization options (1911DS) ==&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (1911DS) ===&lt;br /&gt;
Legacy calibers&lt;br /&gt;
* [[.40 S＆W]] (Para P-16 magazines)&lt;br /&gt;
* [[.45 ACP]] (Para P-14 magazines)&lt;br /&gt;
Nonstandard calibers&lt;br /&gt;
* [[.357 SIG]] (Para P-16 magazines'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[.460 Rowland]] (Para P-14 magazines'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[7.62x25mm Tokarev]] (Custom 1911DS Tokarev magazines, capacity 20 rounds)&lt;br /&gt;
* [[9x19mm Parabellum]] (Custom 1911DS 9mm magazines, capacity 20 rounds)&lt;br /&gt;
* [[10mm Auto]] (Custom 1911DS 10mm magazines, capacity 16 rounds)&lt;br /&gt;
* [[9x25mm Dillon]] (Custom 1911DS 10mm magazines'''&amp;lt;sup&amp;gt;/!\3&amp;lt;/sup&amp;gt;''', capacity 16 rounds)&lt;br /&gt;
&lt;br /&gt;
Note: All &amp;quot;Custom&amp;quot; magazines for 1911DS pistols weigh 0.5 units empty (Size tier: Small).&amp;lt;br/&amp;gt; &lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''': 1911DS pistols chambered in .357 SIG can re-use the Para P-16's magazines, as .40 S&amp;amp;W and .357 SIG have the same base diameter, however be careful to note that .40 S&amp;amp;W pistols cannot shoot .357 SIG and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''': 1911DS pistols chambered in .460 Rowland can re-use M1911A1 magazines, as .460 Rowland and .45 ACP have similar dimensions, however be careful to note that .460 pistols cannot shoot .45 and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\3&amp;lt;/sup&amp;gt;''': 1911DS pistols chambered in 9mm Dillon can re-use the Custom 1911DS 10mm magazines, as 10mm Auto and 9x25mm Dillon have the same base diameter, however be careful to note that 10mm pistols cannot shoot 9mm Dillon and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&lt;br /&gt;
&lt;br /&gt;
=== Barrel (1911DS) ===&lt;br /&gt;
&lt;br /&gt;
'''Barrel length configurations'''&lt;br /&gt;
* ''Full-size'' configuration: 5 inch barrel. Changes the weapon weight to 3 units. (Stock on Para P-14 and Para P-16)&lt;br /&gt;
* ''Longslide'' configuration: 7 inch barrel. Changes the weapon weight to 5 units.&lt;br /&gt;
&lt;br /&gt;
'''Barrel porting'''&lt;br /&gt;
* Drills holes in the barrel and the slide of the weapon, which acts as an integrated muzzle brake of sorts. Provides the weapon with a natural [[Recoil]] -1 bonus. Does not preclude installing a proper muzzle brake for extra recoil reduction.&lt;br /&gt;
** WARNING: If your barrel is ported, the use of a silencer is possible but rendered useless - stealth shots are impossible with a ported barrel (the firearm is too loud).&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
=== Handgun optics (1911DS) ===&lt;br /&gt;
&lt;br /&gt;
'''Pistol RDS'''&lt;br /&gt;
* Drills and taps the slide to mount an '''integrated red dot sight''', designed for precision shooting.&lt;br /&gt;
&lt;br /&gt;
'''Pistol RFX'''&lt;br /&gt;
* Drills and taps the slide to mount an '''integrated reflex sight''', designed for competition shooting.&lt;br /&gt;
&lt;br /&gt;
'''Optics rail'''&lt;br /&gt;
* The frame is drilled and tapped, then mounted with an optics rail which sits above the slide, for mounting optics of the user's choice without losing the option to return to iron sights if desired. This installs a '''NATO-S optic mount''' on the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Shoulder stock modifications (1911DS) ===&lt;br /&gt;
'''Inglis Stock'''&lt;br /&gt;
* Attaches a fixed wooden stock to the pistol, transforming it into a short carbine.&lt;br /&gt;
** Weapon becomes '''Class 2'''.&lt;br /&gt;
** Stock type: S (Fixed) stock, allowing it to be shouldered&lt;br /&gt;
** Combat skills: Now calls for relevant Rifle skills instead of Pistol skills.&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (1911DS) ===&lt;br /&gt;
&lt;br /&gt;
'''Railed frame''': The old frame is removed, replaced with a newer one with an accessory rail. Adds '''a Small light mount''' to the weapon.&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (1911DS) ===&lt;br /&gt;
&lt;br /&gt;
Base weapon weight for all stock 1911DS: Class 3 Weight 3.&lt;br /&gt;
* ''Longslide'': Weight tier +1&lt;br /&gt;
* ''Inglis Stock'': Weight tier +1&lt;br /&gt;
&lt;br /&gt;
=== Category changes notes (1911DS) ===&lt;br /&gt;
* If the weapon is equipped with an Inglis Stock, it is considered to be a '''Conventional rifle'''.&lt;br /&gt;
* All other configurations: '''Pistol'''.&lt;br /&gt;
&lt;br /&gt;
= Blackhawk =&lt;br /&gt;
The Blackhawk family is a single-action revolver platform based on the Ruger Blackhawk and its variants. Although single-action firearms are slower to use than double-action revolvers or pistols of any kind, they compensate with a wide offering of calibers, and unmatched durability and reliability, as is typical with heavy single-action revolvers. Built to withstand powerful loads such as [[.44 Magnum]] or [[.454 Casull]], there is almost no pistol caliber, bar rare exceptions, that the Blackhawk can't handle.&lt;br /&gt;
&lt;br /&gt;
==== Stock Blackhawk firearms ====&lt;br /&gt;
* [[Ruger Blackhawk]]&lt;br /&gt;
* [[Ruger Super Blackhawk]]&lt;br /&gt;
&lt;br /&gt;
== Customization options (Blackhawk) ==&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (Blackhawk) ===&lt;br /&gt;
Certain cartridges listed below (with a '''RL''' prefix) are rimless. In single-action revolvers like the Blackhawk, such cartridges headspace on the case mouth, therefore a cylinder chambered for a rimless cartridge can only strictly accept that cartridge, even if a double-action revolver chambered in the same cartridge could accept it and shorter variants. This is why for example, a 10mm Auto cylinder in a Blackhawk can only accept 10mm Auto; a .40 S&amp;amp;W cartridge would fall some depth into the cylinder and could not be fired.&lt;br /&gt;
&lt;br /&gt;
Legacy calibers/cylinder configurations&lt;br /&gt;
* [[.30 Carbine]] (8 rounds)&lt;br /&gt;
* [[.44 Magnum]]/[[.44 Special]] or [[.44 Special]] alone (6 rounds)&lt;br /&gt;
Nonstandard calibers/cylinder configurations&lt;br /&gt;
* [[.30 Carbine]] (5, 6, 7 rounds)&lt;br /&gt;
* [[.38 Special]]/[[.357 Magnum]] or [[.38 Special]] alone (5, 6, 7, 8 rounds)&lt;br /&gt;
* [[.380 ACP]] (5, 6, 7, 8 rounds)&lt;br /&gt;
* [[.40 S＆W]] (5, 6, 7 rounds)&lt;br /&gt;
* [[.44 Magnum]]/[[.44 Special]] or [[.44 Special]] alone (5 rounds)&lt;br /&gt;
* [[.45 ACP]] (5, 6 rounds)&lt;br /&gt;
* [[.460 Rowland]] (5, 6 rounds)&lt;br /&gt;
* [[.45 Colt]]/[[.454 Casull]] or [[.45 Colt]] alone (5, 6 rounds)&lt;br /&gt;
* [[9x18mm Makarov]] (5, 6, 7, 8 rounds)&lt;br /&gt;
* [[9x19mm Parabellum]] (5, 6, 7, 8 rounds)&lt;br /&gt;
* [[10mm Auto]] (5, 6, 7 rounds)&lt;br /&gt;
* [[.22 Long Rifle]] (6, 8, 10 rounds)&lt;br /&gt;
&lt;br /&gt;
Where specified, a cylinder chambered for &amp;quot;&amp;lt;caliber&amp;gt; alone&amp;quot; instead of an equivalent double-caliber cylinder imparts a '''100 P$ reduction'''. See [[Customs:Pricing#Rechambering|this page]] for more details.&lt;br /&gt;
&lt;br /&gt;
Every possible combination of non-standard caliber and cylinder size has a corresponding speed strip with the relevant capacity.&amp;lt;br/&amp;gt;&lt;br /&gt;
The nomenclature is: &amp;quot;Custom ''&amp;lt;caliber&amp;gt;'' ''&amp;lt;capacity&amp;gt;''-round speed strip&amp;quot;.&amp;lt;br/&amp;gt;&lt;br /&gt;
Example: A Blackhawk customized with a 7-round 10mm Auto cylinder can be supplied with speed strips named: &amp;quot;Custom 10mm Auto 7-round speed strip&amp;quot;.&amp;lt;br/&amp;gt;&lt;br /&gt;
All speed strips weigh 0.25 empty.&lt;br /&gt;
&lt;br /&gt;
=== Barrel (Blackhawk) ===&lt;br /&gt;
'''Barrel length configurations'''&lt;br /&gt;
* ''Snub-nose'' configuration: 2.5 inch barrel. Changes the weapon weight to 2 units.&lt;br /&gt;
* ''Vaquero'' configuration: 4.62 inch barrel. Changes the weapon weight to 3 units.&lt;br /&gt;
* ''Blackhawk'' configuration: 7.5 inch barrel. Changes the weapon weight to 5 units. (Standard on Ruger Blackhawk and Super Blackhawk)&lt;br /&gt;
* ''Long barrel'' configuration: 10.5 inch barrel. Changes the weapon weight to 5 units.&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
=== Handgun optics (Blackhawk) ===&lt;br /&gt;
&lt;br /&gt;
'''Blackhawk Sniper'''&lt;br /&gt;
* Installs an '''integrated 2x power scope''' on the weapon.&lt;br /&gt;
** Compatible only with ''Blackhawk'' and ''Long barrel'' configurations.&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (Blackhawk) ===&lt;br /&gt;
&lt;br /&gt;
'''Laser grip'''&lt;br /&gt;
* Installs an '''integrated laser sight''' on the weapon. Accepts WL2 batteries, has a battery life of 100 turns.&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (Blackhawk) ===&lt;br /&gt;
&lt;br /&gt;
Weapon Weight depends on the length of the barrel. See ''Barrel (Blackhawk)'' for more details.&lt;br /&gt;
&lt;br /&gt;
= Redhawk =&lt;br /&gt;
The Redhawk family is a platform of revolvers, based on the Ruger Redhawk and its variants. Where the Blackhawks are the single-action cousins, the Redhawks are double-action. Redhawks may not have the extreme durability and reliability of their SA cousins, but they make up for it by having the same diverse selection of rechambering options, and of course, the main traits of a DA revolver: faster reloads and faster follow-up shots.&lt;br /&gt;
&lt;br /&gt;
==== Stock Redhawk firearms ====&lt;br /&gt;
* [[Ruger Redhawk]]&lt;br /&gt;
* [[Ruger Super Redhawk]]&lt;br /&gt;
* [[Ruger Super Redhawk Alaskan]]&lt;br /&gt;
&lt;br /&gt;
== Customization options (Redhawk) ==&lt;br /&gt;
&lt;br /&gt;
All stock Redhawk revolvers are Class 3, with variable weights:&lt;br /&gt;
* Redhawk, Super Redhawk: Weight 5 (7.5 inch barrel)&lt;br /&gt;
* Super Redhawk Alaskan: Weight 3 (2.5 inch barrel)&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (Redhawk) ===&lt;br /&gt;
Legacy calibers/cylinder configurations&lt;br /&gt;
* [[.454 Casull]]/[[.45 Colt]], or [[.45 Colt]] alone (6 rounds)&lt;br /&gt;
&lt;br /&gt;
Nonstandard calibers/cylinder configurations&lt;br /&gt;
* '''RL''' [[.30 Carbine]] (5, 6, 7, 8 rounds)&lt;br /&gt;
* [[.38 Special]]/[[.357 Magnum]], or [[.38 Special]] alone (5, 6, 7, 8 rounds)&lt;br /&gt;
* '''RL''' [[.380 ACP]] (5, 6, 7, 8 rounds)&lt;br /&gt;
* '''RL''' [[ .40 S＆W]]/[[10mm Auto]] (5, 6, 7 rounds)&lt;br /&gt;
* [[.44 Magnum]]/[[.44 Special]] or [[.44 Special]] alone (5, 6 rounds)&lt;br /&gt;
* '''RL''' [[.45 ACP]]/[[.460 Rowland]] ''(+ .454 Casull/.45 Colt or .45 Colt alone)'' (5, 6 rounds)&lt;br /&gt;
* [[.454 Casull]]/[[.45 Colt]] or [[.45 Colt]] alone (5 rounds)&lt;br /&gt;
* '''RL''' [[9x18mm Makarov]] (5, 6, 7, 8 rounds)&lt;br /&gt;
* '''RL''' [[9x19mm Parabellum]] (5, 6, 7, 8 rounds)&lt;br /&gt;
* [[.22 Long Rifle]] (6, 8, 10 rounds)&lt;br /&gt;
 &lt;br /&gt;
Where specified, a cylinder chambered for &amp;quot;&amp;lt;caliber&amp;gt; alone&amp;quot; instead of an equivalent double-caliber cylinder imparts a '''100 P$ reduction'''. See [[Customs:Pricing#Rechambering|this page]] for more details.&lt;br /&gt;
&lt;br /&gt;
Certain options in the list above are preceded with a '''RL''': this denotes the calibers listed are '''r'''im'''l'''ess, and the cylinder is cut to accept '''moonclips''', which will be supplied instead of speedloaders. Calibers listed between parentheses indicate that if a moonclip isn't inserted into the cylinder, the gun can still accept ammunition of the listed calibers (which are ''rimmed''). If a choice is presented, the customer will be asked which he/she prefers at no extra charge.&lt;br /&gt;
* The only practical difference between a speedloader and a moonclip is that a moonclip is inserted into the gun (like a magazine in a semi-automatic), while a speedloader empties the rounds it holds into the gun then returns to the inventory. Keep this in mind for inventory management.&lt;br /&gt;
* '''Note:''' Rimless cartridges require the presence of a moonclip, and rimmed cartridges require the '''absence''' of a moonclip. It is impossible mix and match rimless and rimmed ammunition in the same cylinder.&lt;br /&gt;
&lt;br /&gt;
Every possible combination of non-standard caliber and cylinder size has a corresponding speedloader or moonclip.&amp;lt;br/&amp;gt;&lt;br /&gt;
The nomenclature is: &amp;quot;Custom Redhawk ''&amp;lt;caliber&amp;gt;'' ''&amp;lt;capacity&amp;gt;''-round &amp;lt;speedloader/moonclip&amp;gt;&amp;quot;.&amp;lt;br/&amp;gt;&lt;br /&gt;
Example: A Redhawk customized with a 6-round .30 Carbine cylinder can be supplied with moonclips named: &amp;quot;Custom .30 Carbine 6-round moonclip&amp;quot;.&amp;lt;br/&amp;gt;&lt;br /&gt;
All speedloaders and moonclips weigh 0.25 empty.&lt;br /&gt;
&lt;br /&gt;
=== Barrel (Redhawk) ===&lt;br /&gt;
'''Barrel length configurations'''&lt;br /&gt;
* ''Alaskan'' configuration: 2.5 inch barrel. Changes the weapon weight to 2 units. (Standard on Ruger Super Redhawk Alaskan)&lt;br /&gt;
* ''Combat'' configuration: 4.22 inch barrel. Changes the weapon weight to 3 units.&lt;br /&gt;
* ''Redhawk'' configuration: 7.5 inch barrel. Changes the weapon weight to 5 units. (Standard on Ruger Redhawk and Super Redhawk)&lt;br /&gt;
* ''Long barrel'' configuration: 9.5 inch barrel. Changes the weapon weight to 5 units, enables compatibility with the Redhawk Sniper option (see below).&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
=== Handgun optics (Redhawk) ===&lt;br /&gt;
&lt;br /&gt;
'''Redhawk Sniper'''&lt;br /&gt;
* Installs an '''integrated 2x power scope''' on the weapon.&lt;br /&gt;
** Only compatible with ''Long barrel'' configuration.&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (Redhawk) ===&lt;br /&gt;
&lt;br /&gt;
'''Laser grip'''&lt;br /&gt;
* Installs an '''integrated laser sight''' on the weapon. Accepts WL2 batteries, has a battery life of 100 turns.&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (Redhawk) ===&lt;br /&gt;
&lt;br /&gt;
Weapon Weight depends on the length of the barrel. See ''Barrel (Redhawk)'' for more details.&lt;br /&gt;
&lt;br /&gt;
= Glock-SF = &lt;br /&gt;
The Glock family of semi-automatic handguns is represented in the Maze Customs in two distinct families: Glock Short Frame (Glock-SF) and Glock Large Frame (Glock-LF). At the exception of the compact-size, straight blowback [[Glock 25]] and the so-called subcompacts or &amp;quot;Baby Glocks&amp;quot; (models 26, 27, 28, 29, 30, and 33), all of the full-size Glocks in the Mazes are found in those two families. Reputed for being lightweight, sturdy pistols with exceptional resistance to abuse, the capacity to function even in the direst of environments, they are part of the Customs family as the semi-automatic pistol platform which may receive an extreme variety of modifications, up and including to the highly popular, [[Glock 18C|Glock 18]]-derived auto sear, which allows the weapon to function as a machine pistol.&lt;br /&gt;
&lt;br /&gt;
The Glock Short Frame family is named as such because it designates Glock pistols built on the frame and slide size specifications of the original [[Glock 17]], chambered in 9x19mm and with a 4.48 inch barrel.&lt;br /&gt;
&lt;br /&gt;
==== Stock Glock-SF firearms ====&lt;br /&gt;
* [[Glock 17]]&lt;br /&gt;
* [[Glock 18C]]&lt;br /&gt;
* [[Glock 22]]&lt;br /&gt;
* [[Glock 31]]&lt;br /&gt;
&lt;br /&gt;
== Customization options (Glock-SF) ==&lt;br /&gt;
&lt;br /&gt;
All stock Glock pistols are Class 3, Weight 3.&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (Glock-SF) ===&lt;br /&gt;
Legacy calibers&lt;br /&gt;
* [[.357 SIG]] (Glock .40/.357 15-round magazines '''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''') (Custom Glock .40/.357 30-round magazines)&lt;br /&gt;
* [[.40 S＆W]] (Glock .40/.357 15-round magazines '''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''') (Custom Glock .40/.357 30-round magazines)&lt;br /&gt;
* [[9x19mm Parabellum]] (Glock 9mm magazines)&lt;br /&gt;
Nonstandard calibers&lt;br /&gt;
* [[.32 ACP]] (Custom Glock .32 19-round magazine) (Custom Glock .32 38-round magazine)&lt;br /&gt;
* [[.380 ACP]] (Custom Glock .380 17-round magazines '''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''') (Custom Glock .380 30-round magazines '''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[9x18mm Makarov]] (Custom Glock-Mak magazines, capacity 17 and 33 rounds)&lt;br /&gt;
* [[.22 Long Rifle]] (Custom Glock-SF .22 magazines, capacity 10 rounds)&lt;br /&gt;
&lt;br /&gt;
Note: All &amp;quot;Custom&amp;quot; magazines for Glock-SF pistols weigh 0.5 units empty (Size tier: Small).&amp;lt;br/&amp;gt;&lt;br /&gt;
Note 2: Not all Glock magazines may fit in a Glock-SF pistol, even if the caliber is correct; check the event line of your magazine in case it is only compatible with one weapon (e.g. Glock 9mm 10-round magazine -&amp;gt; &amp;quot;Only compatible with Glock 26&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''': Glock-SF pistols chambered in .357 SIG or .40 S&amp;amp;W use the same magazines, as .40 S&amp;amp;W and .357 SIG have the same base diameter, however be careful to note that .40 S&amp;amp;W pistols cannot shoot .357 SIG and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''': Custom Glock .380 magazines are compatible with the Glock 25, but the original Glock 25 magazines are not compatible with any Glock-SF chambered in .380 ACP ; they are too short and simply do not fit.&lt;br /&gt;
&lt;br /&gt;
=== Barrel (Glock-SF) ===&lt;br /&gt;
&lt;br /&gt;
'''Barrel porting''' &lt;br /&gt;
* Drills holes in the barrel and the slide of the weapon, which acts as an integrated muzzle brake of sorts. Provides the weapon with a natural [[Recoil]] -1 bonus. Does not preclude installing a proper muzzle brake for extra recoil reduction.&lt;br /&gt;
** Note: The [[Glock 18C]] comes standard with a ported barrel.&lt;br /&gt;
** WARNING: If your barrel is ported, mounting a silencer remains possible but '''rendered useless''' - stealth shots are impossible with a ported barrel (the firearm is too loud).&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
'''Barrel length configurations'''&lt;br /&gt;
* ''Full-size'' configuration: 4.48 inch barrel mated to a standard sized slide. (Stock on Glock 17, Glock 18C, Glock 22, Glock 31)&lt;br /&gt;
* ''Competition'' configuration: 9 inch barrel mated to a 17L sized slide. Ideal for competition or hunting.&lt;br /&gt;
&lt;br /&gt;
=== Handgun optics (Glock-SF) ===&lt;br /&gt;
&lt;br /&gt;
'''Pistol RDS'''&lt;br /&gt;
* Drills and taps the slide to mount an '''integrated red dot sight''', designed for precision shooting.&lt;br /&gt;
&lt;br /&gt;
'''Pistol RFX'''&lt;br /&gt;
* Drills and taps the slide to mount an '''integrated reflex sight''', designed for competition shooting.&lt;br /&gt;
&lt;br /&gt;
'''Scope rail mount'''&lt;br /&gt;
* Attaches a special accessory rail to the weapon, for mounting optics of the user's choice without losing the option to return to iron sights if desired. This installs a '''NATO-S optic mount''' on the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Fire selectors (Glock-SF) ===&lt;br /&gt;
'''Semi/Full selector switch'''&lt;br /&gt;
* This service installs a selector switch on the slide, allowing the user to choose between semi-automatic and fully-automatic fire.&lt;br /&gt;
** Note: The [[Glock 18C]] comes standard with this switch.&lt;br /&gt;
&lt;br /&gt;
=== Shoulder stock modifications (Glock-SF) ===&lt;br /&gt;
'''Glock Stock'''&lt;br /&gt;
* Attaches a retractable wire stock to the pistol, transforming it into a short carbine.&lt;br /&gt;
** Weapon becomes Class 2.&lt;br /&gt;
** Stock type: RS (Retractable) stock, allowing it to be shouldered&lt;br /&gt;
** Combat skills: Now calls for relevant Rifle skills instead of Pistol skills.&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (Glock-SF) ===&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (Glock-SF) ===&lt;br /&gt;
&lt;br /&gt;
Base weapon weight for all stock Glock-SF: Class 3 Weight 3.&lt;br /&gt;
* ''Competition barrel'': Weight tier +1&lt;br /&gt;
* ''Glock Stock'': Weight tier +1&lt;br /&gt;
&lt;br /&gt;
=== Category changes notes (Glock-SF) ===&lt;br /&gt;
* If the weapon is equipped with both a Semi/Full selector switch and a Glock Stock, it is considered to be a '''Submachine gun'''.&lt;br /&gt;
* If the weapon is equipped with a Semi/Full selector switch alone, it is considered to be an '''Auto pistol'''.&lt;br /&gt;
* If the weapon is equipped with a Glock Stock alone, it is considered to be a '''Conventional rifle'''.&lt;br /&gt;
* All other configurations: '''Pistol'''.&lt;br /&gt;
&lt;br /&gt;
= Glock-LF = &lt;br /&gt;
The Glock family of semi-automatic handguns is represented in the Maze Customs in two distinct families: Glock Short Frame (Glock-SF) and Glock Large Frame (Glock-LF). At the exception of the straight blowback [[Glock 25]] and the so-called subcompacts or &amp;quot;Baby Glocks&amp;quot; (models 26, 27, 28, 29, 30, and 33), all of the full-size Glocks in the Mazes are found in those two families. Reputed for being lightweight, sturdy pistols with exceptional resistance to abuse, the capacity to function even in the direst of environments, they are part of the Customs family as the semi-automatic pistol platform which may receive an extreme variety of modifications, up and including to the highly popular, [[Glock 18C|Glock 18]]-derived auto sear, which allows the weapon to function as a machine pistol.&lt;br /&gt;
&lt;br /&gt;
The Glock Large Frame family is named as such because it designates Glock pistols built on the frame and slide size specifications of the [[Glock 20]], with a 4.6 inch barrel, specially designed to accomodate for the long 10mm Auto cartridge. From the Glock 20 was derived the [[Glock 21]], its .45 ACP variant, because the .45 ACP cartridge was unsuitable for use in the Small Frame platform. As such, the Glock-LF is tailored for longer pistol cartridges, and larger calibers.&lt;br /&gt;
&lt;br /&gt;
==== Stock Glock-LF firearms ====&lt;br /&gt;
* [[Glock 20]]&lt;br /&gt;
* [[Glock 21]]&lt;br /&gt;
&lt;br /&gt;
== Customization options (Glock-LF) ==&lt;br /&gt;
&lt;br /&gt;
All stock Glock pistols are Class 3, Weight 3.&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (Glock-LF) ===&lt;br /&gt;
Legacy calibers&lt;br /&gt;
* [[.45 ACP]] (Glock .45 magazines)&lt;br /&gt;
* [[10mm Auto]] (Glock 10mm magazines)&lt;br /&gt;
Nonstandard calibers&lt;br /&gt;
* [[.460 Rowland]] (Glock .45 magazines'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[7.62x25mm Tokarev]] (Custom Glock Tok magazines, capacity 15 and 30 rounds)&lt;br /&gt;
* [[9x25mm Dillon]] (Glock 10mm magazines, Custom Glock 10mm magazines, capacity 30 rounds'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[.22 Long Rifle]] (Custom Glock-LF .22 magazines, capacity 10 rounds)&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''': Glock-LF pistols chambered in .460 Rowland can re-use Glock 21/Kriss magazines, as .460 Rowland and .45 ACP have similar dimensions, however be careful to note that .460 pistols cannot shoot .45 and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''': Glock-LF pistols chambered in 9mm Dillon can re-use Glock 20 and custom Glock-LF 10mm magazines, as 10mm Auto and 9x25mm Dillon have the same base diameter, however be careful to note that 10mm pistols cannot shoot 9mm Dillon and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&lt;br /&gt;
&lt;br /&gt;
Note: All &amp;quot;Custom&amp;quot; magazines for Glock-LF pistols weigh 0.5 units empty (Size tier: Small).&amp;lt;br/&amp;gt;&lt;br /&gt;
Note 2: Not all Glock magazines may fit in a Glock-LF pistol, even if the caliber is correct; check the event line of your magazine in case it is only compatible with one weapon (e.g. Glock .45 10-round magazine -&amp;gt; &amp;quot;Only compatible with Glock 30&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
=== Barrel (Glock-LF) ===&lt;br /&gt;
&lt;br /&gt;
'''Barrel porting''' &lt;br /&gt;
* Drills holes in the barrel and the slide of the weapon, which acts as an integrated muzzle brake of sorts. Provides the weapon with a natural [[Recoil]] -1 bonus. Does not preclude installing a proper muzzle brake for extra recoil reduction.&lt;br /&gt;
** WARNING: If your barrel is ported, the use of a silencer is possible but rendered useless - stealth shots are impossible with a ported barrel (the firearm is too loud).&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
'''Barrel length configurations'''&lt;br /&gt;
* ''Full-size'' configuration: 4.6 inch barrel mated to a standard sized slide. (Stock on Glock 20, Glock 21)&lt;br /&gt;
* ''Competition'' configuration: 9 inch barrel mated to a 17L sized slide. Ideal for competition or hunting.&lt;br /&gt;
&lt;br /&gt;
=== Handgun optics (Glock-LF) ===&lt;br /&gt;
&lt;br /&gt;
'''Pistol RDS'''&lt;br /&gt;
* Drills and taps the slide to mount an '''integrated red dot sight''', designed for precision shooting.&lt;br /&gt;
&lt;br /&gt;
'''Pistol RFX'''&lt;br /&gt;
* Drills and taps the slide to mount an '''integrated reflex sight''', designed for competition shooting.&lt;br /&gt;
&lt;br /&gt;
'''Scope rail mount'''&lt;br /&gt;
* Attaches a special accessory rail to the weapon, for mounting optics of the user's choice without losing the option to return to iron sights if desired. This installs a '''NATO-S optic mount''' on the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Fire selectors (Glock-LF) ===&lt;br /&gt;
'''Semi/Full selector switch'''&lt;br /&gt;
* This service installs a selector switch on the slide, allowing the user to choose between semi-automatic and fully-automatic fire.&lt;br /&gt;
&lt;br /&gt;
=== Shoulder stock modifications (Glock-LF) ===&lt;br /&gt;
'''Glock Stock'''&lt;br /&gt;
* Attaches a retractable wire stock to the pistol, transforming it into a short carbine.&lt;br /&gt;
** Weapon becomes Class 2.&lt;br /&gt;
** Stock type: RS (Retractable) stock, allowing it to be shouldered&lt;br /&gt;
** Combat skills: Now calls for relevant Rifle skills instead of Pistol skills.&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (Glock-LF) ===&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (Glock-LF) ===&lt;br /&gt;
&lt;br /&gt;
Base weapon weight for all stock Glock-LF: Class 3 Weight 3.&lt;br /&gt;
* ''Competition barrel'': Weight tier +1&lt;br /&gt;
* ''Glock Stock'': Weight tier +1&lt;br /&gt;
&lt;br /&gt;
=== Category changes notes (Glock-LF) ===&lt;br /&gt;
* If the weapon is equipped with both a Semi/Full selector switch and a Glock Stock, it is considered to be a '''Submachine gun'''.&lt;br /&gt;
* If the weapon is equipped with a Semi/Full selector switch alone, it is considered to be an '''Auto pistol'''.&lt;br /&gt;
* If the weapon is equipped with a Glock Stock alone, it is considered to be a '''Conventional rifle'''.&lt;br /&gt;
* All other configurations: '''Pistol'''.&lt;br /&gt;
&lt;br /&gt;
= MP5 =&lt;br /&gt;
As the fan favorite submachine gun family in the Mazes, loved and favored by many, the MP5 is available in the Customs as the full-size submachine gun platform, with all of the renowned advantages that made the MP5 famous. With unmatched durability and reliability, various customization options, and of course, the submachine gun's ever-popular compatibility with accessories, this Customs family is one of the most popular, and a fan favorite of many Class 2 weapon enthusiasts. The family is based on the original 9mm model, the MP5A3 with 8.9 inch barrel. Only the compact [[Heckler ＆ Koch MP5K|MP5K]] is not included in this family as it is not a full-size variant.&lt;br /&gt;
&lt;br /&gt;
==== Stock MP5 firearms ====&lt;br /&gt;
* [[Heckler ＆ Koch MP5A3]]&lt;br /&gt;
* [[Heckler ＆ Koch MP5/10A3]]&lt;br /&gt;
* [[Heckler ＆ Koch MP5/40A2]]&lt;br /&gt;
&lt;br /&gt;
== Customization options (MP5) ==&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (MP5) ===&lt;br /&gt;
Legacy calibers&lt;br /&gt;
* [[.40 S＆W]] (MP5 10mm/.40 magazines'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''') &lt;br /&gt;
* [[9x19mm Parabellum]] (MP5 9mm magazines)&lt;br /&gt;
* [[10mm Auto]] (MP5 10mm/.40 magazines'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''') &lt;br /&gt;
Nonstandard calibers&lt;br /&gt;
* [[.357 SIG]] (MP5 10mm/.40 magazines'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[.45 ACP]] (M3 Grease Gun magazines)&lt;br /&gt;
* [[.460 Rowland]] (M3 Grease Gun magazines'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[7.62x25mm Tokarev]] (PPS-43 magazines)&lt;br /&gt;
* [[9x25mm Dillon]] (MP5 10mm/.40 magazines'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[.22 Long Rifle]] (Custom MP5/22 magazines, capacity 25 rounds)&lt;br /&gt;
&lt;br /&gt;
Note: All &amp;quot;Custom&amp;quot; magazines for MP5s weigh 0.5 units empty (Size tier: Small).&amp;lt;br/&amp;gt; &lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''': MP5/10s, MP5/40s and MP5s chambered in 9x25mm Dillon and .357 SIG can all use the same MP5 10mm/.40 magazines, due to all four calibers having the same base diameter. However, please be careful and understand that &amp;quot;same magazine&amp;quot; does not mean &amp;quot;interchangeable ammunition&amp;quot;; always load your weapon with the caliber it is chambered for. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''': MP5s chambered in .460 Rowland can re-use M3 Grease Gun magazines, as .460 Rowland and .45 ACP have similar dimensions, however be careful to note that .460 caliber MP5s cannot shoot .45 and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Barrel (MP5) ===&lt;br /&gt;
&lt;br /&gt;
'''MP5 Sound Dampened (MP5SD) system'''&lt;br /&gt;
* Removes the standard barrel with 3-lug system, and instead installs the '''MP5SD barrel''': a 5.7 inch barrel, integrally suppressed and ported, for the effects and benefits of both silencer and muzzle brake without the disadvantages of porting (which normally render silencers useless).&lt;br /&gt;
** Effects: Silencer(Integrated), Muzzle brake(Integrated).&lt;br /&gt;
&lt;br /&gt;
'''HK94 long barrel'''&lt;br /&gt;
* Removes the standard 8.9 inch barrel, and replaces it with a 16.9 inch '''HK94 long barrel'''. The barrel is capped with a 3-lug system, making it just as compatible with 3-lug muzzle accessories as the standard barrel. This barrel increases the weapon Weight by one tier, but allows for a greater damage output.&lt;br /&gt;
** Compatibility: Same as standard barrel (3-lug mount)&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
=== Fire selector configurations (MP5) ===&lt;br /&gt;
* Semi-auto only&lt;br /&gt;
* Semi/Full (Standard on MP5A3, MP5/40A2 and MP5/10A3)&lt;br /&gt;
* Semi/Burst2/Full&lt;br /&gt;
* Semi/Burst3/Full&lt;br /&gt;
&lt;br /&gt;
Cosmetic variants:&lt;br /&gt;
* Semi-auto only&lt;br /&gt;
** 0-1 trigger group (numbers ; 0 meaning &amp;quot;Safe&amp;quot;, 1 meaning &amp;quot;Semi&amp;quot;)&lt;br /&gt;
** Navy trigger group (pictograms representing each fire mode)&lt;br /&gt;
* Semi/Full&lt;br /&gt;
** SEF trigger group (letters, which are German initials referring to &amp;quot;Safe&amp;quot;, &amp;quot;Semi&amp;quot; and &amp;quot;Auto&amp;quot; respectively)&lt;br /&gt;
** Navy trigger group (pictograms representing each fire mode)&lt;br /&gt;
* Semi/Burst2/Full or Semi/Burst3/Full&lt;br /&gt;
** Navy trigger group (pictograms representing each fire mode)&lt;br /&gt;
&lt;br /&gt;
=== Receiver configurations (MP5) ===&lt;br /&gt;
&lt;br /&gt;
'''Original'''&lt;br /&gt;
* The default MP5 receiver, which has a '''short HK claw optic mount [HK-S]'''. Default on MP5A3, MP5/40A2, MP5/10A3.&lt;br /&gt;
&lt;br /&gt;
'''Railed'''&lt;br /&gt;
* An optic rail is mounted on the original claw optic mount, which replaces the HK-S optic mount with a '''short NATO rail mount [NATO-S]'''.&lt;br /&gt;
&lt;br /&gt;
=== Handguard configurations (MP5) ===&lt;br /&gt;
&lt;br /&gt;
'''Smooth'''&lt;br /&gt;
* The default MP5 handguard, without frills.&lt;br /&gt;
** Cosmetics options: Slimline handguard, Tropical handguard (default on MP5A3, MP5/40A2, MP5/10A3)&lt;br /&gt;
&lt;br /&gt;
'''Quad rails'''&lt;br /&gt;
* A handguard with quad rails, perfect for mounting extra accessories of the user's choice. The weapon gains two Large light mounts (LRail-L) and a Long underbarrel interface (URail-L).&lt;br /&gt;
&lt;br /&gt;
'''Surefire forend'''&lt;br /&gt;
* A handguard with provisions for an integrated light.&lt;br /&gt;
** Compatibility: Installs an integrated '''Surefire 628''' weaponlight, proprietary to this handguard.&lt;br /&gt;
** Properties of the Surefire 628: Max life 200 turns, Soft light.&lt;br /&gt;
** Nomenclature, full battery: ''LRail[S628,100%](I)''&lt;br /&gt;
&lt;br /&gt;
=== Shoulder stock modifications (MP5) ===&lt;br /&gt;
&lt;br /&gt;
All modifications do not change weapon Weight, except ''No stock (N)'', which permanently decreases Weight Tier by 1.&lt;br /&gt;
&lt;br /&gt;
'''Fixed stock (S)'''&lt;br /&gt;
* Installs a S stock to the weapon. The solid, fixed stock maximizes accuracy and stability, but does not allow the user to shorten the weapon when needed.&lt;br /&gt;
&lt;br /&gt;
'''Retractable stock (RS)'''&lt;br /&gt;
* Installs a RS stock to the weapon, allowing the user to choose between a full-length submachine gun with the stock open, or a more compact firearm with the stock retracted.&lt;br /&gt;
&lt;br /&gt;
'''Folding stock (FS)'''&lt;br /&gt;
* Installs a FS stock to the weapon, allowing the user to choose between a full-length submachine gun with the stock open, or a very compact firearm with the stock folded.&lt;br /&gt;
&lt;br /&gt;
'''No stock (N)'''&lt;br /&gt;
* Removes the stock from the weapon, replacing it with an endcap. Although it shortens the weapon to the maximum possible extent, it is the least accurate of configurations.&lt;br /&gt;
&lt;br /&gt;
==== Cosmetic stock variants (MP5) ====&lt;br /&gt;
&lt;br /&gt;
'''Fixed stocks:'''&lt;br /&gt;
* A2 solid fixed stock (Standard on MP5/40A2)&lt;br /&gt;
'''Retractable stocks:'''&lt;br /&gt;
* A3 retractable stock (Standard on MP5A3 and MP5/10A3)&lt;br /&gt;
* MP5F extra padded retractable stock&lt;br /&gt;
'''Folding stocks:'''&lt;br /&gt;
* MP5K-PDW folding stock&lt;br /&gt;
* UMP folding stock&lt;br /&gt;
'''No stock:'''&lt;br /&gt;
* MP5K endcap&lt;br /&gt;
* SD1 receiver cap&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (MP5) ===&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (MP5) ===&lt;br /&gt;
&lt;br /&gt;
Base weapon weight for all stock MP5s: Class 2 Weight 9.&lt;br /&gt;
* ''HK94 long barrel'': Weight tier +1&lt;br /&gt;
* ''No stock (N) configuration'': Weight tier -1&lt;br /&gt;
&lt;br /&gt;
=== Category changes notes (MP5) ===&lt;br /&gt;
* If the weapon is equipped with a &amp;quot;Semi-auto only&amp;quot; fire selector, it is considered to be a '''Conventional rifle'''.&lt;br /&gt;
* All other configurations: '''Submachine gun'''.&lt;br /&gt;
&lt;br /&gt;
= AR-15 =&lt;br /&gt;
No gunsmithing atelier would be worthy of bearing that name if it wasn't working on the ubiquitous and almost legendary AR-15 platform, often nicknamed the &amp;quot;Black Rifles&amp;quot;, after their standard color. With its origins tied in the M16/M4 family of assault rifles, the AR-15's excellent modularity and almost endless combination of customization options more than make up for its average durability and reliability. This family of firearms is considered to be the definitive light combat rifle platform in the Mazes, favored and beloved by many.&lt;br /&gt;
&lt;br /&gt;
==== Stock AR-15 firearms ====&lt;br /&gt;
* [[Colt AR-15A2]]&lt;br /&gt;
* [[Colt M4A1]]&lt;br /&gt;
* [[Colt M16A1]]&lt;br /&gt;
* [[Colt M16A2]]&lt;br /&gt;
* [[Colt M16A4]]&lt;br /&gt;
* [[Colt Mark 18 Mod 0]]&lt;br /&gt;
* [[Colt RO635]] (also known as &amp;quot;Colt 9mm SMG&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
== Customization options (AR-15) ==&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (AR-15) ===&lt;br /&gt;
Legacy calibers&lt;br /&gt;
* [[5.56x45mm NATO]] (STANAG magazines)&lt;br /&gt;
* [[9x19mm Parabellum]] (Colt 9mm magazines)&lt;br /&gt;
Nonstandard calibers&lt;br /&gt;
* [[.300 AAC Blackout]] (STANAG magazines'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[.30 Carbine]] (M1 Carbine magazines)&lt;br /&gt;
* [[.40 S＆W]] (Custom AR 10/40 magazines, capacity 30 rounds, weight 0.5)&lt;br /&gt;
* [[.357 SIG]] (Custom AR 10/40 magazines'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''', capacity 30 rounds, weight 0.5)&lt;br /&gt;
* [[.45 ACP]] (M3 Grease Gun magazines)&lt;br /&gt;
* [[.460 Rowland]] (M3 Grease Gun magazines'''&amp;lt;sup&amp;gt;/!\3&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[5.45x39mm]] (AR 5.45 magazines, such as those of the Tavor X95R)&lt;br /&gt;
* [[7.62x25mm Tokarev]] (PPS-43 magazines)&lt;br /&gt;
* [[9x25mm Dillon]] (Custom AR 10/40 magazines'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''', capacity 30 rounds, weight 0.5)&lt;br /&gt;
* [[10mm Auto]] (Custom AR 10/40 magazines, capacity 30 rounds, weight 0.5)&lt;br /&gt;
* [[.22 Long Rifle]] (Custom AR .22 magazines, capacity 32 rounds, weight 1)&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''': AR-15s chambered in .300 AAC Blackout can re-use the STANAG magazines, as .300 AAC Blackout and 5.56x45mm NATO have similar case dimensions, however be careful to note that .300 caliber AR-15s cannot shoot 5.56 NATO and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''': AR-15s chambered in 9x25mm Dillon, 10mm Auto, .40 S&amp;amp;W, and .357 SIG can all use the same Custom AR 10/40 magazines, due to all four calibers having the same base diameter. However, please be careful and understand that &amp;quot;same magazine&amp;quot; does not mean &amp;quot;interchangeable ammunition&amp;quot;; always load your weapon with the caliber it is chambered for. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\3&amp;lt;/sup&amp;gt;''': AR-15s chambered in .460 Rowland can re-use M3 Grease Gun magazines, as .460 Rowland and .45 ACP have similar dimensions, however be careful to note that .460 caliber AR-15s cannot shoot .45 and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Barrel (AR-15) ===&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
==== Barrel length configurations (AR-15) ====&lt;br /&gt;
The ''DMR'', ''Rifle'' and ''Carbine'' configurations possess a bayonet lug, which makes the weapon compatible with the [[Weapon accessory#Bayonet|M9 bayonet]].&amp;lt;br/&amp;gt;&lt;br /&gt;
The ''Competition'' and ''Subcarbine'' do not have a bayonet lug, and therefore cannot mount a bayonet.&lt;br /&gt;
&lt;br /&gt;
* ''DMR'' configuration: 24 inch barrel. Class 1, Weight 22 by default.&lt;br /&gt;
* ''Rifle'' configuration: 20 inch barrel. Class 1, Weight 18 by default. (Standard on AR-15A2, M16A1, M16A2, M16A4)&lt;br /&gt;
* ''Carbine'' configuration: 14.5 inch barrel. Class 1, Weight 14 by default. (Standard on M4A1)&lt;br /&gt;
* ''Competition'' configuration: 12.5 inch barrel. Class 2, Weight 14 by default. &lt;br /&gt;
* ''Subcarbine'' configuration: 10.5 inch barrel. Class 2, Weight 9 by default. (Standard on Mark 18 Mod 0, RO635)&lt;br /&gt;
&lt;br /&gt;
=== Upper receiver configurations (AR-15) ===&lt;br /&gt;
* ''Old style'' - Features a non-detachable, fixed carry handle. Comes standard on the AR-15A2, M16, M16A1, M16A2, and R0635 in the various different cosmetic subvariants.&lt;br /&gt;
** The weapon has no optic mount and features only iron sights.&lt;br /&gt;
** Four different cosmetic variants exist for ''old style'' upper receivers:&lt;br /&gt;
*** ''Slickslide'' - No forward assist. (Standard on M16)&lt;br /&gt;
*** ''A1 upper'' - Forward assist. (Standard on M16A1)&lt;br /&gt;
*** ''A2 upper'' - Forward assist, brass deflector, modern adjustable rear sight. (Standard on AR-15A2, M16A2)&lt;br /&gt;
*** ''SMG upper'' - No forward assist, brass deflector. (Standard on RO635)&lt;br /&gt;
* ''Flat top'' - Features a detachable carry handle on an accessory rail. (Standard on M16A4, M4A1 and Mk18 mod 0)&lt;br /&gt;
** The weapon's optic mount is now a '''NATO-S optic mount'''&lt;br /&gt;
* ''Low-profile sniper'' - Features an integrated telescopic sight in lieu of a rail or carrying handles.&lt;br /&gt;
** The weapon has no optic mount, but instead an '''integrated 9x power scope'''.&lt;br /&gt;
&lt;br /&gt;
===== Cosmetic handguard variants (AR-15) =====&lt;br /&gt;
&lt;br /&gt;
* ''A1 handguards'' - Triangular handguards. (Standard on M16A1)&lt;br /&gt;
* ''A2 handguards'' - Rounded and ribbed handguards. (Standard on AR-15A2, M16A2, M16A4, M4A1, Mark 18 Mod 0, RO635)&lt;br /&gt;
* ''MOE handguards'' - A stylized set of rounded, light-weight handguards, made out of reinforced polymers.&lt;br /&gt;
* ''Hogue handguards'' - A simple set of smooth, cylindrical handguards, giving the apperance of a tube.&lt;br /&gt;
* ''JP MK3M handguards'' - A set of light-weight, skeletonized handguards, designed for competition.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* If ''Quad rails'' (see below) are installed, then all of these handguards are adorned with the rails. A2 handguards with quad rails are referred to as ''RIS handguards''.&lt;br /&gt;
&lt;br /&gt;
=== Fire selector configurations (AR-15) ===&lt;br /&gt;
* Semi-auto only (Standard on AR-15A2)&lt;br /&gt;
* Semi/Full (Standard on M16A1, M4A1, Mk18 mod 0, RO635)&lt;br /&gt;
* Semi/Burst3 (Standard on M16A2 and M16A4)&lt;br /&gt;
* Burst3/Full&lt;br /&gt;
* Full-auto only (M16 LMG style)&lt;br /&gt;
&lt;br /&gt;
=== Shoulder stock configuartions (AR-15) ===&lt;br /&gt;
&lt;br /&gt;
All modifications do not change weapon Weight, except ''No stock (N)'', which permanently decreases Weight Tier by 1.&lt;br /&gt;
&lt;br /&gt;
'''Fixed stock (S)'''&lt;br /&gt;
* Installs a S stock to the weapon. The solid, fixed stock maximizes accuracy and stability, but does not allow the user to shorten the weapon when needed.&lt;br /&gt;
&lt;br /&gt;
'''Retractable stock (RS)'''&lt;br /&gt;
* Installs a RS stock to the weapon, allowing the user to extend or retract the stock at their convenience.&lt;br /&gt;
&lt;br /&gt;
'''Folding/Retractable stock (FRS)'''&lt;br /&gt;
* Installs a folding stock adapter to the weapon, compatible with cosmetic RS stock variants. This allows the user to keep the advantages of a traditional retractable stock, but with the added possibility of folding the stock to the side of the receiver.&lt;br /&gt;
&lt;br /&gt;
'''No stock (N)'''&lt;br /&gt;
* Removes the stock from the weapon, leaving only a stockless buffer tube, which cannot really be shouldered. Although it shortens the weapon to the maximum possible extent, it is the least accurate of configurations.&lt;br /&gt;
&lt;br /&gt;
==== Cosmetic stock variants (AR-15) ====&lt;br /&gt;
&lt;br /&gt;
'''Full stocks:'''&lt;br /&gt;
* A1 fixed stock (Standard on M16A1)&lt;br /&gt;
* A2 fixed stock (Standard on AR-15A2, M16A2, M16A4)&lt;br /&gt;
* ACE skeleton stock&lt;br /&gt;
* Choate E2 stock&lt;br /&gt;
* Magpul PRS stock&lt;br /&gt;
* VLTOR ARM stock&lt;br /&gt;
&lt;br /&gt;
'''Retractable and Folding/Retractable stocks:'''&lt;br /&gt;
* G3 Fiberlite 4-position stock (Standard on RO635)&lt;br /&gt;
* G4 M4 6-position stock (Standard on M4A1, Mark 18 Mod 0)&lt;br /&gt;
* MFT BMS stock&lt;br /&gt;
* CAR-15 M607 stock&lt;br /&gt;
* Crane/SOPMOD stock&lt;br /&gt;
* HK E1 stock (HK416/HK417 stock)&lt;br /&gt;
* Magpul ACS stock&lt;br /&gt;
* Magpul CTR stock&lt;br /&gt;
* M231 FPW wire stock&lt;br /&gt;
* VLTOR IMOD stock&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (AR-15) ===&lt;br /&gt;
'''Quad rails package'''&lt;br /&gt;
* Adds a set of quad rails to the rifle's handguards, regardless of the handguard type. The weapon gains two Large light mounts (LRail-L) and a Long underbarrel interface (URail-L).&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (AR-15) ===&lt;br /&gt;
&lt;br /&gt;
Barrel length configuration sets the weapon's initial Class and Weight category. See above for more details.&lt;br /&gt;
* ''No stock (N) configuration'': Weight tier -1&lt;br /&gt;
&lt;br /&gt;
=== Category changes notes (AR-15) ===&lt;br /&gt;
Depending on the configuration, the weapon may change categories. The checks are done in order of priority, the topmost check being the first.&lt;br /&gt;
* If the weapon has received the ''Low-profile sniper'' upper receiver, it becomes a '''Precision rifle'''.&lt;br /&gt;
* If the weapon has been equipped with a Semi-auto only selector, but has failed the above check, it becomes a '''Conventional rifle'''.&lt;br /&gt;
* If the weapon has been rechambered to a pistol caliber, but has failed the above checks, it becomes a '''Submachine gun'''.&lt;br /&gt;
* Any other configuration: '''Combat rifle'''.&lt;br /&gt;
&lt;br /&gt;
=== UGL/USG compatibility (AR-15) ===&lt;br /&gt;
The AR-15's compatibility with underbarrel devices depends on the configuration of the weapon. The AR-15 family is notable for being the only one capable of accepting purpose-built underbarrel shotguns.&lt;br /&gt;
* '''URail-X (M203, Masterkey, M26 MASS)''': Rifle or Carbine configuration.&lt;br /&gt;
* '''URail-L''': Any configuration, as long as '''Quad rails''' is INSTALLED.&lt;br /&gt;
&lt;br /&gt;
= Kalashnikov (AK) =&lt;br /&gt;
The Kalashnikov platform, also known as AKs, is perhaps the definitive medium-sized combat rifle platform in the Mazes. Often compared and contrasted against AR family weapons, AK firearms may have slightly less affinity to customization than the Black Rifles, but they are without a doubt the absolute kings of durability and reliability among the Customs families. It is said that even with minimal care, an AK will last a youkai's lifetime ; a bold claim that youkai themselves have tested and confirmed.&lt;br /&gt;
&lt;br /&gt;
==== Stock AK firearms ====&lt;br /&gt;
* [[IZHMASH Saiga SGL31-61]]&lt;br /&gt;
* [[Kalashnikov AKM]]&lt;br /&gt;
* [[Kalashnikov AK-74]]&lt;br /&gt;
* [[Kalashnikov AK-101]]&lt;br /&gt;
* [[Kalashnikov AK-105]]&lt;br /&gt;
* [[Kalashnikov AKMSU]]&lt;br /&gt;
* [[Kalashnikov AKS-74U]]&lt;br /&gt;
* [[Kalashnikov RPK]]&lt;br /&gt;
* [[Kalashnikov RPK-74]]&lt;br /&gt;
* [[Kalashnikov AK-12-1]]&lt;br /&gt;
* [[Kalashnikov AK-12-2]]&lt;br /&gt;
* [[Kalashnikov AK-12-3]]&lt;br /&gt;
&lt;br /&gt;
== Customization options (AK) ==&lt;br /&gt;
&lt;br /&gt;
Stock AK rifles are of variable Classes and Weights.&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (AK) ===&lt;br /&gt;
Legacy calibers&lt;br /&gt;
* [[5.45x39mm]] (AK-74 family magazines)&lt;br /&gt;
* [[5.56x45mm NATO]] (AK-101 magazines)&lt;br /&gt;
* [[7.62x39mm]] (AK-47 family magazines)&lt;br /&gt;
Nonstandard calibers&lt;br /&gt;
* [[.300 AAC Blackout]] (AK-101 magazines&amp;lt;sup&amp;gt;'''/!\'''&amp;lt;/sup&amp;gt;)&lt;br /&gt;
* [[5.8x42mm]] (QBZ 5.8mm magazines)&lt;br /&gt;
* [[7.92x33mm Kurz]] (Custom AK 7.92mm magazines, capacity 30 rounds and 40 rounds - respectively, weight 1.2 and 2)&lt;br /&gt;
* [[9x39mm]] (Custom AK-9 9x39mm magazines, capacity 20 rounds and 30 rounds - respectively, weight 1 and 1.2)&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''': AKs chambered in .300 AAC Blackout can re-use AK-101 magazines, as .300 AAC Blackout and 5.56x45mm NATO have similar case dimensions, however be careful to note that .300 caliber AKs cannot shoot 5.56 NATO and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Barrel (AK) ===&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
'''Threading style'''&lt;br /&gt;
* ''Soviet threading'' (Standard on all stock AK weapons except AK-12s)&lt;br /&gt;
** Accessory compatibility: AK muzzle devices&lt;br /&gt;
* ''Western threading'' (Standard on AK-12s)&lt;br /&gt;
** Accessory compatibility: Standard muzzle devices&lt;br /&gt;
&lt;br /&gt;
=== Receiver configurations (AK) ===&lt;br /&gt;
* ''Soviet''&lt;br /&gt;
** Accessory compatibility: '''WP''' optic mount.&lt;br /&gt;
** Makes the weapon INCOMPATIBLE with a semi/burst3/full fire selector (see below).&lt;br /&gt;
* ''Railed''&lt;br /&gt;
** Accessory compatibility: '''NATO''' optic mount.&lt;br /&gt;
** Fully compatible with all fire selectors.&lt;br /&gt;
&lt;br /&gt;
=== Handguard configurations (AK) ===&lt;br /&gt;
* ''Smooth''&lt;br /&gt;
** Accessory compatibility: GP-30 UGL (if the weapon also is in ''Rifle'' configuration), otherwise None.&lt;br /&gt;
** Cosmetics options: Can be made out of wood or synthetic materials.&lt;br /&gt;
** Incompatible with ''Machine gun'' barrel configuration.&lt;br /&gt;
* ''Integrated foregrip''&lt;br /&gt;
** Accessory compatibility: Foregrip (integrated)&lt;br /&gt;
** Cosmetics options: Can be made out of wood or synthetic materials. Integral foregrip can be AKMSU-style thumb-hole grip, or AIM-style vertical grip.&lt;br /&gt;
* ''Integrated bipod'' (RPK style)&lt;br /&gt;
** Accessory compatibility: Bipod (integrated)&lt;br /&gt;
** Cosmetics options: Handguard can be made out of wood or synthetic materials.&lt;br /&gt;
** Incompatible with ''Carbine'' and ''Subcarbine'' barrel configurations.&lt;br /&gt;
* ''Railed'' (AK-12 style)&lt;br /&gt;
** The weapon gains two Large light mounts (LRail-L) and a Long underbarrel interface (URail-L).&lt;br /&gt;
&lt;br /&gt;
=== Fire selector configurations (AK) ===&lt;br /&gt;
* Semi-auto only (Standard on SGL31-61)&lt;br /&gt;
* Semi/Full (Standard on AKM, AK-74, AK-101, RPK, RPK-74, AK-105, AKMSU, AKS-74U)&lt;br /&gt;
* Semi/Burst3/Full (Standard on AK-12-1, AK-12-2, AK-12-3)&lt;br /&gt;
* Semi/Burst2/Full&lt;br /&gt;
&lt;br /&gt;
=== Barrel length configurations (AK) ===&lt;br /&gt;
* ''Rifle'' configuration: 16.3 inch barrel. Class 1, Weight 18. (Standard on AKM, AK-74, AK-101, SGL31-61, AK-12-1, AK-12-2, AK-12-3.)&lt;br /&gt;
** Only the ''Rifle'' configuration is compatible with the [[Weapon accessory#Bayonet|6X5 AK bayonet]].&lt;br /&gt;
** If the weapon also has a ''Smooth'' handguard, it becomes compatible with the GP-30 UGL as well.&lt;br /&gt;
* ''Machine gun'' configuration: 23.2 inch barrel. Class 1, Weight 26. (Standard on RPK, RPK-74)&lt;br /&gt;
* ''Carbine'' configuration: 12.4 inch barrel. Class 2, Weight 14. (Standard on AK-105)&lt;br /&gt;
* ''Subcarbine'' configuration: 8.1 inch barrel. Class 2, Weight 9. (Standard on AKMSU, AKS-74U)&lt;br /&gt;
&lt;br /&gt;
=== Shoulder stock configurations (AK) ===&lt;br /&gt;
All modifications do not change weapon Weight, except ''No stock (N)'', which permanently decreases Weight Tier by 1.&lt;br /&gt;
&lt;br /&gt;
'''Fixed stock (S)'''&lt;br /&gt;
* Installs a S stock to the weapon. The solid, fixed stock maximizes accuracy and stability, but does not allow the user to shorten the weapon when needed.&lt;br /&gt;
&lt;br /&gt;
'''Retractable stock (RS)'''&lt;br /&gt;
* Installs an adapter for RS stocks to the weapon, allowing the user to extend or retract the stock at their convenience.&lt;br /&gt;
&lt;br /&gt;
'''Folding stock (FS)'''&lt;br /&gt;
* Installs a FS stock to the weapon, allowing the user to open or fold the stock at their convenience.&lt;br /&gt;
&lt;br /&gt;
'''Folding/Retractable stock (FRS)'''&lt;br /&gt;
* Installs a FRS stock to the weapon, allowing the user to open, retract, or fold the stock at their convenience.&lt;br /&gt;
&lt;br /&gt;
'''No stock (N)'''&lt;br /&gt;
* Removes the stock from the weapon, making it impossible to shoulder it. Although it shortens the weapon to the maximum possible extent, it is the least accurate of configurations.&lt;br /&gt;
&lt;br /&gt;
==== Cosmetic stock variants (AK) ====&lt;br /&gt;
'''Fixed stocks:'''&lt;br /&gt;
* Fixed AK stock (Standard on AKM and AK-74)&lt;br /&gt;
* Fixed RPK stock (Standard on RPK and RPK-74)&lt;br /&gt;
* Fixed thumbhole MAK-90 stock&lt;br /&gt;
&lt;br /&gt;
'''Retractable stocks:'''&lt;br /&gt;
* All AR-15 retractable stocks (see AR-15 cosmetic stock variants)&lt;br /&gt;
&lt;br /&gt;
'''Folding stocks:'''&lt;br /&gt;
* Under-folding AKMS wire stock (Standard on AKMSU) - '''Not compatible with Railed receivers'''&lt;br /&gt;
* Side-folding AK-100 stock (Standard on AK-101, AK-105 and SGL31-61)&lt;br /&gt;
* Side-folding RPK stock (&amp;quot;RPK-74M&amp;quot; style)&lt;br /&gt;
* Side-folding AKS-74 skeletal stock (Standard on AKS-74U)&lt;br /&gt;
* Side-folding Type 56-2 semi-skeletal stock&lt;br /&gt;
* Side-folding AIMS wire stock&lt;br /&gt;
&lt;br /&gt;
'''Folding/Retractable stocks:'''&lt;br /&gt;
* Side-folding/adjustable AK-12 stock (Standard on AK-12-1, AK-12-2, AK-12-3)&lt;br /&gt;
* Side-folding/adjustable RPK-12 stock&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (AK) ===&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (AK) ===&lt;br /&gt;
Barrel length configuration sets the weapon's initial Class and Weight category. See above for more details.&lt;br /&gt;
* ''No stock (N) configuration'': Weight tier -1&lt;br /&gt;
&lt;br /&gt;
=== Category changes notes (AK) ===&lt;br /&gt;
Depending on the configuration, the weapon may change categories. The checks are done in order of priority, the topmost check being the first.&lt;br /&gt;
* If the weapon has been equipped with a Semi-auto only selector regardless of configuration, it becomes a '''Conventional rifle'''.&lt;br /&gt;
* If the weapon has failed the above check and has the ''Machine gun'' barrel configuration, it becomes a '''Machine gun'''.&lt;br /&gt;
* Any other configuration: '''Combat rifle'''.&lt;br /&gt;
&lt;br /&gt;
= Remington 700 (Rem 700) =&lt;br /&gt;
Rifles based on the Remington 700 platform set the standard when it comes to bolt-action rifles, and as such it is natural that it became the relevant Customs family. Offered in a wide variety of calibers while retaining all of the advantages of this rifle family, Rem 700 firearms may not be highly customizable, but they are primarily intended for people seeking to squeeze the most out of their favorite caliber, with accuracy, reliability and dependability being the key descriptors.&lt;br /&gt;
&lt;br /&gt;
==== Stock Rem 700 firearms ====&lt;br /&gt;
* [[Remington M24]]&lt;br /&gt;
* [[Remington Model 700 BDL]]&lt;br /&gt;
* [[Remington Model 700 XCR II]]&lt;br /&gt;
&lt;br /&gt;
All of these firearms utilize a 24&amp;quot; barrel.&lt;br /&gt;
&lt;br /&gt;
== Customization options (Rem 700) ==&lt;br /&gt;
&lt;br /&gt;
=== Feeding system ===&lt;br /&gt;
'''Magazine well modification'''&lt;br /&gt;
* Allows the weapon to receive external magazines, in order to extend the weapon's capacity and increase reloading speed. The modification also allows to load an extra round in the chamber (magazine capacity+1). All relevant magazines are custom.&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (Rem 700) ===&lt;br /&gt;
==== '''Unmodified rifles (internal magazine)''' ====&lt;br /&gt;
Legacy calibers&lt;br /&gt;
* [[.300 Winchester Magnum]] (Capacity 3 rounds)&lt;br /&gt;
* [[.30-06 Springfield]] (Capacity 4 rounds)&lt;br /&gt;
* [[7.62x51mm NATO]] (Capacity 5 rounds)&lt;br /&gt;
Nonstandard calibers&lt;br /&gt;
* [[.260 Remington]] (Capacity 5 rounds)&lt;br /&gt;
* [[.300 AAC Blackout]] (Capacity 5 rounds)&lt;br /&gt;
* [[.30-30 Winchester]] (Capacity 5 rounds)&lt;br /&gt;
* [[.303 British]] (Capacity 4 rounds)&lt;br /&gt;
* [[.338 Lapua Magnum]] (Capacity 3 rounds)&lt;br /&gt;
* [[.338 Norma Magnum]] (Capacity 3 rounds)&lt;br /&gt;
* [[.45-70 Government]] (Capacity 3 rounds)&lt;br /&gt;
* [[5.45x39mm]] (Capacity 5 rounds)&lt;br /&gt;
* [[5.56x45mm NATO]] (Capacity 5 rounds)&lt;br /&gt;
* [[5.8x42mm]] (Capacity 5 rounds)&lt;br /&gt;
* [[6.5x50mm SR Arisaka]] (Capacity 4 rounds)&lt;br /&gt;
* [[7.62x39mm]] (Capacity 5 rounds)&lt;br /&gt;
* [[7.62x54mm R]] (Capacity 3 rounds)&lt;br /&gt;
* [[7.92x33mm Kurz]] (Capacity 5 rounds)&lt;br /&gt;
* [[7.92x57mm Mauser]] (Capacity 3 rounds)&lt;br /&gt;
&lt;br /&gt;
==== '''Modified rifles (magazine well)''' ====&lt;br /&gt;
* [[.260 Remington]] (Custom 700-308 magazines'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''', capacity 10 rounds)&lt;br /&gt;
* [[.300 AAC Blackout]] (Custom 700-223'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''' magazines, capacity 10 rounds)&lt;br /&gt;
* [[.30-30 Winchester]] (Custom 700-3030 magazines, capacity 10 rounds)&lt;br /&gt;
* [[.300 Winchester Magnum]] (Custom 700-300WM magazines, capacity 5 rounds)&lt;br /&gt;
* [[.30-06 Springfield]] (Custom 700-3006 magazines, capacity 10 rounds)&lt;br /&gt;
* [[.303 British]] (Custom 700-303 magazines, capacity 10 rounds)&lt;br /&gt;
* [[.338 Lapua Magnum]] (Custom 700-338 magazines, capacity 5 rounds)&lt;br /&gt;
* [[.338 Norma Magnum]] (Custom 700-338 magazines'''&amp;lt;sup&amp;gt;/!\3&amp;lt;/sup&amp;gt;''', capacity 5 rounds)&lt;br /&gt;
* [[.45-70 Government]] (Custom 700-4570 magazines, capacity 5 rounds)&lt;br /&gt;
* [[5.45x39mm]] (Custom 700-545WP magazines, capacity 10 rounds)&lt;br /&gt;
* [[5.56x45mm NATO]] (Custom 700-223 magazines, capacity 10 rounds)&lt;br /&gt;
* [[5.8x42mm]] (Custom 700-58C magazines, capacity 10 rounds)&lt;br /&gt;
* [[6.5x50mm SR Arisaka]] (Custom 700-65SR magazines, capacity 10 rounds)&lt;br /&gt;
* [[7.62x39mm]] (Custom 700-762WP magazines, capacity 10 rounds)&lt;br /&gt;
* [[7.62x51mm NATO]] (Custom 700-308 magazines, capacity 10 rounds)&lt;br /&gt;
* [[7.62x54mm R]] (Custom 700-762R magazines, capacity 10 rounds)&lt;br /&gt;
* [[7.92x33mm Kurz]] (Custom 700-792K magazines, capacity 10 rounds)&lt;br /&gt;
* [[7.92x57mm Mauser]] (Custom 700-792M magazines, capacity 5 rounds)&lt;br /&gt;
&lt;br /&gt;
Note: All &amp;quot;Custom&amp;quot; magazines for Rem 700 rifles weigh 1 unit empty.&amp;lt;br/&amp;gt; &lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''': Rem700 rifles chambered in .260 Remington can re-use 700-308 magazines, as 7.62 NATO and .260 Rem have similar dimensions, however be careful to note that .260 Remington rifles cannot shoot 7.62 NATO and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''': Rem700 rifles chambered in .300 AAC Blackout can re-use 700-223 magazines, as 7.62 NATO and .260 Rem have similar case dimensions, however be careful to note that .300 caliber AR-15s cannot shoot 5.56 NATO and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\3&amp;lt;/sup&amp;gt;''': Rem700 rifles chambered in .338 Norma Magnum can re-use 700-338 magazines, as .338 Lapua and .338 Norma have similar dimensions, however be careful to note that .338 Lapua rifles cannot shoot .338 Norma and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Barrel (Rem 700) ===&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
=== Rifle optics (Rem 700) ===&lt;br /&gt;
&lt;br /&gt;
'''Naked'''&lt;br /&gt;
* This configuration offers to leave the rifle virgin of optics and provisions to mount optics, leaving only iron sights. Standard on the 700 XCR II and 700 BDL.&lt;br /&gt;
&lt;br /&gt;
'''Integral scope'''&lt;br /&gt;
* This configuration offers to install an '''integrated scope''', drilled and tapped to the rifle and intended to be a permanent mount.&lt;br /&gt;
* Four sub-options exist, which determines the magnification rate of the optic; essentially, the customer may pick the power group of their integrated scope:&lt;br /&gt;
** '''Low-power''': Installs an integrated 2x scope.&lt;br /&gt;
** '''Medium-power''': Installs an integrated 4x scope.&lt;br /&gt;
** '''High-power''': Installs an integrated 6x scope.&lt;br /&gt;
** '''Extreme-power''': Installs an integrated 10x scope. This is the standard configuration for the Remington M24.&lt;br /&gt;
&lt;br /&gt;
'''Railed'''&lt;br /&gt;
* This configuration offers to drill and tap a suitable optic rail on the rifle, so that the user may install optics of their choice.&lt;br /&gt;
* Installs a full-length '''NATO optic rail mount [NATO]'''.&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (Rem 700) ===&lt;br /&gt;
'''Dual rails package'''&lt;br /&gt;
* Two side rails are installed on the rifle's handguard, for the purpose of mounting lights and lasers. Adds 2 large light mounts.&lt;br /&gt;
&lt;br /&gt;
'''Integrated bipod service'''&lt;br /&gt;
* Drills and taps the rifle's handguard in order to install an integral bipod.&lt;br /&gt;
&lt;br /&gt;
'''Titanium weight reduction program'''&lt;br /&gt;
* Replaces the rifle's original frame with a one-piece, all-titanium frame, and introduces other, weight-reducing measures, such as a skeletonized bolt, fluted barrel, and replaces the original wood or synthetic stock with a carbon fiber stock.&lt;br /&gt;
** Reduces Weight Tier by 2.&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (Rem700) ===&lt;br /&gt;
&lt;br /&gt;
All stock Rem700 firearms are Class 1 Weight 26.&lt;br /&gt;
* ''Titanium weight reduction program'': Weight Tier -2&lt;br /&gt;
&lt;br /&gt;
=== Category changes notes (Rem 700) ===&lt;br /&gt;
Depending on the configuration, the weapon may change categories. The checks are done in order of priority, the topmost check being the first.&lt;br /&gt;
* If the weapon has been fitted with an integrated scope, it becomes a '''Precision rifle'''.&lt;br /&gt;
* Otherwise, even if it has rails, it is a '''Conventional rifle'''.&lt;br /&gt;
&lt;br /&gt;
= Black Arrow (BA) =&lt;br /&gt;
Based on the Zastava M93 Black Arrow, of which it is the sole member of this peculiar family, the Black Arrow rifle platform is essentially an upscaled Mauser action, built for anti-matériel purposes. As such, the name of the game is extreme power. While it may not be the must customizable of families, what it has to offer may interest those seeking a weapon suitable to destroy the biggest of targets.&lt;br /&gt;
&lt;br /&gt;
==== Stock Black Arrow firearms ====&lt;br /&gt;
* [[Zastava M93 Black Arrow]]&lt;br /&gt;
&lt;br /&gt;
== Customization options (BA) ==&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (BA) ===&lt;br /&gt;
Legacy calibers&lt;br /&gt;
* [[12.7x108mm]] (Black Arrow 5-round magazines) (Custom extended Black Arrow magazines, capacity 10 rounds)&lt;br /&gt;
Nonstandard calibers&lt;br /&gt;
* [[.408 Chey Tac]] (Custom BA408 5-round magazines, Custom extended BA408 10-round magazines)&lt;br /&gt;
* [[.50 BMG]] (Custom BA50 5-round magazines, Custom extended BA50 10-round magazines)&lt;br /&gt;
&lt;br /&gt;
Note: All &amp;quot;Custom&amp;quot; magazines for Black Arrow rifles weigh 3 units empty (Size tier: X.Large).&lt;br /&gt;
&lt;br /&gt;
=== Barrel (BA) ===&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (BA) ===&lt;br /&gt;
'''Black Spear frame weight reduction program'''&lt;br /&gt;
* Though the barrel remains unmodified to preserve accuracy, the chassis and stock are replaced with lighter materials, such as titanium and aircraft aluminium.&lt;br /&gt;
* Reduces Weight Tier by 1, and adds 2 light mounts (Large).&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (Rem700) ===&lt;br /&gt;
&lt;br /&gt;
All stock Black Arrow firearms are Class 1, Unsparable.&lt;br /&gt;
* ''Black Spear program'': Weight Tier -1&lt;br /&gt;
&lt;br /&gt;
= Customizations (All types) =&lt;br /&gt;
&lt;br /&gt;
=== Barrel threading ===&lt;br /&gt;
The barrel threading service will modify a weapon so that it receives a barrel with '''standard threading''', compatible with the majority of silencers and muzzle brakes, at the exception of a few, proprietary devices which are made to suit only certain specific firearms.&lt;br /&gt;
&lt;br /&gt;
Firearms that '''cannot''' receive threading:&lt;br /&gt;
* Firearms with '''integrated muzzle brakes or silencers''' (All firearms on [[ACL#Integrated muzzle brakes|this list]] + Norinco Type 85SD, Tula Arms VSS Vintorez and Enfield Sten Mk IIS)&lt;br /&gt;
* Revolvers (Except the '''Nagant M1895'''), multiple-barreled firearms, rocket launchers, grenade launchers&lt;br /&gt;
* Specific models:&lt;br /&gt;
** Armsel Protecta&lt;br /&gt;
** Bergmann MP18, Bryco Model 38&lt;br /&gt;
** Carl Gustaf m/45, CZ Sa vz. 26, Colt M1918 BAR&lt;br /&gt;
** DISA Madsen M1924&lt;br /&gt;
** General Motors M3 Grease Gun&lt;br /&gt;
** Hi-Point C9, Hi-Point JCP, Hi-Point JHP&lt;br /&gt;
** IZHMASH Mosin-Nagant Obrez, IZHMASH Simonov AVS-36&lt;br /&gt;
** KBP OTs-14 Groza-1, KBP OTs-14 Groza-4&lt;br /&gt;
** Lucznik Arms PM-63 RAK&lt;br /&gt;
** MAT-49, Mauser C96 Red 9, Mauser MG42&lt;br /&gt;
** Sterling L2A3, Sterling Mark 7&lt;br /&gt;
** Taiyuan Arsenal Shanxi Type 17, Tikkakoski Suomi KP/-31, TsNIITochMash PKP Pecheneg&lt;br /&gt;
** Uberti Lightning Carbine&lt;br /&gt;
** Voere American-180&lt;br /&gt;
** Winchester Model 1912 Trench Gun&lt;br /&gt;
** ZiD PKM, ZiD Sudaev PPS-43&lt;br /&gt;
** (Crafting firearms): Pen gun, Joshua pistol, Golden Gun&lt;br /&gt;
&lt;br /&gt;
Firearms which '''already have''' threading and thus do not need the threading service:&lt;br /&gt;
* ''Standard devices:'' All firearms listed with '''Thread(Std)''' on their event line, as well as all Customs AR-15s and Custom AKs with Western threading&lt;br /&gt;
* ''MAC devices:'' All firearms listed with '''Thread(MAC)''' on their event line&lt;br /&gt;
* ''MP5 3-lug devices:'' All firearms listed with '''Thread(3lug)''' on their event line, as well as all Customs MP5s unless they are ''MP5SD'' modified&lt;br /&gt;
* ''AK devices'' All firearms listed with '''Thread(AK)''' on their event line, as well as all Customs AKs with Soviet threading&lt;br /&gt;
* ''MP9 devices:'' All firearms listed with '''Thread(MP9)''' on their event line&lt;br /&gt;
&lt;br /&gt;
=== Barrel improvements ===&lt;br /&gt;
Applicable to all firearms shooting pistol, rifle, and shotgun calibers.&lt;br /&gt;
&lt;br /&gt;
Barrel improvements are added to the weapon event line using the '''ImpB[xxx]''' notation, replace xxx with the relevant code. &lt;br /&gt;
&lt;br /&gt;
'''Normal barrel'''&lt;br /&gt;
* A standard barrel, as appropriate for the firearm. This option is available if, for whatever reason, the user wishes to return their barrel to stock condition. All firearms (except the Joshua) are considered to have a Normal barrel.&lt;br /&gt;
* Code: None&lt;br /&gt;
* Finish color: N/A&lt;br /&gt;
* Equipped firearm obtains the following bonuses: None&lt;br /&gt;
&lt;br /&gt;
'''4150 Carbon Steel barrel'''&lt;br /&gt;
* Replaces the standard barrel with a cold hammer forged and chrome-lined barrel made primarily out of carbon steel. Engineered for enhanced durability and hardness, making the firearm more durable.&lt;br /&gt;
* Code: CS&lt;br /&gt;
* Finish color: &amp;lt;span style=&amp;quot;color: #C0C0C0&amp;quot;&amp;gt;Silver&amp;lt;/span&amp;gt;&lt;br /&gt;
* Equipped firearm obtains the following bonuses: '''Max Condition x1.25'''&lt;br /&gt;
&lt;br /&gt;
'''4150CS barrel + Titanium Nitride (TiN) coating'''&lt;br /&gt;
* Titanium Nitride is a gold-colored coating, applied to the barrel and certain other internal parts. TiN is known for its extreme hardness yet adequate lubricity, extending the firearm's overall service life and reliability and making it suitable to withstand high-pressure ammunition in large quantities.&lt;br /&gt;
* Code: CS+TiN&lt;br /&gt;
* Finish color: &amp;lt;span style=&amp;quot;color: #FFD700&amp;quot;&amp;gt;Gold&amp;lt;/span&amp;gt;&lt;br /&gt;
* Equipped firearm obtains the following bonuses: '''Max Condition x1.5'''&lt;br /&gt;
** The Joshua pistol possesses this type of barrel improvement by default, and it cannot be replaced.&lt;br /&gt;
&lt;br /&gt;
'''4150CS barrel + Titanium Carbonitride (TiCN) coating'''&lt;br /&gt;
* Titanium Carbonitride is a dark bronze-colored coating, derived from TiN by adding a small amount of carbon during the manufacturing process. This has the effect of further increasing the hardness of the coating, at the cost of some toughness. Normally designed for improving the service life of heavy-duty industrial tools, TiCN coatings have also been found useful in the treatment of firearm barrels for maximum durability.&lt;br /&gt;
* Code: CS+TiCN&lt;br /&gt;
* Finish color: &amp;lt;span style=&amp;quot;color: #CD7F32&amp;quot;&amp;gt;Bronze&amp;lt;/span&amp;gt;&lt;br /&gt;
* Equipped firearm obtains the following bonuses: '''Max Condition x2''', '''Condition loss on critical failure x1.5'''&lt;br /&gt;
&lt;br /&gt;
'''4150CS barrel + NP3 coating'''&lt;br /&gt;
* NP3 is a teflon/electroless nickel-based, satin gray-colored plating known for its extreme resistance to corrosion, applied to the barrel and certain other internal parts. The firearm becomes far more resistant to dirt, dust, grime and fouling, and whatever manages to stick is made very easy to clean away.&lt;br /&gt;
* Code: CS+NP3&lt;br /&gt;
* Finish color: &amp;lt;span style=&amp;quot;color: #808080&amp;quot;&amp;gt;Dark grey&amp;lt;/span&amp;gt;&lt;br /&gt;
* Equipped firearm obtains the following bonuses: '''Max Condition x1.25''', '''Condition loss on critical failure x0.5'''&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' If a firearm previously equipped with an improved barrel is re-chambered, any barrel upgrades are preserved.&lt;br /&gt;
&lt;br /&gt;
= Visual modifications =&lt;br /&gt;
A wide selection of pre-set color schemes and cosmetic personalization services are available for every Customs family, and are less expensive than a completely custom job.&lt;br /&gt;
&lt;br /&gt;
All firearms are eligible for visual modifications.&lt;br /&gt;
&lt;br /&gt;
==== '''Services''' ====&lt;br /&gt;
* Weapon naming, via a direct engraving or the application of a thin metallic name tag.&lt;br /&gt;
* Paintjob, using a preset color scheme or pattern.&lt;br /&gt;
* Custom paintjob, using a color scheme described and ordered by the client.&lt;br /&gt;
&lt;br /&gt;
==== 1911SS and 1911DS color schemes ====&lt;br /&gt;
*'''''The Vega''''': Nickel frame and slide, pearl grips&lt;br /&gt;
*'''''The Sin''''': Nickel frame and slide, wood grips&lt;br /&gt;
*'''''The Heat''''': Blued frame and slide, ivory grips&lt;br /&gt;
*'''''Silverballer''''': Stainless frame and slide, wood+Pachmayr grips&lt;br /&gt;
*'''''The Face/Off''''': Golden frame and slide, black ivory grips with custom gold-colored lions engraved&lt;br /&gt;
*'''''El Jefe''''': Nickel frame and slide, Green-white-red (Mexican flag) colored wood grips&lt;br /&gt;
*'''''Desert Warrior''''': Tan frame and slide, white polymer grips&lt;br /&gt;
*'''''Expert''''': Black frame and slide, black polymer grips&lt;br /&gt;
*'''''The Expendable''''': Carbon steel black frame and slide, ebony wood grips&lt;br /&gt;
&lt;br /&gt;
==== Blackhawk and Redhawk color schemes ====&lt;br /&gt;
*'''''Dirty''''': Blued frame, dark wood grip&lt;br /&gt;
*'''''Marlboro''''': Stainless frame, wood grip&lt;br /&gt;
*'''''Single 6''''': Stainless frame, pearl grip&lt;br /&gt;
*'''''Vaquero''''': Case colored frame, black grip&lt;br /&gt;
*'''''Texas Ranger''''': Nickel frame, wood grip&lt;br /&gt;
&lt;br /&gt;
==== Glock color schemes ====&lt;br /&gt;
*'''''Earl Jr.''''': Black frame, stainless slide&lt;br /&gt;
*'''''Olive''''': Olive drab (OD) frame, black slide&lt;br /&gt;
*'''''Paradox''''': Blue frame, black slide&lt;br /&gt;
*'''''Scarlet''''': Black frame, red slide&lt;br /&gt;
*'''''Deadly rose''''': Black frame, pink slide&lt;br /&gt;
&lt;br /&gt;
==== MP5 color schemes ====&lt;br /&gt;
*'''''iKoch''''': White frame, white stock, white handguards&lt;br /&gt;
*'''''Flagship''''': Black stock, red frame, yellow handguards&lt;br /&gt;
&lt;br /&gt;
==== AR-15 color schemes ====&lt;br /&gt;
*'''''Checkpoint''''': Black receiver, wooden pistol grip, wooden stock, wooden handguard&lt;br /&gt;
*'''''C7''''': Black receiver, OD green pistol grip, OD green stock, OD green handguard&lt;br /&gt;
*'''''LaFrance''''': Brass receiver, black pistol grip, brass stock, black handguard&lt;br /&gt;
*'''''Nordic''''': White receiver, white pistol grip, white stock, white handguard&lt;br /&gt;
*'''''Snake Custom''''': Black receiver, tan pistol grip, tan stock, black handguard&lt;br /&gt;
&lt;br /&gt;
==== AK color schemes ====&lt;br /&gt;
*'''''Wood''''': Dark grey receiver, wooden pistol grip, wooden stock, wooden handguard&lt;br /&gt;
*'''''Composite''''': Dark grey receiver, black pistol grip, black stock, black handguard&lt;br /&gt;
*'''''Lord of War''''': Golden receiver, wooden pistol grip, golden stock, wooden handguard&lt;br /&gt;
*'''''Soprano''''': Nickel receiver, ivory pistol grip, nickel stock, ivory handguard&lt;br /&gt;
&lt;br /&gt;
==== Rem 700 color schemes ====&lt;br /&gt;
*'''''Police''''': Black stock and frame&lt;br /&gt;
*'''''New Marine''''': Flat dark earth (FDE) stock and frame&lt;br /&gt;
&lt;br /&gt;
==== Black Arrow color schemes ====&lt;br /&gt;
*'''''Blood Knight''''': Dark red stock and receiver, black barrel&lt;br /&gt;
&lt;br /&gt;
==== Camouflage patterns (all families) ====&lt;br /&gt;
*'''''5.11 Digital pattern'''''&lt;br /&gt;
*'''''Choco-chip, original'''''&lt;br /&gt;
*'''''DPM, 1985 original'''''&lt;br /&gt;
*'''''DPM, dark marine'''''&lt;br /&gt;
*'''''DPM, desert'''''&lt;br /&gt;
*'''''DPM, marine'''''&lt;br /&gt;
*'''''DPM, urban'''''&lt;br /&gt;
*'''''Flecktarn, 1993 original'''''&lt;br /&gt;
*'''''Flecktarn, desert'''''&lt;br /&gt;
*'''''Flecktarn, M/84 forest'''''&lt;br /&gt;
*'''''Flecktarn, urban'''''&lt;br /&gt;
*'''''Klyaksa pattern (arctic)'''''&lt;br /&gt;
*'''''Lizard pattern, original'''''&lt;br /&gt;
*'''''Lizard pattern, urban'''''&lt;br /&gt;
*'''''Lizard pattern, red'''''&lt;br /&gt;
*'''''M05 &amp;quot;Lumipuku&amp;quot;, snow'''''&lt;br /&gt;
*'''''M1942, original &amp;quot;Duck Hunter&amp;quot;'''''&lt;br /&gt;
*'''''M1942, &amp;quot;Aegean&amp;quot; pattern'''''&lt;br /&gt;
*'''''M1942, Iran desert variant'''''&lt;br /&gt;
*'''''M1948 ERDL, original &amp;quot;Leaf pattern&amp;quot;'''''&lt;br /&gt;
*'''''MARPAT, desert'''''&lt;br /&gt;
*'''''MARPAT, woodland'''''&lt;br /&gt;
*'''''Parsley leaf pattern'''''&lt;br /&gt;
*'''''Rhodesian brushstroke'''''&lt;br /&gt;
*'''''Schneetarn pattern'''''&lt;br /&gt;
*'''''Serbian PTJ digital, urban'''''&lt;br /&gt;
*'''''Splinter pattern'''''&lt;br /&gt;
*'''''Tiger stripe, original'''''&lt;br /&gt;
*'''''Tiger stripe, dense'''''&lt;br /&gt;
*'''''Tiger stripe, desert DF pattern'''''&lt;br /&gt;
*'''''Type 07 digital, marine'''''&lt;br /&gt;
*'''''Woodland, original M81'''''&lt;br /&gt;
*'''''Woodland, urban RF pattern'''''&lt;br /&gt;
&lt;br /&gt;
==== Wood finishes ====&lt;br /&gt;
Intended for wooden parts on AKs, AR-15s, 1911SS/DS and Rem700s, and any other firearm using wood, as a form of color scheme modification.&amp;lt;br/&amp;gt;&lt;br /&gt;
All wood used in firearms is laminated. The default wood type used is not specified but is implied to be some form of pinewood.&amp;lt;br/&amp;gt;&lt;br /&gt;
Finishes available employ some form of staining or wood finishing process to achieve a different color. Wood finishes may be combined with a metal part coating (see below).&lt;br /&gt;
&lt;br /&gt;
*'''''Burgundy'''''&lt;br /&gt;
*'''''Cherry tree'''''&lt;br /&gt;
*'''''Cinnamon'''''&lt;br /&gt;
*'''''Dark walnut'''''&lt;br /&gt;
*'''''Driftwood'''''&lt;br /&gt;
*'''''Ebony'''''&lt;br /&gt;
*'''''Hunter green'''''&lt;br /&gt;
*'''''Ipswich pine'''''&lt;br /&gt;
*'''''Ocean'''''&lt;br /&gt;
*'''''Oriental red'''''&lt;br /&gt;
*'''''Pickled oak'''''&lt;br /&gt;
*'''''Provincial'''''&lt;br /&gt;
*'''''Red mahogany'''''&lt;br /&gt;
*'''''Red oak'''''&lt;br /&gt;
*'''''Riverstone'''''&lt;br /&gt;
*'''''Rosewood'''''&lt;br /&gt;
*'''''Royal mahogany'''''&lt;br /&gt;
*'''''Sedona'''''&lt;br /&gt;
*'''''Terracotta'''''&lt;br /&gt;
*'''''Verdigris'''''&lt;br /&gt;
*'''''Walnut'''''&lt;br /&gt;
*'''''Weathered oak'''''&lt;br /&gt;
*'''''Winter moss'''''&lt;br /&gt;
&lt;br /&gt;
==== Metal part coatings ====&lt;br /&gt;
Intended for all metal parts except the barrel on all firearms, these coatings may change the color of minor parts such as the trigger, charging handle, slide and bolt releases, safeties, fire selectors, and so on.&amp;lt;br/&amp;gt;&lt;br /&gt;
Metal part coatings may be combined with a wood finish (see above).&lt;br /&gt;
&lt;br /&gt;
*'''''Ceramic paint coating''''' (Virtually any color possible)&lt;br /&gt;
*'''''Nickel plating''''' (Shiny white metal finish)&lt;br /&gt;
*'''''Silver plating''''' (Precious metal finish)&lt;br /&gt;
*'''''Gold plating''''' (Precious metal finish)&lt;br /&gt;
&lt;br /&gt;
= Custom feeding devices: Event lines =&lt;br /&gt;
This section regroups all of the event lines for all custom magazines and feeding devices.&lt;br /&gt;
&lt;br /&gt;
=== 1911SS ===&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 1911SS Tokarev 9-round magazine. Size tier: Tiny ; Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 1911SS 9mm 9-round magazine. Size tier: Tiny ; Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 1911SS .22 10-round magazine. Size tier: Tiny ; Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
=== 1911DS ===&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 1911DS Tokarev 20-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 1911DS 9mm 20-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 1911DS 10mm 16-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
&lt;br /&gt;
=== Blackhawk - Speed strips ===&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .30 Carbine speed strip, 5 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .30 Carbine speed strip, 6 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .30 Carbine speed strip, 7 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .38 Special/.357 Magnum speed strip, 5 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .38 Special/.357 Magnum speed strip, 7 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .38 Special/.357 Magnum speed strip, 8 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .44 Magnum/Special speed strip, 5 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 10mm Auto/.40 S&amp;amp;W speed strip, 5 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 10mm Auto/.40 S&amp;amp;W speed strip, 6 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 10mm Auto/.40 S&amp;amp;W speed strip, 7 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .460 Rowland/.45 ACP speed strip, 5 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .460 Rowland/.45 ACP speed strip, 6 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 9x18mm Makarov speed strip, 5 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 9x18mm Makarov speed strip, 6 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 9x18mm Makarov speed strip, 7 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 9x18mm Makarov speed strip, 8 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 9x19mm Parabellum speed strip, 5 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 9x19mm Parabellum speed strip, 6 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 9x19mm Parabellum speed strip, 7 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 9x19mm Parabellum speed strip, 8 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .380 ACP speed strip, 5 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .380 ACP speed strip, 6 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .380 ACP speed strip, 7 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .380 ACP speed strip, 8 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .22 Long Rifle speed strip, 6 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .22 Long Rifle speed strip, 8 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .22 Long Rifle speed strip, 10 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
=== Redhawk - Moon clips ===&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom .30 Carbine 5-round moon clip. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom .30 Carbine 6-round moon clip. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom .30 Carbine 7-round moon clip. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom .380 ACP moon clip, 5 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom .380 ACP moon clip, 6 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom .380 ACP moon clip, 7 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom .380 ACP moon clip, 8 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom 9x18mm Makarov moon clip, 7 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom 9x18mm Makarov moon clip, 8 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom 9x19mm Parabellum moon clip, 5 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom 9x19mm Parabellum moon clip, 6 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom 9x19mm Parabellum moon clip, 8 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom 10mm Auto/.40 S&amp;amp;W moon clip, 5 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom 10mm Auto/.40 S&amp;amp;W moon clip, 7 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
=== Glock-SF ===&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Glock .32 19-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Glock .32 38-round extended magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Glock .380 17-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Glock .380 30-round extended magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Glock-Mak 17-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Glock-Mak 33-round extended magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Glock-SF .22 10-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
&lt;br /&gt;
=== Glock-LF ===&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Glock-Tok 15-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Glock-Tok 30-round extended magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Glock-LF .22 10-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
&lt;br /&gt;
=== MP5 ===&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom MP5/22 25-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
&lt;br /&gt;
=== AR-15 ===&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom AR 10/40 30-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
* [Weapon accessory] Magazine: Custom AR .22 32-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
&lt;br /&gt;
=== AK ===&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom AK 7.92mm 30-round magazine. Size tier: Large ; Weight: 1.2&lt;br /&gt;
* [Weapon accessory] Magazine: Custom AK 7.92mm 40-round extended magazine. Size tier: V.Large ; Weight: 2&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom AK-9 9x39mm 20-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom AK-9 9x39mm 30-round extended magazine. Size tier: Large ; Weight: 1.2&lt;br /&gt;
&lt;br /&gt;
=== Rem 700 ===&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-58C 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-65SR 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-223 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-300WM 5-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-303 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-308 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-338 5-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-3006 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-3030 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-4570 5-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-545WP 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-762WP 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-762R 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-792K 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-792M 5-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
&lt;br /&gt;
=== Black Arrow ===&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Black Arrow 10-round extended magazine. Size tier: X.Large ; Weight: 3&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom BA408 5-round magazine. Size tier: X.Large ; Weight: 3&lt;br /&gt;
* [Weapon accessory] Magazine: Custom BA408 10-round extended magazine. Size tier: X.Large ; Weight: 3&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom BA50 5-round magazine. Size tier: X.Large ; Weight: 3&lt;br /&gt;
* [Weapon accessory] Magazine: Custom BA50 10-round extended magazine. Size tier: X.Large ; Weight: 3&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Maze Customs]]&lt;br /&gt;
*[[Customs:Minor services]]&lt;br /&gt;
*[[Customs:Pricing]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Customs:Weapons</id>
		<title>Customs:Weapons</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Customs:Weapons"/>
				<updated>2020-02-25T02:41:58Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapon customization services rely on the principle of '''weapon families''' - specific firearms belonging to the same family (typically they share the same base design) are eligible for extensive customization, due to innate design and/or popularity of the platform. There are '''11''' firearm families which can receive various types of modifications.&amp;lt;br/&amp;gt;&lt;br /&gt;
Firearms may also be customized visually - they simply serve to give a more unique description to the firearm, with the use of paint jobs and color schemes. Visual modifications can be done on any weapon, even if it doesn't belong to one of the Customs families, and bear no influence on the actual performance of the weapon.&lt;br /&gt;
&lt;br /&gt;
Each Customs family will be detailed, along with the customization options available in each.&lt;br /&gt;
&lt;br /&gt;
Workshops also produce and sell '''custom magazines and feeding devices''', for when the weapons produced at Customs necesitate a magazine or other feeding device which does not already exist on the market. A full event line list can be found at the bottom of this page. &lt;br /&gt;
* Each workshop has '''5 of each custom feeding device''' for sale.&lt;br /&gt;
&lt;br /&gt;
= 1911 Single Stack (1911SS) =&lt;br /&gt;
This semi-automatic pistol platform is based on the well-known 1911 design, which is most well known in its original iteration, the [[Colt M1911A1]] in .45 ACP. 1911SS pistols use a slim profile, a 5 inch barrel, and single-stack magazines. Though this platform may not be the most advanced or tactical, 1911SS pistols are praised for their high durability and reliability, ease of use, and ease of maintenance, and are primarily intended for people looking for the most dependable handguns possible.&lt;br /&gt;
&lt;br /&gt;
==== Stock 1911SS firearms ====&lt;br /&gt;
* [[Colt Delta Elite]]&lt;br /&gt;
* [[Colt M1911A1]]&lt;br /&gt;
* [[SIG Sauer 1911 Fastback Nightmare]]&lt;br /&gt;
&lt;br /&gt;
== Customization options (1911SS) ==&lt;br /&gt;
&lt;br /&gt;
All stock 1911SS pistols are Class 3, Weight 3.&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (1911SS) ===&lt;br /&gt;
Legacy calibers&lt;br /&gt;
* [[.357 SIG]] (Nightmare magazines)&lt;br /&gt;
* [[.45 ACP]] (Colt M1911A1 magazines)&lt;br /&gt;
* [[10mm Auto]] (Colt Delta Elite magazines)&lt;br /&gt;
Nonstandard calibers&lt;br /&gt;
* [[.40 S＆W]] (Nightmare magazines'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[.460 Rowland]] (Colt M1911A1 magazines'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[7.62x25mm Tokarev]] (Custom 1911SS Tokarev magazines, capacity 9 rounds)&lt;br /&gt;
* [[9x19mm Parabellum]] (Custom 1911SS 9mm magazines, capacity 9 rounds)&lt;br /&gt;
* [[9x25mm Dillon]] (Colt Delta Elite magazines'''&amp;lt;sup&amp;gt;/!\3&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[.22 Long Rifle]] (Custom 1911SS .22 magazines, capacity 10 rounds)&lt;br /&gt;
&lt;br /&gt;
Note: All &amp;quot;Custom&amp;quot; magazines for 1911SS pistols weigh 0.25 units empty (Size tier: Tiny).&amp;lt;br/&amp;gt; &lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''': 1911SS pistols chambered in .40 S&amp;amp;W can re-use the 1911 Fastback Nightmare's magazines, as .40 S&amp;amp;W and .357 SIG have the same base diameter, however be careful to note that .40 S&amp;amp;W pistols cannot shoot .357 SIG and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''': 1911SS pistols chambered in .460 Rowland can re-use M1911A1 magazines, as .460 Rowland and .45 ACP have similar dimensions, however be careful to note that .460 pistols cannot shoot .45 and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\3&amp;lt;/sup&amp;gt;''': 1911SS pistols chambered in 9mm Dillon can re-use the Colt Delta Elite's magazines, as 10mm Auto and 9x25mm Dillon have the same base diameter, however be careful to note that 10mm pistols cannot shoot 9mm Dillon and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Barrel (1911SS) ===&lt;br /&gt;
&lt;br /&gt;
'''Barrel length configurations'''&lt;br /&gt;
* ''Full-size'' configuration: 5 inch barrel. (Stock on M1911A1, Delta Elita and Fastback Nightmare)&lt;br /&gt;
* ''Longslide'' configuration: 7 inch barrel.&lt;br /&gt;
&lt;br /&gt;
'''Barrel porting''' &lt;br /&gt;
* Drills holes in the barrel and the slide of the weapon, which acts as an integrated muzzle brake of sorts. Provides the weapon with a natural [[Recoil]] -1 bonus. Does not preclude installing a proper muzzle brake for extra recoil reduction.&lt;br /&gt;
** WARNING: If your barrel is ported, the use of a silencer is possible but rendered useless - stealth shots are impossible with a ported barrel (the firearm is too loud).&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
=== Handgun optics (1911SS) ===&lt;br /&gt;
&lt;br /&gt;
'''Pistol RDS'''&lt;br /&gt;
* Drills and taps the slide to mount an '''integrated red dot sight''', designed for precision shooting.&lt;br /&gt;
&lt;br /&gt;
'''Pistol RFX'''&lt;br /&gt;
* Drills and taps the slide to mount an '''integrated reflex sight''', designed for competition shooting.&lt;br /&gt;
&lt;br /&gt;
'''Optics rail'''&lt;br /&gt;
* The frame is drilled and tapped, then mounted with an optics rail which sits above the slide, for mounting optics of the user's choice without losing the option to return to iron sights if desired. This installs a '''NATO-S optic mount''' on the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Shoulder stock modifications (1911SS) ===&lt;br /&gt;
'''Inglis Stock'''&lt;br /&gt;
* Attaches a fixed wooden stock to the pistol, transforming it into a short carbine.&lt;br /&gt;
** Weapon becomes '''Class 2.'''&lt;br /&gt;
** Weapon type becomes '''Conventional rifle'''.&lt;br /&gt;
** Stock type: S (Fixed) stock, allowing it to be shouldered.&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (1911SS) ===&lt;br /&gt;
&lt;br /&gt;
'''Railed frame''': The old frame is removed, replaced with a newer one with an accessory rail. Adds '''a Small light mount''' to the weapon.&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (1911SS) ===&lt;br /&gt;
&lt;br /&gt;
Base weapon weight for all stock 1911SS: Class 3 Weight 3.&lt;br /&gt;
* ''Longslide'': Weight tier +1&lt;br /&gt;
* ''Inglis Stock'': Weight tier +1&lt;br /&gt;
&lt;br /&gt;
=== Category changes notes (1911SS) ===&lt;br /&gt;
* If the weapon is equipped with an Inglis Stock, it is considered to be a '''Conventional rifle'''.&lt;br /&gt;
* All other configurations: '''Pistol'''.&lt;br /&gt;
&lt;br /&gt;
= 1911 Double Stack (1911DS) =&lt;br /&gt;
Operating on the same principle as the 1911SS platform, 1911DS are also semi-automatic pistols based on the 1911 design with the same barrel length of 5 inches, but this variant had to be differentiated due to their larger profile, allowing the use of larger magazines. Durable and reliable, though not as much as their 1911SS equivalents, the double stack platform more than makes up with nearly double standard magazine capacity.&lt;br /&gt;
&lt;br /&gt;
==== Stock 1911DS firearms ====&lt;br /&gt;
* [[Para Ordnance P-14.45]]&lt;br /&gt;
* [[Para Ordnance P-16.40]]&lt;br /&gt;
&lt;br /&gt;
== Customization options (1911DS) ==&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (1911DS) ===&lt;br /&gt;
Legacy calibers&lt;br /&gt;
* [[.40 S＆W]] (Para P-16 magazines)&lt;br /&gt;
* [[.45 ACP]] (Para P-14 magazines)&lt;br /&gt;
Nonstandard calibers&lt;br /&gt;
* [[.357 SIG]] (Para P-16 magazines'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[.460 Rowland]] (Para P-14 magazines'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[7.62x25mm Tokarev]] (Custom 1911DS Tokarev magazines, capacity 20 rounds)&lt;br /&gt;
* [[9x19mm Parabellum]] (Custom 1911DS 9mm magazines, capacity 20 rounds)&lt;br /&gt;
* [[10mm Auto]] (Custom 1911DS 10mm magazines, capacity 16 rounds)&lt;br /&gt;
* [[9x25mm Dillon]] (Custom 1911DS 10mm magazines'''&amp;lt;sup&amp;gt;/!\3&amp;lt;/sup&amp;gt;''', capacity 16 rounds)&lt;br /&gt;
&lt;br /&gt;
Note: All &amp;quot;Custom&amp;quot; magazines for 1911DS pistols weigh 0.5 units empty (Size tier: Small).&amp;lt;br/&amp;gt; &lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''': 1911DS pistols chambered in .357 SIG can re-use the Para P-16's magazines, as .40 S&amp;amp;W and .357 SIG have the same base diameter, however be careful to note that .40 S&amp;amp;W pistols cannot shoot .357 SIG and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''': 1911DS pistols chambered in .460 Rowland can re-use M1911A1 magazines, as .460 Rowland and .45 ACP have similar dimensions, however be careful to note that .460 pistols cannot shoot .45 and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\3&amp;lt;/sup&amp;gt;''': 1911DS pistols chambered in 9mm Dillon can re-use the Custom 1911DS 10mm magazines, as 10mm Auto and 9x25mm Dillon have the same base diameter, however be careful to note that 10mm pistols cannot shoot 9mm Dillon and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&lt;br /&gt;
&lt;br /&gt;
=== Barrel (1911DS) ===&lt;br /&gt;
&lt;br /&gt;
'''Barrel length configurations'''&lt;br /&gt;
* ''Full-size'' configuration: 5 inch barrel. Changes the weapon weight to 3 units. (Stock on Para P-14 and Para P-16)&lt;br /&gt;
* ''Longslide'' configuration: 7 inch barrel. Changes the weapon weight to 5 units.&lt;br /&gt;
&lt;br /&gt;
'''Barrel porting'''&lt;br /&gt;
* Drills holes in the barrel and the slide of the weapon, which acts as an integrated muzzle brake of sorts. Provides the weapon with a natural [[Recoil]] -1 bonus. Does not preclude installing a proper muzzle brake for extra recoil reduction.&lt;br /&gt;
** WARNING: If your barrel is ported, the use of a silencer is possible but rendered useless - stealth shots are impossible with a ported barrel (the firearm is too loud).&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
=== Handgun optics (1911DS) ===&lt;br /&gt;
&lt;br /&gt;
'''Pistol RDS'''&lt;br /&gt;
* Drills and taps the slide to mount an '''integrated red dot sight''', designed for precision shooting.&lt;br /&gt;
&lt;br /&gt;
'''Pistol RFX'''&lt;br /&gt;
* Drills and taps the slide to mount an '''integrated reflex sight''', designed for competition shooting.&lt;br /&gt;
&lt;br /&gt;
'''Optics rail'''&lt;br /&gt;
* The frame is drilled and tapped, then mounted with an optics rail which sits above the slide, for mounting optics of the user's choice without losing the option to return to iron sights if desired. This installs a '''NATO-S optic mount''' on the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Shoulder stock modifications (1911DS) ===&lt;br /&gt;
'''Inglis Stock'''&lt;br /&gt;
* Attaches a fixed wooden stock to the pistol, transforming it into a short carbine.&lt;br /&gt;
** Weapon becomes '''Class 2'''.&lt;br /&gt;
** Stock type: S (Fixed) stock, allowing it to be shouldered&lt;br /&gt;
** Combat skills: Now calls for relevant Rifle skills instead of Pistol skills.&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (1911DS) ===&lt;br /&gt;
&lt;br /&gt;
'''Railed frame''': The old frame is removed, replaced with a newer one with an accessory rail. Adds '''a Small light mount''' to the weapon.&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (1911DS) ===&lt;br /&gt;
&lt;br /&gt;
Base weapon weight for all stock 1911DS: Class 3 Weight 3.&lt;br /&gt;
* ''Longslide'': Weight tier +1&lt;br /&gt;
* ''Inglis Stock'': Weight tier +1&lt;br /&gt;
&lt;br /&gt;
=== Category changes notes (1911DS) ===&lt;br /&gt;
* If the weapon is equipped with an Inglis Stock, it is considered to be a '''Conventional rifle'''.&lt;br /&gt;
* All other configurations: '''Pistol'''.&lt;br /&gt;
&lt;br /&gt;
= Blackhawk =&lt;br /&gt;
The Blackhawk family is a single-action revolver platform based on the Ruger Blackhawk and its variants. Although single-action firearms are slower to use than double-action revolvers or pistols of any kind, they compensate with a wide offering of calibers, and unmatched durability and reliability, as is typical with heavy single-action revolvers. Built to withstand powerful loads such as [[.44 Magnum]] or [[.454 Casull]], there is almost no pistol caliber, bar rare exceptions, that the Blackhawk can't handle.&lt;br /&gt;
&lt;br /&gt;
==== Stock Blackhawk firearms ====&lt;br /&gt;
* [[Ruger Blackhawk]]&lt;br /&gt;
* [[Ruger Super Blackhawk]]&lt;br /&gt;
&lt;br /&gt;
== Customization options (Blackhawk) ==&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (Blackhawk) ===&lt;br /&gt;
Legacy calibers/cylinder configurations&lt;br /&gt;
* [[.30 Carbine]] (8 rounds)&lt;br /&gt;
* [[.44 Magnum]]/[[.44 Special]] or [[.44 Special]] alone (6 rounds)&lt;br /&gt;
Nonstandard calibers/cylinder configurations&lt;br /&gt;
* [[.30 Carbine]] (5, 6, 7 rounds)&lt;br /&gt;
* [[.38 Special]]/[[.357 Magnum]] or [[.38 Special]] alone (5, 6, 7, 8 rounds)&lt;br /&gt;
* [[.380 ACP]] (5, 6, 7, 8 rounds)&lt;br /&gt;
* [[.40 S＆W]]/[[10mm Auto]] (5, 6, 7 rounds)&lt;br /&gt;
* [[.44 Magnum]]/[[.44 Special]] or [[.44 Special]] alone (5 rounds)&lt;br /&gt;
* [[.45 ACP]]/[[.460 Rowland]] (5, 6 rounds)&lt;br /&gt;
* [[.45 Colt]]/[[.454 Casull]] or [[.45 Colt]] alone (5, 6 rounds)&lt;br /&gt;
* [[9x18mm Makarov]] (5, 6, 7, 8 rounds)&lt;br /&gt;
* [[9x19mm Parabellum]] (5, 6, 7, 8 rounds)&lt;br /&gt;
* [[.22 Long Rifle]] (6, 8, 10 rounds)&lt;br /&gt;
&lt;br /&gt;
Where specified, a cylinder chambered for &amp;quot;&amp;lt;caliber&amp;gt; alone&amp;quot; instead of an equivalent double-caliber cylinder imparts a '''100 P$ reduction'''. See [[Customs:Pricing#Rechambering|this page]] for more details.&lt;br /&gt;
&lt;br /&gt;
Every possible combination of non-standard caliber and cylinder size has a corresponding speed strip with the relevant capacity.&amp;lt;br/&amp;gt;&lt;br /&gt;
The nomenclature is: &amp;quot;Custom ''&amp;lt;caliber&amp;gt;'' ''&amp;lt;capacity&amp;gt;''-round speed strip&amp;quot;.&amp;lt;br/&amp;gt;&lt;br /&gt;
Example: A Blackhawk customized with a 7-round 10mm Auto cylinder can be supplied with speed strips named: &amp;quot;Custom 10mm Auto 7-round speed strip&amp;quot;.&amp;lt;br/&amp;gt;&lt;br /&gt;
All speed strips weigh 0.25 empty.&lt;br /&gt;
&lt;br /&gt;
=== Barrel (Blackhawk) ===&lt;br /&gt;
'''Barrel length configurations'''&lt;br /&gt;
* ''Snub-nose'' configuration: 2.5 inch barrel. Changes the weapon weight to 2 units.&lt;br /&gt;
* ''Vaquero'' configuration: 4.62 inch barrel. Changes the weapon weight to 3 units.&lt;br /&gt;
* ''Blackhawk'' configuration: 7.5 inch barrel. Changes the weapon weight to 5 units. (Standard on Ruger Blackhawk and Super Blackhawk)&lt;br /&gt;
* ''Long barrel'' configuration: 10.5 inch barrel. Changes the weapon weight to 5 units.&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
=== Handgun optics (Blackhawk) ===&lt;br /&gt;
&lt;br /&gt;
'''Blackhawk Sniper'''&lt;br /&gt;
* Installs an '''integrated 2x power scope''' on the weapon.&lt;br /&gt;
** Compatible only with ''Blackhawk'' and ''Long barrel'' configurations.&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (Blackhawk) ===&lt;br /&gt;
&lt;br /&gt;
'''Laser grip'''&lt;br /&gt;
* Installs an '''integrated laser sight''' on the weapon. Accepts WL2 batteries, has a battery life of 100 turns.&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (Blackhawk) ===&lt;br /&gt;
&lt;br /&gt;
Weapon Weight depends on the length of the barrel. See ''Barrel (Blackhawk)'' for more details.&lt;br /&gt;
&lt;br /&gt;
= Redhawk =&lt;br /&gt;
The Redhawk family is a platform of revolvers, based on the Ruger Redhawk and its variants. Where the Blackhawks are the single-action cousins, the Redhawks are double-action. Redhawks may not have the extreme durability and reliability of their SA cousins, but they make up for it by having the same diverse selection of rechambering options, and of course, the main traits of a DA revolver: faster reloads and faster follow-up shots.&lt;br /&gt;
&lt;br /&gt;
==== Stock Redhawk firearms ====&lt;br /&gt;
* [[Ruger Redhawk]]&lt;br /&gt;
* [[Ruger Super Redhawk]]&lt;br /&gt;
* [[Ruger Super Redhawk Alaskan]]&lt;br /&gt;
&lt;br /&gt;
== Customization options (Redhawk) ==&lt;br /&gt;
&lt;br /&gt;
All stock Redhawk revolvers are Class 3, with variable weights:&lt;br /&gt;
* Redhawk, Super Redhawk: Weight 5 (7.5 inch barrel)&lt;br /&gt;
* Super Redhawk Alaskan: Weight 3 (2.5 inch barrel)&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (Redhawk) ===&lt;br /&gt;
Legacy calibers/cylinder configurations&lt;br /&gt;
* [[.454 Casull]]/[[.45 Colt]], or [[.45 Colt]] alone (6 rounds)&lt;br /&gt;
&lt;br /&gt;
Nonstandard calibers/cylinder configurations&lt;br /&gt;
* '''RL''' [[.30 Carbine]] (5, 6, 7, 8 rounds)&lt;br /&gt;
* [[.38 Special]]/[[.357 Magnum]], or [[.38 Special]] alone (5, 6, 7, 8 rounds)&lt;br /&gt;
* '''RL''' [[.380 ACP]] (5, 6, 7, 8 rounds)&lt;br /&gt;
* '''RL''' [[ .40 S＆W]]/[[10mm Auto]] (5, 6, 7 rounds)&lt;br /&gt;
* [[.44 Magnum]]/[[.44 Special]] or [[.44 Special]] alone (5, 6 rounds)&lt;br /&gt;
* '''RL''' [[.45 ACP]]/[[.460 Rowland]] ''(+ .454 Casull/.45 Colt or .45 Colt alone)'' (5, 6 rounds)&lt;br /&gt;
* [[.454 Casull]]/[[.45 Colt]] or [[.45 Colt]] alone (5 rounds)&lt;br /&gt;
* '''RL''' [[9x18mm Makarov]] (5, 6, 7, 8 rounds)&lt;br /&gt;
* '''RL''' [[9x19mm Parabellum]] (5, 6, 7, 8 rounds)&lt;br /&gt;
* [[.22 Long Rifle]] (6, 8, 10 rounds)&lt;br /&gt;
 &lt;br /&gt;
Where specified, a cylinder chambered for &amp;quot;&amp;lt;caliber&amp;gt; alone&amp;quot; instead of an equivalent double-caliber cylinder imparts a '''100 P$ reduction'''. See [[Customs:Pricing#Rechambering|this page]] for more details.&lt;br /&gt;
&lt;br /&gt;
Certain options in the list above are preceded with a '''RL''': this denotes the calibers listed are '''r'''im'''l'''ess, and the cylinder is cut to accept '''moonclips''', which will be supplied instead of speedloaders. Calibers listed between parentheses indicate that if a moonclip isn't inserted into the cylinder, the gun can still accept ammunition of the listed calibers (which are ''rimmed''). If a choice is presented, the customer will be asked which he/she prefers at no extra charge.&lt;br /&gt;
* The only practical difference between a speedloader and a moonclip is that a moonclip is inserted into the gun (like a magazine in a semi-automatic), while a speedloader empties the rounds it holds into the gun then returns to the inventory. Keep this in mind for inventory management.&lt;br /&gt;
* '''Note:''' Rimless cartridges require the presence of a moonclip, and rimmed cartridges require the '''absence''' of a moonclip. It is impossible mix and match rimless and rimmed ammunition in the same cylinder.&lt;br /&gt;
&lt;br /&gt;
Every possible combination of non-standard caliber and cylinder size has a corresponding speedloader or moonclip.&amp;lt;br/&amp;gt;&lt;br /&gt;
The nomenclature is: &amp;quot;Custom Redhawk ''&amp;lt;caliber&amp;gt;'' ''&amp;lt;capacity&amp;gt;''-round &amp;lt;speedloader/moonclip&amp;gt;&amp;quot;.&amp;lt;br/&amp;gt;&lt;br /&gt;
Example: A Redhawk customized with a 6-round .30 Carbine cylinder can be supplied with moonclips named: &amp;quot;Custom .30 Carbine 6-round moonclip&amp;quot;.&amp;lt;br/&amp;gt;&lt;br /&gt;
All speedloaders and moonclips weigh 0.25 empty.&lt;br /&gt;
&lt;br /&gt;
=== Barrel (Redhawk) ===&lt;br /&gt;
'''Barrel length configurations'''&lt;br /&gt;
* ''Alaskan'' configuration: 2.5 inch barrel. Changes the weapon weight to 2 units. (Standard on Ruger Super Redhawk Alaskan)&lt;br /&gt;
* ''Combat'' configuration: 4.22 inch barrel. Changes the weapon weight to 3 units.&lt;br /&gt;
* ''Redhawk'' configuration: 7.5 inch barrel. Changes the weapon weight to 5 units. (Standard on Ruger Redhawk and Super Redhawk)&lt;br /&gt;
* ''Long barrel'' configuration: 9.5 inch barrel. Changes the weapon weight to 5 units, enables compatibility with the Redhawk Sniper option (see below).&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
=== Handgun optics (Redhawk) ===&lt;br /&gt;
&lt;br /&gt;
'''Redhawk Sniper'''&lt;br /&gt;
* Installs an '''integrated 2x power scope''' on the weapon.&lt;br /&gt;
** Only compatible with ''Long barrel'' configuration.&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (Redhawk) ===&lt;br /&gt;
&lt;br /&gt;
'''Laser grip'''&lt;br /&gt;
* Installs an '''integrated laser sight''' on the weapon. Accepts WL2 batteries, has a battery life of 100 turns.&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (Redhawk) ===&lt;br /&gt;
&lt;br /&gt;
Weapon Weight depends on the length of the barrel. See ''Barrel (Redhawk)'' for more details.&lt;br /&gt;
&lt;br /&gt;
= Glock-SF = &lt;br /&gt;
The Glock family of semi-automatic handguns is represented in the Maze Customs in two distinct families: Glock Short Frame (Glock-SF) and Glock Large Frame (Glock-LF). At the exception of the compact-size, straight blowback [[Glock 25]] and the so-called subcompacts or &amp;quot;Baby Glocks&amp;quot; (models 26, 27, 28, 29, 30, and 33), all of the full-size Glocks in the Mazes are found in those two families. Reputed for being lightweight, sturdy pistols with exceptional resistance to abuse, the capacity to function even in the direst of environments, they are part of the Customs family as the semi-automatic pistol platform which may receive an extreme variety of modifications, up and including to the highly popular, [[Glock 18C|Glock 18]]-derived auto sear, which allows the weapon to function as a machine pistol.&lt;br /&gt;
&lt;br /&gt;
The Glock Short Frame family is named as such because it designates Glock pistols built on the frame and slide size specifications of the original [[Glock 17]], chambered in 9x19mm and with a 4.48 inch barrel.&lt;br /&gt;
&lt;br /&gt;
==== Stock Glock-SF firearms ====&lt;br /&gt;
* [[Glock 17]]&lt;br /&gt;
* [[Glock 18C]]&lt;br /&gt;
* [[Glock 22]]&lt;br /&gt;
* [[Glock 31]]&lt;br /&gt;
&lt;br /&gt;
== Customization options (Glock-SF) ==&lt;br /&gt;
&lt;br /&gt;
All stock Glock pistols are Class 3, Weight 3.&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (Glock-SF) ===&lt;br /&gt;
Legacy calibers&lt;br /&gt;
* [[.357 SIG]] (Glock .40/.357 15-round magazines '''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''') (Custom Glock .40/.357 30-round magazines)&lt;br /&gt;
* [[.40 S＆W]] (Glock .40/.357 15-round magazines '''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''') (Custom Glock .40/.357 30-round magazines)&lt;br /&gt;
* [[9x19mm Parabellum]] (Glock 9mm magazines)&lt;br /&gt;
Nonstandard calibers&lt;br /&gt;
* [[.32 ACP]] (Custom Glock .32 19-round magazine) (Custom Glock .32 38-round magazine)&lt;br /&gt;
* [[.380 ACP]] (Custom Glock .380 17-round magazines '''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''') (Custom Glock .380 30-round magazines '''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[9x18mm Makarov]] (Custom Glock-Mak magazines, capacity 17 and 33 rounds)&lt;br /&gt;
* [[.22 Long Rifle]] (Custom Glock-SF .22 magazines, capacity 10 rounds)&lt;br /&gt;
&lt;br /&gt;
Note: All &amp;quot;Custom&amp;quot; magazines for Glock-SF pistols weigh 0.5 units empty (Size tier: Small).&amp;lt;br/&amp;gt;&lt;br /&gt;
Note 2: Not all Glock magazines may fit in a Glock-SF pistol, even if the caliber is correct; check the event line of your magazine in case it is only compatible with one weapon (e.g. Glock 9mm 10-round magazine -&amp;gt; &amp;quot;Only compatible with Glock 26&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''': Glock-SF pistols chambered in .357 SIG or .40 S&amp;amp;W use the same magazines, as .40 S&amp;amp;W and .357 SIG have the same base diameter, however be careful to note that .40 S&amp;amp;W pistols cannot shoot .357 SIG and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''': Custom Glock .380 magazines are compatible with the Glock 25, but the original Glock 25 magazines are not compatible with any Glock-SF chambered in .380 ACP ; they are too short and simply do not fit.&lt;br /&gt;
&lt;br /&gt;
=== Barrel (Glock-SF) ===&lt;br /&gt;
&lt;br /&gt;
'''Barrel porting''' &lt;br /&gt;
* Drills holes in the barrel and the slide of the weapon, which acts as an integrated muzzle brake of sorts. Provides the weapon with a natural [[Recoil]] -1 bonus. Does not preclude installing a proper muzzle brake for extra recoil reduction.&lt;br /&gt;
** Note: The [[Glock 18C]] comes standard with a ported barrel.&lt;br /&gt;
** WARNING: If your barrel is ported, mounting a silencer remains possible but '''rendered useless''' - stealth shots are impossible with a ported barrel (the firearm is too loud).&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
'''Barrel length configurations'''&lt;br /&gt;
* ''Full-size'' configuration: 4.48 inch barrel mated to a standard sized slide. (Stock on Glock 17, Glock 18C, Glock 22, Glock 31)&lt;br /&gt;
* ''Competition'' configuration: 9 inch barrel mated to a 17L sized slide. Ideal for competition or hunting.&lt;br /&gt;
&lt;br /&gt;
=== Handgun optics (Glock-SF) ===&lt;br /&gt;
&lt;br /&gt;
'''Pistol RDS'''&lt;br /&gt;
* Drills and taps the slide to mount an '''integrated red dot sight''', designed for precision shooting.&lt;br /&gt;
&lt;br /&gt;
'''Pistol RFX'''&lt;br /&gt;
* Drills and taps the slide to mount an '''integrated reflex sight''', designed for competition shooting.&lt;br /&gt;
&lt;br /&gt;
'''Scope rail mount'''&lt;br /&gt;
* Attaches a special accessory rail to the weapon, for mounting optics of the user's choice without losing the option to return to iron sights if desired. This installs a '''NATO-S optic mount''' on the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Fire selectors (Glock-SF) ===&lt;br /&gt;
'''Semi/Full selector switch'''&lt;br /&gt;
* This service installs a selector switch on the slide, allowing the user to choose between semi-automatic and fully-automatic fire.&lt;br /&gt;
** Note: The [[Glock 18C]] comes standard with this switch.&lt;br /&gt;
&lt;br /&gt;
=== Shoulder stock modifications (Glock-SF) ===&lt;br /&gt;
'''Glock Stock'''&lt;br /&gt;
* Attaches a retractable wire stock to the pistol, transforming it into a short carbine.&lt;br /&gt;
** Weapon becomes Class 2.&lt;br /&gt;
** Stock type: RS (Retractable) stock, allowing it to be shouldered&lt;br /&gt;
** Combat skills: Now calls for relevant Rifle skills instead of Pistol skills.&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (Glock-SF) ===&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (Glock-SF) ===&lt;br /&gt;
&lt;br /&gt;
Base weapon weight for all stock Glock-SF: Class 3 Weight 3.&lt;br /&gt;
* ''Competition barrel'': Weight tier +1&lt;br /&gt;
* ''Glock Stock'': Weight tier +1&lt;br /&gt;
&lt;br /&gt;
=== Category changes notes (Glock-SF) ===&lt;br /&gt;
* If the weapon is equipped with both a Semi/Full selector switch and a Glock Stock, it is considered to be a '''Submachine gun'''.&lt;br /&gt;
* If the weapon is equipped with a Semi/Full selector switch alone, it is considered to be an '''Auto pistol'''.&lt;br /&gt;
* If the weapon is equipped with a Glock Stock alone, it is considered to be a '''Conventional rifle'''.&lt;br /&gt;
* All other configurations: '''Pistol'''.&lt;br /&gt;
&lt;br /&gt;
= Glock-LF = &lt;br /&gt;
The Glock family of semi-automatic handguns is represented in the Maze Customs in two distinct families: Glock Short Frame (Glock-SF) and Glock Large Frame (Glock-LF). At the exception of the straight blowback [[Glock 25]] and the so-called subcompacts or &amp;quot;Baby Glocks&amp;quot; (models 26, 27, 28, 29, 30, and 33), all of the full-size Glocks in the Mazes are found in those two families. Reputed for being lightweight, sturdy pistols with exceptional resistance to abuse, the capacity to function even in the direst of environments, they are part of the Customs family as the semi-automatic pistol platform which may receive an extreme variety of modifications, up and including to the highly popular, [[Glock 18C|Glock 18]]-derived auto sear, which allows the weapon to function as a machine pistol.&lt;br /&gt;
&lt;br /&gt;
The Glock Large Frame family is named as such because it designates Glock pistols built on the frame and slide size specifications of the [[Glock 20]], with a 4.6 inch barrel, specially designed to accomodate for the long 10mm Auto cartridge. From the Glock 20 was derived the [[Glock 21]], its .45 ACP variant, because the .45 ACP cartridge was unsuitable for use in the Small Frame platform. As such, the Glock-LF is tailored for longer pistol cartridges, and larger calibers.&lt;br /&gt;
&lt;br /&gt;
==== Stock Glock-LF firearms ====&lt;br /&gt;
* [[Glock 20]]&lt;br /&gt;
* [[Glock 21]]&lt;br /&gt;
&lt;br /&gt;
== Customization options (Glock-LF) ==&lt;br /&gt;
&lt;br /&gt;
All stock Glock pistols are Class 3, Weight 3.&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (Glock-LF) ===&lt;br /&gt;
Legacy calibers&lt;br /&gt;
* [[.45 ACP]] (Glock .45 magazines)&lt;br /&gt;
* [[10mm Auto]] (Glock 10mm magazines)&lt;br /&gt;
Nonstandard calibers&lt;br /&gt;
* [[.460 Rowland]] (Glock .45 magazines'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[7.62x25mm Tokarev]] (Custom Glock Tok magazines, capacity 15 and 30 rounds)&lt;br /&gt;
* [[9x25mm Dillon]] (Glock 10mm magazines, Custom Glock 10mm magazines, capacity 30 rounds'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[.22 Long Rifle]] (Custom Glock-LF .22 magazines, capacity 10 rounds)&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''': Glock-LF pistols chambered in .460 Rowland can re-use Glock 21/Kriss magazines, as .460 Rowland and .45 ACP have similar dimensions, however be careful to note that .460 pistols cannot shoot .45 and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''': Glock-LF pistols chambered in 9mm Dillon can re-use Glock 20 and custom Glock-LF 10mm magazines, as 10mm Auto and 9x25mm Dillon have the same base diameter, however be careful to note that 10mm pistols cannot shoot 9mm Dillon and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&lt;br /&gt;
&lt;br /&gt;
Note: All &amp;quot;Custom&amp;quot; magazines for Glock-LF pistols weigh 0.5 units empty (Size tier: Small).&amp;lt;br/&amp;gt;&lt;br /&gt;
Note 2: Not all Glock magazines may fit in a Glock-LF pistol, even if the caliber is correct; check the event line of your magazine in case it is only compatible with one weapon (e.g. Glock .45 10-round magazine -&amp;gt; &amp;quot;Only compatible with Glock 30&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
=== Barrel (Glock-LF) ===&lt;br /&gt;
&lt;br /&gt;
'''Barrel porting''' &lt;br /&gt;
* Drills holes in the barrel and the slide of the weapon, which acts as an integrated muzzle brake of sorts. Provides the weapon with a natural [[Recoil]] -1 bonus. Does not preclude installing a proper muzzle brake for extra recoil reduction.&lt;br /&gt;
** WARNING: If your barrel is ported, the use of a silencer is possible but rendered useless - stealth shots are impossible with a ported barrel (the firearm is too loud).&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
'''Barrel length configurations'''&lt;br /&gt;
* ''Full-size'' configuration: 4.6 inch barrel mated to a standard sized slide. (Stock on Glock 20, Glock 21)&lt;br /&gt;
* ''Competition'' configuration: 9 inch barrel mated to a 17L sized slide. Ideal for competition or hunting.&lt;br /&gt;
&lt;br /&gt;
=== Handgun optics (Glock-LF) ===&lt;br /&gt;
&lt;br /&gt;
'''Pistol RDS'''&lt;br /&gt;
* Drills and taps the slide to mount an '''integrated red dot sight''', designed for precision shooting.&lt;br /&gt;
&lt;br /&gt;
'''Pistol RFX'''&lt;br /&gt;
* Drills and taps the slide to mount an '''integrated reflex sight''', designed for competition shooting.&lt;br /&gt;
&lt;br /&gt;
'''Scope rail mount'''&lt;br /&gt;
* Attaches a special accessory rail to the weapon, for mounting optics of the user's choice without losing the option to return to iron sights if desired. This installs a '''NATO-S optic mount''' on the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Fire selectors (Glock-LF) ===&lt;br /&gt;
'''Semi/Full selector switch'''&lt;br /&gt;
* This service installs a selector switch on the slide, allowing the user to choose between semi-automatic and fully-automatic fire.&lt;br /&gt;
&lt;br /&gt;
=== Shoulder stock modifications (Glock-LF) ===&lt;br /&gt;
'''Glock Stock'''&lt;br /&gt;
* Attaches a retractable wire stock to the pistol, transforming it into a short carbine.&lt;br /&gt;
** Weapon becomes Class 2.&lt;br /&gt;
** Stock type: RS (Retractable) stock, allowing it to be shouldered&lt;br /&gt;
** Combat skills: Now calls for relevant Rifle skills instead of Pistol skills.&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (Glock-LF) ===&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (Glock-LF) ===&lt;br /&gt;
&lt;br /&gt;
Base weapon weight for all stock Glock-LF: Class 3 Weight 3.&lt;br /&gt;
* ''Competition barrel'': Weight tier +1&lt;br /&gt;
* ''Glock Stock'': Weight tier +1&lt;br /&gt;
&lt;br /&gt;
=== Category changes notes (Glock-LF) ===&lt;br /&gt;
* If the weapon is equipped with both a Semi/Full selector switch and a Glock Stock, it is considered to be a '''Submachine gun'''.&lt;br /&gt;
* If the weapon is equipped with a Semi/Full selector switch alone, it is considered to be an '''Auto pistol'''.&lt;br /&gt;
* If the weapon is equipped with a Glock Stock alone, it is considered to be a '''Conventional rifle'''.&lt;br /&gt;
* All other configurations: '''Pistol'''.&lt;br /&gt;
&lt;br /&gt;
= MP5 =&lt;br /&gt;
As the fan favorite submachine gun family in the Mazes, loved and favored by many, the MP5 is available in the Customs as the full-size submachine gun platform, with all of the renowned advantages that made the MP5 famous. With unmatched durability and reliability, various customization options, and of course, the submachine gun's ever-popular compatibility with accessories, this Customs family is one of the most popular, and a fan favorite of many Class 2 weapon enthusiasts. The family is based on the original 9mm model, the MP5A3 with 8.9 inch barrel. Only the compact [[Heckler ＆ Koch MP5K|MP5K]] is not included in this family as it is not a full-size variant.&lt;br /&gt;
&lt;br /&gt;
==== Stock MP5 firearms ====&lt;br /&gt;
* [[Heckler ＆ Koch MP5A3]]&lt;br /&gt;
* [[Heckler ＆ Koch MP5/10A3]]&lt;br /&gt;
* [[Heckler ＆ Koch MP5/40A2]]&lt;br /&gt;
&lt;br /&gt;
== Customization options (MP5) ==&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (MP5) ===&lt;br /&gt;
Legacy calibers&lt;br /&gt;
* [[.40 S＆W]] (MP5 10mm/.40 magazines'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''') &lt;br /&gt;
* [[9x19mm Parabellum]] (MP5 9mm magazines)&lt;br /&gt;
* [[10mm Auto]] (MP5 10mm/.40 magazines'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''') &lt;br /&gt;
Nonstandard calibers&lt;br /&gt;
* [[.357 SIG]] (MP5 10mm/.40 magazines'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[.45 ACP]] (M3 Grease Gun magazines)&lt;br /&gt;
* [[.460 Rowland]] (M3 Grease Gun magazines'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[7.62x25mm Tokarev]] (PPS-43 magazines)&lt;br /&gt;
* [[9x25mm Dillon]] (MP5 10mm/.40 magazines'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[.22 Long Rifle]] (Custom MP5/22 magazines, capacity 25 rounds)&lt;br /&gt;
&lt;br /&gt;
Note: All &amp;quot;Custom&amp;quot; magazines for MP5s weigh 0.5 units empty (Size tier: Small).&amp;lt;br/&amp;gt; &lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''': MP5/10s, MP5/40s and MP5s chambered in 9x25mm Dillon and .357 SIG can all use the same MP5 10mm/.40 magazines, due to all four calibers having the same base diameter. However, please be careful and understand that &amp;quot;same magazine&amp;quot; does not mean &amp;quot;interchangeable ammunition&amp;quot;; always load your weapon with the caliber it is chambered for. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''': MP5s chambered in .460 Rowland can re-use M3 Grease Gun magazines, as .460 Rowland and .45 ACP have similar dimensions, however be careful to note that .460 caliber MP5s cannot shoot .45 and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Barrel (MP5) ===&lt;br /&gt;
&lt;br /&gt;
'''MP5 Sound Dampened (MP5SD) system'''&lt;br /&gt;
* Removes the standard barrel with 3-lug system, and instead installs the '''MP5SD barrel''': a 5.7 inch barrel, integrally suppressed and ported, for the effects and benefits of both silencer and muzzle brake without the disadvantages of porting (which normally render silencers useless).&lt;br /&gt;
** Effects: Silencer(Integrated), Muzzle brake(Integrated).&lt;br /&gt;
&lt;br /&gt;
'''HK94 long barrel'''&lt;br /&gt;
* Removes the standard 8.9 inch barrel, and replaces it with a 16.9 inch '''HK94 long barrel'''. The barrel is capped with a 3-lug system, making it just as compatible with 3-lug muzzle accessories as the standard barrel. This barrel increases the weapon Weight by one tier, but allows for a greater damage output.&lt;br /&gt;
** Compatibility: Same as standard barrel (3-lug mount)&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
=== Fire selector configurations (MP5) ===&lt;br /&gt;
* Semi-auto only&lt;br /&gt;
* Semi/Full (Standard on MP5A3, MP5/40A2 and MP5/10A3)&lt;br /&gt;
* Semi/Burst2/Full&lt;br /&gt;
* Semi/Burst3/Full&lt;br /&gt;
&lt;br /&gt;
Cosmetic variants:&lt;br /&gt;
* Semi-auto only&lt;br /&gt;
** 0-1 trigger group (numbers ; 0 meaning &amp;quot;Safe&amp;quot;, 1 meaning &amp;quot;Semi&amp;quot;)&lt;br /&gt;
** Navy trigger group (pictograms representing each fire mode)&lt;br /&gt;
* Semi/Full&lt;br /&gt;
** SEF trigger group (letters, which are German initials referring to &amp;quot;Safe&amp;quot;, &amp;quot;Semi&amp;quot; and &amp;quot;Auto&amp;quot; respectively)&lt;br /&gt;
** Navy trigger group (pictograms representing each fire mode)&lt;br /&gt;
* Semi/Burst2/Full or Semi/Burst3/Full&lt;br /&gt;
** Navy trigger group (pictograms representing each fire mode)&lt;br /&gt;
&lt;br /&gt;
=== Receiver configurations (MP5) ===&lt;br /&gt;
&lt;br /&gt;
'''Original'''&lt;br /&gt;
* The default MP5 receiver, which has a '''short HK claw optic mount [HK-S]'''. Default on MP5A3, MP5/40A2, MP5/10A3.&lt;br /&gt;
&lt;br /&gt;
'''Railed'''&lt;br /&gt;
* An optic rail is mounted on the original claw optic mount, which replaces the HK-S optic mount with a '''short NATO rail mount [NATO-S]'''.&lt;br /&gt;
&lt;br /&gt;
=== Handguard configurations (MP5) ===&lt;br /&gt;
&lt;br /&gt;
'''Smooth'''&lt;br /&gt;
* The default MP5 handguard, without frills.&lt;br /&gt;
** Cosmetics options: Slimline handguard, Tropical handguard (default on MP5A3, MP5/40A2, MP5/10A3)&lt;br /&gt;
&lt;br /&gt;
'''Quad rails'''&lt;br /&gt;
* A handguard with quad rails, perfect for mounting extra accessories of the user's choice. The weapon gains two Large light mounts (LRail-L) and a Long underbarrel interface (URail-L).&lt;br /&gt;
&lt;br /&gt;
'''Surefire forend'''&lt;br /&gt;
* A handguard with provisions for an integrated light.&lt;br /&gt;
** Compatibility: Installs an integrated '''Surefire 628''' weaponlight, proprietary to this handguard.&lt;br /&gt;
** Properties of the Surefire 628: Max life 200 turns, Soft light.&lt;br /&gt;
** Nomenclature, full battery: ''LRail[S628,100%](I)''&lt;br /&gt;
&lt;br /&gt;
=== Shoulder stock modifications (MP5) ===&lt;br /&gt;
&lt;br /&gt;
All modifications do not change weapon Weight, except ''No stock (N)'', which permanently decreases Weight Tier by 1.&lt;br /&gt;
&lt;br /&gt;
'''Fixed stock (S)'''&lt;br /&gt;
* Installs a S stock to the weapon. The solid, fixed stock maximizes accuracy and stability, but does not allow the user to shorten the weapon when needed.&lt;br /&gt;
&lt;br /&gt;
'''Retractable stock (RS)'''&lt;br /&gt;
* Installs a RS stock to the weapon, allowing the user to choose between a full-length submachine gun with the stock open, or a more compact firearm with the stock retracted.&lt;br /&gt;
&lt;br /&gt;
'''Folding stock (FS)'''&lt;br /&gt;
* Installs a FS stock to the weapon, allowing the user to choose between a full-length submachine gun with the stock open, or a very compact firearm with the stock folded.&lt;br /&gt;
&lt;br /&gt;
'''No stock (N)'''&lt;br /&gt;
* Removes the stock from the weapon, replacing it with an endcap. Although it shortens the weapon to the maximum possible extent, it is the least accurate of configurations.&lt;br /&gt;
&lt;br /&gt;
==== Cosmetic stock variants (MP5) ====&lt;br /&gt;
&lt;br /&gt;
'''Fixed stocks:'''&lt;br /&gt;
* A2 solid fixed stock (Standard on MP5/40A2)&lt;br /&gt;
'''Retractable stocks:'''&lt;br /&gt;
* A3 retractable stock (Standard on MP5A3 and MP5/10A3)&lt;br /&gt;
* MP5F extra padded retractable stock&lt;br /&gt;
'''Folding stocks:'''&lt;br /&gt;
* MP5K-PDW folding stock&lt;br /&gt;
* UMP folding stock&lt;br /&gt;
'''No stock:'''&lt;br /&gt;
* MP5K endcap&lt;br /&gt;
* SD1 receiver cap&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (MP5) ===&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (MP5) ===&lt;br /&gt;
&lt;br /&gt;
Base weapon weight for all stock MP5s: Class 2 Weight 9.&lt;br /&gt;
* ''HK94 long barrel'': Weight tier +1&lt;br /&gt;
* ''No stock (N) configuration'': Weight tier -1&lt;br /&gt;
&lt;br /&gt;
=== Category changes notes (MP5) ===&lt;br /&gt;
* If the weapon is equipped with a &amp;quot;Semi-auto only&amp;quot; fire selector, it is considered to be a '''Conventional rifle'''.&lt;br /&gt;
* All other configurations: '''Submachine gun'''.&lt;br /&gt;
&lt;br /&gt;
= AR-15 =&lt;br /&gt;
No gunsmithing atelier would be worthy of bearing that name if it wasn't working on the ubiquitous and almost legendary AR-15 platform, often nicknamed the &amp;quot;Black Rifles&amp;quot;, after their standard color. With its origins tied in the M16/M4 family of assault rifles, the AR-15's excellent modularity and almost endless combination of customization options more than make up for its average durability and reliability. This family of firearms is considered to be the definitive light combat rifle platform in the Mazes, favored and beloved by many.&lt;br /&gt;
&lt;br /&gt;
==== Stock AR-15 firearms ====&lt;br /&gt;
* [[Colt AR-15A2]]&lt;br /&gt;
* [[Colt M4A1]]&lt;br /&gt;
* [[Colt M16A1]]&lt;br /&gt;
* [[Colt M16A2]]&lt;br /&gt;
* [[Colt M16A4]]&lt;br /&gt;
* [[Colt Mark 18 Mod 0]]&lt;br /&gt;
* [[Colt RO635]] (also known as &amp;quot;Colt 9mm SMG&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
== Customization options (AR-15) ==&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (AR-15) ===&lt;br /&gt;
Legacy calibers&lt;br /&gt;
* [[5.56x45mm NATO]] (STANAG magazines)&lt;br /&gt;
* [[9x19mm Parabellum]] (Colt 9mm magazines)&lt;br /&gt;
Nonstandard calibers&lt;br /&gt;
* [[.300 AAC Blackout]] (STANAG magazines'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[.30 Carbine]] (M1 Carbine magazines)&lt;br /&gt;
* [[.40 S＆W]] (Custom AR 10/40 magazines, capacity 30 rounds, weight 0.5)&lt;br /&gt;
* [[.357 SIG]] (Custom AR 10/40 magazines'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''', capacity 30 rounds, weight 0.5)&lt;br /&gt;
* [[.45 ACP]] (M3 Grease Gun magazines)&lt;br /&gt;
* [[.460 Rowland]] (M3 Grease Gun magazines'''&amp;lt;sup&amp;gt;/!\3&amp;lt;/sup&amp;gt;''')&lt;br /&gt;
* [[5.45x39mm]] (AR 5.45 magazines, such as those of the Tavor X95R)&lt;br /&gt;
* [[7.62x25mm Tokarev]] (PPS-43 magazines)&lt;br /&gt;
* [[9x25mm Dillon]] (Custom AR 10/40 magazines'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''', capacity 30 rounds, weight 0.5)&lt;br /&gt;
* [[10mm Auto]] (Custom AR 10/40 magazines, capacity 30 rounds, weight 0.5)&lt;br /&gt;
* [[.22 Long Rifle]] (Custom AR .22 magazines, capacity 32 rounds, weight 1)&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''': AR-15s chambered in .300 AAC Blackout can re-use the STANAG magazines, as .300 AAC Blackout and 5.56x45mm NATO have similar case dimensions, however be careful to note that .300 caliber AR-15s cannot shoot 5.56 NATO and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''': AR-15s chambered in 9x25mm Dillon, 10mm Auto, .40 S&amp;amp;W, and .357 SIG can all use the same Custom AR 10/40 magazines, due to all four calibers having the same base diameter. However, please be careful and understand that &amp;quot;same magazine&amp;quot; does not mean &amp;quot;interchangeable ammunition&amp;quot;; always load your weapon with the caliber it is chambered for. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\3&amp;lt;/sup&amp;gt;''': AR-15s chambered in .460 Rowland can re-use M3 Grease Gun magazines, as .460 Rowland and .45 ACP have similar dimensions, however be careful to note that .460 caliber AR-15s cannot shoot .45 and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Barrel (AR-15) ===&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
==== Barrel length configurations (AR-15) ====&lt;br /&gt;
The ''DMR'', ''Rifle'' and ''Carbine'' configurations possess a bayonet lug, which makes the weapon compatible with the [[Weapon accessory#Bayonet|M9 bayonet]].&amp;lt;br/&amp;gt;&lt;br /&gt;
The ''Competition'' and ''Subcarbine'' do not have a bayonet lug, and therefore cannot mount a bayonet.&lt;br /&gt;
&lt;br /&gt;
* ''DMR'' configuration: 24 inch barrel. Class 1, Weight 22 by default.&lt;br /&gt;
* ''Rifle'' configuration: 20 inch barrel. Class 1, Weight 18 by default. (Standard on AR-15A2, M16A1, M16A2, M16A4)&lt;br /&gt;
* ''Carbine'' configuration: 14.5 inch barrel. Class 1, Weight 14 by default. (Standard on M4A1)&lt;br /&gt;
* ''Competition'' configuration: 12.5 inch barrel. Class 2, Weight 14 by default. &lt;br /&gt;
* ''Subcarbine'' configuration: 10.5 inch barrel. Class 2, Weight 9 by default. (Standard on Mark 18 Mod 0, RO635)&lt;br /&gt;
&lt;br /&gt;
=== Upper receiver configurations (AR-15) ===&lt;br /&gt;
* ''Old style'' - Features a non-detachable, fixed carry handle. Comes standard on the AR-15A2, M16, M16A1, M16A2, and R0635 in the various different cosmetic subvariants.&lt;br /&gt;
** The weapon has no optic mount and features only iron sights.&lt;br /&gt;
** Four different cosmetic variants exist for ''old style'' upper receivers:&lt;br /&gt;
*** ''Slickslide'' - No forward assist. (Standard on M16)&lt;br /&gt;
*** ''A1 upper'' - Forward assist. (Standard on M16A1)&lt;br /&gt;
*** ''A2 upper'' - Forward assist, brass deflector, modern adjustable rear sight. (Standard on AR-15A2, M16A2)&lt;br /&gt;
*** ''SMG upper'' - No forward assist, brass deflector. (Standard on RO635)&lt;br /&gt;
* ''Flat top'' - Features a detachable carry handle on an accessory rail. (Standard on M16A4, M4A1 and Mk18 mod 0)&lt;br /&gt;
** The weapon's optic mount is now a '''NATO-S optic mount'''&lt;br /&gt;
* ''Low-profile sniper'' - Features an integrated telescopic sight in lieu of a rail or carrying handles.&lt;br /&gt;
** The weapon has no optic mount, but instead an '''integrated 9x power scope'''.&lt;br /&gt;
&lt;br /&gt;
===== Cosmetic handguard variants (AR-15) =====&lt;br /&gt;
&lt;br /&gt;
* ''A1 handguards'' - Triangular handguards. (Standard on M16A1)&lt;br /&gt;
* ''A2 handguards'' - Rounded and ribbed handguards. (Standard on AR-15A2, M16A2, M16A4, M4A1, Mark 18 Mod 0, RO635)&lt;br /&gt;
* ''MOE handguards'' - A stylized set of rounded, light-weight handguards, made out of reinforced polymers.&lt;br /&gt;
* ''Hogue handguards'' - A simple set of smooth, cylindrical handguards, giving the apperance of a tube.&lt;br /&gt;
* ''JP MK3M handguards'' - A set of light-weight, skeletonized handguards, designed for competition.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* If ''Quad rails'' (see below) are installed, then all of these handguards are adorned with the rails. A2 handguards with quad rails are referred to as ''RIS handguards''.&lt;br /&gt;
&lt;br /&gt;
=== Fire selector configurations (AR-15) ===&lt;br /&gt;
* Semi-auto only (Standard on AR-15A2)&lt;br /&gt;
* Semi/Full (Standard on M16A1, M4A1, Mk18 mod 0, RO635)&lt;br /&gt;
* Semi/Burst3 (Standard on M16A2 and M16A4)&lt;br /&gt;
* Burst3/Full&lt;br /&gt;
* Full-auto only (M16 LMG style)&lt;br /&gt;
&lt;br /&gt;
=== Shoulder stock configuartions (AR-15) ===&lt;br /&gt;
&lt;br /&gt;
All modifications do not change weapon Weight, except ''No stock (N)'', which permanently decreases Weight Tier by 1.&lt;br /&gt;
&lt;br /&gt;
'''Fixed stock (S)'''&lt;br /&gt;
* Installs a S stock to the weapon. The solid, fixed stock maximizes accuracy and stability, but does not allow the user to shorten the weapon when needed.&lt;br /&gt;
&lt;br /&gt;
'''Retractable stock (RS)'''&lt;br /&gt;
* Installs a RS stock to the weapon, allowing the user to extend or retract the stock at their convenience.&lt;br /&gt;
&lt;br /&gt;
'''Folding/Retractable stock (FRS)'''&lt;br /&gt;
* Installs a folding stock adapter to the weapon, compatible with cosmetic RS stock variants. This allows the user to keep the advantages of a traditional retractable stock, but with the added possibility of folding the stock to the side of the receiver.&lt;br /&gt;
&lt;br /&gt;
'''No stock (N)'''&lt;br /&gt;
* Removes the stock from the weapon, leaving only a stockless buffer tube, which cannot really be shouldered. Although it shortens the weapon to the maximum possible extent, it is the least accurate of configurations.&lt;br /&gt;
&lt;br /&gt;
==== Cosmetic stock variants (AR-15) ====&lt;br /&gt;
&lt;br /&gt;
'''Full stocks:'''&lt;br /&gt;
* A1 fixed stock (Standard on M16A1)&lt;br /&gt;
* A2 fixed stock (Standard on AR-15A2, M16A2, M16A4)&lt;br /&gt;
* ACE skeleton stock&lt;br /&gt;
* Choate E2 stock&lt;br /&gt;
* Magpul PRS stock&lt;br /&gt;
* VLTOR ARM stock&lt;br /&gt;
&lt;br /&gt;
'''Retractable and Folding/Retractable stocks:'''&lt;br /&gt;
* G3 Fiberlite 4-position stock (Standard on RO635)&lt;br /&gt;
* G4 M4 6-position stock (Standard on M4A1, Mark 18 Mod 0)&lt;br /&gt;
* MFT BMS stock&lt;br /&gt;
* CAR-15 M607 stock&lt;br /&gt;
* Crane/SOPMOD stock&lt;br /&gt;
* HK E1 stock (HK416/HK417 stock)&lt;br /&gt;
* Magpul ACS stock&lt;br /&gt;
* Magpul CTR stock&lt;br /&gt;
* M231 FPW wire stock&lt;br /&gt;
* VLTOR IMOD stock&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (AR-15) ===&lt;br /&gt;
'''Quad rails package'''&lt;br /&gt;
* Adds a set of quad rails to the rifle's handguards, regardless of the handguard type. The weapon gains two Large light mounts (LRail-L) and a Long underbarrel interface (URail-L).&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (AR-15) ===&lt;br /&gt;
&lt;br /&gt;
Barrel length configuration sets the weapon's initial Class and Weight category. See above for more details.&lt;br /&gt;
* ''No stock (N) configuration'': Weight tier -1&lt;br /&gt;
&lt;br /&gt;
=== Category changes notes (AR-15) ===&lt;br /&gt;
Depending on the configuration, the weapon may change categories. The checks are done in order of priority, the topmost check being the first.&lt;br /&gt;
* If the weapon has received the ''Low-profile sniper'' upper receiver, it becomes a '''Precision rifle'''.&lt;br /&gt;
* If the weapon has been equipped with a Semi-auto only selector, but has failed the above check, it becomes a '''Conventional rifle'''.&lt;br /&gt;
* If the weapon has been rechambered to a pistol caliber, but has failed the above checks, it becomes a '''Submachine gun'''.&lt;br /&gt;
* Any other configuration: '''Combat rifle'''.&lt;br /&gt;
&lt;br /&gt;
=== UGL/USG compatibility (AR-15) ===&lt;br /&gt;
The AR-15's compatibility with underbarrel devices depends on the configuration of the weapon. The AR-15 family is notable for being the only one capable of accepting purpose-built underbarrel shotguns.&lt;br /&gt;
* '''URail-X (M203, Masterkey, M26 MASS)''': Rifle or Carbine configuration.&lt;br /&gt;
* '''URail-L''': Any configuration, as long as '''Quad rails''' is INSTALLED.&lt;br /&gt;
&lt;br /&gt;
= Kalashnikov (AK) =&lt;br /&gt;
The Kalashnikov platform, also known as AKs, is perhaps the definitive medium-sized combat rifle platform in the Mazes. Often compared and contrasted against AR family weapons, AK firearms may have slightly less affinity to customization than the Black Rifles, but they are without a doubt the absolute kings of durability and reliability among the Customs families. It is said that even with minimal care, an AK will last a youkai's lifetime ; a bold claim that youkai themselves have tested and confirmed.&lt;br /&gt;
&lt;br /&gt;
==== Stock AK firearms ====&lt;br /&gt;
* [[IZHMASH Saiga SGL31-61]]&lt;br /&gt;
* [[Kalashnikov AKM]]&lt;br /&gt;
* [[Kalashnikov AK-74]]&lt;br /&gt;
* [[Kalashnikov AK-101]]&lt;br /&gt;
* [[Kalashnikov AK-105]]&lt;br /&gt;
* [[Kalashnikov AKMSU]]&lt;br /&gt;
* [[Kalashnikov AKS-74U]]&lt;br /&gt;
* [[Kalashnikov RPK]]&lt;br /&gt;
* [[Kalashnikov RPK-74]]&lt;br /&gt;
* [[Kalashnikov AK-12-1]]&lt;br /&gt;
* [[Kalashnikov AK-12-2]]&lt;br /&gt;
* [[Kalashnikov AK-12-3]]&lt;br /&gt;
&lt;br /&gt;
== Customization options (AK) ==&lt;br /&gt;
&lt;br /&gt;
Stock AK rifles are of variable Classes and Weights.&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (AK) ===&lt;br /&gt;
Legacy calibers&lt;br /&gt;
* [[5.45x39mm]] (AK-74 family magazines)&lt;br /&gt;
* [[5.56x45mm NATO]] (AK-101 magazines)&lt;br /&gt;
* [[7.62x39mm]] (AK-47 family magazines)&lt;br /&gt;
Nonstandard calibers&lt;br /&gt;
* [[.300 AAC Blackout]] (AK-101 magazines&amp;lt;sup&amp;gt;'''/!\'''&amp;lt;/sup&amp;gt;)&lt;br /&gt;
* [[5.8x42mm]] (QBZ 5.8mm magazines)&lt;br /&gt;
* [[7.92x33mm Kurz]] (Custom AK 7.92mm magazines, capacity 30 rounds and 40 rounds - respectively, weight 1.2 and 2)&lt;br /&gt;
* [[9x39mm]] (Custom AK-9 9x39mm magazines, capacity 20 rounds and 30 rounds - respectively, weight 1 and 1.2)&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''': AKs chambered in .300 AAC Blackout can re-use AK-101 magazines, as .300 AAC Blackout and 5.56x45mm NATO have similar case dimensions, however be careful to note that .300 caliber AKs cannot shoot 5.56 NATO and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Barrel (AK) ===&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
'''Threading style'''&lt;br /&gt;
* ''Soviet threading'' (Standard on all stock AK weapons except AK-12s)&lt;br /&gt;
** Accessory compatibility: AK muzzle devices&lt;br /&gt;
* ''Western threading'' (Standard on AK-12s)&lt;br /&gt;
** Accessory compatibility: Standard muzzle devices&lt;br /&gt;
&lt;br /&gt;
=== Receiver configurations (AK) ===&lt;br /&gt;
* ''Soviet''&lt;br /&gt;
** Accessory compatibility: '''WP''' optic mount.&lt;br /&gt;
** Makes the weapon INCOMPATIBLE with a semi/burst3/full fire selector (see below).&lt;br /&gt;
* ''Railed''&lt;br /&gt;
** Accessory compatibility: '''NATO''' optic mount.&lt;br /&gt;
** Fully compatible with all fire selectors.&lt;br /&gt;
&lt;br /&gt;
=== Handguard configurations (AK) ===&lt;br /&gt;
* ''Smooth''&lt;br /&gt;
** Accessory compatibility: GP-30 UGL (if the weapon also is in ''Rifle'' configuration), otherwise None.&lt;br /&gt;
** Cosmetics options: Can be made out of wood or synthetic materials.&lt;br /&gt;
** Incompatible with ''Machine gun'' barrel configuration.&lt;br /&gt;
* ''Integrated foregrip''&lt;br /&gt;
** Accessory compatibility: Foregrip (integrated)&lt;br /&gt;
** Cosmetics options: Can be made out of wood or synthetic materials. Integral foregrip can be AKMSU-style thumb-hole grip, or AIM-style vertical grip.&lt;br /&gt;
* ''Integrated bipod'' (RPK style)&lt;br /&gt;
** Accessory compatibility: Bipod (integrated)&lt;br /&gt;
** Cosmetics options: Handguard can be made out of wood or synthetic materials.&lt;br /&gt;
** Incompatible with ''Carbine'' and ''Subcarbine'' barrel configurations.&lt;br /&gt;
* ''Railed'' (AK-12 style)&lt;br /&gt;
** The weapon gains two Large light mounts (LRail-L) and a Long underbarrel interface (URail-L).&lt;br /&gt;
&lt;br /&gt;
=== Fire selector configurations (AK) ===&lt;br /&gt;
* Semi-auto only (Standard on SGL31-61)&lt;br /&gt;
* Semi/Full (Standard on AKM, AK-74, AK-101, RPK, RPK-74, AK-105, AKMSU, AKS-74U)&lt;br /&gt;
* Semi/Burst3/Full (Standard on AK-12-1, AK-12-2, AK-12-3)&lt;br /&gt;
* Semi/Burst2/Full&lt;br /&gt;
&lt;br /&gt;
=== Barrel length configurations (AK) ===&lt;br /&gt;
* ''Rifle'' configuration: 16.3 inch barrel. Class 1, Weight 18. (Standard on AKM, AK-74, AK-101, SGL31-61, AK-12-1, AK-12-2, AK-12-3.)&lt;br /&gt;
** Only the ''Rifle'' configuration is compatible with the [[Weapon accessory#Bayonet|6X5 AK bayonet]].&lt;br /&gt;
** If the weapon also has a ''Smooth'' handguard, it becomes compatible with the GP-30 UGL as well.&lt;br /&gt;
* ''Machine gun'' configuration: 23.2 inch barrel. Class 1, Weight 26. (Standard on RPK, RPK-74)&lt;br /&gt;
* ''Carbine'' configuration: 12.4 inch barrel. Class 2, Weight 14. (Standard on AK-105)&lt;br /&gt;
* ''Subcarbine'' configuration: 8.1 inch barrel. Class 2, Weight 9. (Standard on AKMSU, AKS-74U)&lt;br /&gt;
&lt;br /&gt;
=== Shoulder stock configurations (AK) ===&lt;br /&gt;
All modifications do not change weapon Weight, except ''No stock (N)'', which permanently decreases Weight Tier by 1.&lt;br /&gt;
&lt;br /&gt;
'''Fixed stock (S)'''&lt;br /&gt;
* Installs a S stock to the weapon. The solid, fixed stock maximizes accuracy and stability, but does not allow the user to shorten the weapon when needed.&lt;br /&gt;
&lt;br /&gt;
'''Retractable stock (RS)'''&lt;br /&gt;
* Installs an adapter for RS stocks to the weapon, allowing the user to extend or retract the stock at their convenience.&lt;br /&gt;
&lt;br /&gt;
'''Folding stock (FS)'''&lt;br /&gt;
* Installs a FS stock to the weapon, allowing the user to open or fold the stock at their convenience.&lt;br /&gt;
&lt;br /&gt;
'''Folding/Retractable stock (FRS)'''&lt;br /&gt;
* Installs a FRS stock to the weapon, allowing the user to open, retract, or fold the stock at their convenience.&lt;br /&gt;
&lt;br /&gt;
'''No stock (N)'''&lt;br /&gt;
* Removes the stock from the weapon, making it impossible to shoulder it. Although it shortens the weapon to the maximum possible extent, it is the least accurate of configurations.&lt;br /&gt;
&lt;br /&gt;
==== Cosmetic stock variants (AK) ====&lt;br /&gt;
'''Fixed stocks:'''&lt;br /&gt;
* Fixed AK stock (Standard on AKM and AK-74)&lt;br /&gt;
* Fixed RPK stock (Standard on RPK and RPK-74)&lt;br /&gt;
* Fixed thumbhole MAK-90 stock&lt;br /&gt;
&lt;br /&gt;
'''Retractable stocks:'''&lt;br /&gt;
* All AR-15 retractable stocks (see AR-15 cosmetic stock variants)&lt;br /&gt;
&lt;br /&gt;
'''Folding stocks:'''&lt;br /&gt;
* Under-folding AKMS wire stock (Standard on AKMSU) - '''Not compatible with Railed receivers'''&lt;br /&gt;
* Side-folding AK-100 stock (Standard on AK-101, AK-105 and SGL31-61)&lt;br /&gt;
* Side-folding RPK stock (&amp;quot;RPK-74M&amp;quot; style)&lt;br /&gt;
* Side-folding AKS-74 skeletal stock (Standard on AKS-74U)&lt;br /&gt;
* Side-folding Type 56-2 semi-skeletal stock&lt;br /&gt;
* Side-folding AIMS wire stock&lt;br /&gt;
&lt;br /&gt;
'''Folding/Retractable stocks:'''&lt;br /&gt;
* Side-folding/adjustable AK-12 stock (Standard on AK-12-1, AK-12-2, AK-12-3)&lt;br /&gt;
* Side-folding/adjustable RPK-12 stock&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (AK) ===&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (AK) ===&lt;br /&gt;
Barrel length configuration sets the weapon's initial Class and Weight category. See above for more details.&lt;br /&gt;
* ''No stock (N) configuration'': Weight tier -1&lt;br /&gt;
&lt;br /&gt;
=== Category changes notes (AK) ===&lt;br /&gt;
Depending on the configuration, the weapon may change categories. The checks are done in order of priority, the topmost check being the first.&lt;br /&gt;
* If the weapon has been equipped with a Semi-auto only selector regardless of configuration, it becomes a '''Conventional rifle'''.&lt;br /&gt;
* If the weapon has failed the above check and has the ''Machine gun'' barrel configuration, it becomes a '''Machine gun'''.&lt;br /&gt;
* Any other configuration: '''Combat rifle'''.&lt;br /&gt;
&lt;br /&gt;
= Remington 700 (Rem 700) =&lt;br /&gt;
Rifles based on the Remington 700 platform set the standard when it comes to bolt-action rifles, and as such it is natural that it became the relevant Customs family. Offered in a wide variety of calibers while retaining all of the advantages of this rifle family, Rem 700 firearms may not be highly customizable, but they are primarily intended for people seeking to squeeze the most out of their favorite caliber, with accuracy, reliability and dependability being the key descriptors.&lt;br /&gt;
&lt;br /&gt;
==== Stock Rem 700 firearms ====&lt;br /&gt;
* [[Remington M24]]&lt;br /&gt;
* [[Remington Model 700 BDL]]&lt;br /&gt;
* [[Remington Model 700 XCR II]]&lt;br /&gt;
&lt;br /&gt;
All of these firearms utilize a 24&amp;quot; barrel.&lt;br /&gt;
&lt;br /&gt;
== Customization options (Rem 700) ==&lt;br /&gt;
&lt;br /&gt;
=== Feeding system ===&lt;br /&gt;
'''Magazine well modification'''&lt;br /&gt;
* Allows the weapon to receive external magazines, in order to extend the weapon's capacity and increase reloading speed. The modification also allows to load an extra round in the chamber (magazine capacity+1). All relevant magazines are custom.&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (Rem 700) ===&lt;br /&gt;
==== '''Unmodified rifles (internal magazine)''' ====&lt;br /&gt;
Legacy calibers&lt;br /&gt;
* [[.300 Winchester Magnum]] (Capacity 3 rounds)&lt;br /&gt;
* [[.30-06 Springfield]] (Capacity 4 rounds)&lt;br /&gt;
* [[7.62x51mm NATO]] (Capacity 5 rounds)&lt;br /&gt;
Nonstandard calibers&lt;br /&gt;
* [[.260 Remington]] (Capacity 5 rounds)&lt;br /&gt;
* [[.300 AAC Blackout]] (Capacity 5 rounds)&lt;br /&gt;
* [[.30-30 Winchester]] (Capacity 5 rounds)&lt;br /&gt;
* [[.303 British]] (Capacity 4 rounds)&lt;br /&gt;
* [[.338 Lapua Magnum]] (Capacity 3 rounds)&lt;br /&gt;
* [[.338 Norma Magnum]] (Capacity 3 rounds)&lt;br /&gt;
* [[.45-70 Government]] (Capacity 3 rounds)&lt;br /&gt;
* [[5.45x39mm]] (Capacity 5 rounds)&lt;br /&gt;
* [[5.56x45mm NATO]] (Capacity 5 rounds)&lt;br /&gt;
* [[5.8x42mm]] (Capacity 5 rounds)&lt;br /&gt;
* [[6.5x50mm SR Arisaka]] (Capacity 4 rounds)&lt;br /&gt;
* [[7.62x39mm]] (Capacity 5 rounds)&lt;br /&gt;
* [[7.62x54mm R]] (Capacity 3 rounds)&lt;br /&gt;
* [[7.92x33mm Kurz]] (Capacity 5 rounds)&lt;br /&gt;
* [[7.92x57mm Mauser]] (Capacity 3 rounds)&lt;br /&gt;
&lt;br /&gt;
==== '''Modified rifles (magazine well)''' ====&lt;br /&gt;
* [[.260 Remington]] (Custom 700-308 magazines'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''', capacity 10 rounds)&lt;br /&gt;
* [[.300 AAC Blackout]] (Custom 700-223'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''' magazines, capacity 10 rounds)&lt;br /&gt;
* [[.30-30 Winchester]] (Custom 700-3030 magazines, capacity 10 rounds)&lt;br /&gt;
* [[.300 Winchester Magnum]] (Custom 700-300WM magazines, capacity 5 rounds)&lt;br /&gt;
* [[.30-06 Springfield]] (Custom 700-3006 magazines, capacity 10 rounds)&lt;br /&gt;
* [[.303 British]] (Custom 700-303 magazines, capacity 10 rounds)&lt;br /&gt;
* [[.338 Lapua Magnum]] (Custom 700-338 magazines, capacity 5 rounds)&lt;br /&gt;
* [[.338 Norma Magnum]] (Custom 700-338 magazines'''&amp;lt;sup&amp;gt;/!\3&amp;lt;/sup&amp;gt;''', capacity 5 rounds)&lt;br /&gt;
* [[.45-70 Government]] (Custom 700-4570 magazines, capacity 5 rounds)&lt;br /&gt;
* [[5.45x39mm]] (Custom 700-545WP magazines, capacity 10 rounds)&lt;br /&gt;
* [[5.56x45mm NATO]] (Custom 700-223 magazines, capacity 10 rounds)&lt;br /&gt;
* [[5.8x42mm]] (Custom 700-58C magazines, capacity 10 rounds)&lt;br /&gt;
* [[6.5x50mm SR Arisaka]] (Custom 700-65SR magazines, capacity 10 rounds)&lt;br /&gt;
* [[7.62x39mm]] (Custom 700-762WP magazines, capacity 10 rounds)&lt;br /&gt;
* [[7.62x51mm NATO]] (Custom 700-308 magazines, capacity 10 rounds)&lt;br /&gt;
* [[7.62x54mm R]] (Custom 700-762R magazines, capacity 10 rounds)&lt;br /&gt;
* [[7.92x33mm Kurz]] (Custom 700-792K magazines, capacity 10 rounds)&lt;br /&gt;
* [[7.92x57mm Mauser]] (Custom 700-792M magazines, capacity 5 rounds)&lt;br /&gt;
&lt;br /&gt;
Note: All &amp;quot;Custom&amp;quot; magazines for Rem 700 rifles weigh 1 unit empty.&amp;lt;br/&amp;gt; &lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\&amp;lt;/sup&amp;gt;''': Rem700 rifles chambered in .260 Remington can re-use 700-308 magazines, as 7.62 NATO and .260 Rem have similar dimensions, however be careful to note that .260 Remington rifles cannot shoot 7.62 NATO and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\2&amp;lt;/sup&amp;gt;''': Rem700 rifles chambered in .300 AAC Blackout can re-use 700-223 magazines, as 7.62 NATO and .260 Rem have similar case dimensions, however be careful to note that .300 caliber AR-15s cannot shoot 5.56 NATO and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;sup&amp;gt;/!\3&amp;lt;/sup&amp;gt;''': Rem700 rifles chambered in .338 Norma Magnum can re-use 700-338 magazines, as .338 Lapua and .338 Norma have similar dimensions, however be careful to note that .338 Lapua rifles cannot shoot .338 Norma and vice versa. A warning will be given if your Contestant is trying to load the wrong type of ammunition in his/her firearm.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Barrel (Rem 700) ===&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
=== Rifle optics (Rem 700) ===&lt;br /&gt;
&lt;br /&gt;
'''Naked'''&lt;br /&gt;
* This configuration offers to leave the rifle virgin of optics and provisions to mount optics, leaving only iron sights. Standard on the 700 XCR II and 700 BDL.&lt;br /&gt;
&lt;br /&gt;
'''Integral scope'''&lt;br /&gt;
* This configuration offers to install an '''integrated scope''', drilled and tapped to the rifle and intended to be a permanent mount.&lt;br /&gt;
* Four sub-options exist, which determines the magnification rate of the optic; essentially, the customer may pick the power group of their integrated scope:&lt;br /&gt;
** '''Low-power''': Installs an integrated 2x scope.&lt;br /&gt;
** '''Medium-power''': Installs an integrated 4x scope.&lt;br /&gt;
** '''High-power''': Installs an integrated 6x scope.&lt;br /&gt;
** '''Extreme-power''': Installs an integrated 10x scope. This is the standard configuration for the Remington M24.&lt;br /&gt;
&lt;br /&gt;
'''Railed'''&lt;br /&gt;
* This configuration offers to drill and tap a suitable optic rail on the rifle, so that the user may install optics of their choice.&lt;br /&gt;
* Installs a full-length '''NATO optic rail mount [NATO]'''.&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (Rem 700) ===&lt;br /&gt;
'''Dual rails package'''&lt;br /&gt;
* Two side rails are installed on the rifle's handguard, for the purpose of mounting lights and lasers. Adds 2 large light mounts.&lt;br /&gt;
&lt;br /&gt;
'''Integrated bipod service'''&lt;br /&gt;
* Drills and taps the rifle's handguard in order to install an integral bipod.&lt;br /&gt;
&lt;br /&gt;
'''Titanium weight reduction program'''&lt;br /&gt;
* Replaces the rifle's original frame with a one-piece, all-titanium frame, and introduces other, weight-reducing measures, such as a skeletonized bolt, fluted barrel, and replaces the original wood or synthetic stock with a carbon fiber stock.&lt;br /&gt;
** Reduces Weight Tier by 2.&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (Rem700) ===&lt;br /&gt;
&lt;br /&gt;
All stock Rem700 firearms are Class 1 Weight 26.&lt;br /&gt;
* ''Titanium weight reduction program'': Weight Tier -2&lt;br /&gt;
&lt;br /&gt;
=== Category changes notes (Rem 700) ===&lt;br /&gt;
Depending on the configuration, the weapon may change categories. The checks are done in order of priority, the topmost check being the first.&lt;br /&gt;
* If the weapon has been fitted with an integrated scope, it becomes a '''Precision rifle'''.&lt;br /&gt;
* Otherwise, even if it has rails, it is a '''Conventional rifle'''.&lt;br /&gt;
&lt;br /&gt;
= Black Arrow (BA) =&lt;br /&gt;
Based on the Zastava M93 Black Arrow, of which it is the sole member of this peculiar family, the Black Arrow rifle platform is essentially an upscaled Mauser action, built for anti-matériel purposes. As such, the name of the game is extreme power. While it may not be the must customizable of families, what it has to offer may interest those seeking a weapon suitable to destroy the biggest of targets.&lt;br /&gt;
&lt;br /&gt;
==== Stock Black Arrow firearms ====&lt;br /&gt;
* [[Zastava M93 Black Arrow]]&lt;br /&gt;
&lt;br /&gt;
== Customization options (BA) ==&lt;br /&gt;
&lt;br /&gt;
=== Rechambering (BA) ===&lt;br /&gt;
Legacy calibers&lt;br /&gt;
* [[12.7x108mm]] (Black Arrow 5-round magazines) (Custom extended Black Arrow magazines, capacity 10 rounds)&lt;br /&gt;
Nonstandard calibers&lt;br /&gt;
* [[.408 Chey Tac]] (Custom BA408 5-round magazines, Custom extended BA408 10-round magazines)&lt;br /&gt;
* [[.50 BMG]] (Custom BA50 5-round magazines, Custom extended BA50 10-round magazines)&lt;br /&gt;
&lt;br /&gt;
Note: All &amp;quot;Custom&amp;quot; magazines for Black Arrow rifles weigh 3 units empty (Size tier: X.Large).&lt;br /&gt;
&lt;br /&gt;
=== Barrel (BA) ===&lt;br /&gt;
&lt;br /&gt;
'''Barrel material change'''&lt;br /&gt;
* See [[Customs:Weapons#Barrel materials|below]] for more information on barrel material changes.&lt;br /&gt;
&lt;br /&gt;
=== Other modifications (BA) ===&lt;br /&gt;
'''Black Spear frame weight reduction program'''&lt;br /&gt;
* Though the barrel remains unmodified to preserve accuracy, the chassis and stock are replaced with lighter materials, such as titanium and aircraft aluminium.&lt;br /&gt;
* Reduces Weight Tier by 1, and adds 2 light mounts (Large).&lt;br /&gt;
&lt;br /&gt;
'''Visual modifications''': See [[Customs:Weapons#Visual modifications|here]] for a list of preset color schemes.&lt;br /&gt;
&lt;br /&gt;
=== Weight combinations (Rem700) ===&lt;br /&gt;
&lt;br /&gt;
All stock Black Arrow firearms are Class 1, Unsparable.&lt;br /&gt;
* ''Black Spear program'': Weight Tier -1&lt;br /&gt;
&lt;br /&gt;
= Customizations (All types) =&lt;br /&gt;
&lt;br /&gt;
=== Barrel threading ===&lt;br /&gt;
The barrel threading service will modify a weapon so that it receives a barrel with '''standard threading''', compatible with the majority of silencers and muzzle brakes, at the exception of a few, proprietary devices which are made to suit only certain specific firearms.&lt;br /&gt;
&lt;br /&gt;
Firearms that '''cannot''' receive threading:&lt;br /&gt;
* Firearms with '''integrated muzzle brakes or silencers''' (All firearms on [[ACL#Integrated muzzle brakes|this list]] + Norinco Type 85SD, Tula Arms VSS Vintorez and Enfield Sten Mk IIS)&lt;br /&gt;
* Revolvers (Except the '''Nagant M1895'''), multiple-barreled firearms, rocket launchers, grenade launchers&lt;br /&gt;
* Specific models:&lt;br /&gt;
** Armsel Protecta&lt;br /&gt;
** Bergmann MP18, Bryco Model 38&lt;br /&gt;
** Carl Gustaf m/45, CZ Sa vz. 26, Colt M1918 BAR&lt;br /&gt;
** DISA Madsen M1924&lt;br /&gt;
** General Motors M3 Grease Gun&lt;br /&gt;
** Hi-Point C9, Hi-Point JCP, Hi-Point JHP&lt;br /&gt;
** IZHMASH Mosin-Nagant Obrez, IZHMASH Simonov AVS-36&lt;br /&gt;
** KBP OTs-14 Groza-1, KBP OTs-14 Groza-4&lt;br /&gt;
** Lucznik Arms PM-63 RAK&lt;br /&gt;
** MAT-49, Mauser C96 Red 9, Mauser MG42&lt;br /&gt;
** Sterling L2A3, Sterling Mark 7&lt;br /&gt;
** Taiyuan Arsenal Shanxi Type 17, Tikkakoski Suomi KP/-31, TsNIITochMash PKP Pecheneg&lt;br /&gt;
** Uberti Lightning Carbine&lt;br /&gt;
** Voere American-180&lt;br /&gt;
** Winchester Model 1912 Trench Gun&lt;br /&gt;
** ZiD PKM, ZiD Sudaev PPS-43&lt;br /&gt;
** (Crafting firearms): Pen gun, Joshua pistol, Golden Gun&lt;br /&gt;
&lt;br /&gt;
Firearms which '''already have''' threading and thus do not need the threading service:&lt;br /&gt;
* ''Standard devices:'' All firearms listed with '''Thread(Std)''' on their event line, as well as all Customs AR-15s and Custom AKs with Western threading&lt;br /&gt;
* ''MAC devices:'' All firearms listed with '''Thread(MAC)''' on their event line&lt;br /&gt;
* ''MP5 3-lug devices:'' All firearms listed with '''Thread(3lug)''' on their event line, as well as all Customs MP5s unless they are ''MP5SD'' modified&lt;br /&gt;
* ''AK devices'' All firearms listed with '''Thread(AK)''' on their event line, as well as all Customs AKs with Soviet threading&lt;br /&gt;
* ''MP9 devices:'' All firearms listed with '''Thread(MP9)''' on their event line&lt;br /&gt;
&lt;br /&gt;
=== Barrel improvements ===&lt;br /&gt;
Applicable to all firearms shooting pistol, rifle, and shotgun calibers.&lt;br /&gt;
&lt;br /&gt;
Barrel improvements are added to the weapon event line using the '''ImpB[xxx]''' notation, replace xxx with the relevant code. &lt;br /&gt;
&lt;br /&gt;
'''Normal barrel'''&lt;br /&gt;
* A standard barrel, as appropriate for the firearm. This option is available if, for whatever reason, the user wishes to return their barrel to stock condition. All firearms (except the Joshua) are considered to have a Normal barrel.&lt;br /&gt;
* Code: None&lt;br /&gt;
* Finish color: N/A&lt;br /&gt;
* Equipped firearm obtains the following bonuses: None&lt;br /&gt;
&lt;br /&gt;
'''4150 Carbon Steel barrel'''&lt;br /&gt;
* Replaces the standard barrel with a cold hammer forged and chrome-lined barrel made primarily out of carbon steel. Engineered for enhanced durability and hardness, making the firearm more durable.&lt;br /&gt;
* Code: CS&lt;br /&gt;
* Finish color: &amp;lt;span style=&amp;quot;color: #C0C0C0&amp;quot;&amp;gt;Silver&amp;lt;/span&amp;gt;&lt;br /&gt;
* Equipped firearm obtains the following bonuses: '''Max Condition x1.25'''&lt;br /&gt;
&lt;br /&gt;
'''4150CS barrel + Titanium Nitride (TiN) coating'''&lt;br /&gt;
* Titanium Nitride is a gold-colored coating, applied to the barrel and certain other internal parts. TiN is known for its extreme hardness yet adequate lubricity, extending the firearm's overall service life and reliability and making it suitable to withstand high-pressure ammunition in large quantities.&lt;br /&gt;
* Code: CS+TiN&lt;br /&gt;
* Finish color: &amp;lt;span style=&amp;quot;color: #FFD700&amp;quot;&amp;gt;Gold&amp;lt;/span&amp;gt;&lt;br /&gt;
* Equipped firearm obtains the following bonuses: '''Max Condition x1.5'''&lt;br /&gt;
** The Joshua pistol possesses this type of barrel improvement by default, and it cannot be replaced.&lt;br /&gt;
&lt;br /&gt;
'''4150CS barrel + Titanium Carbonitride (TiCN) coating'''&lt;br /&gt;
* Titanium Carbonitride is a dark bronze-colored coating, derived from TiN by adding a small amount of carbon during the manufacturing process. This has the effect of further increasing the hardness of the coating, at the cost of some toughness. Normally designed for improving the service life of heavy-duty industrial tools, TiCN coatings have also been found useful in the treatment of firearm barrels for maximum durability.&lt;br /&gt;
* Code: CS+TiCN&lt;br /&gt;
* Finish color: &amp;lt;span style=&amp;quot;color: #CD7F32&amp;quot;&amp;gt;Bronze&amp;lt;/span&amp;gt;&lt;br /&gt;
* Equipped firearm obtains the following bonuses: '''Max Condition x2''', '''Condition loss on critical failure x1.5'''&lt;br /&gt;
&lt;br /&gt;
'''4150CS barrel + NP3 coating'''&lt;br /&gt;
* NP3 is a teflon/electroless nickel-based, satin gray-colored plating known for its extreme resistance to corrosion, applied to the barrel and certain other internal parts. The firearm becomes far more resistant to dirt, dust, grime and fouling, and whatever manages to stick is made very easy to clean away.&lt;br /&gt;
* Code: CS+NP3&lt;br /&gt;
* Finish color: &amp;lt;span style=&amp;quot;color: #808080&amp;quot;&amp;gt;Dark grey&amp;lt;/span&amp;gt;&lt;br /&gt;
* Equipped firearm obtains the following bonuses: '''Max Condition x1.25''', '''Condition loss on critical failure x0.5'''&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' If a firearm previously equipped with an improved barrel is re-chambered, any barrel upgrades are preserved.&lt;br /&gt;
&lt;br /&gt;
= Visual modifications =&lt;br /&gt;
A wide selection of pre-set color schemes and cosmetic personalization services are available for every Customs family, and are less expensive than a completely custom job.&lt;br /&gt;
&lt;br /&gt;
All firearms are eligible for visual modifications.&lt;br /&gt;
&lt;br /&gt;
==== '''Services''' ====&lt;br /&gt;
* Weapon naming, via a direct engraving or the application of a thin metallic name tag.&lt;br /&gt;
* Paintjob, using a preset color scheme or pattern.&lt;br /&gt;
* Custom paintjob, using a color scheme described and ordered by the client.&lt;br /&gt;
&lt;br /&gt;
==== 1911SS and 1911DS color schemes ====&lt;br /&gt;
*'''''The Vega''''': Nickel frame and slide, pearl grips&lt;br /&gt;
*'''''The Sin''''': Nickel frame and slide, wood grips&lt;br /&gt;
*'''''The Heat''''': Blued frame and slide, ivory grips&lt;br /&gt;
*'''''Silverballer''''': Stainless frame and slide, wood+Pachmayr grips&lt;br /&gt;
*'''''The Face/Off''''': Golden frame and slide, black ivory grips with custom gold-colored lions engraved&lt;br /&gt;
*'''''El Jefe''''': Nickel frame and slide, Green-white-red (Mexican flag) colored wood grips&lt;br /&gt;
*'''''Desert Warrior''''': Tan frame and slide, white polymer grips&lt;br /&gt;
*'''''Expert''''': Black frame and slide, black polymer grips&lt;br /&gt;
*'''''The Expendable''''': Carbon steel black frame and slide, ebony wood grips&lt;br /&gt;
&lt;br /&gt;
==== Blackhawk and Redhawk color schemes ====&lt;br /&gt;
*'''''Dirty''''': Blued frame, dark wood grip&lt;br /&gt;
*'''''Marlboro''''': Stainless frame, wood grip&lt;br /&gt;
*'''''Single 6''''': Stainless frame, pearl grip&lt;br /&gt;
*'''''Vaquero''''': Case colored frame, black grip&lt;br /&gt;
*'''''Texas Ranger''''': Nickel frame, wood grip&lt;br /&gt;
&lt;br /&gt;
==== Glock color schemes ====&lt;br /&gt;
*'''''Earl Jr.''''': Black frame, stainless slide&lt;br /&gt;
*'''''Olive''''': Olive drab (OD) frame, black slide&lt;br /&gt;
*'''''Paradox''''': Blue frame, black slide&lt;br /&gt;
*'''''Scarlet''''': Black frame, red slide&lt;br /&gt;
*'''''Deadly rose''''': Black frame, pink slide&lt;br /&gt;
&lt;br /&gt;
==== MP5 color schemes ====&lt;br /&gt;
*'''''iKoch''''': White frame, white stock, white handguards&lt;br /&gt;
*'''''Flagship''''': Black stock, red frame, yellow handguards&lt;br /&gt;
&lt;br /&gt;
==== AR-15 color schemes ====&lt;br /&gt;
*'''''Checkpoint''''': Black receiver, wooden pistol grip, wooden stock, wooden handguard&lt;br /&gt;
*'''''C7''''': Black receiver, OD green pistol grip, OD green stock, OD green handguard&lt;br /&gt;
*'''''LaFrance''''': Brass receiver, black pistol grip, brass stock, black handguard&lt;br /&gt;
*'''''Nordic''''': White receiver, white pistol grip, white stock, white handguard&lt;br /&gt;
*'''''Snake Custom''''': Black receiver, tan pistol grip, tan stock, black handguard&lt;br /&gt;
&lt;br /&gt;
==== AK color schemes ====&lt;br /&gt;
*'''''Wood''''': Dark grey receiver, wooden pistol grip, wooden stock, wooden handguard&lt;br /&gt;
*'''''Composite''''': Dark grey receiver, black pistol grip, black stock, black handguard&lt;br /&gt;
*'''''Lord of War''''': Golden receiver, wooden pistol grip, golden stock, wooden handguard&lt;br /&gt;
*'''''Soprano''''': Nickel receiver, ivory pistol grip, nickel stock, ivory handguard&lt;br /&gt;
&lt;br /&gt;
==== Rem 700 color schemes ====&lt;br /&gt;
*'''''Police''''': Black stock and frame&lt;br /&gt;
*'''''New Marine''''': Flat dark earth (FDE) stock and frame&lt;br /&gt;
&lt;br /&gt;
==== Black Arrow color schemes ====&lt;br /&gt;
*'''''Blood Knight''''': Dark red stock and receiver, black barrel&lt;br /&gt;
&lt;br /&gt;
==== Camouflage patterns (all families) ====&lt;br /&gt;
*'''''5.11 Digital pattern'''''&lt;br /&gt;
*'''''Choco-chip, original'''''&lt;br /&gt;
*'''''DPM, 1985 original'''''&lt;br /&gt;
*'''''DPM, dark marine'''''&lt;br /&gt;
*'''''DPM, desert'''''&lt;br /&gt;
*'''''DPM, marine'''''&lt;br /&gt;
*'''''DPM, urban'''''&lt;br /&gt;
*'''''Flecktarn, 1993 original'''''&lt;br /&gt;
*'''''Flecktarn, desert'''''&lt;br /&gt;
*'''''Flecktarn, M/84 forest'''''&lt;br /&gt;
*'''''Flecktarn, urban'''''&lt;br /&gt;
*'''''Klyaksa pattern (arctic)'''''&lt;br /&gt;
*'''''Lizard pattern, original'''''&lt;br /&gt;
*'''''Lizard pattern, urban'''''&lt;br /&gt;
*'''''Lizard pattern, red'''''&lt;br /&gt;
*'''''M05 &amp;quot;Lumipuku&amp;quot;, snow'''''&lt;br /&gt;
*'''''M1942, original &amp;quot;Duck Hunter&amp;quot;'''''&lt;br /&gt;
*'''''M1942, &amp;quot;Aegean&amp;quot; pattern'''''&lt;br /&gt;
*'''''M1942, Iran desert variant'''''&lt;br /&gt;
*'''''M1948 ERDL, original &amp;quot;Leaf pattern&amp;quot;'''''&lt;br /&gt;
*'''''MARPAT, desert'''''&lt;br /&gt;
*'''''MARPAT, woodland'''''&lt;br /&gt;
*'''''Parsley leaf pattern'''''&lt;br /&gt;
*'''''Rhodesian brushstroke'''''&lt;br /&gt;
*'''''Schneetarn pattern'''''&lt;br /&gt;
*'''''Serbian PTJ digital, urban'''''&lt;br /&gt;
*'''''Splinter pattern'''''&lt;br /&gt;
*'''''Tiger stripe, original'''''&lt;br /&gt;
*'''''Tiger stripe, dense'''''&lt;br /&gt;
*'''''Tiger stripe, desert DF pattern'''''&lt;br /&gt;
*'''''Type 07 digital, marine'''''&lt;br /&gt;
*'''''Woodland, original M81'''''&lt;br /&gt;
*'''''Woodland, urban RF pattern'''''&lt;br /&gt;
&lt;br /&gt;
==== Wood finishes ====&lt;br /&gt;
Intended for wooden parts on AKs, AR-15s, 1911SS/DS and Rem700s, and any other firearm using wood, as a form of color scheme modification.&amp;lt;br/&amp;gt;&lt;br /&gt;
All wood used in firearms is laminated. The default wood type used is not specified but is implied to be some form of pinewood.&amp;lt;br/&amp;gt;&lt;br /&gt;
Finishes available employ some form of staining or wood finishing process to achieve a different color. Wood finishes may be combined with a metal part coating (see below).&lt;br /&gt;
&lt;br /&gt;
*'''''Burgundy'''''&lt;br /&gt;
*'''''Cherry tree'''''&lt;br /&gt;
*'''''Cinnamon'''''&lt;br /&gt;
*'''''Dark walnut'''''&lt;br /&gt;
*'''''Driftwood'''''&lt;br /&gt;
*'''''Ebony'''''&lt;br /&gt;
*'''''Hunter green'''''&lt;br /&gt;
*'''''Ipswich pine'''''&lt;br /&gt;
*'''''Ocean'''''&lt;br /&gt;
*'''''Oriental red'''''&lt;br /&gt;
*'''''Pickled oak'''''&lt;br /&gt;
*'''''Provincial'''''&lt;br /&gt;
*'''''Red mahogany'''''&lt;br /&gt;
*'''''Red oak'''''&lt;br /&gt;
*'''''Riverstone'''''&lt;br /&gt;
*'''''Rosewood'''''&lt;br /&gt;
*'''''Royal mahogany'''''&lt;br /&gt;
*'''''Sedona'''''&lt;br /&gt;
*'''''Terracotta'''''&lt;br /&gt;
*'''''Verdigris'''''&lt;br /&gt;
*'''''Walnut'''''&lt;br /&gt;
*'''''Weathered oak'''''&lt;br /&gt;
*'''''Winter moss'''''&lt;br /&gt;
&lt;br /&gt;
==== Metal part coatings ====&lt;br /&gt;
Intended for all metal parts except the barrel on all firearms, these coatings may change the color of minor parts such as the trigger, charging handle, slide and bolt releases, safeties, fire selectors, and so on.&amp;lt;br/&amp;gt;&lt;br /&gt;
Metal part coatings may be combined with a wood finish (see above).&lt;br /&gt;
&lt;br /&gt;
*'''''Ceramic paint coating''''' (Virtually any color possible)&lt;br /&gt;
*'''''Nickel plating''''' (Shiny white metal finish)&lt;br /&gt;
*'''''Silver plating''''' (Precious metal finish)&lt;br /&gt;
*'''''Gold plating''''' (Precious metal finish)&lt;br /&gt;
&lt;br /&gt;
= Custom feeding devices: Event lines =&lt;br /&gt;
This section regroups all of the event lines for all custom magazines and feeding devices.&lt;br /&gt;
&lt;br /&gt;
=== 1911SS ===&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 1911SS Tokarev 9-round magazine. Size tier: Tiny ; Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 1911SS 9mm 9-round magazine. Size tier: Tiny ; Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 1911SS .22 10-round magazine. Size tier: Tiny ; Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
=== 1911DS ===&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 1911DS Tokarev 20-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 1911DS 9mm 20-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 1911DS 10mm 16-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
&lt;br /&gt;
=== Blackhawk - Speed strips ===&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .30 Carbine speed strip, 5 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .30 Carbine speed strip, 6 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .30 Carbine speed strip, 7 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .38 Special/.357 Magnum speed strip, 5 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .38 Special/.357 Magnum speed strip, 7 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .38 Special/.357 Magnum speed strip, 8 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .44 Magnum/Special speed strip, 5 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 10mm Auto/.40 S&amp;amp;W speed strip, 5 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 10mm Auto/.40 S&amp;amp;W speed strip, 6 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 10mm Auto/.40 S&amp;amp;W speed strip, 7 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .460 Rowland/.45 ACP speed strip, 5 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .460 Rowland/.45 ACP speed strip, 6 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 9x18mm Makarov speed strip, 5 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 9x18mm Makarov speed strip, 6 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 9x18mm Makarov speed strip, 7 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 9x18mm Makarov speed strip, 8 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 9x19mm Parabellum speed strip, 5 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 9x19mm Parabellum speed strip, 6 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 9x19mm Parabellum speed strip, 7 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom 9x19mm Parabellum speed strip, 8 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .380 ACP speed strip, 5 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .380 ACP speed strip, 6 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .380 ACP speed strip, 7 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .380 ACP speed strip, 8 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .22 Long Rifle speed strip, 6 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .22 Long Rifle speed strip, 8 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Speed strip: Custom .22 Long Rifle speed strip, 10 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
=== Redhawk - Moon clips ===&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom .30 Carbine 5-round moon clip. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom .30 Carbine 6-round moon clip. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom .30 Carbine 7-round moon clip. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom .380 ACP moon clip, 5 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom .380 ACP moon clip, 6 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom .380 ACP moon clip, 7 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom .380 ACP moon clip, 8 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom 9x18mm Makarov moon clip, 7 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom 9x18mm Makarov moon clip, 8 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom 9x19mm Parabellum moon clip, 5 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom 9x19mm Parabellum moon clip, 6 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom 9x19mm Parabellum moon clip, 8 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom 10mm Auto/.40 S&amp;amp;W moon clip, 5 rounds. Weight: 0.25&lt;br /&gt;
* [Weapon accessory] Moon clip: Custom 10mm Auto/.40 S&amp;amp;W moon clip, 7 rounds. Weight: 0.25&lt;br /&gt;
&lt;br /&gt;
=== Glock-SF ===&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Glock .32 19-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Glock .32 38-round extended magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Glock .380 17-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Glock .380 30-round extended magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Glock-Mak 17-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Glock-Mak 33-round extended magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Glock-SF .22 10-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
&lt;br /&gt;
=== Glock-LF ===&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Glock-Tok 15-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Glock-Tok 30-round extended magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Glock-LF .22 10-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
&lt;br /&gt;
=== MP5 ===&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom MP5/22 25-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
&lt;br /&gt;
=== AR-15 ===&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom AR 10/40 30-round magazine. Size tier: Small ; Weight: 0.5&lt;br /&gt;
* [Weapon accessory] Magazine: Custom AR .22 32-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
&lt;br /&gt;
=== AK ===&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom AK 7.92mm 30-round magazine. Size tier: Large ; Weight: 1.2&lt;br /&gt;
* [Weapon accessory] Magazine: Custom AK 7.92mm 40-round extended magazine. Size tier: V.Large ; Weight: 2&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom AK-9 9x39mm 20-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom AK-9 9x39mm 30-round extended magazine. Size tier: Large ; Weight: 1.2&lt;br /&gt;
&lt;br /&gt;
=== Rem 700 ===&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-58C 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-65SR 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-223 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-300WM 5-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-303 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-308 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-338 5-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-3006 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-3030 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-4570 5-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-545WP 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-762WP 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-762R 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-792K 10-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
* [Weapon accessory] Magazine: Custom 700-792M 5-round magazine. Size tier: Medium ; Weight: 1&lt;br /&gt;
&lt;br /&gt;
=== Black Arrow ===&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom Black Arrow 10-round extended magazine. Size tier: X.Large ; Weight: 3&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom BA408 5-round magazine. Size tier: X.Large ; Weight: 3&lt;br /&gt;
* [Weapon accessory] Magazine: Custom BA408 10-round extended magazine. Size tier: X.Large ; Weight: 3&lt;br /&gt;
&lt;br /&gt;
* [Weapon accessory] Magazine: Custom BA50 5-round magazine. Size tier: X.Large ; Weight: 3&lt;br /&gt;
* [Weapon accessory] Magazine: Custom BA50 10-round extended magazine. Size tier: X.Large ; Weight: 3&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Maze Customs]]&lt;br /&gt;
*[[Customs:Minor services]]&lt;br /&gt;
*[[Customs:Pricing]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Fatigue</id>
		<title>Fatigue</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Fatigue"/>
				<updated>2020-01-04T19:14:48Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Fatigue''' is one of the vital [[Statistics|statistics]] tracked on every [[Contestant|contestant]]. Fatigue tracks the amount of energy and exhaustion currently sustained by the Contestant, and serves as an indicator of how worn out and tired he or she is. While high fatigue isn't directly threatening to the Contestant's life, it can, if allowed to reach its maximum value, render the Contestant extremely vulnerable. Thus, remaining as energetic as possible and keeping Fatigue low enough is recommended for continued survival in the Mazes.&lt;br /&gt;
&lt;br /&gt;
==== Values ====&lt;br /&gt;
&lt;br /&gt;
Fatigue is a percentile value, like [[Pain]], but with one difference ; Fatigue is tracked with one decimal ''(e.g. 47.0%)'' instead of no decimal ''(47%)''.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Rate'''&lt;br /&gt;
| '''Condition'''&lt;br /&gt;
|-&lt;br /&gt;
| 0.0% ; 49.9%&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #00ff00&amp;quot;&amp;gt;OK&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 50.0% ; 69.9%&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #ffff00&amp;quot;&amp;gt;Tired&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 70.0% ; END -0.1%&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #ff6600&amp;quot;&amp;gt;Fatigued&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| END : 2x END -0.1%&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Exhausted&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2x END&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Death&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* '''END''': Endurance - see below for details&lt;br /&gt;
&lt;br /&gt;
==== Endurance ====&lt;br /&gt;
'''Endurance''' (END) is the vital statistic which affects Fatigue. By default, it is 100.0%. Endurance sets the amount of Fatigue needed to reach Exhausted, and in turn, the amount of Fatigue that will be fatal. If the END stat is less than 70% or 50%, then, respectively, the &amp;quot;Fatigued&amp;quot; and &amp;quot;Tired&amp;quot; states do not exist for this character; instead they go straight to &amp;quot;Exhausted&amp;quot; upon reaching the requisite amount of Fatigue. &lt;br /&gt;
&lt;br /&gt;
==== How it works ====&lt;br /&gt;
&lt;br /&gt;
*Fatigue is generally increased through healing from damage (Healing [[Pain]], [[Blood]], [[Limb damage]] all increase Fatigue by certain amounts), and through secondary effects which may temporarily cause Fatigue to increase at certain rates every turn.&lt;br /&gt;
*Certain effects may also cause ''minimum'' Fatigue to be increased above 0.0% - meaning that Fatigue cannot go lower than the minimum set by that effect.&lt;br /&gt;
*[[Resting|Sleep]] is the primary way to clear Fatigue. Certain [[food]] and [[Medical aid|meds]], and some [[room]] furniture (showers) may also reduce Fatigue by smaller amounts.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
The various states of fatigue may cause different [[secondary effects]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #00ff00&amp;quot;&amp;gt;OK&amp;lt;/span&amp;gt;: No effects&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #ffff00&amp;quot;&amp;gt;Tired&amp;lt;/span&amp;gt;: [[Agility]] -1&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #ff6600&amp;quot;&amp;gt;Fatigued&amp;lt;/span&amp;gt;: [[Agility]] -2, IR +1&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Exhausted&amp;lt;/span&amp;gt;: [[Agility]] -3, FT +1, IR +1&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
* Mindless creatures do not suffer from the effects of fatigue nor stress as they simply do not have a fatigue or stress counter to begin with.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Statistics]]&lt;br /&gt;
*[[Stress]]&lt;br /&gt;
*[[Medical aid]]&lt;br /&gt;
*[[Secondary effect]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Secondary_effect</id>
		<title>Secondary effect</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Secondary_effect"/>
				<updated>2019-12-16T13:55:42Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: /* Body-affecting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''secondary effect''' is a temporary or semi-permanent effect, which may be positive (A &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;buff&amp;lt;/span&amp;gt;), negative (an &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;ailment&amp;lt;/span&amp;gt;), or neither (a '''neutral effect'''). It is the result of consuming certain [[Food|foods]], [[Medical aid|meds or drugs]], while wearing specific [[Clothing and armor|clothes]], or under other effects, such as a [[Backpack|backpack]] overload.&lt;br /&gt;
&lt;br /&gt;
This page will list the secondary effects available, and what they do.&amp;lt;br /&amp;gt;&lt;br /&gt;
Consuming multiple instances of the same source will '''extend the effects''', while consuming different sources will instead '''stack together'''. &lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
*'''Consuming multiple instances of a same source:''' Drinking two [[List of food items|cups of black coffee]], which increase [[Agility]] by 1 for 10 turns each, will result in simply extending the length of that effect to double its duration; in this case, Agility +1 for 20 turns.&lt;br /&gt;
*'''Consuming different sources:''' Drinking a [[List of food items|cup of green tea]] and then a [[List of food items|cup of black coffee]] will actually activate two effects - the former increases Agility by 1 for 5 turns, and the latter increases Agility by 1 for 10 turns. This means that both effects stack rather than merge; for the first 5 turns, Agility will actually be increased by 2.&lt;br /&gt;
&lt;br /&gt;
=== Accuracy ===&lt;br /&gt;
'''Accuracy'''-related effects affect the ability to see, to fight accurately, with any weapon and land shots where needed, and eyesight in general.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Reduced accuracy&amp;lt;/span&amp;gt; causes the contestant to have a '''higher Failure Threshold value''', each instance increasing the FT by 1 point.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased accuracy&amp;lt;/span&amp;gt; is the inverse, it causes the contestant to have a '''lower Failure Threshold value''', each instance reducing the FT by 1 point.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Blindness&amp;lt;/span&amp;gt; occurs when the eyes of the contestant have been disabled, either temporarily (e.g., through '''environmental blindness''' if there is no light in a [[Room]]) or permanently (if the eyes have been destroyed). When blind, '''FT is set to 10 and becomes unaffected by modifiers''', until the effect dissipates, if it can. [[Inaccuracy Range|Inaccuracy range is not affected]], only FT is.&lt;br /&gt;
** A lesser effect is &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Perception Loss&amp;lt;/span&amp;gt;. If an encounter's eye is attacked and [[Gameplay mechanics#Aiming and body parts|destroyed]], but the encounter still has at least one functioning eye, then that encounter suffers from Perception Loss, with a '''Failure Threshold +2 effect'''. Eyes cannot be healed once destroyed. For the Contestant's case, the only way to recover from eye destruction is to purchase [[Bionics|Bionic eyes]]. Unlike with Blindness, FT modifiers can still be applied, even when afflicted with perception loss - since it is possible to improve the acuity of the still functioning eye or eyes, as opposed to having all eyes completely non-functional.&lt;br /&gt;
** NOTE: Certain encounters may have no eyes (or none that can be destroyed); but they may not be considered naturally blind unless explicitly specified.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Indestructible eyes&amp;lt;/span&amp;gt; is as the effect suggests: any effect that would cause eyes to be destroyed is negated, in turn preventing the potential perception loss and/or blindness that would be caused by the loss of eyes.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Inaccuracy Range modifiers&amp;lt;/span&amp;gt;, which may either be &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;decreased&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;increased&amp;lt;/span&amp;gt;, are effects which change the value of the [[Gameplay mechanics#Inaccuracy Range|Inaccuracy Range]].&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Night Vision&amp;lt;/span&amp;gt; causes the Contestant to be able to see correctly in dark environments. Night Vision has several effects:&lt;br /&gt;
** Night Vision '''cancels environmental blindness''' induced by dark environments (e.g. dark rooms, as mentioned above), and allows the ability to see correctly in the dark.&lt;br /&gt;
** Night Vision means greater sensitivity to strong light. If affected by the [[weapon accessory#weapon light|Dazzling effect of a weapon light]], the normal effects are replaced with Blindness (Soft light: 2 turns - Normal light: 3 turns - Strong light: 4 turns).&lt;br /&gt;
*** *&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Flashbang immunity&amp;lt;/span&amp;gt; (granted by the [[bionic augmentations|Ocular Shield augmentation]]) will cancel out the effects of Blindness induced by flashbang.&lt;br /&gt;
** Night Vision means greater vulnerability to the effects of a '''flashbang'''. If affected by a flashbang, the effect duration of the flashbang is tripled (6 turns instead of 2), unless equipped with the [[bionic augmentations|Ocular Shield augmentation]], which also grants immunity to the effects of flashbangs.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Typically, &amp;quot;Increased accuracy&amp;quot; and &amp;quot;Reduced accuracy&amp;quot; effects are shortened and commonly written using the format '''FT-x''' or '''FT+x''' for the sake of convenience.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''NOTE2:''' During FT calculation, if the final result were to be lower than 3 or higher than 10, then FT would be considered to be respectively 3 or 10.&lt;br /&gt;
&lt;br /&gt;
=== Addictions ===&lt;br /&gt;
''See this article: [[Addictions]]''&lt;br /&gt;
&lt;br /&gt;
=== Agility ===&lt;br /&gt;
Conditions related to the [[Agility]] statistic.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: cyan&amp;quot;&amp;gt;Extreme speed&amp;lt;/span&amp;gt; occurs when a creature's Agility stat reaches '''+4'''. At Agility +4, the creature benefits from an additional effect: the creature is so fast that it affects their combat performance, so they benefit from an '''Initiative Speed tier -1''' effect on all of their attacks, making them much faster.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Extreme slowness&amp;lt;/span&amp;gt; occurs when a creature's Agility stat reaches '''-4'''. At Agility -4, the creature suffers from an additional effect: the creature is so slow that it impairs their combat performance, so they suffer from an '''Initiative Speed tier +1''' effect on all of their attacks, making them much slower.&lt;br /&gt;
&lt;br /&gt;
=== Body-affecting ===&lt;br /&gt;
Conditions affecting the '''body''' of the targeted in general.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Cyanide poisoning&amp;lt;/span&amp;gt; occurs when the Contestant (or any other target sensitive to poisoning) is hit by a weapon or an attack laced with cyanide. Cyanide poisoning starts a countdown of 5 turns, during which the sufferer must use the appropriate antidote ([[Hydroxocobalamin]]) or find a [[hospital room]]. If the countdown falls to 0, instant [[death]] occurs. Cyanide poisoning is an extremely harsh condition; it is advised to keep Hydroxocobalamin syringes for such cases.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Nausea&amp;lt;/span&amp;gt; affects the contestant by making him/her feel nauseous. While under the effects of Nausea, the Contestant is afflicted with '''IR +1'''. This effect is permanent in duration, but can be eliminated by attempting to [[throwing up|throw up]]. Even if the check does not result in vomiting, the effect will be eliminated.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Limping&amp;lt;/span&amp;gt;: If the victim is afflicted with a condition that would impair their ability to move normally. The victim suffers from '''[[Agility]] -1'''.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Crippled&amp;lt;/span&amp;gt; is a more severe variant of Limping: If the victim is afflicted with a condition that would severely impair their ability to move normally. The victim now suffers from [[Agility]] '''-2''', and '''Initiative Speed tier +1'''&lt;br /&gt;
** '''NOTE:''' It is impossible to be both Limping and Crippled. Crippled is considered an evolution of the Limping status; if Crippled is acquired while already Limping, Crippled replaces Limping.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Anti-Oni syndrome&amp;lt;/span&amp;gt;: Obtained by consuming certain [[Mushrooms]]. While under the effects of the syndrome, if the affected creature attempts consuming alcohol (any food item which causes [[Inebriation]]), any Inebriation gained will be negated; instead the creature will sustain 1% [[Pain]] per 0.1 Inebriation they would normally have gained.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Forced wakefulness&amp;lt;/span&amp;gt; is an effect caused by certain [[medical aids|meds]]. Not only does it grant immunity to sleep, it will also force awake and cancel out any active '''forced sleep''' effect, and it will prevent creatures from going into [[Pain|blackout]]. While under this effect, all attempts to [[resting|rest]] will automatically fail, direct [[Lorazepam]] injections will have no effect, and tranq ammunition, such as [[Fukiya blowgun|Tranq darts]], will also be ineffective.&lt;br /&gt;
** '''Forced wakefulness overrides forced sleep''' ; creatures that were already in a state of forced sleep will be forced awake.&lt;br /&gt;
** '''Forced wakefulness also overrides blacking out''' ; if the sufferer's Pain level would normally cause them to be in the Blackout threshold, forced wakefulness will keep the sufferer awake, overriding the normal effects and preventing them to black out, until whatever is causing them to normally be in black out is remedied, or until the forced wakefulness effect ends.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Forced sleep&amp;lt;/span&amp;gt; is a special state of sleep. It is generally an effect, such as from [[Lorazepam]] injections or tranquilizer ammunition, and it is always temporary. Creatures under a state of forced sleep are considered to be [[resting]] for as long as the effect lasts, with appropriate effects, and will as such be rendered helpless while sleeping ; which means damage cannot wake them up from the sleep state until the effect dissipates, or until they are afflicted with something causing '''Forced wakefulness''' ; which overrides forced sleep.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
'''Clothing'''-related effects are related to [[Clothing and armor|clothing]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Ballistic protective headgear&amp;lt;/span&amp;gt; mitigates the effects of shots to the head. When a Bullet-type attack is aimed at the body group(s) of a target wearing ballistic protective headgear, if it hits, then '''the incoming Pain and Limb Damage is halved'''. All ballistic protective armor generally protect '''only the head''', but there are certain models that can protect facial '''weak points''' such as the '''eyes''' ; see '''Face Concealment'''.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Immunity to gases&amp;lt;/span&amp;gt; allows the wearer of appropriate clothes to be unaffected by [[Secondary effect#Clouds|cloud hazards]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Indecent exposure&amp;lt;/span&amp;gt; occurs when a human is not wearing clothing to cover their lower body (and in the case of females, upper body as well), resulting in the relevant body parts being unprotected and naked. Indecent exposure is a [[Police attention|minor offense]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Fire-retardant&amp;lt;/span&amp;gt; clothing prevents the wearer from being &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;set on fire&amp;lt;/span&amp;gt; if hit by [[Protection chart|Spec-Fire]] attacks on body parts protected by this effect. The effect does not reduce [[Pain]] or [[Limb damage]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Explosion-proof&amp;lt;/span&amp;gt; clothing allows the wearer to benefit from '''0.5x [[Pain]] and [[Limb damage]] from Explosion-type damage''', on all body parts protected by this effect.&lt;br /&gt;
&lt;br /&gt;
*Clothing with the &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Half melee damage&amp;lt;/span&amp;gt; effect causes the wearer to '''suffer only 0.5x the Pain''' they would normally receive from Blunt-type, Sharp-type and Piercing-type hits, provided the hit lands on a body part that the affected clothing protects.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Classiness&amp;lt;/span&amp;gt; is a flavor effect, which merely serves to indicate that the Contestant is wearing some pretty dapper apparel. Other characters may sometimes comment upon the clothing choices.&lt;br /&gt;
&lt;br /&gt;
*Headgear capable of providing '''face concealment''' have the simple but notable effect of '''preventing the wearer from being targeted in the eyes'''. Eyes are usually considered to be WEAK POINTS. Attackers can simply not aim at the eyes anymore; they can merely aim at the head instead.&lt;br /&gt;
&lt;br /&gt;
*Certain clothing can be '''cut into rags'''. In order to craft rags, the Contestant must use any weapon capable of dealing Sharp-type damage (natural attacks do count), and apply it on suitable clothing ('''RagOK''' tag on the [[clothing and armor]] lists). It results in obtaining an amount of rags equal to the listed amount: '''1d2, 1d4 or 1d8'''.&lt;br /&gt;
** Cutting 1 piece of clothing into rags takes 1 turn.&lt;br /&gt;
&lt;br /&gt;
=== Elemental ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Being on fire&amp;lt;/span&amp;gt; is caused by all SPECIAL-type damage inducing '''fire''' (Spec-Fire) and '''incendiary weapons''' in general. It causes extra damage per turn, at a rate of '''+5% [[Pain]] /turn, +1 [[Limb health|limb damage]] per turn on a random body part''', due to persistent fire burning on the skin or the body of the target. Fire never times out unless the victim '''attempts rolling on the ground''' to put off the fire. Attempting to put out the fire is possible; it takes one turn to '''stop, drop, and roll''', which will put it out immediately. It will however, waste the turn if it was done during combat.&lt;br /&gt;
** When using incendiary weapons that cannot be aimed on an individual body part, a @bodyaim is rolled for each creature affected. If the creature isn't entirely immune to fire, and if the body part rolled isn't protected by &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;fire-retardant&amp;lt;/span&amp;gt; clothing (see above), then that creature is set on fire.&lt;br /&gt;
** NOTE: Being hit by a '''Spec-Aqua''' attack will put out the fire instantly as well. As will applying any substantial source of water.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Stunning&amp;lt;/span&amp;gt; happens when the victim is affected by an attack or weapon which causes stunning. Stunning causes an effect similar to a temporary paralysis, and locks the victim in place where it is until the end of the turn, canceling their current action (attacking, etc), which may be used to buy time. Stunning attacks can be repeated over and over so long as they are successful, though it can cause a phenomenon known as &amp;quot;stun lock&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Frost slowed&amp;lt;/span&amp;gt; are caused by all SPECIAL-type damage inducing '''cold''' (Spec-Ice). They induce '''[[Agility]] -1 and [[Gameplay mechanics|Initiative Speed tier]] +1'''.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;After-shock&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage inducing '''electricity''' (Spec-Elec). When the victim is hit by an electric shock or similar attack, they are affected by after-shock. After-shock causes the victim to be covered in electric arcs, causing its muscles to undergo partial fibrillation and causing a '''Strength -20% and [[Gameplay mechanics#Initiative Speed tiers|IS tier +1]] effect for 1d6 turns'''. In addition, when sustaining after-shock, the victim has a '''20% chance to be stunned for 1 turn.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Water-soaked&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage inducing '''water''' (Spec-Aqua). When the victim is in a water-soaked state, no immediate harmful effects are active, however the following effects apply: &lt;br /&gt;
* If previously '''on fire''', '''the effect is immediately removed''' (the fire is extinguished)&lt;br /&gt;
* For as long as the effect is active, '''the victim will take double damage from Spec-Elec attacks, the Taser X26c, and the Stun Baton in stun mode.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Acid degradation&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage incuding '''acid''' (Spec-Acid). When the victim is hit by an acid attack, the affected piece of clothing or armor '''is destroyed'''. Additionally, one random weapon the victim carries will '''lose 1d12*500 [[Firearm maintenance|Durability]] points,''' if applicable.&lt;br /&gt;
** If the affected piece of clothing or armor is a type of '''power armor''', it is not destroyed but instead loses '''1.0 condition'''.&lt;br /&gt;
** '''NOTE:''' If the affected weapon has a bayonet, an UGL or an USG mounted, they may also suffer from durability loss - a separate roll is made for each.&lt;br /&gt;
&lt;br /&gt;
=== Fatigue ===&lt;br /&gt;
Effects related to [[Fatigue]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Accelerated fatigue&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's [[Fatigue]] to increase at a fixed rate every turn.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.1% per turn'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.2% per turn'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Extreme accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.4% per turn'''&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
Effects related to healing, particularly [[First aid kit|FAKs]] and [[Field Surgery Kit|FSKs]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Limb healing&amp;lt;/span&amp;gt; is an effect triggered by either the First Aid Kit (FAK) or the Field Surgery Kit (FSK). &lt;br /&gt;
** When triggered by the FAK, it is referred to as &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Light limb healing&amp;lt;/span&amp;gt;. The healing limb '''recovers +7 HP'''. Light limb healing cannot heal disabled limbs.&lt;br /&gt;
** When triggered by the FSK, it is referred to as &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Strong limb healing&amp;lt;/span&amp;gt;. The healing limb '''recovers +12 HP'''. Strong limb healing CAN heal disabled limbs.&lt;br /&gt;
** The [[Gameplay mechanics#Healing skill|Healing skill]] may affect the effectiveness of Light and Strong limb healing. The above described effects assume a default Lv1 (Unskilled) skill level.&lt;br /&gt;
** Either type of limb healing '''triggers depletion of [[Nutrition]] and [[Fatigue]]''', at a rate of '''50 ntri and 0.4% Fatigue per 1 HP healed'''. Light and Strong are treated as different effects, so the two may overlap (and potentially deplete large quantities of nutrition at the cost of faster healing).&lt;br /&gt;
** Neither type of limb healing is useful for the treatment of severed limbs, as there is nothing left to treat at this point.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased Pain Regeneration Rate&amp;lt;/span&amp;gt; is an effect triggered by [[Cannabis]] and certain [[Augmentations]]. It directly modifies the rate at which [[Pain]] is naturally healed over time, by the amount specified next to the effect (generally +1%).&lt;br /&gt;
** Example: With a +1% effect and no other modifiers, the natural rate would become -3% Pain/turn.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased Blood Regeneration Rate&amp;lt;/span&amp;gt; is an effect triggered by certain [[Augmentations]]. It causes [[Blood]] to be healed over time, as long as there are no open [[Wounds]], by the amount specified next to the effect (generally +0.1).&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Addiction resistance&amp;lt;/span&amp;gt; is an effect triggered in rare circumstances. As long as the effect is active, [[Addiction]] chances for all substances is '''halved''' (rounded up), making it more difficult to become addicted.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Disabled natural healing&amp;lt;/span&amp;gt; is an effect triggered from very low [[Nutrition]] (Famished or Starving).&lt;br /&gt;
** Natural Pain healing is disabled; any Pain above 0% is '''not healed'''&lt;br /&gt;
** Natural Blood healing is disabled; any Blood under the maximum amount is '''not healed''' at daily reset, even with zero wounds&lt;br /&gt;
** NOTE: This will not stop the healing effects of certain meds, even if they consume nutrition in exchange for healing, as they do not constitute &amp;quot;natural&amp;quot; healing.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Self-deterioration&amp;lt;/span&amp;gt; is an effect triggered from extremely low [[Nutrition]] (Starving). As long as this effect is active, '''1 Torso HP (or 1 BODY HP) is lost every turn''', until the effect is disabled or until death occurs.&lt;br /&gt;
&lt;br /&gt;
=== Hydration ===&lt;br /&gt;
&lt;br /&gt;
Effects related to [[Hydration]] and thirst.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Thirst&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's state of [[hydration|thirst]] to be warped.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild thirst&amp;lt;/span&amp;gt;: If OK, this effect will treat the creature's Nutrition level as if it was Thirsty.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense thirst&amp;lt;/span&amp;gt;: If OK or Thirsty, this effect will treat the creature's Nutrition level as if it was Dehydrated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mind and psyche ===&lt;br /&gt;
'''Mind'''-related effects affect the mental and inner senses of the contestant.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased alertness&amp;lt;/span&amp;gt; has the contestant's attention span heightened greatly, putting him/her into a temporary, constant state of alert.&lt;br /&gt;
** In normal conditions, at the start of a turn during combat, the Contestant is generally not made aware ahead of time what the NPCs will do, unless informed ahead of time (e.g. by [[ally|allies]]).&lt;br /&gt;
** While under a state of increased alertness, at the start of every turn, '''the Contestant gets a description of what other encounters will attempt BEFORE being asked what to do''', allowing the Contestant to use the information and react ahead of time. This description includes '''attack, fire mode, intended amount of shots/hits, point of aim, and Initiative Speed.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Hallucinations&amp;lt;/span&amp;gt; has the contestant's sight and perception of things heavily distorted and deformed. While in this state, the contestant will start seeing different things, in lieu of who or what they are really. Hallucinations are usually coupled with a heavy loss in accuracy, though in the strict sense, it is different from an accuracy ailment.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Rage&amp;lt;/span&amp;gt; occurs when the Contestant is affected by rage-inducing substances or effects, such as when consuming [[Steroids|steroids]]. It causes the user to be uncontrollably angry and violent, with matching brutality and recklessness when fighting. While under the effects of Rage, the Contestant will treat all surrounding encounters (including any friendlies) as hostile, and cannot leave Combat until all hostiles have either left or been defeated. In addition, all successful hits with melee attacks are treated as critical hits and as such, relevant [[IRC Bots|@critwin]] effects may occur.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Controlled Fury&amp;lt;/span&amp;gt; is an all-positive version of the above. When in Controlled Fury, all successful hits are treated as critical hits, but without the negative effects of Rage.&lt;br /&gt;
&lt;br /&gt;
=== Nutrition ===&lt;br /&gt;
Effects related to [[Nutrition]] and hunger.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Suppressed hunger&amp;lt;/span&amp;gt;: If Hungry, Famished or Starving, this effect will treat the creature's [[Nutrition]] level as being OK (temporarily canceling any negative effects from low nutrition).&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Munchies&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's state of [[nutrition|hunger]] to be warped.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild munchies&amp;lt;/span&amp;gt;: If OK, this effect will treat the creature's Nutrition level as if it was Hungry.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense munchies&amp;lt;/span&amp;gt;: If OK or Hungry, this effect will treat the creature's Nutrition level as if it was Famished. Beware, as it includes disabled natural healing!&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT NOTES:'''&lt;br /&gt;
* '''Hunger suppression take priority over munchies'''. Meaning that if both munchies and suppressed hunger are active, then suppressed hunger takes precedence over (and thus negates) the other effects.&lt;br /&gt;
&lt;br /&gt;
=== Pain sensitivity ===&lt;br /&gt;
'''Pain sensitivity''' is, as the name implies, related to the contestant's ability to withstand [[Pain]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Increased Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be more sensitive to damage received; it '''increases by 10%''' the Pain Sensitivity statistic.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Decreased Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be less sensitive to damage received; it '''decreases by 10%''' the Pain Sensitivity statistic.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Negated Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be immune to Pain, often for a short period of time; '''Pain Sensitivity statistic is set to 0% for as long as the effect is active'''.&lt;br /&gt;
&lt;br /&gt;
*Attacks that &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;ignore Pain sensitivity&amp;lt;/span&amp;gt; treat '''Pain Sensitivity as though it was the creature's natural, default value''' (by default, 100%), effectively ignoring any effects modifying Pain Sensitivity.&lt;br /&gt;
&lt;br /&gt;
=== Strength ===&lt;br /&gt;
'''Strength'''-related effects affect the ability to fight in melee, as well as mobility. More often than not is it related to muscular performance. '''Strength serves as a multiplier of melee damage. Strength 100% = 1.0x damage with melee weapons, attacks, or techniques.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Reduced strength&amp;lt;/span&amp;gt; causes the contestant to become weaker, and '''lose 10% of Strength'''.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased strength&amp;lt;/span&amp;gt; causes the contestant to become stronger, and '''gain 10% of Strength'''.&lt;br /&gt;
&lt;br /&gt;
=== Stress ===&lt;br /&gt;
All effects related to [[Stress]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Stress Tolerance&amp;lt;/span&amp;gt; is an effect triggered by being in a state of Moderate [[Stress]] or higher. When under the effect of Stress Tolerance, or simply Tolerance, '''all Stress-increasing effects, whether one-time or per turn, are halved''' (to a minimum of +0.1%/turn). This means that while under the effect of Tolerance, anything increasing Stress is, in practice, half as effective as normal.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Anxiety&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's [[Stress]] to be unable to decrease under a certain threshold.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 20.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Moderate anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 40.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 60.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Severe anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 80.0%&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Relaxation&amp;lt;/span&amp;gt; causes the Contestant's [[Stress]] to decrease over time, at a rate of '''-0.2% per turn''' for as long as the effect lasts.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Intense relaxation&amp;lt;/span&amp;gt; causes the Contestant's [[Stress]] to decrease over time, at a rate of '''-0.4% per turn''' for as long as the effect lasts.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Euphoria Rush&amp;lt;/span&amp;gt;: All effects that would increase the Contestant's [[Stress]] are completely negated, as long as the effect is active.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Decompensation&amp;lt;/span&amp;gt; is an effect triggered by being in the most advanced state of [[Stress]]. Upon reaching mental breakdown, the body of the sufferer effectively stops being able to self-regulate correctly, and begins functionally deteriorating. '''For every turn spent while this effect is active, the Contestant will lose [[limb health|1 HP]] on a random body part''', until the effect is disabled or death ensues.&lt;br /&gt;
** It is possible to artificially compensate for the damage caused by this effect through '''limb healing''', however it is not adequate and should only be done to remain alive while seeking a long-term solution (namely, reduction of [[Stress]]).&lt;br /&gt;
&lt;br /&gt;
=== Weapon ===&lt;br /&gt;
'''Weapon'''-related effects which often give special properties to certain weapons.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Multiple wound weapons&amp;lt;/span&amp;gt; are weapons that are capable of inflicting '''more than one [[wound]] in a single hit'''. Weapons with this effect have either a fixed or rolled value which determines how many wounds may be blown open if that weapon successfully hits a target.&lt;br /&gt;
** Can inflict 1d2 wounds per hit: Meat fork, Scissors, War fork&lt;br /&gt;
** Can inflict 1d3 wounds per hit: Broken bottle, Trident&lt;br /&gt;
** Can inflict 1d4 wounds per hit: Shuriken, Barbed nine-tails, ''Barbed Lucille''&lt;br /&gt;
** Can inflict 2d2 wounds per hit: Spiked chain whip, Long spiked chain whip&lt;br /&gt;
&lt;br /&gt;
==== Clouds ====&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Smoke clouds&amp;lt;/span&amp;gt; are produced by smoke weapons, such as the [[M18]] grenade. Smoke clouds cause the following effects:&lt;br /&gt;
** The smoke cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+2, until the smoke dissipates. (Having a source of '''immunity to gases''', such as a [[Gas mask]],  '''DOES NOT''' negate this effect. Just because you have a gas mask doesn't mean the smoke stops being obfuscating.)&lt;br /&gt;
** All encounters OUTSIDE the cloud trying to attack the clouded side suffer from '''Inaccuracy Range +2''', until the smoke dissipates.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Tear gas clouds&amp;lt;/span&amp;gt; are produced by tear gas weapons, such as the [[M7A3]] grenade. Tear gas clouds cause the following effects:&lt;br /&gt;
** The tear gas cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+1 and +7% Pain/turn (regardless of Pain sensitivity), until the gas dissipates (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]])&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Chlorine gas clouds&amp;lt;/span&amp;gt; are produced by the [[Chlorine bomb]]. Chlorine gas clouds cause the following effects:&lt;br /&gt;
** The chlorine gas cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+2, +9% Pain/turn (regardless of Pain sensitivity) and -1 HP/turn to one random body part, until the gas dissipates (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]]).&lt;br /&gt;
** All encounters with eyes inside the cloud have a 25% chance every turn (including the first) to have all of their eyes destroyed from exposure to chlorine gas. (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]]. Alternatively, having [[bionic augmentations|indestructible eyes]] may also prevent the eye-destruction effect from happening in the first place.)&lt;br /&gt;
&lt;br /&gt;
* '''NOTE''': Multiple clouds may exist in a given [[Gameplay mechanics#Battlespace|Side of the battlespace]]. In this case, their effects stack.&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
Other effects which cannot be categorized anywhere else.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Unbreakable limb&amp;lt;/span&amp;gt;: This effect renders the relevant limb impossible to [[broken limb|break or fracture]], negating any effect that would cause such fractures.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Mushroom corruption&amp;lt;/span&amp;gt;: Certain [[Mushrooms]] are tagged with this special effect. Has no effect upon being consumed, but if '''carried''' in a [[load-bearing gear|load-bearing item]] where other mushrooms are found (in other words, if placed in a bag/etc. with mushrooms inside), it will &amp;quot;corrupt&amp;quot; those other mushrooms, and negate all nutritional value (it becomes 0) and all other effects, turning them into dead weight.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Statistics]]&lt;br /&gt;
*[[Gameplay mechanics]]&lt;br /&gt;
*[[Abilities]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Secondary_effect</id>
		<title>Secondary effect</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Secondary_effect"/>
				<updated>2019-12-16T13:44:58Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: /* Body-affecting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''secondary effect''' is a temporary or semi-permanent effect, which may be positive (A &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;buff&amp;lt;/span&amp;gt;), negative (an &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;ailment&amp;lt;/span&amp;gt;), or neither (a '''neutral effect'''). It is the result of consuming certain [[Food|foods]], [[Medical aid|meds or drugs]], while wearing specific [[Clothing and armor|clothes]], or under other effects, such as a [[Backpack|backpack]] overload.&lt;br /&gt;
&lt;br /&gt;
This page will list the secondary effects available, and what they do.&amp;lt;br /&amp;gt;&lt;br /&gt;
Consuming multiple instances of the same source will '''extend the effects''', while consuming different sources will instead '''stack together'''. &lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
*'''Consuming multiple instances of a same source:''' Drinking two [[List of food items|cups of black coffee]], which increase [[Agility]] by 1 for 10 turns each, will result in simply extending the length of that effect to double its duration; in this case, Agility +1 for 20 turns.&lt;br /&gt;
*'''Consuming different sources:''' Drinking a [[List of food items|cup of green tea]] and then a [[List of food items|cup of black coffee]] will actually activate two effects - the former increases Agility by 1 for 5 turns, and the latter increases Agility by 1 for 10 turns. This means that both effects stack rather than merge; for the first 5 turns, Agility will actually be increased by 2.&lt;br /&gt;
&lt;br /&gt;
=== Accuracy ===&lt;br /&gt;
'''Accuracy'''-related effects affect the ability to see, to fight accurately, with any weapon and land shots where needed, and eyesight in general.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Reduced accuracy&amp;lt;/span&amp;gt; causes the contestant to have a '''higher Failure Threshold value''', each instance increasing the FT by 1 point.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased accuracy&amp;lt;/span&amp;gt; is the inverse, it causes the contestant to have a '''lower Failure Threshold value''', each instance reducing the FT by 1 point.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Blindness&amp;lt;/span&amp;gt; occurs when the eyes of the contestant have been disabled, either temporarily (e.g., through '''environmental blindness''' if there is no light in a [[Room]]) or permanently (if the eyes have been destroyed). When blind, '''FT is set to 10 and becomes unaffected by modifiers''', until the effect dissipates, if it can. [[Inaccuracy Range|Inaccuracy range is not affected]], only FT is.&lt;br /&gt;
** A lesser effect is &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Perception Loss&amp;lt;/span&amp;gt;. If an encounter's eye is attacked and [[Gameplay mechanics#Aiming and body parts|destroyed]], but the encounter still has at least one functioning eye, then that encounter suffers from Perception Loss, with a '''Failure Threshold +2 effect'''. Eyes cannot be healed once destroyed. For the Contestant's case, the only way to recover from eye destruction is to purchase [[Bionics|Bionic eyes]]. Unlike with Blindness, FT modifiers can still be applied, even when afflicted with perception loss - since it is possible to improve the acuity of the still functioning eye or eyes, as opposed to having all eyes completely non-functional.&lt;br /&gt;
** NOTE: Certain encounters may have no eyes (or none that can be destroyed); but they may not be considered naturally blind unless explicitly specified.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Indestructible eyes&amp;lt;/span&amp;gt; is as the effect suggests: any effect that would cause eyes to be destroyed is negated, in turn preventing the potential perception loss and/or blindness that would be caused by the loss of eyes.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Inaccuracy Range modifiers&amp;lt;/span&amp;gt;, which may either be &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;decreased&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;increased&amp;lt;/span&amp;gt;, are effects which change the value of the [[Gameplay mechanics#Inaccuracy Range|Inaccuracy Range]].&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Night Vision&amp;lt;/span&amp;gt; causes the Contestant to be able to see correctly in dark environments. Night Vision has several effects:&lt;br /&gt;
** Night Vision '''cancels environmental blindness''' induced by dark environments (e.g. dark rooms, as mentioned above), and allows the ability to see correctly in the dark.&lt;br /&gt;
** Night Vision means greater sensitivity to strong light. If affected by the [[weapon accessory#weapon light|Dazzling effect of a weapon light]], the normal effects are replaced with Blindness (Soft light: 2 turns - Normal light: 3 turns - Strong light: 4 turns).&lt;br /&gt;
*** *&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Flashbang immunity&amp;lt;/span&amp;gt; (granted by the [[bionic augmentations|Ocular Shield augmentation]]) will cancel out the effects of Blindness induced by flashbang.&lt;br /&gt;
** Night Vision means greater vulnerability to the effects of a '''flashbang'''. If affected by a flashbang, the effect duration of the flashbang is tripled (6 turns instead of 2), unless equipped with the [[bionic augmentations|Ocular Shield augmentation]], which also grants immunity to the effects of flashbangs.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Typically, &amp;quot;Increased accuracy&amp;quot; and &amp;quot;Reduced accuracy&amp;quot; effects are shortened and commonly written using the format '''FT-x''' or '''FT+x''' for the sake of convenience.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''NOTE2:''' During FT calculation, if the final result were to be lower than 3 or higher than 10, then FT would be considered to be respectively 3 or 10.&lt;br /&gt;
&lt;br /&gt;
=== Addictions ===&lt;br /&gt;
''See this article: [[Addictions]]''&lt;br /&gt;
&lt;br /&gt;
=== Agility ===&lt;br /&gt;
Conditions related to the [[Agility]] statistic.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: cyan&amp;quot;&amp;gt;Extreme speed&amp;lt;/span&amp;gt; occurs when a creature's Agility stat reaches '''+4'''. At Agility +4, the creature benefits from an additional effect: the creature is so fast that it affects their combat performance, so they benefit from an '''Initiative Speed tier -1''' effect on all of their attacks, making them much faster.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Extreme slowness&amp;lt;/span&amp;gt; occurs when a creature's Agility stat reaches '''-4'''. At Agility -4, the creature suffers from an additional effect: the creature is so slow that it impairs their combat performance, so they suffer from an '''Initiative Speed tier +1''' effect on all of their attacks, making them much slower.&lt;br /&gt;
&lt;br /&gt;
=== Body-affecting ===&lt;br /&gt;
Conditions affecting the '''body''' of the targeted in general.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Cyanide poisoning&amp;lt;/span&amp;gt; occurs when the Contestant (or any other target sensitive to poisoning) is hit by a weapon or an attack laced with cyanide. Cyanide poisoning starts a countdown of 5 turns, during which the sufferer must use the appropriate antidote ([[Hydroxocobalamin]]) or find a [[hospital room]]. If the countdown falls to 0, instant [[death]] occurs. Cyanide poisoning is an extremely harsh condition; it is advised to keep Hydroxocobalamin syringes for such cases.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Nausea&amp;lt;/span&amp;gt; affects the contestant by making him/her feel nauseous. While under the effects of Nausea, the Contestant is afflicted with '''IR +1'''. This effect is permanent in duration, but can be eliminated by attempting to [[throwing up|throw up]]. Even if the check does not result in vomiting, the effect will be eliminated.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Limping&amp;lt;/span&amp;gt;: If the victim is afflicted with a condition that would impair their ability to move normally. The victim suffers from '''[[Agility]] -1'''.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Crippled&amp;lt;/span&amp;gt; is a more severe variant of Limping: If the victim is afflicted with a condition that would severely impair their ability to move normally. The victim now suffers from [[Agility]] '''-2''', and '''Initiative Speed tier +1'''&lt;br /&gt;
** '''NOTE:''' It is impossible to be both Limping and Crippled. Crippled is considered an evolution of the Limping status; if Crippled is acquired while already Limping, Crippled replaces Limping.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Anti-Oni syndrome&amp;lt;/span&amp;gt;: Obtained by consuming certain [[Mushrooms]]. While under the effects of the syndrome, if the affected creature attempts consuming alcohol (any food item which causes [[Inebriation]]), any Inebriation gained will be negated; instead the creature will gain half as much [[Venom]] as the amount of Inebriation they would have gained.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Forced wakefulness&amp;lt;/span&amp;gt; is an effect caused by certain [[medical aids|meds]]. Not only does it grant immunity to sleep, it will also force awake and cancel out any active '''forced sleep''' effect, and it will prevent creatures from going into [[Pain|blackout]]. While under this effect, all attempts to [[resting|rest]] will automatically fail, direct [[Lorazepam]] injections will have no effect, and tranq ammunition, such as [[Fukiya blowgun|Tranq darts]], will also be ineffective.&lt;br /&gt;
** '''Forced wakefulness overrides forced sleep''' ; creatures that were already in a state of forced sleep will be forced awake.&lt;br /&gt;
** '''Forced wakefulness also overrides blacking out''' ; if the sufferer's Pain level would normally cause them to be in the Blackout threshold, forced wakefulness will keep the sufferer awake, overriding the normal effects and preventing them to black out, until whatever is causing them to normally be in black out is remedied, or until the forced wakefulness effect ends.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Forced sleep&amp;lt;/span&amp;gt; is a special state of sleep. It is generally an effect, such as from [[Lorazepam]] injections or tranquilizer ammunition, and it is always temporary. Creatures under a state of forced sleep are considered to be [[resting]] for as long as the effect lasts, with appropriate effects, and will as such be rendered helpless while sleeping ; which means damage cannot wake them up from the sleep state until the effect dissipates, or until they are afflicted with something causing '''Forced wakefulness''' ; which overrides forced sleep.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
'''Clothing'''-related effects are related to [[Clothing and armor|clothing]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Ballistic protective headgear&amp;lt;/span&amp;gt; mitigates the effects of shots to the head. When a Bullet-type attack is aimed at the body group(s) of a target wearing ballistic protective headgear, if it hits, then '''the incoming Pain and Limb Damage is halved'''. All ballistic protective armor generally protect '''only the head''', but there are certain models that can protect facial '''weak points''' such as the '''eyes''' ; see '''Face Concealment'''.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Immunity to gases&amp;lt;/span&amp;gt; allows the wearer of appropriate clothes to be unaffected by [[Secondary effect#Clouds|cloud hazards]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Indecent exposure&amp;lt;/span&amp;gt; occurs when a human is not wearing clothing to cover their lower body (and in the case of females, upper body as well), resulting in the relevant body parts being unprotected and naked. Indecent exposure is a [[Police attention|minor offense]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Fire-retardant&amp;lt;/span&amp;gt; clothing prevents the wearer from being &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;set on fire&amp;lt;/span&amp;gt; if hit by [[Protection chart|Spec-Fire]] attacks on body parts protected by this effect. The effect does not reduce [[Pain]] or [[Limb damage]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Explosion-proof&amp;lt;/span&amp;gt; clothing allows the wearer to benefit from '''0.5x [[Pain]] and [[Limb damage]] from Explosion-type damage''', on all body parts protected by this effect.&lt;br /&gt;
&lt;br /&gt;
*Clothing with the &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Half melee damage&amp;lt;/span&amp;gt; effect causes the wearer to '''suffer only 0.5x the Pain''' they would normally receive from Blunt-type, Sharp-type and Piercing-type hits, provided the hit lands on a body part that the affected clothing protects.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Classiness&amp;lt;/span&amp;gt; is a flavor effect, which merely serves to indicate that the Contestant is wearing some pretty dapper apparel. Other characters may sometimes comment upon the clothing choices.&lt;br /&gt;
&lt;br /&gt;
*Headgear capable of providing '''face concealment''' have the simple but notable effect of '''preventing the wearer from being targeted in the eyes'''. Eyes are usually considered to be WEAK POINTS. Attackers can simply not aim at the eyes anymore; they can merely aim at the head instead.&lt;br /&gt;
&lt;br /&gt;
*Certain clothing can be '''cut into rags'''. In order to craft rags, the Contestant must use any weapon capable of dealing Sharp-type damage (natural attacks do count), and apply it on suitable clothing ('''RagOK''' tag on the [[clothing and armor]] lists). It results in obtaining an amount of rags equal to the listed amount: '''1d2, 1d4 or 1d8'''.&lt;br /&gt;
** Cutting 1 piece of clothing into rags takes 1 turn.&lt;br /&gt;
&lt;br /&gt;
=== Elemental ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Being on fire&amp;lt;/span&amp;gt; is caused by all SPECIAL-type damage inducing '''fire''' (Spec-Fire) and '''incendiary weapons''' in general. It causes extra damage per turn, at a rate of '''+5% [[Pain]] /turn, +1 [[Limb health|limb damage]] per turn on a random body part''', due to persistent fire burning on the skin or the body of the target. Fire never times out unless the victim '''attempts rolling on the ground''' to put off the fire. Attempting to put out the fire is possible; it takes one turn to '''stop, drop, and roll''', which will put it out immediately. It will however, waste the turn if it was done during combat.&lt;br /&gt;
** When using incendiary weapons that cannot be aimed on an individual body part, a @bodyaim is rolled for each creature affected. If the creature isn't entirely immune to fire, and if the body part rolled isn't protected by &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;fire-retardant&amp;lt;/span&amp;gt; clothing (see above), then that creature is set on fire.&lt;br /&gt;
** NOTE: Being hit by a '''Spec-Aqua''' attack will put out the fire instantly as well. As will applying any substantial source of water.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Stunning&amp;lt;/span&amp;gt; happens when the victim is affected by an attack or weapon which causes stunning. Stunning causes an effect similar to a temporary paralysis, and locks the victim in place where it is until the end of the turn, canceling their current action (attacking, etc), which may be used to buy time. Stunning attacks can be repeated over and over so long as they are successful, though it can cause a phenomenon known as &amp;quot;stun lock&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Frost slowed&amp;lt;/span&amp;gt; are caused by all SPECIAL-type damage inducing '''cold''' (Spec-Ice). They induce '''[[Agility]] -1 and [[Gameplay mechanics|Initiative Speed tier]] +1'''.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;After-shock&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage inducing '''electricity''' (Spec-Elec). When the victim is hit by an electric shock or similar attack, they are affected by after-shock. After-shock causes the victim to be covered in electric arcs, causing its muscles to undergo partial fibrillation and causing a '''Strength -20% and [[Gameplay mechanics#Initiative Speed tiers|IS tier +1]] effect for 1d6 turns'''. In addition, when sustaining after-shock, the victim has a '''20% chance to be stunned for 1 turn.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Water-soaked&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage inducing '''water''' (Spec-Aqua). When the victim is in a water-soaked state, no immediate harmful effects are active, however the following effects apply: &lt;br /&gt;
* If previously '''on fire''', '''the effect is immediately removed''' (the fire is extinguished)&lt;br /&gt;
* For as long as the effect is active, '''the victim will take double damage from Spec-Elec attacks, the Taser X26c, and the Stun Baton in stun mode.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Acid degradation&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage incuding '''acid''' (Spec-Acid). When the victim is hit by an acid attack, the affected piece of clothing or armor '''is destroyed'''. Additionally, one random weapon the victim carries will '''lose 1d12*500 [[Firearm maintenance|Durability]] points,''' if applicable.&lt;br /&gt;
** If the affected piece of clothing or armor is a type of '''power armor''', it is not destroyed but instead loses '''1.0 condition'''.&lt;br /&gt;
** '''NOTE:''' If the affected weapon has a bayonet, an UGL or an USG mounted, they may also suffer from durability loss - a separate roll is made for each.&lt;br /&gt;
&lt;br /&gt;
=== Fatigue ===&lt;br /&gt;
Effects related to [[Fatigue]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Accelerated fatigue&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's [[Fatigue]] to increase at a fixed rate every turn.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.1% per turn'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.2% per turn'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Extreme accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.4% per turn'''&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
Effects related to healing, particularly [[First aid kit|FAKs]] and [[Field Surgery Kit|FSKs]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Limb healing&amp;lt;/span&amp;gt; is an effect triggered by either the First Aid Kit (FAK) or the Field Surgery Kit (FSK). &lt;br /&gt;
** When triggered by the FAK, it is referred to as &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Light limb healing&amp;lt;/span&amp;gt;. The healing limb '''recovers +7 HP'''. Light limb healing cannot heal disabled limbs.&lt;br /&gt;
** When triggered by the FSK, it is referred to as &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Strong limb healing&amp;lt;/span&amp;gt;. The healing limb '''recovers +12 HP'''. Strong limb healing CAN heal disabled limbs.&lt;br /&gt;
** The [[Gameplay mechanics#Healing skill|Healing skill]] may affect the effectiveness of Light and Strong limb healing. The above described effects assume a default Lv1 (Unskilled) skill level.&lt;br /&gt;
** Either type of limb healing '''triggers depletion of [[Nutrition]] and [[Fatigue]]''', at a rate of '''50 ntri and 0.4% Fatigue per 1 HP healed'''. Light and Strong are treated as different effects, so the two may overlap (and potentially deplete large quantities of nutrition at the cost of faster healing).&lt;br /&gt;
** Neither type of limb healing is useful for the treatment of severed limbs, as there is nothing left to treat at this point.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased Pain Regeneration Rate&amp;lt;/span&amp;gt; is an effect triggered by [[Cannabis]] and certain [[Augmentations]]. It directly modifies the rate at which [[Pain]] is naturally healed over time, by the amount specified next to the effect (generally +1%).&lt;br /&gt;
** Example: With a +1% effect and no other modifiers, the natural rate would become -3% Pain/turn.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased Blood Regeneration Rate&amp;lt;/span&amp;gt; is an effect triggered by certain [[Augmentations]]. It causes [[Blood]] to be healed over time, as long as there are no open [[Wounds]], by the amount specified next to the effect (generally +0.1).&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Addiction resistance&amp;lt;/span&amp;gt; is an effect triggered in rare circumstances. As long as the effect is active, [[Addiction]] chances for all substances is '''halved''' (rounded up), making it more difficult to become addicted.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Disabled natural healing&amp;lt;/span&amp;gt; is an effect triggered from very low [[Nutrition]] (Famished or Starving).&lt;br /&gt;
** Natural Pain healing is disabled; any Pain above 0% is '''not healed'''&lt;br /&gt;
** Natural Blood healing is disabled; any Blood under the maximum amount is '''not healed''' at daily reset, even with zero wounds&lt;br /&gt;
** NOTE: This will not stop the healing effects of certain meds, even if they consume nutrition in exchange for healing, as they do not constitute &amp;quot;natural&amp;quot; healing.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Self-deterioration&amp;lt;/span&amp;gt; is an effect triggered from extremely low [[Nutrition]] (Starving). As long as this effect is active, '''1 Torso HP (or 1 BODY HP) is lost every turn''', until the effect is disabled or until death occurs.&lt;br /&gt;
&lt;br /&gt;
=== Hydration ===&lt;br /&gt;
&lt;br /&gt;
Effects related to [[Hydration]] and thirst.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Thirst&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's state of [[hydration|thirst]] to be warped.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild thirst&amp;lt;/span&amp;gt;: If OK, this effect will treat the creature's Nutrition level as if it was Thirsty.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense thirst&amp;lt;/span&amp;gt;: If OK or Thirsty, this effect will treat the creature's Nutrition level as if it was Dehydrated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mind and psyche ===&lt;br /&gt;
'''Mind'''-related effects affect the mental and inner senses of the contestant.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased alertness&amp;lt;/span&amp;gt; has the contestant's attention span heightened greatly, putting him/her into a temporary, constant state of alert.&lt;br /&gt;
** In normal conditions, at the start of a turn during combat, the Contestant is generally not made aware ahead of time what the NPCs will do, unless informed ahead of time (e.g. by [[ally|allies]]).&lt;br /&gt;
** While under a state of increased alertness, at the start of every turn, '''the Contestant gets a description of what other encounters will attempt BEFORE being asked what to do''', allowing the Contestant to use the information and react ahead of time. This description includes '''attack, fire mode, intended amount of shots/hits, point of aim, and Initiative Speed.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Hallucinations&amp;lt;/span&amp;gt; has the contestant's sight and perception of things heavily distorted and deformed. While in this state, the contestant will start seeing different things, in lieu of who or what they are really. Hallucinations are usually coupled with a heavy loss in accuracy, though in the strict sense, it is different from an accuracy ailment.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Rage&amp;lt;/span&amp;gt; occurs when the Contestant is affected by rage-inducing substances or effects, such as when consuming [[Steroids|steroids]]. It causes the user to be uncontrollably angry and violent, with matching brutality and recklessness when fighting. While under the effects of Rage, the Contestant will treat all surrounding encounters (including any friendlies) as hostile, and cannot leave Combat until all hostiles have either left or been defeated. In addition, all successful hits with melee attacks are treated as critical hits and as such, relevant [[IRC Bots|@critwin]] effects may occur.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Controlled Fury&amp;lt;/span&amp;gt; is an all-positive version of the above. When in Controlled Fury, all successful hits are treated as critical hits, but without the negative effects of Rage.&lt;br /&gt;
&lt;br /&gt;
=== Nutrition ===&lt;br /&gt;
Effects related to [[Nutrition]] and hunger.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Suppressed hunger&amp;lt;/span&amp;gt;: If Hungry, Famished or Starving, this effect will treat the creature's [[Nutrition]] level as being OK (temporarily canceling any negative effects from low nutrition).&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Munchies&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's state of [[nutrition|hunger]] to be warped.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild munchies&amp;lt;/span&amp;gt;: If OK, this effect will treat the creature's Nutrition level as if it was Hungry.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense munchies&amp;lt;/span&amp;gt;: If OK or Hungry, this effect will treat the creature's Nutrition level as if it was Famished. Beware, as it includes disabled natural healing!&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT NOTES:'''&lt;br /&gt;
* '''Hunger suppression take priority over munchies'''. Meaning that if both munchies and suppressed hunger are active, then suppressed hunger takes precedence over (and thus negates) the other effects.&lt;br /&gt;
&lt;br /&gt;
=== Pain sensitivity ===&lt;br /&gt;
'''Pain sensitivity''' is, as the name implies, related to the contestant's ability to withstand [[Pain]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Increased Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be more sensitive to damage received; it '''increases by 10%''' the Pain Sensitivity statistic.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Decreased Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be less sensitive to damage received; it '''decreases by 10%''' the Pain Sensitivity statistic.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Negated Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be immune to Pain, often for a short period of time; '''Pain Sensitivity statistic is set to 0% for as long as the effect is active'''.&lt;br /&gt;
&lt;br /&gt;
*Attacks that &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;ignore Pain sensitivity&amp;lt;/span&amp;gt; treat '''Pain Sensitivity as though it was the creature's natural, default value''' (by default, 100%), effectively ignoring any effects modifying Pain Sensitivity.&lt;br /&gt;
&lt;br /&gt;
=== Strength ===&lt;br /&gt;
'''Strength'''-related effects affect the ability to fight in melee, as well as mobility. More often than not is it related to muscular performance. '''Strength serves as a multiplier of melee damage. Strength 100% = 1.0x damage with melee weapons, attacks, or techniques.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Reduced strength&amp;lt;/span&amp;gt; causes the contestant to become weaker, and '''lose 10% of Strength'''.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased strength&amp;lt;/span&amp;gt; causes the contestant to become stronger, and '''gain 10% of Strength'''.&lt;br /&gt;
&lt;br /&gt;
=== Stress ===&lt;br /&gt;
All effects related to [[Stress]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Stress Tolerance&amp;lt;/span&amp;gt; is an effect triggered by being in a state of Moderate [[Stress]] or higher. When under the effect of Stress Tolerance, or simply Tolerance, '''all Stress-increasing effects, whether one-time or per turn, are halved''' (to a minimum of +0.1%/turn). This means that while under the effect of Tolerance, anything increasing Stress is, in practice, half as effective as normal.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Anxiety&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's [[Stress]] to be unable to decrease under a certain threshold.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 20.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Moderate anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 40.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 60.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Severe anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 80.0%&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Relaxation&amp;lt;/span&amp;gt; causes the Contestant's [[Stress]] to decrease over time, at a rate of '''-0.2% per turn''' for as long as the effect lasts.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Intense relaxation&amp;lt;/span&amp;gt; causes the Contestant's [[Stress]] to decrease over time, at a rate of '''-0.4% per turn''' for as long as the effect lasts.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Euphoria Rush&amp;lt;/span&amp;gt;: All effects that would increase the Contestant's [[Stress]] are completely negated, as long as the effect is active.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Decompensation&amp;lt;/span&amp;gt; is an effect triggered by being in the most advanced state of [[Stress]]. Upon reaching mental breakdown, the body of the sufferer effectively stops being able to self-regulate correctly, and begins functionally deteriorating. '''For every turn spent while this effect is active, the Contestant will lose [[limb health|1 HP]] on a random body part''', until the effect is disabled or death ensues.&lt;br /&gt;
** It is possible to artificially compensate for the damage caused by this effect through '''limb healing''', however it is not adequate and should only be done to remain alive while seeking a long-term solution (namely, reduction of [[Stress]]).&lt;br /&gt;
&lt;br /&gt;
=== Weapon ===&lt;br /&gt;
'''Weapon'''-related effects which often give special properties to certain weapons.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Multiple wound weapons&amp;lt;/span&amp;gt; are weapons that are capable of inflicting '''more than one [[wound]] in a single hit'''. Weapons with this effect have either a fixed or rolled value which determines how many wounds may be blown open if that weapon successfully hits a target.&lt;br /&gt;
** Can inflict 1d2 wounds per hit: Meat fork, Scissors, War fork&lt;br /&gt;
** Can inflict 1d3 wounds per hit: Broken bottle, Trident&lt;br /&gt;
** Can inflict 1d4 wounds per hit: Shuriken, Barbed nine-tails, ''Barbed Lucille''&lt;br /&gt;
** Can inflict 2d2 wounds per hit: Spiked chain whip, Long spiked chain whip&lt;br /&gt;
&lt;br /&gt;
==== Clouds ====&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Smoke clouds&amp;lt;/span&amp;gt; are produced by smoke weapons, such as the [[M18]] grenade. Smoke clouds cause the following effects:&lt;br /&gt;
** The smoke cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+2, until the smoke dissipates. (Having a source of '''immunity to gases''', such as a [[Gas mask]],  '''DOES NOT''' negate this effect. Just because you have a gas mask doesn't mean the smoke stops being obfuscating.)&lt;br /&gt;
** All encounters OUTSIDE the cloud trying to attack the clouded side suffer from '''Inaccuracy Range +2''', until the smoke dissipates.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Tear gas clouds&amp;lt;/span&amp;gt; are produced by tear gas weapons, such as the [[M7A3]] grenade. Tear gas clouds cause the following effects:&lt;br /&gt;
** The tear gas cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+1 and +7% Pain/turn (regardless of Pain sensitivity), until the gas dissipates (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]])&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Chlorine gas clouds&amp;lt;/span&amp;gt; are produced by the [[Chlorine bomb]]. Chlorine gas clouds cause the following effects:&lt;br /&gt;
** The chlorine gas cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+2, +9% Pain/turn (regardless of Pain sensitivity) and -1 HP/turn to one random body part, until the gas dissipates (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]]).&lt;br /&gt;
** All encounters with eyes inside the cloud have a 25% chance every turn (including the first) to have all of their eyes destroyed from exposure to chlorine gas. (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]]. Alternatively, having [[bionic augmentations|indestructible eyes]] may also prevent the eye-destruction effect from happening in the first place.)&lt;br /&gt;
&lt;br /&gt;
* '''NOTE''': Multiple clouds may exist in a given [[Gameplay mechanics#Battlespace|Side of the battlespace]]. In this case, their effects stack.&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
Other effects which cannot be categorized anywhere else.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Unbreakable limb&amp;lt;/span&amp;gt;: This effect renders the relevant limb impossible to [[broken limb|break or fracture]], negating any effect that would cause such fractures.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Mushroom corruption&amp;lt;/span&amp;gt;: Certain [[Mushrooms]] are tagged with this special effect. Has no effect upon being consumed, but if '''carried''' in a [[load-bearing gear|load-bearing item]] where other mushrooms are found (in other words, if placed in a bag/etc. with mushrooms inside), it will &amp;quot;corrupt&amp;quot; those other mushrooms, and negate all nutritional value (it becomes 0) and all other effects, turning them into dead weight.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Statistics]]&lt;br /&gt;
*[[Gameplay mechanics]]&lt;br /&gt;
*[[Abilities]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Inebriation</id>
		<title>Inebriation</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Inebriation"/>
				<updated>2019-12-16T13:44:51Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Inebriation rate''' is one of the vital [[Statistics|statistics]] tracked on every [[Contestant|contestant]]. Inebriation increases when the [[Contestant|contestant]] consumes '''alcoholic beverages'''.&lt;br /&gt;
&lt;br /&gt;
Inebriation, as the name suggests, distorts and alters the [[Contestant|contestant]]'s mental and physical states, through speech impediments, altered behavior, and deterioration of motor skills.&lt;br /&gt;
&lt;br /&gt;
The Inebriation statistic is measured in '''Inebriation points''', which are then divided by the Contestant's current amount of [[Blood]]. The result is an '''Inebriation percentage''', which determines the intensity of the effects sustained.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' There can be no more Inebriation than there is Blood still inside the creature. Therefore, the maximum theoretical amount of Inebriation in a creature's systems can be no higher than the max amount of Blood, although it is truly capped by actual Blood remaining, not max Blood.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Rate'''&lt;br /&gt;
| 0.0%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 0.1;19.9%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 20.0;39.9%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 40.0%;69.9%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 70.0%;99.9%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | ≥100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Condition'''&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Sober&amp;lt;/span&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Buzzed&amp;lt;/span&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;Tipsy&amp;lt;/span&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;Drunk&amp;lt;/span&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Smashed&amp;lt;/span&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Wasted&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Inebriation decreases naturally at a rate of '''-0.1 point per turn'''.&lt;br /&gt;
*Inebriation can also be lowered through visiting a [[Hospital room]].&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
The various stages of inebriation may cause different [[Secondary effects]]:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Sober&amp;lt;/span&amp;gt;:&lt;br /&gt;
** No effects.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Buzzed&amp;lt;/span&amp;gt;:&lt;br /&gt;
** No effects.&lt;br /&gt;
** If the Contestant has gained an addiction to alcohol, [[Addiction|withdrawal effects]] will occur if the Inebriation counter falls under 20%.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;Tipsy&amp;lt;/span&amp;gt;:&lt;br /&gt;
** Decreased accuracy (FT+1)&lt;br /&gt;
** [[Secondary effect#Stress|Relaxation]]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;Drunk&amp;lt;/span&amp;gt;:&lt;br /&gt;
** Decreased accuracy (FT+1)&lt;br /&gt;
** Decreased Pain Sensitivity (-10%)&lt;br /&gt;
** [[Agility]] '''-1'''&lt;br /&gt;
** [[Secondary effect#Stress|Intense relaxation]]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Smashed&amp;lt;/span&amp;gt;:&lt;br /&gt;
** Decreased accuracy (FT+2)&lt;br /&gt;
** Decreased Pain Sensitivity (-20%)&lt;br /&gt;
** [[Agility]] '''-2'''&lt;br /&gt;
** [[Secondary effect#Stress|Intense relaxation]]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Wasted&amp;lt;/span&amp;gt;:&lt;br /&gt;
** Decreased accuracy (FT+2)&lt;br /&gt;
** Decreased Pain Sensitivity (-20%)&lt;br /&gt;
** [[Agility]] '''-2'''&lt;br /&gt;
** [[Secondary effect#Stress|Intense relaxation]]&lt;br /&gt;
** [[Secondary effect#Mind and psyche|Hallucinations]]&lt;br /&gt;
** [[Secondary effect#Body-affecting|Nausea]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Statistics]]&lt;br /&gt;
*[[Abilities]]&lt;br /&gt;
*[[Hunger]]&lt;br /&gt;
*[[Secondary effect]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Secondary_effect</id>
		<title>Secondary effect</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Secondary_effect"/>
				<updated>2019-12-16T12:41:20Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''secondary effect''' is a temporary or semi-permanent effect, which may be positive (A &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;buff&amp;lt;/span&amp;gt;), negative (an &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;ailment&amp;lt;/span&amp;gt;), or neither (a '''neutral effect'''). It is the result of consuming certain [[Food|foods]], [[Medical aid|meds or drugs]], while wearing specific [[Clothing and armor|clothes]], or under other effects, such as a [[Backpack|backpack]] overload.&lt;br /&gt;
&lt;br /&gt;
This page will list the secondary effects available, and what they do.&amp;lt;br /&amp;gt;&lt;br /&gt;
Consuming multiple instances of the same source will '''extend the effects''', while consuming different sources will instead '''stack together'''. &lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
*'''Consuming multiple instances of a same source:''' Drinking two [[List of food items|cups of black coffee]], which increase [[Agility]] by 1 for 10 turns each, will result in simply extending the length of that effect to double its duration; in this case, Agility +1 for 20 turns.&lt;br /&gt;
*'''Consuming different sources:''' Drinking a [[List of food items|cup of green tea]] and then a [[List of food items|cup of black coffee]] will actually activate two effects - the former increases Agility by 1 for 5 turns, and the latter increases Agility by 1 for 10 turns. This means that both effects stack rather than merge; for the first 5 turns, Agility will actually be increased by 2.&lt;br /&gt;
&lt;br /&gt;
=== Accuracy ===&lt;br /&gt;
'''Accuracy'''-related effects affect the ability to see, to fight accurately, with any weapon and land shots where needed, and eyesight in general.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Reduced accuracy&amp;lt;/span&amp;gt; causes the contestant to have a '''higher Failure Threshold value''', each instance increasing the FT by 1 point.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased accuracy&amp;lt;/span&amp;gt; is the inverse, it causes the contestant to have a '''lower Failure Threshold value''', each instance reducing the FT by 1 point.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Blindness&amp;lt;/span&amp;gt; occurs when the eyes of the contestant have been disabled, either temporarily (e.g., through '''environmental blindness''' if there is no light in a [[Room]]) or permanently (if the eyes have been destroyed). When blind, '''FT is set to 10 and becomes unaffected by modifiers''', until the effect dissipates, if it can. [[Inaccuracy Range|Inaccuracy range is not affected]], only FT is.&lt;br /&gt;
** A lesser effect is &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Perception Loss&amp;lt;/span&amp;gt;. If an encounter's eye is attacked and [[Gameplay mechanics#Aiming and body parts|destroyed]], but the encounter still has at least one functioning eye, then that encounter suffers from Perception Loss, with a '''Failure Threshold +2 effect'''. Eyes cannot be healed once destroyed. For the Contestant's case, the only way to recover from eye destruction is to purchase [[Bionics|Bionic eyes]]. Unlike with Blindness, FT modifiers can still be applied, even when afflicted with perception loss - since it is possible to improve the acuity of the still functioning eye or eyes, as opposed to having all eyes completely non-functional.&lt;br /&gt;
** NOTE: Certain encounters may have no eyes (or none that can be destroyed); but they may not be considered naturally blind unless explicitly specified.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Indestructible eyes&amp;lt;/span&amp;gt; is as the effect suggests: any effect that would cause eyes to be destroyed is negated, in turn preventing the potential perception loss and/or blindness that would be caused by the loss of eyes.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Inaccuracy Range modifiers&amp;lt;/span&amp;gt;, which may either be &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;decreased&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;increased&amp;lt;/span&amp;gt;, are effects which change the value of the [[Gameplay mechanics#Inaccuracy Range|Inaccuracy Range]].&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Night Vision&amp;lt;/span&amp;gt; causes the Contestant to be able to see correctly in dark environments. Night Vision has several effects:&lt;br /&gt;
** Night Vision '''cancels environmental blindness''' induced by dark environments (e.g. dark rooms, as mentioned above), and allows the ability to see correctly in the dark.&lt;br /&gt;
** Night Vision means greater sensitivity to strong light. If affected by the [[weapon accessory#weapon light|Dazzling effect of a weapon light]], the normal effects are replaced with Blindness (Soft light: 2 turns - Normal light: 3 turns - Strong light: 4 turns).&lt;br /&gt;
*** *&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Flashbang immunity&amp;lt;/span&amp;gt; (granted by the [[bionic augmentations|Ocular Shield augmentation]]) will cancel out the effects of Blindness induced by flashbang.&lt;br /&gt;
** Night Vision means greater vulnerability to the effects of a '''flashbang'''. If affected by a flashbang, the effect duration of the flashbang is tripled (6 turns instead of 2), unless equipped with the [[bionic augmentations|Ocular Shield augmentation]], which also grants immunity to the effects of flashbangs.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Typically, &amp;quot;Increased accuracy&amp;quot; and &amp;quot;Reduced accuracy&amp;quot; effects are shortened and commonly written using the format '''FT-x''' or '''FT+x''' for the sake of convenience.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''NOTE2:''' During FT calculation, if the final result were to be lower than 3 or higher than 10, then FT would be considered to be respectively 3 or 10.&lt;br /&gt;
&lt;br /&gt;
=== Addictions ===&lt;br /&gt;
''See this article: [[Addictions]]''&lt;br /&gt;
&lt;br /&gt;
=== Agility ===&lt;br /&gt;
Conditions related to the [[Agility]] statistic.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: cyan&amp;quot;&amp;gt;Extreme speed&amp;lt;/span&amp;gt; occurs when a creature's Agility stat reaches '''+4'''. At Agility +4, the creature benefits from an additional effect: the creature is so fast that it affects their combat performance, so they benefit from an '''Initiative Speed tier -1''' effect on all of their attacks, making them much faster.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Extreme slowness&amp;lt;/span&amp;gt; occurs when a creature's Agility stat reaches '''-4'''. At Agility -4, the creature suffers from an additional effect: the creature is so slow that it impairs their combat performance, so they suffer from an '''Initiative Speed tier +1''' effect on all of their attacks, making them much slower.&lt;br /&gt;
&lt;br /&gt;
=== Body-affecting ===&lt;br /&gt;
Conditions affecting the '''body''' of the targeted in general.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Cyanide poisoning&amp;lt;/span&amp;gt; occurs when the Contestant (or any other target sensitive to poisoning) is hit by a weapon or an attack laced with cyanide. Cyanide poisoning starts a countdown of 5 turns, during which the sufferer must use the appropriate antidote ([[Hydroxocobalamin]]) or find a [[hospital room]]. If the countdown falls to 0, instant [[death]] occurs. Cyanide poisoning is an extremely harsh condition; it is advised to keep Hydroxocobalamin syringes for such cases.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Nausea&amp;lt;/span&amp;gt; affects the contestant by making him/her feel nauseous. While under the effects of Nausea, the Contestant is afflicted with '''IR +1'''. This effect is permanent in duration, but can be eliminated by attempting to [[throwing up|throw up]]. Even if the check does not result in vomiting, the effect will be eliminated.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Alcohol poisoning&amp;lt;/span&amp;gt; is the condition the Contestant is afflicted with after reaching maximum [[Inebriation]]. When under this state, if the Contestant throws up, either intentionally or due to the effects of nausea, '''the Contestant will gain an amount of Pain equal to 10 times the amount of Inebriation points lost''' through vomiting. &lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Limping&amp;lt;/span&amp;gt;: If the victim is afflicted with a condition that would impair their ability to move normally. The victim suffers from '''[[Agility]] -1'''.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Crippled&amp;lt;/span&amp;gt; is a more severe variant of Limping: If the victim is afflicted with a condition that would severely impair their ability to move normally. The victim now suffers from [[Agility]] '''-2''', and '''Initiative Speed tier +1'''&lt;br /&gt;
** '''NOTE:''' It is impossible to be both Limping and Crippled. Crippled is considered an evolution of the Limping status; if Crippled is acquired while already Limping, Crippled replaces Limping.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Anti-Oni syndrome&amp;lt;/span&amp;gt;: Obtained by consuming certain [[Mushrooms]]. While under the effects of the syndrome, if the affected creature attempts consuming alcohol (any food item which causes [[Inebriation]]), any Inebriation gained will be negated; instead the creature will gain half as much [[Venom]] as the amount of Inebriation they would have gained.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Forced wakefulness&amp;lt;/span&amp;gt; is an effect caused by certain [[medical aids|meds]]. Not only does it grant immunity to sleep, it will also force awake and cancel out any active '''forced sleep''' effect, and it will prevent creatures from going into [[Pain|blackout]]. While under this effect, all attempts to [[resting|rest]] will automatically fail, direct [[Lorazepam]] injections will have no effect, and tranq ammunition, such as [[Fukiya blowgun|Tranq darts]], will also be ineffective.&lt;br /&gt;
** '''Forced wakefulness overrides forced sleep''' ; creatures that were already in a state of forced sleep will be forced awake.&lt;br /&gt;
** '''Forced wakefulness also overrides blacking out''' ; if the sufferer's Pain level would normally cause them to be in the Blackout threshold, forced wakefulness will keep the sufferer awake, overriding the normal effects and preventing them to black out, until whatever is causing them to normally be in black out is remedied, or until the forced wakefulness effect ends.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Forced sleep&amp;lt;/span&amp;gt; is a special state of sleep. It is generally an effect, such as from [[Lorazepam]] injections or tranquilizer ammunition, and it is always temporary. Creatures under a state of forced sleep are considered to be [[resting]] for as long as the effect lasts, with appropriate effects, and will as such be rendered helpless while sleeping ; which means damage cannot wake them up from the sleep state until the effect dissipates, or until they are afflicted with something causing '''Forced wakefulness''' ; which overrides forced sleep.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
'''Clothing'''-related effects are related to [[Clothing and armor|clothing]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Ballistic protective headgear&amp;lt;/span&amp;gt; mitigates the effects of shots to the head. When a Bullet-type attack is aimed at the body group(s) of a target wearing ballistic protective headgear, if it hits, then '''the incoming Pain and Limb Damage is halved'''. All ballistic protective armor generally protect '''only the head''', but there are certain models that can protect facial '''weak points''' such as the '''eyes''' ; see '''Face Concealment'''.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Immunity to gases&amp;lt;/span&amp;gt; allows the wearer of appropriate clothes to be unaffected by [[Secondary effect#Clouds|cloud hazards]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Indecent exposure&amp;lt;/span&amp;gt; occurs when a human is not wearing clothing to cover their lower body (and in the case of females, upper body as well), resulting in the relevant body parts being unprotected and naked. Indecent exposure is a [[Police attention|minor offense]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Fire-retardant&amp;lt;/span&amp;gt; clothing prevents the wearer from being &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;set on fire&amp;lt;/span&amp;gt; if hit by [[Protection chart|Spec-Fire]] attacks on body parts protected by this effect. The effect does not reduce [[Pain]] or [[Limb damage]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Explosion-proof&amp;lt;/span&amp;gt; clothing allows the wearer to benefit from '''0.5x [[Pain]] and [[Limb damage]] from Explosion-type damage''', on all body parts protected by this effect.&lt;br /&gt;
&lt;br /&gt;
*Clothing with the &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Half melee damage&amp;lt;/span&amp;gt; effect causes the wearer to '''suffer only 0.5x the Pain''' they would normally receive from Blunt-type, Sharp-type and Piercing-type hits, provided the hit lands on a body part that the affected clothing protects.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Classiness&amp;lt;/span&amp;gt; is a flavor effect, which merely serves to indicate that the Contestant is wearing some pretty dapper apparel. Other characters may sometimes comment upon the clothing choices.&lt;br /&gt;
&lt;br /&gt;
*Headgear capable of providing '''face concealment''' have the simple but notable effect of '''preventing the wearer from being targeted in the eyes'''. Eyes are usually considered to be WEAK POINTS. Attackers can simply not aim at the eyes anymore; they can merely aim at the head instead.&lt;br /&gt;
&lt;br /&gt;
*Certain clothing can be '''cut into rags'''. In order to craft rags, the Contestant must use any weapon capable of dealing Sharp-type damage (natural attacks do count), and apply it on suitable clothing ('''RagOK''' tag on the [[clothing and armor]] lists). It results in obtaining an amount of rags equal to the listed amount: '''1d2, 1d4 or 1d8'''.&lt;br /&gt;
** Cutting 1 piece of clothing into rags takes 1 turn.&lt;br /&gt;
&lt;br /&gt;
=== Elemental ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Being on fire&amp;lt;/span&amp;gt; is caused by all SPECIAL-type damage inducing '''fire''' (Spec-Fire) and '''incendiary weapons''' in general. It causes extra damage per turn, at a rate of '''+5% [[Pain]] /turn, +1 [[Limb health|limb damage]] per turn on a random body part''', due to persistent fire burning on the skin or the body of the target. Fire never times out unless the victim '''attempts rolling on the ground''' to put off the fire. Attempting to put out the fire is possible; it takes one turn to '''stop, drop, and roll''', which will put it out immediately. It will however, waste the turn if it was done during combat.&lt;br /&gt;
** When using incendiary weapons that cannot be aimed on an individual body part, a @bodyaim is rolled for each creature affected. If the creature isn't entirely immune to fire, and if the body part rolled isn't protected by &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;fire-retardant&amp;lt;/span&amp;gt; clothing (see above), then that creature is set on fire.&lt;br /&gt;
** NOTE: Being hit by a '''Spec-Aqua''' attack will put out the fire instantly as well. As will applying any substantial source of water.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Stunning&amp;lt;/span&amp;gt; happens when the victim is affected by an attack or weapon which causes stunning. Stunning causes an effect similar to a temporary paralysis, and locks the victim in place where it is until the end of the turn, canceling their current action (attacking, etc), which may be used to buy time. Stunning attacks can be repeated over and over so long as they are successful, though it can cause a phenomenon known as &amp;quot;stun lock&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Frost slowed&amp;lt;/span&amp;gt; are caused by all SPECIAL-type damage inducing '''cold''' (Spec-Ice). They induce '''[[Agility]] -1 and [[Gameplay mechanics|Initiative Speed tier]] +1'''.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;After-shock&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage inducing '''electricity''' (Spec-Elec). When the victim is hit by an electric shock or similar attack, they are affected by after-shock. After-shock causes the victim to be covered in electric arcs, causing its muscles to undergo partial fibrillation and causing a '''Strength -20% and [[Gameplay mechanics#Initiative Speed tiers|IS tier +1]] effect for 1d6 turns'''. In addition, when sustaining after-shock, the victim has a '''20% chance to be stunned for 1 turn.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Water-soaked&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage inducing '''water''' (Spec-Aqua). When the victim is in a water-soaked state, no immediate harmful effects are active, however the following effects apply: &lt;br /&gt;
* If previously '''on fire''', '''the effect is immediately removed''' (the fire is extinguished)&lt;br /&gt;
* For as long as the effect is active, '''the victim will take double damage from Spec-Elec attacks, the Taser X26c, and the Stun Baton in stun mode.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Acid degradation&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage incuding '''acid''' (Spec-Acid). When the victim is hit by an acid attack, the affected piece of clothing or armor '''is destroyed'''. Additionally, one random weapon the victim carries will '''lose 1d12*500 [[Firearm maintenance|Durability]] points,''' if applicable.&lt;br /&gt;
** If the affected piece of clothing or armor is a type of '''power armor''', it is not destroyed but instead loses '''1.0 condition'''.&lt;br /&gt;
** '''NOTE:''' If the affected weapon has a bayonet, an UGL or an USG mounted, they may also suffer from durability loss - a separate roll is made for each.&lt;br /&gt;
&lt;br /&gt;
=== Fatigue ===&lt;br /&gt;
Effects related to [[Fatigue]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Accelerated fatigue&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's [[Fatigue]] to increase at a fixed rate every turn.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.1% per turn'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.2% per turn'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Extreme accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.4% per turn'''&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
Effects related to healing, particularly [[First aid kit|FAKs]] and [[Field Surgery Kit|FSKs]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Limb healing&amp;lt;/span&amp;gt; is an effect triggered by either the First Aid Kit (FAK) or the Field Surgery Kit (FSK). &lt;br /&gt;
** When triggered by the FAK, it is referred to as &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Light limb healing&amp;lt;/span&amp;gt;. The healing limb '''recovers +7 HP'''. Light limb healing cannot heal disabled limbs.&lt;br /&gt;
** When triggered by the FSK, it is referred to as &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Strong limb healing&amp;lt;/span&amp;gt;. The healing limb '''recovers +12 HP'''. Strong limb healing CAN heal disabled limbs.&lt;br /&gt;
** The [[Gameplay mechanics#Healing skill|Healing skill]] may affect the effectiveness of Light and Strong limb healing. The above described effects assume a default Lv1 (Unskilled) skill level.&lt;br /&gt;
** Either type of limb healing '''triggers depletion of [[Nutrition]] and [[Fatigue]]''', at a rate of '''50 ntri and 0.4% Fatigue per 1 HP healed'''. Light and Strong are treated as different effects, so the two may overlap (and potentially deplete large quantities of nutrition at the cost of faster healing).&lt;br /&gt;
** Neither type of limb healing is useful for the treatment of severed limbs, as there is nothing left to treat at this point.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased Pain Regeneration Rate&amp;lt;/span&amp;gt; is an effect triggered by [[Cannabis]] and certain [[Augmentations]]. It directly modifies the rate at which [[Pain]] is naturally healed over time, by the amount specified next to the effect (generally +1%).&lt;br /&gt;
** Example: With a +1% effect and no other modifiers, the natural rate would become -3% Pain/turn.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased Blood Regeneration Rate&amp;lt;/span&amp;gt; is an effect triggered by certain [[Augmentations]]. It causes [[Blood]] to be healed over time, as long as there are no open [[Wounds]], by the amount specified next to the effect (generally +0.1).&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Addiction resistance&amp;lt;/span&amp;gt; is an effect triggered in rare circumstances. As long as the effect is active, [[Addiction]] chances for all substances is '''halved''' (rounded up), making it more difficult to become addicted.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Disabled natural healing&amp;lt;/span&amp;gt; is an effect triggered from very low [[Nutrition]] (Famished or Starving).&lt;br /&gt;
** Natural Pain healing is disabled; any Pain above 0% is '''not healed'''&lt;br /&gt;
** Natural Blood healing is disabled; any Blood under the maximum amount is '''not healed''' at daily reset, even with zero wounds&lt;br /&gt;
** NOTE: This will not stop the healing effects of certain meds, even if they consume nutrition in exchange for healing, as they do not constitute &amp;quot;natural&amp;quot; healing.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Self-deterioration&amp;lt;/span&amp;gt; is an effect triggered from extremely low [[Nutrition]] (Starving). As long as this effect is active, '''1 Torso HP (or 1 BODY HP) is lost every turn''', until the effect is disabled or until death occurs.&lt;br /&gt;
&lt;br /&gt;
=== Hydration ===&lt;br /&gt;
&lt;br /&gt;
Effects related to [[Hydration]] and thirst.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Thirst&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's state of [[hydration|thirst]] to be warped.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild thirst&amp;lt;/span&amp;gt;: If OK, this effect will treat the creature's Nutrition level as if it was Thirsty.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense thirst&amp;lt;/span&amp;gt;: If OK or Thirsty, this effect will treat the creature's Nutrition level as if it was Dehydrated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mind and psyche ===&lt;br /&gt;
'''Mind'''-related effects affect the mental and inner senses of the contestant.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased alertness&amp;lt;/span&amp;gt; has the contestant's attention span heightened greatly, putting him/her into a temporary, constant state of alert.&lt;br /&gt;
** In normal conditions, at the start of a turn during combat, the Contestant is generally not made aware ahead of time what the NPCs will do, unless informed ahead of time (e.g. by [[ally|allies]]).&lt;br /&gt;
** While under a state of increased alertness, at the start of every turn, '''the Contestant gets a description of what other encounters will attempt BEFORE being asked what to do''', allowing the Contestant to use the information and react ahead of time. This description includes '''attack, fire mode, intended amount of shots/hits, point of aim, and Initiative Speed.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Hallucinations&amp;lt;/span&amp;gt; has the contestant's sight and perception of things heavily distorted and deformed. While in this state, the contestant will start seeing different things, in lieu of who or what they are really. Hallucinations are usually coupled with a heavy loss in accuracy, though in the strict sense, it is different from an accuracy ailment.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Rage&amp;lt;/span&amp;gt; occurs when the Contestant is affected by rage-inducing substances or effects, such as when consuming [[Steroids|steroids]]. It causes the user to be uncontrollably angry and violent, with matching brutality and recklessness when fighting. While under the effects of Rage, the Contestant will treat all surrounding encounters (including any friendlies) as hostile, and cannot leave Combat until all hostiles have either left or been defeated. In addition, all successful hits with melee attacks are treated as critical hits and as such, relevant [[IRC Bots|@critwin]] effects may occur.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Controlled Fury&amp;lt;/span&amp;gt; is an all-positive version of the above. When in Controlled Fury, all successful hits are treated as critical hits, but without the negative effects of Rage.&lt;br /&gt;
&lt;br /&gt;
=== Nutrition ===&lt;br /&gt;
Effects related to [[Nutrition]] and hunger.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Suppressed hunger&amp;lt;/span&amp;gt;: If Hungry, Famished or Starving, this effect will treat the creature's [[Nutrition]] level as being OK (temporarily canceling any negative effects from low nutrition).&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Munchies&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's state of [[nutrition|hunger]] to be warped.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild munchies&amp;lt;/span&amp;gt;: If OK, this effect will treat the creature's Nutrition level as if it was Hungry.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense munchies&amp;lt;/span&amp;gt;: If OK or Hungry, this effect will treat the creature's Nutrition level as if it was Famished. Beware, as it includes disabled natural healing!&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT NOTES:'''&lt;br /&gt;
* '''Hunger suppression take priority over munchies'''. Meaning that if both munchies and suppressed hunger are active, then suppressed hunger takes precedence over (and thus negates) the other effects.&lt;br /&gt;
&lt;br /&gt;
=== Pain sensitivity ===&lt;br /&gt;
'''Pain sensitivity''' is, as the name implies, related to the contestant's ability to withstand [[Pain]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Increased Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be more sensitive to damage received; it '''increases by 10%''' the Pain Sensitivity statistic.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Decreased Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be less sensitive to damage received; it '''decreases by 10%''' the Pain Sensitivity statistic.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Negated Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be immune to Pain, often for a short period of time; '''Pain Sensitivity statistic is set to 0% for as long as the effect is active'''.&lt;br /&gt;
&lt;br /&gt;
*Attacks that &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;ignore Pain sensitivity&amp;lt;/span&amp;gt; treat '''Pain Sensitivity as though it was the creature's natural, default value''' (by default, 100%), effectively ignoring any effects modifying Pain Sensitivity.&lt;br /&gt;
&lt;br /&gt;
=== Strength ===&lt;br /&gt;
'''Strength'''-related effects affect the ability to fight in melee, as well as mobility. More often than not is it related to muscular performance. '''Strength serves as a multiplier of melee damage. Strength 100% = 1.0x damage with melee weapons, attacks, or techniques.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Reduced strength&amp;lt;/span&amp;gt; causes the contestant to become weaker, and '''lose 10% of Strength'''.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased strength&amp;lt;/span&amp;gt; causes the contestant to become stronger, and '''gain 10% of Strength'''.&lt;br /&gt;
&lt;br /&gt;
=== Stress ===&lt;br /&gt;
All effects related to [[Stress]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Stress Tolerance&amp;lt;/span&amp;gt; is an effect triggered by being in a state of Moderate [[Stress]] or higher. When under the effect of Stress Tolerance, or simply Tolerance, '''all Stress-increasing effects, whether one-time or per turn, are halved''' (to a minimum of +0.1%/turn). This means that while under the effect of Tolerance, anything increasing Stress is, in practice, half as effective as normal.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Anxiety&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's [[Stress]] to be unable to decrease under a certain threshold.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 20.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Moderate anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 40.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 60.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Severe anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 80.0%&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Relaxation&amp;lt;/span&amp;gt; causes the Contestant's [[Stress]] to decrease over time, at a rate of '''-0.2% per turn''' for as long as the effect lasts.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Intense relaxation&amp;lt;/span&amp;gt; causes the Contestant's [[Stress]] to decrease over time, at a rate of '''-0.4% per turn''' for as long as the effect lasts.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Euphoria Rush&amp;lt;/span&amp;gt;: All effects that would increase the Contestant's [[Stress]] are completely negated, as long as the effect is active.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Decompensation&amp;lt;/span&amp;gt; is an effect triggered by being in the most advanced state of [[Stress]]. Upon reaching mental breakdown, the body of the sufferer effectively stops being able to self-regulate correctly, and begins functionally deteriorating. '''For every turn spent while this effect is active, the Contestant will lose [[limb health|1 HP]] on a random body part''', until the effect is disabled or death ensues.&lt;br /&gt;
** It is possible to artificially compensate for the damage caused by this effect through '''limb healing''', however it is not adequate and should only be done to remain alive while seeking a long-term solution (namely, reduction of [[Stress]]).&lt;br /&gt;
&lt;br /&gt;
=== Weapon ===&lt;br /&gt;
'''Weapon'''-related effects which often give special properties to certain weapons.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Multiple wound weapons&amp;lt;/span&amp;gt; are weapons that are capable of inflicting '''more than one [[wound]] in a single hit'''. Weapons with this effect have either a fixed or rolled value which determines how many wounds may be blown open if that weapon successfully hits a target.&lt;br /&gt;
** Can inflict 1d2 wounds per hit: Meat fork, Scissors, War fork&lt;br /&gt;
** Can inflict 1d3 wounds per hit: Broken bottle, Trident&lt;br /&gt;
** Can inflict 1d4 wounds per hit: Shuriken, Barbed nine-tails, ''Barbed Lucille''&lt;br /&gt;
** Can inflict 2d2 wounds per hit: Spiked chain whip, Long spiked chain whip&lt;br /&gt;
&lt;br /&gt;
==== Clouds ====&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Smoke clouds&amp;lt;/span&amp;gt; are produced by smoke weapons, such as the [[M18]] grenade. Smoke clouds cause the following effects:&lt;br /&gt;
** The smoke cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+2, until the smoke dissipates. (Having a source of '''immunity to gases''', such as a [[Gas mask]],  '''DOES NOT''' negate this effect. Just because you have a gas mask doesn't mean the smoke stops being obfuscating.)&lt;br /&gt;
** All encounters OUTSIDE the cloud trying to attack the clouded side suffer from '''Inaccuracy Range +2''', until the smoke dissipates.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Tear gas clouds&amp;lt;/span&amp;gt; are produced by tear gas weapons, such as the [[M7A3]] grenade. Tear gas clouds cause the following effects:&lt;br /&gt;
** The tear gas cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+1 and +7% Pain/turn (regardless of Pain sensitivity), until the gas dissipates (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]])&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Chlorine gas clouds&amp;lt;/span&amp;gt; are produced by the [[Chlorine bomb]]. Chlorine gas clouds cause the following effects:&lt;br /&gt;
** The chlorine gas cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+2, +9% Pain/turn (regardless of Pain sensitivity) and -1 HP/turn to one random body part, until the gas dissipates (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]]).&lt;br /&gt;
** All encounters with eyes inside the cloud have a 25% chance every turn (including the first) to have all of their eyes destroyed from exposure to chlorine gas. (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]]. Alternatively, having [[bionic augmentations|indestructible eyes]] may also prevent the eye-destruction effect from happening in the first place.)&lt;br /&gt;
&lt;br /&gt;
* '''NOTE''': Multiple clouds may exist in a given [[Gameplay mechanics#Battlespace|Side of the battlespace]]. In this case, their effects stack.&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
Other effects which cannot be categorized anywhere else.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Unbreakable limb&amp;lt;/span&amp;gt;: This effect renders the relevant limb impossible to [[broken limb|break or fracture]], negating any effect that would cause such fractures.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Mushroom corruption&amp;lt;/span&amp;gt;: Certain [[Mushrooms]] are tagged with this special effect. Has no effect upon being consumed, but if '''carried''' in a [[load-bearing gear|load-bearing item]] where other mushrooms are found (in other words, if placed in a bag/etc. with mushrooms inside), it will &amp;quot;corrupt&amp;quot; those other mushrooms, and negate all nutritional value (it becomes 0) and all other effects, turning them into dead weight.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Statistics]]&lt;br /&gt;
*[[Gameplay mechanics]]&lt;br /&gt;
*[[Abilities]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Bionic_augmentations</id>
		<title>Bionic augmentations</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Bionic_augmentations"/>
				<updated>2019-12-16T12:29:26Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Bionic augmentations''', commonly shortened to just '''bionics''' or '''augs''', are specially designed human body enhancements that can improve various aspects of the receiver's body and performance. In essence, any being that has received augmentations is usually referred to as an '''augmented person''', an '''aug''', or more pejoratively, a '''cyborg''', a '''hanzer''' (from the word &amp;quot;en'''hancer'''&amp;quot;), and various other machine- or robot-related insults.&lt;br /&gt;
&lt;br /&gt;
In [[MazeWorld]], augmentations are enhancements that can modify or improve the [[Contestant|contestant]]'s body, upgrading various aspects of his or her performance; and so permanently. They can only be found in a [[bionics workshop]], of which only one exists in the Mazes, and is the only location where those implants are designed, produced and sold.&lt;br /&gt;
&lt;br /&gt;
Consequently, the scientific field of biological engineering is the subject of a [[peaceful scientist|Science Team]] in the Mazes, but is comprised of only one person; [[bionics workshop|Lance &amp;quot;Chaosclaw&amp;quot; Austin]], the only bionics engineer in all of Mazeworld. He is the only person who can install and remove implants; they cannot be used directly by the contestant.&lt;br /&gt;
&lt;br /&gt;
There exists in the Mazes an intellectual movement of small size but of relative importance, which is related to augs and the wish for improving all humans as a whole, it is called '''transhumanism'''. Chaosclaw is a devout transhumanist and believes that the entire human genre should be born enhanced in the same way he &amp;quot;enhances&amp;quot; people via installing implants on clients.&lt;br /&gt;
&lt;br /&gt;
Bionic implants '''may only be installed on humans and halflings''', as Lance refuses to work on anything that isn't &amp;quot;human or para-human&amp;quot;, and does not consider youkai, for example, to fit the definition. His reasons are unclear, though there is an implication that augmentations are only designed to work on humans or halflings, or that non-human/halfling bodies are not compatible with augmentations.&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
Bionic augmentations work on the principle of '''bases''' and the '''augmentations''' proper. Bases can be seen as the 'hardware'; they are the physical body part replacements, while augmentations are the 'software', which offer the proper ability enhancements. Bases alone can sometimes provide bonuses, but the real source of enhanced abilities come from the augmentations.&lt;br /&gt;
&lt;br /&gt;
Bases are non-removable; once the Contestant has chosen to get a body part augmented, he/she cannot revert back to natural body parts.&lt;br /&gt;
Augmentations however, can be replaced and modified at the customer's leisure, as long as money allows. It must be noted that once an augmentation is removed, Lance refunds the customer for half the value of that augmentation. If it is desired again later, it must be paid for in full once again.&lt;br /&gt;
&lt;br /&gt;
A third factor to take in account is a statistic called '''Power Pool''', or simply PP. Having enough money to pay for an augmentation isn't sufficient; the customer's body must have sufficient energy reserves to be able to handle it, and each aug has a PP cost. This is where PP comes in play ; the more bases installed on the customer's body, the more PP they dispose of to install augmentations.&lt;br /&gt;
&lt;br /&gt;
As a secondary effect and due to their nature as body part replacements, Bionic Arms, Legs and Eyes '''can replace''' corresponding [[severed limbs]] or [[Secondary effect#Accuracy|destroyed eyes]].&lt;br /&gt;
&lt;br /&gt;
== Bases ==&lt;br /&gt;
{|&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''Cost'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| Bionic Arm&lt;br /&gt;
| PP +20&lt;br /&gt;
| 1000 P$&lt;br /&gt;
| Can be installed twice (once per arm). Replaces arm and hand. &lt;br /&gt;
|-&lt;br /&gt;
| Bionic Leg&lt;br /&gt;
| PP +25&lt;br /&gt;
| 1250 P$&lt;br /&gt;
| Can be installed twice (once per leg). Replaces leg and foot. &lt;br /&gt;
|-&lt;br /&gt;
| Brainpower Cerebral Enhancement Platform&lt;br /&gt;
| PP +25&lt;br /&gt;
| 500 P$&lt;br /&gt;
| Has no effects on its own.&lt;br /&gt;
|-&lt;br /&gt;
| Bionic Eyes&lt;br /&gt;
| PP +10&lt;br /&gt;
| 1000 P$&lt;br /&gt;
| Replaces natural eyes. [[Secondary effect#Accuracy|Bionic eyes are indestructible.]]&lt;br /&gt;
|-&lt;br /&gt;
| Chest Augmentation Platform&lt;br /&gt;
| PP +40&lt;br /&gt;
| 2000 P$&lt;br /&gt;
| Has no effects on its own.&lt;br /&gt;
|-&lt;br /&gt;
| Dermal Armor base platform&lt;br /&gt;
| PP +0&lt;br /&gt;
| 250 P$&lt;br /&gt;
| Has no effects on its own; augmentations determine toughness &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Augmentations ==&lt;br /&gt;
Note that the effects between leveling augmentations do not stack. For example, upgrading ''Muscular fiber enhancement'' from lv1 to lv2 does not result in stacking both effects - the superior level's effects replace the inferior's effects instead. This also means the PP costs are replaced instead of stacking.&lt;br /&gt;
&lt;br /&gt;
=== Bionic Arm augs ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #A1&lt;br /&gt;
| Muscular fiber enhancement, lv1&lt;br /&gt;
| PP -5&lt;br /&gt;
| 550 P$&lt;br /&gt;
| Strength +10%&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| #A2&lt;br /&gt;
| Muscular fiber enhancement, lv2&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| Strength +20%&lt;br /&gt;
| Requires lv1 installed.&lt;br /&gt;
|- &lt;br /&gt;
| #A3&lt;br /&gt;
| Arm skeletal toughness treatment&lt;br /&gt;
| PP -15&lt;br /&gt;
| 1650 P$&lt;br /&gt;
| Augmented arm+hand become [[secondary effect|unbreakable]].&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| #A4&lt;br /&gt;
| Arm tissue damage resistance, lv1&lt;br /&gt;
| PP -5&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Arm +10, Hand +5 &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #A5&lt;br /&gt;
| Arm tissue damage resistance, lv2&lt;br /&gt;
| PP -10&lt;br /&gt;
| 2200 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Arm +20, Hand +10 &lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
|-  &lt;br /&gt;
| #A6&lt;br /&gt;
| Weapon aug: Ripperclaws&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| See [[Bionic augmentations#Weapon augs|Weapon augs]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #A7&lt;br /&gt;
| Weapon aug: XND-1000 excess energy dissipator&lt;br /&gt;
| PP cost variable&lt;br /&gt;
| 2000 P$&lt;br /&gt;
| See [[Bionic augmentations#Weapon augs|Weapon augs]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bionic Leg augs ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #B1&lt;br /&gt;
| Leg skeletal toughness treatment&lt;br /&gt;
| PP -15&lt;br /&gt;
| 1650 P$&lt;br /&gt;
| Augmented leg+foot become [[secondary effect|unbreakable]].&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #B2&lt;br /&gt;
| Leg tissue damage resistance, lv1&lt;br /&gt;
| PP -5&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Leg +10, Foot +5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #B3&lt;br /&gt;
| Leg tissue damage resistance, lv2&lt;br /&gt;
| PP -10&lt;br /&gt;
| 2200 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Leg +20, Foot +10&lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
|-&lt;br /&gt;
| #B4&lt;br /&gt;
| Ninja Speed implant, lv1&lt;br /&gt;
| PP -5&lt;br /&gt;
| 550 P$&lt;br /&gt;
| [[Agility]] +1&lt;br /&gt;
| Requires 2 bionic legs&lt;br /&gt;
|-&lt;br /&gt;
| #B5&lt;br /&gt;
| Ninja Speed implant, lv2&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| [[Agility]] +2&lt;br /&gt;
| Requires 2 bionic legs. Requires lv1 installed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Brainpower augs ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #C1&lt;br /&gt;
| Augmented sensorial awareness&lt;br /&gt;
| PP -5&lt;br /&gt;
| 550 P$&lt;br /&gt;
| Permanent [[Secondary effects|increased alertness]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #C2&lt;br /&gt;
| Cranial skeletal toughness treatment&lt;br /&gt;
| PP -15&lt;br /&gt;
| 1650 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Head +5, Augmented head becomes [[secondary effect|unbreakable]].&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #C3&lt;br /&gt;
| Akimbo Mind ambidexterity enhancement&lt;br /&gt;
| PP -25&lt;br /&gt;
| 2750 P$&lt;br /&gt;
| See [[Bionic augmentations#Akimbo Mind|Akimbo Mind]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #C4&lt;br /&gt;
| Combat sensorial enhancement&lt;br /&gt;
| PP -25&lt;br /&gt;
| 2750 P$&lt;br /&gt;
| Reduces [[Gameplay mechanics#Initiative system|IS]] by 1 tier&lt;br /&gt;
| Requires ''Augmented sensorial awareness'' installed&lt;br /&gt;
|-&lt;br /&gt;
| #C5&lt;br /&gt;
| Weapon aug: PsyBlast&lt;br /&gt;
| PP -15&lt;br /&gt;
| 1650 P$&lt;br /&gt;
| See [[Bionic augmentations#Weapon augs|Weapon augs]]&lt;br /&gt;
| Requires ''Augmented sensorial awareness'' installed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bionic Eyes ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #D1&lt;br /&gt;
| Sharp Vision accuracy enhancer, lv1&lt;br /&gt;
| PP -20&lt;br /&gt;
| 2200 P$&lt;br /&gt;
| [[FT]]-1&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #D2&lt;br /&gt;
| Sharp Vision accuracy enhancer, lv2&lt;br /&gt;
| PP -45&lt;br /&gt;
| 4950 P$&lt;br /&gt;
| [[FT]]-2&lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
|-&lt;br /&gt;
| #D3&lt;br /&gt;
| Ocular Shield vision preservation device&lt;br /&gt;
| PP -5&lt;br /&gt;
| 550 P$&lt;br /&gt;
| Grants [[Secondary effect#Accuracy|flashbang immunity]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #D4&lt;br /&gt;
| ICU smart vision implant&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| Grants permanent [[Secondary effect#Clothing|immunity to gases]] and togglable [[Secondary effect#Accuracy|Night Vision]].&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chest Platform augs ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #E1&lt;br /&gt;
| Body tissue damage resistance, lv1&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Torso +5, Hips +5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #E2&lt;br /&gt;
| Body tissue damage resistance, lv2&lt;br /&gt;
| PP -20&lt;br /&gt;
| 2200 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Torso +10, Hips +10&lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
|-&lt;br /&gt;
| #E3&lt;br /&gt;
| Body skeletal toughness treatment&lt;br /&gt;
| PP -15&lt;br /&gt;
| 1650 P$&lt;br /&gt;
| Augmented torso+hips become [[secondary effect|unbreakable]].&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #E4&lt;br /&gt;
| Guardian Life Support System, lv1&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| See [[Bionic augmentations#Guardian LSS|Guardian LSS]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #E5&lt;br /&gt;
| Guardian Life Support System, lv2&lt;br /&gt;
| PP -20&lt;br /&gt;
| 2200 P$&lt;br /&gt;
| See [[Bionic augmentations#Guardian LSS|Guardian LSS]]&lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
|-&lt;br /&gt;
| #E6&lt;br /&gt;
| Guardian Life Support System, lv3&lt;br /&gt;
| PP -30&lt;br /&gt;
| 3300 P$&lt;br /&gt;
| See [[Bionic augmentations#Guardian LSS|Guardian LSS]]&lt;br /&gt;
| Requires lv2 installed&lt;br /&gt;
|-&lt;br /&gt;
| #E7&lt;br /&gt;
| ColdHeart XCR cardioregulator&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| [[Pain|Pain Death Threshold]] +20%, blocks incorrect blood transfusions&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #E8&lt;br /&gt;
| Bionic Antidote bloodstream regulator&lt;br /&gt;
| PP -15&lt;br /&gt;
| 1650 P$&lt;br /&gt;
| See [[Bionic augmentations#Bionic Antidote|Bionic Antidote]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dermal Armor augs ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #F1&lt;br /&gt;
| Body resiliency enhancer, lv1 ; Reptile Skin&lt;br /&gt;
| PP -5&lt;br /&gt;
| 550 P$&lt;br /&gt;
| Pain Sensitivity -10%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #F2&lt;br /&gt;
| Body resiliency enhancer, lv2 ; Daemon Skin&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| Pain Sensitivity -25%&lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
|-&lt;br /&gt;
| #F3&lt;br /&gt;
| Body resiliency enhancer, lv3 ; Oni Skin&lt;br /&gt;
| PP -25&lt;br /&gt;
| 2750 P$&lt;br /&gt;
| Pain Sensitivity -50%&lt;br /&gt;
| Requires lv2 installed&lt;br /&gt;
|-&lt;br /&gt;
| #F4&lt;br /&gt;
| Body resiliency enhancer, lv4 ; Dragon Skin&lt;br /&gt;
| PP -40&lt;br /&gt;
| 4400 P$&lt;br /&gt;
| Pain Sensitivity -75%&lt;br /&gt;
| Requires lv3 installed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra augs ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #X1&lt;br /&gt;
| ENBoost power battery, lv1&lt;br /&gt;
| PP +25&lt;br /&gt;
| 1500 P$&lt;br /&gt;
| Provides an extra +25 Power Pool instantly&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #X2&lt;br /&gt;
| ENBoost power battery, lv2&lt;br /&gt;
| PP +35&lt;br /&gt;
| 2000 P$&lt;br /&gt;
| Provides an extra +35 Power Pool instantly&lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #X3&lt;br /&gt;
| Aug upgrade: XAU-1001 Tesla Coil&lt;br /&gt;
| PP -0&lt;br /&gt;
| 1000 P$&lt;br /&gt;
| See [[Bionic augmentations#Aug upgrades|Aug upgrades]].&lt;br /&gt;
| Requires XND-1000 installed&lt;br /&gt;
|-&lt;br /&gt;
| #X4&lt;br /&gt;
| Aug upgrade: XAU-1002 Heat Beam&lt;br /&gt;
| PP -0&lt;br /&gt;
| 1000 P$&lt;br /&gt;
| See [[Bionic augmentations#Aug upgrades|Aug upgrades]].&lt;br /&gt;
| Requires XND-1000 installed&lt;br /&gt;
|-&lt;br /&gt;
| #X5&lt;br /&gt;
| Aug upgrade: XAU-1003 Corrosive Shot&lt;br /&gt;
| PP -0&lt;br /&gt;
| 1000 P$&lt;br /&gt;
| See [[Bionic augmentations#Aug upgrades|Aug upgrades]].&lt;br /&gt;
| Requires XND-1000 installed&lt;br /&gt;
|-&lt;br /&gt;
| #X6&lt;br /&gt;
| Aug upgrade: XAU-1004 Super Charge&lt;br /&gt;
| PP cost variable&lt;br /&gt;
| 2000 P$&lt;br /&gt;
| See [[Bionic augmentations#Aug upgrades|Aug upgrades]].&lt;br /&gt;
| Requires XND-1000 installed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unique mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Akimbo Mind ===&lt;br /&gt;
When installed, this augmentation allows [[Weapon#One-handed use and dual wielding|one-handed use and dual wielding]] of '''Unrestricted''' weapons '''with no accuracy penalties.''' All other restrictions and limitations still apply.&lt;br /&gt;
&lt;br /&gt;
=== Bionic Antidote ===&lt;br /&gt;
When installed, this augmentation modifies the user's sensitivity to [[Poison]].&lt;br /&gt;
&lt;br /&gt;
* With this aug, Cyanide poisoning now requires 15 additional turns before death occurs.&lt;br /&gt;
* If Venom poisoned, the augmentation allows the user to naturally eliminate Venom at a rate of 0.1/turn. It does not replace proper medical treatment, as Venom may still [[limb damage|damage the body]], but can serve as an emergency measure until antidote is available.&lt;br /&gt;
&lt;br /&gt;
=== Guardian LSS ===&lt;br /&gt;
&lt;br /&gt;
Level 1:&lt;br /&gt;
* [[Pain|Pain Blackout Threshold]] increased by 15%&lt;br /&gt;
* Natural Blood regeneration (daily) is increased by 1, making the user regenerate 2 Blood every day at midnight at no extra cost of nutirtion or fatigue.&lt;br /&gt;
&lt;br /&gt;
Level 2:&lt;br /&gt;
* [[Pain|Pain Blackout Threshold]] increased by 25%&lt;br /&gt;
* Pain Sensitivity -10%&lt;br /&gt;
* Natural Pain regeneration (daily) is increased to 70%.&lt;br /&gt;
* Natural Blood regeneration (daily) is increased by 2, making the user regenerate 3 Blood every day at midnight at no extra cost of nutirtion or fatigue.&lt;br /&gt;
&lt;br /&gt;
Level 3:&lt;br /&gt;
* [[Pain|Pain Blackout Threshold]] increased by 50%&lt;br /&gt;
* Pain Sensitivity -20%&lt;br /&gt;
* Natural Pain regeneration (daily) is increased to 100%.&lt;br /&gt;
* Natural Blood regeneration (daily) is increased by 3, making the user regenerate 4 Blood every day at midnight at no extra cost of nutirtion or fatigue.&lt;br /&gt;
&lt;br /&gt;
=== Weapon augs ===&lt;br /&gt;
&lt;br /&gt;
'''PsyBlast''':&lt;br /&gt;
* Psychic blast: SPECIAL-type, LDV N, IS 22, 33/33/33 33/33/33/33/33, bypasses Pain Sensitivity (treats it as being 100%), ignores the user's IS tier modifiers (IS for this attack is always considered to be 22 no matter the amount of IS tier modifiers.)&lt;br /&gt;
&lt;br /&gt;
'''Ripperclaws''':&lt;br /&gt;
* Grants the user retractable claws on the mounted fist. When extended, the claws allow for either Blunt-type (retracted) or Sharp-type punches (extended).&lt;br /&gt;
** Users simply have to call the attack type, like they would for other multiple type weapons.&lt;br /&gt;
&lt;br /&gt;
'''XND-1000 dissipator''':&lt;br /&gt;
* The XND-1000 excess energy dissipator is an arm cannon, which draws power from unassigned Power Pool energy. It is disabled if there is less than 5 unassigned PP.&lt;br /&gt;
* Aiming and firing the XND-1000 is subject to FT, influencable. This means that the XND operates under the FT aiming rules as ranged weapons, and that any FT modifiers will affect the user's accuracy with the XND-1000.&lt;br /&gt;
* The arm cannon's ammunition is Power, and Max Power is equal to the amount of unassigned PP. Power recharges naturally at a rate of 0.5/turn until full.&lt;br /&gt;
* No weapon skill affects the XND-1000, therefore accuracy cannot be influenced by Skill level, and directly depends on the user's natural FT.&lt;br /&gt;
* The XND-1000 offers two attacks:&lt;br /&gt;
** Energy Blast: Singular blast of energy which costs 5 Power. SPECIAL-type, LDV+2, IS 5, 28/28/28 28/28/28/28.&lt;br /&gt;
** Charged Energy Blast: Singular blast of energy, of variable power. User can choose how much Power can be charged in a single shot (must be minimum 10)&lt;br /&gt;
*** Damage is SPECIAL-type. IS 9.&lt;br /&gt;
*** Pain damage calculation formula: '''28 + ( (X/5) * 12 )''' where X is amount of power charged.&lt;br /&gt;
*** LDV calculation formula: '''Total Pain discharged / 10''' rounded up.&lt;br /&gt;
*** ''Example:'' Charging 10 Power results in: Pain = '''28+((10/5)*12) = 52%''', and LDV = '''52 / 10 = 5.2, rounded to 5''' (thus LDV+5).&lt;br /&gt;
*** WARNING: After firing a Charged Energy Blast, the XND-1000 becomes unusable for 3 turns, as it drains considerable amounts of energy at once. Use with caution.&lt;br /&gt;
&lt;br /&gt;
=== Aug upgrades ===&lt;br /&gt;
&lt;br /&gt;
==== Upgrades for XND-1000 dissipator ====&lt;br /&gt;
&lt;br /&gt;
'''XAU-1001 Tesla Coil'''&lt;br /&gt;
* Effect: Changes damage type of XND-1000 shots to '''Spec-Elec'''. Adds a 50% chance to stun for 1d2 turns.&lt;br /&gt;
&lt;br /&gt;
'''XAU-1002 Heat Beam'''&lt;br /&gt;
* Effect: Changes damage type of XND-1000 shots to '''Spec-Fire'''.&lt;br /&gt;
&lt;br /&gt;
'''XAU-1003 Corrosive Shot'''&lt;br /&gt;
* Effect: Changes damage type of XND-1000 shots to '''Spec-Acid'''.&lt;br /&gt;
&lt;br /&gt;
'''XAU-1004 Super Charge'''&lt;br /&gt;
* Effect: Enables a new attack with the XND-1000, the Super Charged Force Bolt.&lt;br /&gt;
** Super Charged Energy Blast: Singular blast of energy, of variable power and greater strength than the normal Charged Energy Blast. User can choose how much Power can be charged in a single shot (must be minimum 10)&lt;br /&gt;
*** Damage is SPECIAL-type. IS 14.&lt;br /&gt;
*** Pain damage calculation formula: '''42 + ( (X/5) * 16 )''' where X is amount of power charged.&lt;br /&gt;
*** LDV calculation formula: '''Total Pain discharged / 10''' rounded up.&lt;br /&gt;
*** ''Example:'' Charging 10 Power results in: Pain = '''42+((10/5)*16) = 74%''', and LDV = '''74 / 10 = 7.4, rounded to 7''' (thus LDV+7).&lt;br /&gt;
*** WARNING: After firing a Super Charged Force Bolt, roll a 1d6. If the result is 1-5, the user's XND-1000 is disabled for as many turns. If the result is 6, the user's XND-1000 is disabled for 5 turns and the user themselves is stunned for 1d2 turns. Use with extreme caution.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Secondary effect]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Gameplay_mechanics</id>
		<title>Gameplay mechanics</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Gameplay_mechanics"/>
				<updated>2019-12-11T17:34:53Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists the important '''gameplay mechanics''' of [[Mazeworld]]. &lt;br /&gt;
&lt;br /&gt;
== '''Aiming and body parts''' ==&lt;br /&gt;
The contestant may choose to attack specific body parts of his/her [[Encounters|enemy]]. Depending on the type of enemy, damage on certain body parts might be higher or lower, often with a special effect.&amp;lt;br /&amp;gt;&lt;br /&gt;
When a player does not specifies a body part attacked, it is by default the '''upper body''', the '''abdomen''', or other applicable. Please check the individual articles of every [[Encounters|creature]] to learn its body map. Keep in mind that many pieces of [[clothing and armor]], the various Armor Classes of clothing/armor and [[Encounters]], and certain other statistics, can modify or otherwise alter the behavior of damage in relation to body parts.&lt;br /&gt;
&lt;br /&gt;
By default, the following values are used:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Body group'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Damage multiplier'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Accuracy penalties'''&lt;br /&gt;
|-&lt;br /&gt;
| HEAD&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''1.5x''' [[Pain]], 1x limb damage&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Failure Threshold +1&lt;br /&gt;
|-&lt;br /&gt;
| BODY&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 1x [[Pain]], 1x limb damage&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No penalty&lt;br /&gt;
|-&lt;br /&gt;
| LIMB&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''0.4x''' [[Pain]], 1x limb damage&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No penalty&lt;br /&gt;
|-&lt;br /&gt;
| EXTREMITY&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''0.5x''' [[Pain]], 1x limb damage&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Failure Threshold +1&lt;br /&gt;
|-&lt;br /&gt;
| WEAK POINT&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''2x''' [[Pain]], 1.5x limb damage to nearest limb&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Failure Threshold +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
HEAD group: Head&amp;lt;br /&amp;gt;&lt;br /&gt;
BODY group: Torso, upper body, lower body...&amp;lt;br /&amp;gt;&lt;br /&gt;
LIMB group: Arms, legs, shoulders, elbows, wings, tentacles...&amp;lt;br /&amp;gt;&lt;br /&gt;
EXTREMITY group: Hands, feet, mandibles, claws, tails, horns...&amp;lt;br /&amp;gt;&lt;br /&gt;
WEAK POINT group: Eyes, genitals, beaks, underbellies...&lt;br /&gt;
&lt;br /&gt;
* Note: Eyes must be targeted individually (i.e. &amp;quot;left eye&amp;quot;, not &amp;quot;eyes&amp;quot;.) If hit directly by any attack causing at least 1 [[limb damage]], an eye has a 50% chance to be '''destroyed'''. Destroyed eyes may result in [[secondary effects|perception loss or blindness]]; see this link for more details.&lt;br /&gt;
&lt;br /&gt;
== '''Basic fighting mechanics''' ==&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
'''''FT''' and '''Failure Threshold''' redirect here''.&lt;br /&gt;
&lt;br /&gt;
*In order for a fight to occur, the game will go into '''combat mode''', generally referred to as '''during combat''' or '''being in combat'''. Most of the time, combat mode is turned on when a fight is started, or about to start. In rarer circumstances, combat mode will be turned on even though there are no actual creatures to fight yet; generally to signify that the ongoing action requires the turn-based system.&lt;br /&gt;
*Combat is '''turn-based'''. Success or failure of the attack of each participant in the fight (contestant, enemy or enemies) is '''decided on dice rolls'''.&lt;br /&gt;
*In order to attack, most weapons require the user to '''aim''' at a particular body part of the chosen enemy; this is called a '''target'''.&lt;br /&gt;
**EXAMPLE: If a [[contestant]] desires to attack a human enemy using a [[Beretta M9]], the contestant can choose to aim at a particular body part of said enemy; i.e. torso, arms, or head.&lt;br /&gt;
**If a target is not specified, then the attacks will '''hit a random body part''' (via the '''@bodyaim''' [[IRC bots|bot command]]) instead.&lt;br /&gt;
**Certain weapons cannot be aimed at a precise target on a creature, so instead, simply designating the entire creature as a target may work. &lt;br /&gt;
*When choosing to attack, a participant in a fight may '''roll attack dice: one 2d6 per shot or attack attempted''', depending on if they're using firearms or other weapons.&lt;br /&gt;
** EXAMPLE: If a [[contestant]] tries to fire three rounds at an enemy using a [[Beretta M9]], he/she has to roll three 2d6s. The command to quickly roll this is '''@roll 3#2d6'''. Adjust the number left to the # symbol to reflect the desired amount.&lt;br /&gt;
&lt;br /&gt;
The result of each attack dice determines whether the shot or attack associated will hit or miss.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''Failure Threshold''' essentially acts as the accuracy statistic of the game. The lower the FT is, the greater the accuracy.&lt;br /&gt;
&lt;br /&gt;
By default, '''the Failure Threshold statistic is 6''', meaning that dice scores of 6 or less on the attack dice are '''guaranteed misses'''. FT can be influenced in many different ways - generally through [[secondary effects]] in a permanent or temporary manner. FT may also be influenced by other statistics, combat skills, environmental factors, and more. Because of the many different ways FT may be affected, the player will often be given reminders and breakdowns of anything affecting the Contestant's accuracy. FT may also sometimes be specifically stated to be &amp;quot;fixed&amp;quot; (e.g. accuracy of [[Container]] traps), in which case it cannot be influenced or modified by any external factors and remains at the indicated value (usually 6, but not always)&lt;br /&gt;
&lt;br /&gt;
With the default '''FT 6''':&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Score'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''What happens'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Effects'''&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Critical success'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attack hits perfectly and deals extra effects [[IRC Bots|(@critwin)]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 to 11&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Hit'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attack hits successfully where intended&lt;br /&gt;
|-&lt;br /&gt;
| 7 to 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Inaccurate Hit'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attack hits but may not deal as much damage due to '''Inaccuracy Range''' (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 6 to 3&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Miss'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attack fails to hit entirely&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Critical failure'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Weapon fails or malfunctions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Scoring '''2''' leads to a '''critical failure''', leading in the attack backfiring to the attacker in one way or another.&lt;br /&gt;
**Firearms and melee weapons: Roll '''@critfail'''. All critical failure effects result in the weapon losing [[Weapon maintenance|Condition]] points.&lt;br /&gt;
***Firearms may also be affected by extra problems on critical failures; see [[Gameplay mechanics#Firearm failures|here]] for a list of firearm failure types.&lt;br /&gt;
**Explosive ordnance may fail to work as intended, depending on the type.&lt;br /&gt;
**Certain creatures sustaining critical failures may result in the creature hurting itself.&lt;br /&gt;
*Scoring '''between 3 and 6''' leads to a '''miss''' or '''failure''', meaning the attack simply misses.&lt;br /&gt;
*Scoring '''between 7 and 8''' leads to an '''inaccurate hit''', meaning the attack hits, but does not deal as much damage as intended; making it a glancing blow, grazing hit, or some other type of poorly aimed shot.&lt;br /&gt;
** Inaccurate hits cause a '''flat 0.7x Pain &amp;amp; Limb damage modifier'''.&lt;br /&gt;
** Grenades are affected by the damage modifier from inaccuracy, but any extra effects (shrapnel, etc.) are not.&lt;br /&gt;
** Martial arts techniques ignore inaccurate hits and treat them as regular hits.&lt;br /&gt;
*Scoring '''between 9 and 11''' leads to a '''hit''' or '''success''', meaning the attack hits successfully and as intended.&lt;br /&gt;
*Scoring a '''12''' leads to a '''critical success''', leading in the attack landing exactly where the player wished, and may, depending on the victim and the weapon used, cause extra effects (extra damage, additional effects...).&lt;br /&gt;
&lt;br /&gt;
==== Inaccuracy Range ====&lt;br /&gt;
&lt;br /&gt;
'''Inaccuracy Range (IR)''' is a value, the importance of which depends on the current FT. The default '''Inaccuracy Range''' value is '''2''' ; it means that '''the 2 points above the Failure Threshold will be considered Inaccurate Hits'''. On a default FT of 6, IR 2 means '''Inaccurate Hits occur on a dice score of 7 or 8''', as indicated by the example table above.&lt;br /&gt;
&lt;br /&gt;
* If FT is decreased to 4 but IR remains at 2, then dice scores of 5 and 6 would become Inaccurate Hits.&lt;br /&gt;
* Inaccuracy Range does not affect critical hits (12)&lt;br /&gt;
** Example: If FT were to rise to 10, then Inaccurate hits occur only on a 11, as a 12 always means critical hit.&lt;br /&gt;
&lt;br /&gt;
Inaccuracy Range modifiers also exist, which can affect the range of dice score that become inaccurate hits. The most common method of decreasing the Inaccuracy Range is to increase [[Gameplay mechanics#Combat skill levels|combat skill levels]], which offer permanent IR decreasers depending on the combat skill in question, and on the combat skill level.&lt;br /&gt;
&lt;br /&gt;
Inaccuracy Range has no upper limit, but can effectively only affect dice scores up to 11, so there is no point to IR being higher than 8 (as the minimum possible FT is 3, the maximum possible effective Inaccuracy Range is 8, affecting all dice scores from 4 to 11).&lt;br /&gt;
&lt;br /&gt;
Inaccuracy Range has no lower limit either, and can go in the negatives, which may serve an effect dictated as below:&lt;br /&gt;
* IR values less than 0 have the same effect as if it was 0.&lt;br /&gt;
* Negative IR values can serve as a sort of &amp;quot;buffer&amp;quot; to other modifiers, particularly [[Recoil]], for example, to serve the purpose of extending the amount of possible shots without Inaccuracy.&lt;br /&gt;
** Example: An Expert-level shooter (FT 6, IR 0) using an appropriate [[5.56x45mm NATO]] rifle will have an ADT of 8 shots, and an IR+1 effect each time ADT is passed (see [[Recoil]] for how ADT and recoil effect works). The shooter equips a [[Weapon accessory|foregrip]] on this rifle, applying another IR-1 effect; this decreases the shooter's effective IR by 1, making it IR -1.&lt;br /&gt;
** Because the shooter's Inaccuracy Range is -1 and because any IR less than 0 is considered to have the same effect as IR 0, instead of being able to shoot only 8 rounds at IR 0, the shooter may shoot 16; the first 8 will be at IR -1, and the next 8 at IR 0.&lt;br /&gt;
&lt;br /&gt;
==== Battlespace ====&lt;br /&gt;
{|&lt;br /&gt;
| &amp;lt;[#img [hash 6QJAP5H4F022PP7GX5V9JM4YV2] [height 200]]&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The general term for the space in which creatures evolve when in combat is called the '''battlespace'''. A good visual representation of the battlespace is shown in the picture above.&lt;br /&gt;
&lt;br /&gt;
When combat is ongoing, the battlespace is typically delineated into various components, which help positioning each participant to the current fight:&lt;br /&gt;
* '''Sides''' represent areas of the battlespace.&lt;br /&gt;
* The concept of '''range''' is abstracted into two settings: '''Melee''' (&amp;quot;within melee range&amp;quot;) and '''Ranged'''&lt;br /&gt;
* The presence or not of [[Cover]]&lt;br /&gt;
* The position of each creature, relative to each other.&lt;br /&gt;
&lt;br /&gt;
Every battlespace has 4 sides, though all four sides are rarely used in a typical fight - in the majority of cases, combat occurs on one or two sides. Sides are numbered corresponding to cardinal directions, as shown with the map above.&lt;br /&gt;
&lt;br /&gt;
===== Doors and positioning =====&lt;br /&gt;
Every creature, item and room furniture in a room have a position in one of the battlespace Sides. Particularly so in the [[Uncivilized Area]], that position may be randomly generated. This also includes furniture that can contain items or can be interacted with, such as bookshelves, desks, lockers, computers, and so on.&lt;br /&gt;
&lt;br /&gt;
When entering a new room in the UA, regardless of the door taken in the previous room, the Contestant will always be considered to be coming from the South door (Side 1).&lt;br /&gt;
&lt;br /&gt;
In towns and defined areas, it instead depends on that particular facility's map ; going from Room A, through the East door (Side 4) into Room B, means the Contestant will enter inside Room B on Side 3 (West).&lt;br /&gt;
&lt;br /&gt;
It must be noted that doors also have positioning. The &amp;quot;North&amp;quot; door always corresponds to the &amp;quot;North&amp;quot; side (Side 2), and so on. Outside of combat, room positioning doesn't matter and the Contestant can leave through any door they wish. But when in combat, in order to leave through a door, they must first be on that door's corresponding side. If the Contestant is on Side 1 and they want to leave through the North door while in combat, they must first move into Side 2, then attempt an escape.&lt;br /&gt;
&lt;br /&gt;
===== Range and movement =====&lt;br /&gt;
&lt;br /&gt;
When not in combat, the battlespace does not matter and items located anywhere in the room may usually be reached and picked up immediately, and other creatures can be talked to and interacted with at any moment. What follows only applies during combat, or when about to engage in combat.&lt;br /&gt;
&lt;br /&gt;
The concept of &amp;quot;sides&amp;quot; does not represent allegiance, but positioning. While usually, the Contestant and any allies he/she may have always start combat in Side 1 and enemies/other combatants start combat in sides 2-4, each creature is capable of moving across sides and, with the right weapons, attacking other creatures, either on their own side or in other sides.&lt;br /&gt;
&lt;br /&gt;
Items generated in a room can be on any Side of the battlespace ; this is relevant when you want to know if you can pick up an item while hostile creatures are in the room.&lt;br /&gt;
&lt;br /&gt;
This is where the concept of '''range''' comes into play, as well as the terms &amp;quot;Melee&amp;quot; and &amp;quot;Ranged&amp;quot;.&lt;br /&gt;
* An attacker creature attempting a melee attack can only target another creature &amp;quot;Within melee range&amp;quot;, which simply means '''on the same side as the attacker'''. An attacker in Side 1 can only melee attack another creature in Side 1, and so on.&lt;br /&gt;
* An attacker creature attempting a ranged attack can target any other creature in the battlespace; ranged, as such, means '''capable to target on any side'''. An attacker in Side 1 can ranged attack any other creature, whether they may be in Side 1, 2, 3 or 4, and so on.&lt;br /&gt;
&lt;br /&gt;
Certain attacks can target &amp;quot;all creatures on the same side&amp;quot;, or &amp;quot;everyone on the same side&amp;quot;. It is as the description implies; if such an attack targets a creature in Side 2, the target - and all other creatures currently in Side 2 will be affected.&lt;br /&gt;
&lt;br /&gt;
Movement across sides during combat is possible, though rules and circumstances may vary depending on what motivates the movement.&lt;br /&gt;
* Typically, movement is done in the context of a '''melee attack''' against a creature on another side; it is referred to as a '''combat movement'''. In order for an attacker creature on one side to melee attack a victim creature on another side, the attacker has to move from their original side to their victim's. When done as part of a melee attack, the attacker moves only when its turn comes; thus movement during an attack directly depends on '''Initiative Speed''' (see [[Gameplay mechanics#Initiative system|below]]).&lt;br /&gt;
** '''''Example:''''' The Contestant is on Side 1, equipped with an iron baseball bat. He is facing a wolf, on Side 2. The wolf prepares to attack by biting, while the Contestant prepares to strike the wolf with the bat. Both of these attacks are, obviously enough, melee attacks. The wolf's bite attack has an Initiative Speed of 3, while the Contestant's bat has an IS of 18. As the wolf's IS score is the lowest, the wolf's attack is the fastest; thus the wolf '''moves from Side 2 to Side 1, then attacks, in one same move'''. Consequently, as the wolf is now in Side 1, the Contestant does not have to move to another side to attack; he may simply strike the wolf as it is within melee range.&lt;br /&gt;
* Movement to another side can also be performed without it being part of an attack; it is called a '''non-combat movement'''. As the term implies, it is a '''non-combat action''', similar to using an item or attempting to flee, which means that it has an [[Gameplay mechanics#Initiative system|Initiative Speed of 0]] and as such, is usually resolved before combat actions (attacks). Non-combat movement '''takes 1 turn'''; once complete, the turn ends.&lt;br /&gt;
** Non-combat movement '''CANNOT serve as an evasive maneuver from melee attacks'''; a melee attack is defined by the target, not by the location. The only way to evade an attack is to attempt escaping the battlespace entirely, which generally means attempting to leave the room. (See [[Gameplay mechanics#Other useful ways to use 2d6s|here]] for details).&lt;br /&gt;
** Non-combat movement however has other tactical uses, such as reaching items or equipment located on another side, or searching for a Side with new cover as long as that Side does not have hostile creatures. Entering a Battlespace Side with a hostile creature will always immediately break stealth.&lt;br /&gt;
** '''''Reaching items in another Side:''''' As before, Contestant on Side 1 with iron baseball bat, versus wolf on Side 2. Instead of attacking the wolf, the Contestant wants to move to Side 3 in order to reach an item that is lying there. In this case, the order is Contestant, Wolf. While the Contestant gets to move first, their turn ends when reaching Side 3, and it doesn't prevent the wolf from attacking the Contestant; the wolf simply follows the Contestant from Side 2 into Side 3 and makes their attack. Only on the next turn can the Contestant use the item in Side 3.&lt;br /&gt;
** '''''Seeking for new cover:''''' On Turn 1, a Contestant on Side 1 successfully makes a stealth cover check. He sees an enemy on Side 2, as well as a better piece of cover on Side 3, with no creature there. On Turn 2, the Contestant may choose to '''make a stealthy non-combat movement''' to Side 3, in which case the Contestant must pass a '''second stealth cover check'''. If successful, the Contestant will be on Side 3 with stealth still preserved.&lt;br /&gt;
&lt;br /&gt;
==== Special notes regarding accuracy and FT calculation ====&lt;br /&gt;
&lt;br /&gt;
* If several FT modifiers are involved, at no point the total FT can go any lower than 3 or any higher than 10. If, during FT calculation, the end result would be lower than 3, it becomes 3; and if it would be higher than 10, it becomes 10.&lt;br /&gt;
** ''Example 1:'' Knowing that natural FT is 6, X successively consumes [[Amphetamines]], [[Desoxyn]] and an [[Mushroom|Accuratio mushroom]]. X is under the effects of three sources of FT-1 thus his FT is lowered by 3. If X consumed a [[Cigarette]] afterwards (which also provides FT-1), his FT would not go lower than 3 as it is already 3.&lt;br /&gt;
** ''Example 2:'' X consumes [[Desoxyn]] (FT-1), an [[Mushroom|Accuratio mushroom]] (FT-1), [[Amphetamines]] (FT-1) then [[Steroids]] (FT+2). The total calculation is 6-1-1-1+2, making his FT 5.&lt;br /&gt;
&lt;br /&gt;
==== Firearm failures ====&lt;br /&gt;
When critical failures occur while using firearms, roll @critfail to determine the effects of the critical failure. If the effect rolled says &amp;quot;weapon suffers a failure corresponding to its type&amp;quot;, the list below comes into play.&lt;br /&gt;
&lt;br /&gt;
===== Firearm failure types =====&lt;br /&gt;
*'''Failure to eject''', also known as a '''Stovepipe''': This is the most common type of failure, which results in a spent casing stuck in the ejection port.&lt;br /&gt;
**Any remaining shots after this one are cancelled. The Contestant automatically spends the rest of the turn to remove the faulty casing; the weapon is ready to fire next turn.&lt;br /&gt;
*'''Failure to fire''', also known as a '''Misfire''': Certain types of weapons can instead suffer from this, where ammunition simply fails to fire.&lt;br /&gt;
**The shot corresponding to the 2 is simply not fired, any subsequent rounds fired afterwards are resolved normally.&lt;br /&gt;
**NOTE: For [[Recoil]] calculation purposes, if a FTF occurs, the corresponding round is skipped ; FTFs do not factor in recoil calculation.&lt;br /&gt;
*'''Failure to feed''': Belt-fed weapons are prone to this kind of failure. Feeding is blocked due to a double-feed issue, which prevents cycling.&lt;br /&gt;
**Any remaining shots after this one are cancelled, and the weapon is considered to be temporarily unusable until resolved. In order to make the weapon ready again, a reload must be performed; if the user doesn't have a spare belt or mag, they can simply remove and reload the same belt or mag to clear the malfunction. This is a slow process; it ends the turn during which the critfail occurred, and requires another turn to perform the reload if done during combat.&lt;br /&gt;
*'''Failure to burn''': A special type of misfire which is unique to flamethrowers. It is similar to a failure to fire, but it is reserved to flamethrowers. Fuel is ejected from the weapon successfully, but for some reason, the pilot light or ignition system fails to set it on fire, causing the flamethrower to waste fuel.&lt;br /&gt;
**The &amp;quot;shot&amp;quot; corresponding to the 2 is considered to be not fired. Any subsequent &amp;quot;shots&amp;quot; fired afterwards are resolved normally.&lt;br /&gt;
&lt;br /&gt;
==== Kill assists (&amp;quot;Ally kills&amp;quot;) ====&lt;br /&gt;
During fights between multiple encounters and/or groups of encounters, sometimes multiple attacks from different people may land on the same target. In this kind of situation, it may be difficult to establish who has truly killed whom. As such, a system of assists exists in order to determine who should be credited with the kill.&lt;br /&gt;
&lt;br /&gt;
The rule is simple: whoever caused the kill shot, is responsible for the kill, and as such is the only one to receive the relevant stats.&lt;br /&gt;
&lt;br /&gt;
If the contestant's [[Ally|allies]] perform kills, they are counted towards the contestant's total tally. However, kills made by temporary teammates or NPCs fighting by the Contestant's side, do NOT count if they are not formally considered as allies.&lt;br /&gt;
&lt;br /&gt;
==== Executions ====&lt;br /&gt;
After combat, it is possible that all of the Contestant's opponents may be unable to fight anymore, either due to [[Pain|blacking out]], or due to being in another special state of incapacitation (e.g.: Asleep or [[Restraints|restrained]]).&lt;br /&gt;
&lt;br /&gt;
If such a situation occurs and the Contestant wishes to ensure that the opponents are defeated, they can be '''executed'''. An execution works like an attack in that it uses the same rules and damage as during normal combat, with one exception ; executions cannot miss. An execution can fail if it doesn't kill immediately, however it can be attempted again. Whether or not it is successful, an execution attempt lasts 1 turn.&lt;br /&gt;
&lt;br /&gt;
Executions can be performed during combat, or outside of combat.&lt;br /&gt;
&lt;br /&gt;
== '''Damage and protection systems''' ==&lt;br /&gt;
Please refer to their articles: [[Damage chart]] - [[Protection chart]]&lt;br /&gt;
&lt;br /&gt;
== '''Explosives''' ==&lt;br /&gt;
'''''More detailed explanation of rules with explosives can be read on this article: [[Explosives rules]]'''''&lt;br /&gt;
&lt;br /&gt;
== Resolution of a combat turn ==&lt;br /&gt;
Combat may be initiated either by the player, or the GM via external events. Combat is turn-based. When combat begins, a series of steps must be respected at every turn to ensure that all the needed information is provided so that turns can be resolved.&amp;lt;br/&amp;gt;&lt;br /&gt;
Since version 2.5, a brand new turn resolution system has been designed to add a sense of speed and reflexes to combat in MazeWorld: the '''Initiative system'''. This system relies on a statistic, the '''Initiative Speed (IS)''', and is one of the most important stats to look out for during combat. The use of IS is detailed later on.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every party has the possibility to attempt a wide range of actions when their turn comes during combat, which can be placed under three broad categories:&lt;br /&gt;
* '''Combat actions'''; the use of a weapon or an attack in order to fight an opponent.&lt;br /&gt;
* '''Non-combat actions''': A number of specific actions not directly related to fighting may also be attempted, such as taking [[cover]], trying to escape, using items, and more.&lt;br /&gt;
* '''Free actions''': These actions are free and can be done consequence-free. Very few actions are under the realm of free action when in combat, although it must be noted that talking is considered a free action, within reason and at the GM's discretion. (Short sentences and taunting are fine, paragraph-long diatribes are not.)&lt;br /&gt;
&lt;br /&gt;
==== Turn resolution steps ====&lt;br /&gt;
* '''1)''' The GM decides what NPCs intend to do, normally without revealing it to the player.&lt;br /&gt;
* '''2)''' The player (you) is then asked what the Contestant intends to do for this turn.&lt;br /&gt;
* '''3)''' The GM announces &amp;quot;Start of Turn ''x''&amp;quot; (x being the turn number).&lt;br /&gt;
* '''4)''' Non-combat actions are treated as having an [[Gameplay mechanics#Initiative system|Initiative Speed of 0]] and is, as such, ''usually'' resolved before combat actions. A &amp;quot;non-combat action&amp;quot; is anything not involving an attack, such as reloading, swapping spare weapons, using an item, etc.&lt;br /&gt;
* '''5)''' The stealth status and Initiative Speed (see below) of every creature is checked, then the order of passage is announced.&lt;br /&gt;
* '''6)''' Each participant in the fight resolves its combat actions, in the announced order. This is during this step that attack dice are rolled. Depending on the weapons or attacks involved, different rules may be called upon ([[Recoil]], Failure Threshold, multiple projectiles, explosives, etc.)&lt;br /&gt;
* '''7)''' Once every attack is resolved (aka: how many hits and misses are confirmed), damage calculation steps are made, if necessary.&lt;br /&gt;
* '''8)''' The turn ends, the GM announces &amp;quot;End of Turn ''x''&amp;quot;. Any relevant end-of-turn effects are applied to ALL concerned creatures; effects such as natural [[Pain]] regeneration, periodic damage due to being [[Secondary effect#Elemental|set on fire]], [[Bleeding]] rolls, etc.&lt;br /&gt;
* '''9)''' If the fight isn't declared over by the GM, the fight continues on the next turn and the process repeats from Step 1.&lt;br /&gt;
&lt;br /&gt;
==== Damage calculation steps ====&lt;br /&gt;
Assuming the attack hits...&lt;br /&gt;
* '''A)''' [[Pain]] is calculated first. Various factors affect the end amount, the most important ones being AC, the victim's Pain sensitivity, the various attack multipliers, and so on.&lt;br /&gt;
* '''B)''' [[Limb damage]] is calculated next, using LDV and its modifiers.&lt;br /&gt;
* '''C)''' Other forms of damage are checked if needed (for example, a [[protection chart|Blunt-type attack can cause fractures]], and if needed, applied. Critical successes (rolling 12) may give additional effects.&lt;br /&gt;
** Typically, [[Clothing and armor|clothing damage]], [[Blood|Blood loss]], and '''injuries''' such as [[Wound|wounds]], [[Broken limb|fractures]], etc. are checked, with relevant critical success and/or bullet type modifiers applied.&lt;br /&gt;
&lt;br /&gt;
==== Initiative system ====&lt;br /&gt;
The '''Initiative system''' employs the use of a statistic, the '''Initiative Speed (IS)''' to determine the order of passage of a creature involved in combat with another. In other words, the IS is a representation of how fast they are; the better the score, the more they'll be first to attack in a turn.&lt;br /&gt;
&lt;br /&gt;
For humans and beings that can use human-usable weapons, the '''Initiative Score is tied to the weight of the weapon used''', with &amp;quot;1&amp;quot; being the naturally fastest, and &amp;quot;Unsp.&amp;quot; (Unsparable) being the naturally slowest. For other creatures, each of their attacks has an attributed IS value instead.&lt;br /&gt;
&lt;br /&gt;
* Note that IS and weight can be different; the term '''IS tier''' is employed. In normal conditions, a weapon with Weight 14 will have an IS of 14. However, '''there are ways to lower the effective IS of a weapon'''. If an effect speaks of '''lowering IS tiers''', then it is to be considered one tier lower than its actual weight. For a Weight 14 weapon, having an effect that applies '''IS tier -1''' means all attacks are considered 1 tier lower than their natural weight. For a Weight 14 weapon, '''IS thus becomes 9'''.&lt;br /&gt;
** If multiple tier lowering effects are active, they stack. Two active effects at the same time = 2 tiers down, and so on.&lt;br /&gt;
&lt;br /&gt;
During step 5 of turn resolution, the IS of all attempting a combat action is compared. The lowest IS is the fastest, and the fastest goes first. In case multiple creatures have the same IS, their order of passage is random.&lt;br /&gt;
* EXAMPLE: Two creatures are about to fight and neither is in stealth; they're both aware of each other. Creature A has '''IS 9''', while Creature B has '''IS 14'''. Creature A has the lowest IS such, A will go first during that turn. The order of passage is thus: A first, B second.&lt;br /&gt;
&lt;br /&gt;
===== Specific situations =====&lt;br /&gt;
* '''Case:''' During turn resolution, two or more participants in a fight have the same IS. How is it resolved?&lt;br /&gt;
** '''Solution:''' This is called a '''speed conflict'''. In this case, a die with as many sides as there are encounters involved is thrown to decide who goes first, then another to decide who goes second, and so on until all have been ordered. If two participants are in a speed conflict, a 1d2 resolves who goes first (and as such who goes second). If there are three, a 1d3 chooses the first, then a 1d2 chooses second and last. And so on for any larger groups.&lt;br /&gt;
&lt;br /&gt;
===== Initiative Speed tiers =====&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;IS tiers&amp;quot;''' are frequently referred to ; these tiers are nothing more than ways to refer to each of the possible weight values for items, particularly weapons. The higher the IS tier, the heavier - and thus, slower - the item is. In other words, '''lower is better''' in this case. Certain IS tiers cannot be naturally achieved with weapons or attacks, and can only be attained through specific effects - i.e. IS tier modifiers.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Tier number'''&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
| 99&lt;br /&gt;
|-&lt;br /&gt;
| '''Weight value'''&lt;br /&gt;
| ''Non-combat actions''&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;14&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;18&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;22&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;26&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;Unsparable&amp;lt;/span&amp;gt;&lt;br /&gt;
| ''[[Concentration]]''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* IS Tier 99 can only be reached by [[Concentrating]] ; it is called as such to further denote that it cannot be reached in any other ways, e.g. through effects that affect an user's Initiative Speed.&lt;br /&gt;
* IS Tier 0 can be reached through effects modifying IS (example: using a Weight 2 weapon alongside an effect that reduces IS by 2 tiers). IS Tier 0 is special in that all non-combat actions are treated as having an Initiative Speed of 0 ; thus, attacks with an effective IS of 0 are '''as fast as non-combat actions''' and can potentially be resolved before a creature attempting a non-combat action, such as trying to take cover, fleeing, reloading, and so on.&lt;br /&gt;
&lt;br /&gt;
==== How to describe a combat action ====&lt;br /&gt;
When the player is asked what to do, and they wish to make a combat action (an attack) they have to write a short, descriptive line detailing their intention. Whether or not they will succeed depends on the attack roll they will make later in the turn.&lt;br /&gt;
&lt;br /&gt;
The description line does not have to be written in an elaborate manner, so long as the required information is conveyed. The following examples are all describing the same action and are all acceptable:&lt;br /&gt;
* &amp;quot;[[Beretta AR70/90|AR70/90]], [[Hellhound]], Abdomen, Burst mode, 2 bursts&amp;quot;&lt;br /&gt;
* &amp;quot;John attacks the hellhound using his AR70/90, firing two bursts at the creature's abdomen.&amp;quot;&lt;br /&gt;
* &amp;quot;Fire two bursts at the hellhound's chest with the AR70/90&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The following example is also considered acceptable, but is bare-bones and leads to the default values being used.&lt;br /&gt;
* &amp;quot;Jack fires at the hellhound with his AR70/90&amp;quot;.&lt;br /&gt;
In this example, only the target and the weapon used are known; only steps 1 and 3 have been given information, leaving the attack to be interpreted as semi-auto, one shot, towards the hellhound's chest. While valid, it demonstrates that '''omission of information may have underwhelming, or undesired results'''.&lt;br /&gt;
&lt;br /&gt;
In addition to invalidations due to '''insufficient information''' (as explained above) and '''gameplay mechanic impossibility''' (e.g. trying to fire more shots or bursts per turn than the maximum limit), description lines may also be invalidated due to incapabilities related to the weapon; for example, trying to use a non-existent fire mode, or using an accessory that isn't mounted on the weapon.&lt;br /&gt;
* If the contestant attempts to '''fire more rounds than the weapon has left''', then only the remaining shots will be fired, naturally, then the turn ends.&lt;br /&gt;
* If the contestant attempts to '''fire an empty weapon or attachment''', the player will be notified that they are trying to fire an empty weapon, and will be allowed to choose another action instead.&lt;br /&gt;
&lt;br /&gt;
==== Remember the following steps ====&lt;br /&gt;
*'''1)''' Announce the '''weapon used''' (Writing the weapon's name is recommended, although just announcing the Class is acceptable)&lt;br /&gt;
*'''2)''' Announce the '''use of accessories''', if applicable (If none is specified, it is assumed none is used), unless the accessory has a passive effect; in which case it is always applied.&lt;br /&gt;
*'''3)''' Announce the '''intended target'''&lt;br /&gt;
*'''4)''' Announce the '''target's body part''' (if none given, torso/upper body is assumed)&lt;br /&gt;
*'''5)''' Announce the '''fire mode / attack mode selected''', if applicable (if none given and the weapon has more than one, the lowest possible is assumed)&lt;br /&gt;
*'''6)''' Finally, announce the '''amount of rounds fired / bursts fired / hits attempted''', within the limits possible (If no figure is given, the lowest non-zero amount is assumed)&lt;br /&gt;
&lt;br /&gt;
When the contestant's turn to attack comes, the player makes the attack roll (generally requiring to roll '''as many 2d6s as shots/hits attempted'''). If any hits are successful, damage is then calculated according to the description of the move, the results of the dice rolls, while taking in account [[Weapon accessory|weapon accessories]] and [[Recoil]], if applicable. The calculated damage is then applied. Afterwards, the GM makes a description of the results.&lt;br /&gt;
&lt;br /&gt;
== Other useful ways to use 2d6s ==&lt;br /&gt;
&lt;br /&gt;
* '''Stealth cover check''': Normally, attempting to take [[cover]] is a '''non-combat action''' which requires no roll, but depending on the circumstances, the Contestant may wish to do so stealthily. In order to make a Stealth cover check, Stealth must be active and maintained. The check determines whether the Contestant '''maintains stealth''' while taking cover. The Contestant must make a 2d6+[[Agility]] roll; Agility thus influences the Contestant's ability to succeed at a Stealth cover check.&lt;br /&gt;
** This check has a fixed FT of 6; thus success occurs on a 7 or more only. Critical failures and critical successes are respectively considered to be equal to normal failures and successes; there are no special effects for either. Alternatively, if the Contestant determines that stealth is not necessary, it is possible to simply take cover normally without rolling (and thus immediately succeed), even when stealth is active; however, it comes at the cost of '''breaking stealth'''.&lt;br /&gt;
** Success results in reaching cover while maintaining stealth. The Contestant's turn ends after taking cover.&lt;br /&gt;
** Failure also results in reaching cover, but with negative effects; '''stealth is broken for all creatures on the Contestant's side.''' As with a success, the Contestant's turn ends immediately after taking cover.&lt;br /&gt;
&lt;br /&gt;
* ''Multiple creatures and stealth'': '''If multiple creatures on the same side intend to take cover stealthily, they must all make stealth checks as a group'''. This also applies if the Contestant is part of that group. The group's stealth checks are averaged (rounded up) and treated as one for the whole group (any scores less than 2 are treated as 2, any scores over 12 are treated as 12)&lt;br /&gt;
** If the resulting score is 7 or more, then the group succeeds (all creatures that made a check take cover, maintain stealth, and may act again). If the resulting score is less than 7, then the group fails (all creatures that made a check take cover, but stealth is broken for them and their turn ends).&lt;br /&gt;
* ''Stealth and movement:'' A stealth cover check can be combined with '''non-combat movement''' to another Side, allowing a Contestant to make a '''second stealth cover check''' in a single turn (generally the first turn of combat); the first one to preserve stealth and take cover on the starting Battlespace Side, and the second one to actually move to another Side during that turn. However, when doing so, the Contestant's turn will end immediately at the end of this second check, regardless of success or failure - this is to prevent the Contestant from moving across more than one Side in one turn.&lt;br /&gt;
&lt;br /&gt;
* '''Escape check:''' Attempting to '''escape combat''' is a '''non-combat action'''. In order to perform an escape roll, the Contestant may simply make a 2d6+[[Agility]] roll as soon as combat begins. The roll has a fixed FT 5 ; thus success occurs if the result is 6 or more. Critical failures and critical successes are respectively considered to be equal to normal failures and successes; there are no special effects for either.&lt;br /&gt;
** '''WARNING:''' A successful escape roll immediately pulls the Contestant out of combat and prompts the player to the next doors or another direction to flee to, and unless allies or friendly creatures are also successfully escaping and following, it will leave allies behind to their fates. It is possible to '''abandon''' allies and friendlies that way, so beware.&lt;br /&gt;
** If stealth has been maintained, this roll becomes a '''Stealth escape check'''. The difference between the two is that in a stealth escape roll, the escapees are not spotted and stealth is preserved.&lt;br /&gt;
&lt;br /&gt;
== '''Recoil system''' ==&lt;br /&gt;
Please refer to this article: [[Recoil]]&lt;br /&gt;
&lt;br /&gt;
== '''Skills''' ==&lt;br /&gt;
As the Contestant progresses, the Contestant may increase their '''skills''' and become more proficient in the use of the many weapon categories available in the Mazes.&lt;br /&gt;
&lt;br /&gt;
Skills are grouped into two major categories: '''combat skills''' and '''non-combat skills'''.&lt;br /&gt;
&lt;br /&gt;
=== Combat skills ===&lt;br /&gt;
There are 21 different combat skill types, and 5 different skill levels for each. &lt;br /&gt;
&lt;br /&gt;
Combat skills are grouped into 3 major groups: firearms, explosives, and melee. They are as follows:&lt;br /&gt;
&lt;br /&gt;
===== Firearm skill group =====&lt;br /&gt;
* Bolt-action&lt;br /&gt;
* Pump-action&lt;br /&gt;
* Lever-action&lt;br /&gt;
* Automatic pistol&lt;br /&gt;
* Automatic rifle&lt;br /&gt;
* Automatic shotgun&lt;br /&gt;
* Semi-auto pistol&lt;br /&gt;
* Semi-auto rifle&lt;br /&gt;
* Semi-auto shotgun&lt;br /&gt;
* Double-action (DA) revolver&lt;br /&gt;
* Single-action (SA) revolver&lt;br /&gt;
&lt;br /&gt;
===== Heavy weapon skill group =====&lt;br /&gt;
* Grenade launcher&lt;br /&gt;
* Rocket launcher&lt;br /&gt;
* Planted explosives&lt;br /&gt;
* Flamethrowers&lt;br /&gt;
&lt;br /&gt;
===== Melee combat skills group =====&lt;br /&gt;
* Archery&lt;br /&gt;
* Axes&lt;br /&gt;
* One-handed club&lt;br /&gt;
* Two-handed club&lt;br /&gt;
* Crude weapons&lt;br /&gt;
* Knives&lt;br /&gt;
* One-handed sword&lt;br /&gt;
* Two-handed sword&lt;br /&gt;
* Staff / Pole weapons&lt;br /&gt;
* Whips / Lash weapons&lt;br /&gt;
* Exotic melee weapons&lt;br /&gt;
* Exotic ranged weapons&lt;br /&gt;
* Thrown weapons&lt;br /&gt;
* Martial arts (unarmed combat)&lt;br /&gt;
&lt;br /&gt;
==== Combat skills: Notes ====&lt;br /&gt;
* All ''Automatic'' skills cover the use of both ''Full-auto'' and ''Burst mode''.&lt;br /&gt;
* All ''Rifle'' skills cover the use of submachine guns and machine guns.&lt;br /&gt;
* Pump-action grenade launchers ('''GM-94'''...) are covered by the ''Grenade Launcher'' skill, not the ''Pump-action'' skill.&lt;br /&gt;
* All single-shot firearms that are not grenade or rocket launchers are covered by a relevant ''Semi-auto'' skill, as follows:&lt;br /&gt;
** All multiple-barreled shotguns with a &amp;quot;single shot&amp;quot; fire mode are covered by the ''Semi-auto shotgun'' skill.&lt;br /&gt;
** The Golden Gun and the Pen Gun's gun mode are covered by the ''Semi-auto pistol'' skill.&lt;br /&gt;
* Combination guns:&lt;br /&gt;
** If a ''Combination long gun'', it is covered by the ''Semi-auto rifle'' skill when shooting Pistol or Rifle calibers, and by the ''Semi-auto shotgun'' skill when shooting Shotgun calibers.&lt;br /&gt;
** If a ''Combination handgun'', it is covered by the ''Semi-auto pistol'' skill when shooting Pistol or Rifle calibers, and by the ''Semi-auto shotgun'' skill when shooting Shotgun calibers.&lt;br /&gt;
* All underslung grenade launchers are covered by the ''Grenade launcher'' skill.&lt;br /&gt;
* Underslung shotguns:&lt;br /&gt;
** The KAC Masterkey is essentially a pump-action shotgun, so it is covered by the ''Pump-action'' skill.&lt;br /&gt;
** The M26 MASS is, similarly, a (very small) bolt-action shotgun, thus it is covered by the ''Bolt-action'' skill.&lt;br /&gt;
* Thrown weapons:&lt;br /&gt;
** All hand grenades are covered by the ''Thrown weapons'' skill.&lt;br /&gt;
** Any form of planted explosive that is thrown instead of properly planted, is instead covered by the ''Thrown weapons'' skill.&lt;br /&gt;
** Class 5 weapons that are designed to be thrown (through a 'throw' mode, for example the Kunai or the Shuriken) are covered by the ''Thrown weapons'' skill.&lt;br /&gt;
** Any other item that doesn't fit in the above categories (melee weapons not designed to be thrown, non-weapons, etc) is '''NOT covered by any skill'''; they can be thrown without the need to roll but will not deal any damage.&lt;br /&gt;
* Blunt weapons:&lt;br /&gt;
** Any item that is not designed to be used as a blunt weapon (weapon without a 'Strike' mode) is '''NOT covered by any skill'''; they can only be used to push or hit without causing damage, without the need to roll.&lt;br /&gt;
&lt;br /&gt;
==== Combat skill levels ====&lt;br /&gt;
&lt;br /&gt;
Combat skill levels determine the Contestant's proficiency with weapons of that particular weapon category. Thus, the effects applied below depend both on the Contestant's skill level and on using a relevant weapon.&lt;br /&gt;
&lt;br /&gt;
* '''Unskilled''' (0-9.9 skill points) - '''FT+1''' (decreased accuracy), no IR modifiers.&lt;br /&gt;
* '''Basic''' (10-24.9 skill points) - Default skill level ; no FT or IR modifiers.&lt;br /&gt;
* '''Skilled''' (25-49.9 skill points) - No FT modifiers, '''Inaccuracy Range -1'''.&lt;br /&gt;
* '''Expert''' (50-99.9 skill points) - No FT modifiers, '''Inaccuracy Range -2'''.&lt;br /&gt;
* '''Master''' (100+ skill points) - '''FT-1''' (increased accuracy), '''Inaccuracy Range -2'''.&lt;br /&gt;
&lt;br /&gt;
Skill groups and skill levels are related to [[Achievements#Badges|Weapon badges]] - each skill level from Basic and up corresponds to a badge.&lt;br /&gt;
&lt;br /&gt;
===== Melee combat skills =====&lt;br /&gt;
&lt;br /&gt;
In addition to the accuracy modifiers listed above, each melee combat skill group has different additional effects depending on skill level. These effects generally affect '''how many maximum attacks per turn''' can be attempted with a weapon using the relevant skill.&lt;br /&gt;
&lt;br /&gt;
* 1H: One-handed ; 2H: Two-handed ; Exo: Exotic&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Level''' \ Combat skill&lt;br /&gt;
| Archery&lt;br /&gt;
| Axe&lt;br /&gt;
| 1H Club&lt;br /&gt;
| 2H Club&lt;br /&gt;
| Crude weapon&lt;br /&gt;
| Knife&lt;br /&gt;
| 1H Sword&lt;br /&gt;
| 2H Sword&lt;br /&gt;
| Staff / Pole&lt;br /&gt;
| Whip / Lash&lt;br /&gt;
| Exo melee&lt;br /&gt;
| Exo Ranged&lt;br /&gt;
| Thrown&lt;br /&gt;
| Martial arts&lt;br /&gt;
|-&lt;br /&gt;
| '''Lv1 - Unskilled'''&lt;br /&gt;
| Max 2 shots/reloads per turn&lt;br /&gt;
| Max 2 attacks per turn&lt;br /&gt;
| Max 3 attacks per turn&lt;br /&gt;
| Max 2 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 3 attacks per turn&lt;br /&gt;
| Max 2 attacks per turn&lt;br /&gt;
| Max 2 attacks per turn&lt;br /&gt;
| Max 2 attacks per turn&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| Max 2 basic attacks per turn&lt;br /&gt;
|-&lt;br /&gt;
| '''Lv2 - Basic'''&lt;br /&gt;
| Max 3 shots/reloads per turn&lt;br /&gt;
| Max 3 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 3 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 3 attacks per turn&lt;br /&gt;
| Max 3 attacks per turn&lt;br /&gt;
| Max 3 attacks per turn&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| Max 3 basic attacks per turn&lt;br /&gt;
|-&lt;br /&gt;
| '''Lv3 - Skilled'''&lt;br /&gt;
| Max 4 shots/reloads per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| Max 4 basic attacks per turn&lt;br /&gt;
|-&lt;br /&gt;
| '''Lv4 - Expert'''&lt;br /&gt;
| Max 5 shots/reloads per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 7 attacks per turn&lt;br /&gt;
| Max 7 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| Max 5 basic attacks per turn&lt;br /&gt;
|-&lt;br /&gt;
| '''Lv5 - Master'''&lt;br /&gt;
| Max 6 shots/reloads per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 7 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 8 attacks per turn&lt;br /&gt;
| Max 8 attacks per turn&lt;br /&gt;
| Max 7 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| Max 6 basic attacks per turn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Exceptions:&lt;br /&gt;
&lt;br /&gt;
* '''Exotic melee/ranged weapons''': Each weapon has its own limits on max attacks per turn:&lt;br /&gt;
** '''Chainsaw, Combat chainsaw, Doomslayer''': Up to 2 attacks per turn&lt;br /&gt;
** '''Drill Arm''': Up to 3 attacks per turn&lt;br /&gt;
** '''Nailgun''': Up to 10 shots per turn&lt;br /&gt;
* '''Thrown weapons''': No additional effects for this combat skill - only accuracy increases with skill level. (It's kind of difficult to throw something more than once, technically speaking...)&lt;br /&gt;
* '''Martial arts''': Skill level governs only ''basic attacks'', which are regular punches and kicks. It is possible to chain any number of punches OR kicks within the allowed limit, but not a mix of both. For more information, check the [[unarmed combat]] article.&lt;br /&gt;
&lt;br /&gt;
==== Training and advancing combat skills ====&lt;br /&gt;
&lt;br /&gt;
The primary and easiest method of advancing a combat skill is to use any weapon of the desired category and successfully kill enemies, until skill is increased to the desired level.&lt;br /&gt;
&lt;br /&gt;
Another method of advancing skills, particularly useful for Contestants seeking to improve their proficiency with low-leveled skills, is through '''training exercises'''.&lt;br /&gt;
&lt;br /&gt;
Training exercises take the form of mini-games, which can be played either in a [[Room|shooting range]] for firearm and explosive skills, or against a wooden training figure in a [[Room|dojo]] for melee skills.&lt;br /&gt;
&lt;br /&gt;
Shooting range training minigames:&lt;br /&gt;
* Target shooting (firearm skills)&lt;br /&gt;
* Quickdraw (firearm skills)&lt;br /&gt;
* Target blasting (explosives skills)&lt;br /&gt;
* Fast training (abridged training to save time)&lt;br /&gt;
&lt;br /&gt;
Dojo training minigames:&lt;br /&gt;
* Wooden Man (melee skills)&lt;br /&gt;
* Fast training (abridged training to save time)&lt;br /&gt;
&lt;br /&gt;
When completing training minigames, '''Training Points''' (or '''TPs''') may be earned. TPs partially substitute for kills in field conditions. While TPs contribute to increasing skill, they do not add to the kill count.&lt;br /&gt;
* 1 kill translates directly into 1 skill point.&lt;br /&gt;
* 10 TPs translate into the equivalent of 1 skill point for the purposes of skill leveling.&lt;br /&gt;
* A limited amount of Training Points can be earned: 250 per skill, which is just enough to go from zero point Unskilled level to Skilled level. Further training after reaching 250 TPs does not yield any more.&lt;br /&gt;
&lt;br /&gt;
===== Skill subgroups =====&lt;br /&gt;
&lt;br /&gt;
Certain combat skills belong to a '''subgroup''', which groups together similar skills. When training for one skill in a subgroup, '''the Contestant will gain half as many Training Points in all other skills of the same subgroup'''. This may significantly speed up training time if used correctly.&lt;br /&gt;
&lt;br /&gt;
* Note that it does not apply for Skill Points gained for kills during combat.&lt;br /&gt;
&lt;br /&gt;
The skill subgroups are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Pistol subgroup:''' Semi-automatic pistol, Automatic pistol&lt;br /&gt;
* '''Revolver subgroup:''' Double-action revolver, Single-action revolver&lt;br /&gt;
* '''Rifle subgroup:''' Semi-automatic rifle, Automatic rifle&lt;br /&gt;
* '''Shotgun subgroup:''' Semi-automatic shotgun, Automatic shotgun&lt;br /&gt;
* '''Clubs subgroup:''' One-handed clubs, Two-handed clubs&lt;br /&gt;
* '''Swords subgroup:''' One-handed swords, Two-handed swords&lt;br /&gt;
&lt;br /&gt;
=== Non-combat skills ===&lt;br /&gt;
&lt;br /&gt;
There are 9 different non-combat skill types, and 5 different skill levels for each. Each skill is tied to a specific activity:&lt;br /&gt;
*[[Hunting]]&lt;br /&gt;
*[[Crafting]]&lt;br /&gt;
*[[Handloading]]&lt;br /&gt;
*[[Mines|Mining]]&lt;br /&gt;
*[[Negotiating]]&lt;br /&gt;
*[[Repairing]]&lt;br /&gt;
*[[Lockpicking]]&lt;br /&gt;
*'''Healing'''&lt;br /&gt;
*'''Evading'''&lt;br /&gt;
&lt;br /&gt;
Each of the skills affects the Contestant in a different way, and each one is trained in its own way.&lt;br /&gt;
&lt;br /&gt;
Certain skills have a '''Lv0 - Unaware''' which represents a lack of minimal knowledge to start practicing the associated activity. All skills have skill levels between 1 and 5; '''Lv1 - Unskilled''', '''Lv2 - Basic''', '''Lv3 - Skilled''', '''Lv4 - Expert''' and '''Lv5 - Master'''. The effects for each of those skill levels vary depending on the skill type.&lt;br /&gt;
&lt;br /&gt;
==== Hunting skill ====&lt;br /&gt;
''For the specifics on the activity itself, please read [[Hunting]].''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv0 - Unaware''' - skill is essentially inactive and must first be activated.&lt;br /&gt;
* Activation requirements: Complete [[Quests|Sidequest S1-3]].&lt;br /&gt;
* Skill training: Successfully butcher a creature to acquire 1 Skill Point in Hunting.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* '''Lv0 - Unaware''': Skill is inactive and the Contestant cannot hunt and butcher creatures at all.&lt;br /&gt;
* '''Lv1 - Unskilled''': Can harvest up to '''20% of a creature's body in meat'''.&lt;br /&gt;
* '''Lv2 - Basic''': Can harvest up to '''40% of a creature's body in meat'''.&lt;br /&gt;
* '''Lv3 - Skilled''': Can harvest up to '''60% of a creature's body in meat'''. &lt;br /&gt;
* '''Lv4 - Expert''': Can harvest up to '''80% of a creature's body in meat'''.&lt;br /&gt;
* '''Lv5 - Master''': Can harvest up to '''100% of a creature's body in meat'''.&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 10 SP&lt;br /&gt;
* '''Lv3:''' 25 SP&lt;br /&gt;
* '''Lv4:''' 100 SP&lt;br /&gt;
* '''Lv5:''' 200 SP&lt;br /&gt;
&lt;br /&gt;
==== Crafting skill ====&lt;br /&gt;
''For the specifics on the activity itself, please read [[Crafting]].''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv0 - Unaware''' - skill is essentially inactive and must first be activated.&lt;br /&gt;
* Activation requirements: Seek any [[Workshop]] engineer and purchase the &amp;quot;Crafting and engineering basics class&amp;quot; for 600 P$. This will enable the skill and set it to Lv1.&lt;br /&gt;
* Skill training: Successfully craft an item from a valid recipe to acquire 1 Skill Point in Crafting.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* '''Lv0 - Unaware''': Skill is inactive and the Contestant cannot craft items at all.&lt;br /&gt;
* '''Lv1 - Unskilled''': Default success chances.&lt;br /&gt;
* '''Lv2 - Basic''': +10% crafting success chances.&lt;br /&gt;
* '''Lv3 - Skilled''': +20% crafting success chances.&lt;br /&gt;
* '''Lv4 - Expert''': +30% crafting success chances.&lt;br /&gt;
* '''Lv5 - Master''': +40% crafting success chances.&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 5 SP&lt;br /&gt;
* '''Lv3:''' 25 SP&lt;br /&gt;
* '''Lv4:''' 50 SP&lt;br /&gt;
* '''Lv5:''' 100 SP&lt;br /&gt;
&lt;br /&gt;
==== Handloading skill ====&lt;br /&gt;
''For the specifics on the activity itself, please read [[Handloading]].''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv0 - Unaware''' - skill is essentially inactive and must first be activated.&lt;br /&gt;
* Activation requirements: Complete [[Quests|Sidequest S2-4]].&lt;br /&gt;
* Skill training: A new stat, &amp;quot;ammunition handloaded&amp;quot;, will be tracked. Every 20 rounds handloaded grants 1 Skill Point in Handloading; thus, '''1 handloaded round grants 0.05 Skill Points'''.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* '''Lv0 - Unaware''': Skill is inactive and the Contestant cannot handload ammunition at all.&lt;br /&gt;
* '''Lv1 - Unskilled''': Default handloading performance.&lt;br /&gt;
** Default maximum amount of rounds manipulated per turn: 5&lt;br /&gt;
** Default chance per shot fired to produce an usable spent case: 10% (assuming the caliber is valid)&lt;br /&gt;
** Allowed to handload only SP and -P/TAC loads.&lt;br /&gt;
* '''Lv2 - Basic''': Max rounds manipulated per turn now 8. Spent case chance per shot now 20%.&lt;br /&gt;
* '''Lv3 - Skilled''': Spent case chance per shot now 25%. Can now handload +P/MAG loads.&lt;br /&gt;
* '''Lv4 - Expert''': Max rounds manipulated per turn now 10. Spent case chance per shot now 1/3 (33.33%). Can now handload +P+ loads.&lt;br /&gt;
* '''Lv5 - Master''': Max rounds manipulated per turn now 20. Spent case chance per shot now 50%.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;round manipulation&amp;quot; is any one of the following:&lt;br /&gt;
* Priming a case or hull&lt;br /&gt;
* Loading a primed case/hull with a powder charge AND a projectile (this is what counts towards the &amp;quot;ammunition handloaded&amp;quot; stat)&lt;br /&gt;
* Disassembling a round of ammunition&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 25 SP (500 rounds)&lt;br /&gt;
* '''Lv3:''' 100 SP (2000 rounds)&lt;br /&gt;
* '''Lv4:''' 500 SP (10000 rounds)&lt;br /&gt;
* '''Lv5:''' 1000 SP (20000 rounds)&lt;br /&gt;
&lt;br /&gt;
==== Mining skill ====&lt;br /&gt;
''For the specifics on the activity itself, please read [[Mines]].''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv0 - Unaware''' - skill is essentially inactive and must first be activated.&lt;br /&gt;
* Activation requirements: Complete [[Quests|Sidequest S2-5]].&lt;br /&gt;
* Skill training: Successfully extract 1 ore bundle to gain 1 Skill Point in Mining.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* '''Lv0 - Unaware''': Skill is inactive and the Contestant cannot mine ore at all.&lt;br /&gt;
* '''Lv1 - Unskilled''': Default mining performance.&lt;br /&gt;
** Pick mining: Burns [[nutrition|15 ntri]]''' and [[hydration|8 wtr]] per hit. 10% chance to extract per hit. &lt;br /&gt;
** Drill Arm mining: Burns '''8 ntri''' and '''4 wtr''' per hit. 20% chance to extract per hit.&lt;br /&gt;
** Explosives mining: Blast extracts (limb damage) / 12&lt;br /&gt;
* '''Lv2 - Basic''': &lt;br /&gt;
** Pick mining: Chance to extract per hit is now 12.5%&lt;br /&gt;
** Drill Arm mining: Chance to extract per hit is now 25%&lt;br /&gt;
** Explosives mining: Blast now extracts (limb damage) / 10&lt;br /&gt;
* '''Lv3 - Skilled''': &lt;br /&gt;
** Pick mining: Now burns only '''10 ntri''' and '''5 wtr''' per hit. Chance to extract per hit is now 20%.&lt;br /&gt;
** Drill Arm mining: Now burns only '''5 ntri''' and '''3 wtr''' per hit. Chance to extract per hit is now 40%.&lt;br /&gt;
** Explosives mining: Blast now extracts (limb damage) / 8&lt;br /&gt;
* '''Lv4 - Expert''': &lt;br /&gt;
** Pick mining: Chance to extract per hit is now 25%.&lt;br /&gt;
** Drill Arm mining: Chance to extract per hit is now 50%.&lt;br /&gt;
** Explosives mining: Blast now extracts (limb damage) / 6&lt;br /&gt;
* '''Lv5 - Master''': &lt;br /&gt;
** Pick mining: Now burns only '''5 ntri''' and '''3 wtr'''. Chance to extract per hit is now 40%.&lt;br /&gt;
** Drill Arm mining: Now burns only '''3 ntri''' and '''2 wtr'''. Chance to extract per hit is now 80%.&lt;br /&gt;
** Explosives mining: Blast now extracts (limb damage) / 4&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 100 SP&lt;br /&gt;
* '''Lv3:''' 250 SP&lt;br /&gt;
* '''Lv4:''' 500 SP&lt;br /&gt;
* '''Lv5:''' 1000 SP&lt;br /&gt;
&lt;br /&gt;
==== Negotiation skill ====&lt;br /&gt;
''For the specifics on the activity itself, please read [[Negotiating]].''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv1 - Unskilled''' - skill is already active and can be used and trained.&lt;br /&gt;
* Activation requirements: Already active&lt;br /&gt;
* Skill training: Successfully convince a shop owner to lower their prices to earn Skill Points. Certain [[Quests|quest]] choices may also result in gaining Negotiation skill points.&lt;br /&gt;
** Easy haggles (10% off) grant 1 SP. Medium haggles (20% off) grant 2 SP. Hard haggles (30% off) grant 4 SP.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* ''Lv0 - Unaware'': N/A - skill begins at Level 1&lt;br /&gt;
* '''Lv1 - Unskilled''': Haggling can be attempted on purchases valued 250 P$ or less.&lt;br /&gt;
* '''Lv2 - Basic''': Haggling can be attempted on purchases valued 500 P$ or less.&lt;br /&gt;
* '''Lv3 - Skilled''': Haggling can be attempted on purchases valued 1000 P$ or less.&lt;br /&gt;
* '''Lv4 - Expert''': Haggling can be attempted on purchases valued 2000 P$ or less.&lt;br /&gt;
* '''Lv5 - Master''': Haggling can be attempted no matter the value of the Contestant's purchases.&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 20 SP&lt;br /&gt;
* '''Lv3:''' 50 SP&lt;br /&gt;
* '''Lv4:''' 100 SP&lt;br /&gt;
* '''Lv5:''' 200 SP&lt;br /&gt;
&lt;br /&gt;
==== Repair skill ====&lt;br /&gt;
''For the specifics on the activity itself, please read [[Repairing]].''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv1 - Unskilled''' - skill is already active and can be used and trained.&lt;br /&gt;
* Activation requirements: Already active.&lt;br /&gt;
* Skill training: Successfully repairing a weapon grants 1 Skill Point in Repair. Successfully repairing a 0% condition weapon grants 5 Skill Points. Cleaning a weapon does not grant any Skill Points.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* ''Lv0 - Unaware'': N/A - skill begins at Level 1&lt;br /&gt;
* '''Lv1 - Unskilled''': Default effectiveness (+0 points) for Gun Repair Kits (GRKs), Melee weapon Repair Kits (MRKs) and Gun Cleaning Kits (GCKs)&lt;br /&gt;
* '''Lv2 - Basic''': Bonus +100 points restored when using a GRK, MRK or GCK.&lt;br /&gt;
* '''Lv3 - Skilled''': Bonus +250 points restored when using a GRK, MRK or GCK. Can now use a repair kit (GRK on firearm, MRK on melee weapon) on a 0% Condition weapon to try repairing them (consumes 3 kit uses per attempt, 25% chance of success. Succeeding restores the weapon's Condition to 1% of their maximum value.)&lt;br /&gt;
* '''Lv4 - Expert''': Bonus +350 points restored when using a GRK, MRK or GCK. 0% Condition repairs now have a 50% chance of success per attempt.&lt;br /&gt;
* '''Lv5 - Master''': Bonus +550 points restored when using a GRK, MRK or GCK. 0% Condition repairs now have a 75% chance of success per attempt. &lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 25 SP&lt;br /&gt;
* '''Lv3:''' 100 SP&lt;br /&gt;
* '''Lv4:''' 250 SP&lt;br /&gt;
* '''Lv5:''' 500 SP&lt;br /&gt;
&lt;br /&gt;
==== Lockpicking skill ====&lt;br /&gt;
''For the specifics on the activity itself, please read [[Lockpicking]]. This includes hacking and the use of hacking tools.''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv0 - Unaware''' - skill is essentially inactive and must first be activated.&lt;br /&gt;
* Activation requirements: Complete [[Quests|Sidequest S2-3]].&lt;br /&gt;
* Skill training: Successfully picking a lock grants 1 Skill Point in Lockpicking.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* '''Lv0 - Unaware''': Skill is inactive and the Contestant cannot lock picks at all.&lt;br /&gt;
* '''Lv1 - Unskilled''':&lt;br /&gt;
** Default step difficulty&lt;br /&gt;
** Default kit efficiency&lt;br /&gt;
** Default trap disabling efficiency&lt;br /&gt;
** Default force picking efficiency&lt;br /&gt;
** No bonuses on hacking&lt;br /&gt;
* '''Lv2 - Basic''': &lt;br /&gt;
** Unlocking step difficulty is lowered: Step 2 now only requires FT 7&lt;br /&gt;
** Kit efficiency is increased: 1 check now consumes '''0.5 uses''' (or 2 checks per 1 use, effectively doubling the &amp;quot;health&amp;quot; of one lockpicking kit).&lt;br /&gt;
** Hacking bonus: The correct first letter of each login word is revealed.&lt;br /&gt;
* '''Lv3 - Skilled''': &lt;br /&gt;
** Trap disabling efficiency increased: FT decreased to FT 7&lt;br /&gt;
** Force picking efficiency increased: Can critically fail 1 time without triggering the trap.&lt;br /&gt;
** Hacking bonus: The first word is solved automatically, and the correct first letter of each remaining login word is revealed.&lt;br /&gt;
* '''Lv4 - Expert''': &lt;br /&gt;
** Unlocking step difficulty is lowered: Step 2 now only requires 2 successful checks.&lt;br /&gt;
** Kit efficiency is increased: 1 check now consumes '''0.25 uses''' (or 4 checks per 1 use, effectively quadrupling the &amp;quot;health&amp;quot; of one lockpicking kit).&lt;br /&gt;
** Hacking bonus: The first 2 words are solved automatically, and the correct first letter of each remaining login word is revealed.&lt;br /&gt;
* '''Lv5 - Master''': &lt;br /&gt;
** Unlocking step difficulty is lowered: Steps 1 and 2 now only require FT 6.&lt;br /&gt;
** Trap disabling efficiency increased: Now only requires 1 successful check.&lt;br /&gt;
** Force picking efficiency increased: Can critically fail 2 times without triggering the trap.&lt;br /&gt;
** Hacking bonus: The first 3 words are solved automatically, and the correct first letter of each remaining login word is revealed.&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 10 SP&lt;br /&gt;
* '''Lv3:''' 25 SP&lt;br /&gt;
* '''Lv4:''' 50 SP&lt;br /&gt;
* '''Lv5:''' 100 SP&lt;br /&gt;
&lt;br /&gt;
==== Healing skill ====&lt;br /&gt;
''The healing skill primarily serves to improve the Contestant's ability to heal himself/herself and others when using certain [[Medical aids|medical items]].''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv1 - Unskilled''' - skill is already active and can be used and trained.&lt;br /&gt;
* Activation requirements: Already active.&lt;br /&gt;
* Skill training: Successfully using any medical item (either on self or on others) grants 1 Skill Point in Healing. Applying Rags to heal wounds counts as using a medical item.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* ''Lv0 - Unaware'': N/A - skill begins at Level 1&lt;br /&gt;
* '''Lv1 - Unskilled''': &lt;br /&gt;
** Default limb healing [[secondary effect#Healing|effects]]&lt;br /&gt;
** Default effectiveness of Rags as bandages (50%)&lt;br /&gt;
** Default effectiveness of Makeshift tourniquets (40%)&lt;br /&gt;
* '''Lv2 - Basic''':&lt;br /&gt;
** '''Improved limb healing''': All other limbs other than the one targeted by the FAK or FSK heal +1 HP for free (no cost in fatigue/nutrition).&lt;br /&gt;
** '''Rags''': Effectiveness is improved by '''25%''' (Rags now have a '''75% chance''' to successfully heal a wound).&lt;br /&gt;
** '''Makeshift tourniquets''': Effectiveness is improved by '''20%''' (Makeshift tourniquets now have a '''60% chance''' to successfully stop bleeding from a severed limb).&lt;br /&gt;
* '''Lv3 - Skilled''':  &lt;br /&gt;
** '''Improved limb healing''': All other limbs other than the one targeted by the FAK or FSK heal +2 HP for free (no cost in fatigue/nutrition).&lt;br /&gt;
** Can now perform a new ability: [[Healing massage]]&lt;br /&gt;
* '''Lv4 - Expert''': &lt;br /&gt;
** '''Improved limb healing''': All other limbs other than the one targeted by the FAK or FSK heal +3 HP for free (no cost in fatigue/nutrition).&lt;br /&gt;
** '''Makeshift tourniquets''': Effectiveness is improved by '''20%''' (Makeshift tourniquets now have a '''80% chance''' to successfully stop bleeding from a severed limb).&lt;br /&gt;
* '''Lv5 - Master''': &lt;br /&gt;
** '''Improved limb healing''': All other limbs other than the one targeted by the FAK or FSK heal +4 HP for free (no cost in fatigue/nutrition).&lt;br /&gt;
** '''Rags''': Effectiveness is improved by '''25%''' (Rags now have a '''100%''' chance to successfully heal a wound).&lt;br /&gt;
** Permanent [[Secondary effect#Healing|Secondary effect]]: '''Addiction resistance'''.&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 100 SP&lt;br /&gt;
* '''Lv3:''' 250 SP&lt;br /&gt;
* '''Lv4:''' 500 SP&lt;br /&gt;
* '''Lv5:''' 1000 SP&lt;br /&gt;
&lt;br /&gt;
==== Evading skill ====&lt;br /&gt;
''The evading skill governs the ability to use [[Evasion abilities|special abilities]] related to evasion, parrying, and countering..''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv1 - Unskilled''' - skill is already active and can be used and trained.&lt;br /&gt;
* Activation requirements: Already active.&lt;br /&gt;
* Skill training: Successfully performing Evades and Parries grants 1 Skill Point each. Successfully performing a Counter grants 2 Skill Points. &lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* ''Lv0 - Unaware'': N/A - skill begins at Level 1&lt;br /&gt;
* '''Lv1 - Unskilled''': &lt;br /&gt;
** Maximum evades/parries per turn: '''2'''&lt;br /&gt;
** Maximum counters per turn: '''1'''&lt;br /&gt;
* '''Lv2 - Basic''':&lt;br /&gt;
** Maximum evades/parries per turn increases to '''3'''&lt;br /&gt;
* '''Lv3 - Skilled''':  &lt;br /&gt;
** Maximum evades/parries per turn increases to '''4'''&lt;br /&gt;
* '''Lv4 - Expert''': &lt;br /&gt;
** Maximum evades/parries per turn increases to '''5'''&lt;br /&gt;
** Maximum counters per turn increases to '''2'''&lt;br /&gt;
* '''Lv5 - Master''': &lt;br /&gt;
** Maximum evades/parries per turn increases to '''6'''&lt;br /&gt;
** Maximum counters per turn increases to '''3'''&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 10 SP&lt;br /&gt;
* '''Lv3:''' 50 SP&lt;br /&gt;
* '''Lv4:''' 100 SP&lt;br /&gt;
* '''Lv5:''' 200 SP&lt;br /&gt;
&lt;br /&gt;
== '''Unplanned situations and creativity''' ==&lt;br /&gt;
Not every single possible situation can be marked down in the game as a written rule. Players who make use of common sense and creativity may find themselves getting out of situations, or creating certain things that weren't foreseen or planned by the author. Nevertheless, it is the game's policy to not forbid or stop a player from using of creativity to achieve the intended goals, so long as it isn't against the already defined rules.&lt;br /&gt;
&lt;br /&gt;
A few hints and examples of &amp;quot;unplanned&amp;quot; situations that players themselves have made use of and discovered...&lt;br /&gt;
* It is possible to break items made of glass, such as the [[bottle of beer]], to obtain the following weapons: the [[Broken bottle]], or several [[Glass shard|glass shards]]. &lt;br /&gt;
* When metallic objects are destroyed, [[Metal shard|metal shards]] may be obtained and used as weapons.&lt;br /&gt;
* Wooden objects may break into makeshift [[Wooden stick|sticks]], [[Wooden chopstick|chopsticks]], [[Plank|planks]] or even [[Stake|stakes]].&lt;br /&gt;
* Chemistry is fun, especially when it involves fire.&lt;br /&gt;
* There are more things that can be used and interacted with than what is evident.&lt;br /&gt;
* And more...&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Night_vision_goggles</id>
		<title>Night vision goggles</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Night_vision_goggles"/>
				<updated>2019-12-03T08:46:55Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| ''Image needed!''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Night vision goggles''' (also referred to as '''NVG''' or '''NVGs''') are a [[Key Item|key item]] in [[MazeWorld]] and a type of '''face gear'''. The primary purpose of NVGs is to allow the wearer to see in darkness without being seen in turn.&lt;br /&gt;
&lt;br /&gt;
Night vision goggles require '''WL2 batteries''' to operate, the same type of battery used by [[Weapon accessory#Light mount accessories|Light mount accessories]]. A full battery provides '''100 turns''' of life.&lt;br /&gt;
&lt;br /&gt;
When switched on, NVGs provide [[Secondary effect#Accuracy|Night Vision]]. When switched off, NVGs have no effect.&lt;br /&gt;
&lt;br /&gt;
Switching on or off NVGs is a '''free action''', similar to changing a fire mode, as it is done immediately and doesn't take any time nor does it prevent other actions, no matter if they're noncombat actions or attacks. However, it is subject to certain restrictions: '''it can only be done once per turn, and it is always resolved before other actions, including non-combat ones. '''&lt;br /&gt;
&lt;br /&gt;
NVGs can be equipped as a key item, or carried as a regular item.&lt;br /&gt;
* If equipped as a key item, the NVGs are considered to be '''active''': they are worn on the wearer's face and will not have any weight impact on the inventory.&lt;br /&gt;
* If carried as a regular item, the NVGs are considered to be '''inactive''': they are not in use, cannot be switched on, and weigh '''1 unit'''.&lt;br /&gt;
&lt;br /&gt;
NVGs found at random in the Mazes new may have batteries in a random condition. NVGs may also be purchased in a [[Workshop]] for 2500 P$ with a full battery. Spare WL2 batteries are also available there.&lt;br /&gt;
&lt;br /&gt;
'''Caution:''' Certain [[clothing and armor|headgear]] may prevent the ability to wear any sort of face gear, including NVGs.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Key Item|Key item]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Gun_shop</id>
		<title>Gun shop</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Gun_shop"/>
				<updated>2019-11-25T07:47:54Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| ''Image needed!''&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
| '''Shop type'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Gun shop&lt;br /&gt;
|-&lt;br /&gt;
| '''Vendor'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Firearms dealer&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A '''gun shop''' is, as the name implies, a business in [[Mazeworld]] specialized in buying and selling [[Weapon|firearms]], [[Ammunition|ammunition]] and [[Weapon accessory|weapon accessories]]. Gun shops are very popular businesses in Mazeworld, as firearms and ammunition are a common consumer good alongside [[Food|food]] and [[Clothing and armor|clothes]].&lt;br /&gt;
&lt;br /&gt;
=== Rules of a gun shop ===&lt;br /&gt;
*Sells '''12''' random, brand new (100% condition) firearms, excluding Class 4 weapons, sold at full price.&lt;br /&gt;
**Quantity of 1 per weapon, or 1d6 for these weapons: All disposable rocket launchers.&lt;br /&gt;
*Sells '''6''' random, used firearms, excluding Class 4 weapons, in a '''used weapons bin''', with random condition between 1% and 99%, sold at a price matching the condition.&lt;br /&gt;
**Quantity of 1 for all used weapons.&lt;br /&gt;
*Sells '''6''' different Class 4 weapons, at a quantity of 1d6 per weapon.&lt;br /&gt;
*Sells '''1d12 retail boxes (ammo type random)''' per caliber displayed for sale.&lt;br /&gt;
*Has a '''12.5% chance''' to sell '''1 bulk can of ammunition (ammo type random)''' per caliber displayed for sale.&lt;br /&gt;
*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).&lt;br /&gt;
*Sells '''3d4 random non-magazine accessories''', irrelevant of the weapons and ammunition for sale.&lt;br /&gt;
*Has a '''50% chance''' to sell '''primer boxes (type random)'''. If in stock, '''3 random types''' will be found, '''1d3 boxes''' for sale per type.&lt;br /&gt;
*Has a '''50% chance''' to sell '''case boxes (type random)'''. If in stock, '''12 random calibers''' will be found, '''1d3 boxes''' for sale per type.&lt;br /&gt;
*Has a '''50% chance''' to sell '''powder jars (type random)'''. If in stock, '''1d6 powder jars per type''' will be found (including empty jars).&lt;br /&gt;
*Has a '''50% chance''' to sell '''projectile boxes (calibers and types random)'''. If in stock, '''12 random calibers''' will be found, '''1d3 boxes''' for sale per type; each box will be of a '''random projectile type'''.&lt;br /&gt;
*Has a '''50% chance''' to sell '''belt links'''. If in stock, '''all types''' will be found, '''1d6 boxes''' for sale per type.&lt;br /&gt;
* Sells '''1d3''' [[Weapon maintenance#Care and repairs|Gun Cleaning Kits]], 300 P$ per GCK.&lt;br /&gt;
* Sells '''1d3-1''' [[Weapon maintenance#Care and repairs|Gun Repair Kits]], 800 P$ per GRK.&lt;br /&gt;
*Buys back any product of the same types that the shop sells, for '''0.5x''' their shop value. For weapons, this value is multiplied by their current Condition percentage (rounded up).&lt;br /&gt;
*If a customer is buying any command detonation planted explosive (C4 charges, SLAMs...), the shop will offer one [[Key item|detonator]] for free.&lt;br /&gt;
*'''Accepts''' credit.&lt;br /&gt;
*'''Accepts''' [[Valuable|valuables]], if they are [[identification|identified]], and will exchange them for money or credit. Unidentified valuables will be turned down.&lt;br /&gt;
*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)&lt;br /&gt;
&lt;br /&gt;
When threatened, the '''firearms dealer''' will use his/her personal weapon, a [[Benelli M4 Super 90]], on the [[Contestant|contestant]] and will not hesitate to use deadly force if attacked.&amp;lt;br /&amp;gt;&lt;br /&gt;
Threatening or attacking a firearms dealer can give the contestant a [[Wanted Level|code orange]], and killing one can increase it to a [[Wanted Level|code red]].&lt;br /&gt;
&lt;br /&gt;
If a firearms dealer dies, they will drop the following:&lt;br /&gt;
&lt;br /&gt;
*[[Benelli M4 Super 90]] shotgun&lt;br /&gt;
*[[Load-bearing gear]]: Basic belt + TT-1C Shotgun vest&lt;br /&gt;
*24x 12 gauge [[Buckshot|buckshot]]&lt;br /&gt;
*[[Clothing and armor]]: T-Shirt, Baseball cap, Mountain pants, Regular shoes&lt;br /&gt;
*A [[Valuable|big purse]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Encounters#Shops_and_services|Other shops and services]]&lt;br /&gt;
*[[Weapon shop]] for a dealer selling all kinds of weapons&lt;br /&gt;
*[[Forge]] for a '''Class 5''' weapon only shop&lt;br /&gt;
&lt;br /&gt;
*[[Weapon]]&lt;br /&gt;
*[[Ammunition]]&lt;br /&gt;
*[[Weapon accessory]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Workshop</id>
		<title>Workshop</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Workshop"/>
				<updated>2019-11-24T04:12:57Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| ''Image needed!''&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
| '''Shop type'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Engineering workshop&lt;br /&gt;
|-&lt;br /&gt;
| '''Vendor'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Engineer&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''[[Engineer]] redirects here.''&lt;br /&gt;
&lt;br /&gt;
A '''workshop''' is a business in [[Mazeworld]] specialized in all matters related to [[Crafting|crafting]] and gunsmithing. People in charge of workshops are called '''engineers'''.&lt;br /&gt;
&lt;br /&gt;
Engineers are not simply workshop owners; similarly to [[scientist|scientists]] and Science Teams, Engineersmay belong to one of many '''Engineering Teams'''. The entirety of all engineers is sometimes collectively referred to as the '''Engineering Corps'''.&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''Power maintenance ET''' - Specializes in overwatch and maintenance of electrical rooms, power network systems, and ensures that the Mazes' sectors are supplied with energy.&lt;br /&gt;
* '''Water maintenance ET''' - Specializes in overwatch and maintenance of UA water recycling plants and natural water processing units, plus all related piping and equipment, ensuring that the Mazes' sectors are supplied with water.&lt;br /&gt;
* '''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. They are also notable for setting up and programming [[Containers#Special lock types|FL/HS locks]].&lt;br /&gt;
* '''Production ET''' - Specializes in conception and mass production of products in the Mazes, and typically oversee [[Room|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.&lt;br /&gt;
* '''Proving Grounds ET''' (AKA the &amp;quot;PG Team&amp;quot;) - 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.&lt;br /&gt;
* '''Building ET''' (AKA the &amp;quot;Bees&amp;quot; or &amp;quot;B's&amp;quot;) - 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.&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
[[Gameplay mechanics#Skills|Skills]]: All engineers possess '''Crafting Level 4''' by default. ETs may also offer extra skills:&lt;br /&gt;
* Workshop engineers: '''Repair Level 4''' and '''Handloading Level 4'''.&lt;br /&gt;
* Mining engineers: '''Mining Level 4'''&lt;br /&gt;
&lt;br /&gt;
Note: An engineer outside of a workshop does not sell anything.&amp;lt;br /&amp;gt;&lt;br /&gt;
Typically, an engineer is paid '''145 P$/day''' for their work, plus bonuses depending on their specific line of work.&lt;br /&gt;
&lt;br /&gt;
=== Rules of a workshop ===&lt;br /&gt;
&lt;br /&gt;
*'''Accepts''' credit&lt;br /&gt;
*'''Accepts''' [[Valuable|valuables]] and will exchange them for money or credit&lt;br /&gt;
&lt;br /&gt;
* ''Crafting services''&lt;br /&gt;
** '''Crafting and engineering basic classes''', which can be bought for '''600 P$''' to unlock the [[Skills#Non-combat skills|Crafting skill]].&lt;br /&gt;
** Sells '''6''' random [[List of blueprints|blueprints]]&lt;br /&gt;
** Sells '''12''' random [[Crafting#Crafting-relevant items|crafting ingredients]]&lt;br /&gt;
*** On top of the 12 random crafting incredients, also sells '''1d5-1''' extra mobile phones and '''1d6''' extra '''mobile phone batteries'''.&lt;br /&gt;
** Sells '''1d6''' [[Crafting|crafting toolkits]]. ('''500 P$''')&lt;br /&gt;
** Has a '''50% chance''' to sell one random [[Handloading]] kit. ('''2500 P$''' regardless of type)&lt;br /&gt;
** Has a '''50% chance''' to sell one [[Lockpicking]] kit. ('''600 P$''')&lt;br /&gt;
** Only sells '''one''' exemplary of every blueprint displayed&lt;br /&gt;
** Sells '''1d8''' of each crafting ingredient item displayed&lt;br /&gt;
** Buys back all items for '''50%''' of their value (may be less if missing items in a set are sold, e.g. selling a box with 7/20 torque arrowheads instead of all 20/20).&lt;br /&gt;
** May sell '''special items''' if proper documentation is brought: see [[Workshop#Engineering specifications documents|this section]].&lt;br /&gt;
** Delivery service: The shop may transfer all purchases to the Contestant's bank vault instead of being given in person, for a fee (200 P$ in a town shop, 800 P$ in an UA shop)&lt;br /&gt;
&lt;br /&gt;
* ''Gunsmithing services''&lt;br /&gt;
** [[Maze Customs]]: Weapon customization service&lt;br /&gt;
** Sells '''2d6''' [[Weapon maintenance#Care and repairs|Gun Cleaning Kits]], 300 P$ per GCK.&lt;br /&gt;
** Sells '''1d4''' [[Weapon maintenance#Care and repairs|Gun Repair Kits]], 800 P$ per GRK.&lt;br /&gt;
** Sells '''1d4''' [[Weapon maintenance#Care and repairs|Melee weapon Repair Kits]], 600 P$ per MRK.&lt;br /&gt;
** [[Weapon maintenance]]: '''Repairs''' firearms at a cost equal to '''0.10 P$ per 1 Condition point to repair.''' This cost is '''tripled''' if the firearm is at 0 condition.&lt;br /&gt;
** [[Weapon maintenance|Melee weapon maintenance]]: '''Repairs''' melee weapons at a variable cost, depending on their base material and according to the following formula:&lt;br /&gt;
*** '''Cost per Condition point to repair:''' Steel: 0.20 P$ ; Iron: 0.15 P$ ; Wood, Plastic: 0.10 P$ ; Leather, Cloth: 0.05 P$ ; Any other material: Cannot be repaired&lt;br /&gt;
**** If the weapon's Condition is 0%, the repair costs are doubled (this is known as the &amp;quot;broken weapon fee&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
When threatened in their workshop, the '''engineer''' will not hesitate to defend themselves with their personal weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
Threatening or attacking an engineer can give the contestant a [[Wanted Level|code orange]], and killing one can increase it to a [[Wanted Level|code red]].&lt;br /&gt;
&lt;br /&gt;
If an engineer dies, they will drop the following:&lt;br /&gt;
&lt;br /&gt;
*[[Weapon|Weapons]]: [[Heckler ＆ Koch MP7A1]] with 40-round magazine&lt;br /&gt;
*[[Clothing and armor]]: Hard hat, Technician jacket, Technician trousers, Steel-toe safety boots&lt;br /&gt;
&lt;br /&gt;
*[[Load-bearing gear]]: Dump belt + 1x P90 mag rig&lt;br /&gt;
**2 extra, full 40-round MP7 magazines&lt;br /&gt;
**[[Crafting|Crafting toolkit]]&lt;br /&gt;
&lt;br /&gt;
Miners instead carry the following:&lt;br /&gt;
&lt;br /&gt;
*[[Weapon|Weapons]]: [[Heckler ＆ Koch HK416]] with 30-round magazine, RX01 red dot sight and M620 light + 2x small C4 charges (200g) + Pick-axe.&lt;br /&gt;
*[[Clothing and armor]]: Hard hat, Technician jacket, Technician trousers, Steel-toe safety boots&lt;br /&gt;
&lt;br /&gt;
*[[Load-bearing gear]]: Dump belt + Field pack + 1x Condor MA65 mag rig&lt;br /&gt;
**2 extra, full 30-round STANAG magazines&lt;br /&gt;
**Detonator&lt;br /&gt;
&lt;br /&gt;
=== Custom weapons ===&lt;br /&gt;
'''''More information: [[Maze Customs]]'''''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Engineering specifications documents ===&lt;br /&gt;
'''Engineering specifications documents''', or simply '''specs docs''' or '''specs files''', are special files containing unique instructions and blueprints.&lt;br /&gt;
&lt;br /&gt;
'''Specs docs must be turned over to the Calfair Sector workshop, to the special Proving Grounds engineer''', so that they can use the information provided to build unique objects. Once all of the specs docs corresponding to a unique item have been turned over to the Calfair Sector workshop, '''they will begin selling these items'''; 1d3 of each such item will be available in this workshop's shop inventory.&lt;br /&gt;
&lt;br /&gt;
A specs document weighs 0.01 unit.&lt;br /&gt;
&lt;br /&gt;
List of special items that can be built with specs files:&lt;br /&gt;
* [[Trauma plates#Composite plates|Composite trauma plates]]&lt;br /&gt;
** Files required: #BC337 and #TP212&lt;br /&gt;
** Cost: '''2800 P$'''&lt;br /&gt;
* [[List of Class 1 Weapons|Vollmer HK51-B]] machine gun (total weapon conversion)&lt;br /&gt;
** Files required: #FJ051&lt;br /&gt;
** Other requirements: Both a '''H&amp;amp;K G3A3''' and a '''H&amp;amp;K HK21'''&lt;br /&gt;
** Cost: '''700 P$''' (sold without belt, will have the belt that was attached on the HK21, if any)&lt;br /&gt;
* [[List of Class 2 Weapons|Honey Badger]] combat rifle&lt;br /&gt;
** Files required: #SR320&lt;br /&gt;
** Cost: '''2000 P$''' (sold with an empty magazine)&lt;br /&gt;
* [[List of Class 1 Weapons|LWMMG]] machine gun + proprietary LWMMG belt boxes and belt links&lt;br /&gt;
** Files required: #PF617, #RD196&lt;br /&gt;
** Cost: '''5000 P$''' (sold with an empty belt), '''2000 P$''' for an extra belt box (sold with an empty belt inserted), and '''1000 P$''' for a box of 100 LWMMG belt links.&lt;br /&gt;
* [[List of Class 2 Weapons|DP-12 &amp;quot;Super Shotgun&amp;quot;]]&lt;br /&gt;
** Files required: #DP008&lt;br /&gt;
** Cost: '''3000 P$'''&lt;br /&gt;
* [[Customs:Minor#Total weapon conversions|LMG11]] machine gun (total weapon conversion + proprietary ammo cassette)&lt;br /&gt;
** Files required: #ON504, #KM991&lt;br /&gt;
** Other requirements: A '''H&amp;amp;K G11K2'''&lt;br /&gt;
** Cost: '''2000 P$'''. Comes with one free, empty 300-round cassette. Extra cassettes cost '''400 P$'''.&lt;br /&gt;
* [[Customs:Minor#Total weapon conversions|XM2XI X-Shotgun]] (total weapon conversion)&lt;br /&gt;
** Files required: #XR329&lt;br /&gt;
** Cost: '''1000 P$'''&lt;br /&gt;
* [[List of Class 5 Weapons|Lambda magazine crossbow]]&lt;br /&gt;
** Files required: #GF019&lt;br /&gt;
** Other requirements: A '''BRR Light tactical crossbow'''&lt;br /&gt;
** Cost: '''1000 P$'''. Comes with one free, empty 5-bolt magazine. Extra magazines cost '''200 P$'''.&lt;br /&gt;
&lt;br /&gt;
===== List of specifications documents =====&lt;br /&gt;
* #BC337 - Cutting and shaping boron carbide into plate-shaped objects &lt;br /&gt;
* #TP212 - Manufacturing and producing bullet-resistant aramid sleeves and armor layers&lt;br /&gt;
* #SR320 - Prototype integrally suppressed sub-carbine blueprints&lt;br /&gt;
* #PF617 - Prototype .338-caliber medium machine gun blueprints&lt;br /&gt;
* #RD196 - Recoil impulse averaging technology for use in a machine gun&lt;br /&gt;
* #DP008 - Prototype hybrid double barrel/pump-action shotgun blueprints&lt;br /&gt;
* #ON504 - Prototype caseless light machine gun blueprints&lt;br /&gt;
* #KM991 - Technical guides for conversion of G11 action into other weapon systems&lt;br /&gt;
* #FJ051 - 7.62mm caliber heavy barrel specifications cut down to submachine gun length (8.9 inches)&lt;br /&gt;
* #XR329 - Prototype shotgun magazine blueprints (Helical, 25-round capacity)&lt;br /&gt;
* #GF019 - Prototype magazine device and feeding system for crossbow&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Encounters]], section Shops and Services&lt;br /&gt;
&lt;br /&gt;
*[[Crafting]]&lt;br /&gt;
*[[Handloading]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Bionic_augmentations</id>
		<title>Bionic augmentations</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Bionic_augmentations"/>
				<updated>2019-11-14T21:29:24Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: /* Guardian LSS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Bionic augmentations''', commonly shortened to just '''bionics''' or '''augs''', are specially designed human body enhancements that can improve various aspects of the receiver's body and performance. In essence, any being that has received augmentations is usually referred to as an '''augmented person''', an '''aug''', or more pejoratively, a '''cyborg''', a '''hanzer''' (from the word &amp;quot;en'''hancer'''&amp;quot;), and various other machine- or robot-related insults.&lt;br /&gt;
&lt;br /&gt;
In [[MazeWorld]], augmentations are enhancements that can modify or improve the [[Contestant|contestant]]'s body, upgrading various aspects of his or her performance; and so permanently. They can only be found in a [[bionics workshop]], of which only one exists in the Mazes, and is the only location where those implants are designed, produced and sold.&lt;br /&gt;
&lt;br /&gt;
Consequently, the scientific field of biological engineering is the subject of a [[peaceful scientist|Science Team]] in the Mazes, but is comprised of only one person; [[bionics workshop|Lance &amp;quot;Chaosclaw&amp;quot; Austin]], the only bionics engineer in all of Mazeworld. He is the only person who can install and remove implants; they cannot be used directly by the contestant.&lt;br /&gt;
&lt;br /&gt;
There exists in the Mazes an intellectual movement of small size but of relative importance, which is related to augs and the wish for improving all humans as a whole, it is called '''transhumanism'''. Chaosclaw is a devout transhumanist and believes that the entire human genre should be born enhanced in the same way he &amp;quot;enhances&amp;quot; people via installing implants on clients.&lt;br /&gt;
&lt;br /&gt;
Bionic implants '''may only be installed on humans and halflings''', as Lance refuses to work on anything that isn't &amp;quot;human or para-human&amp;quot;, and does not consider youkai, for example, to fit the definition. His reasons are unclear, though there is an implication that augmentations are only designed to work on humans or halflings, or that non-human/halfling bodies are not compatible with augmentations.&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
Bionic augmentations work on the principle of '''bases''' and the '''augmentations''' proper. Bases can be seen as the 'hardware'; they are the physical body part replacements, while augmentations are the 'software', which offer the proper ability enhancements. Bases alone can sometimes provide bonuses, but the real source of enhanced abilities come from the augmentations.&lt;br /&gt;
&lt;br /&gt;
Bases are non-removable; once the Contestant has chosen to get a body part augmented, he/she cannot revert back to natural body parts.&lt;br /&gt;
Augmentations however, can be replaced and modified at the customer's leisure, as long as money allows. It must be noted that once an augmentation is removed, Lance refunds the customer for half the value of that augmentation. If it is desired again later, it must be paid for in full once again.&lt;br /&gt;
&lt;br /&gt;
A third factor to take in account is a statistic called '''Power Pool''', or simply PP. Having enough money to pay for an augmentation isn't sufficient; the customer's body must have sufficient energy reserves to be able to handle it, and each aug has a PP cost. This is where PP comes in play ; the more bases installed on the customer's body, the more PP they dispose of to install augmentations.&lt;br /&gt;
&lt;br /&gt;
As a secondary effect and due to their nature as body part replacements, Bionic Arms, Legs and Eyes '''can replace''' corresponding [[severed limbs]] or [[Secondary effect#Accuracy|destroyed eyes]].&lt;br /&gt;
&lt;br /&gt;
== Bases ==&lt;br /&gt;
{|&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''Cost'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| Bionic Arm&lt;br /&gt;
| PP +20&lt;br /&gt;
| 1000 P$&lt;br /&gt;
| Can be installed twice (once per arm). Replaces arm and hand. &lt;br /&gt;
|-&lt;br /&gt;
| Bionic Leg&lt;br /&gt;
| PP +25&lt;br /&gt;
| 1250 P$&lt;br /&gt;
| Can be installed twice (once per leg). Replaces leg and foot. &lt;br /&gt;
|-&lt;br /&gt;
| Brainpower Cerebral Enhancement Platform&lt;br /&gt;
| PP +25&lt;br /&gt;
| 500 P$&lt;br /&gt;
| Has no effects on its own.&lt;br /&gt;
|-&lt;br /&gt;
| Bionic Eyes&lt;br /&gt;
| PP +10&lt;br /&gt;
| 1000 P$&lt;br /&gt;
| Replaces natural eyes. [[Secondary effect#Accuracy|Bionic eyes are indestructible.]]&lt;br /&gt;
|-&lt;br /&gt;
| Chest Augmentation Platform&lt;br /&gt;
| PP +40&lt;br /&gt;
| 2000 P$&lt;br /&gt;
| Has no effects on its own.&lt;br /&gt;
|-&lt;br /&gt;
| Dermal Armor base platform&lt;br /&gt;
| PP +0&lt;br /&gt;
| 250 P$&lt;br /&gt;
| Has no effects on its own; augmentations determine toughness &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Augmentations ==&lt;br /&gt;
Note that the effects between leveling augmentations do not stack. For example, upgrading ''Muscular fiber enhancement'' from lv1 to lv2 does not result in stacking both effects - the superior level's effects replace the inferior's effects instead. This also means the PP costs are replaced instead of stacking.&lt;br /&gt;
&lt;br /&gt;
=== Bionic Arm augs ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #A1&lt;br /&gt;
| Muscular fiber enhancement, lv1&lt;br /&gt;
| PP -5&lt;br /&gt;
| 550 P$&lt;br /&gt;
| Strength +10%&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| #A2&lt;br /&gt;
| Muscular fiber enhancement, lv2&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| Strength +20%&lt;br /&gt;
| Requires lv1 installed.&lt;br /&gt;
|- &lt;br /&gt;
| #A3&lt;br /&gt;
| Arm skeletal toughness treatment&lt;br /&gt;
| PP -15&lt;br /&gt;
| 1650 P$&lt;br /&gt;
| Augmented arm+hand become [[secondary effect|unbreakable]].&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| #A4&lt;br /&gt;
| Arm tissue damage resistance, lv1&lt;br /&gt;
| PP -5&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Arm +10, Hand +5 &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #A5&lt;br /&gt;
| Arm tissue damage resistance, lv2&lt;br /&gt;
| PP -10&lt;br /&gt;
| 2200 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Arm +20, Hand +10 &lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
|-  &lt;br /&gt;
| #A6&lt;br /&gt;
| Weapon aug: Ripperclaws&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| See [[Bionic augmentations#Weapon augs|Weapon augs]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #A7&lt;br /&gt;
| Weapon aug: XND-1000 excess energy dissipator&lt;br /&gt;
| PP cost variable&lt;br /&gt;
| 2000 P$&lt;br /&gt;
| See [[Bionic augmentations#Weapon augs|Weapon augs]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bionic Leg augs ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #B1&lt;br /&gt;
| Leg skeletal toughness treatment&lt;br /&gt;
| PP -15&lt;br /&gt;
| 1650 P$&lt;br /&gt;
| Augmented leg+foot become [[secondary effect|unbreakable]].&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #B2&lt;br /&gt;
| Leg tissue damage resistance, lv1&lt;br /&gt;
| PP -5&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Leg +10, Foot +5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #B3&lt;br /&gt;
| Leg tissue damage resistance, lv2&lt;br /&gt;
| PP -10&lt;br /&gt;
| 2200 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Leg +20, Foot +10&lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
|-&lt;br /&gt;
| #B4&lt;br /&gt;
| Ninja Speed implant, lv1&lt;br /&gt;
| PP -5&lt;br /&gt;
| 550 P$&lt;br /&gt;
| [[Agility]] +1&lt;br /&gt;
| Requires 2 bionic legs&lt;br /&gt;
|-&lt;br /&gt;
| #B5&lt;br /&gt;
| Ninja Speed implant, lv2&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| [[Agility]] +2&lt;br /&gt;
| Requires 2 bionic legs. Requires lv1 installed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Brainpower augs ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #C1&lt;br /&gt;
| Augmented sensorial awareness&lt;br /&gt;
| PP -5&lt;br /&gt;
| 550 P$&lt;br /&gt;
| Permanent [[Secondary effects|increased alertness]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #C2&lt;br /&gt;
| Cranial skeletal toughness treatment&lt;br /&gt;
| PP -15&lt;br /&gt;
| 1650 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Head +5, Augmented head becomes [[secondary effect|unbreakable]].&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #C3&lt;br /&gt;
| Akimbo Mind ambidexterity enhancement&lt;br /&gt;
| PP -25&lt;br /&gt;
| 2750 P$&lt;br /&gt;
| See [[Bionic augmentations#Akimbo Mind|Akimbo Mind]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #C4&lt;br /&gt;
| Combat sensorial enhancement&lt;br /&gt;
| PP -25&lt;br /&gt;
| 2750 P$&lt;br /&gt;
| Reduces [[Gameplay mechanics#Initiative system|IS]] by 1 tier&lt;br /&gt;
| Requires ''Augmented sensorial awareness'' installed&lt;br /&gt;
|-&lt;br /&gt;
| #C5&lt;br /&gt;
| Weapon aug: PsyBlast&lt;br /&gt;
| PP -15&lt;br /&gt;
| 1650 P$&lt;br /&gt;
| See [[Bionic augmentations#Weapon augs|Weapon augs]]&lt;br /&gt;
| Requires ''Augmented sensorial awareness'' installed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bionic Eyes ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #D1&lt;br /&gt;
| Sharp Vision accuracy enhancer, lv1&lt;br /&gt;
| PP -20&lt;br /&gt;
| 2200 P$&lt;br /&gt;
| [[FT]]-1&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #D2&lt;br /&gt;
| Sharp Vision accuracy enhancer, lv2&lt;br /&gt;
| PP -45&lt;br /&gt;
| 4950 P$&lt;br /&gt;
| [[FT]]-2&lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
|-&lt;br /&gt;
| #D3&lt;br /&gt;
| Ocular Shield vision preservation device&lt;br /&gt;
| PP -5&lt;br /&gt;
| 550 P$&lt;br /&gt;
| Grants immunity to [[Secondary effect#Weapon light|weaponlight dazzling]] and flashbang effects&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #D4&lt;br /&gt;
| ICU smart vision implant&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| Grants permanent [[Secondary effect#Clothing|immunity to gases]] and togglable [[Secondary effect#Accuracy|Night Vision]].&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chest Platform augs ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #E1&lt;br /&gt;
| Body tissue damage resistance, lv1&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Torso +5, Hips +5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #E2&lt;br /&gt;
| Body tissue damage resistance, lv2&lt;br /&gt;
| PP -20&lt;br /&gt;
| 2200 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Torso +10, Hips +10&lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
|-&lt;br /&gt;
| #E3&lt;br /&gt;
| Body skeletal toughness treatment&lt;br /&gt;
| PP -15&lt;br /&gt;
| 1650 P$&lt;br /&gt;
| Augmented torso+hips become [[secondary effect|unbreakable]].&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #E4&lt;br /&gt;
| Guardian Life Support System, lv1&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| See [[Bionic augmentations#Guardian LSS|Guardian LSS]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #E5&lt;br /&gt;
| Guardian Life Support System, lv2&lt;br /&gt;
| PP -20&lt;br /&gt;
| 2200 P$&lt;br /&gt;
| See [[Bionic augmentations#Guardian LSS|Guardian LSS]]&lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
|-&lt;br /&gt;
| #E6&lt;br /&gt;
| Guardian Life Support System, lv3&lt;br /&gt;
| PP -30&lt;br /&gt;
| 3300 P$&lt;br /&gt;
| See [[Bionic augmentations#Guardian LSS|Guardian LSS]]&lt;br /&gt;
| Requires lv2 installed&lt;br /&gt;
|-&lt;br /&gt;
| #E7&lt;br /&gt;
| ColdHeart XCR cardioregulator&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| [[Pain|Pain Death Threshold]] +20%, blocks incorrect blood transfusions&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #E8&lt;br /&gt;
| Bionic Antidote bloodstream regulator&lt;br /&gt;
| PP -15&lt;br /&gt;
| 1650 P$&lt;br /&gt;
| See [[Bionic augmentations#Bionic Antidote|Bionic Antidote]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dermal Armor augs ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #F1&lt;br /&gt;
| Body resiliency enhancer, lv1 ; Reptile Skin&lt;br /&gt;
| PP -5&lt;br /&gt;
| 550 P$&lt;br /&gt;
| Pain Sensitivity -10%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #F2&lt;br /&gt;
| Body resiliency enhancer, lv2 ; Daemon Skin&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| Pain Sensitivity -25%&lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
|-&lt;br /&gt;
| #F3&lt;br /&gt;
| Body resiliency enhancer, lv3 ; Oni Skin&lt;br /&gt;
| PP -25&lt;br /&gt;
| 2750 P$&lt;br /&gt;
| Pain Sensitivity -50%&lt;br /&gt;
| Requires lv2 installed&lt;br /&gt;
|-&lt;br /&gt;
| #F4&lt;br /&gt;
| Body resiliency enhancer, lv4 ; Dragon Skin&lt;br /&gt;
| PP -40&lt;br /&gt;
| 4400 P$&lt;br /&gt;
| Pain Sensitivity -75%&lt;br /&gt;
| Requires lv3 installed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra augs ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #X1&lt;br /&gt;
| ENBoost power battery, lv1&lt;br /&gt;
| PP +25&lt;br /&gt;
| 1500 P$&lt;br /&gt;
| Provides an extra +25 Power Pool instantly&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #X2&lt;br /&gt;
| ENBoost power battery, lv2&lt;br /&gt;
| PP +35&lt;br /&gt;
| 2000 P$&lt;br /&gt;
| Provides an extra +35 Power Pool instantly&lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #X3&lt;br /&gt;
| Aug upgrade: XAU-1001 Tesla Coil&lt;br /&gt;
| PP -0&lt;br /&gt;
| 1000 P$&lt;br /&gt;
| See [[Bionic augmentations#Aug upgrades|Aug upgrades]].&lt;br /&gt;
| Requires XND-1000 installed&lt;br /&gt;
|-&lt;br /&gt;
| #X4&lt;br /&gt;
| Aug upgrade: XAU-1002 Heat Beam&lt;br /&gt;
| PP -0&lt;br /&gt;
| 1000 P$&lt;br /&gt;
| See [[Bionic augmentations#Aug upgrades|Aug upgrades]].&lt;br /&gt;
| Requires XND-1000 installed&lt;br /&gt;
|-&lt;br /&gt;
| #X5&lt;br /&gt;
| Aug upgrade: XAU-1003 Corrosive Shot&lt;br /&gt;
| PP -0&lt;br /&gt;
| 1000 P$&lt;br /&gt;
| See [[Bionic augmentations#Aug upgrades|Aug upgrades]].&lt;br /&gt;
| Requires XND-1000 installed&lt;br /&gt;
|-&lt;br /&gt;
| #X6&lt;br /&gt;
| Aug upgrade: XAU-1004 Super Charge&lt;br /&gt;
| PP cost variable&lt;br /&gt;
| 2000 P$&lt;br /&gt;
| See [[Bionic augmentations#Aug upgrades|Aug upgrades]].&lt;br /&gt;
| Requires XND-1000 installed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unique mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Akimbo Mind ===&lt;br /&gt;
When installed, this augmentation allows [[Weapon#One-handed use and dual wielding|one-handed use and dual wielding]] of '''Unrestricted''' weapons '''with no accuracy penalties.''' All other restrictions and limitations still apply.&lt;br /&gt;
&lt;br /&gt;
=== Bionic Antidote ===&lt;br /&gt;
When installed, this augmentation modifies the user's sensitivity to [[Poison]].&lt;br /&gt;
&lt;br /&gt;
* With this aug, Cyanide poisoning now requires 15 additional turns before death occurs.&lt;br /&gt;
* If Venom poisoned, the augmentation allows the user to naturally eliminate Venom at a rate of 0.1/turn. It does not replace proper medical treatment, as Venom may still [[limb damage|damage the body]], but can serve as an emergency measure until antidote is available.&lt;br /&gt;
&lt;br /&gt;
=== Guardian LSS ===&lt;br /&gt;
&lt;br /&gt;
Level 1:&lt;br /&gt;
* [[Pain|Pain Blackout Threshold]] increased by 15%&lt;br /&gt;
* Natural Blood regeneration (daily) is increased by 1, making the user regenerate 2 Blood every day at midnight at no extra cost of nutirtion or fatigue.&lt;br /&gt;
&lt;br /&gt;
Level 2:&lt;br /&gt;
* [[Pain|Pain Blackout Threshold]] increased by 25%&lt;br /&gt;
* Pain Sensitivity -10%&lt;br /&gt;
* Natural Pain regeneration (daily) is increased to 70%.&lt;br /&gt;
* Natural Blood regeneration (daily) is increased by 2, making the user regenerate 3 Blood every day at midnight at no extra cost of nutirtion or fatigue.&lt;br /&gt;
&lt;br /&gt;
Level 3:&lt;br /&gt;
* [[Pain|Pain Blackout Threshold]] increased by 50%&lt;br /&gt;
* Pain Sensitivity -20%&lt;br /&gt;
* Natural Pain regeneration (daily) is increased to 100%.&lt;br /&gt;
* Natural Blood regeneration (daily) is increased by 3, making the user regenerate 4 Blood every day at midnight at no extra cost of nutirtion or fatigue.&lt;br /&gt;
&lt;br /&gt;
=== Weapon augs ===&lt;br /&gt;
&lt;br /&gt;
'''PsyBlast''':&lt;br /&gt;
* Psychic blast: SPECIAL-type, LDV N, IS 22, 33/33/33 33/33/33/33/33, bypasses Pain Sensitivity (treats it as being 100%), ignores the user's IS tier modifiers (IS for this attack is always considered to be 22 no matter the amount of IS tier modifiers.)&lt;br /&gt;
&lt;br /&gt;
'''Ripperclaws''':&lt;br /&gt;
* Grants the user retractable claws on the mounted fist. When extended, the claws allow for either Blunt-type (retracted) or Sharp-type punches (extended).&lt;br /&gt;
** Users simply have to call the attack type, like they would for other multiple type weapons.&lt;br /&gt;
&lt;br /&gt;
'''XND-1000 dissipator''':&lt;br /&gt;
* The XND-1000 excess energy dissipator is an arm cannon, which draws power from unassigned Power Pool energy. It is disabled if there is less than 5 unassigned PP.&lt;br /&gt;
* Aiming and firing the XND-1000 is subject to FT, influencable. This means that the XND operates under the FT aiming rules as ranged weapons, and that any FT modifiers will affect the user's accuracy with the XND-1000.&lt;br /&gt;
* The arm cannon's ammunition is Power, and Max Power is equal to the amount of unassigned PP. Power recharges naturally at a rate of 0.5/turn until full.&lt;br /&gt;
* No weapon skill affects the XND-1000, therefore accuracy cannot be influenced by Skill level, and directly depends on the user's natural FT.&lt;br /&gt;
* The XND-1000 offers two attacks:&lt;br /&gt;
** Energy Blast: Singular blast of energy which costs 5 Power. SPECIAL-type, LDV+2, IS 5, 28/28/28 28/28/28/28.&lt;br /&gt;
** Charged Energy Blast: Singular blast of energy, of variable power. User can choose how much Power can be charged in a single shot (must be minimum 10)&lt;br /&gt;
*** Damage is SPECIAL-type. IS 9.&lt;br /&gt;
*** Pain damage calculation formula: '''28 + ( (X/5) * 12 )''' where X is amount of power charged.&lt;br /&gt;
*** LDV calculation formula: '''Total Pain discharged / 10''' rounded up.&lt;br /&gt;
*** ''Example:'' Charging 10 Power results in: Pain = '''28+((10/5)*12) = 52%''', and LDV = '''52 / 10 = 5.2, rounded to 5''' (thus LDV+5).&lt;br /&gt;
*** WARNING: After firing a Charged Energy Blast, the XND-1000 becomes unusable for 3 turns, as it drains considerable amounts of energy at once. Use with caution.&lt;br /&gt;
&lt;br /&gt;
=== Aug upgrades ===&lt;br /&gt;
&lt;br /&gt;
==== Upgrades for XND-1000 dissipator ====&lt;br /&gt;
&lt;br /&gt;
'''XAU-1001 Tesla Coil'''&lt;br /&gt;
* Effect: Changes damage type of XND-1000 shots to '''Spec-Elec'''. Adds a 50% chance to stun for 1d2 turns.&lt;br /&gt;
&lt;br /&gt;
'''XAU-1002 Heat Beam'''&lt;br /&gt;
* Effect: Changes damage type of XND-1000 shots to '''Spec-Fire'''.&lt;br /&gt;
&lt;br /&gt;
'''XAU-1003 Corrosive Shot'''&lt;br /&gt;
* Effect: Changes damage type of XND-1000 shots to '''Spec-Acid'''.&lt;br /&gt;
&lt;br /&gt;
'''XAU-1004 Super Charge'''&lt;br /&gt;
* Effect: Enables a new attack with the XND-1000, the Super Charged Force Bolt.&lt;br /&gt;
** Super Charged Energy Blast: Singular blast of energy, of variable power and greater strength than the normal Charged Energy Blast. User can choose how much Power can be charged in a single shot (must be minimum 10)&lt;br /&gt;
*** Damage is SPECIAL-type. IS 14.&lt;br /&gt;
*** Pain damage calculation formula: '''42 + ( (X/5) * 16 )''' where X is amount of power charged.&lt;br /&gt;
*** LDV calculation formula: '''Total Pain discharged / 10''' rounded up.&lt;br /&gt;
*** ''Example:'' Charging 10 Power results in: Pain = '''42+((10/5)*16) = 74%''', and LDV = '''74 / 10 = 7.4, rounded to 7''' (thus LDV+7).&lt;br /&gt;
*** WARNING: After firing a Super Charged Force Bolt, roll a 1d6. If the result is 1-5, the user's XND-1000 is disabled for as many turns. If the result is 6, the user's XND-1000 is disabled for 5 turns and the user themselves is stunned for 1d2 turns. Use with extreme caution.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Secondary effect]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Weapon</id>
		<title>Weapon</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Weapon"/>
				<updated>2019-11-14T20:47:24Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: /* One-handed use and dual wielding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''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|ammunition]] scarce.&lt;br /&gt;
&lt;br /&gt;
= How to use weapons =&lt;br /&gt;
&lt;br /&gt;
=== Finding and taking weapons ===&lt;br /&gt;
In most cases, the [[Contestant|contestant]] is able to obtain weapons by finding them on the ground, but they may also salvage them from dead [[Encounters|enemies]], or buy them at a [[Gun shop|gun shop]], [[Weapon shop|weapon shop]], or [[Forge|forge]], depending on its type. Encounters with randomly generated weapons may also have random weapon accessories, ammunition types, ammunition quantity, and maintenance statistics.&lt;br /&gt;
&lt;br /&gt;
A weapon that is worn on the [[Contestant]]'s body (in an equipment slot, or in a [[LBE|tactical vest, utility belt, or leg rig]]) is called an '''equipped weapon''' and is readily available at any moment for fights or whatever purpose needed.&amp;lt;br /&amp;gt;&lt;br /&gt;
A weapon that is carried in the [[LBE|backpack]] is called a '''spare weapon'''. It is generally NOT immediately usable by the Contestant until the backpack is made accessible (by spending a turn to set it down and open it), or until the Contestant moves the weapon into &amp;quot;equipped&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
==== Weapon equipment slots ====&lt;br /&gt;
As is described on the [[inventory sheet]], and much like [[clothing and armor]], a Contestant can '''equip''' weapons so that they are essentially worn on his/her body. Equipped weapons are always immediately accessible, but there are limits on how many weapons can be equipped at any one time, and of which weapon classes. Weapons meant to be equipped are placed in '''equipment slots''', which are as follow:&lt;br /&gt;
&lt;br /&gt;
* '''First primary weapon''': Can be filled with 1 weapon of either Class 1, Class 2 or Class 5 Long.&lt;br /&gt;
* '''Second primary weapon''': Can be filled with 1 weapon of either Class 1, Class 2 or Class 5 Long.&lt;br /&gt;
* '''Auxiliary weapon''': Can be filled with 1 Class 2 weapon only.&lt;br /&gt;
* '''First sidearm holster''': Can be filled with 1 weapon of either Class 3 or Class 5 Short.&lt;br /&gt;
* '''Second sidearm holster''': Can be filled with 1 weapon of either Class 3 or Class 5 Short.&lt;br /&gt;
* '''Handgear''': Can be filled with 1 Handgear weapon only. If none is equipped, the default Handgear weapon are bare fists.&lt;br /&gt;
&lt;br /&gt;
Other weapons can also be immediately accessible to the Contestant in certain situations, such as carrying them in [[LBE|load-bearing equipment]]. See [[Weapon#Swapping and disposing of weapons|below]] for more details. Certain types of weapons (i.e. Class 4 weapons) cannot fit in equipment slots and thus must be carried this way.&lt;br /&gt;
&lt;br /&gt;
=== Weapon actions ===&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
*'''Full-auto''' mode is regulated by the '''full-auto fire rules'''. See below for details.&lt;br /&gt;
*'''Semi-auto''' mode and '''Double-action''' weapons allow '''up to 10 shots per turn'''.&lt;br /&gt;
*'''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'''.&lt;br /&gt;
** When shooting in '''burst-fire mode''', you must still roll once per bullet fired. Two 3-round bursts correspond to 6 shots, therefore combat dice must be thrown for 6 shots.&lt;br /&gt;
*'''Lever-action''' and '''Pump-action''' weapons allow '''up to 5 shots per turn'''.&lt;br /&gt;
*'''Bolt-action''' and '''Single-action''' weapons allow '''up to 3 shots per turn'''.&lt;br /&gt;
*'''Single shot''' weapons may be fired '''only once per turn'''.&lt;br /&gt;
&lt;br /&gt;
When your Contestant is using a firearm with more than one fire mode, it is possible to '''select which fire mode to use for a given turn of combat'''. Please note that it is not possible to use different fire modes in the same turn.&lt;br /&gt;
&lt;br /&gt;
Certain firearms may have a multiplier tag next to their action, such as '''(x2)''' or '''(x3)''' or even '''(x4)''', generally denoting a multiple-barrel firearm. Such weapons can be fired as many times as the multiplier says; the tag effectively multiplies the amount of shots allowed for the listed action type.&lt;br /&gt;
* EXAMPLE: A weapon's action listed as '''Single shot (x2)''' (e.g. double-barreled shotgun) means that the weapon can be effectively fired twice per turn.&lt;br /&gt;
&lt;br /&gt;
==== Melee weapons ====&lt;br /&gt;
Melee weapons may also have modes, which describe what sort of action is employed, and its associated damage type, such as '''Slash''' for Sharp-type damage, or '''Stab''' for Piercing-type damage. Certain modes even allow some melee weapons to be used in different manners, e.g. a Ranged attack.&lt;br /&gt;
* All Class 5 Long weapons can be used to attempt up to 2 attacks per turn.&lt;br /&gt;
* All Class 5 Short weapons can be used to attempt up to 3 attacks per turn. This also applies to [[Weapon accessory#Bayonets|knife-bayonets used as C5S weapons]].&lt;br /&gt;
* The use of handgear is governed by [[Unarmed combat]], as they improve punching power as well as offer protection to the hands.&lt;br /&gt;
&lt;br /&gt;
All possible modes a weapon is capable of are always listed on the weapon's event line.&lt;br /&gt;
&lt;br /&gt;
==== Full-auto fire ====&lt;br /&gt;
Weapons capable of firing in full-auto mode possess a statistic called '''AutoROF''', which stands for &amp;quot;automatic rate of fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Instead of choosing a specific amount of shots or trigger pulls, a player wishing to have their Contestant fire in full-auto must instead pick a '''trigger pull length'''.&lt;br /&gt;
The actual amount of shots fired from an automatic weapon will vary, depending on the combination of both trigger pull length and AutoROF stat.&lt;br /&gt;
&lt;br /&gt;
'''AutoROF''' is a numerical value which corresponds roughly to half the firearm's real-life rate of fire in rounds per second (RPS), rounded up.&lt;br /&gt;
* The Kalashnikov AKM has a rate of fire of 600 RPM, or 10 RPS, which translates into an AutoROF stat of '''5'''.&lt;br /&gt;
* Conversely, the Colt M4A1's rate of fire is 900 RPM, or 15 RPS, which translates into an AutoROF stat of '''8''' (7.5 rounded up). &lt;br /&gt;
&lt;br /&gt;
The '''trigger pull length''' system offers players the ability to fire bursts of variable lengths, informally called '''&amp;quot;pull speeds&amp;quot;'''. There are four different speeds:&lt;br /&gt;
* '''I - Short''': Amount of shots fired is equal to '''1d''AutoROF'''''. (Examples; AKM: 1d5 shots, M4A1: 1d8 shots)&lt;br /&gt;
* '''II - Medium''': Amount of shots fired: '''2d''AutoROF'''''. (Examples; AKM: 2d5 shots, M4A1: 2d8 shots)&lt;br /&gt;
* '''III - Long''': Amount of shots fired: '''3d''AutoROF'''''. (Examples; AKM: 3d5 shots, M4A1: 3d8 shots)&lt;br /&gt;
* '''IV - Magdump''': Amount of shots fired is always equal to '''AutoROF value * 10''' (AKM: 50 shots ; M4A1: 80 shots)&lt;br /&gt;
&lt;br /&gt;
==== One-handed use and dual wielding ====&lt;br /&gt;
By default, all weapons are considered to require the use of both hands.&lt;br /&gt;
&lt;br /&gt;
It is possible to use a weapon '''one-handed''', as well as '''dual wield''' weapons (also known as '''two-weaponing'''), though there are certain restrictions.&lt;br /&gt;
&lt;br /&gt;
'''One-handed:'''&lt;br /&gt;
* '''One-handed usage''' of any weapon causes a '''FT+1 malus'''. There are no benefits to one-handed shooting, other than to make it possible in case the user [[severed limb|loses a limb]].&lt;br /&gt;
** Additionally, certain weapon accessories cannot be used while dual-wielding; all Underbarrel accessories (Foregrip, bipod, underbarrel weapons).&lt;br /&gt;
&lt;br /&gt;
'''Dual-wielding:'''&lt;br /&gt;
* Each weapon can be individually aimed at different given targets if desired, at the shooter's choice.&lt;br /&gt;
* The dual-wielding malus is the '''one-handed malus''', applied to both weapons.&lt;br /&gt;
* The base initiative score of a dual-wielding character is equal to that of the heaviest weapon used. This is before any IS modifiers, if any exist.&lt;br /&gt;
* Attack dice (2d6 per shot/attack attempted) must be rolled for each weapon when used depending on how many rounds fired/attacks attempted with each, as though they were used individually.&lt;br /&gt;
&lt;br /&gt;
The types of weapons that can be dual-wielded largely depend on their weapon category (for firearms and heavy weapons) or the weapon skill (for melee weapons). A group may belong to either an '''Unrestricted''' category (can dual-wield with it) or a '''Restricted''' category ('''cannot''' dual-wield with it, no matter what):&lt;br /&gt;
&lt;br /&gt;
* '''Unrestricted''' weapon types: Auto pistol, Crude weapon, Hand grenade, Knife, One-handed club, One-handed sword, Pistol, Revolver, Thrown weapons&lt;br /&gt;
* '''Restricted''' weapon types: Archery, Axe, Combat rifle, Conventional rifle, Exotic weapons (both kinds), Flamethrower, Grenade launcher, Machine gun, Planted explosive, Precision rifle, Rocket launcher, Shotgun, Submachine gun, Two-handed club, Two-handed sword, Staff/Pole weapons, Whip/Lash weapons&lt;br /&gt;
&lt;br /&gt;
'''Specific weapon exemptions''' - These individual weapons may be dual-wielded despite the fact they belong to a restricted weapon type:&lt;br /&gt;
* B+T MP9-N (Submachine gun)&lt;br /&gt;
* CZ Skorpion vz. 61 (Submachine gun)&lt;br /&gt;
* CZ Skorpion vz. 83 (Submachine gun)&lt;br /&gt;
* Danuvia VD-01 (Submachine gun)&lt;br /&gt;
* Flammenwerfer (Flamethrower) &lt;br /&gt;
* H&amp;amp;K MP5K (Submachine gun)&lt;br /&gt;
* H&amp;amp;K MP7A1 (Submachine gun)&lt;br /&gt;
* IMI UZI (Submachine gun)&lt;br /&gt;
* IMI Micro-UZI (Submachine gun)&lt;br /&gt;
* IZHMASH PP-91 Kedr (Submachine gun)&lt;br /&gt;
* KBP OTs-62 (Shotgun)&lt;br /&gt;
* MAC-10 (with stock extended) (Submachine gun)&lt;br /&gt;
* MAC-11 (with stock extended) (Submachine gun)&lt;br /&gt;
* Remington Spartan 220 sawed-off (Shotgun)&lt;br /&gt;
* ''Stechkin Carbine'' (Submachine gun)&lt;br /&gt;
* ZiD AEK-919K Kashtan (Submachine gun)&lt;br /&gt;
* ''Any '''Glock-SF''' or '''Glock-LF''' pistol equipped with a Glock Stock'' (Submachine gun if full auto, Conventional rifle if not)&lt;br /&gt;
&lt;br /&gt;
=== Weapon stocks ===&lt;br /&gt;
Firearms may be equipped with various kinds of stocks - or not! A firearm's stock type falls under one of five categories:&lt;br /&gt;
* '''S - Fixed stock'''&lt;br /&gt;
** A firearm equipped with a stock allows the user to shoulder the weapon and aim accurately.&lt;br /&gt;
** Fixed stocks are considered to be the &amp;quot;default&amp;quot;; they offer no advantages or disadvantages and have no influence on accuracy. Weapons with fixed stocks generally have higher Weight.&lt;br /&gt;
* '''RS - Retracting stock'''&lt;br /&gt;
** A firearm equipped with a retracting stock allows the user to '''choose between two stock modes''': '''Open''' and '''Retracted'''.&lt;br /&gt;
** '''Open stocks''' act like fixed stocks and offer default accuracy.&lt;br /&gt;
** '''Retracted stocks''' shorten the length of the weapon but still allow the user to shoulder, allowing the weapon to be drawn more quickly, but at the expense of some accuracy.&lt;br /&gt;
*** Effects: '''IS tier -1''' but '''Inaccuracy Range +1'''.&lt;br /&gt;
* '''FS - Folding stock'''&lt;br /&gt;
** A firearm equipped with a folding stock allows the user to '''choose between two stock modes''': '''Open''' and '''Folded'''.&lt;br /&gt;
** '''Open stocks''' act like fixed stocks and offer default accuracy.&lt;br /&gt;
** '''Folded stocks''' shorten the length of the weapon even more, by folding the stock to one side of (or even above or under) the receiver. Although this makes the weapon far more compact, the weapon cannot be shouldered anymore, making it far less accurate.&lt;br /&gt;
*** Effects: '''Weight tier -1''' but '''Failure Threshold +1'''.&lt;br /&gt;
* '''FRS - Folding/Retracting stock'''&lt;br /&gt;
** A firearm equipped with a folding/retracting stock allows the user to '''choose between all three stock modes''': '''Open''', '''Retracted''' and '''Folded'''.&lt;br /&gt;
** The effects of open, retracted, and folded stocks apply depending on the selected mode.&lt;br /&gt;
* '''N - No stock'''&lt;br /&gt;
** A firearm equipped with no stock cannot be shouldered.&lt;br /&gt;
** Stockless firearms are generally the lightest and most compact firearms (compared to weapons with stocks), but they cannot be aimed as accurately; the trade-off for lower weight is lower accuracy. The negative effects are similar to that of a folded stock, but in a more permanent fashion.&lt;br /&gt;
*** Effect: '''Failure Threshold +1'''.&lt;br /&gt;
&lt;br /&gt;
Stock modes do not apply to Class 4, Class 5, or Handgear weapons, and thus are not affected by these rules.&lt;br /&gt;
&lt;br /&gt;
If the Contestant is equipped with firearms with multiple stock modes, '''switching to another stock mode is a free action that can be done only once per turn,''' similarly to choosing a fire mode.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
The [[Damage chart|damage chart]] of a weapon, if not a melee weapon, is determined by the [[Ammunition|ammunition]] it uses; as such, for more information about how much it will hurt a target depending on its [[Protection chart|armor class]], check the corresponding article of its [[Ammunition|ammunition]] used.&lt;br /&gt;
&lt;br /&gt;
=== Reloading weapons ===&lt;br /&gt;
When outside combat, any weapon reloading or magazine (or eqv.) refilling is considered to not take any turns. It becomes a free action, of sorts.&lt;br /&gt;
&lt;br /&gt;
When in combat:&lt;br /&gt;
* The standard reloading action always takes '''1 turn''' to perform. This includes chambering a round from a magazine.&lt;br /&gt;
** If the weapon uses magazines, moon clips, en-bloc clips, or ammunition belts, the old one will be dropped on the floor, the new one being used to feed the weapon.&lt;br /&gt;
** If the weapon uses speedloaders, stripper clips, or speed strips, ammunition is removed from them in order to feed the weapon, then they are dropped on the floor during the reloading process.&lt;br /&gt;
* Take good note of dropped items if your Contestant had to reload during combat, so as to not forget magazines (or eqv.) behind!&lt;br /&gt;
** It is possible to verbally announce the magazines/etc. are '''swapped''' instead, so that the old mag (or eqv.) goes in the inventory (if accessible, see [[LBE#Capacity]]). Doing so is optional and does not take additional time.&lt;br /&gt;
* If the weapon has to be reloaded manually (from loose rounds), the contestant may reload '''up to 3 rounds in 1 turn'''. &lt;br /&gt;
* Likewise for magazines/other feeding systems, if the user chooses to refill them in the middle of combat, '''up to 3 rounds per turn''' only.&lt;br /&gt;
* Chamber-loading a firearm, either to refill it to maximum capacity (see below for more info), or because the magazine is missing, '''is an action which takes 1 turn on its own'''.&lt;br /&gt;
** Example: When reloading a Tokarev TT-33, which has an 8-round magazine, refilling the magazine (8 rounds) plus the weapon (chamber-loading) would take 4 turns. While the total amount of rounds is indeed 9 (8+1), the magazine and the chamber-loading are treated as being separate reloading instances; thus explaining why it doesn't take 3 turns.&lt;br /&gt;
* Regardless of the weapon type, '''emptying (unloading) 1 weapon or 1 magazine''' takes '''1 turn'''.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Many firearms have a capacity written as &amp;quot;xx'''+1'''&amp;quot;. This denotes &amp;quot;xx rounds of ammunition in the (magazine, etc.) '''plus 1''' in the chamber&amp;quot;. 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).&lt;br /&gt;
*'''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, multiple-barreled 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.&lt;br /&gt;
&lt;br /&gt;
==== Special reloading rules ====&lt;br /&gt;
&lt;br /&gt;
===== By weapon type =====&lt;br /&gt;
*[[Bow|Bows]], [[Crossbow|crossbows]], [[Fukiya]], and [[Taser X26c]]: Can be reloaded the same turn they've been fired.&lt;br /&gt;
*'''Single-shot firearms (including multiple barreled firearms)''': These weapons can be reloaded in the same turn they've been fired, within the limit of max 3 loose rounds per turn ('''quadruple-barreled''' firearms cannot be fully reloaded in the same turn they were emptied, for example).&lt;br /&gt;
*'''Bolt-actions with internal magazines''': If reloading with loose rounds, can fire ONE round and be reloaded with ONE round, in the same turn.&lt;br /&gt;
*'''Pump-actions, lever-actions and semi-automatics with internal tubes''': If reloading with loose rounds... you can either:&lt;br /&gt;
** Fire TWO rounds and reload ONE round in the same turn.&lt;br /&gt;
** Or fire ONE round and reload TWO rounds in the same turn.&lt;br /&gt;
*'''Single-action revolvers + Nagant M1895 revolver''': These weapons first require 1 turn to eject all the spent casings before being able to load new rounds, with one exception (see below). Using a '''speed strip''' may help reducing the time to reload; they allow the Contestant to fully reload a single-action revolver in one turn, rather than being subject to the &amp;quot;loose rounds&amp;quot; rule.&lt;br /&gt;
** Example: A '''Colt Single Action Army''' has a capacity of 6 rounds. Once all rounds are fired, one turn must be spent to remove the spent casings. If the shooter has a speed strip, then only one turn is required to reload it fully; if not, then as per the loose rounds rule, it would take 2 turns to load all 6 rounds - for a total of 3 turns.&lt;br /&gt;
** '''Exception:''' SA revolvers can fire ONE round and be reloaded with ONE loose round in the same turn, similarly to bolt-action firearms with internal magazines.&lt;br /&gt;
* '''Combination guns''' can be reloaded as normally; up to 3 rounds per turn, with the added bonus that caliber doesn't matter; multiple rounds of multiple calibers can be reloaded in a single turn, so long as they are within the limit of up to 3 per turn.&lt;br /&gt;
&lt;br /&gt;
===== For specific weapons =====&lt;br /&gt;
*'''CZ 75 AUTOMATIC''': This weapon is designed to accept a second magazine in '''storage''' (meaning that the weapon merely holds the magazine, and is not used to chamber ammunition). The second magazine is attached in front of the trigger guard. Attaching a storage magazine '''takes one turn'''. Once attached, it counts as immediately available, and can be used and swapped with another magazine to perform a reload, as though it was in the inventory.&lt;br /&gt;
** In addition, if a CZ 75 AUTOMATIC has a storage magazine attached, that magazine '''is considered to be a [[weapon accessory#foregrip|foregrip]]''', with all of the appropriate effects.&lt;br /&gt;
*'''DSR Precision DSR-1''': This weapon is designed to accept a second magazine in '''storage''' (meaning that the weapon merely holds the magazine, and is not used to chamber ammunition). The second magazine is attached in front of the trigger guard. Attaching a storage magazine '''takes one turn'''. Once attached, it counts as immediately available, and can be used and swapped with another magazine to perform a reload, as though it was in the inventory.&lt;br /&gt;
*'''FN Herstal M249 Minimi''', '''IMI Negev''': These weapons can be fed using either ammunition belts or box magazines. When fed with box magazines, the amount of Condition lost on a critical failure is doubled for these weapons.&lt;br /&gt;
*'''H&amp;amp;K G11K2 (+ [[Customs:Minor|modified variants]])''': This weapon is designed to accept two extra magazines in '''storage''' (meaning that the weapon merely holds the magazines, and are not used to chamber ammunition). The second and third magazine are attached to the sides of the rifle. Attaching a storage magazine '''takes one turn'''. Once attached, it counts as immediately available, and can be used and swapped with another magazine to perform a reload, as though it was in the inventory.&lt;br /&gt;
*'''Kel-Tec KSG-12''' and '''KSG-25''': These weapons are unique in that they possess two tube magazines, and a switch allowing the shooter to toggle which magazine is active. Selecting a magazine is treated the same as selecting a fire mode; it is a free action, but it must be declared during a turn and can only be done once per turn. Magazines are referred to as '''Left (L)''' and '''Right (R)'''.&lt;br /&gt;
** When switching from one tube to another, if the chamber is empty, chambering a fresh round after switching tubes is considered part of the free action.&lt;br /&gt;
*'''Springfield M1 Garand (+ [[Customs:Minor|modified variants]])''': Contrary to popular knowledge, if the rifle still has ammunition loaded, it is possible to reload it; there are two ways to do so, both of which can be performed in the game:&lt;br /&gt;
** '''Manual reload''': A shooter may cause the rifle to extract the clip with any unfired ammunition that it still carries; the shooter simply needs to press a button on the left side of the rifle, then pull the charging handle, ejecting the chambered round and the clip plus remaining ammo immediately, allowing it to be replaced with a fresh one. When manually reloading the M1 garand, '''the chambered round, and the clip (plus remaining ammunition), will be dropped separately''', allowing the shooter to '''spend the turn to reload the rifle as one would normally.'''&lt;br /&gt;
** '''Top off''': A shooter may &amp;quot;top off&amp;quot; an M1 Garand as a reload action; the shooter will pull the bolt back and keep the clip and previously chambered cartridge into the magazine; it is then possible to load the weapon with loose rounds. As such, when &amp;quot;topping off&amp;quot; the M1 Garand, '''up to 3 rounds per turn''' can be loaded, just like a with a bolt-action rifle, for example.&lt;br /&gt;
&lt;br /&gt;
=== Swapping and disposing of weapons ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
When in combat:&lt;br /&gt;
*Swapping two '''equipped or immediately accessible''' weapons takes no turns and is a free action.&lt;br /&gt;
*'''Spare weapons''' (weapons stored in a backpack) cannot be accessed in any way, unless the backpack has been set down and opened; this requires 1 turn&lt;br /&gt;
*Picking up a weapon that is not equipped takes no turns and is a free action, under certain conditions:&lt;br /&gt;
** The weapon has to be '''immediately accessible''': Located in a piece of [[LBE|load-bearing equipment]] other than a backpack (if in a backpack, it must be set down first, which requires 1 turn), or on the floor (only if the Contestant is on the same side as the desired item ; see '''NOTE2''' below)&lt;br /&gt;
** This rule is valid for non-weapons as well - [[LBE|other items]] can be immediately used if they are ''immediately accessible'' as well.&lt;br /&gt;
*Dropping a weapon takes no turns and is a free action, as long as the weapon is immediately accessible.&lt;br /&gt;
*In addition to the equipment slots and load-bearing equipment, it is tolerated (but not encouraged) to '''temporarily pick up weapons in hands'''. Temporary in-hands weapons can be used normally, but must be equipped, spared (if possible), or dropped (if nothing else), if the Contestant wishes to use ''any'' other item.&lt;br /&gt;
*Passing a weapon (or any other item) to an ally, teammate or similar, takes '''one turn''' for each. Receiving a weapon (or any other item) from someone else is a free action as long as the receiving hands are free. (Hands are considered &amp;quot;not free&amp;quot; if the hands are currently occupied by a temporary in-hands weapons; in other words - drop the temporary in-hands weapon if you want to receive items from someone else!)&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Certain weapons have a Weight rating set to &amp;quot;Unsparable&amp;quot;, which is one tier above 30 units. &amp;quot;Unsparable&amp;quot; weapons cannot be stored in a backpack.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''NOTE2:''' If the contestant intends to grab an item on the floor while in combat, he or she must be sure it can be reached. See [[Gameplay mechanics#Battlespace|this page]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Firearm maintenance ===&lt;br /&gt;
''More information on this article: [[Firearm maintenance]]''&lt;br /&gt;
&lt;br /&gt;
=== Weapon rarity ===&lt;br /&gt;
Weapons are generated using a rarity system, which regulates rarity according to shop value. The higher the rarity level, the less chances such a weapon may be generated.&lt;br /&gt;
&lt;br /&gt;
Firearms and melee weapons are graded on two separate rarity scales:&lt;br /&gt;
&lt;br /&gt;
Firearms (Class 1-4):&lt;br /&gt;
* Rarity 1: &amp;lt;span style=&amp;quot;color: #6699CC&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt; - Chance to generate: 39%&lt;br /&gt;
* Rarity 2: &amp;lt;span style=&amp;quot;color: #50C878&amp;quot;&amp;gt;Regular&amp;lt;/span&amp;gt; - Chance to generate: 25%&lt;br /&gt;
* Rarity 3: &amp;lt;span style=&amp;quot;color: #0F52BA&amp;quot;&amp;gt;Premium&amp;lt;/span&amp;gt; - Chance to generate: 16%&lt;br /&gt;
* Rarity 4: &amp;lt;span style=&amp;quot;color: #66023C&amp;quot;&amp;gt;Superior&amp;lt;/span&amp;gt; - Chance to generate: 10%&lt;br /&gt;
* Rarity 5: &amp;lt;span style=&amp;quot;color: #CC0000&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt; - Chance to generate: 7.5%&lt;br /&gt;
* Rarity 6: &amp;lt;span style=&amp;quot;color: #FFD700&amp;quot;&amp;gt;Extraordinary&amp;lt;/span&amp;gt; - Chance to generate: 2.5%&lt;br /&gt;
* Rarity 7: &amp;lt;span style=&amp;quot;color: #FFFFFF&amp;quot;&amp;gt;Unique&amp;lt;/span&amp;gt; - Never generated randomly, is applied to custom weapons, crafting-only weapons, specs docs weapons, and other unique weapons.&lt;br /&gt;
&lt;br /&gt;
Melee weapons (Class 5L, 5S and Handgear): &lt;br /&gt;
* Rarity 1: &amp;lt;span style=&amp;quot;color: #6699CC&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt; - Chance to generate: 42%&lt;br /&gt;
* Rarity 2: &amp;lt;span style=&amp;quot;color: #50C878&amp;quot;&amp;gt;Regular&amp;lt;/span&amp;gt; - Chance to generate: 35.5%&lt;br /&gt;
* Rarity 3: &amp;lt;span style=&amp;quot;color: #0F52BA&amp;quot;&amp;gt;Premium&amp;lt;/span&amp;gt; - Chance to generate: 17.5%&lt;br /&gt;
* Rarity 4: &amp;lt;span style=&amp;quot;color: #66023C&amp;quot;&amp;gt;Superior&amp;lt;/span&amp;gt; - Chance to generate: 5%&lt;br /&gt;
* Rarity 7: &amp;lt;span style=&amp;quot;color: #FFFFFF&amp;quot;&amp;gt;Unique&amp;lt;/span&amp;gt; - Never generated randomly, is applied to custom weapons, crafting-only weapons, specs docs weapons, and other unique weapons.&lt;br /&gt;
&lt;br /&gt;
=== Special rules ===&lt;br /&gt;
&lt;br /&gt;
==== Bows ====&lt;br /&gt;
* [[Statistics|Strength]] affects weapon damage, similarly to a regular melee weapon. (e.g. Strength 135% = 1.35x damage)&lt;br /&gt;
* Every arrow fired '''breaks when hitting a target''', and '''doesn't break when missing.'''&lt;br /&gt;
** Arrows that don't break can be retrieved (they will land on the Battlespace Side that was being aimed at).&lt;br /&gt;
** '''Exception:''' Explosive arrows always break after being fired, as they're explosive.&lt;br /&gt;
* '''FT+1 malus with all bows''', same as stockless firearms.&lt;br /&gt;
* '''Bows are faster''': The amount of maximum shots and reloads that can be performed per turn depends on '''Archery skill level''', with an '''IR+1''' malus for any shot fired after the first one. (Shot 2: IR+1. Shot 3: IR +2, and so on...)&lt;br /&gt;
&lt;br /&gt;
==== Combination guns ====&lt;br /&gt;
Combination guns are a type of firearm with multiple barrels, chambered in at least 2 different calibers. They exist in two subtypes: '''Combination long guns''' and '''Combination handguns'''.&lt;br /&gt;
&lt;br /&gt;
* Combination gun users must declare which Caliber Mode or CM (essentially which barrel/set of barrels of the same caliber) they intend to use.&lt;br /&gt;
* Selecting a caliber mode is a free action, comparable to selecting a fire mode (can only be done once per turn).&lt;br /&gt;
* [[Skills|Combat skills]] used depends on the caliber and combination gun subtype. See that page for more info.&lt;br /&gt;
&lt;br /&gt;
==== Crossbows ====&lt;br /&gt;
* Damage is not affected by Strength; crossbow type and ammunition type are the factors determining damage. (closer to a firearm in behavior)&lt;br /&gt;
* Every bolt fired '''breaks when hitting a target''', and '''doesn't break when missing.'''&lt;br /&gt;
** Bolts that don't break can be retrieved (they will land on the Battlespace Side that was being aimed at).&lt;br /&gt;
** Exception: Explosive bolts always break after being fired, as they're explosive.&lt;br /&gt;
* '''Crossbows may have stock types''', like firearms, with appropriate effects.&lt;br /&gt;
* '''Crossbows are slower''': They are restricted to '''no more than 1 shot + 1 reload per turn''', regardless of the crossbow type.&lt;br /&gt;
&lt;br /&gt;
==== Disposable rocket launchers ====&lt;br /&gt;
* Multiple disposable rocket launchers can be carried in a single equipment slot, as long as they are all the same model. '''Light''' disposable launchers allow up to 4 launchers, '''Medium''' allow up to 3, and '''Heavy''' up to 2.&lt;br /&gt;
&lt;br /&gt;
==== Flamethrowers ====&lt;br /&gt;
* Flamethrower ammunition is counted in seconds. 1 &amp;quot;round&amp;quot; of ammunition corresponds to 1 second of fire. Up to 5 &amp;quot;rounds&amp;quot; per turn can be fired with a flamethrower.&lt;br /&gt;
* Flamethrowers are not subjected to [[Weapon maintenance]] and therefore do not have maintenance stats, nor do they need to be repaired or cleaned.&lt;br /&gt;
* Flamethrowers cannot be reloaded unless they are completely empty. Flamethrower reload packs therefore solely exist for the purpose of completely refilling them; and once used that way, they disappear (making them one-use items).&lt;br /&gt;
* All flamethrowers call for [[Skills|Flamethrowers combat skill]].&lt;br /&gt;
* [[Gameplay mechanics|Critical failures]] with a flamethrower cause a unique, special type of failure: '''Failure to burn'''.&lt;br /&gt;
* Flamethrowers are grouped in three categories: '''Disposable''', '''Light''' and '''Heavy'''.&lt;br /&gt;
** Disposable flamethrowers work on the same principle as disposable rocket launchers (see above); multiple of the same model of disposable flamethrower can be carried in the same equipment slot (if weapon Class permits): '''Up to 3''' per equipment slot.&lt;br /&gt;
** Light flamethrowers are the closest to regular firearms and have no special equipment rules.&lt;br /&gt;
** Heavy flamethrowers allow users to '''equip their fuel tank in a Primary equipment slot''' instead of taking space in the inventory (the weapon itself must still be equipped in a Primary equipment slot, meaning that in order to save the most inventory space, a heavy flamethrower will occupy both Primary slots).&lt;br /&gt;
** In addition, heavy flamethrowers generally have '''a weight value that is different from their IS'''; the weapon event line will show that difference and display the weapon's weight and IS values separately.&lt;br /&gt;
&lt;br /&gt;
==== Machine guns ====&lt;br /&gt;
Certain machine guns use ammunition belts. There are two types of ammunition belts: Disintegrating, and non-disintegrating.&amp;lt;br/&amp;gt;&lt;br /&gt;
Non-disintegrating belts can be treated the same as giant magazines. This section only concerns '''disintegrating belts'''.&lt;br /&gt;
&lt;br /&gt;
Firearms that can be fed with disintegrating link belts will eject '''belt links''' on the floor alongside casings. Unlike casings, there is no skill requirement to find links; firing 200 rounds will always result in 200 belt links on the floor.&lt;br /&gt;
&lt;br /&gt;
When in possession of compatible belt links and ammunition, the Contestant can '''spend 1 turn to combine 3 links and 3 rounds together'''. This results in the creation of a loose ammo belt. This act can be scaled to however many rounds a Contestant wishes to link together.&lt;br /&gt;
* Example: If the Contestant wishes to create a 50-round ammo belt, he/she will spend 17 turns to combine 50 belt links and 50 rounds.&lt;br /&gt;
&lt;br /&gt;
* Example event line: '''[Weapon accessory] M13 ammo belt, loose, disintegrating links, 7.62x51mm NATO, 50 rounds - [0 /50] - Weight: (variable, 0.02 per round)'''&lt;br /&gt;
&lt;br /&gt;
The Contestant also has the possibility to '''spend 1 turn to divide an existing belt into two shorter belts'''.&lt;br /&gt;
* Example: The Contestant can separate a 100-round ammo belt into two 50-round ammo belts, or into one 25-round and one 75-round, etc.&lt;br /&gt;
&lt;br /&gt;
Although links have an individual weight of 0.01, loose ammo belts are not heavier than unlinked ammunition; a 50-round loose belt weighs as much as 50 rounds, for instance. As such, it is always more space efficient to combine ammo and links.&lt;br /&gt;
&lt;br /&gt;
There is no upper limit to how much ammunition can be linked together into loose ammo belts, other than weight concerns.&lt;br /&gt;
&lt;br /&gt;
The Contestant must distinguish between '''loose ammo belts''' and '''ammo belt boxes''':&lt;br /&gt;
&lt;br /&gt;
Loose ammo belts:&lt;br /&gt;
* Have a variable capacity, which depends on however many rounds are linked together&lt;br /&gt;
* Cannot be carried by a firearm like a magazine or a belt box. &lt;br /&gt;
** The Contestant may load a loose ammo belt into a compatible firearm, but only if the belt is in a directly accessible part of the inventory. Firearms loaded with such belts are therefore &amp;quot;loaded from the inventory&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Ammo belt boxes:&lt;br /&gt;
* Are designed to contain ammo belts of a specific type (e.g. M13 belt boxes can only contain M13 belts, and so on)&lt;br /&gt;
* Can be loaded into a compatible firearm, which will carry it, like a magazine. '''It takes 1 turn to load a loose belt into a belt box'''.&lt;br /&gt;
* Have a maximum capacity&lt;br /&gt;
** A Contestant may load loose belts of any length as long as it's equal or inferior to the listed capacity. For example, a 74-round loose belt loaded in a 100-round belt box is fine, but a 124-round loose belt is not.&lt;br /&gt;
&lt;br /&gt;
==== Specific weapons ====&lt;br /&gt;
* '''MAC-10''', '''MAC-11''':&lt;br /&gt;
** By default, these weapons are '''submachine guns''' when the stock is open. Weapon type becomes '''Auto pistol''' when the stock is folded. This means that the weapon skills this weapon calls for may change depending on whether the stock is open or folded: '''Rifle''' skills if open, '''Pistol''' skills if folded.&lt;br /&gt;
&lt;br /&gt;
= Lists of weapons =&lt;br /&gt;
&lt;br /&gt;
There is a grand total of '''740''' weapons that can be used by the [[Contestant]] in MazeWorld.&lt;br /&gt;
* 261 Class 1 weapons&lt;br /&gt;
* 89 Class 2 weapons&lt;br /&gt;
* 183 Class 3 weapons&lt;br /&gt;
* 27 Class 4 weapons&lt;br /&gt;
* 129 Class 5 weapons, including: &lt;br /&gt;
** 72 Class 5 Long&lt;br /&gt;
** 57 Class 5 Short&lt;br /&gt;
* 9 Handgear items, which can be considered weapons on their own&lt;br /&gt;
* 8 [[Weapon accessory#Underbarrel_grenade_launchers|Underbarrel grenade launchers]], including:&lt;br /&gt;
** 7 detachable UGLs (which can be considered weapons on their own)&lt;br /&gt;
** 1 integrated UGL (which is integral to the weapon it is mounted on)&lt;br /&gt;
* 3 [[Weapon accessory#Underbarrel_shotguns|Underbarrel shotguns]], which can be considered weapons on their own&lt;br /&gt;
* 31 [[Weapon accessory#Bayonets|Bayonets]], including:&lt;br /&gt;
** 27 knife-bayonets (which can be used as Class 5S weapons if so desired)&lt;br /&gt;
** 2 non-knife-bayonets (which requires mounting to a firearm to be used as a weapon)&lt;br /&gt;
** 2 integrated bayonets (which is integral to the weapon it is mounted on)&lt;br /&gt;
&lt;br /&gt;
=== Class 1 weapons ===&lt;br /&gt;
Class 1 weapons constitute the bread and butter of primary weapons, with types and efficiency running almost the full spectrum - from diminutive .22 LR training rifles to the most powerful of antimateriel rifles or rocket launchers, and everything in between; assault rifles, battle rifles, shotguns, machine guns, sniper rifles, and so on.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Class 1 Weapons|List of Class 1 weapons]]&lt;br /&gt;
&lt;br /&gt;
=== Class 2 weapons ===&lt;br /&gt;
Class 2 weapons cover the submachine guns, personal defense weapons, compact assault rifles and compact shotguns of the game. 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.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Class 2 Weapons|List of Class 2 weapons]]&lt;br /&gt;
&lt;br /&gt;
=== Class 3 weapons ===&lt;br /&gt;
Class 3 weapons cover the one-handed weapons of the game, such as handguns, machine pistols, compact submachine guns and sawed-off shotguns. The relatively high variety in sizes, types and calibers makes Class 3 weapons versatile and suited for many different uses, from simple backup weapon to hand-cannon.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Class 3 Weapons|List of Class 3 weapons]]&lt;br /&gt;
&lt;br /&gt;
=== Class 4 weapons ===&lt;br /&gt;
Class 4 weapons cover the explosives and grenades of the game. 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.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Class 4 Weapons|List of Class 4 weapons]]&lt;br /&gt;
&lt;br /&gt;
=== Class 5 weapons ===&lt;br /&gt;
Class 5 weapons cover the melee weapons and the occasional few non-firearm ranged weapons of the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Class 5 weapons are separated in two subcategories: '''Short''' (one-handed) and '''Long''' (two-handed).&amp;lt;br /&amp;gt;&lt;br /&gt;
Weapons in this class are of various sizes and nature. Except in the case of the non-firearm ranged weapons, their chief advantage is that they use no ammunition, but the majority of them require the Contestant to be within melee range of the target. Certain of these weapons may have additional uses or modes as well, increasing their usefulness.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Class 5 Weapons|List of Class 5 weapons]]&lt;br /&gt;
&lt;br /&gt;
=== Handgear ===&lt;br /&gt;
Technically being both [[Clothing and armor|clothing]] and weapons, Handgear are a weapon Class on their own, as they affect the power of the Contestant's punches. Hand-to-hand combat is generally represented as [[unarmed combat]], though wearing better handgear improves efficiency - both as weapons and as protective gear.&amp;lt;Br/&amp;gt;&lt;br /&gt;
Handgear are the only items that will protect the contestant from [[Wound|injuries]] to the hands. It is never a bad idea to upgrade handgear, as it will both improve protection and damage done to enemies with them.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''NOTE:''' Youkai wearing handgear do not benefit from the Armor Class protection of handgear.&lt;br /&gt;
&lt;br /&gt;
[[List of Handgear]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Weapon accessory]]&lt;br /&gt;
*[[Supply crate]]&lt;br /&gt;
*[[Ammunition]]&lt;br /&gt;
*[[Statistics]]&lt;br /&gt;
*[[LBE]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Trauma_plates</id>
		<title>Trauma plates</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Trauma_plates"/>
				<updated>2019-10-20T18:39:53Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: /* Composite plates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''trauma plate''' (referred to as simply '''plates''' on occasion) is an insert of bullet-resistant material, designed to reinforce body armor and make it more resistant to damage. Trauma plates exist in multiple variants in the Mazes, but cannot be inserted in every type of armor.&lt;br /&gt;
&lt;br /&gt;
Trauma plates reinforce the wearer's protection by providing a flat Pain modifier when bullets strike the torso, drastically cutting down the effects of Pain. In addition, they are designed to prevent injuries and limb damage from happening - all damage is instead absorbed by the plate (unless overpenetration occurs, see below).&lt;br /&gt;
&lt;br /&gt;
They are considered to be items part of the Clothing category, but are actually not pieces of clothing and cannot be worn &amp;quot;alone&amp;quot; - plates require specific types of body armor, tagged as 'plate carriers' (the list of plate carriers will be detailed below), in order to be installed.&lt;br /&gt;
&lt;br /&gt;
As indicated in [[Clothing and armor]], it takes '''1 turn''' to insert a plate carrier into a piece of body armor, and '''1 turn''' to remove it. It is also not allowed to place body armor with a trauma plate inserted into the inventory - the trauma plate must first be removed.&lt;br /&gt;
&lt;br /&gt;
The benefits of wearing armor with a trauma plate include the ability to cut down Pain damage received when struck in the torso. Plates however are limited in their protective ability by three factors: the fact that '''a plate is not designed to protect from anything other than Bullet-type damage''' (Meaning, that if any other damage type strikes a plate wearer, damage is to be calculated as if there was no plate), the fact that '''plates cannot stop bullets indefinitely and will eventually break''', and lastly, the fact that depending on the material of the plate, '''sufficient amounts of damage in one hit may actually overpenetrate and defeat the plate'''. A bullet that manages to defeat the plate will deal as much pain and limb damage to the wearer as if the plate wasn't there at all, while still damaging the plate.&lt;br /&gt;
&lt;br /&gt;
In essence, plates work more or less like a miniature, personal piece of [[cover]] that users wear on themselves at all times, with the same principle of cover health and overpenetration.&lt;br /&gt;
&lt;br /&gt;
It must be noted that regardless of how a plate performs, if an user is struck with a vest with plate, the vest '''will not suffer clothing damage from Bullet-type hits'''. The plate also serves to protect the vest itself from taking damage and thus prevent the vest from &amp;quot;falling off&amp;quot; with a potentially still viable plate inside.&lt;br /&gt;
* '''EXCEPTION:''' If a bullet manages to defeat the plate's Pass-Through Threshold, or in other words, defeats the plate and vest and pierces through, then naturally the bullet will damage both plate and vest.&lt;br /&gt;
&lt;br /&gt;
==== Plate carriers ====&lt;br /&gt;
In order to wear a trauma plate, the wearer must be already wearing a piece of [[List of body armor|body armor]] with the '''Plate carrier''' trait. See the article for more information on body armors and plate carriers.&lt;br /&gt;
&lt;br /&gt;
==== Trauma plate types ====&lt;br /&gt;
Trauma plates may be bought in clothes shops, found at random, or found on encounters which carry plates as standard issue equipment.&lt;br /&gt;
&lt;br /&gt;
* '''Fiberglass'''&lt;br /&gt;
** Description: Very cheap and very light, fiberglass sheet plates are essentially improvised armor inserts. While they can stop most low-end threats, from grenade fragments to low-powered handgun rounds, they are not recommended against any 'serious' threats. Fiberglass plates are soft and cheaply made; that means they offer very poor Pain reduction.&lt;br /&gt;
** Maximum health: 20 HP&lt;br /&gt;
** Pass-through threshold: 9+ dmg (Stops up to 8)&lt;br /&gt;
** Pain damage modifier: 0.75x Pain&lt;br /&gt;
** Weight: 1 unit&lt;br /&gt;
** Cost: 100 P$&lt;br /&gt;
&lt;br /&gt;
* '''Aramid fiber'''&lt;br /&gt;
** Description: Aramid fiber plates are soft trauma plates. They are of much higher quality and made to better standards than simple fiberglass sheet plates, being made of the same type of fibers that body armor vests are woven out of. Aramid fiber plates are soft ; they offer poor Pain reduction compared to hard plates, but is still better than fiberglass.&lt;br /&gt;
** Maximum health: 30 HP&lt;br /&gt;
** Pass-through threshold: 10+ dmg (Stops up to 9)&lt;br /&gt;
** Pain damage modifier: 0.5x Pain&lt;br /&gt;
** Weight: 1 unit&lt;br /&gt;
** Cost: 200 P$&lt;br /&gt;
&lt;br /&gt;
* '''Ceramic'''&lt;br /&gt;
** Description: One of the most commonly-used types of trauma plate. It is the lightest type of hard trauma plate, and offers a good compromise of weight, affordability, and protection level. &lt;br /&gt;
** Maximum health: 40 HP&lt;br /&gt;
** Pass-through threshold: 11+ dmg (Stops up to 10)&lt;br /&gt;
** Pain damage modifier: 0.15x Pain&lt;br /&gt;
** Weight: 2 units&lt;br /&gt;
** Cost: 500 P$&lt;br /&gt;
&lt;br /&gt;
* '''Titanium/Steel'''&lt;br /&gt;
** Description: Better than ceramic, yet a lighter alternative to light steel, this plate is composed of a thin tile of steel, layered between two tiles of titanium. T/S plates are suitable for those seeking a protection level higher than those offered by ceramic plates, but without the cost and expense of an all-steel plate.&lt;br /&gt;
** Maximum health: 50 HP&lt;br /&gt;
** Pass-through threshold: 12+ dmg (Stops up to 11)&lt;br /&gt;
** Pain damage modifier: 0.15x Pain&lt;br /&gt;
** Weight: 3 units&lt;br /&gt;
** Cost: 750 P$&lt;br /&gt;
&lt;br /&gt;
* '''Light steel'''&lt;br /&gt;
** Description: A medium thickness (5/8ths / 0.625 inch) plate of hardened steel, which offers a compromise between weight and toughness, with price to match. It is designed to stop most intermediate rifle rounds, but do not let it be shot too much by full-power rifles.&lt;br /&gt;
** Maximum health: 60 HP&lt;br /&gt;
** Pass-through threshold: 13+ dmg (Stops up to 12)&lt;br /&gt;
** Pain damage modifier: 0.2x Pain&lt;br /&gt;
** Weight: 4 units&lt;br /&gt;
** Cost: 1000 P$&lt;br /&gt;
&lt;br /&gt;
* '''Heavy steel'''&lt;br /&gt;
** Description: A thick (3/4ths / 0.75 inch) plate of hardened steel, made to withstand full-power rifle rounds (up to and including AP variants). Such plates are tough, hard to destroy, but also expensive and heavy, but few users of this plate will find it unsatisfactory.&lt;br /&gt;
** Maximum health: 70 HP&lt;br /&gt;
** Pass-through threshold: 14+ dmg (Stops up to 13)&lt;br /&gt;
** Pain damage modifier: 0.2x Pain&lt;br /&gt;
** Weight: 5 units&lt;br /&gt;
** Cost: 1500 P$&lt;br /&gt;
&lt;br /&gt;
* '''Composite'''&lt;br /&gt;
** Description: The composite armor plate is the logical result to efforts towards improving the already efficient heavy steel plate. Composed of a 1.15 inch thick plate of boron carbide, layered with an unique aramid sleeve for maximum protection levels.&lt;br /&gt;
** Maximum health: 100 HP&lt;br /&gt;
** Pass-through threshold: 18+ dmg (Stops up to 17)&lt;br /&gt;
** Pain damage modifier: 0.1x Pain&lt;br /&gt;
** Weight: 3 units&lt;br /&gt;
** Cost: See below&lt;br /&gt;
&lt;br /&gt;
==== Composite plates ====&lt;br /&gt;
Composite plates must be crafted, but unlike regular [[Crafting]] items, specific items must be brought to a [[Workshop]] in order to make them available for sale there - after being successfully produced by the workshop, they will begin selling these plates at a rate of '''1 per workshop visit''', and at a cost of '''2800 P$''' per plate. The composite plates have the advantage of being a unique, exclusive item which the engineers promise to sell to the Contestant only.&lt;br /&gt;
&lt;br /&gt;
Items required:&lt;br /&gt;
* Engineering specifications document #BC337 - Cutting and shaping boron carbide into plate-shaped objects&lt;br /&gt;
* Engineering specifications document #TP212 - Manufacturing and producing bullet-resistant aramid sleeves and armor layers&lt;br /&gt;
&lt;br /&gt;
These items may only be found at random.&lt;br /&gt;
&lt;br /&gt;
When obtained, the following event line will be displayed:&lt;br /&gt;
* '''[Clothing] Trauma plate - Composite - Health: 100 HP / Pass-through threshold: 18+ dmg / Pain reduction: 0.1x - Weight: 3'''&lt;br /&gt;
&lt;br /&gt;
=== Finding trauma plates ===&lt;br /&gt;
They may be found:&lt;br /&gt;
&lt;br /&gt;
* At random, as with other items&lt;br /&gt;
* At the exception of the Composite plate, sold in [[Clothes shop|Clothes shops]] as part of a separate list&lt;br /&gt;
* Found worn on certain encounters' clothing&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Clothing and armor]]&lt;br /&gt;
* [[Clothes shop]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Secondary_effect</id>
		<title>Secondary effect</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Secondary_effect"/>
				<updated>2019-10-18T12:50:51Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: /* Clothing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''secondary effect''' is a temporary or semi-permanent effect, which may be positive (A &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;buff&amp;lt;/span&amp;gt;), negative (an &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;ailment&amp;lt;/span&amp;gt;), or neither (a '''neutral effect'''). It is the result of consuming certain [[Food|foods]], [[Medical aid|meds or drugs]], while wearing specific [[Clothing and armor|clothes]], or under other effects, such as a [[Backpack|backpack]] overload.&lt;br /&gt;
&lt;br /&gt;
This page will list the secondary effects available, and what they do.&amp;lt;br /&amp;gt;&lt;br /&gt;
Consuming multiple instances of the same source will '''extend the effects''', while consuming different sources will instead '''stack together'''. &lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
*'''Consuming multiple instances of a same source:''' Drinking two [[List of food items|cups of black coffee]], which increase [[Agility]] by 1 for 10 turns each, will result in simply extending the length of that effect to double its duration; in this case, Agility +1 for 20 turns.&lt;br /&gt;
*'''Consuming different sources:''' Drinking a [[List of food items|cup of green tea]] and then a [[List of food items|cup of black coffee]] will actually activate two effects - the former increases Agility by 1 for 5 turns, and the latter increases Agility by 1 for 10 turns. This means that both effects stack rather than merge; for the first 5 turns, Agility will actually be increased by 2.&lt;br /&gt;
&lt;br /&gt;
=== Accuracy ===&lt;br /&gt;
'''Accuracy'''-related effects affect the ability to see, to fight accurately, with any weapon and land shots where needed, and eyesight in general.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Reduced accuracy&amp;lt;/span&amp;gt; causes the contestant to have a '''higher Failure Threshold value''', each instance increasing the FT by 1 point.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased accuracy&amp;lt;/span&amp;gt; is the inverse, it causes the contestant to have a '''lower Failure Threshold value''', each instance reducing the FT by 1 point.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Blindness&amp;lt;/span&amp;gt; occurs when the eyes of the contestant have been disabled, either temporarily (e.g., through '''environmental blindness''' if there is no light in a [[Room]]) or permanently (if the eyes have been destroyed). When blind, '''FT is set to 10 and becomes unaffected by modifiers''', until the effect dissipates, if it can. [[Inaccuracy Range|Inaccuracy range is not affected]], only FT is.&lt;br /&gt;
** A lesser effect is &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Perception Loss&amp;lt;/span&amp;gt;. If an encounter's eye is attacked and [[Gameplay mechanics#Aiming and body parts|destroyed]], but the encounter still has at least one functioning eye, then that encounter suffers from Perception Loss, with a '''Failure Threshold +2 effect'''. Eyes cannot be healed once destroyed. For the Contestant's case, the only way to recover from eye destruction is to purchase [[Bionics|Bionic eyes]]. Unlike with Blindness, FT modifiers can still be applied, even when afflicted with perception loss - since it is possible to improve the acuity of the still functioning eye or eyes, as opposed to having all eyes completely non-functional.&lt;br /&gt;
** NOTE: Certain encounters may have no eyes (or none that can be destroyed); but they may not be considered naturally blind unless explicitly specified.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Indestructible eyes&amp;lt;/span&amp;gt; is as the effect suggests: any effect that would cause eyes to be destroyed is negated, in turn preventing the potential perception loss and/or blindness that would be caused by the loss of eyes.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Inaccuracy Range modifiers&amp;lt;/span&amp;gt;, which may either be &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;decreased&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;increased&amp;lt;/span&amp;gt;, are effects which change the value of the [[Gameplay mechanics#Inaccuracy Range|Inaccuracy Range]].&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Night Vision&amp;lt;/span&amp;gt; causes the Contestant to be able to see correctly in dark environments. Night Vision has several effects:&lt;br /&gt;
** Night Vision '''cancels environmental blindness''' induced by dark environments (e.g. dark rooms, as mentioned above), and allows the ability to see correctly in the dark.&lt;br /&gt;
** Night Vision means greater sensitivity to strong light. If affected by the [[weapon accessory#weapon light|Dazzling effect of a weapon light]], the normal effects are replaced with Blindness (Soft light: 2 turns - Normal light: 3 turns - Strong light: 4 turns), unless equipped with the [[bionic augmentations|Ocular Shield augmentation]], which grants immunity to the effects of dazzling.&lt;br /&gt;
** Night Vision means greater vulnerability to the effects of a '''flashbang'''. If affected by a flashbang, the effect duration of the flashbang is tripled (6 turns instead of 2), unless equipped with the [[bionic augmentations|Ocular Shield augmentation]], which also grants immunity to the effects of flashbangs.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Typically, &amp;quot;Increased accuracy&amp;quot; and &amp;quot;Reduced accuracy&amp;quot; effects are shortened and commonly written using the format '''FT-x''' or '''FT+x''' for the sake of convenience.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''NOTE2:''' During FT calculation, if the final result were to be lower than 3 or higher than 10, then FT would be considered to be respectively 3 or 10.&lt;br /&gt;
&lt;br /&gt;
=== Addictions ===&lt;br /&gt;
''See this article: [[Addictions]]''&lt;br /&gt;
&lt;br /&gt;
=== Agility ===&lt;br /&gt;
Conditions related to the [[Agility]] statistic.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: cyan&amp;quot;&amp;gt;Extreme speed&amp;lt;/span&amp;gt; occurs when a creature's Agility stat reaches '''+4'''. At Agility +4, the creature benefits from an additional effect: the creature is so fast that it affects their combat performance, so they benefit from an '''Initiative Speed tier -1''' effect on all of their attacks, making them much faster.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Extreme slowness&amp;lt;/span&amp;gt; occurs when a creature's Agility stat reaches '''-4'''. At Agility -4, the creature suffers from an additional effect: the creature is so slow that it impairs their combat performance, so they suffer from an '''Initiative Speed tier +1''' effect on all of their attacks, making them much slower.&lt;br /&gt;
&lt;br /&gt;
=== Body-affecting ===&lt;br /&gt;
Conditions affecting the '''body''' of the targeted in general.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Cyanide poisoning&amp;lt;/span&amp;gt; occurs when the Contestant (or any other target sensitive to poisoning) is hit by a weapon or an attack laced with cyanide. Cyanide poisoning starts a countdown of 5 turns, during which the sufferer must use the appropriate antidote ([[Hydroxocobalamin]]) or find a [[hospital room]]. If the countdown falls to 0, instant [[death]] occurs. Cyanide poisoning is an extremely harsh condition; it is advised to keep Hydroxocobalamin syringes for such cases.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Nausea&amp;lt;/span&amp;gt; affects the contestant by making him/her feel nauseous. While under the effects of Nausea, the Contestant is afflicted with '''IR +1'''. This effect is permanent in duration, but can be eliminated by attempting to [[throwing up|throw up]]. Even if the check does not result in vomiting, the effect will be eliminated.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Alcohol poisoning&amp;lt;/span&amp;gt; is the condition the Contestant is afflicted with after reaching maximum [[Inebriation]]. When under this state, if the Contestant throws up, either intentionally or due to the effects of nausea, '''the Contestant will gain an amount of Pain equal to 10 times the amount of Inebriation points lost''' through vomiting. &lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Limping&amp;lt;/span&amp;gt;: If the victim is afflicted with a condition that would impair their ability to move normally. The victim suffers from '''[[Agility]] -1'''.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Crippled&amp;lt;/span&amp;gt; is a more severe variant of Limping: If the victim is afflicted with a condition that would severely impair their ability to move normally. The victim now suffers from [[Agility]] '''-2''', and '''Initiative Speed tier +1'''&lt;br /&gt;
** '''NOTE:''' It is impossible to be both Limping and Crippled. Crippled is considered an evolution of the Limping status; if Crippled is acquired while already Limping, Crippled replaces Limping.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Anti-Oni syndrome&amp;lt;/span&amp;gt;: Obtained by consuming certain [[Mushrooms]]. While under the effects of the syndrome, if the affected creature attempts consuming alcohol (any food item which causes [[Inebriation]]), any Inebriation gained will be negated; instead the creature will gain half as much [[Venom]] as the amount of Inebriation they would have gained.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Forced wakefulness&amp;lt;/span&amp;gt; is an effect caused by certain [[medical aids|meds]]. Not only does it grant immunity to sleep, it will also force awake and cancel out any active '''forced sleep''' effect, and it will prevent creatures from going into [[Pain|blackout]]. While under this effect, all attempts to [[resting|rest]] will automatically fail, direct [[Lorazepam]] injections will have no effect, and tranq ammunition, such as [[Fukiya blowgun|Tranq darts]], will also be ineffective.&lt;br /&gt;
** '''Forced wakefulness overrides forced sleep''' ; creatures that were already in a state of forced sleep will be forced awake.&lt;br /&gt;
** '''Forced wakefulness also overrides blacking out''' ; if the sufferer's Pain level would normally cause them to be in the Blackout threshold, forced wakefulness will keep the sufferer awake, overriding the normal effects and preventing them to black out, until whatever is causing them to normally be in black out is remedied, or until the forced wakefulness effect ends.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Forced sleep&amp;lt;/span&amp;gt; is a special state of sleep. It is generally an effect, such as from [[Lorazepam]] injections or tranquilizer ammunition, and it is always temporary. Creatures under a state of forced sleep are considered to be [[resting]] for as long as the effect lasts, with appropriate effects, and will as such be rendered helpless while sleeping ; which means damage cannot wake them up from the sleep state until the effect dissipates, or until they are afflicted with something causing '''Forced wakefulness''' ; which overrides forced sleep.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
'''Clothing'''-related effects are related to [[Clothing and armor|clothing]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Ballistic protective headgear&amp;lt;/span&amp;gt; mitigates the effects of shots to the head. When a Bullet-type attack is aimed at the body group(s) of a target wearing ballistic protective headgear, if it hits, then '''the incoming Pain and Limb Damage is halved'''. All ballistic protective armor generally protect '''only the head''', but there are certain models that can protect facial '''weak points''' such as the '''eyes''' ; see '''Face Concealment'''.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Immunity to gases&amp;lt;/span&amp;gt; allows the wearer of appropriate clothes to be unaffected by [[Secondary effect#Clouds|cloud hazards]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Indecent exposure&amp;lt;/span&amp;gt; occurs when a human is not wearing clothing to cover their lower body (and in the case of females, upper body as well), resulting in the relevant body parts being unprotected and naked. Indecent exposure is a [[Police attention|minor offense]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Fire-retardant&amp;lt;/span&amp;gt; clothing prevents the wearer from being &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;set on fire&amp;lt;/span&amp;gt; if hit by [[Protection chart|Spec-Fire]] attacks on body parts protected by this effect. The effect does not reduce [[Pain]] or [[Limb damage]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Explosion-proof&amp;lt;/span&amp;gt; clothing allows the wearer to benefit from '''0.5x [[Pain]] and [[Limb damage]] from Explosion-type damage''', on all body parts protected by this effect.&lt;br /&gt;
&lt;br /&gt;
*Clothing with the &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Half melee damage&amp;lt;/span&amp;gt; effect causes the wearer to '''suffer only 0.5x the Pain''' they would normally receive from Blunt-type, Sharp-type and Piercing-type hits, provided the hit lands on a body part that the affected clothing protects.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Classiness&amp;lt;/span&amp;gt; is a flavor effect, which merely serves to indicate that the Contestant is wearing some pretty dapper apparel. Other characters may sometimes comment upon the clothing choices.&lt;br /&gt;
&lt;br /&gt;
*Headgear capable of providing '''face concealment''' have the simple but notable effect of '''preventing the wearer from being targeted in the eyes'''. Eyes are usually considered to be WEAK POINTS. Attackers can simply not aim at the eyes anymore; they can merely aim at the head instead.&lt;br /&gt;
&lt;br /&gt;
*Certain clothing can be '''cut into rags'''. In order to craft rags, the Contestant must use any weapon capable of dealing Sharp-type damage (natural attacks do count), and apply it on suitable clothing ('''RagOK''' tag on the [[clothing and armor]] lists). It results in obtaining an amount of rags equal to the listed amount: '''1d2, 1d4 or 1d8'''.&lt;br /&gt;
** Cutting 1 piece of clothing into rags takes 1 turn.&lt;br /&gt;
&lt;br /&gt;
=== Elemental ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Being on fire&amp;lt;/span&amp;gt; is caused by all SPECIAL-type damage inducing '''fire''' (Spec-Fire) and '''incendiary weapons''' in general. It causes extra damage per turn, at a rate of '''+5% [[Pain]] /turn, +1 [[Limb health|limb damage]] per turn on a random body part''', due to persistent fire burning on the skin or the body of the target. Fire never times out unless the victim '''attempts rolling on the ground''' to put off the fire. Attempting to put out the fire is possible; it takes one turn to '''stop, drop, and roll''', which will put it out immediately. It will however, waste the turn if it was done during combat.&lt;br /&gt;
** When using incendiary weapons that cannot be aimed on an individual body part, a @bodyaim is rolled for each creature affected. If the creature isn't entirely immune to fire, and if the body part rolled isn't protected by &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;fire-retardant&amp;lt;/span&amp;gt; clothing (see above), then that creature is set on fire.&lt;br /&gt;
** NOTE: Being hit by a '''Spec-Aqua''' attack will put out the fire instantly as well. As will applying any substantial source of water.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Stunning&amp;lt;/span&amp;gt; happens when the victim is affected by an attack or weapon which causes stunning. Stunning causes an effect similar to a temporary paralysis, and locks the victim in place where it is until the end of the turn, canceling their current action (attacking, etc), which may be used to buy time. Stunning attacks can be repeated over and over so long as they are successful, though it can cause a phenomenon known as &amp;quot;stun lock&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Frost slowed&amp;lt;/span&amp;gt; are caused by all SPECIAL-type damage inducing '''cold''' (Spec-Ice). They induce '''[[Agility]] -1 and [[Gameplay mechanics|Initiative Speed tier]] +1'''.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;After-shock&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage inducing '''electricity''' (Spec-Elec). When the victim is hit by an electric shock or similar attack, they are affected by after-shock. After-shock causes the victim to be covered in electric arcs, causing its muscles to undergo partial fibrillation and causing a '''Strength -20% and [[Gameplay mechanics#Initiative Speed tiers|IS tier +1]] effect for 1d6 turns'''. In addition, when sustaining after-shock, the victim has a '''20% chance to be stunned for 1 turn.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Water-soaked&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage inducing '''water''' (Spec-Aqua). When the victim is in a water-soaked state, no immediate harmful effects are active, however the following effects apply: &lt;br /&gt;
* If previously '''on fire''', '''the effect is immediately removed''' (the fire is extinguished)&lt;br /&gt;
* For as long as the effect is active, '''the victim will take double damage from Spec-Elec attacks, the Taser X26c, and the Stun Baton in stun mode.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Acid degradation&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage incuding '''acid''' (Spec-Acid). When the victim is hit by an acid attack, the affected piece of clothing or armor '''is destroyed'''. Additionally, one random weapon the victim carries will '''lose 1d12*500 [[Firearm maintenance|Durability]] points,''' if applicable.&lt;br /&gt;
** If the affected piece of clothing or armor is a type of '''power armor''', it is not destroyed but instead loses '''1.0 condition'''.&lt;br /&gt;
** '''NOTE:''' If the affected weapon has a bayonet, an UGL or an USG mounted, they may also suffer from durability loss - a separate roll is made for each.&lt;br /&gt;
&lt;br /&gt;
=== Fatigue ===&lt;br /&gt;
Effects related to [[Fatigue]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Accelerated fatigue&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's [[Fatigue]] to increase at a fixed rate every turn.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.1% per turn'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.2% per turn'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Extreme accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.4% per turn'''&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
Effects related to healing, particularly [[First aid kit|FAKs]] and [[Field Surgery Kit|FSKs]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Limb healing&amp;lt;/span&amp;gt; is an effect triggered by either the First Aid Kit (FAK) or the Field Surgery Kit (FSK). &lt;br /&gt;
** When triggered by the FAK, it is referred to as &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Light limb healing&amp;lt;/span&amp;gt;. The healing limb '''recovers +7 HP'''. Light limb healing cannot heal disabled limbs.&lt;br /&gt;
** When triggered by the FSK, it is referred to as &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Strong limb healing&amp;lt;/span&amp;gt;. The healing limb '''recovers +12 HP'''. Strong limb healing CAN heal disabled limbs.&lt;br /&gt;
** The [[Gameplay mechanics#Healing skill|Healing skill]] may affect the effectiveness of Light and Strong limb healing. The above described effects assume a default Lv1 (Unskilled) skill level.&lt;br /&gt;
** Either type of limb healing '''triggers depletion of [[Nutrition]] and [[Fatigue]]''', at a rate of '''50 ntri and 0.4% Fatigue per 1 HP healed'''. Light and Strong are treated as different effects, so the two may overlap (and potentially deplete large quantities of nutrition at the cost of faster healing).&lt;br /&gt;
** Neither type of limb healing is useful for the treatment of severed limbs, as there is nothing left to treat at this point.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased Pain Regeneration Rate&amp;lt;/span&amp;gt; is an effect triggered by [[Cannabis]] and certain [[Augmentations]]. It directly modifies the rate at which [[Pain]] is naturally healed over time, by the amount specified next to the effect (generally +1%).&lt;br /&gt;
** Example: With a +1% effect and no other modifiers, the natural rate would become -3% Pain/turn.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased Blood Regeneration Rate&amp;lt;/span&amp;gt; is an effect triggered by certain [[Augmentations]]. It causes [[Blood]] to be healed over time, as long as there are no open [[Wounds]], by the amount specified next to the effect (generally +0.1).&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Addiction resistance&amp;lt;/span&amp;gt; is an effect triggered in rare circumstances. As long as the effect is active, [[Addiction]] chances for all substances is '''halved''' (rounded up), making it more difficult to become addicted.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Disabled natural healing&amp;lt;/span&amp;gt; is an effect triggered from very low [[Nutrition]] (Famished or Starving).&lt;br /&gt;
** Natural Pain healing is disabled; any Pain above 0% is '''not healed'''&lt;br /&gt;
** Natural Blood healing is disabled; any Blood under the maximum amount is '''not healed''' at daily reset, even with zero wounds&lt;br /&gt;
** NOTE: This will not stop the healing effects of certain meds, even if they consume nutrition in exchange for healing, as they do not constitute &amp;quot;natural&amp;quot; healing.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Self-deterioration&amp;lt;/span&amp;gt; is an effect triggered from extremely low [[Nutrition]] (Starving). As long as this effect is active, '''1 Torso HP (or 1 BODY HP) is lost every turn''', until the effect is disabled or until death occurs.&lt;br /&gt;
&lt;br /&gt;
=== Hydration ===&lt;br /&gt;
&lt;br /&gt;
Effects related to [[Hydration]] and thirst.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Thirst&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's state of [[hydration|thirst]] to be warped.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild thirst&amp;lt;/span&amp;gt;: If OK, this effect will treat the creature's Nutrition level as if it was Thirsty.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense thirst&amp;lt;/span&amp;gt;: If OK or Thirsty, this effect will treat the creature's Nutrition level as if it was Dehydrated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mind and psyche ===&lt;br /&gt;
'''Mind'''-related effects affect the mental and inner senses of the contestant.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased alertness&amp;lt;/span&amp;gt; has the contestant's attention span heightened greatly, putting him/her into a temporary, constant state of alert.&lt;br /&gt;
** In normal conditions, at the start of a turn during combat, the Contestant is generally not made aware ahead of time what the NPCs will do, unless informed ahead of time (e.g. by [[ally|allies]]).&lt;br /&gt;
** While under a state of increased alertness, at the start of every turn, '''the Contestant gets a description of what other encounters will attempt BEFORE being asked what to do''', allowing the Contestant to use the information and react ahead of time. This description includes '''attack, fire mode, intended amount of shots/hits, point of aim, and Initiative Speed.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Hallucinations&amp;lt;/span&amp;gt; has the contestant's sight and perception of things heavily distorted and deformed. While in this state, the contestant will start seeing different things, in lieu of who or what they are really. Hallucinations are usually coupled with a heavy loss in accuracy, though in the strict sense, it is different from an accuracy ailment.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Rage&amp;lt;/span&amp;gt; occurs when the Contestant is affected by rage-inducing substances or effects, such as when consuming [[Steroids|steroids]]. It causes the user to be uncontrollably angry and violent, with matching brutality and recklessness when fighting. While under the effects of Rage, the Contestant will treat all surrounding encounters (including any friendlies) as hostile, and cannot leave Combat until all hostiles have either left or been defeated. In addition, all successful hits with melee attacks are treated as critical hits and as such, relevant [[IRC Bots|@critwin]] effects may occur.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Controlled Fury&amp;lt;/span&amp;gt; is an all-positive version of the above. When in Controlled Fury, all successful hits are treated as critical hits, but without the negative effects of Rage.&lt;br /&gt;
&lt;br /&gt;
=== Nutrition ===&lt;br /&gt;
Effects related to [[Nutrition]] and hunger.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Suppressed hunger&amp;lt;/span&amp;gt;: If Hungry, Famished or Starving, this effect will treat the creature's [[Nutrition]] level as being OK (temporarily canceling any negative effects from low nutrition).&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Munchies&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's state of [[nutrition|hunger]] to be warped.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild munchies&amp;lt;/span&amp;gt;: If OK, this effect will treat the creature's Nutrition level as if it was Hungry.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense munchies&amp;lt;/span&amp;gt;: If OK or Hungry, this effect will treat the creature's Nutrition level as if it was Famished. Beware, as it includes disabled natural healing!&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT NOTES:'''&lt;br /&gt;
* '''Hunger suppression take priority over munchies'''. Meaning that if both munchies and suppressed hunger are active, then suppressed hunger takes precedence over (and thus negates) the other effects.&lt;br /&gt;
&lt;br /&gt;
=== Pain sensitivity ===&lt;br /&gt;
'''Pain sensitivity''' is, as the name implies, related to the contestant's ability to withstand [[Pain]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Increased Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be more sensitive to damage received; it '''increases by 10%''' the Pain Sensitivity statistic.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Decreased Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be less sensitive to damage received; it '''decreases by 10%''' the Pain Sensitivity statistic.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Negated Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be immune to Pain, often for a short period of time; '''Pain Sensitivity statistic is set to 0% for as long as the effect is active'''.&lt;br /&gt;
&lt;br /&gt;
*Attacks that &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;ignore Pain sensitivity&amp;lt;/span&amp;gt; treat '''Pain Sensitivity as though it was the creature's natural, default value''' (by default, 100%), effectively ignoring any effects modifying Pain Sensitivity.&lt;br /&gt;
&lt;br /&gt;
=== Strength ===&lt;br /&gt;
'''Strength'''-related effects affect the ability to fight in melee, as well as mobility. More often than not is it related to muscular performance. '''Strength serves as a multiplier of melee damage. Strength 100% = 1.0x damage with melee weapons, attacks, or techniques.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Reduced strength&amp;lt;/span&amp;gt; causes the contestant to become weaker, and '''lose 10% of Strength'''.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased strength&amp;lt;/span&amp;gt; causes the contestant to become stronger, and '''gain 10% of Strength'''.&lt;br /&gt;
&lt;br /&gt;
=== Stress ===&lt;br /&gt;
All effects related to [[Stress]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Stress Tolerance&amp;lt;/span&amp;gt; is an effect triggered by being in a state of Moderate [[Stress]] or higher. When under the effect of Stress Tolerance, or simply Tolerance, '''all Stress-increasing effects, whether one-time or per turn, are halved''' (to a minimum of +0.1%/turn). This means that while under the effect of Tolerance, anything increasing Stress is, in practice, half as effective as normal.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Anxiety&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's [[Stress]] to be unable to decrease under a certain threshold.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 20.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Moderate anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 40.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 60.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Severe anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 80.0%&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Relaxation&amp;lt;/span&amp;gt; causes the Contestant's [[Stress]] to decrease over time, at a rate of '''-0.2% per turn''' for as long as the effect lasts.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Intense relaxation&amp;lt;/span&amp;gt; causes the Contestant's [[Stress]] to decrease over time, at a rate of '''-0.4% per turn''' for as long as the effect lasts.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Euphoria Rush&amp;lt;/span&amp;gt;: All effects that would increase the Contestant's [[Stress]] are completely negated, as long as the effect is active.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Decompensation&amp;lt;/span&amp;gt; is an effect triggered by being in the most advanced state of [[Stress]]. Upon reaching mental breakdown, the body of the sufferer effectively stops being able to self-regulate correctly, and begins functionally deteriorating. '''For every turn spent while this effect is active, the Contestant will lose [[limb health|1 HP]] on a random body part''', until the effect is disabled or death ensues.&lt;br /&gt;
** It is possible to artificially compensate for the damage caused by this effect through '''limb healing''', however it is not adequate and should only be done to remain alive while seeking a long-term solution (namely, reduction of [[Stress]]).&lt;br /&gt;
&lt;br /&gt;
=== Weapon ===&lt;br /&gt;
'''Weapon'''-related effects which often give special properties to certain weapons.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Multiple wound weapons&amp;lt;/span&amp;gt; are weapons that are capable of inflicting '''more than one [[wound]] in a single hit'''. Weapons with this effect have either a fixed or rolled value which determines how many wounds may be blown open if that weapon successfully hits a target.&lt;br /&gt;
** Can inflict 1d2 wounds per hit: Meat fork, Scissors, War fork&lt;br /&gt;
** Can inflict 1d3 wounds per hit: Broken bottle, Trident&lt;br /&gt;
** Can inflict 1d4 wounds per hit: Shuriken, Barbed nine-tails, ''Barbed Lucille''&lt;br /&gt;
** Can inflict 2d2 wounds per hit: Spiked chain whip, Long spiked chain whip&lt;br /&gt;
&lt;br /&gt;
==== Clouds ====&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Smoke clouds&amp;lt;/span&amp;gt; are produced by smoke weapons, such as the [[M18]] grenade. Smoke clouds cause the following effects:&lt;br /&gt;
** The smoke cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+2, until the smoke dissipates. (Having a source of '''immunity to gases''', such as a [[Gas mask]],  '''DOES NOT''' negate this effect. Just because you have a gas mask doesn't mean the smoke stops being obfuscating.)&lt;br /&gt;
** All encounters OUTSIDE the cloud trying to attack the clouded side suffer from '''Inaccuracy Range +2''', until the smoke dissipates.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Tear gas clouds&amp;lt;/span&amp;gt; are produced by tear gas weapons, such as the [[M7A3]] grenade. Tear gas clouds cause the following effects:&lt;br /&gt;
** The tear gas cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+1 and +7% Pain/turn (regardless of Pain sensitivity), until the gas dissipates (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]])&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Chlorine gas clouds&amp;lt;/span&amp;gt; are produced by the [[Chlorine bomb]]. Chlorine gas clouds cause the following effects:&lt;br /&gt;
** The chlorine gas cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+2, +9% Pain/turn (regardless of Pain sensitivity) and -1 HP/turn to one random body part, until the gas dissipates (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]]).&lt;br /&gt;
** All encounters with eyes inside the cloud have a 25% chance every turn (including the first) to have all of their eyes destroyed from exposure to chlorine gas. (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]]. Alternatively, having [[bionic augmentations|indestructible eyes]] may also prevent the eye-destruction effect from happening in the first place.)&lt;br /&gt;
&lt;br /&gt;
* '''NOTE''': Multiple clouds may exist in a given [[Gameplay mechanics#Battlespace|Side of the battlespace]]. In this case, their effects stack.&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
Other effects which cannot be categorized anywhere else.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Unbreakable limb&amp;lt;/span&amp;gt;: This effect renders the relevant limb impossible to [[broken limb|break or fracture]], negating any effect that would cause such fractures.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Mushroom corruption&amp;lt;/span&amp;gt;: Certain [[Mushrooms]] are tagged with this special effect. Has no effect upon being consumed, but if '''carried''' in a [[load-bearing gear|load-bearing item]] where other mushrooms are found (in other words, if placed in a bag/etc. with mushrooms inside), it will &amp;quot;corrupt&amp;quot; those other mushrooms, and negate all nutritional value (it becomes 0) and all other effects, turning them into dead weight.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Statistics]]&lt;br /&gt;
*[[Gameplay mechanics]]&lt;br /&gt;
*[[Abilities]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Effects</id>
		<title>Effects</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Effects"/>
				<updated>2019-10-18T12:49:53Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: Redirected page to Secondary effect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Secondary effect]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Effects</id>
		<title>Effects</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Effects"/>
				<updated>2019-10-18T12:49:35Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: Redirected page to Secondary effects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Secondary effects]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Secondary_effect</id>
		<title>Secondary effect</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Secondary_effect"/>
				<updated>2019-10-15T16:33:15Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''secondary effect''' is a temporary or semi-permanent effect, which may be positive (A &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;buff&amp;lt;/span&amp;gt;), negative (an &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;ailment&amp;lt;/span&amp;gt;), or neither (a '''neutral effect'''). It is the result of consuming certain [[Food|foods]], [[Medical aid|meds or drugs]], while wearing specific [[Clothing and armor|clothes]], or under other effects, such as a [[Backpack|backpack]] overload.&lt;br /&gt;
&lt;br /&gt;
This page will list the secondary effects available, and what they do.&amp;lt;br /&amp;gt;&lt;br /&gt;
Consuming multiple instances of the same source will '''extend the effects''', while consuming different sources will instead '''stack together'''. &lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
*'''Consuming multiple instances of a same source:''' Drinking two [[List of food items|cups of black coffee]], which increase [[Agility]] by 1 for 10 turns each, will result in simply extending the length of that effect to double its duration; in this case, Agility +1 for 20 turns.&lt;br /&gt;
*'''Consuming different sources:''' Drinking a [[List of food items|cup of green tea]] and then a [[List of food items|cup of black coffee]] will actually activate two effects - the former increases Agility by 1 for 5 turns, and the latter increases Agility by 1 for 10 turns. This means that both effects stack rather than merge; for the first 5 turns, Agility will actually be increased by 2.&lt;br /&gt;
&lt;br /&gt;
=== Accuracy ===&lt;br /&gt;
'''Accuracy'''-related effects affect the ability to see, to fight accurately, with any weapon and land shots where needed, and eyesight in general.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Reduced accuracy&amp;lt;/span&amp;gt; causes the contestant to have a '''higher Failure Threshold value''', each instance increasing the FT by 1 point.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased accuracy&amp;lt;/span&amp;gt; is the inverse, it causes the contestant to have a '''lower Failure Threshold value''', each instance reducing the FT by 1 point.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Blindness&amp;lt;/span&amp;gt; occurs when the eyes of the contestant have been disabled, either temporarily (e.g., through '''environmental blindness''' if there is no light in a [[Room]]) or permanently (if the eyes have been destroyed). When blind, '''FT is set to 10 and becomes unaffected by modifiers''', until the effect dissipates, if it can. [[Inaccuracy Range|Inaccuracy range is not affected]], only FT is.&lt;br /&gt;
** A lesser effect is &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Perception Loss&amp;lt;/span&amp;gt;. If an encounter's eye is attacked and [[Gameplay mechanics#Aiming and body parts|destroyed]], but the encounter still has at least one functioning eye, then that encounter suffers from Perception Loss, with a '''Failure Threshold +2 effect'''. Eyes cannot be healed once destroyed. For the Contestant's case, the only way to recover from eye destruction is to purchase [[Bionics|Bionic eyes]]. Unlike with Blindness, FT modifiers can still be applied, even when afflicted with perception loss - since it is possible to improve the acuity of the still functioning eye or eyes, as opposed to having all eyes completely non-functional.&lt;br /&gt;
** NOTE: Certain encounters may have no eyes (or none that can be destroyed); but they may not be considered naturally blind unless explicitly specified.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Indestructible eyes&amp;lt;/span&amp;gt; is as the effect suggests: any effect that would cause eyes to be destroyed is negated, in turn preventing the potential perception loss and/or blindness that would be caused by the loss of eyes.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Inaccuracy Range modifiers&amp;lt;/span&amp;gt;, which may either be &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;decreased&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;increased&amp;lt;/span&amp;gt;, are effects which change the value of the [[Gameplay mechanics#Inaccuracy Range|Inaccuracy Range]].&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Night Vision&amp;lt;/span&amp;gt; causes the Contestant to be able to see correctly in dark environments. Night Vision has several effects:&lt;br /&gt;
** Night Vision '''cancels environmental blindness''' induced by dark environments (e.g. dark rooms, as mentioned above), and allows the ability to see correctly in the dark.&lt;br /&gt;
** Night Vision means greater sensitivity to strong light. If affected by the [[weapon accessory#weapon light|Dazzling effect of a weapon light]], the normal effects are replaced with Blindness (Soft light: 2 turns - Normal light: 3 turns - Strong light: 4 turns), unless equipped with the [[bionic augmentations|Ocular Shield augmentation]], which grants immunity to the effects of dazzling.&lt;br /&gt;
** Night Vision means greater vulnerability to the effects of a '''flashbang'''. If affected by a flashbang, the effect duration of the flashbang is tripled (6 turns instead of 2), unless equipped with the [[bionic augmentations|Ocular Shield augmentation]], which also grants immunity to the effects of flashbangs.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Typically, &amp;quot;Increased accuracy&amp;quot; and &amp;quot;Reduced accuracy&amp;quot; effects are shortened and commonly written using the format '''FT-x''' or '''FT+x''' for the sake of convenience.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''NOTE2:''' During FT calculation, if the final result were to be lower than 3 or higher than 10, then FT would be considered to be respectively 3 or 10.&lt;br /&gt;
&lt;br /&gt;
=== Addictions ===&lt;br /&gt;
''See this article: [[Addictions]]''&lt;br /&gt;
&lt;br /&gt;
=== Agility ===&lt;br /&gt;
Conditions related to the [[Agility]] statistic.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: cyan&amp;quot;&amp;gt;Extreme speed&amp;lt;/span&amp;gt; occurs when a creature's Agility stat reaches '''+4'''. At Agility +4, the creature benefits from an additional effect: the creature is so fast that it affects their combat performance, so they benefit from an '''Initiative Speed tier -1''' effect on all of their attacks, making them much faster.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Extreme slowness&amp;lt;/span&amp;gt; occurs when a creature's Agility stat reaches '''-4'''. At Agility -4, the creature suffers from an additional effect: the creature is so slow that it impairs their combat performance, so they suffer from an '''Initiative Speed tier +1''' effect on all of their attacks, making them much slower.&lt;br /&gt;
&lt;br /&gt;
=== Body-affecting ===&lt;br /&gt;
Conditions affecting the '''body''' of the targeted in general.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Cyanide poisoning&amp;lt;/span&amp;gt; occurs when the Contestant (or any other target sensitive to poisoning) is hit by a weapon or an attack laced with cyanide. Cyanide poisoning starts a countdown of 5 turns, during which the sufferer must use the appropriate antidote ([[Hydroxocobalamin]]) or find a [[hospital room]]. If the countdown falls to 0, instant [[death]] occurs. Cyanide poisoning is an extremely harsh condition; it is advised to keep Hydroxocobalamin syringes for such cases.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Nausea&amp;lt;/span&amp;gt; affects the contestant by making him/her feel nauseous. While under the effects of Nausea, the Contestant is afflicted with '''IR +1'''. This effect is permanent in duration, but can be eliminated by attempting to [[throwing up|throw up]]. Even if the check does not result in vomiting, the effect will be eliminated.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Alcohol poisoning&amp;lt;/span&amp;gt; is the condition the Contestant is afflicted with after reaching maximum [[Inebriation]]. When under this state, if the Contestant throws up, either intentionally or due to the effects of nausea, '''the Contestant will gain an amount of Pain equal to 10 times the amount of Inebriation points lost''' through vomiting. &lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Limping&amp;lt;/span&amp;gt;: If the victim is afflicted with a condition that would impair their ability to move normally. The victim suffers from '''[[Agility]] -1'''.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Crippled&amp;lt;/span&amp;gt; is a more severe variant of Limping: If the victim is afflicted with a condition that would severely impair their ability to move normally. The victim now suffers from [[Agility]] '''-2''', and '''Initiative Speed tier +1'''&lt;br /&gt;
** '''NOTE:''' It is impossible to be both Limping and Crippled. Crippled is considered an evolution of the Limping status; if Crippled is acquired while already Limping, Crippled replaces Limping.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Anti-Oni syndrome&amp;lt;/span&amp;gt;: Obtained by consuming certain [[Mushrooms]]. While under the effects of the syndrome, if the affected creature attempts consuming alcohol (any food item which causes [[Inebriation]]), any Inebriation gained will be negated; instead the creature will gain half as much [[Venom]] as the amount of Inebriation they would have gained.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Forced wakefulness&amp;lt;/span&amp;gt; is an effect caused by certain [[medical aids|meds]]. Not only does it grant immunity to sleep, it will also force awake and cancel out any active '''forced sleep''' effect, and it will prevent creatures from going into [[Pain|blackout]]. While under this effect, all attempts to [[resting|rest]] will automatically fail, direct [[Lorazepam]] injections will have no effect, and tranq ammunition, such as [[Fukiya blowgun|Tranq darts]], will also be ineffective.&lt;br /&gt;
** '''Forced wakefulness overrides forced sleep''' ; creatures that were already in a state of forced sleep will be forced awake.&lt;br /&gt;
** '''Forced wakefulness also overrides blacking out''' ; if the sufferer's Pain level would normally cause them to be in the Blackout threshold, forced wakefulness will keep the sufferer awake, overriding the normal effects and preventing them to black out, until whatever is causing them to normally be in black out is remedied, or until the forced wakefulness effect ends.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Forced sleep&amp;lt;/span&amp;gt; is a special state of sleep. It is generally an effect, such as from [[Lorazepam]] injections or tranquilizer ammunition, and it is always temporary. Creatures under a state of forced sleep are considered to be [[resting]] for as long as the effect lasts, with appropriate effects, and will as such be rendered helpless while sleeping ; which means damage cannot wake them up from the sleep state until the effect dissipates, or until they are afflicted with something causing '''Forced wakefulness''' ; which overrides forced sleep.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
'''Clothing'''-related effects are related to [[Clothing and armor|clothing]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Ballistic protective headgear&amp;lt;/span&amp;gt; mitigates the effects of shots to the head. When a Bullet-type attack is aimed at the body group(s) of a target wearing ballistic protective headgear, if it hits, then '''the incoming Pain and Limb Damage is halved'''. All ballistic protective armor generally protect '''only the head''', but there are certain models that can protect facial '''weak points''' such as the '''eyes''' ; see '''Face Concealment'''.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Immunity to gases&amp;lt;/span&amp;gt; allows the wearer of appropriate clothes to be unaffected by [[Secondary effect#Clouds|cloud hazards]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Indecent exposure&amp;lt;/span&amp;gt; occurs when a human is not wearing clothing to cover their lower body (and in the case of females, upper body as well), resulting in the relevant body parts being unprotected and naked. Indecent exposure is a [[Police attention|minor offense]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Fire-retardant&amp;lt;/span&amp;gt; clothing prevents the wearer from being &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;set on fire&amp;lt;/span&amp;gt; if hit by [[Protection chart|Spec-Fire]] attacks on body parts protected by this effect. The effect does not reduce [[Pain]] or [[Limb damage]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Explosion-proof&amp;lt;/span&amp;gt; clothing allows the wearer to benefit from '''0.5x [[Pain]] and [[Limb damage]] from Explosion-type damage''', on all body parts protected by this effect.&lt;br /&gt;
&lt;br /&gt;
*Clothing with the &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Half melee damage&amp;lt;/span&amp;gt; effect causes the wearer to '''suffer only 0.5x the Pain''' they would normally receive from Blunt-type, Sharp-type and Piercing-type hits, provided the hit lands on a body part that the affected clothing protects.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Classiness&amp;lt;/span&amp;gt; is a flavor effect, which merely serves to indicate that the Contestant is wearing some pretty dapper apparel. Other characters may sometimes comment upon the clothing choices.&lt;br /&gt;
&lt;br /&gt;
*Headgear capable of providing '''face concealment''' have the simple but notable effect of '''preventing the wearer from being targeted in the eyes'''. Eyes are usually considered to be WEAK POINTS. Attackers can simply not aim at the eyes anymore; they can merely aim at the head instead.&lt;br /&gt;
&lt;br /&gt;
*Certain clothing can be '''cut into rags'''. In order to craft rags, the Contestant must use any weapon capable of dealing Sharp-type damage (natural attacks do count), and apply it on suitable clothing ('''RagOK''' tag on the [[clothing and armor]] lists). It results in obtaining '''1d4 Rags''', with certain modifying factors:&lt;br /&gt;
** If a multiplier is listed next to the RagOK tag, roll 1d4 then multiply by the indicated number. Round up the result if needed.&lt;br /&gt;
** Cutting 1 piece of clothing into rags takes 1 turn.&lt;br /&gt;
&lt;br /&gt;
=== Elemental ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Being on fire&amp;lt;/span&amp;gt; is caused by all SPECIAL-type damage inducing '''fire''' (Spec-Fire) and '''incendiary weapons''' in general. It causes extra damage per turn, at a rate of '''+5% [[Pain]] /turn, +1 [[Limb health|limb damage]] per turn on a random body part''', due to persistent fire burning on the skin or the body of the target. Fire never times out unless the victim '''attempts rolling on the ground''' to put off the fire. Attempting to put out the fire is possible; it takes one turn to '''stop, drop, and roll''', which will put it out immediately. It will however, waste the turn if it was done during combat.&lt;br /&gt;
** When using incendiary weapons that cannot be aimed on an individual body part, a @bodyaim is rolled for each creature affected. If the creature isn't entirely immune to fire, and if the body part rolled isn't protected by &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;fire-retardant&amp;lt;/span&amp;gt; clothing (see above), then that creature is set on fire.&lt;br /&gt;
** NOTE: Being hit by a '''Spec-Aqua''' attack will put out the fire instantly as well. As will applying any substantial source of water.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Stunning&amp;lt;/span&amp;gt; happens when the victim is affected by an attack or weapon which causes stunning. Stunning causes an effect similar to a temporary paralysis, and locks the victim in place where it is until the end of the turn, canceling their current action (attacking, etc), which may be used to buy time. Stunning attacks can be repeated over and over so long as they are successful, though it can cause a phenomenon known as &amp;quot;stun lock&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Frost slowed&amp;lt;/span&amp;gt; are caused by all SPECIAL-type damage inducing '''cold''' (Spec-Ice). They induce '''[[Agility]] -1 and [[Gameplay mechanics|Initiative Speed tier]] +1'''.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;After-shock&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage inducing '''electricity''' (Spec-Elec). When the victim is hit by an electric shock or similar attack, they are affected by after-shock. After-shock causes the victim to be covered in electric arcs, causing its muscles to undergo partial fibrillation and causing a '''Strength -20% and [[Gameplay mechanics#Initiative Speed tiers|IS tier +1]] effect for 1d6 turns'''. In addition, when sustaining after-shock, the victim has a '''20% chance to be stunned for 1 turn.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Water-soaked&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage inducing '''water''' (Spec-Aqua). When the victim is in a water-soaked state, no immediate harmful effects are active, however the following effects apply: &lt;br /&gt;
* If previously '''on fire''', '''the effect is immediately removed''' (the fire is extinguished)&lt;br /&gt;
* For as long as the effect is active, '''the victim will take double damage from Spec-Elec attacks, the Taser X26c, and the Stun Baton in stun mode.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Acid degradation&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage incuding '''acid''' (Spec-Acid). When the victim is hit by an acid attack, the affected piece of clothing or armor '''is destroyed'''. Additionally, one random weapon the victim carries will '''lose 1d12*500 [[Firearm maintenance|Durability]] points,''' if applicable.&lt;br /&gt;
** If the affected piece of clothing or armor is a type of '''power armor''', it is not destroyed but instead loses '''1.0 condition'''.&lt;br /&gt;
** '''NOTE:''' If the affected weapon has a bayonet, an UGL or an USG mounted, they may also suffer from durability loss - a separate roll is made for each.&lt;br /&gt;
&lt;br /&gt;
=== Fatigue ===&lt;br /&gt;
Effects related to [[Fatigue]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Accelerated fatigue&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's [[Fatigue]] to increase at a fixed rate every turn.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.1% per turn'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.2% per turn'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Extreme accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.4% per turn'''&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
Effects related to healing, particularly [[First aid kit|FAKs]] and [[Field Surgery Kit|FSKs]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Limb healing&amp;lt;/span&amp;gt; is an effect triggered by either the First Aid Kit (FAK) or the Field Surgery Kit (FSK). &lt;br /&gt;
** When triggered by the FAK, it is referred to as &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Light limb healing&amp;lt;/span&amp;gt;. The healing limb '''recovers +7 HP'''. Light limb healing cannot heal disabled limbs.&lt;br /&gt;
** When triggered by the FSK, it is referred to as &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Strong limb healing&amp;lt;/span&amp;gt;. The healing limb '''recovers +12 HP'''. Strong limb healing CAN heal disabled limbs.&lt;br /&gt;
** The [[Gameplay mechanics#Healing skill|Healing skill]] may affect the effectiveness of Light and Strong limb healing. The above described effects assume a default Lv1 (Unskilled) skill level.&lt;br /&gt;
** Either type of limb healing '''triggers depletion of [[Nutrition]] and [[Fatigue]]''', at a rate of '''50 ntri and 0.4% Fatigue per 1 HP healed'''. Light and Strong are treated as different effects, so the two may overlap (and potentially deplete large quantities of nutrition at the cost of faster healing).&lt;br /&gt;
** Neither type of limb healing is useful for the treatment of severed limbs, as there is nothing left to treat at this point.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased Pain Regeneration Rate&amp;lt;/span&amp;gt; is an effect triggered by [[Cannabis]] and certain [[Augmentations]]. It directly modifies the rate at which [[Pain]] is naturally healed over time, by the amount specified next to the effect (generally +1%).&lt;br /&gt;
** Example: With a +1% effect and no other modifiers, the natural rate would become -3% Pain/turn.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased Blood Regeneration Rate&amp;lt;/span&amp;gt; is an effect triggered by certain [[Augmentations]]. It causes [[Blood]] to be healed over time, as long as there are no open [[Wounds]], by the amount specified next to the effect (generally +0.1).&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Addiction resistance&amp;lt;/span&amp;gt; is an effect triggered in rare circumstances. As long as the effect is active, [[Addiction]] chances for all substances is '''halved''' (rounded up), making it more difficult to become addicted.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Disabled natural healing&amp;lt;/span&amp;gt; is an effect triggered from very low [[Nutrition]] (Famished or Starving).&lt;br /&gt;
** Natural Pain healing is disabled; any Pain above 0% is '''not healed'''&lt;br /&gt;
** Natural Blood healing is disabled; any Blood under the maximum amount is '''not healed''' at daily reset, even with zero wounds&lt;br /&gt;
** NOTE: This will not stop the healing effects of certain meds, even if they consume nutrition in exchange for healing, as they do not constitute &amp;quot;natural&amp;quot; healing.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Self-deterioration&amp;lt;/span&amp;gt; is an effect triggered from extremely low [[Nutrition]] (Starving). As long as this effect is active, '''1 Torso HP (or 1 BODY HP) is lost every turn''', until the effect is disabled or until death occurs.&lt;br /&gt;
&lt;br /&gt;
=== Hydration ===&lt;br /&gt;
&lt;br /&gt;
Effects related to [[Hydration]] and thirst.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Thirst&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's state of [[hydration|thirst]] to be warped.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild thirst&amp;lt;/span&amp;gt;: If OK, this effect will treat the creature's Nutrition level as if it was Thirsty.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense thirst&amp;lt;/span&amp;gt;: If OK or Thirsty, this effect will treat the creature's Nutrition level as if it was Dehydrated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mind and psyche ===&lt;br /&gt;
'''Mind'''-related effects affect the mental and inner senses of the contestant.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased alertness&amp;lt;/span&amp;gt; has the contestant's attention span heightened greatly, putting him/her into a temporary, constant state of alert.&lt;br /&gt;
** In normal conditions, at the start of a turn during combat, the Contestant is generally not made aware ahead of time what the NPCs will do, unless informed ahead of time (e.g. by [[ally|allies]]).&lt;br /&gt;
** While under a state of increased alertness, at the start of every turn, '''the Contestant gets a description of what other encounters will attempt BEFORE being asked what to do''', allowing the Contestant to use the information and react ahead of time. This description includes '''attack, fire mode, intended amount of shots/hits, point of aim, and Initiative Speed.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Hallucinations&amp;lt;/span&amp;gt; has the contestant's sight and perception of things heavily distorted and deformed. While in this state, the contestant will start seeing different things, in lieu of who or what they are really. Hallucinations are usually coupled with a heavy loss in accuracy, though in the strict sense, it is different from an accuracy ailment.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Rage&amp;lt;/span&amp;gt; occurs when the Contestant is affected by rage-inducing substances or effects, such as when consuming [[Steroids|steroids]]. It causes the user to be uncontrollably angry and violent, with matching brutality and recklessness when fighting. While under the effects of Rage, the Contestant will treat all surrounding encounters (including any friendlies) as hostile, and cannot leave Combat until all hostiles have either left or been defeated. In addition, all successful hits with melee attacks are treated as critical hits and as such, relevant [[IRC Bots|@critwin]] effects may occur.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Controlled Fury&amp;lt;/span&amp;gt; is an all-positive version of the above. When in Controlled Fury, all successful hits are treated as critical hits, but without the negative effects of Rage.&lt;br /&gt;
&lt;br /&gt;
=== Nutrition ===&lt;br /&gt;
Effects related to [[Nutrition]] and hunger.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Suppressed hunger&amp;lt;/span&amp;gt;: If Hungry, Famished or Starving, this effect will treat the creature's [[Nutrition]] level as being OK (temporarily canceling any negative effects from low nutrition).&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Munchies&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's state of [[nutrition|hunger]] to be warped.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild munchies&amp;lt;/span&amp;gt;: If OK, this effect will treat the creature's Nutrition level as if it was Hungry.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense munchies&amp;lt;/span&amp;gt;: If OK or Hungry, this effect will treat the creature's Nutrition level as if it was Famished. Beware, as it includes disabled natural healing!&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT NOTES:'''&lt;br /&gt;
* '''Hunger suppression take priority over munchies'''. Meaning that if both munchies and suppressed hunger are active, then suppressed hunger takes precedence over (and thus negates) the other effects.&lt;br /&gt;
&lt;br /&gt;
=== Pain sensitivity ===&lt;br /&gt;
'''Pain sensitivity''' is, as the name implies, related to the contestant's ability to withstand [[Pain]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Increased Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be more sensitive to damage received; it '''increases by 10%''' the Pain Sensitivity statistic.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Decreased Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be less sensitive to damage received; it '''decreases by 10%''' the Pain Sensitivity statistic.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Negated Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be immune to Pain, often for a short period of time; '''Pain Sensitivity statistic is set to 0% for as long as the effect is active'''.&lt;br /&gt;
&lt;br /&gt;
*Attacks that &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;ignore Pain sensitivity&amp;lt;/span&amp;gt; treat '''Pain Sensitivity as though it was the creature's natural, default value''' (by default, 100%), effectively ignoring any effects modifying Pain Sensitivity.&lt;br /&gt;
&lt;br /&gt;
=== Strength ===&lt;br /&gt;
'''Strength'''-related effects affect the ability to fight in melee, as well as mobility. More often than not is it related to muscular performance. '''Strength serves as a multiplier of melee damage. Strength 100% = 1.0x damage with melee weapons, attacks, or techniques.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Reduced strength&amp;lt;/span&amp;gt; causes the contestant to become weaker, and '''lose 10% of Strength'''.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased strength&amp;lt;/span&amp;gt; causes the contestant to become stronger, and '''gain 10% of Strength'''.&lt;br /&gt;
&lt;br /&gt;
=== Stress ===&lt;br /&gt;
All effects related to [[Stress]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Stress Tolerance&amp;lt;/span&amp;gt; is an effect triggered by being in a state of Moderate [[Stress]] or higher. When under the effect of Stress Tolerance, or simply Tolerance, '''all Stress-increasing effects, whether one-time or per turn, are halved''' (to a minimum of +0.1%/turn). This means that while under the effect of Tolerance, anything increasing Stress is, in practice, half as effective as normal.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Anxiety&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's [[Stress]] to be unable to decrease under a certain threshold.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 20.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Moderate anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 40.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 60.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Severe anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 80.0%&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Relaxation&amp;lt;/span&amp;gt; causes the Contestant's [[Stress]] to decrease over time, at a rate of '''-0.2% per turn''' for as long as the effect lasts.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Intense relaxation&amp;lt;/span&amp;gt; causes the Contestant's [[Stress]] to decrease over time, at a rate of '''-0.4% per turn''' for as long as the effect lasts.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Euphoria Rush&amp;lt;/span&amp;gt;: All effects that would increase the Contestant's [[Stress]] are completely negated, as long as the effect is active.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Decompensation&amp;lt;/span&amp;gt; is an effect triggered by being in the most advanced state of [[Stress]]. Upon reaching mental breakdown, the body of the sufferer effectively stops being able to self-regulate correctly, and begins functionally deteriorating. '''For every turn spent while this effect is active, the Contestant will lose [[limb health|1 HP]] on a random body part''', until the effect is disabled or death ensues.&lt;br /&gt;
** It is possible to artificially compensate for the damage caused by this effect through '''limb healing''', however it is not adequate and should only be done to remain alive while seeking a long-term solution (namely, reduction of [[Stress]]).&lt;br /&gt;
&lt;br /&gt;
=== Weapon ===&lt;br /&gt;
'''Weapon'''-related effects which often give special properties to certain weapons.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Multiple wound weapons&amp;lt;/span&amp;gt; are weapons that are capable of inflicting '''more than one [[wound]] in a single hit'''. Weapons with this effect have either a fixed or rolled value which determines how many wounds may be blown open if that weapon successfully hits a target.&lt;br /&gt;
** Can inflict 1d2 wounds per hit: Meat fork, Scissors, War fork&lt;br /&gt;
** Can inflict 1d3 wounds per hit: Broken bottle, Trident&lt;br /&gt;
** Can inflict 1d4 wounds per hit: Shuriken, Barbed nine-tails, ''Barbed Lucille''&lt;br /&gt;
** Can inflict 2d2 wounds per hit: Spiked chain whip, Long spiked chain whip&lt;br /&gt;
&lt;br /&gt;
==== Clouds ====&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Smoke clouds&amp;lt;/span&amp;gt; are produced by smoke weapons, such as the [[M18]] grenade. Smoke clouds cause the following effects:&lt;br /&gt;
** The smoke cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+2, until the smoke dissipates. (Having a source of '''immunity to gases''', such as a [[Gas mask]],  '''DOES NOT''' negate this effect. Just because you have a gas mask doesn't mean the smoke stops being obfuscating.)&lt;br /&gt;
** All encounters OUTSIDE the cloud trying to attack the clouded side suffer from '''Inaccuracy Range +2''', until the smoke dissipates.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Tear gas clouds&amp;lt;/span&amp;gt; are produced by tear gas weapons, such as the [[M7A3]] grenade. Tear gas clouds cause the following effects:&lt;br /&gt;
** The tear gas cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+1 and +7% Pain/turn (regardless of Pain sensitivity), until the gas dissipates (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]])&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Chlorine gas clouds&amp;lt;/span&amp;gt; are produced by the [[Chlorine bomb]]. Chlorine gas clouds cause the following effects:&lt;br /&gt;
** The chlorine gas cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+2, +9% Pain/turn (regardless of Pain sensitivity) and -1 HP/turn to one random body part, until the gas dissipates (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]]).&lt;br /&gt;
** All encounters with eyes inside the cloud have a 25% chance every turn (including the first) to have all of their eyes destroyed from exposure to chlorine gas. (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]]. Alternatively, having [[bionic augmentations|indestructible eyes]] may also prevent the eye-destruction effect from happening in the first place.)&lt;br /&gt;
&lt;br /&gt;
* '''NOTE''': Multiple clouds may exist in a given [[Gameplay mechanics#Battlespace|Side of the battlespace]]. In this case, their effects stack.&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
Other effects which cannot be categorized anywhere else.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Unbreakable limb&amp;lt;/span&amp;gt;: This effect renders the relevant limb impossible to [[broken limb|break or fracture]], negating any effect that would cause such fractures.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Mushroom corruption&amp;lt;/span&amp;gt;: Certain [[Mushrooms]] are tagged with this special effect. Has no effect upon being consumed, but if '''carried''' in a [[load-bearing gear|load-bearing item]] where other mushrooms are found (in other words, if placed in a bag/etc. with mushrooms inside), it will &amp;quot;corrupt&amp;quot; those other mushrooms, and negate all nutritional value (it becomes 0) and all other effects, turning them into dead weight.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Statistics]]&lt;br /&gt;
*[[Gameplay mechanics]]&lt;br /&gt;
*[[Abilities]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Secondary_effect</id>
		<title>Secondary effect</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Secondary_effect"/>
				<updated>2019-10-15T16:30:12Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''secondary effect''' is a temporary or semi-permanent effect, which may be positive (A &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;buff&amp;lt;/span&amp;gt;), negative (an &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;ailment&amp;lt;/span&amp;gt;), or neither (a '''neutral effect'''). It is the result of consuming certain [[Food|foods]], [[Medical aid|meds or drugs]], while wearing specific [[Clothing and armor|clothes]], or under other effects, such as a [[Backpack|backpack]] overload.&lt;br /&gt;
&lt;br /&gt;
This page will list the secondary effects available, and what they do.&amp;lt;br /&amp;gt;&lt;br /&gt;
Consuming multiple instances of the same source will '''extend the effects''', while consuming different sources will instead '''stack together'''. &lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
*'''Consuming multiple instances of a same source:''' Drinking two [[List of food items|cups of black coffee]], which increase [[Agility]] by 1 for 10 turns each, will result in simply extending the length of that effect to double its duration; in this case, Agility +1 for 20 turns.&lt;br /&gt;
*'''Consuming different sources:''' Drinking a [[List of food items|cup of green tea]] and then a [[List of food items|cup of black coffee]] will actually activate two effects - the former increases Agility by 1 for 5 turns, and the latter increases Agility by 1 for 10 turns. This means that both effects stack rather than merge; for the first 5 turns, Agility will actually be increased by 2.&lt;br /&gt;
&lt;br /&gt;
=== Accuracy ===&lt;br /&gt;
'''Accuracy'''-related effects affect the ability to see, to fight accurately, with any weapon and land shots where needed, and eyesight in general.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Reduced accuracy&amp;lt;/span&amp;gt; causes the contestant to have a '''higher Failure Threshold value''', each instance increasing the FT by 1 point.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased accuracy&amp;lt;/span&amp;gt; is the inverse, it causes the contestant to have a '''lower Failure Threshold value''', each instance reducing the FT by 1 point.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Blindness&amp;lt;/span&amp;gt; occurs when the eyes of the contestant have been disabled, either temporarily (e.g., through '''environmental blindness''' if there is no light in a [[Room]]) or permanently (if the eyes have been destroyed). When blind, '''FT is set to 10 and becomes unaffected by modifiers''', until the effect dissipates, if it can. [[Inaccuracy Range|Inaccuracy range is not affected]], only FT is.&lt;br /&gt;
** A lesser effect is &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Perception Loss&amp;lt;/span&amp;gt;. If an encounter's eye is attacked and [[Gameplay mechanics#Aiming and body parts|destroyed]], but the encounter still has at least one functioning eye, then that encounter suffers from Perception Loss, with a '''Failure Threshold +2 effect'''. Eyes cannot be healed once destroyed. For the Contestant's case, the only way to recover from eye destruction is to purchase [[Bionics|Bionic eyes]]. Unlike with Blindness, FT modifiers can still be applied, even when afflicted with perception loss - since it is possible to improve the acuity of the still functioning eye or eyes, as opposed to having all eyes completely non-functional.&lt;br /&gt;
** NOTE: Certain encounters may have no eyes (or none that can be destroyed); but they may not be considered naturally blind unless explicitly specified.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Indestructible eyes&amp;lt;/span&amp;gt; is as the effect suggests: any effect that would cause eyes to be destroyed is negated, in turn preventing the potential perception loss and/or blindness that would be caused by the loss of eyes.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Inaccuracy Range modifiers&amp;lt;/span&amp;gt;, which may either be &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;decreased&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;increased&amp;lt;/span&amp;gt;, are effects which change the value of the [[Gameplay mechanics#Inaccuracy Range|Inaccuracy Range]].&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Night Vision&amp;lt;/span&amp;gt; causes the Contestant to be able to see correctly in dark environments. Night Vision has several effects:&lt;br /&gt;
** Night Vision '''cancels environmental blindness''' induced by dark environments (e.g. dark rooms, as mentioned above), and allows the ability to see correctly in the dark.&lt;br /&gt;
** Night Vision means greater sensitivity to strong light. If affected by the [[weapon accessory#weapon light|Dazzling effect of a weapon light]], the normal effects are replaced with Blindness (Soft light: 2 turns - Normal light: 3 turns - Strong light: 4 turns), unless equipped with the [[bionic augmentations|Ocular Shield augmentation]], which grants immunity to the effects of dazzling.&lt;br /&gt;
** Night Vision means greater vulnerability to the effects of a '''flashbang'''. If affected by a flashbang, the effect duration of the flashbang is tripled (6 turns instead of 2), unless equipped with the [[bionic augmentations|Ocular Shield augmentation]], which also grants immunity to the effects of flashbangs.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Typically, &amp;quot;Increased accuracy&amp;quot; and &amp;quot;Reduced accuracy&amp;quot; effects are shortened and commonly written using the format '''FT-x''' or '''FT+x''' for the sake of convenience.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''NOTE2:''' During FT calculation, if the final result were to be lower than 3 or higher than 10, then FT would be considered to be respectively 3 or 10.&lt;br /&gt;
&lt;br /&gt;
=== Addictions ===&lt;br /&gt;
''See this article: [[Addictions]]''&lt;br /&gt;
&lt;br /&gt;
=== Agility ===&lt;br /&gt;
Conditions related to the [[Agility]] statistic.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: cyan&amp;quot;&amp;gt;Extreme speed&amp;lt;/span&amp;gt; occurs when a creature's Agility stat reaches '''+4'''. At Agility +4, the creature benefits from an additional effect: the creature is so fast that it affects their combat performance, so they benefit from an '''Initiative Speed tier -1''' effect on all of their attacks, making them much faster.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Extreme slowness&amp;lt;/span&amp;gt; occurs when a creature's Agility stat reaches '''-4'''. At Agility -4, the creature suffers from an additional effect: the creature is so slow that it impairs their combat performance, so they suffer from an '''Initiative Speed tier +1''' effect on all of their attacks, making them much slower.&lt;br /&gt;
&lt;br /&gt;
=== Body-affecting ===&lt;br /&gt;
Conditions affecting the '''body''' of the targeted in general.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Cyanide poisoning&amp;lt;/span&amp;gt; occurs when the Contestant (or any other target sensitive to poisoning) is hit by a weapon or an attack laced with cyanide. Cyanide poisoning starts a countdown of 5 turns, during which the sufferer must use the appropriate antidote ([[Hydroxocobalamin]]) or find a [[hospital room]]. If the countdown falls to 0, instant [[death]] occurs. Cyanide poisoning is an extremely harsh condition; it is advised to keep Hydroxocobalamin syringes for such cases.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Nausea&amp;lt;/span&amp;gt; affects the contestant by making him/her feel nauseous. While under the effects of Nausea, the Contestant is afflicted with '''IR +1'''. This effect is permanent in duration, but can be eliminated by attempting to [[throwing up|throw up]]. Even if the check does not result in vomiting, the effect will be eliminated.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Alcohol poisoning&amp;lt;/span&amp;gt; is the condition the Contestant is afflicted with after reaching maximum [[Inebriation]]. When under this state, if the Contestant throws up, either intentionally or due to the effects of nausea, '''the Contestant will gain an amount of Pain equal to 10 times the amount of Inebriation points lost''' through vomiting. &lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Limping&amp;lt;/span&amp;gt;: If the victim is afflicted with a condition that would impair their ability to move normally. The victim suffers from '''[[Agility]] -1'''.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Crippled&amp;lt;/span&amp;gt; is a more severe variant of Limping: If the victim is afflicted with a condition that would severely impair their ability to move normally. The victim now suffers from [[Agility]] '''-2''', and '''Initiative Speed tier +1'''&lt;br /&gt;
** '''NOTE:''' It is impossible to be both Limping and Crippled. Crippled is considered an evolution of the Limping status; if Crippled is acquired while already Limping, Crippled replaces Limping.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Anti-Oni syndrome&amp;lt;/span&amp;gt;: Obtained by consuming certain [[Mushrooms]]. While under the effects of the syndrome, if the affected creature attempts consuming alcohol (any food item which causes [[Inebriation]]), any Inebriation gained will be negated; instead the creature will gain half as much [[Venom]] as the amount of Inebriation they would have gained.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Forced wakefulness&amp;lt;/span&amp;gt; is an effect caused by certain [[medical aids|meds]]. Not only does it grant immunity to sleep, it will also force awake and cancel out any active '''forced sleep''' effect, and it will prevent creatures from going into [[Pain|blackout]]. While under this effect, all attempts to [[resting|rest]] will automatically fail, direct [[Lorazepam]] injections will have no effect, and tranq ammunition, such as [[Fukiya blowgun|Tranq darts]], will also be ineffective.&lt;br /&gt;
** '''Forced wakefulness overrides forced sleep''' ; creatures that were already in a state of forced sleep will be forced awake.&lt;br /&gt;
** '''Forced wakefulness also overrides blacking out''' ; if the sufferer's Pain level would normally cause them to be in the Blackout threshold, forced wakefulness will keep the sufferer awake, overriding the normal effects and preventing them to black out, until whatever is causing them to normally be in black out is remedied, or until the forced wakefulness effect ends.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Forced sleep&amp;lt;/span&amp;gt; is a special state of sleep. It is generally an effect, such as from [[Lorazepam]] injections or tranquilizer ammunition, and it is always temporary. Creatures under a state of forced sleep are considered to be [[resting]] for as long as the effect lasts, with appropriate effects, and will as such be rendered helpless while sleeping ; which means damage cannot wake them up from the sleep state until the effect dissipates, or until they are afflicted with something causing '''Forced wakefulness''' ; which overrides forced sleep.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
'''Clothing'''-related effects are related to [[Clothing and armor|clothing]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Ballistic protective headgear&amp;lt;/span&amp;gt; mitigates the effects of shots to the head. When a Bullet-type attack is aimed at the body group(s) of a target wearing ballistic protective headgear, if it hits, then '''the incoming Pain and Limb Damage is halved'''. All ballistic protective armor generally protect '''only the head''', but there are certain models that can protect facial '''weak points''' such as the '''eyes''' ; see '''Face Concealment'''.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Immunity to gases&amp;lt;/span&amp;gt; allows the wearer of appropriate clothes to be unaffected by [[Secondary effect#Clouds|cloud hazards]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Indecent exposure&amp;lt;/span&amp;gt; occurs when a human is not wearing clothing to cover their lower body (and in the case of females, upper body as well), resulting in the relevant body parts being unprotected and naked. Indecent exposure is a [[Police attention|minor offense]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Fire-retardant&amp;lt;/span&amp;gt; clothing prevents the wearer from being &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;set on fire&amp;lt;/span&amp;gt; if hit by [[Protection chart|Spec-Fire]] attacks on body parts protected by this effect. The effect does not reduce [[Pain]] or [[Limb damage]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Explosion-proof&amp;lt;/span&amp;gt; clothing allows the wearer to benefit from '''0.5x [[Pain]] and [[Limb damage]] from Explosion-type damage''', on all body parts protected by this effect.&lt;br /&gt;
&lt;br /&gt;
*Clothing with the &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Half melee damage&amp;lt;/span&amp;gt; effect causes the wearer to '''suffer only 0.5x the Pain''' they would normally receive from Blunt-type, Sharp-type and Piercing-type hits, provided the hit lands on a body part that the affected clothing protects.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Classiness&amp;lt;/span&amp;gt; is a flavor effect, which merely serves to indicate that the Contestant is wearing some pretty dapper apparel. Other characters may sometimes comment upon the clothing choices.&lt;br /&gt;
&lt;br /&gt;
*Headgear capable of providing '''face concealment''' have the simple but notable effect of '''preventing the wearer from being targeted in the eyes'''. Eyes are usually considered to be WEAK POINTS. Attackers can simply not aim at the eyes anymore; they can merely aim at the head instead.&lt;br /&gt;
&lt;br /&gt;
*Certain clothing can be '''cut into rags'''. In order to craft rags, the Contestant must use any weapon capable of dealing Sharp-type damage (natural attacks do count), and apply it on suitable clothing ('''RagOK''' tag on the [[clothing and armor]] lists). It results in obtaining '''1d4 Rags''', with certain modifying factors:&lt;br /&gt;
** If a multiplier is listed next to the RagOK tag, roll 1d4 then multiply by the indicated number. Round up the result if needed.&lt;br /&gt;
** Cutting 1 piece of clothing into rags takes 1 turn.&lt;br /&gt;
&lt;br /&gt;
=== Elemental ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Being on fire&amp;lt;/span&amp;gt; is caused by all SPECIAL-type damage inducing '''fire''' (Spec-Fire) and '''incendiary weapons''' in general. It causes extra damage per turn, at a rate of '''+5% [[Pain]] /turn, +1 [[Limb health|limb damage]] per turn on a random body part''', due to persistent fire burning on the skin or the body of the target. Fire never times out unless the victim '''attempts rolling on the ground''' to put off the fire. Attempting to put out the fire is possible; it takes one turn to '''stop, drop, and roll''', which will put it out immediately. It will however, waste the turn if it was done during combat.&lt;br /&gt;
** When using incendiary weapons that cannot be aimed on an individual body part, a @bodyaim is rolled for each creature affected. If the creature isn't entirely immune to fire, and if the body part rolled isn't protected by &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;fire-retardant&amp;lt;/span&amp;gt; clothing (see above), then that creature is set on fire.&lt;br /&gt;
** NOTE: Being hit by a '''Spec-Aqua''' attack will put out the fire instantly as well. As will applying any substantial source of water.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Stunning&amp;lt;/span&amp;gt; happens when the victim is affected by an attack or weapon which causes stunning. Stunning causes an effect similar to a temporary paralysis, and locks the victim in place where it is until the end of the turn, canceling their current action (attacking, etc), which may be used to buy time. Stunning attacks can be repeated over and over so long as they are successful, though it can cause a phenomenon known as &amp;quot;stun lock&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Frost slowed&amp;lt;/span&amp;gt; are caused by all SPECIAL-type damage inducing '''cold''' (Spec-Ice). They induce '''[[Agility]] -1 and [[Gameplay mechanics|Initiative Speed tier]] +1'''.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;After-shock&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage inducing '''electricity''' (Spec-Elec). When the victim is hit by an electric shock or similar attack, they are affected by after-shock. After-shock causes the victim to be covered in electric arcs, causing its muscles to undergo partial fibrillation and causing a '''Strength -20% and [[Gameplay mechanics#Initiative Speed tiers|IS tier +1]] effect for 1d6 turns'''. In addition, when sustaining after-shock, the victim has a '''20% chance to be stunned for 1 turn.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Water-soaked&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage inducing '''water''' (Spec-Aqua). When the victim is in a water-soaked state, no immediate harmful effects are active, however the following effects apply: &lt;br /&gt;
* If previously '''on fire''', '''the effect is immediately removed''' (the fire is extinguished)&lt;br /&gt;
* For as long as the effect is active, '''the victim will take double damage from Spec-Elec attacks, the Taser X26c, and the Stun Baton in stun mode.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Acid degradation&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage incuding '''acid''' (Spec-Acid). When the victim is hit by an acid attack, the affected piece of clothing or armor '''is destroyed'''. Additionally, one random weapon the victim carries will '''lose 1d12*500 [[Firearm maintenance|Durability]] points,''' if applicable.&lt;br /&gt;
** '''NOTE:''' If the affected weapon has a bayonet, an UGL or an USG mounted, they may also suffer from durability loss - a separate roll is made for each.&lt;br /&gt;
&lt;br /&gt;
=== Fatigue ===&lt;br /&gt;
Effects related to [[Fatigue]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Accelerated fatigue&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's [[Fatigue]] to increase at a fixed rate every turn.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.1% per turn'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.2% per turn'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Extreme accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.4% per turn'''&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
Effects related to healing, particularly [[First aid kit|FAKs]] and [[Field Surgery Kit|FSKs]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Limb healing&amp;lt;/span&amp;gt; is an effect triggered by either the First Aid Kit (FAK) or the Field Surgery Kit (FSK). &lt;br /&gt;
** When triggered by the FAK, it is referred to as &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Light limb healing&amp;lt;/span&amp;gt;. The healing limb '''recovers +7 HP'''. Light limb healing cannot heal disabled limbs.&lt;br /&gt;
** When triggered by the FSK, it is referred to as &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Strong limb healing&amp;lt;/span&amp;gt;. The healing limb '''recovers +12 HP'''. Strong limb healing CAN heal disabled limbs.&lt;br /&gt;
** The [[Gameplay mechanics#Healing skill|Healing skill]] may affect the effectiveness of Light and Strong limb healing. The above described effects assume a default Lv1 (Unskilled) skill level.&lt;br /&gt;
** Either type of limb healing '''triggers depletion of [[Nutrition]] and [[Fatigue]]''', at a rate of '''50 ntri and 0.4% Fatigue per 1 HP healed'''. Light and Strong are treated as different effects, so the two may overlap (and potentially deplete large quantities of nutrition at the cost of faster healing).&lt;br /&gt;
** Neither type of limb healing is useful for the treatment of severed limbs, as there is nothing left to treat at this point.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased Pain Regeneration Rate&amp;lt;/span&amp;gt; is an effect triggered by [[Cannabis]] and certain [[Augmentations]]. It directly modifies the rate at which [[Pain]] is naturally healed over time, by the amount specified next to the effect (generally +1%).&lt;br /&gt;
** Example: With a +1% effect and no other modifiers, the natural rate would become -3% Pain/turn.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased Blood Regeneration Rate&amp;lt;/span&amp;gt; is an effect triggered by certain [[Augmentations]]. It causes [[Blood]] to be healed over time, as long as there are no open [[Wounds]], by the amount specified next to the effect (generally +0.1).&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Addiction resistance&amp;lt;/span&amp;gt; is an effect triggered in rare circumstances. As long as the effect is active, [[Addiction]] chances for all substances is '''halved''' (rounded up), making it more difficult to become addicted.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Disabled natural healing&amp;lt;/span&amp;gt; is an effect triggered from very low [[Nutrition]] (Famished or Starving).&lt;br /&gt;
** Natural Pain healing is disabled; any Pain above 0% is '''not healed'''&lt;br /&gt;
** Natural Blood healing is disabled; any Blood under the maximum amount is '''not healed''' at daily reset, even with zero wounds&lt;br /&gt;
** NOTE: This will not stop the healing effects of certain meds, even if they consume nutrition in exchange for healing, as they do not constitute &amp;quot;natural&amp;quot; healing.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Self-deterioration&amp;lt;/span&amp;gt; is an effect triggered from extremely low [[Nutrition]] (Starving). As long as this effect is active, '''1 Torso HP (or 1 BODY HP) is lost every turn''', until the effect is disabled or until death occurs.&lt;br /&gt;
&lt;br /&gt;
=== Hydration ===&lt;br /&gt;
&lt;br /&gt;
Effects related to [[Hydration]] and thirst.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Thirst&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's state of [[hydration|thirst]] to be warped.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild thirst&amp;lt;/span&amp;gt;: If OK, this effect will treat the creature's Nutrition level as if it was Thirsty.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense thirst&amp;lt;/span&amp;gt;: If OK or Thirsty, this effect will treat the creature's Nutrition level as if it was Dehydrated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mind and psyche ===&lt;br /&gt;
'''Mind'''-related effects affect the mental and inner senses of the contestant.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased alertness&amp;lt;/span&amp;gt; has the contestant's attention span heightened greatly, putting him/her into a temporary, constant state of alert.&lt;br /&gt;
** In normal conditions, at the start of a turn during combat, the Contestant is generally not made aware ahead of time what the NPCs will do, unless informed ahead of time (e.g. by [[ally|allies]]).&lt;br /&gt;
** While under a state of increased alertness, at the start of every turn, '''the Contestant gets a description of what other encounters will attempt BEFORE being asked what to do''', allowing the Contestant to use the information and react ahead of time. This description includes '''attack, fire mode, intended amount of shots/hits, point of aim, and Initiative Speed.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Hallucinations&amp;lt;/span&amp;gt; has the contestant's sight and perception of things heavily distorted and deformed. While in this state, the contestant will start seeing different things, in lieu of who or what they are really. Hallucinations are usually coupled with a heavy loss in accuracy, though in the strict sense, it is different from an accuracy ailment.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Rage&amp;lt;/span&amp;gt; occurs when the Contestant is affected by rage-inducing substances or effects, such as when consuming [[Steroids|steroids]]. It causes the user to be uncontrollably angry and violent, with matching brutality and recklessness when fighting. While under the effects of Rage, the Contestant will treat all surrounding encounters (including any friendlies) as hostile, and cannot leave Combat until all hostiles have either left or been defeated. In addition, all successful hits with melee attacks are treated as critical hits and as such, relevant [[IRC Bots|@critwin]] effects may occur.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Controlled Fury&amp;lt;/span&amp;gt; is an all-positive version of the above. When in Controlled Fury, all successful hits are treated as critical hits, but without the negative effects of Rage.&lt;br /&gt;
&lt;br /&gt;
=== Nutrition ===&lt;br /&gt;
Effects related to [[Nutrition]] and hunger.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Suppressed hunger&amp;lt;/span&amp;gt;: If Hungry, Famished or Starving, this effect will treat the creature's [[Nutrition]] level as being OK (temporarily canceling any negative effects from low nutrition).&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Munchies&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's state of [[nutrition|hunger]] to be warped.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild munchies&amp;lt;/span&amp;gt;: If OK, this effect will treat the creature's Nutrition level as if it was Hungry.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense munchies&amp;lt;/span&amp;gt;: If OK or Hungry, this effect will treat the creature's Nutrition level as if it was Famished. Beware, as it includes disabled natural healing!&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT NOTES:'''&lt;br /&gt;
* '''Hunger suppression take priority over munchies'''. Meaning that if both munchies and suppressed hunger are active, then suppressed hunger takes precedence over (and thus negates) the other effects.&lt;br /&gt;
&lt;br /&gt;
=== Pain sensitivity ===&lt;br /&gt;
'''Pain sensitivity''' is, as the name implies, related to the contestant's ability to withstand [[Pain]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Increased Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be more sensitive to damage received; it '''increases by 10%''' the Pain Sensitivity statistic.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Decreased Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be less sensitive to damage received; it '''decreases by 10%''' the Pain Sensitivity statistic.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Negated Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be immune to Pain, often for a short period of time; '''Pain Sensitivity statistic is set to 0% for as long as the effect is active'''.&lt;br /&gt;
&lt;br /&gt;
*Attacks that &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;ignore Pain sensitivity&amp;lt;/span&amp;gt; treat '''Pain Sensitivity as though it was the creature's natural, default value''' (by default, 100%), effectively ignoring any effects modifying Pain Sensitivity.&lt;br /&gt;
&lt;br /&gt;
=== Strength ===&lt;br /&gt;
'''Strength'''-related effects affect the ability to fight in melee, as well as mobility. More often than not is it related to muscular performance. '''Strength serves as a multiplier of melee damage. Strength 100% = 1.0x damage with melee weapons, attacks, or techniques.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Reduced strength&amp;lt;/span&amp;gt; causes the contestant to become weaker, and '''lose 10% of Strength'''.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased strength&amp;lt;/span&amp;gt; causes the contestant to become stronger, and '''gain 10% of Strength'''.&lt;br /&gt;
&lt;br /&gt;
=== Stress ===&lt;br /&gt;
All effects related to [[Stress]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Stress Tolerance&amp;lt;/span&amp;gt; is an effect triggered by being in a state of Moderate [[Stress]] or higher. When under the effect of Stress Tolerance, or simply Tolerance, '''all Stress-increasing effects, whether one-time or per turn, are halved''' (to a minimum of +0.1%/turn). This means that while under the effect of Tolerance, anything increasing Stress is, in practice, half as effective as normal.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Anxiety&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's [[Stress]] to be unable to decrease under a certain threshold.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 20.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Moderate anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 40.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 60.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Severe anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 80.0%&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Relaxation&amp;lt;/span&amp;gt; causes the Contestant's [[Stress]] to decrease over time, at a rate of '''-0.2% per turn''' for as long as the effect lasts.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Intense relaxation&amp;lt;/span&amp;gt; causes the Contestant's [[Stress]] to decrease over time, at a rate of '''-0.4% per turn''' for as long as the effect lasts.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Euphoria Rush&amp;lt;/span&amp;gt;: All effects that would increase the Contestant's [[Stress]] are completely negated, as long as the effect is active.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Decompensation&amp;lt;/span&amp;gt; is an effect triggered by being in the most advanced state of [[Stress]]. Upon reaching mental breakdown, the body of the sufferer effectively stops being able to self-regulate correctly, and begins functionally deteriorating. '''For every turn spent while this effect is active, the Contestant will lose [[limb health|1 HP]] on a random body part''', until the effect is disabled or death ensues.&lt;br /&gt;
** It is possible to artificially compensate for the damage caused by this effect through '''limb healing''', however it is not adequate and should only be done to remain alive while seeking a long-term solution (namely, reduction of [[Stress]]).&lt;br /&gt;
&lt;br /&gt;
=== Weapon ===&lt;br /&gt;
'''Weapon'''-related effects which often give special properties to certain weapons.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Multiple wound weapons&amp;lt;/span&amp;gt; are weapons that are capable of inflicting '''more than one [[wound]] in a single hit'''. Weapons with this effect have either a fixed or rolled value which determines how many wounds may be blown open if that weapon successfully hits a target.&lt;br /&gt;
** Can inflict 1d2 wounds per hit: Meat fork, Scissors, War fork&lt;br /&gt;
** Can inflict 1d3 wounds per hit: Broken bottle, Trident&lt;br /&gt;
** Can inflict 1d4 wounds per hit: Shuriken, Barbed nine-tails, ''Barbed Lucille''&lt;br /&gt;
** Can inflict 2d2 wounds per hit: Spiked chain whip, Long spiked chain whip&lt;br /&gt;
&lt;br /&gt;
==== Clouds ====&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Smoke clouds&amp;lt;/span&amp;gt; are produced by smoke weapons, such as the [[M18]] grenade. Smoke clouds cause the following effects:&lt;br /&gt;
** The smoke cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+2, until the smoke dissipates. (Having a source of '''immunity to gases''', such as a [[Gas mask]],  '''DOES NOT''' negate this effect. Just because you have a gas mask doesn't mean the smoke stops being obfuscating.)&lt;br /&gt;
** All encounters OUTSIDE the cloud trying to attack the clouded side suffer from '''Inaccuracy Range +2''', until the smoke dissipates.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Tear gas clouds&amp;lt;/span&amp;gt; are produced by tear gas weapons, such as the [[M7A3]] grenade. Tear gas clouds cause the following effects:&lt;br /&gt;
** The tear gas cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+1 and +7% Pain/turn (regardless of Pain sensitivity), until the gas dissipates (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]])&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Chlorine gas clouds&amp;lt;/span&amp;gt; are produced by the [[Chlorine bomb]]. Chlorine gas clouds cause the following effects:&lt;br /&gt;
** The chlorine gas cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+2, +9% Pain/turn (regardless of Pain sensitivity) and -1 HP/turn to one random body part, until the gas dissipates (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]]).&lt;br /&gt;
** All encounters with eyes inside the cloud have a 25% chance every turn (including the first) to have all of their eyes destroyed from exposure to chlorine gas. (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]]. Alternatively, having [[bionic augmentations|indestructible eyes]] may also prevent the eye-destruction effect from happening in the first place.)&lt;br /&gt;
&lt;br /&gt;
* '''NOTE''': Multiple clouds may exist in a given [[Gameplay mechanics#Battlespace|Side of the battlespace]]. In this case, their effects stack.&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
Other effects which cannot be categorized anywhere else.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Unbreakable limb&amp;lt;/span&amp;gt;: This effect renders the relevant limb impossible to [[broken limb|break or fracture]], negating any effect that would cause such fractures.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Mushroom corruption&amp;lt;/span&amp;gt;: Certain [[Mushrooms]] are tagged with this special effect. Has no effect upon being consumed, but if '''carried''' in a [[load-bearing gear|load-bearing item]] where other mushrooms are found (in other words, if placed in a bag/etc. with mushrooms inside), it will &amp;quot;corrupt&amp;quot; those other mushrooms, and negate all nutritional value (it becomes 0) and all other effects, turning them into dead weight.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Statistics]]&lt;br /&gt;
*[[Gameplay mechanics]]&lt;br /&gt;
*[[Abilities]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Weapon</id>
		<title>Weapon</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Weapon"/>
				<updated>2019-10-10T03:27:16Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: /* One-handed use and dual wielding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''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|ammunition]] scarce.&lt;br /&gt;
&lt;br /&gt;
= How to use weapons =&lt;br /&gt;
&lt;br /&gt;
=== Finding and taking weapons ===&lt;br /&gt;
In most cases, the [[Contestant|contestant]] is able to obtain weapons by finding them on the ground, but they may also salvage them from dead [[Encounters|enemies]], or buy them at a [[Gun shop|gun shop]], [[Weapon shop|weapon shop]], or [[Forge|forge]], depending on its type. Encounters with randomly generated weapons may also have random weapon accessories, ammunition types, ammunition quantity, and maintenance statistics.&lt;br /&gt;
&lt;br /&gt;
A weapon that is worn on the [[Contestant]]'s body (in an equipment slot, or in a [[LBE|tactical vest, utility belt, or leg rig]]) is called an '''equipped weapon''' and is readily available at any moment for fights or whatever purpose needed.&amp;lt;br /&amp;gt;&lt;br /&gt;
A weapon that is carried in the [[LBE|backpack]] is called a '''spare weapon'''. It is generally NOT immediately usable by the Contestant until the backpack is made accessible (by spending a turn to set it down and open it), or until the Contestant moves the weapon into &amp;quot;equipped&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
==== Weapon equipment slots ====&lt;br /&gt;
As is described on the [[inventory sheet]], and much like [[clothing and armor]], a Contestant can '''equip''' weapons so that they are essentially worn on his/her body. Equipped weapons are always immediately accessible, but there are limits on how many weapons can be equipped at any one time, and of which weapon classes. Weapons meant to be equipped are placed in '''equipment slots''', which are as follow:&lt;br /&gt;
&lt;br /&gt;
* '''First primary weapon''': Can be filled with 1 weapon of either Class 1, Class 2 or Class 5 Long.&lt;br /&gt;
* '''Second primary weapon''': Can be filled with 1 weapon of either Class 1, Class 2 or Class 5 Long.&lt;br /&gt;
* '''Auxiliary weapon''': Can be filled with 1 Class 2 weapon only.&lt;br /&gt;
* '''First sidearm holster''': Can be filled with 1 weapon of either Class 3 or Class 5 Short.&lt;br /&gt;
* '''Second sidearm holster''': Can be filled with 1 weapon of either Class 3 or Class 5 Short.&lt;br /&gt;
* '''Handgear''': Can be filled with 1 Handgear weapon only. If none is equipped, the default Handgear weapon are bare fists.&lt;br /&gt;
&lt;br /&gt;
Other weapons can also be immediately accessible to the Contestant in certain situations, such as carrying them in [[LBE|load-bearing equipment]]. See [[Weapon#Swapping and disposing of weapons|below]] for more details. Certain types of weapons (i.e. Class 4 weapons) cannot fit in equipment slots and thus must be carried this way.&lt;br /&gt;
&lt;br /&gt;
=== Weapon actions ===&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
*'''Full-auto''' mode is regulated by the '''full-auto fire rules'''. See below for details.&lt;br /&gt;
*'''Semi-auto''' mode and '''Double-action''' weapons allow '''up to 10 shots per turn'''.&lt;br /&gt;
*'''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'''.&lt;br /&gt;
** When shooting in '''burst-fire mode''', you must still roll once per bullet fired. Two 3-round bursts correspond to 6 shots, therefore combat dice must be thrown for 6 shots.&lt;br /&gt;
*'''Lever-action''' and '''Pump-action''' weapons allow '''up to 5 shots per turn'''.&lt;br /&gt;
*'''Bolt-action''' and '''Single-action''' weapons allow '''up to 3 shots per turn'''.&lt;br /&gt;
*'''Single shot''' weapons may be fired '''only once per turn'''.&lt;br /&gt;
&lt;br /&gt;
When your Contestant is using a firearm with more than one fire mode, it is possible to '''select which fire mode to use for a given turn of combat'''. Please note that it is not possible to use different fire modes in the same turn.&lt;br /&gt;
&lt;br /&gt;
Certain firearms may have a multiplier tag next to their action, such as '''(x2)''' or '''(x3)''' or even '''(x4)''', generally denoting a multiple-barrel firearm. Such weapons can be fired as many times as the multiplier says; the tag effectively multiplies the amount of shots allowed for the listed action type.&lt;br /&gt;
* EXAMPLE: A weapon's action listed as '''Single shot (x2)''' (e.g. double-barreled shotgun) means that the weapon can be effectively fired twice per turn.&lt;br /&gt;
&lt;br /&gt;
==== Melee weapons ====&lt;br /&gt;
Melee weapons may also have modes, which describe what sort of action is employed, and its associated damage type, such as '''Slash''' for Sharp-type damage, or '''Stab''' for Piercing-type damage. Certain modes even allow some melee weapons to be used in different manners, e.g. a Ranged attack.&lt;br /&gt;
* All Class 5 Long weapons can be used to attempt up to 2 attacks per turn.&lt;br /&gt;
* All Class 5 Short weapons can be used to attempt up to 3 attacks per turn. This also applies to [[Weapon accessory#Bayonets|knife-bayonets used as C5S weapons]].&lt;br /&gt;
* The use of handgear is governed by [[Unarmed combat]], as they improve punching power as well as offer protection to the hands.&lt;br /&gt;
&lt;br /&gt;
All possible modes a weapon is capable of are always listed on the weapon's event line.&lt;br /&gt;
&lt;br /&gt;
==== Full-auto fire ====&lt;br /&gt;
Weapons capable of firing in full-auto mode possess a statistic called '''AutoROF''', which stands for &amp;quot;automatic rate of fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Instead of choosing a specific amount of shots or trigger pulls, a player wishing to have their Contestant fire in full-auto must instead pick a '''trigger pull length'''.&lt;br /&gt;
The actual amount of shots fired from an automatic weapon will vary, depending on the combination of both trigger pull length and AutoROF stat.&lt;br /&gt;
&lt;br /&gt;
'''AutoROF''' is a numerical value which corresponds roughly to half the firearm's real-life rate of fire in rounds per second (RPS), rounded up.&lt;br /&gt;
* The Kalashnikov AKM has a rate of fire of 600 RPM, or 10 RPS, which translates into an AutoROF stat of '''5'''.&lt;br /&gt;
* Conversely, the Colt M4A1's rate of fire is 900 RPM, or 15 RPS, which translates into an AutoROF stat of '''8''' (7.5 rounded up). &lt;br /&gt;
&lt;br /&gt;
The '''trigger pull length''' system offers players the ability to fire bursts of variable lengths, informally called '''&amp;quot;pull speeds&amp;quot;'''. There are four different speeds:&lt;br /&gt;
* '''I - Short''': Amount of shots fired is equal to '''1d''AutoROF'''''. (Examples; AKM: 1d5 shots, M4A1: 1d8 shots)&lt;br /&gt;
* '''II - Medium''': Amount of shots fired: '''2d''AutoROF'''''. (Examples; AKM: 2d5 shots, M4A1: 2d8 shots)&lt;br /&gt;
* '''III - Long''': Amount of shots fired: '''3d''AutoROF'''''. (Examples; AKM: 3d5 shots, M4A1: 3d8 shots)&lt;br /&gt;
* '''IV - Magdump''': Amount of shots fired is always equal to '''AutoROF value * 10''' (AKM: 50 shots ; M4A1: 80 shots)&lt;br /&gt;
&lt;br /&gt;
==== One-handed use and dual wielding ====&lt;br /&gt;
By default, all weapons are considered to require the use of both hands.&lt;br /&gt;
&lt;br /&gt;
It is possible to use a weapon '''one-handed''', as well as '''dual wield''' weapons (also known as '''two-weaponing'''), though there are certain restrictions.&lt;br /&gt;
&lt;br /&gt;
'''One-handed:'''&lt;br /&gt;
* '''One-handed usage''' of any weapon causes a '''FT+1 malus'''. There are no benefits to one-handed shooting, other than to make it possible in case the user [[severed limb|loses a limb]].&lt;br /&gt;
** Additionally, certain weapon accessories cannot be used while dual-wielding; all Underbarrel accessories (Foregrip, bipod, underbarrel weapons).&lt;br /&gt;
&lt;br /&gt;
'''Dual-wielding:'''&lt;br /&gt;
* Each weapon can be individually aimed at different given targets if desired, at the shooter's choice.&lt;br /&gt;
* The dual-wielding malus is the '''one-handed malus''', applied to both weapons.&lt;br /&gt;
* The base initiative score of a dual-wielding character is equal to that of the heaviest weapon used. This is before any IS modifiers, if any exist.&lt;br /&gt;
* Attack dice (2d6 per shot/attack attempted) must be rolled for each weapon when used depending on how many rounds fired/attacks attempted with each, as though they were used individually.&lt;br /&gt;
&lt;br /&gt;
The types of weapons that can be dual-wielded largely depend on their weapon category (for firearms and heavy weapons) or the weapon skill (for melee weapons). A group may belong to either an '''Unrestricted''' category (can dual-wield with it) or a '''Restricted''' category ('''cannot''' dual-wield with it, no matter what):&lt;br /&gt;
&lt;br /&gt;
* '''Unrestricted''' weapon types: Auto pistol, Crude weapon, Hand grenade, Knife, One-handed club, One-handed sword, Pistol, Revolver, Thrown weapons&lt;br /&gt;
* '''Restricted''' weapon types: Archery, Axe, Combat rifle, Conventional rifle, Exotic weapons (both kinds), Flamethrower, Grenade launcher, Machine gun, Planted explosive, Precision rifle, Rocket launcher, Shotgun, Submachine gun, Two-handed club, Two-handed sword, Staff/Pole weapons, Whip/Lash weapons&lt;br /&gt;
&lt;br /&gt;
'''Specific weapon exemptions''' - These individual weapons may be dual-wielded despite the fact they belong to a restricted weapon type:&lt;br /&gt;
* B+T MP9-N (Submachine gun)&lt;br /&gt;
* CZ Skorpion vz. 61 (Submachine gun)&lt;br /&gt;
* CZ Skorpion vz. 83 (Submachine gun)&lt;br /&gt;
* Danuvia VD-01 (Submachine gun)&lt;br /&gt;
* Flammenwerfer (Flamethrower) &lt;br /&gt;
* H&amp;amp;K MP5K (Submachine gun)&lt;br /&gt;
* H&amp;amp;K MP7A1 (Submachine gun)&lt;br /&gt;
* IMI UZI (Submachine gun)&lt;br /&gt;
* IMI Micro-UZI (Submachine gun)&lt;br /&gt;
* IZHMASH PP-91 Kedr (Submachine gun)&lt;br /&gt;
* KBP OTs-62 (Shotgun)&lt;br /&gt;
* MAC-10 (with stock extended) (Submachine gun)&lt;br /&gt;
* MAC-11 (with stock extended) (Submachine gun)&lt;br /&gt;
* Remington Spartan 220 sawed-off (Shotgun)&lt;br /&gt;
* ''Stechkin Carbine'' ( Submachine gun)&lt;br /&gt;
* ZiD AEK-919K Kashtan (Submachine gun)&lt;br /&gt;
&lt;br /&gt;
=== Weapon stocks ===&lt;br /&gt;
Firearms may be equipped with various kinds of stocks - or not! A firearm's stock type falls under one of five categories:&lt;br /&gt;
* '''S - Fixed stock'''&lt;br /&gt;
** A firearm equipped with a stock allows the user to shoulder the weapon and aim accurately.&lt;br /&gt;
** Fixed stocks are considered to be the &amp;quot;default&amp;quot;; they offer no advantages or disadvantages and have no influence on accuracy. Weapons with fixed stocks generally have higher Weight.&lt;br /&gt;
* '''RS - Retracting stock'''&lt;br /&gt;
** A firearm equipped with a retracting stock allows the user to '''choose between two stock modes''': '''Open''' and '''Retracted'''.&lt;br /&gt;
** '''Open stocks''' act like fixed stocks and offer default accuracy.&lt;br /&gt;
** '''Retracted stocks''' shorten the length of the weapon but still allow the user to shoulder, allowing the weapon to be drawn more quickly, but at the expense of some accuracy.&lt;br /&gt;
*** Effects: '''IS tier -1''' but '''Inaccuracy Range +1'''.&lt;br /&gt;
* '''FS - Folding stock'''&lt;br /&gt;
** A firearm equipped with a folding stock allows the user to '''choose between two stock modes''': '''Open''' and '''Folded'''.&lt;br /&gt;
** '''Open stocks''' act like fixed stocks and offer default accuracy.&lt;br /&gt;
** '''Folded stocks''' shorten the length of the weapon even more, by folding the stock to one side of (or even above or under) the receiver. Although this makes the weapon far more compact, the weapon cannot be shouldered anymore, making it far less accurate.&lt;br /&gt;
*** Effects: '''Weight tier -1''' but '''Failure Threshold +1'''.&lt;br /&gt;
* '''FRS - Folding/Retracting stock'''&lt;br /&gt;
** A firearm equipped with a folding/retracting stock allows the user to '''choose between all three stock modes''': '''Open''', '''Retracted''' and '''Folded'''.&lt;br /&gt;
** The effects of open, retracted, and folded stocks apply depending on the selected mode.&lt;br /&gt;
* '''N - No stock'''&lt;br /&gt;
** A firearm equipped with no stock cannot be shouldered.&lt;br /&gt;
** Stockless firearms are generally the lightest and most compact firearms (compared to weapons with stocks), but they cannot be aimed as accurately; the trade-off for lower weight is lower accuracy. The negative effects are similar to that of a folded stock, but in a more permanent fashion.&lt;br /&gt;
*** Effect: '''Failure Threshold +1'''.&lt;br /&gt;
&lt;br /&gt;
Stock modes do not apply to Class 4, Class 5, or Handgear weapons, and thus are not affected by these rules.&lt;br /&gt;
&lt;br /&gt;
If the Contestant is equipped with firearms with multiple stock modes, '''switching to another stock mode is a free action that can be done only once per turn,''' similarly to choosing a fire mode.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
The [[Damage chart|damage chart]] of a weapon, if not a melee weapon, is determined by the [[Ammunition|ammunition]] it uses; as such, for more information about how much it will hurt a target depending on its [[Protection chart|armor class]], check the corresponding article of its [[Ammunition|ammunition]] used.&lt;br /&gt;
&lt;br /&gt;
=== Reloading weapons ===&lt;br /&gt;
When outside combat, any weapon reloading or magazine (or eqv.) refilling is considered to not take any turns. It becomes a free action, of sorts.&lt;br /&gt;
&lt;br /&gt;
When in combat:&lt;br /&gt;
* The standard reloading action always takes '''1 turn''' to perform. This includes chambering a round from a magazine.&lt;br /&gt;
** If the weapon uses magazines, moon clips, en-bloc clips, or ammunition belts, the old one will be dropped on the floor, the new one being used to feed the weapon.&lt;br /&gt;
** If the weapon uses speedloaders, stripper clips, or speed strips, ammunition is removed from them in order to feed the weapon, then they are dropped on the floor during the reloading process.&lt;br /&gt;
* Take good note of dropped items if your Contestant had to reload during combat, so as to not forget magazines (or eqv.) behind!&lt;br /&gt;
** It is possible to verbally announce the magazines/etc. are '''swapped''' instead, so that the old mag (or eqv.) goes in the inventory (if accessible, see [[LBE#Capacity]]). Doing so is optional and does not take additional time.&lt;br /&gt;
* If the weapon has to be reloaded manually (from loose rounds), the contestant may reload '''up to 3 rounds in 1 turn'''. &lt;br /&gt;
* Likewise for magazines/other feeding systems, if the user chooses to refill them in the middle of combat, '''up to 3 rounds per turn''' only.&lt;br /&gt;
* Chamber-loading a firearm, either to refill it to maximum capacity (see below for more info), or because the magazine is missing, '''is an action which takes 1 turn on its own'''.&lt;br /&gt;
** Example: When reloading a Tokarev TT-33, which has an 8-round magazine, refilling the magazine (8 rounds) plus the weapon (chamber-loading) would take 4 turns. While the total amount of rounds is indeed 9 (8+1), the magazine and the chamber-loading are treated as being separate reloading instances; thus explaining why it doesn't take 3 turns.&lt;br /&gt;
* Regardless of the weapon type, '''emptying (unloading) 1 weapon or 1 magazine''' takes '''1 turn'''.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Many firearms have a capacity written as &amp;quot;xx'''+1'''&amp;quot;. This denotes &amp;quot;xx rounds of ammunition in the (magazine, etc.) '''plus 1''' in the chamber&amp;quot;. 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).&lt;br /&gt;
*'''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, multiple-barreled 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.&lt;br /&gt;
&lt;br /&gt;
==== Special reloading rules ====&lt;br /&gt;
&lt;br /&gt;
===== By weapon type =====&lt;br /&gt;
*[[Bow|Bows]], [[Crossbow|crossbows]], [[Fukiya]], and [[Taser X26c]]: Can be reloaded the same turn they've been fired.&lt;br /&gt;
*'''Single-shot firearms (including multiple barreled firearms)''': These weapons can be reloaded in the same turn they've been fired, within the limit of max 3 loose rounds per turn ('''quadruple-barreled''' firearms cannot be fully reloaded in the same turn they were emptied, for example).&lt;br /&gt;
*'''Bolt-actions with internal magazines''': If reloading with loose rounds, can fire ONE round and be reloaded with ONE round, in the same turn.&lt;br /&gt;
*'''Pump-actions, lever-actions and semi-automatics with internal tubes''': If reloading with loose rounds... you can either:&lt;br /&gt;
** Fire TWO rounds and reload ONE round in the same turn.&lt;br /&gt;
** Or fire ONE round and reload TWO rounds in the same turn.&lt;br /&gt;
*'''Single-action revolvers + Nagant M1895 revolver''': These weapons first require 1 turn to eject all the spent casings before being able to load new rounds, with one exception (see below). Using a '''speed strip''' may help reducing the time to reload; they allow the Contestant to fully reload a single-action revolver in one turn, rather than being subject to the &amp;quot;loose rounds&amp;quot; rule.&lt;br /&gt;
** Example: A '''Colt Single Action Army''' has a capacity of 6 rounds. Once all rounds are fired, one turn must be spent to remove the spent casings. If the shooter has a speed strip, then only one turn is required to reload it fully; if not, then as per the loose rounds rule, it would take 2 turns to load all 6 rounds - for a total of 3 turns.&lt;br /&gt;
** '''Exception:''' SA revolvers can fire ONE round and be reloaded with ONE loose round in the same turn, similarly to bolt-action firearms with internal magazines.&lt;br /&gt;
* '''Combination guns''' can be reloaded as normally; up to 3 rounds per turn, with the added bonus that caliber doesn't matter; multiple rounds of multiple calibers can be reloaded in a single turn, so long as they are within the limit of up to 3 per turn.&lt;br /&gt;
&lt;br /&gt;
===== For specific weapons =====&lt;br /&gt;
*'''CZ 75 AUTOMATIC''': This weapon is designed to accept a second magazine in '''storage''' (meaning that the weapon merely holds the magazine, and is not used to chamber ammunition). The second magazine is attached in front of the trigger guard. Attaching a storage magazine '''takes one turn'''. Once attached, it counts as immediately available, and can be used and swapped with another magazine to perform a reload, as though it was in the inventory.&lt;br /&gt;
** In addition, if a CZ 75 AUTOMATIC has a storage magazine attached, that magazine '''is considered to be a [[weapon accessory#foregrip|foregrip]]''', with all of the appropriate effects.&lt;br /&gt;
*'''DSR Precision DSR-1''': This weapon is designed to accept a second magazine in '''storage''' (meaning that the weapon merely holds the magazine, and is not used to chamber ammunition). The second magazine is attached in front of the trigger guard. Attaching a storage magazine '''takes one turn'''. Once attached, it counts as immediately available, and can be used and swapped with another magazine to perform a reload, as though it was in the inventory.&lt;br /&gt;
*'''FN Herstal M249 Minimi''', '''IMI Negev''': These weapons can be fed using either ammunition belts or box magazines. When fed with box magazines, the amount of Condition lost on a critical failure is doubled for these weapons.&lt;br /&gt;
*'''H&amp;amp;K G11K2 (+ [[Customs:Minor|modified variants]])''': This weapon is designed to accept two extra magazines in '''storage''' (meaning that the weapon merely holds the magazines, and are not used to chamber ammunition). The second and third magazine are attached to the sides of the rifle. Attaching a storage magazine '''takes one turn'''. Once attached, it counts as immediately available, and can be used and swapped with another magazine to perform a reload, as though it was in the inventory.&lt;br /&gt;
*'''Kel-Tec KSG-12''' and '''KSG-25''': These weapons are unique in that they possess two tube magazines, and a switch allowing the shooter to toggle which magazine is active. Selecting a magazine is treated the same as selecting a fire mode; it is a free action, but it must be declared during a turn and can only be done once per turn. Magazines are referred to as '''Left (L)''' and '''Right (R)'''.&lt;br /&gt;
** When switching from one tube to another, if the chamber is empty, chambering a fresh round after switching tubes is considered part of the free action.&lt;br /&gt;
*'''Springfield M1 Garand (+ [[Customs:Minor|modified variants]])''': Contrary to popular knowledge, if the rifle still has ammunition loaded, it is possible to reload it; there are two ways to do so, both of which can be performed in the game:&lt;br /&gt;
** '''Manual reload''': A shooter may cause the rifle to extract the clip with any unfired ammunition that it still carries; the shooter simply needs to press a button on the left side of the rifle, then pull the charging handle, ejecting the chambered round and the clip plus remaining ammo immediately, allowing it to be replaced with a fresh one. When manually reloading the M1 garand, '''the chambered round, and the clip (plus remaining ammunition), will be dropped separately''', allowing the shooter to '''spend the turn to reload the rifle as one would normally.'''&lt;br /&gt;
** '''Top off''': A shooter may &amp;quot;top off&amp;quot; an M1 Garand as a reload action; the shooter will pull the bolt back and keep the clip and previously chambered cartridge into the magazine; it is then possible to load the weapon with loose rounds. As such, when &amp;quot;topping off&amp;quot; the M1 Garand, '''up to 3 rounds per turn''' can be loaded, just like a with a bolt-action rifle, for example.&lt;br /&gt;
&lt;br /&gt;
=== Swapping and disposing of weapons ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
When in combat:&lt;br /&gt;
*Swapping two '''equipped or immediately accessible''' weapons takes no turns and is a free action.&lt;br /&gt;
*'''Spare weapons''' (weapons stored in a backpack) cannot be accessed in any way, unless the backpack has been set down and opened; this requires 1 turn&lt;br /&gt;
*Picking up a weapon that is not equipped takes no turns and is a free action, under certain conditions:&lt;br /&gt;
** The weapon has to be '''immediately accessible''': Located in a piece of [[LBE|load-bearing equipment]] other than a backpack (if in a backpack, it must be set down first, which requires 1 turn), or on the floor (only if the Contestant is on the same side as the desired item ; see '''NOTE2''' below)&lt;br /&gt;
** This rule is valid for non-weapons as well - [[LBE|other items]] can be immediately used if they are ''immediately accessible'' as well.&lt;br /&gt;
*Dropping a weapon takes no turns and is a free action, as long as the weapon is immediately accessible.&lt;br /&gt;
*In addition to the equipment slots and load-bearing equipment, it is tolerated (but not encouraged) to '''temporarily pick up weapons in hands'''. Temporary in-hands weapons can be used normally, but must be equipped, spared (if possible), or dropped (if nothing else), if the Contestant wishes to use ''any'' other item.&lt;br /&gt;
*Passing a weapon (or any other item) to an ally, teammate or similar, takes '''one turn''' for each. Receiving a weapon (or any other item) from someone else is a free action as long as the receiving hands are free. (Hands are considered &amp;quot;not free&amp;quot; if the hands are currently occupied by a temporary in-hands weapons; in other words - drop the temporary in-hands weapon if you want to receive items from someone else!)&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Certain weapons have a Weight rating set to &amp;quot;Unsparable&amp;quot;, which is one tier above 30 units. &amp;quot;Unsparable&amp;quot; weapons cannot be stored in a backpack.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''NOTE2:''' If the contestant intends to grab an item on the floor while in combat, he or she must be sure it can be reached. See [[Gameplay mechanics#Battlespace|this page]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Firearm maintenance ===&lt;br /&gt;
''More information on this article: [[Firearm maintenance]]''&lt;br /&gt;
&lt;br /&gt;
=== Weapon rarity ===&lt;br /&gt;
Weapons are generated using a rarity system, which regulates rarity according to shop value. The higher the rarity level, the less chances such a weapon may be generated.&lt;br /&gt;
&lt;br /&gt;
Firearms and melee weapons are graded on two separate rarity scales:&lt;br /&gt;
&lt;br /&gt;
Firearms (Class 1-4):&lt;br /&gt;
* Rarity 1: &amp;lt;span style=&amp;quot;color: #6699CC&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt; - Chance to generate: 39%&lt;br /&gt;
* Rarity 2: &amp;lt;span style=&amp;quot;color: #50C878&amp;quot;&amp;gt;Regular&amp;lt;/span&amp;gt; - Chance to generate: 25%&lt;br /&gt;
* Rarity 3: &amp;lt;span style=&amp;quot;color: #0F52BA&amp;quot;&amp;gt;Premium&amp;lt;/span&amp;gt; - Chance to generate: 16%&lt;br /&gt;
* Rarity 4: &amp;lt;span style=&amp;quot;color: #66023C&amp;quot;&amp;gt;Superior&amp;lt;/span&amp;gt; - Chance to generate: 10%&lt;br /&gt;
* Rarity 5: &amp;lt;span style=&amp;quot;color: #CC0000&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt; - Chance to generate: 7.5%&lt;br /&gt;
* Rarity 6: &amp;lt;span style=&amp;quot;color: #FFD700&amp;quot;&amp;gt;Extraordinary&amp;lt;/span&amp;gt; - Chance to generate: 2.5%&lt;br /&gt;
* Rarity 7: &amp;lt;span style=&amp;quot;color: #FFFFFF&amp;quot;&amp;gt;Unique&amp;lt;/span&amp;gt; - Never generated randomly, is applied to custom weapons, crafting-only weapons, specs docs weapons, and other unique weapons.&lt;br /&gt;
&lt;br /&gt;
Melee weapons (Class 5L, 5S and Handgear): &lt;br /&gt;
* Rarity 1: &amp;lt;span style=&amp;quot;color: #6699CC&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt; - Chance to generate: 42%&lt;br /&gt;
* Rarity 2: &amp;lt;span style=&amp;quot;color: #50C878&amp;quot;&amp;gt;Regular&amp;lt;/span&amp;gt; - Chance to generate: 35.5%&lt;br /&gt;
* Rarity 3: &amp;lt;span style=&amp;quot;color: #0F52BA&amp;quot;&amp;gt;Premium&amp;lt;/span&amp;gt; - Chance to generate: 17.5%&lt;br /&gt;
* Rarity 4: &amp;lt;span style=&amp;quot;color: #66023C&amp;quot;&amp;gt;Superior&amp;lt;/span&amp;gt; - Chance to generate: 5%&lt;br /&gt;
* Rarity 7: &amp;lt;span style=&amp;quot;color: #FFFFFF&amp;quot;&amp;gt;Unique&amp;lt;/span&amp;gt; - Never generated randomly, is applied to custom weapons, crafting-only weapons, specs docs weapons, and other unique weapons.&lt;br /&gt;
&lt;br /&gt;
=== Special rules ===&lt;br /&gt;
&lt;br /&gt;
==== Bows ====&lt;br /&gt;
* [[Statistics|Strength]] affects weapon damage, similarly to a regular melee weapon. (e.g. Strength 135% = 1.35x damage)&lt;br /&gt;
* Every arrow fired '''breaks when hitting a target''', and '''doesn't break when missing.'''&lt;br /&gt;
** Arrows that don't break can be retrieved (they will land on the Battlespace Side that was being aimed at).&lt;br /&gt;
** '''Exception:''' Explosive arrows always break after being fired, as they're explosive.&lt;br /&gt;
* '''FT+1 malus with all bows''', same as stockless firearms.&lt;br /&gt;
* '''Bows are faster''': The amount of maximum shots and reloads that can be performed per turn depends on '''Archery skill level''', with an '''IR+1''' malus for any shot fired after the first one. (Shot 2: IR+1. Shot 3: IR +2, and so on...)&lt;br /&gt;
&lt;br /&gt;
==== Combination guns ====&lt;br /&gt;
Combination guns are a type of firearm with multiple barrels, chambered in at least 2 different calibers. They exist in two subtypes: '''Combination long guns''' and '''Combination handguns'''.&lt;br /&gt;
&lt;br /&gt;
* Combination gun users must declare which Caliber Mode or CM (essentially which barrel/set of barrels of the same caliber) they intend to use.&lt;br /&gt;
* Selecting a caliber mode is a free action, comparable to selecting a fire mode (can only be done once per turn).&lt;br /&gt;
* [[Skills|Combat skills]] used depends on the caliber and combination gun subtype. See that page for more info.&lt;br /&gt;
&lt;br /&gt;
==== Crossbows ====&lt;br /&gt;
* Damage is not affected by Strength; crossbow type and ammunition type are the factors determining damage. (closer to a firearm in behavior)&lt;br /&gt;
* Every bolt fired '''breaks when hitting a target''', and '''doesn't break when missing.'''&lt;br /&gt;
** Bolts that don't break can be retrieved (they will land on the Battlespace Side that was being aimed at).&lt;br /&gt;
** Exception: Explosive bolts always break after being fired, as they're explosive.&lt;br /&gt;
* '''Crossbows may have stock types''', like firearms, with appropriate effects.&lt;br /&gt;
* '''Crossbows are slower''': They are restricted to '''no more than 1 shot + 1 reload per turn''', regardless of the crossbow type.&lt;br /&gt;
&lt;br /&gt;
==== Disposable rocket launchers ====&lt;br /&gt;
* Multiple disposable rocket launchers can be carried in a single equipment slot, as long as they are all the same model. '''Light''' disposable launchers allow up to 4 launchers, '''Medium''' allow up to 3, and '''Heavy''' up to 2.&lt;br /&gt;
&lt;br /&gt;
==== Flamethrowers ====&lt;br /&gt;
* Flamethrower ammunition is counted in seconds. 1 &amp;quot;round&amp;quot; of ammunition corresponds to 1 second of fire. Up to 5 &amp;quot;rounds&amp;quot; per turn can be fired with a flamethrower.&lt;br /&gt;
* Flamethrowers are not subjected to [[Weapon maintenance]] and therefore do not have maintenance stats, nor do they need to be repaired or cleaned.&lt;br /&gt;
* Flamethrowers cannot be reloaded unless they are completely empty. Flamethrower reload packs therefore solely exist for the purpose of completely refilling them; and once used that way, they disappear (making them one-use items).&lt;br /&gt;
* All flamethrowers call for [[Skills|Flamethrowers combat skill]].&lt;br /&gt;
* [[Gameplay mechanics|Critical failures]] with a flamethrower cause a unique, special type of failure: '''Failure to burn'''.&lt;br /&gt;
* Flamethrowers are grouped in three categories: '''Disposable''', '''Light''' and '''Heavy'''.&lt;br /&gt;
** Disposable flamethrowers work on the same principle as disposable rocket launchers (see above); multiple of the same model of disposable flamethrower can be carried in the same equipment slot (if weapon Class permits): '''Up to 3''' per equipment slot.&lt;br /&gt;
** Light flamethrowers are the closest to regular firearms and have no special equipment rules.&lt;br /&gt;
** Heavy flamethrowers allow users to '''equip their fuel tank in a Primary equipment slot''' instead of taking space in the inventory (the weapon itself must still be equipped in a Primary equipment slot, meaning that in order to save the most inventory space, a heavy flamethrower will occupy both Primary slots).&lt;br /&gt;
** In addition, heavy flamethrowers generally have '''a weight value that is different from their IS'''; the weapon event line will show that difference and display the weapon's weight and IS values separately.&lt;br /&gt;
&lt;br /&gt;
==== Machine guns ====&lt;br /&gt;
Certain machine guns use ammunition belts. There are two types of ammunition belts: Disintegrating, and non-disintegrating.&amp;lt;br/&amp;gt;&lt;br /&gt;
Non-disintegrating belts can be treated the same as giant magazines. This section only concerns '''disintegrating belts'''.&lt;br /&gt;
&lt;br /&gt;
Firearms that can be fed with disintegrating link belts will eject '''belt links''' on the floor alongside casings. Unlike casings, there is no skill requirement to find links; firing 200 rounds will always result in 200 belt links on the floor.&lt;br /&gt;
&lt;br /&gt;
When in possession of compatible belt links and ammunition, the Contestant can '''spend 1 turn to combine 3 links and 3 rounds together'''. This results in the creation of a loose ammo belt. This act can be scaled to however many rounds a Contestant wishes to link together.&lt;br /&gt;
* Example: If the Contestant wishes to create a 50-round ammo belt, he/she will spend 17 turns to combine 50 belt links and 50 rounds.&lt;br /&gt;
&lt;br /&gt;
* Example event line: '''[Weapon accessory] M13 ammo belt, loose, disintegrating links, 7.62x51mm NATO, 50 rounds - [0 /50] - Weight: (variable, 0.02 per round)'''&lt;br /&gt;
&lt;br /&gt;
The Contestant also has the possibility to '''spend 1 turn to divide an existing belt into two shorter belts'''.&lt;br /&gt;
* Example: The Contestant can separate a 100-round ammo belt into two 50-round ammo belts, or into one 25-round and one 75-round, etc.&lt;br /&gt;
&lt;br /&gt;
Although links have an individual weight of 0.01, loose ammo belts are not heavier than unlinked ammunition; a 50-round loose belt weighs as much as 50 rounds, for instance. As such, it is always more space efficient to combine ammo and links.&lt;br /&gt;
&lt;br /&gt;
There is no upper limit to how much ammunition can be linked together into loose ammo belts, other than weight concerns.&lt;br /&gt;
&lt;br /&gt;
The Contestant must distinguish between '''loose ammo belts''' and '''ammo belt boxes''':&lt;br /&gt;
&lt;br /&gt;
Loose ammo belts:&lt;br /&gt;
* Have a variable capacity, which depends on however many rounds are linked together&lt;br /&gt;
* Cannot be carried by a firearm like a magazine or a belt box. &lt;br /&gt;
** The Contestant may load a loose ammo belt into a compatible firearm, but only if the belt is in a directly accessible part of the inventory. Firearms loaded with such belts are therefore &amp;quot;loaded from the inventory&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Ammo belt boxes:&lt;br /&gt;
* Are designed to contain ammo belts of a specific type (e.g. M13 belt boxes can only contain M13 belts, and so on)&lt;br /&gt;
* Can be loaded into a compatible firearm, which will carry it, like a magazine. '''It takes 1 turn to load a loose belt into a belt box'''.&lt;br /&gt;
* Have a maximum capacity&lt;br /&gt;
** A Contestant may load loose belts of any length as long as it's equal or inferior to the listed capacity. For example, a 74-round loose belt loaded in a 100-round belt box is fine, but a 124-round loose belt is not.&lt;br /&gt;
&lt;br /&gt;
==== Specific weapons ====&lt;br /&gt;
* '''MAC-10''', '''MAC-11''':&lt;br /&gt;
** By default, these weapons are '''submachine guns''' when the stock is open. Weapon type becomes '''Auto pistol''' when the stock is folded. This means that the weapon skills this weapon calls for may change depending on whether the stock is open or folded: '''Rifle''' skills if open, '''Pistol''' skills if folded.&lt;br /&gt;
&lt;br /&gt;
= Lists of weapons =&lt;br /&gt;
&lt;br /&gt;
There is a grand total of '''740''' weapons that can be used by the [[Contestant]] in MazeWorld.&lt;br /&gt;
* 261 Class 1 weapons&lt;br /&gt;
* 89 Class 2 weapons&lt;br /&gt;
* 183 Class 3 weapons&lt;br /&gt;
* 27 Class 4 weapons&lt;br /&gt;
* 129 Class 5 weapons, including: &lt;br /&gt;
** 72 Class 5 Long&lt;br /&gt;
** 57 Class 5 Short&lt;br /&gt;
* 9 Handgear items, which can be considered weapons on their own&lt;br /&gt;
* 8 [[Weapon accessory#Underbarrel_grenade_launchers|Underbarrel grenade launchers]], including:&lt;br /&gt;
** 7 detachable UGLs (which can be considered weapons on their own)&lt;br /&gt;
** 1 integrated UGL (which is integral to the weapon it is mounted on)&lt;br /&gt;
* 3 [[Weapon accessory#Underbarrel_shotguns|Underbarrel shotguns]], which can be considered weapons on their own&lt;br /&gt;
* 31 [[Weapon accessory#Bayonets|Bayonets]], including:&lt;br /&gt;
** 27 knife-bayonets (which can be used as Class 5S weapons if so desired)&lt;br /&gt;
** 2 non-knife-bayonets (which requires mounting to a firearm to be used as a weapon)&lt;br /&gt;
** 2 integrated bayonets (which is integral to the weapon it is mounted on)&lt;br /&gt;
&lt;br /&gt;
=== Class 1 weapons ===&lt;br /&gt;
Class 1 weapons constitute the bread and butter of primary weapons, with types and efficiency running almost the full spectrum - from diminutive .22 LR training rifles to the most powerful of antimateriel rifles or rocket launchers, and everything in between; assault rifles, battle rifles, shotguns, machine guns, sniper rifles, and so on.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Class 1 Weapons|List of Class 1 weapons]]&lt;br /&gt;
&lt;br /&gt;
=== Class 2 weapons ===&lt;br /&gt;
Class 2 weapons cover the submachine guns, personal defense weapons, compact assault rifles and compact shotguns of the game. 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.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Class 2 Weapons|List of Class 2 weapons]]&lt;br /&gt;
&lt;br /&gt;
=== Class 3 weapons ===&lt;br /&gt;
Class 3 weapons cover the one-handed weapons of the game, such as handguns, machine pistols, compact submachine guns and sawed-off shotguns. The relatively high variety in sizes, types and calibers makes Class 3 weapons versatile and suited for many different uses, from simple backup weapon to hand-cannon.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Class 3 Weapons|List of Class 3 weapons]]&lt;br /&gt;
&lt;br /&gt;
=== Class 4 weapons ===&lt;br /&gt;
Class 4 weapons cover the explosives and grenades of the game. 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.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Class 4 Weapons|List of Class 4 weapons]]&lt;br /&gt;
&lt;br /&gt;
=== Class 5 weapons ===&lt;br /&gt;
Class 5 weapons cover the melee weapons and the occasional few non-firearm ranged weapons of the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Class 5 weapons are separated in two subcategories: '''Short''' (one-handed) and '''Long''' (two-handed).&amp;lt;br /&amp;gt;&lt;br /&gt;
Weapons in this class are of various sizes and nature. Except in the case of the non-firearm ranged weapons, their chief advantage is that they use no ammunition, but the majority of them require the Contestant to be within melee range of the target. Certain of these weapons may have additional uses or modes as well, increasing their usefulness.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Class 5 Weapons|List of Class 5 weapons]]&lt;br /&gt;
&lt;br /&gt;
=== Handgear ===&lt;br /&gt;
Technically being both [[Clothing and armor|clothing]] and weapons, Handgear are a weapon Class on their own, as they affect the power of the Contestant's punches. Hand-to-hand combat is generally represented as [[unarmed combat]], though wearing better handgear improves efficiency - both as weapons and as protective gear.&amp;lt;Br/&amp;gt;&lt;br /&gt;
Handgear are the only items that will protect the contestant from [[Wound|injuries]] to the hands. It is never a bad idea to upgrade handgear, as it will both improve protection and damage done to enemies with them.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''NOTE:''' Youkai wearing handgear do not benefit from the Armor Class protection of handgear.&lt;br /&gt;
&lt;br /&gt;
[[List of Handgear]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Weapon accessory]]&lt;br /&gt;
*[[Supply crate]]&lt;br /&gt;
*[[Ammunition]]&lt;br /&gt;
*[[Statistics]]&lt;br /&gt;
*[[LBE]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Scientist</id>
		<title>Scientist</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Scientist"/>
				<updated>2019-10-07T10:16:34Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| ''Image needed!''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A '''Scientist''' is, as the name implies, a member of the Maze Personnel working in the scientific field.&lt;br /&gt;
&lt;br /&gt;
As members of the Science Teams in the Mazes, responsible for the scientific prowess and technology level of the realm, scientists in Mazeworld are required to be knowledgeable in many subjects, from mechanics, physics, biology, cybernetics, mineralogy, chemistry, robotics, bionics, and more. A Science Team is a group of scientists working in the same field. There are many such teams with subsets:&lt;br /&gt;
&lt;br /&gt;
*'''ST of Biology''' - Study and research of the lifeforms that inhabit the Mazes, how they function, how they reproduce, and in what ways they can benefit science.&lt;br /&gt;
*'''ST of Physics and Chemistry''' - Study, research and development in the many fields of physics and chemistry.&lt;br /&gt;
*'''ST of Biotechnology and Genetics''' - Study, research and development in the mentioned fields, mainly for the creation, manipulation, and enhancement of lifeforms.&lt;br /&gt;
*'''ST of Theoretical science''' - Advanced field devoted to the study and research of &amp;quot;theoretical phenomena&amp;quot;, such as quantum physics, magic, matter-energy manipulation, parallel worlds, and other phenomena more commonly described as 'supernatural'.&lt;br /&gt;
*'''ST of Biological Engineering (Bionics)''' - A very specialized field, in which [[Lance Chaosclaw|only one scientist]] in the whole Mazes has succeeded. This domain aims at developing and producing [[Bionics|bionic augmentations]] under the form of body modifications.&lt;br /&gt;
*'''ST of the Proving Grounds''' - A special Science Team which contains trusted, veteran members of all of the other STs. Their purpose is to research and develop new technologies at the facility of the same name. They work in tandem with the Proving Grounds [[Engineer|Engineering Team]].&lt;br /&gt;
&lt;br /&gt;
Additionally, there exists a '''Medical Science Team''', a team devoted in the science of healing and practice of health care. Their members are not referred to as scientists as with the other teams; instead they are called '''medics''' and '''nurses''' and are considered to work in their own field: medicine. They work in [[Hospital|hospitals]].&lt;br /&gt;
&lt;br /&gt;
The entirety of all scientists is sometimes collectively referred to as the '''Scientific Community'''. &lt;br /&gt;
&lt;br /&gt;
Scientists are notable for also serving the role of '''teachers''' in the many classrooms of the Mazes, alongside their youkai colleagues, the [[Hakutaku]]. Since they are the closest thing Mazeworld has to an educational body, they have to be able to teach about a variety of subjects, on top of the scientific field they work in and Science Team they are part of. Such people teach the unseen [[Child|children]] and the [[student|Students]] throughout their progress.&lt;br /&gt;
&lt;br /&gt;
They may also provide help to the contestant, making use of their scientific skills - regardless of which Science Team they are part of - to identify [[Valuable|unknown gems]] and [[Medical aid|meds]] in exchange of a small fee.&lt;br /&gt;
&lt;br /&gt;
Working as a scientist is Mazeworld is an achievement in itself. Because they are among the brightest minds of the realm, they are paid on a day-to-day basis in exchange of their work. A scientist gains in average '''200 P$/day'''.&lt;br /&gt;
&lt;br /&gt;
=== Specifications ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''AC'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Perk'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''HEAD group'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''BODY group'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''LIMBS group'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''EXTR. group'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Weak points'''&lt;br /&gt;
|-&lt;br /&gt;
| ''Human''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | None&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 1 head&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Upper body, Lower body&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 2 arms, 2 legs&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 2 hands, 2 feet, teeth&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 2 eyes'''(F)''', genitals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Skeleton type'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''CBT?'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''CUW?'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''LAW?'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Human&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:80%;&amp;quot;&amp;gt;[[Encounter specs|How to read this?]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other data ===&lt;br /&gt;
&lt;br /&gt;
*'''Is peaceful'''.&lt;br /&gt;
*'''Usually don't use weapons''', but can if the need arises.&lt;br /&gt;
*'''Can talk'''.&lt;br /&gt;
*'''Can provide an identification service''': See below.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
*[[Weapons]]: [[List of Class 2 weapons|KBP PP-2000]] with 20-round magazine&lt;br /&gt;
&lt;br /&gt;
*[[Clothing and armor]]:&lt;br /&gt;
**Headgear: None&lt;br /&gt;
**Top: Shirt with tie&lt;br /&gt;
**Body armor: Lab coat&lt;br /&gt;
**Arms addon: None&lt;br /&gt;
**Bottom: Pants with belt (males), or Formal skirt (females)&lt;br /&gt;
**Legs addon: None&lt;br /&gt;
**Footwear: Regular shoes&lt;br /&gt;
&lt;br /&gt;
*[[Load-bearing gear]]: Courier bag + Basic belt + 1x Pistol mag rig + 1x Condor utility rig&lt;br /&gt;
** 3 extra, full 20-round PP-2000 magazines&lt;br /&gt;
&lt;br /&gt;
==== Identification service ====&lt;br /&gt;
Scientists, by virtue of their occupation and mindset, are generally pacific beings in the Mazes, who will not threaten the [[Contestant]] and provide, if needed and if possible, their help, in whatever way they can. They generally do not carry any weapons.&lt;br /&gt;
&lt;br /&gt;
The contestant can pay any scientist to perform a service; they can [[Identification|identify]] unknown [[Valuable|gems]], [[mushrooms]] and [[Medical aid|meds]]. This is evidently not their main source of income, but this service allows them to pocket extra money in exchange of potentially useful information for the [[Contestant|contestant]]. Scientists require an identification fee of '''10 P$''' per item.&lt;br /&gt;
&lt;br /&gt;
=== Notable scientists ===&lt;br /&gt;
*[[Lance Austin]], also known as &amp;quot;Chaosclaw&amp;quot;, ST of Biological Engineering&lt;br /&gt;
**'''NOTE:''' Though technically, Lance is a scientist by virtue of his occupation, he is technically considered a shopkeeper (of its own type) in priority; as such he will not provide identification.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
''Image needed!''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Encounters]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/List_of_backpacks</id>
		<title>List of backpacks</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/List_of_backpacks"/>
				<updated>2019-10-07T01:57:52Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: /* List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a list of all types of backpacks in the Mazes.&lt;br /&gt;
&lt;br /&gt;
*Note: All Backpacks contain a money pouch as an addon, which can be exchanged between backpacks. Without a backpack, you can't carry a money pouch, and thus any P$ you have will have an impact on weight.&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
* ''General capacity'': LBE's &amp;quot;main inventory&amp;quot; section which can carry items of any types, up to the max weight listed.&lt;br /&gt;
* ''Special carry'': Also known more colloquially as a &amp;quot;pouch&amp;quot;, it is a special section of the LBE where only specific items, of the listed type and max weight, can be carried; typically into specialized pockets, pouches, or ring loops; thus the nickname &amp;quot;pouch&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Abbreviations used ==&lt;br /&gt;
* The &amp;quot;C&amp;quot; in &amp;quot;C1/C2/C3/C4/C5&amp;quot;: '''Class''', as in weapon class.&lt;br /&gt;
** &amp;quot;C3 wpn only&amp;quot; means '''Class 3 weapons only'''.&lt;br /&gt;
** &amp;quot;C1-C3&amp;quot;: '''Classes 1 to 3''' (when referring to a range of weapon classes)&lt;br /&gt;
* &amp;quot;wpn&amp;quot; : '''Weapon'''&lt;br /&gt;
* &amp;quot;max wgt&amp;quot;: '''Maximum weight'''&lt;br /&gt;
* &amp;quot;max tier&amp;quot;: '''Maximum magazine size tier'''&lt;br /&gt;
* &amp;quot;Mags&amp;quot;: '''Magazines'''&lt;br /&gt;
** &amp;quot;max mag capacity&amp;quot;: '''Maximum magazine capacity'''&lt;br /&gt;
** &amp;quot;pistol mag&amp;quot;: Magazine that can be loaded with either '''pistol calibers, [[4.6x30mm]] or [[5.7x28mm]]''' (see [[Ammunition]])&lt;br /&gt;
* &amp;quot;Drums&amp;quot;: '''Drum magazines'''&lt;br /&gt;
* &amp;quot;Belts&amp;quot;: '''Ammunition belts''' (such as those used in certain machine guns)&lt;br /&gt;
* &amp;quot;S-ldr&amp;quot;: '''Speedloader'''&lt;br /&gt;
* &amp;quot;S-strip&amp;quot;: '''Speed strip'''&lt;br /&gt;
* &amp;quot;GL&amp;quot;: '''Grenade launcher'''&lt;br /&gt;
* &amp;quot;RL&amp;quot;: '''Rocket launcher'''&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''General capacity'''&lt;br /&gt;
| '''Special carry 1'''&lt;br /&gt;
| '''Special carry 2'''&lt;br /&gt;
| '''Special carry 3'''&lt;br /&gt;
| '''Cost'''&lt;br /&gt;
| '''Weight when folded'''&lt;br /&gt;
|-&lt;br /&gt;
| Courier bag&lt;br /&gt;
| 20 units&lt;br /&gt;
| ''None''&lt;br /&gt;
| ''None''&lt;br /&gt;
| ''None''&lt;br /&gt;
| 200 P$&lt;br /&gt;
| '''5 units'''&lt;br /&gt;
|-&lt;br /&gt;
| Student's backpack&lt;br /&gt;
| 30 units&lt;br /&gt;
| ''None''&lt;br /&gt;
| ''None''&lt;br /&gt;
| ''None''&lt;br /&gt;
| 300 P$&lt;br /&gt;
| '''5 units'''&lt;br /&gt;
|-&lt;br /&gt;
| Medic bag&lt;br /&gt;
| 30 units&lt;br /&gt;
| Meds (1 unit meds only, max 6)&lt;br /&gt;
| Meds (0.1 unit meds only, max 20)&lt;br /&gt;
| ''None''&lt;br /&gt;
| 500 P$&lt;br /&gt;
| '''''Unfoldable'''''&lt;br /&gt;
|-&lt;br /&gt;
| Field pack&lt;br /&gt;
| 40 units&lt;br /&gt;
| ''None''&lt;br /&gt;
| ''None''&lt;br /&gt;
| ''None''&lt;br /&gt;
| 350 P$&lt;br /&gt;
| '''10 units'''&lt;br /&gt;
|-&lt;br /&gt;
| ALICE Mark 2&lt;br /&gt;
| 45 units&lt;br /&gt;
| Class 4 pouch (max 4)&lt;br /&gt;
| Spare wpn. (1x C1 or C2, max wgt 18)&lt;br /&gt;
| ''None''&lt;br /&gt;
| 700 P$&lt;br /&gt;
| '''10 units'''&lt;br /&gt;
|-&lt;br /&gt;
| Jaeger rucksack&lt;br /&gt;
| 60 units&lt;br /&gt;
| ''None''&lt;br /&gt;
| ''None''&lt;br /&gt;
| ''None''&lt;br /&gt;
| 600 P$&lt;br /&gt;
| '''''Unfoldable'''''&lt;br /&gt;
|-&lt;br /&gt;
| Blackhawk 3-Day assault pack&lt;br /&gt;
| 75 units&lt;br /&gt;
| ''None''&lt;br /&gt;
| ''None''&lt;br /&gt;
| ''None''&lt;br /&gt;
| 900 P$&lt;br /&gt;
| '''''Unfoldable'''''&lt;br /&gt;
|-&lt;br /&gt;
| Blackhawk Cyclone pack&lt;br /&gt;
| 85 units&lt;br /&gt;
| ''None''&lt;br /&gt;
| ''None''&lt;br /&gt;
| ''None''&lt;br /&gt;
| 1000 P$&lt;br /&gt;
| '''''Unfoldable'''''&lt;br /&gt;
|-&lt;br /&gt;
| PLCE Bergen rucksack&lt;br /&gt;
| 100 units&lt;br /&gt;
| ''None''&lt;br /&gt;
| ''None''&lt;br /&gt;
| ''None''&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| '''''Unfoldable'''''&lt;br /&gt;
|-&lt;br /&gt;
| Blackhawk Travel bag&lt;br /&gt;
| 120 units&lt;br /&gt;
| ''None''&lt;br /&gt;
| ''None''&lt;br /&gt;
| ''None''&lt;br /&gt;
| 1200 P$&lt;br /&gt;
| '''''Unfoldable'''''&lt;br /&gt;
|-&lt;br /&gt;
| Blackhawk USAR bag&lt;br /&gt;
| 150 units&lt;br /&gt;
| ''None''&lt;br /&gt;
| ''None''&lt;br /&gt;
| ''None''&lt;br /&gt;
| 1500 P$&lt;br /&gt;
| '''''Unfoldable'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Load-bearing gear]]&lt;br /&gt;
* [[List of tactical vests]] - [[List of backpacks]] - [[List of belts]] - [[List of leg rigs]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Gameplay_mechanics</id>
		<title>Gameplay mechanics</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Gameplay_mechanics"/>
				<updated>2019-10-05T16:22:58Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: /* Healing skill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists the important '''gameplay mechanics''' of [[Mazeworld]]. &lt;br /&gt;
&lt;br /&gt;
== '''Aiming and body parts''' ==&lt;br /&gt;
The contestant may choose to attack specific body parts of his/her [[Encounters|enemy]]. Depending on the type of enemy, damage on certain body parts might be higher or lower, often with a special effect.&amp;lt;br /&amp;gt;&lt;br /&gt;
When a player does not specifies a body part attacked, it is by default the '''upper body''', the '''abdomen''', or other applicable. Please check the individual articles of every [[Encounters|creature]] to learn its body map. Keep in mind that many pieces of [[clothing and armor]], the various Armor Classes of clothing/armor and [[Encounters]], and certain other statistics, can modify or otherwise alter the behavior of damage in relation to body parts.&lt;br /&gt;
&lt;br /&gt;
By default, the following values are used:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Body group'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Damage multiplier'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Accuracy penalties'''&lt;br /&gt;
|-&lt;br /&gt;
| HEAD&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''1.5x''' [[Pain]], 1x limb damage&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Failure Threshold +1&lt;br /&gt;
|-&lt;br /&gt;
| BODY&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 1x [[Pain]], 1x limb damage&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No penalty&lt;br /&gt;
|-&lt;br /&gt;
| LIMB&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''0.4x''' [[Pain]], 1x limb damage&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No penalty&lt;br /&gt;
|-&lt;br /&gt;
| EXTREMITY&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''0.5x''' [[Pain]], 1x limb damage&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Failure Threshold +1&lt;br /&gt;
|-&lt;br /&gt;
| WEAK POINT&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''2x''' [[Pain]], 1.5x limb damage to nearest limb&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Failure Threshold +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
HEAD group: Head&amp;lt;br /&amp;gt;&lt;br /&gt;
BODY group: Torso, upper body, lower body...&amp;lt;br /&amp;gt;&lt;br /&gt;
LIMB group: Arms, legs, shoulders, elbows, wings, tentacles...&amp;lt;br /&amp;gt;&lt;br /&gt;
EXTREMITY group: Hands, feet, mandibles, claws, tails, horns...&amp;lt;br /&amp;gt;&lt;br /&gt;
WEAK POINT group: Eyes, genitals, beaks, underbellies...&lt;br /&gt;
&lt;br /&gt;
* Note: Eyes must be targeted individually (i.e. &amp;quot;left eye&amp;quot;, not &amp;quot;eyes&amp;quot;.) If hit directly by any attack causing at least 1 [[limb damage]], an eye has a 50% chance to be '''destroyed'''. Destroyed eyes may result in [[secondary effects|perception loss or blindness]]; see this link for more details.&lt;br /&gt;
&lt;br /&gt;
== '''Basic fighting mechanics''' ==&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
'''''FT''' and '''Failure Threshold''' redirect here''.&lt;br /&gt;
&lt;br /&gt;
*In order for a fight to occur, the game will go into '''combat mode''', generally referred to as '''during combat''' or '''being in combat'''. Most of the time, combat mode is turned on when a fight is started, or about to start. In rarer circumstances, combat mode will be turned on even though there are no actual creatures to fight yet; generally to signify that the ongoing action requires the turn-based system.&lt;br /&gt;
*Combat is '''turn-based'''. Success or failure of the attack of each participant in the fight (contestant, enemy or enemies) is '''decided on dice rolls'''.&lt;br /&gt;
*In order to attack, most weapons require the user to '''aim''' at a particular body part of the chosen enemy; this is called a '''target'''.&lt;br /&gt;
**EXAMPLE: If a [[contestant]] desires to attack a human enemy using a [[Beretta M9]], the contestant can choose to aim at a particular body part of said enemy; i.e. torso, arms, or head.&lt;br /&gt;
**If a target is not specified, then the attacks will '''hit a random body part''' (via the '''@bodyaim''' [[IRC bots|bot command]]) instead.&lt;br /&gt;
**Certain weapons cannot be aimed at a precise target on a creature, so instead, simply designating the entire creature as a target may work. &lt;br /&gt;
*When choosing to attack, a participant in a fight may '''roll attack dice: one 2d6 per shot or attack attempted''', depending on if they're using firearms or other weapons.&lt;br /&gt;
** EXAMPLE: If a [[contestant]] tries to fire three rounds at an enemy using a [[Beretta M9]], he/she has to roll three 2d6s. The command to quickly roll this is '''@roll 3#2d6'''. Adjust the number left to the # symbol to reflect the desired amount.&lt;br /&gt;
&lt;br /&gt;
The result of each attack dice determines whether the shot or attack associated will hit or miss.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''Failure Threshold''' essentially acts as the accuracy statistic of the game. The lower the FT is, the greater the accuracy.&lt;br /&gt;
&lt;br /&gt;
By default, '''the Failure Threshold statistic is 6''', meaning that dice scores of 6 or less on the attack dice are '''guaranteed misses'''. FT can be influenced in many different ways - generally through [[secondary effects]] in a permanent or temporary manner. FT may also be influenced by other statistics, combat skills, environmental factors, and more. Because of the many different ways FT may be affected, the player will often be given reminders and breakdowns of anything affecting the Contestant's accuracy. FT may also sometimes be specifically stated to be &amp;quot;fixed&amp;quot; (e.g. accuracy of [[Container]] traps), in which case it cannot be influenced or modified by any external factors and remains at the indicated value (usually 6, but not always)&lt;br /&gt;
&lt;br /&gt;
With the default '''FT 6''':&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Score'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''What happens'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Effects'''&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Critical success'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attack hits perfectly and deals extra effects [[IRC Bots|(@critwin)]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 to 11&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Hit'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attack hits successfully where intended&lt;br /&gt;
|-&lt;br /&gt;
| 7 to 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Inaccurate Hit'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attack hits but may not deal as much damage due to '''Inaccuracy Range''' (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 6 to 3&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Miss'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attack fails to hit entirely&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Critical failure'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Weapon fails or malfunctions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Scoring '''2''' leads to a '''critical failure''', leading in the attack backfiring to the attacker in one way or another.&lt;br /&gt;
**Firearms and melee weapons: Roll '''@critfail'''. All critical failure effects result in the weapon losing [[Weapon maintenance|Condition]] points.&lt;br /&gt;
***Firearms may also be affected by extra problems on critical failures; see [[Gameplay mechanics#Firearm failures|here]] for a list of firearm failure types.&lt;br /&gt;
**Explosive ordnance may fail to work as intended, depending on the type.&lt;br /&gt;
**Certain creatures sustaining critical failures may result in the creature hurting itself.&lt;br /&gt;
*Scoring '''between 3 and 6''' leads to a '''miss''' or '''failure''', meaning the attack simply misses.&lt;br /&gt;
*Scoring '''between 7 and 8''' leads to an '''inaccurate hit''', meaning the attack hits, but does not deal as much damage as intended; making it a glancing blow, grazing hit, or some other type of poorly aimed shot.&lt;br /&gt;
** Inaccurate hits cause a '''flat 0.7x Pain &amp;amp; Limb damage modifier'''.&lt;br /&gt;
** Martial arts techniques ignore inaccurate hits and treat them as regular hits.&lt;br /&gt;
*Scoring '''between 9 and 11''' leads to a '''hit''' or '''success''', meaning the attack hits successfully and as intended.&lt;br /&gt;
*Scoring a '''12''' leads to a '''critical success''', leading in the attack landing exactly where the player wished, and may, depending on the victim and the weapon used, cause extra effects (extra damage, additional effects...).&lt;br /&gt;
&lt;br /&gt;
==== Inaccuracy Range ====&lt;br /&gt;
&lt;br /&gt;
'''Inaccuracy Range (IR)''' is a value, the importance of which depends on the current FT. The default '''Inaccuracy Range''' value is '''2''' ; it means that '''the 2 points above the Failure Threshold will be considered Inaccurate Hits'''. On a default FT of 6, IR 2 means '''Inaccurate Hits occur on a dice score of 7 or 8''', as indicated by the example table above.&lt;br /&gt;
&lt;br /&gt;
* If FT is decreased to 4 but IR remains at 2, then dice scores of 5 and 6 would become Inaccurate Hits.&lt;br /&gt;
* Inaccuracy Range does not affect critical hits (12)&lt;br /&gt;
** Example: If FT were to rise to 10, then Inaccurate hits occur only on a 11, as a 12 always means critical hit.&lt;br /&gt;
&lt;br /&gt;
Inaccuracy Range modifiers also exist, which can affect the range of dice score that become inaccurate hits. The most common method of decreasing the Inaccuracy Range is to increase [[Gameplay mechanics#Combat skill levels|combat skill levels]], which offer permanent IR decreasers depending on the combat skill in question, and on the combat skill level.&lt;br /&gt;
&lt;br /&gt;
Inaccuracy Range has no upper limit, but can effectively only affect dice scores up to 11, so there is no point to IR being higher than 8 (as the minimum possible FT is 3, the maximum possible effective Inaccuracy Range is 8, affecting all dice scores from 4 to 11).&lt;br /&gt;
&lt;br /&gt;
Inaccuracy Range has no lower limit either, and can go in the negatives, which may serve an effect dictated as below:&lt;br /&gt;
* IR values less than 0 have the same effect as if it was 0.&lt;br /&gt;
* Negative IR values can serve as a sort of &amp;quot;buffer&amp;quot; to other modifiers, particularly [[Recoil]], for example, to serve the purpose of extending the amount of possible shots without Inaccuracy.&lt;br /&gt;
** Example: An Expert-level shooter (FT 6, IR 0) using an appropriate [[5.56x45mm NATO]] rifle will have an ADT of 8 shots, and an IR+1 effect each time ADT is passed (see [[Recoil]] for how ADT and recoil effect works). The shooter equips a [[Weapon accessory|foregrip]] on this rifle, applying another IR-1 effect; this decreases the shooter's effective IR by 1, making it IR -1.&lt;br /&gt;
** Because the shooter's Inaccuracy Range is -1 and because any IR less than 0 is considered to have the same effect as IR 0, instead of being able to shoot only 8 rounds at IR 0, the shooter may shoot 16; the first 8 will be at IR -1, and the next 8 at IR 0.&lt;br /&gt;
&lt;br /&gt;
==== Battlespace ====&lt;br /&gt;
{|&lt;br /&gt;
| &amp;lt;[#img [hash 6QJAP5H4F022PP7GX5V9JM4YV2] [height 200]]&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The general term for the space in which creatures evolve when in combat is called the '''battlespace'''. A good visual representation of the battlespace is shown in the picture above.&lt;br /&gt;
&lt;br /&gt;
When combat is ongoing, the battlespace is typically delineated into various components, which help positioning each participant to the current fight:&lt;br /&gt;
* '''Sides''' represent areas of the battlespace.&lt;br /&gt;
* The concept of '''range''' is abstracted into two settings: '''Melee''' (&amp;quot;within melee range&amp;quot;) and '''Ranged'''&lt;br /&gt;
* The presence or not of [[Cover]]&lt;br /&gt;
* The position of each creature, relative to each other.&lt;br /&gt;
&lt;br /&gt;
Every battlespace has 4 sides, though all four sides are rarely used in a typical fight - in the majority of cases, combat occurs on one or two sides. Sides are numbered corresponding to cardinal directions, as shown with the map above.&lt;br /&gt;
&lt;br /&gt;
===== Doors and positioning =====&lt;br /&gt;
Every creature, item and room furniture in a room have a position in one of the battlespace Sides. Particularly so in the [[Uncivilized Area]], that position may be randomly generated. This also includes furniture that can contain items or can be interacted with, such as bookshelves, desks, lockers, computers, and so on.&lt;br /&gt;
&lt;br /&gt;
When entering a new room in the UA, regardless of the door taken in the previous room, the Contestant will always be considered to be coming from the South door (Side 1).&lt;br /&gt;
&lt;br /&gt;
In towns and defined areas, it instead depends on that particular facility's map ; going from Room A, through the East door (Side 4) into Room B, means the Contestant will enter inside Room B on Side 3 (West).&lt;br /&gt;
&lt;br /&gt;
It must be noted that doors also have positioning. The &amp;quot;North&amp;quot; door always corresponds to the &amp;quot;North&amp;quot; side (Side 2), and so on. Outside of combat, room positioning doesn't matter and the Contestant can leave through any door they wish. But when in combat, in order to leave through a door, they must first be on that door's corresponding side. If the Contestant is on Side 1 and they want to leave through the North door while in combat, they must first move into Side 2, then attempt an escape.&lt;br /&gt;
&lt;br /&gt;
===== Range and movement =====&lt;br /&gt;
&lt;br /&gt;
When not in combat, the battlespace does not matter and items located anywhere in the room may usually be reached and picked up immediately, and other creatures can be talked to and interacted with at any moment. What follows only applies during combat, or when about to engage in combat.&lt;br /&gt;
&lt;br /&gt;
The concept of &amp;quot;sides&amp;quot; does not represent allegiance, but positioning. While usually, the Contestant and any allies he/she may have always start combat in Side 1 and enemies/other combatants start combat in sides 2-4, each creature is capable of moving across sides and, with the right weapons, attacking other creatures, either on their own side or in other sides.&lt;br /&gt;
&lt;br /&gt;
Items generated in a room can be on any Side of the battlespace ; this is relevant when you want to know if you can pick up an item while hostile creatures are in the room.&lt;br /&gt;
&lt;br /&gt;
This is where the concept of '''range''' comes into play, as well as the terms &amp;quot;Melee&amp;quot; and &amp;quot;Ranged&amp;quot;.&lt;br /&gt;
* An attacker creature attempting a melee attack can only target another creature &amp;quot;Within melee range&amp;quot;, which simply means '''on the same side as the attacker'''. An attacker in Side 1 can only melee attack another creature in Side 1, and so on.&lt;br /&gt;
* An attacker creature attempting a ranged attack can target any other creature in the battlespace; ranged, as such, means '''capable to target on any side'''. An attacker in Side 1 can ranged attack any other creature, whether they may be in Side 1, 2, 3 or 4, and so on.&lt;br /&gt;
&lt;br /&gt;
Certain attacks can target &amp;quot;all creatures on the same side&amp;quot;, or &amp;quot;everyone on the same side&amp;quot;. It is as the description implies; if such an attack targets a creature in Side 2, the target - and all other creatures currently in Side 2 will be affected.&lt;br /&gt;
&lt;br /&gt;
Movement across sides during combat is possible, though rules and circumstances may vary depending on what motivates the movement.&lt;br /&gt;
* Typically, movement is done in the context of a '''melee attack''' against a creature on another side; it is referred to as a '''combat movement'''. In order for an attacker creature on one side to melee attack a victim creature on another side, the attacker has to move from their original side to their victim's. When done as part of a melee attack, the attacker moves only when its turn comes; thus movement during an attack directly depends on '''Initiative Speed''' (see [[Gameplay mechanics#Initiative system|below]]).&lt;br /&gt;
** '''''Example:''''' The Contestant is on Side 1, equipped with an iron baseball bat. He is facing a wolf, on Side 2. The wolf prepares to attack by biting, while the Contestant prepares to strike the wolf with the bat. Both of these attacks are, obviously enough, melee attacks. The wolf's bite attack has an Initiative Speed of 3, while the Contestant's bat has an IS of 18. As the wolf's IS score is the lowest, the wolf's attack is the fastest; thus the wolf '''moves from Side 2 to Side 1, then attacks, in one same move'''. Consequently, as the wolf is now in Side 1, the Contestant does not have to move to another side to attack; he may simply strike the wolf as it is within melee range.&lt;br /&gt;
* Movement to another side can also be performed without it being part of an attack; it is called a '''non-combat movement'''. As the term implies, it is a '''non-combat action''', similar to using an item or attempting to flee, which means that it has an [[Gameplay mechanics#Initiative system|Initiative Speed of 0]] and as such, is usually resolved before combat actions (attacks). Non-combat movement '''takes 1 turn'''; once complete, the turn ends.&lt;br /&gt;
** Non-combat movement '''CANNOT serve as an evasive maneuver from melee attacks'''; a melee attack is defined by the target, not by the location. The only way to evade an attack is to attempt escaping the battlespace entirely, which generally means attempting to leave the room. (See [[Gameplay mechanics#Other useful ways to use 2d6s|here]] for details).&lt;br /&gt;
** Non-combat movement however has other tactical uses, such as reaching items or equipment located on another side, or searching for a Side with new cover as long as that Side does not have hostile creatures. Entering a Battlespace Side with a hostile creature will always immediately break stealth.&lt;br /&gt;
** '''''Reaching items in another Side:''''' As before, Contestant on Side 1 with iron baseball bat, versus wolf on Side 2. Instead of attacking the wolf, the Contestant wants to move to Side 3 in order to reach an item that is lying there. In this case, the order is Contestant, Wolf. While the Contestant gets to move first, their turn ends when reaching Side 3, and it doesn't prevent the wolf from attacking the Contestant; the wolf simply follows the Contestant from Side 2 into Side 3 and makes their attack. Only on the next turn can the Contestant use the item in Side 3.&lt;br /&gt;
** '''''Seeking for new cover:''''' On Turn 1, a Contestant on Side 1 successfully makes a stealth cover check. He sees an enemy on Side 2, as well as a better piece of cover on Side 3, with no creature there. On Turn 2, the Contestant may choose to '''make a stealthy non-combat movement''' to Side 3, in which case the Contestant must pass a '''second stealth cover check'''. If successful, the Contestant will be on Side 3 with stealth still preserved.&lt;br /&gt;
&lt;br /&gt;
==== Special notes regarding accuracy and FT calculation ====&lt;br /&gt;
&lt;br /&gt;
* If several FT modifiers are involved, at no point the total FT can go any lower than 3 or any higher than 10. If, during FT calculation, the end result would be lower than 3, it becomes 3; and if it would be higher than 10, it becomes 10.&lt;br /&gt;
** ''Example 1:'' Knowing that natural FT is 6, X successively consumes [[Amphetamines]], [[Desoxyn]] and an [[Mushroom|Accuratio mushroom]]. X is under the effects of three sources of FT-1 thus his FT is lowered by 3. If X consumed a [[Cigarette]] afterwards (which also provides FT-1), his FT would not go lower than 3 as it is already 3.&lt;br /&gt;
** ''Example 2:'' X consumes [[Desoxyn]] (FT-1), an [[Mushroom|Accuratio mushroom]] (FT-1), [[Amphetamines]] (FT-1) then [[Steroids]] (FT+2). The total calculation is 6-1-1-1+2, making his FT 5.&lt;br /&gt;
&lt;br /&gt;
==== Firearm failures ====&lt;br /&gt;
When critical failures occur while using firearms, roll @critfail to determine the effects of the critical failure. If the effect rolled says &amp;quot;weapon suffers a failure corresponding to its type&amp;quot;, the list below comes into play.&lt;br /&gt;
&lt;br /&gt;
===== Firearm failure types =====&lt;br /&gt;
*'''Failure to eject''', also known as a '''Stovepipe''': This is the most common type of failure, which results in a spent casing stuck in the ejection port.&lt;br /&gt;
**Any remaining shots after this one are cancelled. The Contestant automatically spends the rest of the turn to remove the faulty casing; the weapon is ready to fire next turn.&lt;br /&gt;
*'''Failure to fire''', also known as a '''Misfire''': Certain types of weapons can instead suffer from this, where ammunition simply fails to fire.&lt;br /&gt;
**The shot corresponding to the 2 is simply not fired, any subsequent rounds fired afterwards are resolved normally.&lt;br /&gt;
**NOTE: For [[Recoil]] calculation purposes, if a FTF occurs, the corresponding round is skipped ; FTFs do not factor in recoil calculation.&lt;br /&gt;
*'''Failure to feed''': Belt-fed weapons are prone to this kind of failure. Feeding is blocked due to a double-feed issue, which prevents cycling.&lt;br /&gt;
**Any remaining shots after this one are cancelled, and the weapon is considered to be temporarily unusable until resolved. In order to make the weapon ready again, a reload must be performed; if the user doesn't have a spare belt or mag, they can simply remove and reload the same belt or mag to clear the malfunction. This is a slow process; it ends the turn during which the critfail occurred, and requires another turn to perform the reload if done during combat.&lt;br /&gt;
*'''Failure to burn''': A special type of misfire which is unique to flamethrowers. It is similar to a failure to fire, but it is reserved to flamethrowers. Fuel is ejected from the weapon successfully, but for some reason, the pilot light or ignition system fails to set it on fire, causing the flamethrower to waste fuel.&lt;br /&gt;
**The &amp;quot;shot&amp;quot; corresponding to the 2 is considered to be not fired. Any subsequent &amp;quot;shots&amp;quot; fired afterwards are resolved normally.&lt;br /&gt;
&lt;br /&gt;
==== Kill assists (&amp;quot;Ally kills&amp;quot;) ====&lt;br /&gt;
During fights between multiple encounters and/or groups of encounters, sometimes multiple attacks from different people may land on the same target. In this kind of situation, it may be difficult to establish who has truly killed whom. As such, a system of assists exists in order to determine who should be credited with the kill.&lt;br /&gt;
&lt;br /&gt;
The rule is simple: whoever caused the kill shot, is responsible for the kill, and as such is the only one to receive the relevant stats.&lt;br /&gt;
&lt;br /&gt;
If the contestant's [[Ally|allies]] perform kills, they are counted towards the contestant's total tally. However, kills made by temporary teammates or NPCs fighting by the Contestant's side, do NOT count if they are not formally considered as allies.&lt;br /&gt;
&lt;br /&gt;
==== Executions ====&lt;br /&gt;
After combat, it is possible that all of the Contestant's opponents may be unable to fight anymore, either due to [[Pain|blacking out]], or due to being in another special state of incapacitation (e.g.: Asleep or [[Restraints|restrained]]).&lt;br /&gt;
&lt;br /&gt;
If such a situation occurs and the Contestant wishes to ensure that the opponents are defeated, they can be '''executed'''. An execution works like an attack in that it uses the same rules and damage as during normal combat, with one exception ; executions cannot miss. An execution can fail if it doesn't kill immediately, however it can be attempted again. Whether or not it is successful, an execution attempt lasts 1 turn.&lt;br /&gt;
&lt;br /&gt;
Executions can be performed during combat, or outside of combat.&lt;br /&gt;
&lt;br /&gt;
== '''Damage and protection systems''' ==&lt;br /&gt;
Please refer to their articles: [[Damage chart]] - [[Protection chart]]&lt;br /&gt;
&lt;br /&gt;
== '''Explosives''' ==&lt;br /&gt;
'''''More detailed explanation of rules with explosives can be read on this article: [[Explosives rules]]'''''&lt;br /&gt;
&lt;br /&gt;
== Resolution of a combat turn ==&lt;br /&gt;
Combat may be initiated either by the player, or the GM via external events. Combat is turn-based. When combat begins, a series of steps must be respected at every turn to ensure that all the needed information is provided so that turns can be resolved.&amp;lt;br/&amp;gt;&lt;br /&gt;
Since version 2.5, a brand new turn resolution system has been designed to add a sense of speed and reflexes to combat in MazeWorld: the '''Initiative system'''. This system relies on a statistic, the '''Initiative Speed (IS)''', and is one of the most important stats to look out for during combat. The use of IS is detailed later on.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every party has the possibility to attempt a wide range of actions when their turn comes during combat, which can be placed under three broad categories:&lt;br /&gt;
* '''Combat actions'''; the use of a weapon or an attack in order to fight an opponent.&lt;br /&gt;
* '''Non-combat actions''': A number of specific actions not directly related to fighting may also be attempted, such as taking [[cover]], trying to escape, using items, and more.&lt;br /&gt;
* '''Free actions''': These actions are free and can be done consequence-free. Very few actions are under the realm of free action when in combat, although it must be noted that talking is considered a free action, within reason and at the GM's discretion. (Short sentences and taunting are fine, paragraph-long diatribes are not.)&lt;br /&gt;
&lt;br /&gt;
==== Turn resolution steps ====&lt;br /&gt;
* '''1)''' The GM decides what NPCs intend to do, normally without revealing it to the player.&lt;br /&gt;
* '''2)''' The player (you) is then asked what the Contestant intends to do for this turn.&lt;br /&gt;
* '''3)''' The GM announces &amp;quot;Start of Turn ''x''&amp;quot; (x being the turn number).&lt;br /&gt;
* '''4)''' Non-combat actions are treated as having an [[Gameplay mechanics#Initiative system|Initiative Speed of 0]] and is, as such, ''usually'' resolved before combat actions. A &amp;quot;non-combat action&amp;quot; is anything not involving an attack, such as reloading, swapping spare weapons, using an item, etc.&lt;br /&gt;
* '''5)''' The stealth status and Initiative Speed (see below) of every creature is checked, then the order of passage is announced.&lt;br /&gt;
* '''6)''' Each participant in the fight resolves its combat actions, in the announced order. This is during this step that attack dice are rolled. Depending on the weapons or attacks involved, different rules may be called upon ([[Recoil]], Failure Threshold, multiple projectiles, explosives, etc.)&lt;br /&gt;
* '''7)''' Once every attack is resolved (aka: how many hits and misses are confirmed), damage calculation steps are made, if necessary.&lt;br /&gt;
* '''8)''' The turn ends, the GM announces &amp;quot;End of Turn ''x''&amp;quot;. Any relevant end-of-turn effects are applied to ALL concerned creatures; effects such as natural [[Pain]] regeneration, periodic damage due to being [[Secondary effect#Elemental|set on fire]], [[Bleeding]] rolls, etc.&lt;br /&gt;
* '''9)''' If the fight isn't declared over by the GM, the fight continues on the next turn and the process repeats from Step 1.&lt;br /&gt;
&lt;br /&gt;
==== Damage calculation steps ====&lt;br /&gt;
Assuming the attack hits...&lt;br /&gt;
* '''A)''' [[Pain]] is calculated first. Various factors affect the end amount, the most important ones being AC, the victim's Pain sensitivity, the various attack multipliers, and so on.&lt;br /&gt;
* '''B)''' [[Limb damage]] is calculated next, using LDV and its modifiers.&lt;br /&gt;
* '''C)''' Other forms of damage are checked if needed (for example, a [[protection chart|Blunt-type attack can cause fractures]], and if needed, applied. Critical successes (rolling 12) may give additional effects.&lt;br /&gt;
** Typically, [[Clothing and armor|clothing damage]], [[Blood|Blood loss]], and '''injuries''' such as [[Wound|wounds]], [[Broken limb|fractures]], etc. are checked, with relevant critical success and/or bullet type modifiers applied.&lt;br /&gt;
&lt;br /&gt;
==== Initiative system ====&lt;br /&gt;
The '''Initiative system''' employs the use of a statistic, the '''Initiative Speed (IS)''' to determine the order of passage of a creature involved in combat with another. In other words, the IS is a representation of how fast they are; the better the score, the more they'll be first to attack in a turn.&lt;br /&gt;
&lt;br /&gt;
For humans and beings that can use human-usable weapons, the '''Initiative Score is tied to the weight of the weapon used''', with &amp;quot;1&amp;quot; being the naturally fastest, and &amp;quot;Unsp.&amp;quot; (Unsparable) being the naturally slowest. For other creatures, each of their attacks has an attributed IS value instead.&lt;br /&gt;
&lt;br /&gt;
* Note that IS and weight can be different; the term '''IS tier''' is employed. In normal conditions, a weapon with Weight 14 will have an IS of 14. However, '''there are ways to lower the effective IS of a weapon'''. If an effect speaks of '''lowering IS tiers''', then it is to be considered one tier lower than its actual weight. For a Weight 14 weapon, having an effect that applies '''IS tier -1''' means all attacks are considered 1 tier lower than their natural weight. For a Weight 14 weapon, '''IS thus becomes 9'''.&lt;br /&gt;
** If multiple tier lowering effects are active, they stack. Two active effects at the same time = 2 tiers down, and so on.&lt;br /&gt;
&lt;br /&gt;
During step 5 of turn resolution, the IS of all attempting a combat action is compared. The lowest IS is the fastest, and the fastest goes first. In case multiple creatures have the same IS, their order of passage is random.&lt;br /&gt;
* EXAMPLE: Two creatures are about to fight and neither is in stealth; they're both aware of each other. Creature A has '''IS 9''', while Creature B has '''IS 14'''. Creature A has the lowest IS such, A will go first during that turn. The order of passage is thus: A first, B second.&lt;br /&gt;
&lt;br /&gt;
===== Specific situations =====&lt;br /&gt;
* '''Case:''' During turn resolution, two or more participants in a fight have the same IS. How is it resolved?&lt;br /&gt;
** '''Solution:''' This is called a '''speed conflict'''. In this case, a die with as many sides as there are encounters involved is thrown to decide who goes first, then another to decide who goes second, and so on until all have been ordered. If two participants are in a speed conflict, a 1d2 resolves who goes first (and as such who goes second). If there are three, a 1d3 chooses the first, then a 1d2 chooses second and last. And so on for any larger groups.&lt;br /&gt;
&lt;br /&gt;
===== Initiative Speed tiers =====&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;IS tiers&amp;quot;''' are frequently referred to ; these tiers are nothing more than ways to refer to each of the possible weight values for items, particularly weapons. The higher the IS tier, the heavier - and thus, slower - the item is. In other words, '''lower is better''' in this case. Certain IS tiers cannot be naturally achieved with weapons or attacks, and can only be attained through specific effects - i.e. IS tier modifiers.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Tier number'''&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
| 99&lt;br /&gt;
|-&lt;br /&gt;
| '''Weight value'''&lt;br /&gt;
| ''Non-combat actions''&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;14&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;18&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;22&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;26&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;Unsparable&amp;lt;/span&amp;gt;&lt;br /&gt;
| ''[[Concentration]]''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* IS Tier 99 can only be reached by [[Concentrating]] ; it is called as such to further denote that it cannot be reached in any other ways, e.g. through effects that affect an user's Initiative Speed.&lt;br /&gt;
* IS Tier 0 can be reached through effects modifying IS (example: using a Weight 2 weapon alongside an effect that reduces IS by 2 tiers). IS Tier 0 is special in that all non-combat actions are treated as having an Initiative Speed of 0 ; thus, attacks with an effective IS of 0 are '''as fast as non-combat actions''' and can potentially be resolved before a creature attempting a non-combat action, such as trying to take cover, fleeing, reloading, and so on.&lt;br /&gt;
&lt;br /&gt;
==== How to describe a combat action ====&lt;br /&gt;
When the player is asked what to do, and they wish to make a combat action (an attack) they have to write a short, descriptive line detailing their intention. Whether or not they will succeed depends on the attack roll they will make later in the turn.&lt;br /&gt;
&lt;br /&gt;
The description line does not have to be written in an elaborate manner, so long as the required information is conveyed. The following examples are all describing the same action and are all acceptable:&lt;br /&gt;
* &amp;quot;[[Beretta AR70/90|AR70/90]], [[Hellhound]], Abdomen, Burst mode, 2 bursts&amp;quot;&lt;br /&gt;
* &amp;quot;John attacks the hellhound using his AR70/90, firing two bursts at the creature's abdomen.&amp;quot;&lt;br /&gt;
* &amp;quot;Fire two bursts at the hellhound's chest with the AR70/90&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The following example is also considered acceptable, but is bare-bones and leads to the default values being used.&lt;br /&gt;
* &amp;quot;Jack fires at the hellhound with his AR70/90&amp;quot;.&lt;br /&gt;
In this example, only the target and the weapon used are known; only steps 1 and 3 have been given information, leaving the attack to be interpreted as semi-auto, one shot, towards the hellhound's chest. While valid, it demonstrates that '''omission of information may have underwhelming, or undesired results'''.&lt;br /&gt;
&lt;br /&gt;
In addition to invalidations due to '''insufficient information''' (as explained above) and '''gameplay mechanic impossibility''' (e.g. trying to fire more shots or bursts per turn than the maximum limit), description lines may also be invalidated due to incapabilities related to the weapon; for example, trying to use a non-existent fire mode, or using an accessory that isn't mounted on the weapon.&lt;br /&gt;
* If the contestant attempts to '''fire more rounds than the weapon has left''', then only the remaining shots will be fired, naturally, then the turn ends.&lt;br /&gt;
* If the contestant attempts to '''fire an empty weapon or attachment''', the player will be notified that they are trying to fire an empty weapon, and will be allowed to choose another action instead.&lt;br /&gt;
&lt;br /&gt;
==== Remember the following steps ====&lt;br /&gt;
*'''1)''' Announce the '''weapon used''' (Writing the weapon's name is recommended, although just announcing the Class is acceptable)&lt;br /&gt;
*'''2)''' Announce the '''use of accessories''', if applicable (If none is specified, it is assumed none is used), unless the accessory has a passive effect; in which case it is always applied.&lt;br /&gt;
*'''3)''' Announce the '''intended target'''&lt;br /&gt;
*'''4)''' Announce the '''target's body part''' (if none given, torso/upper body is assumed)&lt;br /&gt;
*'''5)''' Announce the '''fire mode / attack mode selected''', if applicable (if none given and the weapon has more than one, the lowest possible is assumed)&lt;br /&gt;
*'''6)''' Finally, announce the '''amount of rounds fired / bursts fired / hits attempted''', within the limits possible (If no figure is given, the lowest non-zero amount is assumed)&lt;br /&gt;
&lt;br /&gt;
When the contestant's turn to attack comes, the player makes the attack roll (generally requiring to roll '''as many 2d6s as shots/hits attempted'''). If any hits are successful, damage is then calculated according to the description of the move, the results of the dice rolls, while taking in account [[Weapon accessory|weapon accessories]] and [[Recoil]], if applicable. The calculated damage is then applied. Afterwards, the GM makes a description of the results.&lt;br /&gt;
&lt;br /&gt;
== Other useful ways to use 2d6s ==&lt;br /&gt;
&lt;br /&gt;
* '''Stealth cover check''': Normally, attempting to take [[cover]] is a '''non-combat action''' which requires no roll, but depending on the circumstances, the Contestant may wish to do so stealthily. In order to make a Stealth cover check, Stealth must be active and maintained. The check determines whether the Contestant '''maintains stealth''' while taking cover. The Contestant must make a 2d6+[[Agility]] roll; Agility thus influences the Contestant's ability to succeed at a Stealth cover check.&lt;br /&gt;
** This check has a fixed FT of 6; thus success occurs on a 7 or more only. Critical failures and critical successes are respectively considered to be equal to normal failures and successes; there are no special effects for either. Alternatively, if the Contestant determines that stealth is not necessary, it is possible to simply take cover normally without rolling (and thus immediately succeed), even when stealth is active; however, it comes at the cost of '''breaking stealth'''.&lt;br /&gt;
** Success results in reaching cover while maintaining stealth. The Contestant's turn ends after taking cover.&lt;br /&gt;
** Failure also results in reaching cover, but with negative effects; '''stealth is broken for all creatures on the Contestant's side.''' As with a success, the Contestant's turn ends immediately after taking cover.&lt;br /&gt;
&lt;br /&gt;
* ''Multiple creatures and stealth'': '''If multiple creatures on the same side intend to take cover stealthily, they must all make stealth checks as a group'''. This also applies if the Contestant is part of that group. The group's stealth checks are averaged (rounded up) and treated as one for the whole group (any scores less than 2 are treated as 2, any scores over 12 are treated as 12)&lt;br /&gt;
** If the resulting score is 7 or more, then the group succeeds (all creatures that made a check take cover, maintain stealth, and may act again). If the resulting score is less than 7, then the group fails (all creatures that made a check take cover, but stealth is broken for them and their turn ends).&lt;br /&gt;
* ''Stealth and movement:'' A stealth cover check can be combined with '''non-combat movement''' to another Side, allowing a Contestant to make a '''second stealth cover check''' in a single turn (generally the first turn of combat); the first one to preserve stealth and take cover on the starting Battlespace Side, and the second one to actually move to another Side during that turn. However, when doing so, the Contestant's turn will end immediately at the end of this second check, regardless of success or failure - this is to prevent the Contestant from moving across more than one Side in one turn.&lt;br /&gt;
&lt;br /&gt;
* '''Escape check:''' Attempting to '''escape combat''' is a '''non-combat action'''. In order to perform an escape roll, the Contestant may simply make a 2d6+[[Agility]] roll as soon as combat begins. The roll has a fixed FT 5 ; thus success occurs if the result is 6 or more. Critical failures and critical successes are respectively considered to be equal to normal failures and successes; there are no special effects for either.&lt;br /&gt;
** '''WARNING:''' A successful escape roll immediately pulls the Contestant out of combat and prompts the player to the next doors or another direction to flee to, and unless allies or friendly creatures are also successfully escaping and following, it will leave allies behind to their fates. It is possible to '''abandon''' allies and friendlies that way, so beware.&lt;br /&gt;
** If stealth has been maintained, this roll becomes a '''Stealth escape check'''. The difference between the two is that in a stealth escape roll, the escapees are not spotted and stealth is preserved.&lt;br /&gt;
&lt;br /&gt;
== '''Recoil system''' ==&lt;br /&gt;
Please refer to this article: [[Recoil]]&lt;br /&gt;
&lt;br /&gt;
== '''Skills''' ==&lt;br /&gt;
As the Contestant progresses, the Contestant may increase their '''skills''' and become more proficient in the use of the many weapon categories available in the Mazes.&lt;br /&gt;
&lt;br /&gt;
Skills are grouped into two major categories: '''combat skills''' and '''non-combat skills'''.&lt;br /&gt;
&lt;br /&gt;
=== Combat skills ===&lt;br /&gt;
There are 21 different combat skill types, and 5 different skill levels for each. &lt;br /&gt;
&lt;br /&gt;
Combat skills are grouped into 3 major groups: firearms, explosives, and melee. They are as follows:&lt;br /&gt;
&lt;br /&gt;
===== Firearm skill group =====&lt;br /&gt;
* Bolt-action&lt;br /&gt;
* Pump-action&lt;br /&gt;
* Lever-action&lt;br /&gt;
* Automatic pistol&lt;br /&gt;
* Automatic rifle&lt;br /&gt;
* Automatic shotgun&lt;br /&gt;
* Semi-auto pistol&lt;br /&gt;
* Semi-auto rifle&lt;br /&gt;
* Semi-auto shotgun&lt;br /&gt;
* Double-action (DA) revolver&lt;br /&gt;
* Single-action (SA) revolver&lt;br /&gt;
&lt;br /&gt;
===== Heavy weapon skill group =====&lt;br /&gt;
* Grenade launcher&lt;br /&gt;
* Rocket launcher&lt;br /&gt;
* Planted explosives&lt;br /&gt;
* Flamethrowers&lt;br /&gt;
&lt;br /&gt;
===== Melee combat skills group =====&lt;br /&gt;
* Archery&lt;br /&gt;
* Axes&lt;br /&gt;
* One-handed club&lt;br /&gt;
* Two-handed club&lt;br /&gt;
* Crude weapons&lt;br /&gt;
* Knives&lt;br /&gt;
* One-handed sword&lt;br /&gt;
* Two-handed sword&lt;br /&gt;
* Staff / Pole weapons&lt;br /&gt;
* Whips / Lash weapons&lt;br /&gt;
* Exotic melee weapons&lt;br /&gt;
* Exotic ranged weapons&lt;br /&gt;
* Thrown weapons&lt;br /&gt;
* Martial arts (unarmed combat)&lt;br /&gt;
&lt;br /&gt;
==== Combat skills: Notes ====&lt;br /&gt;
* All ''Automatic'' skills cover the use of both ''Full-auto'' and ''Burst mode''.&lt;br /&gt;
* All ''Rifle'' skills cover the use of submachine guns and machine guns.&lt;br /&gt;
* Pump-action grenade launchers ('''GM-94'''...) are covered by the ''Grenade Launcher'' skill, not the ''Pump-action'' skill.&lt;br /&gt;
* All single-shot firearms that are not grenade or rocket launchers are covered by a relevant ''Semi-auto'' skill, as follows:&lt;br /&gt;
** All multiple-barreled shotguns with a &amp;quot;single shot&amp;quot; fire mode are covered by the ''Semi-auto shotgun'' skill.&lt;br /&gt;
** The Golden Gun and the Pen Gun's gun mode are covered by the ''Semi-auto pistol'' skill.&lt;br /&gt;
* Combination guns:&lt;br /&gt;
** If a ''Combination long gun'', it is covered by the ''Semi-auto rifle'' skill when shooting Pistol or Rifle calibers, and by the ''Semi-auto shotgun'' skill when shooting Shotgun calibers.&lt;br /&gt;
** If a ''Combination handgun'', it is covered by the ''Semi-auto pistol'' skill when shooting Pistol or Rifle calibers, and by the ''Semi-auto shotgun'' skill when shooting Shotgun calibers.&lt;br /&gt;
* All underslung grenade launchers are covered by the ''Grenade launcher'' skill.&lt;br /&gt;
* Underslung shotguns:&lt;br /&gt;
** The KAC Masterkey is essentially a pump-action shotgun, so it is covered by the ''Pump-action'' skill.&lt;br /&gt;
** The M26 MASS is, similarly, a (very small) bolt-action shotgun, thus it is covered by the ''Bolt-action'' skill.&lt;br /&gt;
* Thrown weapons:&lt;br /&gt;
** All hand grenades are covered by the ''Thrown weapons'' skill.&lt;br /&gt;
** Any form of planted explosive that is thrown instead of properly planted, is instead covered by the ''Thrown weapons'' skill.&lt;br /&gt;
** Class 5 weapons that are designed to be thrown (through a 'throw' mode, for example the Kunai or the Shuriken) are covered by the ''Thrown weapons'' skill.&lt;br /&gt;
** Any other item that doesn't fit in the above categories (melee weapons not designed to be thrown, non-weapons, etc) is '''NOT covered by any skill'''; they can be thrown without the need to roll but will not deal any damage.&lt;br /&gt;
* Blunt weapons:&lt;br /&gt;
** Any item that is not designed to be used as a blunt weapon (weapon without a 'Strike' mode) is '''NOT covered by any skill'''; they can only be used to push or hit without causing damage, without the need to roll.&lt;br /&gt;
&lt;br /&gt;
==== Combat skill levels ====&lt;br /&gt;
&lt;br /&gt;
Combat skill levels determine the Contestant's proficiency with weapons of that particular weapon category. Thus, the effects applied below depend both on the Contestant's skill level and on using a relevant weapon.&lt;br /&gt;
&lt;br /&gt;
* '''Unskilled''' (0-9.9 skill points) - '''FT+1''' (decreased accuracy), no IR modifiers.&lt;br /&gt;
* '''Basic''' (10-24.9 skill points) - Default skill level ; no FT or IR modifiers.&lt;br /&gt;
* '''Skilled''' (25-49.9 skill points) - No FT modifiers, '''Inaccuracy Range -1'''.&lt;br /&gt;
* '''Expert''' (50-99.9 skill points) - No FT modifiers, '''Inaccuracy Range -2'''.&lt;br /&gt;
* '''Master''' (100+ skill points) - '''FT-1''' (increased accuracy), '''Inaccuracy Range -2'''.&lt;br /&gt;
&lt;br /&gt;
Skill groups and skill levels are related to [[Achievements#Badges|Weapon badges]] - each skill level from Basic and up corresponds to a badge.&lt;br /&gt;
&lt;br /&gt;
===== Melee combat skills =====&lt;br /&gt;
&lt;br /&gt;
In addition to the accuracy modifiers listed above, each melee combat skill group has different additional effects depending on skill level. These effects generally affect '''how many maximum attacks per turn''' can be attempted with a weapon using the relevant skill.&lt;br /&gt;
&lt;br /&gt;
* 1H: One-handed ; 2H: Two-handed ; Exo: Exotic&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Level''' \ Combat skill&lt;br /&gt;
| Archery&lt;br /&gt;
| Axe&lt;br /&gt;
| 1H Club&lt;br /&gt;
| 2H Club&lt;br /&gt;
| Crude weapon&lt;br /&gt;
| Knife&lt;br /&gt;
| 1H Sword&lt;br /&gt;
| 2H Sword&lt;br /&gt;
| Staff / Pole&lt;br /&gt;
| Whip / Lash&lt;br /&gt;
| Exo melee&lt;br /&gt;
| Exo Ranged&lt;br /&gt;
| Thrown&lt;br /&gt;
| Martial arts&lt;br /&gt;
|-&lt;br /&gt;
| '''Lv1 - Unskilled'''&lt;br /&gt;
| Max 2 shots/reloads per turn&lt;br /&gt;
| Max 2 attacks per turn&lt;br /&gt;
| Max 3 attacks per turn&lt;br /&gt;
| Max 2 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 3 attacks per turn&lt;br /&gt;
| Max 2 attacks per turn&lt;br /&gt;
| Max 2 attacks per turn&lt;br /&gt;
| Max 2 attacks per turn&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| Max 2 basic attacks per turn&lt;br /&gt;
|-&lt;br /&gt;
| '''Lv2 - Basic'''&lt;br /&gt;
| Max 3 shots/reloads per turn&lt;br /&gt;
| Max 3 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 3 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 3 attacks per turn&lt;br /&gt;
| Max 3 attacks per turn&lt;br /&gt;
| Max 3 attacks per turn&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| Max 3 basic attacks per turn&lt;br /&gt;
|-&lt;br /&gt;
| '''Lv3 - Skilled'''&lt;br /&gt;
| Max 4 shots/reloads per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| Max 4 basic attacks per turn&lt;br /&gt;
|-&lt;br /&gt;
| '''Lv4 - Expert'''&lt;br /&gt;
| Max 5 shots/reloads per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 7 attacks per turn&lt;br /&gt;
| Max 7 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| Max 5 basic attacks per turn&lt;br /&gt;
|-&lt;br /&gt;
| '''Lv5 - Master'''&lt;br /&gt;
| Max 6 shots/reloads per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 7 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 8 attacks per turn&lt;br /&gt;
| Max 8 attacks per turn&lt;br /&gt;
| Max 7 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| Max 6 basic attacks per turn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Exceptions:&lt;br /&gt;
&lt;br /&gt;
* '''Exotic melee/ranged weapons''': Each weapon has its own limits on max attacks per turn:&lt;br /&gt;
** '''Chainsaw, Combat chainsaw, Doomslayer''': Up to 2 attacks per turn&lt;br /&gt;
** '''Drill Arm''': Up to 3 attacks per turn&lt;br /&gt;
** '''Nailgun''': Up to 10 shots per turn&lt;br /&gt;
* '''Thrown weapons''': No additional effects for this combat skill - only accuracy increases with skill level. (It's kind of difficult to throw something more than once, technically speaking...)&lt;br /&gt;
* '''Martial arts''': Skill level governs only ''basic attacks'', which are regular punches and kicks. It is possible to chain any number of punches OR kicks within the allowed limit, but not a mix of both. For more information, check the [[unarmed combat]] article.&lt;br /&gt;
&lt;br /&gt;
==== Training and advancing combat skills ====&lt;br /&gt;
&lt;br /&gt;
The primary and easiest method of advancing a combat skill is to use any weapon of the desired category and successfully kill enemies, until skill is increased to the desired level.&lt;br /&gt;
&lt;br /&gt;
Another method of advancing skills, particularly useful for Contestants seeking to improve their proficiency with low-leveled skills, is through '''training exercises'''.&lt;br /&gt;
&lt;br /&gt;
Training exercises take the form of mini-games, which can be played either in a [[Room|shooting range]] for firearm and explosive skills, or against a wooden training figure in a [[Room|dojo]] for melee skills.&lt;br /&gt;
&lt;br /&gt;
Shooting range training minigames:&lt;br /&gt;
* Target shooting (firearm skills)&lt;br /&gt;
* Quickdraw (firearm skills)&lt;br /&gt;
* Target blasting (explosives skills)&lt;br /&gt;
* Fast training (abridged training to save time)&lt;br /&gt;
&lt;br /&gt;
Dojo training minigames:&lt;br /&gt;
* Wooden Man (melee skills)&lt;br /&gt;
* Fast training (abridged training to save time)&lt;br /&gt;
&lt;br /&gt;
When completing training minigames, '''Training Points''' (or '''TPs''') may be earned. TPs partially substitute for kills in field conditions. While TPs contribute to increasing skill, they do not add to the kill count.&lt;br /&gt;
* 1 kill translates directly into 1 skill point.&lt;br /&gt;
* 10 TPs translate into the equivalent of 1 skill point for the purposes of skill leveling.&lt;br /&gt;
* A limited amount of Training Points can be earned: 250 per skill, which is just enough to go from zero point Unskilled level to Skilled level. Further training after reaching 250 TPs does not yield any more.&lt;br /&gt;
&lt;br /&gt;
===== Skill subgroups =====&lt;br /&gt;
&lt;br /&gt;
Certain combat skills belong to a '''subgroup''', which groups together similar skills. When training for one skill in a subgroup, '''the Contestant will gain half as many Training Points in all other skills of the same subgroup'''. This may significantly speed up training time if used correctly.&lt;br /&gt;
&lt;br /&gt;
* Note that it does not apply for Skill Points gained for kills during combat.&lt;br /&gt;
&lt;br /&gt;
The skill subgroups are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Pistol subgroup:''' Semi-automatic pistol, Automatic pistol&lt;br /&gt;
* '''Revolver subgroup:''' Double-action revolver, Single-action revolver&lt;br /&gt;
* '''Rifle subgroup:''' Semi-automatic rifle, Automatic rifle&lt;br /&gt;
* '''Shotgun subgroup:''' Semi-automatic shotgun, Automatic shotgun&lt;br /&gt;
* '''Clubs subgroup:''' One-handed clubs, Two-handed clubs&lt;br /&gt;
* '''Swords subgroup:''' One-handed swords, Two-handed swords&lt;br /&gt;
&lt;br /&gt;
=== Non-combat skills ===&lt;br /&gt;
&lt;br /&gt;
There are 9 different non-combat skill types, and 5 different skill levels for each. Each skill is tied to a specific activity:&lt;br /&gt;
*[[Hunting]]&lt;br /&gt;
*[[Crafting]]&lt;br /&gt;
*[[Handloading]]&lt;br /&gt;
*[[Mines|Mining]]&lt;br /&gt;
*[[Negotiating]]&lt;br /&gt;
*[[Repairing]]&lt;br /&gt;
*[[Lockpicking]]&lt;br /&gt;
*'''Healing'''&lt;br /&gt;
*'''Evading'''&lt;br /&gt;
&lt;br /&gt;
Each of the skills affects the Contestant in a different way, and each one is trained in its own way.&lt;br /&gt;
&lt;br /&gt;
Certain skills have a '''Lv0 - Unaware''' which represents a lack of minimal knowledge to start practicing the associated activity. All skills have skill levels between 1 and 5; '''Lv1 - Unskilled''', '''Lv2 - Basic''', '''Lv3 - Skilled''', '''Lv4 - Expert''' and '''Lv5 - Master'''. The effects for each of those skill levels vary depending on the skill type.&lt;br /&gt;
&lt;br /&gt;
==== Hunting skill ====&lt;br /&gt;
''For the specifics on the activity itself, please read [[Hunting]].''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv0 - Unaware''' - skill is essentially inactive and must first be activated.&lt;br /&gt;
* Activation requirements: Complete [[Quests|Sidequest S1-3]].&lt;br /&gt;
* Skill training: Successfully butcher a creature to acquire 1 Skill Point in Hunting.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* '''Lv0 - Unaware''': Skill is inactive and the Contestant cannot hunt and butcher creatures at all.&lt;br /&gt;
* '''Lv1 - Unskilled''': Can harvest up to '''20% of a creature's body in meat'''.&lt;br /&gt;
* '''Lv2 - Basic''': Can harvest up to '''40% of a creature's body in meat'''.&lt;br /&gt;
* '''Lv3 - Skilled''': Can harvest up to '''60% of a creature's body in meat'''. &lt;br /&gt;
* '''Lv4 - Expert''': Can harvest up to '''80% of a creature's body in meat'''.&lt;br /&gt;
* '''Lv5 - Master''': Can harvest up to '''100% of a creature's body in meat'''.&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 10 SP&lt;br /&gt;
* '''Lv3:''' 25 SP&lt;br /&gt;
* '''Lv4:''' 100 SP&lt;br /&gt;
* '''Lv5:''' 200 SP&lt;br /&gt;
&lt;br /&gt;
==== Crafting skill ====&lt;br /&gt;
''For the specifics on the activity itself, please read [[Crafting]].''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv0 - Unaware''' - skill is essentially inactive and must first be activated.&lt;br /&gt;
* Activation requirements: Seek any [[Workshop]] engineer and purchase the &amp;quot;Crafting and engineering basics class&amp;quot; for 600 P$. This will enable the skill and set it to Lv1.&lt;br /&gt;
* Skill training: Successfully craft an item from a valid recipe to acquire 1 Skill Point in Crafting.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* '''Lv0 - Unaware''': Skill is inactive and the Contestant cannot craft items at all.&lt;br /&gt;
* '''Lv1 - Unskilled''': Default success chances.&lt;br /&gt;
* '''Lv2 - Basic''': +10% crafting success chances.&lt;br /&gt;
* '''Lv3 - Skilled''': +20% crafting success chances.&lt;br /&gt;
* '''Lv4 - Expert''': +30% crafting success chances.&lt;br /&gt;
* '''Lv5 - Master''': +40% crafting success chances.&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 5 SP&lt;br /&gt;
* '''Lv3:''' 25 SP&lt;br /&gt;
* '''Lv4:''' 50 SP&lt;br /&gt;
* '''Lv5:''' 100 SP&lt;br /&gt;
&lt;br /&gt;
==== Handloading skill ====&lt;br /&gt;
''For the specifics on the activity itself, please read [[Handloading]].''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv0 - Unaware''' - skill is essentially inactive and must first be activated.&lt;br /&gt;
* Activation requirements: Complete [[Quests|Sidequest S2-4]].&lt;br /&gt;
* Skill training: A new stat, &amp;quot;ammunition handloaded&amp;quot;, will be tracked. Every 20 rounds handloaded grants 1 Skill Point in Handloading; thus, '''1 handloaded round grants 0.05 Skill Points'''.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* '''Lv0 - Unaware''': Skill is inactive and the Contestant cannot handload ammunition at all.&lt;br /&gt;
* '''Lv1 - Unskilled''': Default handloading performance.&lt;br /&gt;
** Default maximum amount of rounds manipulated per turn: 5&lt;br /&gt;
** Default chance per shot fired to produce an usable spent case: 10% (assuming the caliber is valid)&lt;br /&gt;
** Allowed to handload only SP and -P/TAC loads.&lt;br /&gt;
* '''Lv2 - Basic''': Max rounds manipulated per turn now 8. Spent case chance per shot now 20%.&lt;br /&gt;
* '''Lv3 - Skilled''': Spent case chance per shot now 25%. Can now handload +P/MAG loads.&lt;br /&gt;
* '''Lv4 - Expert''': Max rounds manipulated per turn now 10. Spent case chance per shot now 1/3 (33.33%). Can now handload +P+ loads.&lt;br /&gt;
* '''Lv5 - Master''': Max rounds manipulated per turn now 20. Spent case chance per shot now 50%.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;round manipulation&amp;quot; is any one of the following:&lt;br /&gt;
* Priming a case or hull&lt;br /&gt;
* Loading a primed case/hull with a powder charge AND a projectile (this is what counts towards the &amp;quot;ammunition handloaded&amp;quot; stat)&lt;br /&gt;
* Disassembling a round of ammunition&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 25 SP (500 rounds)&lt;br /&gt;
* '''Lv3:''' 100 SP (2000 rounds)&lt;br /&gt;
* '''Lv4:''' 500 SP (10000 rounds)&lt;br /&gt;
* '''Lv5:''' 1000 SP (20000 rounds)&lt;br /&gt;
&lt;br /&gt;
==== Mining skill ====&lt;br /&gt;
''For the specifics on the activity itself, please read [[Mines]].''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv0 - Unaware''' - skill is essentially inactive and must first be activated.&lt;br /&gt;
* Activation requirements: Complete [[Quests|Sidequest S2-5]].&lt;br /&gt;
* Skill training: Successfully extract 1 ore bundle to gain 1 Skill Point in Mining.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* '''Lv0 - Unaware''': Skill is inactive and the Contestant cannot mine ore at all.&lt;br /&gt;
* '''Lv1 - Unskilled''': Default mining performance.&lt;br /&gt;
** Pick mining: Burns [[nutrition|15 ntri]]''' and [[hydration|8 wtr]] per hit. 10% chance to extract per hit. &lt;br /&gt;
** Drill Arm mining: Burns '''8 ntri''' and '''4 wtr''' per hit. 20% chance to extract per hit.&lt;br /&gt;
** Explosives mining: Blast extracts (limb damage) / 12&lt;br /&gt;
* '''Lv2 - Basic''': &lt;br /&gt;
** Pick mining: Chance to extract per hit is now 12.5%&lt;br /&gt;
** Drill Arm mining: Chance to extract per hit is now 25%&lt;br /&gt;
** Explosives mining: Blast now extracts (limb damage) / 10&lt;br /&gt;
* '''Lv3 - Skilled''': &lt;br /&gt;
** Pick mining: Now burns only '''10 ntri''' and '''5 wtr''' per hit. Chance to extract per hit is now 20%.&lt;br /&gt;
** Drill Arm mining: Now burns only '''5 ntri''' and '''3 wtr''' per hit. Chance to extract per hit is now 40%.&lt;br /&gt;
** Explosives mining: Blast now extracts (limb damage) / 8&lt;br /&gt;
* '''Lv4 - Expert''': &lt;br /&gt;
** Pick mining: Chance to extract per hit is now 25%.&lt;br /&gt;
** Drill Arm mining: Chance to extract per hit is now 50%.&lt;br /&gt;
** Explosives mining: Blast now extracts (limb damage) / 6&lt;br /&gt;
* '''Lv5 - Master''': &lt;br /&gt;
** Pick mining: Now burns only '''5 ntri''' and '''3 wtr'''. Chance to extract per hit is now 40%.&lt;br /&gt;
** Drill Arm mining: Now burns only '''3 ntri''' and '''2 wtr'''. Chance to extract per hit is now 80%.&lt;br /&gt;
** Explosives mining: Blast now extracts (limb damage) / 4&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 100 SP&lt;br /&gt;
* '''Lv3:''' 250 SP&lt;br /&gt;
* '''Lv4:''' 500 SP&lt;br /&gt;
* '''Lv5:''' 1000 SP&lt;br /&gt;
&lt;br /&gt;
==== Negotiation skill ====&lt;br /&gt;
''For the specifics on the activity itself, please read [[Negotiating]].''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv1 - Unskilled''' - skill is already active and can be used and trained.&lt;br /&gt;
* Activation requirements: Already active&lt;br /&gt;
* Skill training: Successfully convince a shop owner to lower their prices to earn Skill Points. Certain [[Quests|quest]] choices may also result in gaining Negotiation skill points.&lt;br /&gt;
** Easy haggles (10% off) grant 1 SP. Medium haggles (20% off) grant 2 SP. Hard haggles (30% off) grant 4 SP.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* ''Lv0 - Unaware'': N/A - skill begins at Level 1&lt;br /&gt;
* '''Lv1 - Unskilled''': Haggling can be attempted on purchases valued 250 P$ or less.&lt;br /&gt;
* '''Lv2 - Basic''': Haggling can be attempted on purchases valued 500 P$ or less.&lt;br /&gt;
* '''Lv3 - Skilled''': Haggling can be attempted on purchases valued 1000 P$ or less.&lt;br /&gt;
* '''Lv4 - Expert''': Haggling can be attempted on purchases valued 2000 P$ or less.&lt;br /&gt;
* '''Lv5 - Master''': Haggling can be attempted no matter the value of the Contestant's purchases.&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 20 SP&lt;br /&gt;
* '''Lv3:''' 50 SP&lt;br /&gt;
* '''Lv4:''' 100 SP&lt;br /&gt;
* '''Lv5:''' 200 SP&lt;br /&gt;
&lt;br /&gt;
==== Repair skill ====&lt;br /&gt;
''For the specifics on the activity itself, please read [[Repairing]].''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv1 - Unskilled''' - skill is already active and can be used and trained.&lt;br /&gt;
* Activation requirements: Already active.&lt;br /&gt;
* Skill training: Successfully repairing a weapon grants 1 Skill Point in Repair. Successfully repairing a 0% condition weapon grants 5 Skill Points. Cleaning a weapon does not grant any Skill Points.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* ''Lv0 - Unaware'': N/A - skill begins at Level 1&lt;br /&gt;
* '''Lv1 - Unskilled''': Default effectiveness (+0 points) for Gun Repair Kits (GRKs), Melee weapon Repair Kits (MRKs) and Gun Cleaning Kits (GCKs)&lt;br /&gt;
* '''Lv2 - Basic''': Bonus +100 points restored when using a GRK, MRK or GCK.&lt;br /&gt;
* '''Lv3 - Skilled''': Bonus +250 points restored when using a GRK, MRK or GCK. Can now use a repair kit (GRK on firearm, MRK on melee weapon) on a 0% Condition weapon to try repairing them (consumes 3 kit uses per attempt, 25% chance of success. Succeeding restores the weapon's Condition to 1% of their maximum value.)&lt;br /&gt;
* '''Lv4 - Expert''': Bonus +350 points restored when using a GRK, MRK or GCK. 0% Condition repairs now have a 50% chance of success per attempt.&lt;br /&gt;
* '''Lv5 - Master''': Bonus +550 points restored when using a GRK, MRK or GCK. 0% Condition repairs now have a 75% chance of success per attempt. &lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 25 SP&lt;br /&gt;
* '''Lv3:''' 100 SP&lt;br /&gt;
* '''Lv4:''' 250 SP&lt;br /&gt;
* '''Lv5:''' 500 SP&lt;br /&gt;
&lt;br /&gt;
==== Lockpicking skill ====&lt;br /&gt;
''For the specifics on the activity itself, please read [[Lockpicking]]. This includes hacking and the use of hacking tools.''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv0 - Unaware''' - skill is essentially inactive and must first be activated.&lt;br /&gt;
* Activation requirements: Complete [[Quests|Sidequest S2-3]].&lt;br /&gt;
* Skill training: Successfully picking a lock grants 1 Skill Point in Lockpicking.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* '''Lv0 - Unaware''': Skill is inactive and the Contestant cannot lock picks at all.&lt;br /&gt;
* '''Lv1 - Unskilled''':&lt;br /&gt;
** Default step difficulty&lt;br /&gt;
** Default kit efficiency&lt;br /&gt;
** Default trap disabling efficiency&lt;br /&gt;
** Default force picking efficiency&lt;br /&gt;
** No bonuses on hacking&lt;br /&gt;
* '''Lv2 - Basic''': &lt;br /&gt;
** Unlocking step difficulty is lowered: Step 2 now only requires FT 7&lt;br /&gt;
** Kit efficiency is increased: 1 check now consumes '''0.5 uses''' (or 2 checks per 1 use, effectively doubling the &amp;quot;health&amp;quot; of one lockpicking kit).&lt;br /&gt;
** Hacking bonus: The correct first letter of each login word is revealed.&lt;br /&gt;
* '''Lv3 - Skilled''': &lt;br /&gt;
** Trap disabling efficiency increased: FT decreased to FT 7&lt;br /&gt;
** Force picking efficiency increased: Can critically fail 1 time without triggering the trap.&lt;br /&gt;
** Hacking bonus: The first word is solved automatically, and the correct first letter of each remaining login word is revealed.&lt;br /&gt;
* '''Lv4 - Expert''': &lt;br /&gt;
** Unlocking step difficulty is lowered: Step 2 now only requires 2 successful checks.&lt;br /&gt;
** Kit efficiency is increased: 1 check now consumes '''0.25 uses''' (or 4 checks per 1 use, effectively quadrupling the &amp;quot;health&amp;quot; of one lockpicking kit).&lt;br /&gt;
** Hacking bonus: The first 2 words are solved automatically, and the correct first letter of each remaining login word is revealed.&lt;br /&gt;
* '''Lv5 - Master''': &lt;br /&gt;
** Unlocking step difficulty is lowered: Steps 1 and 2 now only require FT 6.&lt;br /&gt;
** Trap disabling efficiency increased: Now only requires 1 successful check.&lt;br /&gt;
** Force picking efficiency increased: Can critically fail 2 times without triggering the trap.&lt;br /&gt;
** Hacking bonus: The first 3 words are solved automatically, and the correct first letter of each remaining login word is revealed.&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 10 SP&lt;br /&gt;
* '''Lv3:''' 25 SP&lt;br /&gt;
* '''Lv4:''' 50 SP&lt;br /&gt;
* '''Lv5:''' 100 SP&lt;br /&gt;
&lt;br /&gt;
==== Healing skill ====&lt;br /&gt;
''The healing skill primarily serves to improve the Contestant's ability to heal himself/herself and others when using certain [[Medical aids|medical items]].''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv1 - Unskilled''' - skill is already active and can be used and trained.&lt;br /&gt;
* Activation requirements: Already active.&lt;br /&gt;
* Skill training: Successfully using any medical item (either on self or on others) grants 1 Skill Point in Healing. Applying Rags to heal wounds counts as using a medical item.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* ''Lv0 - Unaware'': N/A - skill begins at Level 1&lt;br /&gt;
* '''Lv1 - Unskilled''': &lt;br /&gt;
** Default limb healing [[secondary effect#Healing|effects]]&lt;br /&gt;
** Default effectiveness of Rags as bandages (50%)&lt;br /&gt;
** Default effectiveness of Makeshift tourniquets (40%)&lt;br /&gt;
* '''Lv2 - Basic''':&lt;br /&gt;
** '''Improved limb healing''': All other limbs other than the one targeted by the FAK or FSK heal +1 HP for free (no cost in fatigue/nutrition).&lt;br /&gt;
** '''Rags''': Effectiveness is improved by '''25%''' (Rags now have a '''75% chance''' to successfully heal a wound).&lt;br /&gt;
** '''Makeshift tourniquets''': Effectiveness is improved by '''20%''' (Makeshift tourniquets now have a '''60% chance''' to successfully stop bleeding from a severed limb).&lt;br /&gt;
* '''Lv3 - Skilled''':  &lt;br /&gt;
** '''Improved limb healing''': All other limbs other than the one targeted by the FAK or FSK heal +2 HP for free (no cost in fatigue/nutrition).&lt;br /&gt;
** Can now perform a new ability: [[Healing massage]]&lt;br /&gt;
* '''Lv4 - Expert''': &lt;br /&gt;
** '''Improved limb healing''': All other limbs other than the one targeted by the FAK or FSK heal +3 HP for free (no cost in fatigue/nutrition).&lt;br /&gt;
** '''Makeshift tourniquets''': Effectiveness is improved by '''20%''' (Makeshift tourniquets now have a '''80% chance''' to successfully stop bleeding from a severed limb).&lt;br /&gt;
* '''Lv5 - Master''': &lt;br /&gt;
** '''Improved limb healing''': All other limbs other than the one targeted by the FAK or FSK heal +4 HP for free (no cost in fatigue/nutrition).&lt;br /&gt;
** '''Rags''': Effectiveness is improved by '''25%''' (Rags now have a '''100%''' chance to successfully heal a wound).&lt;br /&gt;
** Permanent [[Secondary effect#Healing|Secondary effect]]: '''Addiction resistance'''.&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 100 SP&lt;br /&gt;
* '''Lv3:''' 250 SP&lt;br /&gt;
* '''Lv4:''' 500 SP&lt;br /&gt;
* '''Lv5:''' 1000 SP&lt;br /&gt;
&lt;br /&gt;
==== Evading skill ====&lt;br /&gt;
''The evading skill governs the ability to use [[Evasion abilities|special abilities]] related to evasion, parrying, and countering..''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv1 - Unskilled''' - skill is already active and can be used and trained.&lt;br /&gt;
* Activation requirements: Already active.&lt;br /&gt;
* Skill training: Successfully performing Evades and Parries grants 1 Skill Point each. Successfully performing a Counter grants 2 Skill Points. &lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* ''Lv0 - Unaware'': N/A - skill begins at Level 1&lt;br /&gt;
* '''Lv1 - Unskilled''': &lt;br /&gt;
** Maximum evades/parries per turn: '''2'''&lt;br /&gt;
** Maximum counters per turn: '''1'''&lt;br /&gt;
* '''Lv2 - Basic''':&lt;br /&gt;
** Maximum evades/parries per turn increases to '''3'''&lt;br /&gt;
* '''Lv3 - Skilled''':  &lt;br /&gt;
** Maximum evades/parries per turn increases to '''4'''&lt;br /&gt;
* '''Lv4 - Expert''': &lt;br /&gt;
** Maximum evades/parries per turn increases to '''5'''&lt;br /&gt;
** Maximum counters per turn increases to '''2'''&lt;br /&gt;
* '''Lv5 - Master''': &lt;br /&gt;
** Maximum evades/parries per turn increases to '''6'''&lt;br /&gt;
** Maximum counters per turn increases to '''3'''&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 10 SP&lt;br /&gt;
* '''Lv3:''' 50 SP&lt;br /&gt;
* '''Lv4:''' 100 SP&lt;br /&gt;
* '''Lv5:''' 200 SP&lt;br /&gt;
&lt;br /&gt;
== '''Unplanned situations and creativity''' ==&lt;br /&gt;
Not every single possible situation can be marked down in the game as a written rule. Players who make use of common sense and creativity may find themselves getting out of situations, or creating certain things that weren't foreseen or planned by the author. Nevertheless, it is the game's policy to not forbid or stop a player from using of creativity to achieve the intended goals, so long as it isn't against the already defined rules.&lt;br /&gt;
&lt;br /&gt;
A few hints and examples of &amp;quot;unplanned&amp;quot; situations that players themselves have made use of and discovered...&lt;br /&gt;
* It is possible to break items made of glass, such as the [[bottle of beer]], to obtain the following weapons: the [[Broken bottle]], or several [[Glass shard|glass shards]]. &lt;br /&gt;
* When metallic objects are destroyed, [[Metal shard|metal shards]] may be obtained and used as weapons.&lt;br /&gt;
* Wooden objects may break into makeshift [[Wooden stick|sticks]], [[Wooden chopstick|chopsticks]], [[Plank|planks]] or even [[Stake|stakes]].&lt;br /&gt;
* Chemistry is fun, especially when it involves fire.&lt;br /&gt;
* There are more things that can be used and interacted with than what is evident.&lt;br /&gt;
* And more...&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Secondary_effect</id>
		<title>Secondary effect</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Secondary_effect"/>
				<updated>2019-10-05T16:20:14Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''secondary effect''' is a temporary or semi-permanent effect, which may be positive (A &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;buff&amp;lt;/span&amp;gt;), negative (an &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;ailment&amp;lt;/span&amp;gt;), or neither (a '''neutral effect'''). It is the result of consuming certain [[Food|foods]], [[Medical aid|meds or drugs]], while wearing specific [[Clothing and armor|clothes]], or under other effects, such as a [[Backpack|backpack]] overload.&lt;br /&gt;
&lt;br /&gt;
This page will list the secondary effects available, and what they do.&amp;lt;br /&amp;gt;&lt;br /&gt;
Consuming multiple instances of the same source will '''extend the effects''', while consuming different sources will instead '''stack together'''. &lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
*'''Consuming multiple instances of a same source:''' Drinking two [[List of food items|cups of black coffee]], which increase [[Agility]] by 1 for 10 turns each, will result in simply extending the length of that effect to double its duration; in this case, Agility +1 for 20 turns.&lt;br /&gt;
*'''Consuming different sources:''' Drinking a [[List of food items|cup of green tea]] and then a [[List of food items|cup of black coffee]] will actually activate two effects - the former increases Agility by 1 for 5 turns, and the latter increases Agility by 1 for 10 turns. This means that both effects stack rather than merge; for the first 5 turns, Agility will actually be increased by 2.&lt;br /&gt;
&lt;br /&gt;
=== Accuracy ===&lt;br /&gt;
'''Accuracy'''-related effects affect the ability to see, to fight accurately, with any weapon and land shots where needed, and eyesight in general.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Reduced accuracy&amp;lt;/span&amp;gt; causes the contestant to have a '''higher Failure Threshold value''', each instance increasing the FT by 1 point.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased accuracy&amp;lt;/span&amp;gt; is the inverse, it causes the contestant to have a '''lower Failure Threshold value''', each instance reducing the FT by 1 point.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Blindness&amp;lt;/span&amp;gt; occurs when the eyes of the contestant have been disabled, either temporarily (e.g., through '''environmental blindness''' if there is no light in a [[Room]]) or permanently (if the eyes have been destroyed). When blind, '''FT is set to 10 and becomes unaffected by modifiers''', until the effect dissipates, if it can. [[Inaccuracy Range|Inaccuracy range is not affected]], only FT is.&lt;br /&gt;
** A lesser effect is &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Perception Loss&amp;lt;/span&amp;gt;. If an encounter's eye is attacked and [[Gameplay mechanics#Aiming and body parts|destroyed]], but the encounter still has at least one functioning eye, then that encounter suffers from Perception Loss, with a '''Failure Threshold +2 effect'''. Eyes cannot be healed once destroyed. For the Contestant's case, the only way to recover from eye destruction is to purchase [[Bionics|Bionic eyes]]. Unlike with Blindness, FT modifiers can still be applied, even when afflicted with perception loss - since it is possible to improve the acuity of the still functioning eye or eyes, as opposed to having all eyes completely non-functional.&lt;br /&gt;
** NOTE: Certain encounters may have no eyes (or none that can be destroyed); but they may not be considered naturally blind unless explicitly specified.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Indestructible eyes&amp;lt;/span&amp;gt; is as the effect suggests: any effect that would cause eyes to be destroyed is negated, in turn preventing the potential perception loss and/or blindness that would be caused by the loss of eyes.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Inaccuracy Range modifiers&amp;lt;/span&amp;gt;, which may either be &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;decreased&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;increased&amp;lt;/span&amp;gt;, are effects which change the value of the [[Gameplay mechanics#Inaccuracy Range|Inaccuracy Range]].&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Night Vision&amp;lt;/span&amp;gt; causes the Contestant to be able to see correctly in dark environments. Night Vision has several effects:&lt;br /&gt;
** Night Vision '''cancels environmental blindness''' induced by dark environments (e.g. dark rooms, as mentioned above), and allows the ability to see correctly in the dark.&lt;br /&gt;
** Night Vision means greater sensitivity to strong light. If affected by the [[weapon accessory#weapon light|Dazzling effect of a weapon light]], the normal effects are replaced with Blindness (Soft light: 2 turns - Normal light: 3 turns - Strong light: 4 turns), unless equipped with the [[bionic augmentations|Ocular Shield augmentation]], which grants immunity to the effects of dazzling.&lt;br /&gt;
** Night Vision means greater vulnerability to the effects of a '''flashbang'''. If affected by a flashbang, the effect duration of the flashbang is tripled (6 turns instead of 2), unless equipped with the [[bionic augmentations|Ocular Shield augmentation]], which also grants immunity to the effects of flashbangs.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Typically, &amp;quot;Increased accuracy&amp;quot; and &amp;quot;Reduced accuracy&amp;quot; effects are shortened and commonly written using the format '''FT-x''' or '''FT+x''' for the sake of convenience.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''NOTE2:''' During FT calculation, if the final result were to be lower than 3 or higher than 10, then FT would be considered to be respectively 3 or 10.&lt;br /&gt;
&lt;br /&gt;
=== Addictions ===&lt;br /&gt;
''See this article: [[Addictions]]''&lt;br /&gt;
&lt;br /&gt;
=== Agility ===&lt;br /&gt;
Conditions related to the [[Agility]] statistic.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: cyan&amp;quot;&amp;gt;Extreme speed&amp;lt;/span&amp;gt; occurs when a creature's Agility stat reaches '''+4'''. At Agility +4, the creature benefits from an additional effect: the creature is so fast that it affects their combat performance, so they benefit from an '''Initiative Speed tier -1''' effect on all of their attacks, making them much faster.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Extreme slowness&amp;lt;/span&amp;gt; occurs when a creature's Agility stat reaches '''-4'''. At Agility -4, the creature suffers from an additional effect: the creature is so slow that it impairs their combat performance, so they suffer from an '''Initiative Speed tier +1''' effect on all of their attacks, making them much slower.&lt;br /&gt;
&lt;br /&gt;
=== Body-affecting ===&lt;br /&gt;
Conditions affecting the '''body''' of the targeted in general.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Cyanide poisoning&amp;lt;/span&amp;gt; occurs when the Contestant (or any other target sensitive to poisoning) is hit by a weapon or an attack laced with cyanide. Cyanide poisoning starts a countdown of 5 turns, during which the sufferer must use the appropriate antidote ([[Hydroxocobalamin]]) or find a [[hospital room]]. If the countdown falls to 0, instant [[death]] occurs. Cyanide poisoning is an extremely harsh condition; it is advised to keep Hydroxocobalamin syringes for such cases.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Nausea&amp;lt;/span&amp;gt; affects the contestant by making him/her feel nauseous. While under the effects of Nausea, the Contestant is afflicted with '''IR +1'''. This effect is permanent in duration, but can be eliminated by attempting to [[throwing up|throw up]]. Even if the check does not result in vomiting, the effect will be eliminated.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Alcohol poisoning&amp;lt;/span&amp;gt; is the condition the Contestant is afflicted with after reaching maximum [[Inebriation]]. When under this state, if the Contestant throws up, either intentionally or due to the effects of nausea, '''the Contestant will gain an amount of Pain equal to 10 times the amount of Inebriation points lost''' through vomiting. &lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Limping&amp;lt;/span&amp;gt;: If the victim is afflicted with a condition that would impair their ability to move normally. The victim suffers from '''[[Agility]] -1'''.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Crippled&amp;lt;/span&amp;gt; is a more severe variant of Limping: If the victim is afflicted with a condition that would severely impair their ability to move normally. The victim now suffers from [[Agility]] '''-2''', and '''Initiative Speed tier +1'''&lt;br /&gt;
** '''NOTE:''' It is impossible to be both Limping and Crippled. Crippled is considered an evolution of the Limping status; if Crippled is acquired while already Limping, Crippled replaces Limping.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Anti-Oni syndrome&amp;lt;/span&amp;gt;: Obtained by consuming certain [[Mushrooms]]. While under the effects of the syndrome, if the affected creature attempts consuming alcohol (any food item which causes [[Inebriation]]), any Inebriation gained will be negated; instead the creature will gain half as much [[Venom]] as the amount of Inebriation they would have gained.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Forced wakefulness&amp;lt;/span&amp;gt; is an effect caused by certain [[medical aids|meds]]. Not only does it grant immunity to sleep, it will also force awake and cancel out any active '''forced sleep''' effect, and it will prevent creatures from going into [[Pain|blackout]]. While under this effect, all attempts to [[resting|rest]] will automatically fail, direct [[Lorazepam]] injections will have no effect, and tranq ammunition, such as [[Fukiya blowgun|Tranq darts]], will also be ineffective.&lt;br /&gt;
** '''Forced wakefulness overrides forced sleep''' ; creatures that were already in a state of forced sleep will be forced awake.&lt;br /&gt;
** '''Forced wakefulness also overrides blacking out''' ; if the sufferer's Pain level would normally cause them to be in the Blackout threshold, forced wakefulness will keep the sufferer awake, overriding the normal effects and preventing them to black out, until whatever is causing them to normally be in black out is remedied, or until the forced wakefulness effect ends.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Forced sleep&amp;lt;/span&amp;gt; is a special state of sleep. It is generally an effect, such as from [[Lorazepam]] injections or tranquilizer ammunition, and it is always temporary. Creatures under a state of forced sleep are considered to be [[resting]] for as long as the effect lasts, with appropriate effects, and will as such be rendered helpless while sleeping ; which means damage cannot wake them up from the sleep state until the effect dissipates, or until they are afflicted with something causing '''Forced wakefulness''' ; which overrides forced sleep.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
'''Clothing'''-related effects are related to [[Clothing and armor|clothing]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Ballistic protective headgear&amp;lt;/span&amp;gt; mitigates the effects of shots to the head. When a Bullet-type attack is aimed at the body group(s) of a target wearing ballistic protective headgear, if it hits, then '''the incoming Pain and Limb Damage is halved'''. All ballistic protective armor generally protect '''only the head''', but there are certain models that can protect facial '''weak points''' such as the '''eyes''' ; see '''Face Concealment'''.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Immunity to gases&amp;lt;/span&amp;gt; allows the wearer of appropriate clothes to be unaffected by [[Secondary effect#Clouds|cloud hazards]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Indecent exposure&amp;lt;/span&amp;gt; occurs when a human is not wearing clothing to cover their lower body (and in the case of females, upper body as well), resulting in the relevant body parts being unprotected and naked. Indecent exposure is a [[Police attention|minor offense]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Fire-retardant&amp;lt;/span&amp;gt; clothing prevents the wearer from being &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;set on fire&amp;lt;/span&amp;gt; if hit by [[Protection chart|Spec-Fire]] attacks on body parts protected by this effect. The effect does not reduce [[Pain]] or [[Limb damage]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Explosion-proof&amp;lt;/span&amp;gt; clothing allows the wearer to benefit from '''0.5x [[Pain]] and [[Limb damage]] from Explosion-type damage''', on all body parts protected by this effect.&lt;br /&gt;
&lt;br /&gt;
*Clothing with the &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Half melee damage&amp;lt;/span&amp;gt; effect causes the wearer to '''suffer only 0.5x the Pain''' they would normally receive from Blunt-type, Sharp-type and Piercing-type hits, provided the hit lands on a body part that the affected clothing protects.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Classiness&amp;lt;/span&amp;gt; is a flavor effect, which merely serves to indicate that the Contestant is wearing some pretty dapper apparel. Other characters may sometimes comment upon the clothing choices.&lt;br /&gt;
&lt;br /&gt;
*Headgear capable of providing '''face concealment''' have the simple but notable effect of '''preventing the wearer from being targeted in the eyes'''. Eyes are usually considered to be WEAK POINTS. Attackers can simply not aim at the eyes anymore; they can merely aim at the head instead.&lt;br /&gt;
&lt;br /&gt;
*Certain clothing can be '''cut into rags'''. In order to craft rags, the Contestant must use any weapon capable of dealing Sharp-type damage (natural attacks do count), and apply it on suitable clothing ('''RagOK''' tag on the [[clothing and armor]] lists). It results in obtaining '''1d4 Rags''', with certain modifying factors:&lt;br /&gt;
** If a multiplier is listed next to the RagOK tag, roll 1d4 then multiply by the indicated number. Round up the result if needed.&lt;br /&gt;
** Cutting 1 piece of clothing into rags takes 1 turn.&lt;br /&gt;
&lt;br /&gt;
=== Elemental ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Being on fire&amp;lt;/span&amp;gt; is caused by all SPECIAL-type damage inducing '''fire''' (Spec-Fire) and '''incendiary weapons''' in general. It causes extra damage per turn, at a rate of '''+5% [[Pain]] /turn, +1 [[Limb health|limb damage]] per turn on a random body part''', due to persistent fire burning on the skin or the body of the target. Fire never times out unless the victim '''attempts rolling on the ground''' to put off the fire. Attempting to put out the fire is possible; it takes one turn to '''stop, drop, and roll''', which will put it out immediately. It will however, waste the turn if it was done during combat.&lt;br /&gt;
** When using incendiary weapons that cannot be aimed on an individual body part, a @bodyaim is rolled for each creature affected. If the creature isn't entirely immune to fire, and if the body part rolled isn't protected by &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;fire-retardant&amp;lt;/span&amp;gt; clothing (see above), then that creature is set on fire.&lt;br /&gt;
** NOTE: Being hit by a '''Spec-Aqua''' attack will put out the fire instantly as well. As will applying any substantial source of water.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Stunning&amp;lt;/span&amp;gt; happens when the victim is affected by an attack or weapon which causes stunning. Stunning causes an effect similar to a temporary paralysis, and locks the victim in place where it is until the end of the turn, canceling their current action (attacking, etc), which may be used to buy time. Stunning attacks can be repeated over and over so long as they are successful, though it can cause a phenomenon known as &amp;quot;stun lock&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Frost damage&amp;lt;/span&amp;gt; are caused by all SPECIAL-type damage inducing '''cold''' (Spec-Ice). They induce '''[[Agility]] -1 and [[Gameplay mechanics|Initiative Speed tier]] +1''' for 1d6 turns per successful hit.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;After-shock&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage inducing '''electricity''' (Spec-Elec). When the victim is hit by an electric shock or similar attack, they are affected by after-shock. After-shock causes the victim to be covered in electric arcs, causing its muscles to undergo partial fibrillation and causing a '''Strength -20% and [[Gameplay mechanics#Initiative Speed tiers|IS tier +1]] effect for 1d6 turns'''. In addition, when sustaining after-shock, the victim has a '''20% chance to be stunned for 1 turn.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Water-soaked&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage inducing '''water''' (Spec-Aqua). When the victim is in a water-soaked state, no immediate harmful effects are active, however the following effects apply: &lt;br /&gt;
* If previously '''on fire''', '''the effect is immediately removed''' (the fire is extinguished)&lt;br /&gt;
* For as long as the effect is active, '''the victim will take double damage from Spec-Elec attacks, the Taser X26c, and the Stun Baton in stun mode.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Acid degradation&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage incuding '''acid''' (Spec-Acid). When the victim is hit by an acid attack, the affected piece of clothing or armor loses '''1.5 units of damage''' instead of only 1. Additionally, one random weapon the victim carries will '''lose 1d12*500 [[Firearm maintenance|Durability]] points,''' if applicable.&lt;br /&gt;
** '''NOTE:''' If the affected weapon has a bayonet, an UGL or an USG mounted, they may also suffer from durability loss - a separate roll is made for each.&lt;br /&gt;
&lt;br /&gt;
=== Fatigue ===&lt;br /&gt;
Effects related to [[Fatigue]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Accelerated fatigue&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's [[Fatigue]] to increase at a fixed rate every turn.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.1% per turn'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.2% per turn'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Extreme accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.4% per turn'''&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
Effects related to healing, particularly [[First aid kit|FAKs]] and [[Field Surgery Kit|FSKs]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Limb healing&amp;lt;/span&amp;gt; is an effect triggered by either the First Aid Kit (FAK) or the Field Surgery Kit (FSK). &lt;br /&gt;
** When triggered by the FAK, it is referred to as &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Light limb healing&amp;lt;/span&amp;gt;. The healing limb '''recovers +7 HP'''. Light limb healing cannot heal disabled limbs.&lt;br /&gt;
** When triggered by the FSK, it is referred to as &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Strong limb healing&amp;lt;/span&amp;gt;. The healing limb '''recovers +12 HP'''. Strong limb healing CAN heal disabled limbs.&lt;br /&gt;
** The [[Gameplay mechanics#Healing skill|Healing skill]] may affect the effectiveness of Light and Strong limb healing. The above described effects assume a default Lv1 (Unskilled) skill level.&lt;br /&gt;
** Either type of limb healing '''triggers depletion of [[Nutrition]] and [[Fatigue]]''', at a rate of '''50 ntri and 0.4% Fatigue per 1 HP healed'''. Light and Strong are treated as different effects, so the two may overlap (and potentially deplete large quantities of nutrition at the cost of faster healing).&lt;br /&gt;
** Neither type of limb healing is useful for the treatment of severed limbs, as there is nothing left to treat at this point.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased Pain Regeneration Rate&amp;lt;/span&amp;gt; is an effect triggered by [[Cannabis]] and certain [[Augmentations]]. It directly modifies the rate at which [[Pain]] is naturally healed over time, by the amount specified next to the effect (generally +1%).&lt;br /&gt;
** Example: With a +1% effect and no other modifiers, the natural rate would become -3% Pain/turn.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased Blood Regeneration Rate&amp;lt;/span&amp;gt; is an effect triggered by certain [[Augmentations]]. It causes [[Blood]] to be healed over time, as long as there are no open [[Wounds]], by the amount specified next to the effect (generally +0.1).&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Addiction resistance&amp;lt;/span&amp;gt; is an effect triggered in rare circumstances. As long as the effect is active, [[Addiction]] chances for all substances is '''halved''' (rounded up), making it more difficult to become addicted.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Disabled natural healing&amp;lt;/span&amp;gt; is an effect triggered from very low [[Nutrition]] (Famished or Starving).&lt;br /&gt;
** Natural Pain healing is disabled; any Pain above 0% is '''not healed'''&lt;br /&gt;
** Natural Blood healing is disabled; any Blood under the maximum amount is '''not healed''' at daily reset, even with zero wounds&lt;br /&gt;
** NOTE: This will not stop the healing effects of certain meds, even if they consume nutrition in exchange for healing, as they do not constitute &amp;quot;natural&amp;quot; healing.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Self-deterioration&amp;lt;/span&amp;gt; is an effect triggered from extremely low [[Nutrition]] (Starving). As long as this effect is active, '''1 Torso HP (or 1 BODY HP) is lost every turn''', until the effect is disabled or until death occurs.&lt;br /&gt;
&lt;br /&gt;
=== Hydration ===&lt;br /&gt;
&lt;br /&gt;
Effects related to [[Hydration]] and thirst.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Thirst&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's state of [[hydration|thirst]] to be warped.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild thirst&amp;lt;/span&amp;gt;: If OK, this effect will treat the creature's Nutrition level as if it was Thirsty.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense thirst&amp;lt;/span&amp;gt;: If OK or Thirsty, this effect will treat the creature's Nutrition level as if it was Dehydrated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mind and psyche ===&lt;br /&gt;
'''Mind'''-related effects affect the mental and inner senses of the contestant.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased alertness&amp;lt;/span&amp;gt; has the contestant's attention span heightened greatly, putting him/her into a temporary, constant state of alert.&lt;br /&gt;
** In normal conditions, at the start of a turn during combat, the Contestant is generally not made aware ahead of time what the NPCs will do, unless informed ahead of time (e.g. by [[ally|allies]]).&lt;br /&gt;
** While under a state of increased alertness, at the start of every turn, '''the Contestant gets a description of what other encounters will attempt BEFORE being asked what to do''', allowing the Contestant to use the information and react ahead of time. This description includes '''attack, fire mode, intended amount of shots/hits, point of aim, and Initiative Speed.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Hallucinations&amp;lt;/span&amp;gt; has the contestant's sight and perception of things heavily distorted and deformed. While in this state, the contestant will start seeing different things, in lieu of who or what they are really. Hallucinations are usually coupled with a heavy loss in accuracy, though in the strict sense, it is different from an accuracy ailment.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Rage&amp;lt;/span&amp;gt; occurs when the Contestant is affected by rage-inducing substances or effects, such as when consuming [[Steroids|steroids]]. It causes the user to be uncontrollably angry and violent, with matching brutality and recklessness when fighting. While under the effects of Rage, the Contestant will treat all surrounding encounters (including any friendlies) as hostile, and cannot leave Combat until all hostiles have either left or been defeated. In addition, all successful hits with melee attacks are treated as critical hits and as such, relevant [[IRC Bots|@critwin]] effects may occur.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Controlled Fury&amp;lt;/span&amp;gt; is an all-positive version of the above. When in Controlled Fury, all successful hits are treated as critical hits, but without the negative effects of Rage.&lt;br /&gt;
&lt;br /&gt;
=== Nutrition ===&lt;br /&gt;
Effects related to [[Nutrition]] and hunger.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Suppressed hunger&amp;lt;/span&amp;gt;: If Hungry, Famished or Starving, this effect will treat the creature's [[Nutrition]] level as being OK (temporarily canceling any negative effects from low nutrition).&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Munchies&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's state of [[nutrition|hunger]] to be warped.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild munchies&amp;lt;/span&amp;gt;: If OK, this effect will treat the creature's Nutrition level as if it was Hungry.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense munchies&amp;lt;/span&amp;gt;: If OK or Hungry, this effect will treat the creature's Nutrition level as if it was Famished. Beware, as it includes disabled natural healing!&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT NOTES:'''&lt;br /&gt;
* '''Hunger suppression take priority over munchies'''. Meaning that if both munchies and suppressed hunger are active, then suppressed hunger takes precedence over (and thus negates) the other effects.&lt;br /&gt;
&lt;br /&gt;
=== Pain sensitivity ===&lt;br /&gt;
'''Pain sensitivity''' is, as the name implies, related to the contestant's ability to withstand [[Pain]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Increased Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be more sensitive to damage received; it '''increases by 10%''' the Pain Sensitivity statistic.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Decreased Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be less sensitive to damage received; it '''decreases by 10%''' the Pain Sensitivity statistic.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Negated Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be immune to Pain, often for a short period of time; '''Pain Sensitivity statistic is set to 0% for as long as the effect is active'''.&lt;br /&gt;
&lt;br /&gt;
*Attacks that &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;ignore Pain sensitivity&amp;lt;/span&amp;gt; treat '''Pain Sensitivity as though it was the creature's natural, default value''' (by default, 100%), effectively ignoring any effects modifying Pain Sensitivity.&lt;br /&gt;
&lt;br /&gt;
=== Strength ===&lt;br /&gt;
'''Strength'''-related effects affect the ability to fight in melee, as well as mobility. More often than not is it related to muscular performance. '''Strength serves as a multiplier of melee damage. Strength 100% = 1.0x damage with melee weapons, attacks, or techniques.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Reduced strength&amp;lt;/span&amp;gt; causes the contestant to become weaker, and '''lose 10% of Strength'''.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased strength&amp;lt;/span&amp;gt; causes the contestant to become stronger, and '''gain 10% of Strength'''.&lt;br /&gt;
&lt;br /&gt;
=== Stress ===&lt;br /&gt;
All effects related to [[Stress]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Stress Tolerance&amp;lt;/span&amp;gt; is an effect triggered by being in a state of Moderate [[Stress]] or higher. When under the effect of Stress Tolerance, or simply Tolerance, '''all Stress-increasing effects, whether one-time or per turn, are halved''' (to a minimum of +0.1%/turn). This means that while under the effect of Tolerance, anything increasing Stress is, in practice, half as effective as normal.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Anxiety&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's [[Stress]] to be unable to decrease under a certain threshold.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 20.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Moderate anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 40.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 60.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Severe anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 80.0%&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Relaxation&amp;lt;/span&amp;gt; causes the Contestant's [[Stress]] to decrease over time, at a rate of '''-0.2% per turn''' for as long as the effect lasts.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Intense relaxation&amp;lt;/span&amp;gt; causes the Contestant's [[Stress]] to decrease over time, at a rate of '''-0.4% per turn''' for as long as the effect lasts.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Euphoria Rush&amp;lt;/span&amp;gt;: All effects that would increase the Contestant's [[Stress]] are completely negated, as long as the effect is active.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Decompensation&amp;lt;/span&amp;gt; is an effect triggered by being in the most advanced state of [[Stress]]. Upon reaching mental breakdown, the body of the sufferer effectively stops being able to self-regulate correctly, and begins functionally deteriorating. '''For every turn spent while this effect is active, the Contestant will lose [[limb health|1 HP]] on a random body part''', until the effect is disabled or death ensues.&lt;br /&gt;
** It is possible to artificially compensate for the damage caused by this effect through '''limb healing''', however it is not adequate and should only be done to remain alive while seeking a long-term solution (namely, reduction of [[Stress]]).&lt;br /&gt;
&lt;br /&gt;
=== Weapon ===&lt;br /&gt;
'''Weapon'''-related effects which often give special properties to certain weapons.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Multiple wound weapons&amp;lt;/span&amp;gt; are weapons that are capable of inflicting '''more than one [[wound]] in a single hit'''. Weapons with this effect have either a fixed or rolled value which determines how many wounds may be blown open if that weapon successfully hits a target.&lt;br /&gt;
** Can inflict 1d2 wounds per hit: Meat fork, Scissors, War fork&lt;br /&gt;
** Can inflict 1d3 wounds per hit: Broken bottle, Trident&lt;br /&gt;
** Can inflict 1d4 wounds per hit: Shuriken, Barbed nine-tails, ''Barbed Lucille''&lt;br /&gt;
** Can inflict 2d2 wounds per hit: Spiked chain whip, Long spiked chain whip&lt;br /&gt;
&lt;br /&gt;
==== Clouds ====&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Smoke clouds&amp;lt;/span&amp;gt; are produced by smoke weapons, such as the [[M18]] grenade. Smoke clouds cause the following effects:&lt;br /&gt;
** The smoke cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+2, until the smoke dissipates. (Having a source of '''immunity to gases''', such as a [[Gas mask]],  '''DOES NOT''' negate this effect. Just because you have a gas mask doesn't mean the smoke stops being obfuscating.)&lt;br /&gt;
** All encounters OUTSIDE the cloud trying to attack the clouded side suffer from '''Inaccuracy Range +2''', until the smoke dissipates.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Tear gas clouds&amp;lt;/span&amp;gt; are produced by tear gas weapons, such as the [[M7A3]] grenade. Tear gas clouds cause the following effects:&lt;br /&gt;
** The tear gas cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+1 and +7% Pain/turn (regardless of Pain sensitivity), until the gas dissipates (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]])&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Chlorine gas clouds&amp;lt;/span&amp;gt; are produced by the [[Chlorine bomb]]. Chlorine gas clouds cause the following effects:&lt;br /&gt;
** The chlorine gas cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+2, +9% Pain/turn (regardless of Pain sensitivity) and -1 HP/turn to one random body part, until the gas dissipates (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]]).&lt;br /&gt;
** All encounters with eyes inside the cloud have a 25% chance every turn (including the first) to have all of their eyes destroyed from exposure to chlorine gas. (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]]. Alternatively, having [[bionic augmentations|indestructible eyes]] may also prevent the eye-destruction effect from happening in the first place.)&lt;br /&gt;
&lt;br /&gt;
* '''NOTE''': Multiple clouds may exist in a given [[Gameplay mechanics#Battlespace|Side of the battlespace]]. In this case, their effects stack.&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
Other effects which cannot be categorized anywhere else.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Unbreakable limb&amp;lt;/span&amp;gt;: This effect renders the relevant limb impossible to [[broken limb|break or fracture]], negating any effect that would cause such fractures.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Mushroom corruption&amp;lt;/span&amp;gt;: Certain [[Mushrooms]] are tagged with this special effect. Has no effect upon being consumed, but if '''carried''' in a [[load-bearing gear|load-bearing item]] where other mushrooms are found (in other words, if placed in a bag/etc. with mushrooms inside), it will &amp;quot;corrupt&amp;quot; those other mushrooms, and negate all nutritional value (it becomes 0) and all other effects, turning them into dead weight.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Statistics]]&lt;br /&gt;
*[[Gameplay mechanics]]&lt;br /&gt;
*[[Abilities]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Gameplay_mechanics</id>
		<title>Gameplay mechanics</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Gameplay_mechanics"/>
				<updated>2019-10-05T16:16:14Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: /* Healing skill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists the important '''gameplay mechanics''' of [[Mazeworld]]. &lt;br /&gt;
&lt;br /&gt;
== '''Aiming and body parts''' ==&lt;br /&gt;
The contestant may choose to attack specific body parts of his/her [[Encounters|enemy]]. Depending on the type of enemy, damage on certain body parts might be higher or lower, often with a special effect.&amp;lt;br /&amp;gt;&lt;br /&gt;
When a player does not specifies a body part attacked, it is by default the '''upper body''', the '''abdomen''', or other applicable. Please check the individual articles of every [[Encounters|creature]] to learn its body map. Keep in mind that many pieces of [[clothing and armor]], the various Armor Classes of clothing/armor and [[Encounters]], and certain other statistics, can modify or otherwise alter the behavior of damage in relation to body parts.&lt;br /&gt;
&lt;br /&gt;
By default, the following values are used:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Body group'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Damage multiplier'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Accuracy penalties'''&lt;br /&gt;
|-&lt;br /&gt;
| HEAD&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''1.5x''' [[Pain]], 1x limb damage&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Failure Threshold +1&lt;br /&gt;
|-&lt;br /&gt;
| BODY&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 1x [[Pain]], 1x limb damage&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No penalty&lt;br /&gt;
|-&lt;br /&gt;
| LIMB&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''0.4x''' [[Pain]], 1x limb damage&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No penalty&lt;br /&gt;
|-&lt;br /&gt;
| EXTREMITY&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''0.5x''' [[Pain]], 1x limb damage&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Failure Threshold +1&lt;br /&gt;
|-&lt;br /&gt;
| WEAK POINT&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''2x''' [[Pain]], 1.5x limb damage to nearest limb&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Failure Threshold +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
HEAD group: Head&amp;lt;br /&amp;gt;&lt;br /&gt;
BODY group: Torso, upper body, lower body...&amp;lt;br /&amp;gt;&lt;br /&gt;
LIMB group: Arms, legs, shoulders, elbows, wings, tentacles...&amp;lt;br /&amp;gt;&lt;br /&gt;
EXTREMITY group: Hands, feet, mandibles, claws, tails, horns...&amp;lt;br /&amp;gt;&lt;br /&gt;
WEAK POINT group: Eyes, genitals, beaks, underbellies...&lt;br /&gt;
&lt;br /&gt;
* Note: Eyes must be targeted individually (i.e. &amp;quot;left eye&amp;quot;, not &amp;quot;eyes&amp;quot;.) If hit directly by any attack causing at least 1 [[limb damage]], an eye has a 50% chance to be '''destroyed'''. Destroyed eyes may result in [[secondary effects|perception loss or blindness]]; see this link for more details.&lt;br /&gt;
&lt;br /&gt;
== '''Basic fighting mechanics''' ==&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
'''''FT''' and '''Failure Threshold''' redirect here''.&lt;br /&gt;
&lt;br /&gt;
*In order for a fight to occur, the game will go into '''combat mode''', generally referred to as '''during combat''' or '''being in combat'''. Most of the time, combat mode is turned on when a fight is started, or about to start. In rarer circumstances, combat mode will be turned on even though there are no actual creatures to fight yet; generally to signify that the ongoing action requires the turn-based system.&lt;br /&gt;
*Combat is '''turn-based'''. Success or failure of the attack of each participant in the fight (contestant, enemy or enemies) is '''decided on dice rolls'''.&lt;br /&gt;
*In order to attack, most weapons require the user to '''aim''' at a particular body part of the chosen enemy; this is called a '''target'''.&lt;br /&gt;
**EXAMPLE: If a [[contestant]] desires to attack a human enemy using a [[Beretta M9]], the contestant can choose to aim at a particular body part of said enemy; i.e. torso, arms, or head.&lt;br /&gt;
**If a target is not specified, then the attacks will '''hit a random body part''' (via the '''@bodyaim''' [[IRC bots|bot command]]) instead.&lt;br /&gt;
**Certain weapons cannot be aimed at a precise target on a creature, so instead, simply designating the entire creature as a target may work. &lt;br /&gt;
*When choosing to attack, a participant in a fight may '''roll attack dice: one 2d6 per shot or attack attempted''', depending on if they're using firearms or other weapons.&lt;br /&gt;
** EXAMPLE: If a [[contestant]] tries to fire three rounds at an enemy using a [[Beretta M9]], he/she has to roll three 2d6s. The command to quickly roll this is '''@roll 3#2d6'''. Adjust the number left to the # symbol to reflect the desired amount.&lt;br /&gt;
&lt;br /&gt;
The result of each attack dice determines whether the shot or attack associated will hit or miss.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''Failure Threshold''' essentially acts as the accuracy statistic of the game. The lower the FT is, the greater the accuracy.&lt;br /&gt;
&lt;br /&gt;
By default, '''the Failure Threshold statistic is 6''', meaning that dice scores of 6 or less on the attack dice are '''guaranteed misses'''. FT can be influenced in many different ways - generally through [[secondary effects]] in a permanent or temporary manner. FT may also be influenced by other statistics, combat skills, environmental factors, and more. Because of the many different ways FT may be affected, the player will often be given reminders and breakdowns of anything affecting the Contestant's accuracy. FT may also sometimes be specifically stated to be &amp;quot;fixed&amp;quot; (e.g. accuracy of [[Container]] traps), in which case it cannot be influenced or modified by any external factors and remains at the indicated value (usually 6, but not always)&lt;br /&gt;
&lt;br /&gt;
With the default '''FT 6''':&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Score'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''What happens'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Effects'''&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Critical success'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attack hits perfectly and deals extra effects [[IRC Bots|(@critwin)]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 to 11&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Hit'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attack hits successfully where intended&lt;br /&gt;
|-&lt;br /&gt;
| 7 to 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Inaccurate Hit'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attack hits but may not deal as much damage due to '''Inaccuracy Range''' (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 6 to 3&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Miss'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attack fails to hit entirely&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Critical failure'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Weapon fails or malfunctions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Scoring '''2''' leads to a '''critical failure''', leading in the attack backfiring to the attacker in one way or another.&lt;br /&gt;
**Firearms and melee weapons: Roll '''@critfail'''. All critical failure effects result in the weapon losing [[Weapon maintenance|Condition]] points.&lt;br /&gt;
***Firearms may also be affected by extra problems on critical failures; see [[Gameplay mechanics#Firearm failures|here]] for a list of firearm failure types.&lt;br /&gt;
**Explosive ordnance may fail to work as intended, depending on the type.&lt;br /&gt;
**Certain creatures sustaining critical failures may result in the creature hurting itself.&lt;br /&gt;
*Scoring '''between 3 and 6''' leads to a '''miss''' or '''failure''', meaning the attack simply misses.&lt;br /&gt;
*Scoring '''between 7 and 8''' leads to an '''inaccurate hit''', meaning the attack hits, but does not deal as much damage as intended; making it a glancing blow, grazing hit, or some other type of poorly aimed shot.&lt;br /&gt;
** Inaccurate hits cause a '''flat 0.7x Pain &amp;amp; Limb damage modifier'''.&lt;br /&gt;
** Martial arts techniques ignore inaccurate hits and treat them as regular hits.&lt;br /&gt;
*Scoring '''between 9 and 11''' leads to a '''hit''' or '''success''', meaning the attack hits successfully and as intended.&lt;br /&gt;
*Scoring a '''12''' leads to a '''critical success''', leading in the attack landing exactly where the player wished, and may, depending on the victim and the weapon used, cause extra effects (extra damage, additional effects...).&lt;br /&gt;
&lt;br /&gt;
==== Inaccuracy Range ====&lt;br /&gt;
&lt;br /&gt;
'''Inaccuracy Range (IR)''' is a value, the importance of which depends on the current FT. The default '''Inaccuracy Range''' value is '''2''' ; it means that '''the 2 points above the Failure Threshold will be considered Inaccurate Hits'''. On a default FT of 6, IR 2 means '''Inaccurate Hits occur on a dice score of 7 or 8''', as indicated by the example table above.&lt;br /&gt;
&lt;br /&gt;
* If FT is decreased to 4 but IR remains at 2, then dice scores of 5 and 6 would become Inaccurate Hits.&lt;br /&gt;
* Inaccuracy Range does not affect critical hits (12)&lt;br /&gt;
** Example: If FT were to rise to 10, then Inaccurate hits occur only on a 11, as a 12 always means critical hit.&lt;br /&gt;
&lt;br /&gt;
Inaccuracy Range modifiers also exist, which can affect the range of dice score that become inaccurate hits. The most common method of decreasing the Inaccuracy Range is to increase [[Gameplay mechanics#Combat skill levels|combat skill levels]], which offer permanent IR decreasers depending on the combat skill in question, and on the combat skill level.&lt;br /&gt;
&lt;br /&gt;
Inaccuracy Range has no upper limit, but can effectively only affect dice scores up to 11, so there is no point to IR being higher than 8 (as the minimum possible FT is 3, the maximum possible effective Inaccuracy Range is 8, affecting all dice scores from 4 to 11).&lt;br /&gt;
&lt;br /&gt;
Inaccuracy Range has no lower limit either, and can go in the negatives, which may serve an effect dictated as below:&lt;br /&gt;
* IR values less than 0 have the same effect as if it was 0.&lt;br /&gt;
* Negative IR values can serve as a sort of &amp;quot;buffer&amp;quot; to other modifiers, particularly [[Recoil]], for example, to serve the purpose of extending the amount of possible shots without Inaccuracy.&lt;br /&gt;
** Example: An Expert-level shooter (FT 6, IR 0) using an appropriate [[5.56x45mm NATO]] rifle will have an ADT of 8 shots, and an IR+1 effect each time ADT is passed (see [[Recoil]] for how ADT and recoil effect works). The shooter equips a [[Weapon accessory|foregrip]] on this rifle, applying another IR-1 effect; this decreases the shooter's effective IR by 1, making it IR -1.&lt;br /&gt;
** Because the shooter's Inaccuracy Range is -1 and because any IR less than 0 is considered to have the same effect as IR 0, instead of being able to shoot only 8 rounds at IR 0, the shooter may shoot 16; the first 8 will be at IR -1, and the next 8 at IR 0.&lt;br /&gt;
&lt;br /&gt;
==== Battlespace ====&lt;br /&gt;
{|&lt;br /&gt;
| &amp;lt;[#img [hash 6QJAP5H4F022PP7GX5V9JM4YV2] [height 200]]&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The general term for the space in which creatures evolve when in combat is called the '''battlespace'''. A good visual representation of the battlespace is shown in the picture above.&lt;br /&gt;
&lt;br /&gt;
When combat is ongoing, the battlespace is typically delineated into various components, which help positioning each participant to the current fight:&lt;br /&gt;
* '''Sides''' represent areas of the battlespace.&lt;br /&gt;
* The concept of '''range''' is abstracted into two settings: '''Melee''' (&amp;quot;within melee range&amp;quot;) and '''Ranged'''&lt;br /&gt;
* The presence or not of [[Cover]]&lt;br /&gt;
* The position of each creature, relative to each other.&lt;br /&gt;
&lt;br /&gt;
Every battlespace has 4 sides, though all four sides are rarely used in a typical fight - in the majority of cases, combat occurs on one or two sides. Sides are numbered corresponding to cardinal directions, as shown with the map above.&lt;br /&gt;
&lt;br /&gt;
===== Doors and positioning =====&lt;br /&gt;
Every creature, item and room furniture in a room have a position in one of the battlespace Sides. Particularly so in the [[Uncivilized Area]], that position may be randomly generated. This also includes furniture that can contain items or can be interacted with, such as bookshelves, desks, lockers, computers, and so on.&lt;br /&gt;
&lt;br /&gt;
When entering a new room in the UA, regardless of the door taken in the previous room, the Contestant will always be considered to be coming from the South door (Side 1).&lt;br /&gt;
&lt;br /&gt;
In towns and defined areas, it instead depends on that particular facility's map ; going from Room A, through the East door (Side 4) into Room B, means the Contestant will enter inside Room B on Side 3 (West).&lt;br /&gt;
&lt;br /&gt;
It must be noted that doors also have positioning. The &amp;quot;North&amp;quot; door always corresponds to the &amp;quot;North&amp;quot; side (Side 2), and so on. Outside of combat, room positioning doesn't matter and the Contestant can leave through any door they wish. But when in combat, in order to leave through a door, they must first be on that door's corresponding side. If the Contestant is on Side 1 and they want to leave through the North door while in combat, they must first move into Side 2, then attempt an escape.&lt;br /&gt;
&lt;br /&gt;
===== Range and movement =====&lt;br /&gt;
&lt;br /&gt;
When not in combat, the battlespace does not matter and items located anywhere in the room may usually be reached and picked up immediately, and other creatures can be talked to and interacted with at any moment. What follows only applies during combat, or when about to engage in combat.&lt;br /&gt;
&lt;br /&gt;
The concept of &amp;quot;sides&amp;quot; does not represent allegiance, but positioning. While usually, the Contestant and any allies he/she may have always start combat in Side 1 and enemies/other combatants start combat in sides 2-4, each creature is capable of moving across sides and, with the right weapons, attacking other creatures, either on their own side or in other sides.&lt;br /&gt;
&lt;br /&gt;
Items generated in a room can be on any Side of the battlespace ; this is relevant when you want to know if you can pick up an item while hostile creatures are in the room.&lt;br /&gt;
&lt;br /&gt;
This is where the concept of '''range''' comes into play, as well as the terms &amp;quot;Melee&amp;quot; and &amp;quot;Ranged&amp;quot;.&lt;br /&gt;
* An attacker creature attempting a melee attack can only target another creature &amp;quot;Within melee range&amp;quot;, which simply means '''on the same side as the attacker'''. An attacker in Side 1 can only melee attack another creature in Side 1, and so on.&lt;br /&gt;
* An attacker creature attempting a ranged attack can target any other creature in the battlespace; ranged, as such, means '''capable to target on any side'''. An attacker in Side 1 can ranged attack any other creature, whether they may be in Side 1, 2, 3 or 4, and so on.&lt;br /&gt;
&lt;br /&gt;
Certain attacks can target &amp;quot;all creatures on the same side&amp;quot;, or &amp;quot;everyone on the same side&amp;quot;. It is as the description implies; if such an attack targets a creature in Side 2, the target - and all other creatures currently in Side 2 will be affected.&lt;br /&gt;
&lt;br /&gt;
Movement across sides during combat is possible, though rules and circumstances may vary depending on what motivates the movement.&lt;br /&gt;
* Typically, movement is done in the context of a '''melee attack''' against a creature on another side; it is referred to as a '''combat movement'''. In order for an attacker creature on one side to melee attack a victim creature on another side, the attacker has to move from their original side to their victim's. When done as part of a melee attack, the attacker moves only when its turn comes; thus movement during an attack directly depends on '''Initiative Speed''' (see [[Gameplay mechanics#Initiative system|below]]).&lt;br /&gt;
** '''''Example:''''' The Contestant is on Side 1, equipped with an iron baseball bat. He is facing a wolf, on Side 2. The wolf prepares to attack by biting, while the Contestant prepares to strike the wolf with the bat. Both of these attacks are, obviously enough, melee attacks. The wolf's bite attack has an Initiative Speed of 3, while the Contestant's bat has an IS of 18. As the wolf's IS score is the lowest, the wolf's attack is the fastest; thus the wolf '''moves from Side 2 to Side 1, then attacks, in one same move'''. Consequently, as the wolf is now in Side 1, the Contestant does not have to move to another side to attack; he may simply strike the wolf as it is within melee range.&lt;br /&gt;
* Movement to another side can also be performed without it being part of an attack; it is called a '''non-combat movement'''. As the term implies, it is a '''non-combat action''', similar to using an item or attempting to flee, which means that it has an [[Gameplay mechanics#Initiative system|Initiative Speed of 0]] and as such, is usually resolved before combat actions (attacks). Non-combat movement '''takes 1 turn'''; once complete, the turn ends.&lt;br /&gt;
** Non-combat movement '''CANNOT serve as an evasive maneuver from melee attacks'''; a melee attack is defined by the target, not by the location. The only way to evade an attack is to attempt escaping the battlespace entirely, which generally means attempting to leave the room. (See [[Gameplay mechanics#Other useful ways to use 2d6s|here]] for details).&lt;br /&gt;
** Non-combat movement however has other tactical uses, such as reaching items or equipment located on another side, or searching for a Side with new cover as long as that Side does not have hostile creatures. Entering a Battlespace Side with a hostile creature will always immediately break stealth.&lt;br /&gt;
** '''''Reaching items in another Side:''''' As before, Contestant on Side 1 with iron baseball bat, versus wolf on Side 2. Instead of attacking the wolf, the Contestant wants to move to Side 3 in order to reach an item that is lying there. In this case, the order is Contestant, Wolf. While the Contestant gets to move first, their turn ends when reaching Side 3, and it doesn't prevent the wolf from attacking the Contestant; the wolf simply follows the Contestant from Side 2 into Side 3 and makes their attack. Only on the next turn can the Contestant use the item in Side 3.&lt;br /&gt;
** '''''Seeking for new cover:''''' On Turn 1, a Contestant on Side 1 successfully makes a stealth cover check. He sees an enemy on Side 2, as well as a better piece of cover on Side 3, with no creature there. On Turn 2, the Contestant may choose to '''make a stealthy non-combat movement''' to Side 3, in which case the Contestant must pass a '''second stealth cover check'''. If successful, the Contestant will be on Side 3 with stealth still preserved.&lt;br /&gt;
&lt;br /&gt;
==== Special notes regarding accuracy and FT calculation ====&lt;br /&gt;
&lt;br /&gt;
* If several FT modifiers are involved, at no point the total FT can go any lower than 3 or any higher than 10. If, during FT calculation, the end result would be lower than 3, it becomes 3; and if it would be higher than 10, it becomes 10.&lt;br /&gt;
** ''Example 1:'' Knowing that natural FT is 6, X successively consumes [[Amphetamines]], [[Desoxyn]] and an [[Mushroom|Accuratio mushroom]]. X is under the effects of three sources of FT-1 thus his FT is lowered by 3. If X consumed a [[Cigarette]] afterwards (which also provides FT-1), his FT would not go lower than 3 as it is already 3.&lt;br /&gt;
** ''Example 2:'' X consumes [[Desoxyn]] (FT-1), an [[Mushroom|Accuratio mushroom]] (FT-1), [[Amphetamines]] (FT-1) then [[Steroids]] (FT+2). The total calculation is 6-1-1-1+2, making his FT 5.&lt;br /&gt;
&lt;br /&gt;
==== Firearm failures ====&lt;br /&gt;
When critical failures occur while using firearms, roll @critfail to determine the effects of the critical failure. If the effect rolled says &amp;quot;weapon suffers a failure corresponding to its type&amp;quot;, the list below comes into play.&lt;br /&gt;
&lt;br /&gt;
===== Firearm failure types =====&lt;br /&gt;
*'''Failure to eject''', also known as a '''Stovepipe''': This is the most common type of failure, which results in a spent casing stuck in the ejection port.&lt;br /&gt;
**Any remaining shots after this one are cancelled. The Contestant automatically spends the rest of the turn to remove the faulty casing; the weapon is ready to fire next turn.&lt;br /&gt;
*'''Failure to fire''', also known as a '''Misfire''': Certain types of weapons can instead suffer from this, where ammunition simply fails to fire.&lt;br /&gt;
**The shot corresponding to the 2 is simply not fired, any subsequent rounds fired afterwards are resolved normally.&lt;br /&gt;
**NOTE: For [[Recoil]] calculation purposes, if a FTF occurs, the corresponding round is skipped ; FTFs do not factor in recoil calculation.&lt;br /&gt;
*'''Failure to feed''': Belt-fed weapons are prone to this kind of failure. Feeding is blocked due to a double-feed issue, which prevents cycling.&lt;br /&gt;
**Any remaining shots after this one are cancelled, and the weapon is considered to be temporarily unusable until resolved. In order to make the weapon ready again, a reload must be performed; if the user doesn't have a spare belt or mag, they can simply remove and reload the same belt or mag to clear the malfunction. This is a slow process; it ends the turn during which the critfail occurred, and requires another turn to perform the reload if done during combat.&lt;br /&gt;
*'''Failure to burn''': A special type of misfire which is unique to flamethrowers. It is similar to a failure to fire, but it is reserved to flamethrowers. Fuel is ejected from the weapon successfully, but for some reason, the pilot light or ignition system fails to set it on fire, causing the flamethrower to waste fuel.&lt;br /&gt;
**The &amp;quot;shot&amp;quot; corresponding to the 2 is considered to be not fired. Any subsequent &amp;quot;shots&amp;quot; fired afterwards are resolved normally.&lt;br /&gt;
&lt;br /&gt;
==== Kill assists (&amp;quot;Ally kills&amp;quot;) ====&lt;br /&gt;
During fights between multiple encounters and/or groups of encounters, sometimes multiple attacks from different people may land on the same target. In this kind of situation, it may be difficult to establish who has truly killed whom. As such, a system of assists exists in order to determine who should be credited with the kill.&lt;br /&gt;
&lt;br /&gt;
The rule is simple: whoever caused the kill shot, is responsible for the kill, and as such is the only one to receive the relevant stats.&lt;br /&gt;
&lt;br /&gt;
If the contestant's [[Ally|allies]] perform kills, they are counted towards the contestant's total tally. However, kills made by temporary teammates or NPCs fighting by the Contestant's side, do NOT count if they are not formally considered as allies.&lt;br /&gt;
&lt;br /&gt;
==== Executions ====&lt;br /&gt;
After combat, it is possible that all of the Contestant's opponents may be unable to fight anymore, either due to [[Pain|blacking out]], or due to being in another special state of incapacitation (e.g.: Asleep or [[Restraints|restrained]]).&lt;br /&gt;
&lt;br /&gt;
If such a situation occurs and the Contestant wishes to ensure that the opponents are defeated, they can be '''executed'''. An execution works like an attack in that it uses the same rules and damage as during normal combat, with one exception ; executions cannot miss. An execution can fail if it doesn't kill immediately, however it can be attempted again. Whether or not it is successful, an execution attempt lasts 1 turn.&lt;br /&gt;
&lt;br /&gt;
Executions can be performed during combat, or outside of combat.&lt;br /&gt;
&lt;br /&gt;
== '''Damage and protection systems''' ==&lt;br /&gt;
Please refer to their articles: [[Damage chart]] - [[Protection chart]]&lt;br /&gt;
&lt;br /&gt;
== '''Explosives''' ==&lt;br /&gt;
'''''More detailed explanation of rules with explosives can be read on this article: [[Explosives rules]]'''''&lt;br /&gt;
&lt;br /&gt;
== Resolution of a combat turn ==&lt;br /&gt;
Combat may be initiated either by the player, or the GM via external events. Combat is turn-based. When combat begins, a series of steps must be respected at every turn to ensure that all the needed information is provided so that turns can be resolved.&amp;lt;br/&amp;gt;&lt;br /&gt;
Since version 2.5, a brand new turn resolution system has been designed to add a sense of speed and reflexes to combat in MazeWorld: the '''Initiative system'''. This system relies on a statistic, the '''Initiative Speed (IS)''', and is one of the most important stats to look out for during combat. The use of IS is detailed later on.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every party has the possibility to attempt a wide range of actions when their turn comes during combat, which can be placed under three broad categories:&lt;br /&gt;
* '''Combat actions'''; the use of a weapon or an attack in order to fight an opponent.&lt;br /&gt;
* '''Non-combat actions''': A number of specific actions not directly related to fighting may also be attempted, such as taking [[cover]], trying to escape, using items, and more.&lt;br /&gt;
* '''Free actions''': These actions are free and can be done consequence-free. Very few actions are under the realm of free action when in combat, although it must be noted that talking is considered a free action, within reason and at the GM's discretion. (Short sentences and taunting are fine, paragraph-long diatribes are not.)&lt;br /&gt;
&lt;br /&gt;
==== Turn resolution steps ====&lt;br /&gt;
* '''1)''' The GM decides what NPCs intend to do, normally without revealing it to the player.&lt;br /&gt;
* '''2)''' The player (you) is then asked what the Contestant intends to do for this turn.&lt;br /&gt;
* '''3)''' The GM announces &amp;quot;Start of Turn ''x''&amp;quot; (x being the turn number).&lt;br /&gt;
* '''4)''' Non-combat actions are treated as having an [[Gameplay mechanics#Initiative system|Initiative Speed of 0]] and is, as such, ''usually'' resolved before combat actions. A &amp;quot;non-combat action&amp;quot; is anything not involving an attack, such as reloading, swapping spare weapons, using an item, etc.&lt;br /&gt;
* '''5)''' The stealth status and Initiative Speed (see below) of every creature is checked, then the order of passage is announced.&lt;br /&gt;
* '''6)''' Each participant in the fight resolves its combat actions, in the announced order. This is during this step that attack dice are rolled. Depending on the weapons or attacks involved, different rules may be called upon ([[Recoil]], Failure Threshold, multiple projectiles, explosives, etc.)&lt;br /&gt;
* '''7)''' Once every attack is resolved (aka: how many hits and misses are confirmed), damage calculation steps are made, if necessary.&lt;br /&gt;
* '''8)''' The turn ends, the GM announces &amp;quot;End of Turn ''x''&amp;quot;. Any relevant end-of-turn effects are applied to ALL concerned creatures; effects such as natural [[Pain]] regeneration, periodic damage due to being [[Secondary effect#Elemental|set on fire]], [[Bleeding]] rolls, etc.&lt;br /&gt;
* '''9)''' If the fight isn't declared over by the GM, the fight continues on the next turn and the process repeats from Step 1.&lt;br /&gt;
&lt;br /&gt;
==== Damage calculation steps ====&lt;br /&gt;
Assuming the attack hits...&lt;br /&gt;
* '''A)''' [[Pain]] is calculated first. Various factors affect the end amount, the most important ones being AC, the victim's Pain sensitivity, the various attack multipliers, and so on.&lt;br /&gt;
* '''B)''' [[Limb damage]] is calculated next, using LDV and its modifiers.&lt;br /&gt;
* '''C)''' Other forms of damage are checked if needed (for example, a [[protection chart|Blunt-type attack can cause fractures]], and if needed, applied. Critical successes (rolling 12) may give additional effects.&lt;br /&gt;
** Typically, [[Clothing and armor|clothing damage]], [[Blood|Blood loss]], and '''injuries''' such as [[Wound|wounds]], [[Broken limb|fractures]], etc. are checked, with relevant critical success and/or bullet type modifiers applied.&lt;br /&gt;
&lt;br /&gt;
==== Initiative system ====&lt;br /&gt;
The '''Initiative system''' employs the use of a statistic, the '''Initiative Speed (IS)''' to determine the order of passage of a creature involved in combat with another. In other words, the IS is a representation of how fast they are; the better the score, the more they'll be first to attack in a turn.&lt;br /&gt;
&lt;br /&gt;
For humans and beings that can use human-usable weapons, the '''Initiative Score is tied to the weight of the weapon used''', with &amp;quot;1&amp;quot; being the naturally fastest, and &amp;quot;Unsp.&amp;quot; (Unsparable) being the naturally slowest. For other creatures, each of their attacks has an attributed IS value instead.&lt;br /&gt;
&lt;br /&gt;
* Note that IS and weight can be different; the term '''IS tier''' is employed. In normal conditions, a weapon with Weight 14 will have an IS of 14. However, '''there are ways to lower the effective IS of a weapon'''. If an effect speaks of '''lowering IS tiers''', then it is to be considered one tier lower than its actual weight. For a Weight 14 weapon, having an effect that applies '''IS tier -1''' means all attacks are considered 1 tier lower than their natural weight. For a Weight 14 weapon, '''IS thus becomes 9'''.&lt;br /&gt;
** If multiple tier lowering effects are active, they stack. Two active effects at the same time = 2 tiers down, and so on.&lt;br /&gt;
&lt;br /&gt;
During step 5 of turn resolution, the IS of all attempting a combat action is compared. The lowest IS is the fastest, and the fastest goes first. In case multiple creatures have the same IS, their order of passage is random.&lt;br /&gt;
* EXAMPLE: Two creatures are about to fight and neither is in stealth; they're both aware of each other. Creature A has '''IS 9''', while Creature B has '''IS 14'''. Creature A has the lowest IS such, A will go first during that turn. The order of passage is thus: A first, B second.&lt;br /&gt;
&lt;br /&gt;
===== Specific situations =====&lt;br /&gt;
* '''Case:''' During turn resolution, two or more participants in a fight have the same IS. How is it resolved?&lt;br /&gt;
** '''Solution:''' This is called a '''speed conflict'''. In this case, a die with as many sides as there are encounters involved is thrown to decide who goes first, then another to decide who goes second, and so on until all have been ordered. If two participants are in a speed conflict, a 1d2 resolves who goes first (and as such who goes second). If there are three, a 1d3 chooses the first, then a 1d2 chooses second and last. And so on for any larger groups.&lt;br /&gt;
&lt;br /&gt;
===== Initiative Speed tiers =====&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;IS tiers&amp;quot;''' are frequently referred to ; these tiers are nothing more than ways to refer to each of the possible weight values for items, particularly weapons. The higher the IS tier, the heavier - and thus, slower - the item is. In other words, '''lower is better''' in this case. Certain IS tiers cannot be naturally achieved with weapons or attacks, and can only be attained through specific effects - i.e. IS tier modifiers.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Tier number'''&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
| 99&lt;br /&gt;
|-&lt;br /&gt;
| '''Weight value'''&lt;br /&gt;
| ''Non-combat actions''&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;14&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;18&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;22&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;26&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;Unsparable&amp;lt;/span&amp;gt;&lt;br /&gt;
| ''[[Concentration]]''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* IS Tier 99 can only be reached by [[Concentrating]] ; it is called as such to further denote that it cannot be reached in any other ways, e.g. through effects that affect an user's Initiative Speed.&lt;br /&gt;
* IS Tier 0 can be reached through effects modifying IS (example: using a Weight 2 weapon alongside an effect that reduces IS by 2 tiers). IS Tier 0 is special in that all non-combat actions are treated as having an Initiative Speed of 0 ; thus, attacks with an effective IS of 0 are '''as fast as non-combat actions''' and can potentially be resolved before a creature attempting a non-combat action, such as trying to take cover, fleeing, reloading, and so on.&lt;br /&gt;
&lt;br /&gt;
==== How to describe a combat action ====&lt;br /&gt;
When the player is asked what to do, and they wish to make a combat action (an attack) they have to write a short, descriptive line detailing their intention. Whether or not they will succeed depends on the attack roll they will make later in the turn.&lt;br /&gt;
&lt;br /&gt;
The description line does not have to be written in an elaborate manner, so long as the required information is conveyed. The following examples are all describing the same action and are all acceptable:&lt;br /&gt;
* &amp;quot;[[Beretta AR70/90|AR70/90]], [[Hellhound]], Abdomen, Burst mode, 2 bursts&amp;quot;&lt;br /&gt;
* &amp;quot;John attacks the hellhound using his AR70/90, firing two bursts at the creature's abdomen.&amp;quot;&lt;br /&gt;
* &amp;quot;Fire two bursts at the hellhound's chest with the AR70/90&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The following example is also considered acceptable, but is bare-bones and leads to the default values being used.&lt;br /&gt;
* &amp;quot;Jack fires at the hellhound with his AR70/90&amp;quot;.&lt;br /&gt;
In this example, only the target and the weapon used are known; only steps 1 and 3 have been given information, leaving the attack to be interpreted as semi-auto, one shot, towards the hellhound's chest. While valid, it demonstrates that '''omission of information may have underwhelming, or undesired results'''.&lt;br /&gt;
&lt;br /&gt;
In addition to invalidations due to '''insufficient information''' (as explained above) and '''gameplay mechanic impossibility''' (e.g. trying to fire more shots or bursts per turn than the maximum limit), description lines may also be invalidated due to incapabilities related to the weapon; for example, trying to use a non-existent fire mode, or using an accessory that isn't mounted on the weapon.&lt;br /&gt;
* If the contestant attempts to '''fire more rounds than the weapon has left''', then only the remaining shots will be fired, naturally, then the turn ends.&lt;br /&gt;
* If the contestant attempts to '''fire an empty weapon or attachment''', the player will be notified that they are trying to fire an empty weapon, and will be allowed to choose another action instead.&lt;br /&gt;
&lt;br /&gt;
==== Remember the following steps ====&lt;br /&gt;
*'''1)''' Announce the '''weapon used''' (Writing the weapon's name is recommended, although just announcing the Class is acceptable)&lt;br /&gt;
*'''2)''' Announce the '''use of accessories''', if applicable (If none is specified, it is assumed none is used), unless the accessory has a passive effect; in which case it is always applied.&lt;br /&gt;
*'''3)''' Announce the '''intended target'''&lt;br /&gt;
*'''4)''' Announce the '''target's body part''' (if none given, torso/upper body is assumed)&lt;br /&gt;
*'''5)''' Announce the '''fire mode / attack mode selected''', if applicable (if none given and the weapon has more than one, the lowest possible is assumed)&lt;br /&gt;
*'''6)''' Finally, announce the '''amount of rounds fired / bursts fired / hits attempted''', within the limits possible (If no figure is given, the lowest non-zero amount is assumed)&lt;br /&gt;
&lt;br /&gt;
When the contestant's turn to attack comes, the player makes the attack roll (generally requiring to roll '''as many 2d6s as shots/hits attempted'''). If any hits are successful, damage is then calculated according to the description of the move, the results of the dice rolls, while taking in account [[Weapon accessory|weapon accessories]] and [[Recoil]], if applicable. The calculated damage is then applied. Afterwards, the GM makes a description of the results.&lt;br /&gt;
&lt;br /&gt;
== Other useful ways to use 2d6s ==&lt;br /&gt;
&lt;br /&gt;
* '''Stealth cover check''': Normally, attempting to take [[cover]] is a '''non-combat action''' which requires no roll, but depending on the circumstances, the Contestant may wish to do so stealthily. In order to make a Stealth cover check, Stealth must be active and maintained. The check determines whether the Contestant '''maintains stealth''' while taking cover. The Contestant must make a 2d6+[[Agility]] roll; Agility thus influences the Contestant's ability to succeed at a Stealth cover check.&lt;br /&gt;
** This check has a fixed FT of 6; thus success occurs on a 7 or more only. Critical failures and critical successes are respectively considered to be equal to normal failures and successes; there are no special effects for either. Alternatively, if the Contestant determines that stealth is not necessary, it is possible to simply take cover normally without rolling (and thus immediately succeed), even when stealth is active; however, it comes at the cost of '''breaking stealth'''.&lt;br /&gt;
** Success results in reaching cover while maintaining stealth. The Contestant's turn ends after taking cover.&lt;br /&gt;
** Failure also results in reaching cover, but with negative effects; '''stealth is broken for all creatures on the Contestant's side.''' As with a success, the Contestant's turn ends immediately after taking cover.&lt;br /&gt;
&lt;br /&gt;
* ''Multiple creatures and stealth'': '''If multiple creatures on the same side intend to take cover stealthily, they must all make stealth checks as a group'''. This also applies if the Contestant is part of that group. The group's stealth checks are averaged (rounded up) and treated as one for the whole group (any scores less than 2 are treated as 2, any scores over 12 are treated as 12)&lt;br /&gt;
** If the resulting score is 7 or more, then the group succeeds (all creatures that made a check take cover, maintain stealth, and may act again). If the resulting score is less than 7, then the group fails (all creatures that made a check take cover, but stealth is broken for them and their turn ends).&lt;br /&gt;
* ''Stealth and movement:'' A stealth cover check can be combined with '''non-combat movement''' to another Side, allowing a Contestant to make a '''second stealth cover check''' in a single turn (generally the first turn of combat); the first one to preserve stealth and take cover on the starting Battlespace Side, and the second one to actually move to another Side during that turn. However, when doing so, the Contestant's turn will end immediately at the end of this second check, regardless of success or failure - this is to prevent the Contestant from moving across more than one Side in one turn.&lt;br /&gt;
&lt;br /&gt;
* '''Escape check:''' Attempting to '''escape combat''' is a '''non-combat action'''. In order to perform an escape roll, the Contestant may simply make a 2d6+[[Agility]] roll as soon as combat begins. The roll has a fixed FT 5 ; thus success occurs if the result is 6 or more. Critical failures and critical successes are respectively considered to be equal to normal failures and successes; there are no special effects for either.&lt;br /&gt;
** '''WARNING:''' A successful escape roll immediately pulls the Contestant out of combat and prompts the player to the next doors or another direction to flee to, and unless allies or friendly creatures are also successfully escaping and following, it will leave allies behind to their fates. It is possible to '''abandon''' allies and friendlies that way, so beware.&lt;br /&gt;
** If stealth has been maintained, this roll becomes a '''Stealth escape check'''. The difference between the two is that in a stealth escape roll, the escapees are not spotted and stealth is preserved.&lt;br /&gt;
&lt;br /&gt;
== '''Recoil system''' ==&lt;br /&gt;
Please refer to this article: [[Recoil]]&lt;br /&gt;
&lt;br /&gt;
== '''Skills''' ==&lt;br /&gt;
As the Contestant progresses, the Contestant may increase their '''skills''' and become more proficient in the use of the many weapon categories available in the Mazes.&lt;br /&gt;
&lt;br /&gt;
Skills are grouped into two major categories: '''combat skills''' and '''non-combat skills'''.&lt;br /&gt;
&lt;br /&gt;
=== Combat skills ===&lt;br /&gt;
There are 21 different combat skill types, and 5 different skill levels for each. &lt;br /&gt;
&lt;br /&gt;
Combat skills are grouped into 3 major groups: firearms, explosives, and melee. They are as follows:&lt;br /&gt;
&lt;br /&gt;
===== Firearm skill group =====&lt;br /&gt;
* Bolt-action&lt;br /&gt;
* Pump-action&lt;br /&gt;
* Lever-action&lt;br /&gt;
* Automatic pistol&lt;br /&gt;
* Automatic rifle&lt;br /&gt;
* Automatic shotgun&lt;br /&gt;
* Semi-auto pistol&lt;br /&gt;
* Semi-auto rifle&lt;br /&gt;
* Semi-auto shotgun&lt;br /&gt;
* Double-action (DA) revolver&lt;br /&gt;
* Single-action (SA) revolver&lt;br /&gt;
&lt;br /&gt;
===== Heavy weapon skill group =====&lt;br /&gt;
* Grenade launcher&lt;br /&gt;
* Rocket launcher&lt;br /&gt;
* Planted explosives&lt;br /&gt;
* Flamethrowers&lt;br /&gt;
&lt;br /&gt;
===== Melee combat skills group =====&lt;br /&gt;
* Archery&lt;br /&gt;
* Axes&lt;br /&gt;
* One-handed club&lt;br /&gt;
* Two-handed club&lt;br /&gt;
* Crude weapons&lt;br /&gt;
* Knives&lt;br /&gt;
* One-handed sword&lt;br /&gt;
* Two-handed sword&lt;br /&gt;
* Staff / Pole weapons&lt;br /&gt;
* Whips / Lash weapons&lt;br /&gt;
* Exotic melee weapons&lt;br /&gt;
* Exotic ranged weapons&lt;br /&gt;
* Thrown weapons&lt;br /&gt;
* Martial arts (unarmed combat)&lt;br /&gt;
&lt;br /&gt;
==== Combat skills: Notes ====&lt;br /&gt;
* All ''Automatic'' skills cover the use of both ''Full-auto'' and ''Burst mode''.&lt;br /&gt;
* All ''Rifle'' skills cover the use of submachine guns and machine guns.&lt;br /&gt;
* Pump-action grenade launchers ('''GM-94'''...) are covered by the ''Grenade Launcher'' skill, not the ''Pump-action'' skill.&lt;br /&gt;
* All single-shot firearms that are not grenade or rocket launchers are covered by a relevant ''Semi-auto'' skill, as follows:&lt;br /&gt;
** All multiple-barreled shotguns with a &amp;quot;single shot&amp;quot; fire mode are covered by the ''Semi-auto shotgun'' skill.&lt;br /&gt;
** The Golden Gun and the Pen Gun's gun mode are covered by the ''Semi-auto pistol'' skill.&lt;br /&gt;
* Combination guns:&lt;br /&gt;
** If a ''Combination long gun'', it is covered by the ''Semi-auto rifle'' skill when shooting Pistol or Rifle calibers, and by the ''Semi-auto shotgun'' skill when shooting Shotgun calibers.&lt;br /&gt;
** If a ''Combination handgun'', it is covered by the ''Semi-auto pistol'' skill when shooting Pistol or Rifle calibers, and by the ''Semi-auto shotgun'' skill when shooting Shotgun calibers.&lt;br /&gt;
* All underslung grenade launchers are covered by the ''Grenade launcher'' skill.&lt;br /&gt;
* Underslung shotguns:&lt;br /&gt;
** The KAC Masterkey is essentially a pump-action shotgun, so it is covered by the ''Pump-action'' skill.&lt;br /&gt;
** The M26 MASS is, similarly, a (very small) bolt-action shotgun, thus it is covered by the ''Bolt-action'' skill.&lt;br /&gt;
* Thrown weapons:&lt;br /&gt;
** All hand grenades are covered by the ''Thrown weapons'' skill.&lt;br /&gt;
** Any form of planted explosive that is thrown instead of properly planted, is instead covered by the ''Thrown weapons'' skill.&lt;br /&gt;
** Class 5 weapons that are designed to be thrown (through a 'throw' mode, for example the Kunai or the Shuriken) are covered by the ''Thrown weapons'' skill.&lt;br /&gt;
** Any other item that doesn't fit in the above categories (melee weapons not designed to be thrown, non-weapons, etc) is '''NOT covered by any skill'''; they can be thrown without the need to roll but will not deal any damage.&lt;br /&gt;
* Blunt weapons:&lt;br /&gt;
** Any item that is not designed to be used as a blunt weapon (weapon without a 'Strike' mode) is '''NOT covered by any skill'''; they can only be used to push or hit without causing damage, without the need to roll.&lt;br /&gt;
&lt;br /&gt;
==== Combat skill levels ====&lt;br /&gt;
&lt;br /&gt;
Combat skill levels determine the Contestant's proficiency with weapons of that particular weapon category. Thus, the effects applied below depend both on the Contestant's skill level and on using a relevant weapon.&lt;br /&gt;
&lt;br /&gt;
* '''Unskilled''' (0-9.9 skill points) - '''FT+1''' (decreased accuracy), no IR modifiers.&lt;br /&gt;
* '''Basic''' (10-24.9 skill points) - Default skill level ; no FT or IR modifiers.&lt;br /&gt;
* '''Skilled''' (25-49.9 skill points) - No FT modifiers, '''Inaccuracy Range -1'''.&lt;br /&gt;
* '''Expert''' (50-99.9 skill points) - No FT modifiers, '''Inaccuracy Range -2'''.&lt;br /&gt;
* '''Master''' (100+ skill points) - '''FT-1''' (increased accuracy), '''Inaccuracy Range -2'''.&lt;br /&gt;
&lt;br /&gt;
Skill groups and skill levels are related to [[Achievements#Badges|Weapon badges]] - each skill level from Basic and up corresponds to a badge.&lt;br /&gt;
&lt;br /&gt;
===== Melee combat skills =====&lt;br /&gt;
&lt;br /&gt;
In addition to the accuracy modifiers listed above, each melee combat skill group has different additional effects depending on skill level. These effects generally affect '''how many maximum attacks per turn''' can be attempted with a weapon using the relevant skill.&lt;br /&gt;
&lt;br /&gt;
* 1H: One-handed ; 2H: Two-handed ; Exo: Exotic&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Level''' \ Combat skill&lt;br /&gt;
| Archery&lt;br /&gt;
| Axe&lt;br /&gt;
| 1H Club&lt;br /&gt;
| 2H Club&lt;br /&gt;
| Crude weapon&lt;br /&gt;
| Knife&lt;br /&gt;
| 1H Sword&lt;br /&gt;
| 2H Sword&lt;br /&gt;
| Staff / Pole&lt;br /&gt;
| Whip / Lash&lt;br /&gt;
| Exo melee&lt;br /&gt;
| Exo Ranged&lt;br /&gt;
| Thrown&lt;br /&gt;
| Martial arts&lt;br /&gt;
|-&lt;br /&gt;
| '''Lv1 - Unskilled'''&lt;br /&gt;
| Max 2 shots/reloads per turn&lt;br /&gt;
| Max 2 attacks per turn&lt;br /&gt;
| Max 3 attacks per turn&lt;br /&gt;
| Max 2 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 3 attacks per turn&lt;br /&gt;
| Max 2 attacks per turn&lt;br /&gt;
| Max 2 attacks per turn&lt;br /&gt;
| Max 2 attacks per turn&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| Max 2 basic attacks per turn&lt;br /&gt;
|-&lt;br /&gt;
| '''Lv2 - Basic'''&lt;br /&gt;
| Max 3 shots/reloads per turn&lt;br /&gt;
| Max 3 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 3 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 3 attacks per turn&lt;br /&gt;
| Max 3 attacks per turn&lt;br /&gt;
| Max 3 attacks per turn&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| Max 3 basic attacks per turn&lt;br /&gt;
|-&lt;br /&gt;
| '''Lv3 - Skilled'''&lt;br /&gt;
| Max 4 shots/reloads per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| Max 4 basic attacks per turn&lt;br /&gt;
|-&lt;br /&gt;
| '''Lv4 - Expert'''&lt;br /&gt;
| Max 5 shots/reloads per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 7 attacks per turn&lt;br /&gt;
| Max 7 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| Max 5 basic attacks per turn&lt;br /&gt;
|-&lt;br /&gt;
| '''Lv5 - Master'''&lt;br /&gt;
| Max 6 shots/reloads per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 7 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 8 attacks per turn&lt;br /&gt;
| Max 8 attacks per turn&lt;br /&gt;
| Max 7 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| Max 6 basic attacks per turn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Exceptions:&lt;br /&gt;
&lt;br /&gt;
* '''Exotic melee/ranged weapons''': Each weapon has its own limits on max attacks per turn:&lt;br /&gt;
** '''Chainsaw, Combat chainsaw, Doomslayer''': Up to 2 attacks per turn&lt;br /&gt;
** '''Drill Arm''': Up to 3 attacks per turn&lt;br /&gt;
** '''Nailgun''': Up to 10 shots per turn&lt;br /&gt;
* '''Thrown weapons''': No additional effects for this combat skill - only accuracy increases with skill level. (It's kind of difficult to throw something more than once, technically speaking...)&lt;br /&gt;
* '''Martial arts''': Skill level governs only ''basic attacks'', which are regular punches and kicks. It is possible to chain any number of punches OR kicks within the allowed limit, but not a mix of both. For more information, check the [[unarmed combat]] article.&lt;br /&gt;
&lt;br /&gt;
==== Training and advancing combat skills ====&lt;br /&gt;
&lt;br /&gt;
The primary and easiest method of advancing a combat skill is to use any weapon of the desired category and successfully kill enemies, until skill is increased to the desired level.&lt;br /&gt;
&lt;br /&gt;
Another method of advancing skills, particularly useful for Contestants seeking to improve their proficiency with low-leveled skills, is through '''training exercises'''.&lt;br /&gt;
&lt;br /&gt;
Training exercises take the form of mini-games, which can be played either in a [[Room|shooting range]] for firearm and explosive skills, or against a wooden training figure in a [[Room|dojo]] for melee skills.&lt;br /&gt;
&lt;br /&gt;
Shooting range training minigames:&lt;br /&gt;
* Target shooting (firearm skills)&lt;br /&gt;
* Quickdraw (firearm skills)&lt;br /&gt;
* Target blasting (explosives skills)&lt;br /&gt;
* Fast training (abridged training to save time)&lt;br /&gt;
&lt;br /&gt;
Dojo training minigames:&lt;br /&gt;
* Wooden Man (melee skills)&lt;br /&gt;
* Fast training (abridged training to save time)&lt;br /&gt;
&lt;br /&gt;
When completing training minigames, '''Training Points''' (or '''TPs''') may be earned. TPs partially substitute for kills in field conditions. While TPs contribute to increasing skill, they do not add to the kill count.&lt;br /&gt;
* 1 kill translates directly into 1 skill point.&lt;br /&gt;
* 10 TPs translate into the equivalent of 1 skill point for the purposes of skill leveling.&lt;br /&gt;
* A limited amount of Training Points can be earned: 250 per skill, which is just enough to go from zero point Unskilled level to Skilled level. Further training after reaching 250 TPs does not yield any more.&lt;br /&gt;
&lt;br /&gt;
===== Skill subgroups =====&lt;br /&gt;
&lt;br /&gt;
Certain combat skills belong to a '''subgroup''', which groups together similar skills. When training for one skill in a subgroup, '''the Contestant will gain half as many Training Points in all other skills of the same subgroup'''. This may significantly speed up training time if used correctly.&lt;br /&gt;
&lt;br /&gt;
* Note that it does not apply for Skill Points gained for kills during combat.&lt;br /&gt;
&lt;br /&gt;
The skill subgroups are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Pistol subgroup:''' Semi-automatic pistol, Automatic pistol&lt;br /&gt;
* '''Revolver subgroup:''' Double-action revolver, Single-action revolver&lt;br /&gt;
* '''Rifle subgroup:''' Semi-automatic rifle, Automatic rifle&lt;br /&gt;
* '''Shotgun subgroup:''' Semi-automatic shotgun, Automatic shotgun&lt;br /&gt;
* '''Clubs subgroup:''' One-handed clubs, Two-handed clubs&lt;br /&gt;
* '''Swords subgroup:''' One-handed swords, Two-handed swords&lt;br /&gt;
&lt;br /&gt;
=== Non-combat skills ===&lt;br /&gt;
&lt;br /&gt;
There are 9 different non-combat skill types, and 5 different skill levels for each. Each skill is tied to a specific activity:&lt;br /&gt;
*[[Hunting]]&lt;br /&gt;
*[[Crafting]]&lt;br /&gt;
*[[Handloading]]&lt;br /&gt;
*[[Mines|Mining]]&lt;br /&gt;
*[[Negotiating]]&lt;br /&gt;
*[[Repairing]]&lt;br /&gt;
*[[Lockpicking]]&lt;br /&gt;
*'''Healing'''&lt;br /&gt;
*'''Evading'''&lt;br /&gt;
&lt;br /&gt;
Each of the skills affects the Contestant in a different way, and each one is trained in its own way.&lt;br /&gt;
&lt;br /&gt;
Certain skills have a '''Lv0 - Unaware''' which represents a lack of minimal knowledge to start practicing the associated activity. All skills have skill levels between 1 and 5; '''Lv1 - Unskilled''', '''Lv2 - Basic''', '''Lv3 - Skilled''', '''Lv4 - Expert''' and '''Lv5 - Master'''. The effects for each of those skill levels vary depending on the skill type.&lt;br /&gt;
&lt;br /&gt;
==== Hunting skill ====&lt;br /&gt;
''For the specifics on the activity itself, please read [[Hunting]].''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv0 - Unaware''' - skill is essentially inactive and must first be activated.&lt;br /&gt;
* Activation requirements: Complete [[Quests|Sidequest S1-3]].&lt;br /&gt;
* Skill training: Successfully butcher a creature to acquire 1 Skill Point in Hunting.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* '''Lv0 - Unaware''': Skill is inactive and the Contestant cannot hunt and butcher creatures at all.&lt;br /&gt;
* '''Lv1 - Unskilled''': Can harvest up to '''20% of a creature's body in meat'''.&lt;br /&gt;
* '''Lv2 - Basic''': Can harvest up to '''40% of a creature's body in meat'''.&lt;br /&gt;
* '''Lv3 - Skilled''': Can harvest up to '''60% of a creature's body in meat'''. &lt;br /&gt;
* '''Lv4 - Expert''': Can harvest up to '''80% of a creature's body in meat'''.&lt;br /&gt;
* '''Lv5 - Master''': Can harvest up to '''100% of a creature's body in meat'''.&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 10 SP&lt;br /&gt;
* '''Lv3:''' 25 SP&lt;br /&gt;
* '''Lv4:''' 100 SP&lt;br /&gt;
* '''Lv5:''' 200 SP&lt;br /&gt;
&lt;br /&gt;
==== Crafting skill ====&lt;br /&gt;
''For the specifics on the activity itself, please read [[Crafting]].''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv0 - Unaware''' - skill is essentially inactive and must first be activated.&lt;br /&gt;
* Activation requirements: Seek any [[Workshop]] engineer and purchase the &amp;quot;Crafting and engineering basics class&amp;quot; for 600 P$. This will enable the skill and set it to Lv1.&lt;br /&gt;
* Skill training: Successfully craft an item from a valid recipe to acquire 1 Skill Point in Crafting.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* '''Lv0 - Unaware''': Skill is inactive and the Contestant cannot craft items at all.&lt;br /&gt;
* '''Lv1 - Unskilled''': Default success chances.&lt;br /&gt;
* '''Lv2 - Basic''': +10% crafting success chances.&lt;br /&gt;
* '''Lv3 - Skilled''': +20% crafting success chances.&lt;br /&gt;
* '''Lv4 - Expert''': +30% crafting success chances.&lt;br /&gt;
* '''Lv5 - Master''': +40% crafting success chances.&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 5 SP&lt;br /&gt;
* '''Lv3:''' 25 SP&lt;br /&gt;
* '''Lv4:''' 50 SP&lt;br /&gt;
* '''Lv5:''' 100 SP&lt;br /&gt;
&lt;br /&gt;
==== Handloading skill ====&lt;br /&gt;
''For the specifics on the activity itself, please read [[Handloading]].''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv0 - Unaware''' - skill is essentially inactive and must first be activated.&lt;br /&gt;
* Activation requirements: Complete [[Quests|Sidequest S2-4]].&lt;br /&gt;
* Skill training: A new stat, &amp;quot;ammunition handloaded&amp;quot;, will be tracked. Every 20 rounds handloaded grants 1 Skill Point in Handloading; thus, '''1 handloaded round grants 0.05 Skill Points'''.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* '''Lv0 - Unaware''': Skill is inactive and the Contestant cannot handload ammunition at all.&lt;br /&gt;
* '''Lv1 - Unskilled''': Default handloading performance.&lt;br /&gt;
** Default maximum amount of rounds manipulated per turn: 5&lt;br /&gt;
** Default chance per shot fired to produce an usable spent case: 10% (assuming the caliber is valid)&lt;br /&gt;
** Allowed to handload only SP and -P/TAC loads.&lt;br /&gt;
* '''Lv2 - Basic''': Max rounds manipulated per turn now 8. Spent case chance per shot now 20%.&lt;br /&gt;
* '''Lv3 - Skilled''': Spent case chance per shot now 25%. Can now handload +P/MAG loads.&lt;br /&gt;
* '''Lv4 - Expert''': Max rounds manipulated per turn now 10. Spent case chance per shot now 1/3 (33.33%). Can now handload +P+ loads.&lt;br /&gt;
* '''Lv5 - Master''': Max rounds manipulated per turn now 20. Spent case chance per shot now 50%.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;round manipulation&amp;quot; is any one of the following:&lt;br /&gt;
* Priming a case or hull&lt;br /&gt;
* Loading a primed case/hull with a powder charge AND a projectile (this is what counts towards the &amp;quot;ammunition handloaded&amp;quot; stat)&lt;br /&gt;
* Disassembling a round of ammunition&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 25 SP (500 rounds)&lt;br /&gt;
* '''Lv3:''' 100 SP (2000 rounds)&lt;br /&gt;
* '''Lv4:''' 500 SP (10000 rounds)&lt;br /&gt;
* '''Lv5:''' 1000 SP (20000 rounds)&lt;br /&gt;
&lt;br /&gt;
==== Mining skill ====&lt;br /&gt;
''For the specifics on the activity itself, please read [[Mines]].''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv0 - Unaware''' - skill is essentially inactive and must first be activated.&lt;br /&gt;
* Activation requirements: Complete [[Quests|Sidequest S2-5]].&lt;br /&gt;
* Skill training: Successfully extract 1 ore bundle to gain 1 Skill Point in Mining.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* '''Lv0 - Unaware''': Skill is inactive and the Contestant cannot mine ore at all.&lt;br /&gt;
* '''Lv1 - Unskilled''': Default mining performance.&lt;br /&gt;
** Pick mining: Burns [[nutrition|15 ntri]]''' and [[hydration|8 wtr]] per hit. 10% chance to extract per hit. &lt;br /&gt;
** Drill Arm mining: Burns '''8 ntri''' and '''4 wtr''' per hit. 20% chance to extract per hit.&lt;br /&gt;
** Explosives mining: Blast extracts (limb damage) / 12&lt;br /&gt;
* '''Lv2 - Basic''': &lt;br /&gt;
** Pick mining: Chance to extract per hit is now 12.5%&lt;br /&gt;
** Drill Arm mining: Chance to extract per hit is now 25%&lt;br /&gt;
** Explosives mining: Blast now extracts (limb damage) / 10&lt;br /&gt;
* '''Lv3 - Skilled''': &lt;br /&gt;
** Pick mining: Now burns only '''10 ntri''' and '''5 wtr''' per hit. Chance to extract per hit is now 20%.&lt;br /&gt;
** Drill Arm mining: Now burns only '''5 ntri''' and '''3 wtr''' per hit. Chance to extract per hit is now 40%.&lt;br /&gt;
** Explosives mining: Blast now extracts (limb damage) / 8&lt;br /&gt;
* '''Lv4 - Expert''': &lt;br /&gt;
** Pick mining: Chance to extract per hit is now 25%.&lt;br /&gt;
** Drill Arm mining: Chance to extract per hit is now 50%.&lt;br /&gt;
** Explosives mining: Blast now extracts (limb damage) / 6&lt;br /&gt;
* '''Lv5 - Master''': &lt;br /&gt;
** Pick mining: Now burns only '''5 ntri''' and '''3 wtr'''. Chance to extract per hit is now 40%.&lt;br /&gt;
** Drill Arm mining: Now burns only '''3 ntri''' and '''2 wtr'''. Chance to extract per hit is now 80%.&lt;br /&gt;
** Explosives mining: Blast now extracts (limb damage) / 4&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 100 SP&lt;br /&gt;
* '''Lv3:''' 250 SP&lt;br /&gt;
* '''Lv4:''' 500 SP&lt;br /&gt;
* '''Lv5:''' 1000 SP&lt;br /&gt;
&lt;br /&gt;
==== Negotiation skill ====&lt;br /&gt;
''For the specifics on the activity itself, please read [[Negotiating]].''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv1 - Unskilled''' - skill is already active and can be used and trained.&lt;br /&gt;
* Activation requirements: Already active&lt;br /&gt;
* Skill training: Successfully convince a shop owner to lower their prices to earn Skill Points. Certain [[Quests|quest]] choices may also result in gaining Negotiation skill points.&lt;br /&gt;
** Easy haggles (10% off) grant 1 SP. Medium haggles (20% off) grant 2 SP. Hard haggles (30% off) grant 4 SP.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* ''Lv0 - Unaware'': N/A - skill begins at Level 1&lt;br /&gt;
* '''Lv1 - Unskilled''': Haggling can be attempted on purchases valued 250 P$ or less.&lt;br /&gt;
* '''Lv2 - Basic''': Haggling can be attempted on purchases valued 500 P$ or less.&lt;br /&gt;
* '''Lv3 - Skilled''': Haggling can be attempted on purchases valued 1000 P$ or less.&lt;br /&gt;
* '''Lv4 - Expert''': Haggling can be attempted on purchases valued 2000 P$ or less.&lt;br /&gt;
* '''Lv5 - Master''': Haggling can be attempted no matter the value of the Contestant's purchases.&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 20 SP&lt;br /&gt;
* '''Lv3:''' 50 SP&lt;br /&gt;
* '''Lv4:''' 100 SP&lt;br /&gt;
* '''Lv5:''' 200 SP&lt;br /&gt;
&lt;br /&gt;
==== Repair skill ====&lt;br /&gt;
''For the specifics on the activity itself, please read [[Repairing]].''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv1 - Unskilled''' - skill is already active and can be used and trained.&lt;br /&gt;
* Activation requirements: Already active.&lt;br /&gt;
* Skill training: Successfully repairing a weapon grants 1 Skill Point in Repair. Successfully repairing a 0% condition weapon grants 5 Skill Points. Cleaning a weapon does not grant any Skill Points.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* ''Lv0 - Unaware'': N/A - skill begins at Level 1&lt;br /&gt;
* '''Lv1 - Unskilled''': Default effectiveness (+0 points) for Gun Repair Kits (GRKs), Melee weapon Repair Kits (MRKs) and Gun Cleaning Kits (GCKs)&lt;br /&gt;
* '''Lv2 - Basic''': Bonus +100 points restored when using a GRK, MRK or GCK.&lt;br /&gt;
* '''Lv3 - Skilled''': Bonus +250 points restored when using a GRK, MRK or GCK. Can now use a repair kit (GRK on firearm, MRK on melee weapon) on a 0% Condition weapon to try repairing them (consumes 3 kit uses per attempt, 25% chance of success. Succeeding restores the weapon's Condition to 1% of their maximum value.)&lt;br /&gt;
* '''Lv4 - Expert''': Bonus +350 points restored when using a GRK, MRK or GCK. 0% Condition repairs now have a 50% chance of success per attempt.&lt;br /&gt;
* '''Lv5 - Master''': Bonus +550 points restored when using a GRK, MRK or GCK. 0% Condition repairs now have a 75% chance of success per attempt. &lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 25 SP&lt;br /&gt;
* '''Lv3:''' 100 SP&lt;br /&gt;
* '''Lv4:''' 250 SP&lt;br /&gt;
* '''Lv5:''' 500 SP&lt;br /&gt;
&lt;br /&gt;
==== Lockpicking skill ====&lt;br /&gt;
''For the specifics on the activity itself, please read [[Lockpicking]]. This includes hacking and the use of hacking tools.''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv0 - Unaware''' - skill is essentially inactive and must first be activated.&lt;br /&gt;
* Activation requirements: Complete [[Quests|Sidequest S2-3]].&lt;br /&gt;
* Skill training: Successfully picking a lock grants 1 Skill Point in Lockpicking.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* '''Lv0 - Unaware''': Skill is inactive and the Contestant cannot lock picks at all.&lt;br /&gt;
* '''Lv1 - Unskilled''':&lt;br /&gt;
** Default step difficulty&lt;br /&gt;
** Default kit efficiency&lt;br /&gt;
** Default trap disabling efficiency&lt;br /&gt;
** Default force picking efficiency&lt;br /&gt;
** No bonuses on hacking&lt;br /&gt;
* '''Lv2 - Basic''': &lt;br /&gt;
** Unlocking step difficulty is lowered: Step 2 now only requires FT 7&lt;br /&gt;
** Kit efficiency is increased: 1 check now consumes '''0.5 uses''' (or 2 checks per 1 use, effectively doubling the &amp;quot;health&amp;quot; of one lockpicking kit).&lt;br /&gt;
** Hacking bonus: The correct first letter of each login word is revealed.&lt;br /&gt;
* '''Lv3 - Skilled''': &lt;br /&gt;
** Trap disabling efficiency increased: FT decreased to FT 7&lt;br /&gt;
** Force picking efficiency increased: Can critically fail 1 time without triggering the trap.&lt;br /&gt;
** Hacking bonus: The first word is solved automatically, and the correct first letter of each remaining login word is revealed.&lt;br /&gt;
* '''Lv4 - Expert''': &lt;br /&gt;
** Unlocking step difficulty is lowered: Step 2 now only requires 2 successful checks.&lt;br /&gt;
** Kit efficiency is increased: 1 check now consumes '''0.25 uses''' (or 4 checks per 1 use, effectively quadrupling the &amp;quot;health&amp;quot; of one lockpicking kit).&lt;br /&gt;
** Hacking bonus: The first 2 words are solved automatically, and the correct first letter of each remaining login word is revealed.&lt;br /&gt;
* '''Lv5 - Master''': &lt;br /&gt;
** Unlocking step difficulty is lowered: Steps 1 and 2 now only require FT 6.&lt;br /&gt;
** Trap disabling efficiency increased: Now only requires 1 successful check.&lt;br /&gt;
** Force picking efficiency increased: Can critically fail 2 times without triggering the trap.&lt;br /&gt;
** Hacking bonus: The first 3 words are solved automatically, and the correct first letter of each remaining login word is revealed.&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 10 SP&lt;br /&gt;
* '''Lv3:''' 25 SP&lt;br /&gt;
* '''Lv4:''' 50 SP&lt;br /&gt;
* '''Lv5:''' 100 SP&lt;br /&gt;
&lt;br /&gt;
==== Healing skill ====&lt;br /&gt;
''The healing skill primarily serves to improve the Contestant's ability to heal himself/herself and others when using certain [[Medical aids|medical items]].''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv1 - Unskilled''' - skill is already active and can be used and trained.&lt;br /&gt;
* Activation requirements: Already active.&lt;br /&gt;
* Skill training: Successfully using any medical item (either on self or on others) grants 1 Skill Point in Healing. Applying Rags to heal wounds counts as using a medical item.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* ''Lv0 - Unaware'': N/A - skill begins at Level 1&lt;br /&gt;
* '''Lv1 - Unskilled''': &lt;br /&gt;
** Default limb healing [[secondary effect#Healing|effects]]&lt;br /&gt;
** Default effectiveness of Rags as bandages (50%)&lt;br /&gt;
** Default effectiveness of Makeshift tourniquets (40%)&lt;br /&gt;
* '''Lv2 - Basic''':&lt;br /&gt;
** '''Improved limb healing''': All other limbs other than the one targeted by the FAK or FSK heal +1 HP.&lt;br /&gt;
** '''Rags''': Effectiveness is improved by '''25%''' (Rags now have a '''75% chance''' to successfully heal a wound).&lt;br /&gt;
** '''Makeshift tourniquets''': Effectiveness is improved by '''20%''' (Makeshift tourniquets now have a '''60% chance''' to successfully stop bleeding from a severed limb).&lt;br /&gt;
* '''Lv3 - Skilled''':  &lt;br /&gt;
** '''Improved limb healing''': All other limbs other than the one targeted by the FAK or FSK heal +2 HP.&lt;br /&gt;
** Can now perform a new ability: [[Healing massage]]&lt;br /&gt;
* '''Lv4 - Expert''': &lt;br /&gt;
** '''Improved limb healing''': All other limbs other than the one targeted by the FAK or FSK heal +3 HP.&lt;br /&gt;
** '''Makeshift tourniquets''': Effectiveness is improved by '''20%''' (Makeshift tourniquets now have a '''80% chance''' to successfully stop bleeding from a severed limb).&lt;br /&gt;
* '''Lv5 - Master''': &lt;br /&gt;
** '''Improved limb healing''': All other limbs other than the one targeted by the FAK or FSK heal +4 HP.&lt;br /&gt;
** '''Rags''': Effectiveness is improved by '''25%''' (Rags now have a '''100%''' chance to successfully heal a wound).&lt;br /&gt;
** Permanent [[Secondary effect#Healing|Secondary effect]]: '''Addiction resistance'''.&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 100 SP&lt;br /&gt;
* '''Lv3:''' 250 SP&lt;br /&gt;
* '''Lv4:''' 500 SP&lt;br /&gt;
* '''Lv5:''' 1000 SP&lt;br /&gt;
&lt;br /&gt;
==== Evading skill ====&lt;br /&gt;
''The evading skill governs the ability to use [[Evasion abilities|special abilities]] related to evasion, parrying, and countering..''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv1 - Unskilled''' - skill is already active and can be used and trained.&lt;br /&gt;
* Activation requirements: Already active.&lt;br /&gt;
* Skill training: Successfully performing Evades and Parries grants 1 Skill Point each. Successfully performing a Counter grants 2 Skill Points. &lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* ''Lv0 - Unaware'': N/A - skill begins at Level 1&lt;br /&gt;
* '''Lv1 - Unskilled''': &lt;br /&gt;
** Maximum evades/parries per turn: '''2'''&lt;br /&gt;
** Maximum counters per turn: '''1'''&lt;br /&gt;
* '''Lv2 - Basic''':&lt;br /&gt;
** Maximum evades/parries per turn increases to '''3'''&lt;br /&gt;
* '''Lv3 - Skilled''':  &lt;br /&gt;
** Maximum evades/parries per turn increases to '''4'''&lt;br /&gt;
* '''Lv4 - Expert''': &lt;br /&gt;
** Maximum evades/parries per turn increases to '''5'''&lt;br /&gt;
** Maximum counters per turn increases to '''2'''&lt;br /&gt;
* '''Lv5 - Master''': &lt;br /&gt;
** Maximum evades/parries per turn increases to '''6'''&lt;br /&gt;
** Maximum counters per turn increases to '''3'''&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 10 SP&lt;br /&gt;
* '''Lv3:''' 50 SP&lt;br /&gt;
* '''Lv4:''' 100 SP&lt;br /&gt;
* '''Lv5:''' 200 SP&lt;br /&gt;
&lt;br /&gt;
== '''Unplanned situations and creativity''' ==&lt;br /&gt;
Not every single possible situation can be marked down in the game as a written rule. Players who make use of common sense and creativity may find themselves getting out of situations, or creating certain things that weren't foreseen or planned by the author. Nevertheless, it is the game's policy to not forbid or stop a player from using of creativity to achieve the intended goals, so long as it isn't against the already defined rules.&lt;br /&gt;
&lt;br /&gt;
A few hints and examples of &amp;quot;unplanned&amp;quot; situations that players themselves have made use of and discovered...&lt;br /&gt;
* It is possible to break items made of glass, such as the [[bottle of beer]], to obtain the following weapons: the [[Broken bottle]], or several [[Glass shard|glass shards]]. &lt;br /&gt;
* When metallic objects are destroyed, [[Metal shard|metal shards]] may be obtained and used as weapons.&lt;br /&gt;
* Wooden objects may break into makeshift [[Wooden stick|sticks]], [[Wooden chopstick|chopsticks]], [[Plank|planks]] or even [[Stake|stakes]].&lt;br /&gt;
* Chemistry is fun, especially when it involves fire.&lt;br /&gt;
* There are more things that can be used and interacted with than what is evident.&lt;br /&gt;
* And more...&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Weapon</id>
		<title>Weapon</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Weapon"/>
				<updated>2019-10-03T23:24:48Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: /* One-handed use and dual wielding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''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|ammunition]] scarce.&lt;br /&gt;
&lt;br /&gt;
= How to use weapons =&lt;br /&gt;
&lt;br /&gt;
=== Finding and taking weapons ===&lt;br /&gt;
In most cases, the [[Contestant|contestant]] is able to obtain weapons by finding them on the ground, but they may also salvage them from dead [[Encounters|enemies]], or buy them at a [[Gun shop|gun shop]], [[Weapon shop|weapon shop]], or [[Forge|forge]], depending on its type. Encounters with randomly generated weapons may also have random weapon accessories, ammunition types, ammunition quantity, and maintenance statistics.&lt;br /&gt;
&lt;br /&gt;
A weapon that is worn on the [[Contestant]]'s body (in an equipment slot, or in a [[LBE|tactical vest, utility belt, or leg rig]]) is called an '''equipped weapon''' and is readily available at any moment for fights or whatever purpose needed.&amp;lt;br /&amp;gt;&lt;br /&gt;
A weapon that is carried in the [[LBE|backpack]] is called a '''spare weapon'''. It is generally NOT immediately usable by the Contestant until the backpack is made accessible (by spending a turn to set it down and open it), or until the Contestant moves the weapon into &amp;quot;equipped&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
==== Weapon equipment slots ====&lt;br /&gt;
As is described on the [[inventory sheet]], and much like [[clothing and armor]], a Contestant can '''equip''' weapons so that they are essentially worn on his/her body. Equipped weapons are always immediately accessible, but there are limits on how many weapons can be equipped at any one time, and of which weapon classes. Weapons meant to be equipped are placed in '''equipment slots''', which are as follow:&lt;br /&gt;
&lt;br /&gt;
* '''First primary weapon''': Can be filled with 1 weapon of either Class 1, Class 2 or Class 5 Long.&lt;br /&gt;
* '''Second primary weapon''': Can be filled with 1 weapon of either Class 1, Class 2 or Class 5 Long.&lt;br /&gt;
* '''Auxiliary weapon''': Can be filled with 1 Class 2 weapon only.&lt;br /&gt;
* '''First sidearm holster''': Can be filled with 1 weapon of either Class 3 or Class 5 Short.&lt;br /&gt;
* '''Second sidearm holster''': Can be filled with 1 weapon of either Class 3 or Class 5 Short.&lt;br /&gt;
* '''Handgear''': Can be filled with 1 Handgear weapon only. If none is equipped, the default Handgear weapon are bare fists.&lt;br /&gt;
&lt;br /&gt;
Other weapons can also be immediately accessible to the Contestant in certain situations, such as carrying them in [[LBE|load-bearing equipment]]. See [[Weapon#Swapping and disposing of weapons|below]] for more details. Certain types of weapons (i.e. Class 4 weapons) cannot fit in equipment slots and thus must be carried this way.&lt;br /&gt;
&lt;br /&gt;
=== Weapon actions ===&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
*'''Full-auto''' mode is regulated by the '''full-auto fire rules'''. See below for details.&lt;br /&gt;
*'''Semi-auto''' mode and '''Double-action''' weapons allow '''up to 10 shots per turn'''.&lt;br /&gt;
*'''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'''.&lt;br /&gt;
** When shooting in '''burst-fire mode''', you must still roll once per bullet fired. Two 3-round bursts correspond to 6 shots, therefore combat dice must be thrown for 6 shots.&lt;br /&gt;
*'''Lever-action''' and '''Pump-action''' weapons allow '''up to 5 shots per turn'''.&lt;br /&gt;
*'''Bolt-action''' and '''Single-action''' weapons allow '''up to 3 shots per turn'''.&lt;br /&gt;
*'''Single shot''' weapons may be fired '''only once per turn'''.&lt;br /&gt;
&lt;br /&gt;
When your Contestant is using a firearm with more than one fire mode, it is possible to '''select which fire mode to use for a given turn of combat'''. Please note that it is not possible to use different fire modes in the same turn.&lt;br /&gt;
&lt;br /&gt;
Certain firearms may have a multiplier tag next to their action, such as '''(x2)''' or '''(x3)''' or even '''(x4)''', generally denoting a multiple-barrel firearm. Such weapons can be fired as many times as the multiplier says; the tag effectively multiplies the amount of shots allowed for the listed action type.&lt;br /&gt;
* EXAMPLE: A weapon's action listed as '''Single shot (x2)''' (e.g. double-barreled shotgun) means that the weapon can be effectively fired twice per turn.&lt;br /&gt;
&lt;br /&gt;
==== Melee weapons ====&lt;br /&gt;
Melee weapons may also have modes, which describe what sort of action is employed, and its associated damage type, such as '''Slash''' for Sharp-type damage, or '''Stab''' for Piercing-type damage. Certain modes even allow some melee weapons to be used in different manners, e.g. a Ranged attack.&lt;br /&gt;
* All Class 5 Long weapons can be used to attempt up to 2 attacks per turn.&lt;br /&gt;
* All Class 5 Short weapons can be used to attempt up to 3 attacks per turn. This also applies to [[Weapon accessory#Bayonets|knife-bayonets used as C5S weapons]].&lt;br /&gt;
* The use of handgear is governed by [[Unarmed combat]], as they improve punching power as well as offer protection to the hands.&lt;br /&gt;
&lt;br /&gt;
All possible modes a weapon is capable of are always listed on the weapon's event line.&lt;br /&gt;
&lt;br /&gt;
==== Full-auto fire ====&lt;br /&gt;
Weapons capable of firing in full-auto mode possess a statistic called '''AutoROF''', which stands for &amp;quot;automatic rate of fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Instead of choosing a specific amount of shots or trigger pulls, a player wishing to have their Contestant fire in full-auto must instead pick a '''trigger pull length'''.&lt;br /&gt;
The actual amount of shots fired from an automatic weapon will vary, depending on the combination of both trigger pull length and AutoROF stat.&lt;br /&gt;
&lt;br /&gt;
'''AutoROF''' is a numerical value which corresponds roughly to half the firearm's real-life rate of fire in rounds per second (RPS), rounded up.&lt;br /&gt;
* The Kalashnikov AKM has a rate of fire of 600 RPM, or 10 RPS, which translates into an AutoROF stat of '''5'''.&lt;br /&gt;
* Conversely, the Colt M4A1's rate of fire is 900 RPM, or 15 RPS, which translates into an AutoROF stat of '''8''' (7.5 rounded up). &lt;br /&gt;
&lt;br /&gt;
The '''trigger pull length''' system offers players the ability to fire bursts of variable lengths, informally called '''&amp;quot;pull speeds&amp;quot;'''. There are four different speeds:&lt;br /&gt;
* '''I - Short''': Amount of shots fired is equal to '''1d''AutoROF'''''. (Examples; AKM: 1d5 shots, M4A1: 1d8 shots)&lt;br /&gt;
* '''II - Medium''': Amount of shots fired: '''2d''AutoROF'''''. (Examples; AKM: 2d5 shots, M4A1: 2d8 shots)&lt;br /&gt;
* '''III - Long''': Amount of shots fired: '''3d''AutoROF'''''. (Examples; AKM: 3d5 shots, M4A1: 3d8 shots)&lt;br /&gt;
* '''IV - Magdump''': Amount of shots fired is always equal to '''AutoROF value * 10''' (AKM: 50 shots ; M4A1: 80 shots)&lt;br /&gt;
&lt;br /&gt;
==== One-handed use and dual wielding ====&lt;br /&gt;
By default, all weapons are considered to require the use of both hands.&lt;br /&gt;
&lt;br /&gt;
It is possible to use a weapon '''one-handed''', as well as '''dual wield''' weapons (also known as '''two-weaponing'''), though there are certain restrictions.&lt;br /&gt;
&lt;br /&gt;
'''One-handed:'''&lt;br /&gt;
* '''One-handed usage''' of any weapon causes a '''FT+1 malus'''. There are no benefits to one-handed shooting, other than to make it possible in case the user [[severed limb|loses a limb]].&lt;br /&gt;
** Additionally, certain weapon accessories cannot be used while dual-wielding; all Underbarrel accessories (Foregrip, bipod, underbarrel weapons).&lt;br /&gt;
&lt;br /&gt;
'''Dual-wielding:'''&lt;br /&gt;
* Each weapon can be individually aimed at different given targets if desired, at the shooter's choice.&lt;br /&gt;
* The dual-wielding malus is the '''one-handed malus''', applied to both weapons.&lt;br /&gt;
* The base initiative score of a dual-wielding character is equal to that of the heaviest weapon used. This is before any IS modifiers, if any exist.&lt;br /&gt;
* Attack dice (2d6 per shot/attack attempted) must be rolled for each weapon when used depending on how many rounds fired/attacks attempted with each, as though they were used individually.&lt;br /&gt;
&lt;br /&gt;
The types of weapons that can be dual-wielded largely depend on their weapon category (for firearms and heavy weapons) or the weapon skill (for melee weapons). A group may belong to either an '''Unrestricted''' category (can dual-wield with it) or a '''Restricted''' category ('''cannot''' dual-wield with it, no matter what):&lt;br /&gt;
&lt;br /&gt;
* '''Unrestricted''' weapon types: Auto pistol, Crude weapon, Hand grenade, Knife, One-handed club, One-handed sword, Pistol, Revolver, Thrown weapons&lt;br /&gt;
* '''Restricted''' weapon types: Archery, Axe, Combat rifle, Conventional rifle, Exotic weapons (both kinds), Flamethrower, Grenade launcher, Machine gun, Planted explosive, Precision rifle, Rocket launcher, Shotgun, Submachine gun, Two-handed club, Two-handed sword, Staff/Pole weapons, Whip/Lash weapons&lt;br /&gt;
&lt;br /&gt;
'''Specific weapon exemptions''' - These individual weapons may be dual-wielded despite the fact they belong to a restricted weapon type:&lt;br /&gt;
* B+T MP9-N (Submachine gun)&lt;br /&gt;
* CZ Skorpion vz. 61 (Submachine gun)&lt;br /&gt;
* CZ Skorpion vz. 83 (Submachine gun)&lt;br /&gt;
* Danuvia VD-01 (Submachine gun)&lt;br /&gt;
* Flammenwerfer (Flamethrower) &lt;br /&gt;
* H&amp;amp;K MP5K (Submachine gun)&lt;br /&gt;
* H&amp;amp;K MP7A1 (Submachine gun)&lt;br /&gt;
* IMI UZI (Submachine gun)&lt;br /&gt;
* IMI Micro-UZI (Submachine gun)&lt;br /&gt;
* IZHMASH PP-91 Kedr (Submachine gun)&lt;br /&gt;
* KBP OTs-62 (Shotgun)&lt;br /&gt;
* MAC-10 (with stock extended) (Submachine gun)&lt;br /&gt;
* MAC-11 (with stock extended) (Submachine gun)&lt;br /&gt;
* Remington Spartan 220 sawed-off (Shotgun)&lt;br /&gt;
* ZiD AEK-919K Kashtan (Submachine gun)&lt;br /&gt;
&lt;br /&gt;
=== Weapon stocks ===&lt;br /&gt;
Firearms may be equipped with various kinds of stocks - or not! A firearm's stock type falls under one of five categories:&lt;br /&gt;
* '''S - Fixed stock'''&lt;br /&gt;
** A firearm equipped with a stock allows the user to shoulder the weapon and aim accurately.&lt;br /&gt;
** Fixed stocks are considered to be the &amp;quot;default&amp;quot;; they offer no advantages or disadvantages and have no influence on accuracy. Weapons with fixed stocks generally have higher Weight.&lt;br /&gt;
* '''RS - Retracting stock'''&lt;br /&gt;
** A firearm equipped with a retracting stock allows the user to '''choose between two stock modes''': '''Open''' and '''Retracted'''.&lt;br /&gt;
** '''Open stocks''' act like fixed stocks and offer default accuracy.&lt;br /&gt;
** '''Retracted stocks''' shorten the length of the weapon but still allow the user to shoulder, allowing the weapon to be drawn more quickly, but at the expense of some accuracy.&lt;br /&gt;
*** Effects: '''IS tier -1''' but '''Inaccuracy Range +1'''.&lt;br /&gt;
* '''FS - Folding stock'''&lt;br /&gt;
** A firearm equipped with a folding stock allows the user to '''choose between two stock modes''': '''Open''' and '''Folded'''.&lt;br /&gt;
** '''Open stocks''' act like fixed stocks and offer default accuracy.&lt;br /&gt;
** '''Folded stocks''' shorten the length of the weapon even more, by folding the stock to one side of (or even above or under) the receiver. Although this makes the weapon far more compact, the weapon cannot be shouldered anymore, making it far less accurate.&lt;br /&gt;
*** Effects: '''Weight tier -1''' but '''Failure Threshold +1'''.&lt;br /&gt;
* '''FRS - Folding/Retracting stock'''&lt;br /&gt;
** A firearm equipped with a folding/retracting stock allows the user to '''choose between all three stock modes''': '''Open''', '''Retracted''' and '''Folded'''.&lt;br /&gt;
** The effects of open, retracted, and folded stocks apply depending on the selected mode.&lt;br /&gt;
* '''N - No stock'''&lt;br /&gt;
** A firearm equipped with no stock cannot be shouldered.&lt;br /&gt;
** Stockless firearms are generally the lightest and most compact firearms (compared to weapons with stocks), but they cannot be aimed as accurately; the trade-off for lower weight is lower accuracy. The negative effects are similar to that of a folded stock, but in a more permanent fashion.&lt;br /&gt;
*** Effect: '''Failure Threshold +1'''.&lt;br /&gt;
&lt;br /&gt;
Stock modes do not apply to Class 4, Class 5, or Handgear weapons, and thus are not affected by these rules.&lt;br /&gt;
&lt;br /&gt;
If the Contestant is equipped with firearms with multiple stock modes, '''switching to another stock mode is a free action that can be done only once per turn,''' similarly to choosing a fire mode.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
The [[Damage chart|damage chart]] of a weapon, if not a melee weapon, is determined by the [[Ammunition|ammunition]] it uses; as such, for more information about how much it will hurt a target depending on its [[Protection chart|armor class]], check the corresponding article of its [[Ammunition|ammunition]] used.&lt;br /&gt;
&lt;br /&gt;
=== Reloading weapons ===&lt;br /&gt;
When outside combat, any weapon reloading or magazine (or eqv.) refilling is considered to not take any turns. It becomes a free action, of sorts.&lt;br /&gt;
&lt;br /&gt;
When in combat:&lt;br /&gt;
* The standard reloading action always takes '''1 turn''' to perform. This includes chambering a round from a magazine.&lt;br /&gt;
** If the weapon uses magazines, moon clips, en-bloc clips, or ammunition belts, the old one will be dropped on the floor, the new one being used to feed the weapon.&lt;br /&gt;
** If the weapon uses speedloaders, stripper clips, or speed strips, ammunition is removed from them in order to feed the weapon, then they are dropped on the floor during the reloading process.&lt;br /&gt;
* Take good note of dropped items if your Contestant had to reload during combat, so as to not forget magazines (or eqv.) behind!&lt;br /&gt;
** It is possible to verbally announce the magazines/etc. are '''swapped''' instead, so that the old mag (or eqv.) goes in the inventory (if accessible, see [[LBE#Capacity]]). Doing so is optional and does not take additional time.&lt;br /&gt;
* If the weapon has to be reloaded manually (from loose rounds), the contestant may reload '''up to 3 rounds in 1 turn'''. &lt;br /&gt;
* Likewise for magazines/other feeding systems, if the user chooses to refill them in the middle of combat, '''up to 3 rounds per turn''' only.&lt;br /&gt;
* Chamber-loading a firearm, either to refill it to maximum capacity (see below for more info), or because the magazine is missing, '''is an action which takes 1 turn on its own'''.&lt;br /&gt;
** Example: When reloading a Tokarev TT-33, which has an 8-round magazine, refilling the magazine (8 rounds) plus the weapon (chamber-loading) would take 4 turns. While the total amount of rounds is indeed 9 (8+1), the magazine and the chamber-loading are treated as being separate reloading instances; thus explaining why it doesn't take 3 turns.&lt;br /&gt;
* Regardless of the weapon type, '''emptying (unloading) 1 weapon or 1 magazine''' takes '''1 turn'''.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Many firearms have a capacity written as &amp;quot;xx'''+1'''&amp;quot;. This denotes &amp;quot;xx rounds of ammunition in the (magazine, etc.) '''plus 1''' in the chamber&amp;quot;. 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).&lt;br /&gt;
*'''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, multiple-barreled 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.&lt;br /&gt;
&lt;br /&gt;
==== Special reloading rules ====&lt;br /&gt;
&lt;br /&gt;
===== By weapon type =====&lt;br /&gt;
*[[Bow|Bows]], [[Crossbow|crossbows]], [[Fukiya]], and [[Taser X26c]]: Can be reloaded the same turn they've been fired.&lt;br /&gt;
*'''Single-shot firearms (including multiple barreled firearms)''': These weapons can be reloaded in the same turn they've been fired, within the limit of max 3 loose rounds per turn ('''quadruple-barreled''' firearms cannot be fully reloaded in the same turn they were emptied, for example).&lt;br /&gt;
*'''Bolt-actions with internal magazines''': If reloading with loose rounds, can fire ONE round and be reloaded with ONE round, in the same turn.&lt;br /&gt;
*'''Pump-actions, lever-actions and semi-automatics with internal tubes''': If reloading with loose rounds... you can either:&lt;br /&gt;
** Fire TWO rounds and reload ONE round in the same turn.&lt;br /&gt;
** Or fire ONE round and reload TWO rounds in the same turn.&lt;br /&gt;
*'''Single-action revolvers + Nagant M1895 revolver''': These weapons first require 1 turn to eject all the spent casings before being able to load new rounds, with one exception (see below). Using a '''speed strip''' may help reducing the time to reload; they allow the Contestant to fully reload a single-action revolver in one turn, rather than being subject to the &amp;quot;loose rounds&amp;quot; rule.&lt;br /&gt;
** Example: A '''Colt Single Action Army''' has a capacity of 6 rounds. Once all rounds are fired, one turn must be spent to remove the spent casings. If the shooter has a speed strip, then only one turn is required to reload it fully; if not, then as per the loose rounds rule, it would take 2 turns to load all 6 rounds - for a total of 3 turns.&lt;br /&gt;
** '''Exception:''' SA revolvers can fire ONE round and be reloaded with ONE loose round in the same turn, similarly to bolt-action firearms with internal magazines.&lt;br /&gt;
* '''Combination guns''' can be reloaded as normally; up to 3 rounds per turn, with the added bonus that caliber doesn't matter; multiple rounds of multiple calibers can be reloaded in a single turn, so long as they are within the limit of up to 3 per turn.&lt;br /&gt;
&lt;br /&gt;
===== For specific weapons =====&lt;br /&gt;
*'''CZ 75 AUTOMATIC''': This weapon is designed to accept a second magazine in '''storage''' (meaning that the weapon merely holds the magazine, and is not used to chamber ammunition). The second magazine is attached in front of the trigger guard. Attaching a storage magazine '''takes one turn'''. Once attached, it counts as immediately available, and can be used and swapped with another magazine to perform a reload, as though it was in the inventory.&lt;br /&gt;
** In addition, if a CZ 75 AUTOMATIC has a storage magazine attached, that magazine '''is considered to be a [[weapon accessory#foregrip|foregrip]]''', with all of the appropriate effects.&lt;br /&gt;
*'''DSR Precision DSR-1''': This weapon is designed to accept a second magazine in '''storage''' (meaning that the weapon merely holds the magazine, and is not used to chamber ammunition). The second magazine is attached in front of the trigger guard. Attaching a storage magazine '''takes one turn'''. Once attached, it counts as immediately available, and can be used and swapped with another magazine to perform a reload, as though it was in the inventory.&lt;br /&gt;
*'''FN Herstal M249 Minimi''', '''IMI Negev''': These weapons can be fed using either ammunition belts or box magazines. When fed with box magazines, the amount of Condition lost on a critical failure is doubled for these weapons.&lt;br /&gt;
*'''H&amp;amp;K G11K2 (+ [[Customs:Minor|modified variants]])''': This weapon is designed to accept two extra magazines in '''storage''' (meaning that the weapon merely holds the magazines, and are not used to chamber ammunition). The second and third magazine are attached to the sides of the rifle. Attaching a storage magazine '''takes one turn'''. Once attached, it counts as immediately available, and can be used and swapped with another magazine to perform a reload, as though it was in the inventory.&lt;br /&gt;
*'''Kel-Tec KSG-12''' and '''KSG-25''': These weapons are unique in that they possess two tube magazines, and a switch allowing the shooter to toggle which magazine is active. Selecting a magazine is treated the same as selecting a fire mode; it is a free action, but it must be declared during a turn and can only be done once per turn. Magazines are referred to as '''Left (L)''' and '''Right (R)'''.&lt;br /&gt;
** When switching from one tube to another, if the chamber is empty, chambering a fresh round after switching tubes is considered part of the free action.&lt;br /&gt;
*'''Springfield M1 Garand (+ [[Customs:Minor|modified variants]])''': Contrary to popular knowledge, if the rifle still has ammunition loaded, it is possible to reload it; there are two ways to do so, both of which can be performed in the game:&lt;br /&gt;
** '''Manual reload''': A shooter may cause the rifle to extract the clip with any unfired ammunition that it still carries; the shooter simply needs to press a button on the left side of the rifle, then pull the charging handle, ejecting the chambered round and the clip plus remaining ammo immediately, allowing it to be replaced with a fresh one. When manually reloading the M1 garand, '''the chambered round, and the clip (plus remaining ammunition), will be dropped separately''', allowing the shooter to '''spend the turn to reload the rifle as one would normally.'''&lt;br /&gt;
** '''Top off''': A shooter may &amp;quot;top off&amp;quot; an M1 Garand as a reload action; the shooter will pull the bolt back and keep the clip and previously chambered cartridge into the magazine; it is then possible to load the weapon with loose rounds. As such, when &amp;quot;topping off&amp;quot; the M1 Garand, '''up to 3 rounds per turn''' can be loaded, just like a with a bolt-action rifle, for example.&lt;br /&gt;
&lt;br /&gt;
=== Swapping and disposing of weapons ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
When in combat:&lt;br /&gt;
*Swapping two '''equipped or immediately accessible''' weapons takes no turns and is a free action.&lt;br /&gt;
*'''Spare weapons''' (weapons stored in a backpack) cannot be accessed in any way, unless the backpack has been set down and opened; this requires 1 turn&lt;br /&gt;
*Picking up a weapon that is not equipped takes no turns and is a free action, under certain conditions:&lt;br /&gt;
** The weapon has to be '''immediately accessible''': Located in a piece of [[LBE|load-bearing equipment]] other than a backpack (if in a backpack, it must be set down first, which requires 1 turn), or on the floor (only if the Contestant is on the same side as the desired item ; see '''NOTE2''' below)&lt;br /&gt;
** This rule is valid for non-weapons as well - [[LBE|other items]] can be immediately used if they are ''immediately accessible'' as well.&lt;br /&gt;
*Dropping a weapon takes no turns and is a free action, as long as the weapon is immediately accessible.&lt;br /&gt;
*In addition to the equipment slots and load-bearing equipment, it is tolerated (but not encouraged) to '''temporarily pick up weapons in hands'''. Temporary in-hands weapons can be used normally, but must be equipped, spared (if possible), or dropped (if nothing else), if the Contestant wishes to use ''any'' other item.&lt;br /&gt;
*Passing a weapon (or any other item) to an ally, teammate or similar, takes '''one turn''' for each. Receiving a weapon (or any other item) from someone else is a free action as long as the receiving hands are free. (Hands are considered &amp;quot;not free&amp;quot; if the hands are currently occupied by a temporary in-hands weapons; in other words - drop the temporary in-hands weapon if you want to receive items from someone else!)&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Certain weapons have a Weight rating set to &amp;quot;Unsparable&amp;quot;, which is one tier above 30 units. &amp;quot;Unsparable&amp;quot; weapons cannot be stored in a backpack.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''NOTE2:''' If the contestant intends to grab an item on the floor while in combat, he or she must be sure it can be reached. See [[Gameplay mechanics#Battlespace|this page]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Firearm maintenance ===&lt;br /&gt;
''More information on this article: [[Firearm maintenance]]''&lt;br /&gt;
&lt;br /&gt;
=== Weapon rarity ===&lt;br /&gt;
Weapons are generated using a rarity system, which regulates rarity according to shop value. The higher the rarity level, the less chances such a weapon may be generated.&lt;br /&gt;
&lt;br /&gt;
Firearms and melee weapons are graded on two separate rarity scales:&lt;br /&gt;
&lt;br /&gt;
Firearms (Class 1-4):&lt;br /&gt;
* Rarity 1: &amp;lt;span style=&amp;quot;color: #6699CC&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt; - Chance to generate: 39%&lt;br /&gt;
* Rarity 2: &amp;lt;span style=&amp;quot;color: #50C878&amp;quot;&amp;gt;Regular&amp;lt;/span&amp;gt; - Chance to generate: 25%&lt;br /&gt;
* Rarity 3: &amp;lt;span style=&amp;quot;color: #0F52BA&amp;quot;&amp;gt;Premium&amp;lt;/span&amp;gt; - Chance to generate: 16%&lt;br /&gt;
* Rarity 4: &amp;lt;span style=&amp;quot;color: #66023C&amp;quot;&amp;gt;Superior&amp;lt;/span&amp;gt; - Chance to generate: 10%&lt;br /&gt;
* Rarity 5: &amp;lt;span style=&amp;quot;color: #CC0000&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt; - Chance to generate: 7.5%&lt;br /&gt;
* Rarity 6: &amp;lt;span style=&amp;quot;color: #FFD700&amp;quot;&amp;gt;Extraordinary&amp;lt;/span&amp;gt; - Chance to generate: 2.5%&lt;br /&gt;
* Rarity 7: &amp;lt;span style=&amp;quot;color: #FFFFFF&amp;quot;&amp;gt;Unique&amp;lt;/span&amp;gt; - Never generated randomly, is applied to custom weapons, crafting-only weapons, specs docs weapons, and other unique weapons.&lt;br /&gt;
&lt;br /&gt;
Melee weapons (Class 5L, 5S and Handgear): &lt;br /&gt;
* Rarity 1: &amp;lt;span style=&amp;quot;color: #6699CC&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt; - Chance to generate: 42%&lt;br /&gt;
* Rarity 2: &amp;lt;span style=&amp;quot;color: #50C878&amp;quot;&amp;gt;Regular&amp;lt;/span&amp;gt; - Chance to generate: 35.5%&lt;br /&gt;
* Rarity 3: &amp;lt;span style=&amp;quot;color: #0F52BA&amp;quot;&amp;gt;Premium&amp;lt;/span&amp;gt; - Chance to generate: 17.5%&lt;br /&gt;
* Rarity 4: &amp;lt;span style=&amp;quot;color: #66023C&amp;quot;&amp;gt;Superior&amp;lt;/span&amp;gt; - Chance to generate: 5%&lt;br /&gt;
* Rarity 7: &amp;lt;span style=&amp;quot;color: #FFFFFF&amp;quot;&amp;gt;Unique&amp;lt;/span&amp;gt; - Never generated randomly, is applied to custom weapons, crafting-only weapons, specs docs weapons, and other unique weapons.&lt;br /&gt;
&lt;br /&gt;
=== Special rules ===&lt;br /&gt;
&lt;br /&gt;
==== Bows ====&lt;br /&gt;
* [[Statistics|Strength]] affects weapon damage, similarly to a regular melee weapon. (e.g. Strength 135% = 1.35x damage)&lt;br /&gt;
* Every arrow fired '''breaks when hitting a target''', and '''doesn't break when missing.'''&lt;br /&gt;
** Arrows that don't break can be retrieved (they will land on the Battlespace Side that was being aimed at).&lt;br /&gt;
** '''Exception:''' Explosive arrows always break after being fired, as they're explosive.&lt;br /&gt;
* '''FT+1 malus with all bows''', same as stockless firearms.&lt;br /&gt;
* '''Bows are faster''': The amount of maximum shots and reloads that can be performed per turn depends on '''Archery skill level''', with an '''IR+1''' malus for any shot fired after the first one. (Shot 2: IR+1. Shot 3: IR +2, and so on...)&lt;br /&gt;
&lt;br /&gt;
==== Combination guns ====&lt;br /&gt;
Combination guns are a type of firearm with multiple barrels, chambered in at least 2 different calibers. They exist in two subtypes: '''Combination long guns''' and '''Combination handguns'''.&lt;br /&gt;
&lt;br /&gt;
* Combination gun users must declare which Caliber Mode or CM (essentially which barrel/set of barrels of the same caliber) they intend to use.&lt;br /&gt;
* Selecting a caliber mode is a free action, comparable to selecting a fire mode (can only be done once per turn).&lt;br /&gt;
* [[Skills|Combat skills]] used depends on the caliber and combination gun subtype. See that page for more info.&lt;br /&gt;
&lt;br /&gt;
==== Crossbows ====&lt;br /&gt;
* Damage is not affected by Strength; crossbow type and ammunition type are the factors determining damage. (closer to a firearm in behavior)&lt;br /&gt;
* Every bolt fired '''breaks when hitting a target''', and '''doesn't break when missing.'''&lt;br /&gt;
** Bolts that don't break can be retrieved (they will land on the Battlespace Side that was being aimed at).&lt;br /&gt;
** Exception: Explosive bolts always break after being fired, as they're explosive.&lt;br /&gt;
* '''Crossbows may have stock types''', like firearms, with appropriate effects.&lt;br /&gt;
* '''Crossbows are slower''': They are restricted to '''no more than 1 shot + 1 reload per turn''', regardless of the crossbow type.&lt;br /&gt;
&lt;br /&gt;
==== Disposable rocket launchers ====&lt;br /&gt;
* Multiple disposable rocket launchers can be carried in a single equipment slot, as long as they are all the same model. '''Light''' disposable launchers allow up to 4 launchers, '''Medium''' allow up to 3, and '''Heavy''' up to 2.&lt;br /&gt;
&lt;br /&gt;
==== Flamethrowers ====&lt;br /&gt;
* Flamethrower ammunition is counted in seconds. 1 &amp;quot;round&amp;quot; of ammunition corresponds to 1 second of fire. Up to 5 &amp;quot;rounds&amp;quot; per turn can be fired with a flamethrower.&lt;br /&gt;
* Flamethrowers are not subjected to [[Weapon maintenance]] and therefore do not have maintenance stats, nor do they need to be repaired or cleaned.&lt;br /&gt;
* Flamethrowers cannot be reloaded unless they are completely empty. Flamethrower reload packs therefore solely exist for the purpose of completely refilling them; and once used that way, they disappear (making them one-use items).&lt;br /&gt;
* All flamethrowers call for [[Skills|Flamethrowers combat skill]].&lt;br /&gt;
* [[Gameplay mechanics|Critical failures]] with a flamethrower cause a unique, special type of failure: '''Failure to burn'''.&lt;br /&gt;
* Flamethrowers are grouped in three categories: '''Disposable''', '''Light''' and '''Heavy'''.&lt;br /&gt;
** Disposable flamethrowers work on the same principle as disposable rocket launchers (see above); multiple of the same model of disposable flamethrower can be carried in the same equipment slot (if weapon Class permits): '''Up to 3''' per equipment slot.&lt;br /&gt;
** Light flamethrowers are the closest to regular firearms and have no special equipment rules.&lt;br /&gt;
** Heavy flamethrowers allow users to '''equip their fuel tank in a Primary equipment slot''' instead of taking space in the inventory (the weapon itself must still be equipped in a Primary equipment slot, meaning that in order to save the most inventory space, a heavy flamethrower will occupy both Primary slots).&lt;br /&gt;
** In addition, heavy flamethrowers generally have '''a weight value that is different from their IS'''; the weapon event line will show that difference and display the weapon's weight and IS values separately.&lt;br /&gt;
&lt;br /&gt;
==== Machine guns ====&lt;br /&gt;
Certain machine guns use ammunition belts. There are two types of ammunition belts: Disintegrating, and non-disintegrating.&amp;lt;br/&amp;gt;&lt;br /&gt;
Non-disintegrating belts can be treated the same as giant magazines. This section only concerns '''disintegrating belts'''.&lt;br /&gt;
&lt;br /&gt;
Firearms that can be fed with disintegrating link belts will eject '''belt links''' on the floor alongside casings. Unlike casings, there is no skill requirement to find links; firing 200 rounds will always result in 200 belt links on the floor.&lt;br /&gt;
&lt;br /&gt;
When in possession of compatible belt links and ammunition, the Contestant can '''spend 1 turn to combine 3 links and 3 rounds together'''. This results in the creation of a loose ammo belt. This act can be scaled to however many rounds a Contestant wishes to link together.&lt;br /&gt;
* Example: If the Contestant wishes to create a 50-round ammo belt, he/she will spend 17 turns to combine 50 belt links and 50 rounds.&lt;br /&gt;
&lt;br /&gt;
* Example event line: '''[Weapon accessory] M13 ammo belt, loose, disintegrating links, 7.62x51mm NATO, 50 rounds - [0 /50] - Weight: (variable, 0.02 per round)'''&lt;br /&gt;
&lt;br /&gt;
The Contestant also has the possibility to '''spend 1 turn to divide an existing belt into two shorter belts'''.&lt;br /&gt;
* Example: The Contestant can separate a 100-round ammo belt into two 50-round ammo belts, or into one 25-round and one 75-round, etc.&lt;br /&gt;
&lt;br /&gt;
Although links have an individual weight of 0.01, loose ammo belts are not heavier than unlinked ammunition; a 50-round loose belt weighs as much as 50 rounds, for instance. As such, it is always more space efficient to combine ammo and links.&lt;br /&gt;
&lt;br /&gt;
There is no upper limit to how much ammunition can be linked together into loose ammo belts, other than weight concerns.&lt;br /&gt;
&lt;br /&gt;
The Contestant must distinguish between '''loose ammo belts''' and '''ammo belt boxes''':&lt;br /&gt;
&lt;br /&gt;
Loose ammo belts:&lt;br /&gt;
* Have a variable capacity, which depends on however many rounds are linked together&lt;br /&gt;
* Cannot be carried by a firearm like a magazine or a belt box. &lt;br /&gt;
** The Contestant may load a loose ammo belt into a compatible firearm, but only if the belt is in a directly accessible part of the inventory. Firearms loaded with such belts are therefore &amp;quot;loaded from the inventory&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Ammo belt boxes:&lt;br /&gt;
* Are designed to contain ammo belts of a specific type (e.g. M13 belt boxes can only contain M13 belts, and so on)&lt;br /&gt;
* Can be loaded into a compatible firearm, which will carry it, like a magazine. '''It takes 1 turn to load a loose belt into a belt box'''.&lt;br /&gt;
* Have a maximum capacity&lt;br /&gt;
** A Contestant may load loose belts of any length as long as it's equal or inferior to the listed capacity. For example, a 74-round loose belt loaded in a 100-round belt box is fine, but a 124-round loose belt is not.&lt;br /&gt;
&lt;br /&gt;
==== Specific weapons ====&lt;br /&gt;
* '''MAC-10''', '''MAC-11''':&lt;br /&gt;
** By default, these weapons are '''submachine guns''' when the stock is open. Weapon type becomes '''Auto pistol''' when the stock is folded. This means that the weapon skills this weapon calls for may change depending on whether the stock is open or folded: '''Rifle''' skills if open, '''Pistol''' skills if folded.&lt;br /&gt;
&lt;br /&gt;
= Lists of weapons =&lt;br /&gt;
&lt;br /&gt;
There is a grand total of '''740''' weapons that can be used by the [[Contestant]] in MazeWorld.&lt;br /&gt;
* 261 Class 1 weapons&lt;br /&gt;
* 89 Class 2 weapons&lt;br /&gt;
* 183 Class 3 weapons&lt;br /&gt;
* 27 Class 4 weapons&lt;br /&gt;
* 129 Class 5 weapons, including: &lt;br /&gt;
** 72 Class 5 Long&lt;br /&gt;
** 57 Class 5 Short&lt;br /&gt;
* 9 Handgear items, which can be considered weapons on their own&lt;br /&gt;
* 8 [[Weapon accessory#Underbarrel_grenade_launchers|Underbarrel grenade launchers]], including:&lt;br /&gt;
** 7 detachable UGLs (which can be considered weapons on their own)&lt;br /&gt;
** 1 integrated UGL (which is integral to the weapon it is mounted on)&lt;br /&gt;
* 3 [[Weapon accessory#Underbarrel_shotguns|Underbarrel shotguns]], which can be considered weapons on their own&lt;br /&gt;
* 31 [[Weapon accessory#Bayonets|Bayonets]], including:&lt;br /&gt;
** 27 knife-bayonets (which can be used as Class 5S weapons if so desired)&lt;br /&gt;
** 2 non-knife-bayonets (which requires mounting to a firearm to be used as a weapon)&lt;br /&gt;
** 2 integrated bayonets (which is integral to the weapon it is mounted on)&lt;br /&gt;
&lt;br /&gt;
=== Class 1 weapons ===&lt;br /&gt;
Class 1 weapons constitute the bread and butter of primary weapons, with types and efficiency running almost the full spectrum - from diminutive .22 LR training rifles to the most powerful of antimateriel rifles or rocket launchers, and everything in between; assault rifles, battle rifles, shotguns, machine guns, sniper rifles, and so on.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Class 1 Weapons|List of Class 1 weapons]]&lt;br /&gt;
&lt;br /&gt;
=== Class 2 weapons ===&lt;br /&gt;
Class 2 weapons cover the submachine guns, personal defense weapons, compact assault rifles and compact shotguns of the game. 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.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Class 2 Weapons|List of Class 2 weapons]]&lt;br /&gt;
&lt;br /&gt;
=== Class 3 weapons ===&lt;br /&gt;
Class 3 weapons cover the one-handed weapons of the game, such as handguns, machine pistols, compact submachine guns and sawed-off shotguns. The relatively high variety in sizes, types and calibers makes Class 3 weapons versatile and suited for many different uses, from simple backup weapon to hand-cannon.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Class 3 Weapons|List of Class 3 weapons]]&lt;br /&gt;
&lt;br /&gt;
=== Class 4 weapons ===&lt;br /&gt;
Class 4 weapons cover the explosives and grenades of the game. 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.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Class 4 Weapons|List of Class 4 weapons]]&lt;br /&gt;
&lt;br /&gt;
=== Class 5 weapons ===&lt;br /&gt;
Class 5 weapons cover the melee weapons and the occasional few non-firearm ranged weapons of the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Class 5 weapons are separated in two subcategories: '''Short''' (one-handed) and '''Long''' (two-handed).&amp;lt;br /&amp;gt;&lt;br /&gt;
Weapons in this class are of various sizes and nature. Except in the case of the non-firearm ranged weapons, their chief advantage is that they use no ammunition, but the majority of them require the Contestant to be within melee range of the target. Certain of these weapons may have additional uses or modes as well, increasing their usefulness.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Class 5 Weapons|List of Class 5 weapons]]&lt;br /&gt;
&lt;br /&gt;
=== Handgear ===&lt;br /&gt;
Technically being both [[Clothing and armor|clothing]] and weapons, Handgear are a weapon Class on their own, as they affect the power of the Contestant's punches. Hand-to-hand combat is generally represented as [[unarmed combat]], though wearing better handgear improves efficiency - both as weapons and as protective gear.&amp;lt;Br/&amp;gt;&lt;br /&gt;
Handgear are the only items that will protect the contestant from [[Wound|injuries]] to the hands. It is never a bad idea to upgrade handgear, as it will both improve protection and damage done to enemies with them.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''NOTE:''' Youkai wearing handgear do not benefit from the Armor Class protection of handgear.&lt;br /&gt;
&lt;br /&gt;
[[List of Handgear]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Weapon accessory]]&lt;br /&gt;
*[[Supply crate]]&lt;br /&gt;
*[[Ammunition]]&lt;br /&gt;
*[[Statistics]]&lt;br /&gt;
*[[LBE]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Weapon</id>
		<title>Weapon</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Weapon"/>
				<updated>2019-10-03T17:21:26Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: /* One-handed use and dual wielding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''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|ammunition]] scarce.&lt;br /&gt;
&lt;br /&gt;
= How to use weapons =&lt;br /&gt;
&lt;br /&gt;
=== Finding and taking weapons ===&lt;br /&gt;
In most cases, the [[Contestant|contestant]] is able to obtain weapons by finding them on the ground, but they may also salvage them from dead [[Encounters|enemies]], or buy them at a [[Gun shop|gun shop]], [[Weapon shop|weapon shop]], or [[Forge|forge]], depending on its type. Encounters with randomly generated weapons may also have random weapon accessories, ammunition types, ammunition quantity, and maintenance statistics.&lt;br /&gt;
&lt;br /&gt;
A weapon that is worn on the [[Contestant]]'s body (in an equipment slot, or in a [[LBE|tactical vest, utility belt, or leg rig]]) is called an '''equipped weapon''' and is readily available at any moment for fights or whatever purpose needed.&amp;lt;br /&amp;gt;&lt;br /&gt;
A weapon that is carried in the [[LBE|backpack]] is called a '''spare weapon'''. It is generally NOT immediately usable by the Contestant until the backpack is made accessible (by spending a turn to set it down and open it), or until the Contestant moves the weapon into &amp;quot;equipped&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
==== Weapon equipment slots ====&lt;br /&gt;
As is described on the [[inventory sheet]], and much like [[clothing and armor]], a Contestant can '''equip''' weapons so that they are essentially worn on his/her body. Equipped weapons are always immediately accessible, but there are limits on how many weapons can be equipped at any one time, and of which weapon classes. Weapons meant to be equipped are placed in '''equipment slots''', which are as follow:&lt;br /&gt;
&lt;br /&gt;
* '''First primary weapon''': Can be filled with 1 weapon of either Class 1, Class 2 or Class 5 Long.&lt;br /&gt;
* '''Second primary weapon''': Can be filled with 1 weapon of either Class 1, Class 2 or Class 5 Long.&lt;br /&gt;
* '''Auxiliary weapon''': Can be filled with 1 Class 2 weapon only.&lt;br /&gt;
* '''First sidearm holster''': Can be filled with 1 weapon of either Class 3 or Class 5 Short.&lt;br /&gt;
* '''Second sidearm holster''': Can be filled with 1 weapon of either Class 3 or Class 5 Short.&lt;br /&gt;
* '''Handgear''': Can be filled with 1 Handgear weapon only. If none is equipped, the default Handgear weapon are bare fists.&lt;br /&gt;
&lt;br /&gt;
Other weapons can also be immediately accessible to the Contestant in certain situations, such as carrying them in [[LBE|load-bearing equipment]]. See [[Weapon#Swapping and disposing of weapons|below]] for more details. Certain types of weapons (i.e. Class 4 weapons) cannot fit in equipment slots and thus must be carried this way.&lt;br /&gt;
&lt;br /&gt;
=== Weapon actions ===&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
*'''Full-auto''' mode is regulated by the '''full-auto fire rules'''. See below for details.&lt;br /&gt;
*'''Semi-auto''' mode and '''Double-action''' weapons allow '''up to 10 shots per turn'''.&lt;br /&gt;
*'''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'''.&lt;br /&gt;
** When shooting in '''burst-fire mode''', you must still roll once per bullet fired. Two 3-round bursts correspond to 6 shots, therefore combat dice must be thrown for 6 shots.&lt;br /&gt;
*'''Lever-action''' and '''Pump-action''' weapons allow '''up to 5 shots per turn'''.&lt;br /&gt;
*'''Bolt-action''' and '''Single-action''' weapons allow '''up to 3 shots per turn'''.&lt;br /&gt;
*'''Single shot''' weapons may be fired '''only once per turn'''.&lt;br /&gt;
&lt;br /&gt;
When your Contestant is using a firearm with more than one fire mode, it is possible to '''select which fire mode to use for a given turn of combat'''. Please note that it is not possible to use different fire modes in the same turn.&lt;br /&gt;
&lt;br /&gt;
Certain firearms may have a multiplier tag next to their action, such as '''(x2)''' or '''(x3)''' or even '''(x4)''', generally denoting a multiple-barrel firearm. Such weapons can be fired as many times as the multiplier says; the tag effectively multiplies the amount of shots allowed for the listed action type.&lt;br /&gt;
* EXAMPLE: A weapon's action listed as '''Single shot (x2)''' (e.g. double-barreled shotgun) means that the weapon can be effectively fired twice per turn.&lt;br /&gt;
&lt;br /&gt;
==== Melee weapons ====&lt;br /&gt;
Melee weapons may also have modes, which describe what sort of action is employed, and its associated damage type, such as '''Slash''' for Sharp-type damage, or '''Stab''' for Piercing-type damage. Certain modes even allow some melee weapons to be used in different manners, e.g. a Ranged attack.&lt;br /&gt;
* All Class 5 Long weapons can be used to attempt up to 2 attacks per turn.&lt;br /&gt;
* All Class 5 Short weapons can be used to attempt up to 3 attacks per turn. This also applies to [[Weapon accessory#Bayonets|knife-bayonets used as C5S weapons]].&lt;br /&gt;
* The use of handgear is governed by [[Unarmed combat]], as they improve punching power as well as offer protection to the hands.&lt;br /&gt;
&lt;br /&gt;
All possible modes a weapon is capable of are always listed on the weapon's event line.&lt;br /&gt;
&lt;br /&gt;
==== Full-auto fire ====&lt;br /&gt;
Weapons capable of firing in full-auto mode possess a statistic called '''AutoROF''', which stands for &amp;quot;automatic rate of fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Instead of choosing a specific amount of shots or trigger pulls, a player wishing to have their Contestant fire in full-auto must instead pick a '''trigger pull length'''.&lt;br /&gt;
The actual amount of shots fired from an automatic weapon will vary, depending on the combination of both trigger pull length and AutoROF stat.&lt;br /&gt;
&lt;br /&gt;
'''AutoROF''' is a numerical value which corresponds roughly to half the firearm's real-life rate of fire in rounds per second (RPS), rounded up.&lt;br /&gt;
* The Kalashnikov AKM has a rate of fire of 600 RPM, or 10 RPS, which translates into an AutoROF stat of '''5'''.&lt;br /&gt;
* Conversely, the Colt M4A1's rate of fire is 900 RPM, or 15 RPS, which translates into an AutoROF stat of '''8''' (7.5 rounded up). &lt;br /&gt;
&lt;br /&gt;
The '''trigger pull length''' system offers players the ability to fire bursts of variable lengths, informally called '''&amp;quot;pull speeds&amp;quot;'''. There are four different speeds:&lt;br /&gt;
* '''I - Short''': Amount of shots fired is equal to '''1d''AutoROF'''''. (Examples; AKM: 1d5 shots, M4A1: 1d8 shots)&lt;br /&gt;
* '''II - Medium''': Amount of shots fired: '''2d''AutoROF'''''. (Examples; AKM: 2d5 shots, M4A1: 2d8 shots)&lt;br /&gt;
* '''III - Long''': Amount of shots fired: '''3d''AutoROF'''''. (Examples; AKM: 3d5 shots, M4A1: 3d8 shots)&lt;br /&gt;
* '''IV - Magdump''': Amount of shots fired is always equal to '''AutoROF value * 10''' (AKM: 50 shots ; M4A1: 80 shots)&lt;br /&gt;
&lt;br /&gt;
==== One-handed use and dual wielding ====&lt;br /&gt;
By default, all weapons are considered to require the use of both hands.&lt;br /&gt;
&lt;br /&gt;
It is possible to use a weapon '''one-handed''', as well as '''dual wield''' weapons (also known as '''two-weaponing'''), though there are certain restrictions.&lt;br /&gt;
&lt;br /&gt;
'''One-handed:'''&lt;br /&gt;
* '''One-handed usage''' of any weapon causes a '''FT+1 malus'''. There are no benefits to one-handed shooting, other than to make it possible in case the user [[severed limb|loses a limb]].&lt;br /&gt;
** Additionally, certain weapon accessories cannot be used while dual-wielding; all Underbarrel accessories (Foregrip, bipod, underbarrel weapons).&lt;br /&gt;
&lt;br /&gt;
'''Dual-wielding:'''&lt;br /&gt;
* Each weapon can be individually aimed at different given targets if desired, at the shooter's choice.&lt;br /&gt;
* The dual-wielding malus is the '''one-handed malus''', applied to both weapons.&lt;br /&gt;
* The base initiative score of a dual-wielding character is equal to that of the heaviest weapon used. This is before any IS modifiers, if any exist.&lt;br /&gt;
* Attack dice (2d6 per shot/attack attempted) must be rolled for each weapon when used depending on how many rounds fired/attacks attempted with each, as though they were used individually.&lt;br /&gt;
&lt;br /&gt;
The types of weapons that can be dual-wielded largely depend on their weapon category (for firearms and heavy weapons) or the weapon skill (for melee weapons). A group may belong to either an '''Unrestricted''' category (can dual-wield with it) or a '''Restricted''' category ('''cannot''' dual-wield with it, no matter what):&lt;br /&gt;
&lt;br /&gt;
* '''Unrestricted''' weapon types: Auto pistol, Crude weapon, Hand grenade, Knife, One-handed club, One-handed sword, Pistol, Revolver, Thrown weapons&lt;br /&gt;
* '''Restricted''' weapon types: Archery, Axe, Combat rifle, Conventional rifle, Exotic weapons (both kinds), Flamethrower, Grenade launcher, Machine gun, Planted explosive, Precision rifle, Rocket launcher, Shotgun, Submachine gun, Two-handed club, Two-handed sword, Staff/Pole weapons, Whip/Lash weapons&lt;br /&gt;
&lt;br /&gt;
'''Specific weapon exemptions''' - These individual weapons may be dual-wielded despite the fact they belong to a restricted weapon type:&lt;br /&gt;
* B+T MP9-N (Submachine gun)&lt;br /&gt;
* CZ Skorpion vz. 61 (Submachine gun)&lt;br /&gt;
* CZ Skorpion vz. 83 (Submachine gun)&lt;br /&gt;
* Danuvia VD-01 (Submachine gun)&lt;br /&gt;
* Flammenwerfer (Flamethrower) &lt;br /&gt;
* H&amp;amp;K MP5K (Submachine gun)&lt;br /&gt;
* H&amp;amp;K MP7A1 (Submachine gun)&lt;br /&gt;
* IMI UZI (Submachine gun)&lt;br /&gt;
* IMI Micro-UZI (Submachine gun)&lt;br /&gt;
* IZHMASH PP-91 Kedr (Submachine gun)&lt;br /&gt;
* KBP OTs-62 (Shotgun)&lt;br /&gt;
* MAC-10 (with stock extended) (Submachine gun)&lt;br /&gt;
* MAC-11 (with stock extended) (Submachine gun)&lt;br /&gt;
* Remington Spartan 220 sawed-off (Shotgun)&lt;br /&gt;
* Sterling Mark 7 (Submachine gun)&lt;br /&gt;
* ZiD AEK-919K Kashtan (Submachine gun)&lt;br /&gt;
&lt;br /&gt;
=== Weapon stocks ===&lt;br /&gt;
Firearms may be equipped with various kinds of stocks - or not! A firearm's stock type falls under one of five categories:&lt;br /&gt;
* '''S - Fixed stock'''&lt;br /&gt;
** A firearm equipped with a stock allows the user to shoulder the weapon and aim accurately.&lt;br /&gt;
** Fixed stocks are considered to be the &amp;quot;default&amp;quot;; they offer no advantages or disadvantages and have no influence on accuracy. Weapons with fixed stocks generally have higher Weight.&lt;br /&gt;
* '''RS - Retracting stock'''&lt;br /&gt;
** A firearm equipped with a retracting stock allows the user to '''choose between two stock modes''': '''Open''' and '''Retracted'''.&lt;br /&gt;
** '''Open stocks''' act like fixed stocks and offer default accuracy.&lt;br /&gt;
** '''Retracted stocks''' shorten the length of the weapon but still allow the user to shoulder, allowing the weapon to be drawn more quickly, but at the expense of some accuracy.&lt;br /&gt;
*** Effects: '''IS tier -1''' but '''Inaccuracy Range +1'''.&lt;br /&gt;
* '''FS - Folding stock'''&lt;br /&gt;
** A firearm equipped with a folding stock allows the user to '''choose between two stock modes''': '''Open''' and '''Folded'''.&lt;br /&gt;
** '''Open stocks''' act like fixed stocks and offer default accuracy.&lt;br /&gt;
** '''Folded stocks''' shorten the length of the weapon even more, by folding the stock to one side of (or even above or under) the receiver. Although this makes the weapon far more compact, the weapon cannot be shouldered anymore, making it far less accurate.&lt;br /&gt;
*** Effects: '''Weight tier -1''' but '''Failure Threshold +1'''.&lt;br /&gt;
* '''FRS - Folding/Retracting stock'''&lt;br /&gt;
** A firearm equipped with a folding/retracting stock allows the user to '''choose between all three stock modes''': '''Open''', '''Retracted''' and '''Folded'''.&lt;br /&gt;
** The effects of open, retracted, and folded stocks apply depending on the selected mode.&lt;br /&gt;
* '''N - No stock'''&lt;br /&gt;
** A firearm equipped with no stock cannot be shouldered.&lt;br /&gt;
** Stockless firearms are generally the lightest and most compact firearms (compared to weapons with stocks), but they cannot be aimed as accurately; the trade-off for lower weight is lower accuracy. The negative effects are similar to that of a folded stock, but in a more permanent fashion.&lt;br /&gt;
*** Effect: '''Failure Threshold +1'''.&lt;br /&gt;
&lt;br /&gt;
Stock modes do not apply to Class 4, Class 5, or Handgear weapons, and thus are not affected by these rules.&lt;br /&gt;
&lt;br /&gt;
If the Contestant is equipped with firearms with multiple stock modes, '''switching to another stock mode is a free action that can be done only once per turn,''' similarly to choosing a fire mode.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
The [[Damage chart|damage chart]] of a weapon, if not a melee weapon, is determined by the [[Ammunition|ammunition]] it uses; as such, for more information about how much it will hurt a target depending on its [[Protection chart|armor class]], check the corresponding article of its [[Ammunition|ammunition]] used.&lt;br /&gt;
&lt;br /&gt;
=== Reloading weapons ===&lt;br /&gt;
When outside combat, any weapon reloading or magazine (or eqv.) refilling is considered to not take any turns. It becomes a free action, of sorts.&lt;br /&gt;
&lt;br /&gt;
When in combat:&lt;br /&gt;
* The standard reloading action always takes '''1 turn''' to perform. This includes chambering a round from a magazine.&lt;br /&gt;
** If the weapon uses magazines, moon clips, en-bloc clips, or ammunition belts, the old one will be dropped on the floor, the new one being used to feed the weapon.&lt;br /&gt;
** If the weapon uses speedloaders, stripper clips, or speed strips, ammunition is removed from them in order to feed the weapon, then they are dropped on the floor during the reloading process.&lt;br /&gt;
* Take good note of dropped items if your Contestant had to reload during combat, so as to not forget magazines (or eqv.) behind!&lt;br /&gt;
** It is possible to verbally announce the magazines/etc. are '''swapped''' instead, so that the old mag (or eqv.) goes in the inventory (if accessible, see [[LBE#Capacity]]). Doing so is optional and does not take additional time.&lt;br /&gt;
* If the weapon has to be reloaded manually (from loose rounds), the contestant may reload '''up to 3 rounds in 1 turn'''. &lt;br /&gt;
* Likewise for magazines/other feeding systems, if the user chooses to refill them in the middle of combat, '''up to 3 rounds per turn''' only.&lt;br /&gt;
* Chamber-loading a firearm, either to refill it to maximum capacity (see below for more info), or because the magazine is missing, '''is an action which takes 1 turn on its own'''.&lt;br /&gt;
** Example: When reloading a Tokarev TT-33, which has an 8-round magazine, refilling the magazine (8 rounds) plus the weapon (chamber-loading) would take 4 turns. While the total amount of rounds is indeed 9 (8+1), the magazine and the chamber-loading are treated as being separate reloading instances; thus explaining why it doesn't take 3 turns.&lt;br /&gt;
* Regardless of the weapon type, '''emptying (unloading) 1 weapon or 1 magazine''' takes '''1 turn'''.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Many firearms have a capacity written as &amp;quot;xx'''+1'''&amp;quot;. This denotes &amp;quot;xx rounds of ammunition in the (magazine, etc.) '''plus 1''' in the chamber&amp;quot;. 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).&lt;br /&gt;
*'''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, multiple-barreled 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.&lt;br /&gt;
&lt;br /&gt;
==== Special reloading rules ====&lt;br /&gt;
&lt;br /&gt;
===== By weapon type =====&lt;br /&gt;
*[[Bow|Bows]], [[Crossbow|crossbows]], [[Fukiya]], and [[Taser X26c]]: Can be reloaded the same turn they've been fired.&lt;br /&gt;
*'''Single-shot firearms (including multiple barreled firearms)''': These weapons can be reloaded in the same turn they've been fired, within the limit of max 3 loose rounds per turn ('''quadruple-barreled''' firearms cannot be fully reloaded in the same turn they were emptied, for example).&lt;br /&gt;
*'''Bolt-actions with internal magazines''': If reloading with loose rounds, can fire ONE round and be reloaded with ONE round, in the same turn.&lt;br /&gt;
*'''Pump-actions, lever-actions and semi-automatics with internal tubes''': If reloading with loose rounds... you can either:&lt;br /&gt;
** Fire TWO rounds and reload ONE round in the same turn.&lt;br /&gt;
** Or fire ONE round and reload TWO rounds in the same turn.&lt;br /&gt;
*'''Single-action revolvers + Nagant M1895 revolver''': These weapons first require 1 turn to eject all the spent casings before being able to load new rounds, with one exception (see below). Using a '''speed strip''' may help reducing the time to reload; they allow the Contestant to fully reload a single-action revolver in one turn, rather than being subject to the &amp;quot;loose rounds&amp;quot; rule.&lt;br /&gt;
** Example: A '''Colt Single Action Army''' has a capacity of 6 rounds. Once all rounds are fired, one turn must be spent to remove the spent casings. If the shooter has a speed strip, then only one turn is required to reload it fully; if not, then as per the loose rounds rule, it would take 2 turns to load all 6 rounds - for a total of 3 turns.&lt;br /&gt;
** '''Exception:''' SA revolvers can fire ONE round and be reloaded with ONE loose round in the same turn, similarly to bolt-action firearms with internal magazines.&lt;br /&gt;
* '''Combination guns''' can be reloaded as normally; up to 3 rounds per turn, with the added bonus that caliber doesn't matter; multiple rounds of multiple calibers can be reloaded in a single turn, so long as they are within the limit of up to 3 per turn.&lt;br /&gt;
&lt;br /&gt;
===== For specific weapons =====&lt;br /&gt;
*'''CZ 75 AUTOMATIC''': This weapon is designed to accept a second magazine in '''storage''' (meaning that the weapon merely holds the magazine, and is not used to chamber ammunition). The second magazine is attached in front of the trigger guard. Attaching a storage magazine '''takes one turn'''. Once attached, it counts as immediately available, and can be used and swapped with another magazine to perform a reload, as though it was in the inventory.&lt;br /&gt;
** In addition, if a CZ 75 AUTOMATIC has a storage magazine attached, that magazine '''is considered to be a [[weapon accessory#foregrip|foregrip]]''', with all of the appropriate effects.&lt;br /&gt;
*'''DSR Precision DSR-1''': This weapon is designed to accept a second magazine in '''storage''' (meaning that the weapon merely holds the magazine, and is not used to chamber ammunition). The second magazine is attached in front of the trigger guard. Attaching a storage magazine '''takes one turn'''. Once attached, it counts as immediately available, and can be used and swapped with another magazine to perform a reload, as though it was in the inventory.&lt;br /&gt;
*'''FN Herstal M249 Minimi''', '''IMI Negev''': These weapons can be fed using either ammunition belts or box magazines. When fed with box magazines, the amount of Condition lost on a critical failure is doubled for these weapons.&lt;br /&gt;
*'''H&amp;amp;K G11K2 (+ [[Customs:Minor|modified variants]])''': This weapon is designed to accept two extra magazines in '''storage''' (meaning that the weapon merely holds the magazines, and are not used to chamber ammunition). The second and third magazine are attached to the sides of the rifle. Attaching a storage magazine '''takes one turn'''. Once attached, it counts as immediately available, and can be used and swapped with another magazine to perform a reload, as though it was in the inventory.&lt;br /&gt;
*'''Kel-Tec KSG-12''' and '''KSG-25''': These weapons are unique in that they possess two tube magazines, and a switch allowing the shooter to toggle which magazine is active. Selecting a magazine is treated the same as selecting a fire mode; it is a free action, but it must be declared during a turn and can only be done once per turn. Magazines are referred to as '''Left (L)''' and '''Right (R)'''.&lt;br /&gt;
** When switching from one tube to another, if the chamber is empty, chambering a fresh round after switching tubes is considered part of the free action.&lt;br /&gt;
*'''Springfield M1 Garand (+ [[Customs:Minor|modified variants]])''': Contrary to popular knowledge, if the rifle still has ammunition loaded, it is possible to reload it; there are two ways to do so, both of which can be performed in the game:&lt;br /&gt;
** '''Manual reload''': A shooter may cause the rifle to extract the clip with any unfired ammunition that it still carries; the shooter simply needs to press a button on the left side of the rifle, then pull the charging handle, ejecting the chambered round and the clip plus remaining ammo immediately, allowing it to be replaced with a fresh one. When manually reloading the M1 garand, '''the chambered round, and the clip (plus remaining ammunition), will be dropped separately''', allowing the shooter to '''spend the turn to reload the rifle as one would normally.'''&lt;br /&gt;
** '''Top off''': A shooter may &amp;quot;top off&amp;quot; an M1 Garand as a reload action; the shooter will pull the bolt back and keep the clip and previously chambered cartridge into the magazine; it is then possible to load the weapon with loose rounds. As such, when &amp;quot;topping off&amp;quot; the M1 Garand, '''up to 3 rounds per turn''' can be loaded, just like a with a bolt-action rifle, for example.&lt;br /&gt;
&lt;br /&gt;
=== Swapping and disposing of weapons ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
When in combat:&lt;br /&gt;
*Swapping two '''equipped or immediately accessible''' weapons takes no turns and is a free action.&lt;br /&gt;
*'''Spare weapons''' (weapons stored in a backpack) cannot be accessed in any way, unless the backpack has been set down and opened; this requires 1 turn&lt;br /&gt;
*Picking up a weapon that is not equipped takes no turns and is a free action, under certain conditions:&lt;br /&gt;
** The weapon has to be '''immediately accessible''': Located in a piece of [[LBE|load-bearing equipment]] other than a backpack (if in a backpack, it must be set down first, which requires 1 turn), or on the floor (only if the Contestant is on the same side as the desired item ; see '''NOTE2''' below)&lt;br /&gt;
** This rule is valid for non-weapons as well - [[LBE|other items]] can be immediately used if they are ''immediately accessible'' as well.&lt;br /&gt;
*Dropping a weapon takes no turns and is a free action, as long as the weapon is immediately accessible.&lt;br /&gt;
*In addition to the equipment slots and load-bearing equipment, it is tolerated (but not encouraged) to '''temporarily pick up weapons in hands'''. Temporary in-hands weapons can be used normally, but must be equipped, spared (if possible), or dropped (if nothing else), if the Contestant wishes to use ''any'' other item.&lt;br /&gt;
*Passing a weapon (or any other item) to an ally, teammate or similar, takes '''one turn''' for each. Receiving a weapon (or any other item) from someone else is a free action as long as the receiving hands are free. (Hands are considered &amp;quot;not free&amp;quot; if the hands are currently occupied by a temporary in-hands weapons; in other words - drop the temporary in-hands weapon if you want to receive items from someone else!)&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Certain weapons have a Weight rating set to &amp;quot;Unsparable&amp;quot;, which is one tier above 30 units. &amp;quot;Unsparable&amp;quot; weapons cannot be stored in a backpack.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''NOTE2:''' If the contestant intends to grab an item on the floor while in combat, he or she must be sure it can be reached. See [[Gameplay mechanics#Battlespace|this page]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Firearm maintenance ===&lt;br /&gt;
''More information on this article: [[Firearm maintenance]]''&lt;br /&gt;
&lt;br /&gt;
=== Weapon rarity ===&lt;br /&gt;
Weapons are generated using a rarity system, which regulates rarity according to shop value. The higher the rarity level, the less chances such a weapon may be generated.&lt;br /&gt;
&lt;br /&gt;
Firearms and melee weapons are graded on two separate rarity scales:&lt;br /&gt;
&lt;br /&gt;
Firearms (Class 1-4):&lt;br /&gt;
* Rarity 1: &amp;lt;span style=&amp;quot;color: #6699CC&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt; - Chance to generate: 39%&lt;br /&gt;
* Rarity 2: &amp;lt;span style=&amp;quot;color: #50C878&amp;quot;&amp;gt;Regular&amp;lt;/span&amp;gt; - Chance to generate: 25%&lt;br /&gt;
* Rarity 3: &amp;lt;span style=&amp;quot;color: #0F52BA&amp;quot;&amp;gt;Premium&amp;lt;/span&amp;gt; - Chance to generate: 16%&lt;br /&gt;
* Rarity 4: &amp;lt;span style=&amp;quot;color: #66023C&amp;quot;&amp;gt;Superior&amp;lt;/span&amp;gt; - Chance to generate: 10%&lt;br /&gt;
* Rarity 5: &amp;lt;span style=&amp;quot;color: #CC0000&amp;quot;&amp;gt;Rare&amp;lt;/span&amp;gt; - Chance to generate: 7.5%&lt;br /&gt;
* Rarity 6: &amp;lt;span style=&amp;quot;color: #FFD700&amp;quot;&amp;gt;Extraordinary&amp;lt;/span&amp;gt; - Chance to generate: 2.5%&lt;br /&gt;
* Rarity 7: &amp;lt;span style=&amp;quot;color: #FFFFFF&amp;quot;&amp;gt;Unique&amp;lt;/span&amp;gt; - Never generated randomly, is applied to custom weapons, crafting-only weapons, specs docs weapons, and other unique weapons.&lt;br /&gt;
&lt;br /&gt;
Melee weapons (Class 5L, 5S and Handgear): &lt;br /&gt;
* Rarity 1: &amp;lt;span style=&amp;quot;color: #6699CC&amp;quot;&amp;gt;Common&amp;lt;/span&amp;gt; - Chance to generate: 42%&lt;br /&gt;
* Rarity 2: &amp;lt;span style=&amp;quot;color: #50C878&amp;quot;&amp;gt;Regular&amp;lt;/span&amp;gt; - Chance to generate: 35.5%&lt;br /&gt;
* Rarity 3: &amp;lt;span style=&amp;quot;color: #0F52BA&amp;quot;&amp;gt;Premium&amp;lt;/span&amp;gt; - Chance to generate: 17.5%&lt;br /&gt;
* Rarity 4: &amp;lt;span style=&amp;quot;color: #66023C&amp;quot;&amp;gt;Superior&amp;lt;/span&amp;gt; - Chance to generate: 5%&lt;br /&gt;
* Rarity 7: &amp;lt;span style=&amp;quot;color: #FFFFFF&amp;quot;&amp;gt;Unique&amp;lt;/span&amp;gt; - Never generated randomly, is applied to custom weapons, crafting-only weapons, specs docs weapons, and other unique weapons.&lt;br /&gt;
&lt;br /&gt;
=== Special rules ===&lt;br /&gt;
&lt;br /&gt;
==== Bows ====&lt;br /&gt;
* [[Statistics|Strength]] affects weapon damage, similarly to a regular melee weapon. (e.g. Strength 135% = 1.35x damage)&lt;br /&gt;
* Every arrow fired '''breaks when hitting a target''', and '''doesn't break when missing.'''&lt;br /&gt;
** Arrows that don't break can be retrieved (they will land on the Battlespace Side that was being aimed at).&lt;br /&gt;
** '''Exception:''' Explosive arrows always break after being fired, as they're explosive.&lt;br /&gt;
* '''FT+1 malus with all bows''', same as stockless firearms.&lt;br /&gt;
* '''Bows are faster''': The amount of maximum shots and reloads that can be performed per turn depends on '''Archery skill level''', with an '''IR+1''' malus for any shot fired after the first one. (Shot 2: IR+1. Shot 3: IR +2, and so on...)&lt;br /&gt;
&lt;br /&gt;
==== Combination guns ====&lt;br /&gt;
Combination guns are a type of firearm with multiple barrels, chambered in at least 2 different calibers. They exist in two subtypes: '''Combination long guns''' and '''Combination handguns'''.&lt;br /&gt;
&lt;br /&gt;
* Combination gun users must declare which Caliber Mode or CM (essentially which barrel/set of barrels of the same caliber) they intend to use.&lt;br /&gt;
* Selecting a caliber mode is a free action, comparable to selecting a fire mode (can only be done once per turn).&lt;br /&gt;
* [[Skills|Combat skills]] used depends on the caliber and combination gun subtype. See that page for more info.&lt;br /&gt;
&lt;br /&gt;
==== Crossbows ====&lt;br /&gt;
* Damage is not affected by Strength; crossbow type and ammunition type are the factors determining damage. (closer to a firearm in behavior)&lt;br /&gt;
* Every bolt fired '''breaks when hitting a target''', and '''doesn't break when missing.'''&lt;br /&gt;
** Bolts that don't break can be retrieved (they will land on the Battlespace Side that was being aimed at).&lt;br /&gt;
** Exception: Explosive bolts always break after being fired, as they're explosive.&lt;br /&gt;
* '''Crossbows may have stock types''', like firearms, with appropriate effects.&lt;br /&gt;
* '''Crossbows are slower''': They are restricted to '''no more than 1 shot + 1 reload per turn''', regardless of the crossbow type.&lt;br /&gt;
&lt;br /&gt;
==== Disposable rocket launchers ====&lt;br /&gt;
* Multiple disposable rocket launchers can be carried in a single equipment slot, as long as they are all the same model. '''Light''' disposable launchers allow up to 4 launchers, '''Medium''' allow up to 3, and '''Heavy''' up to 2.&lt;br /&gt;
&lt;br /&gt;
==== Flamethrowers ====&lt;br /&gt;
* Flamethrower ammunition is counted in seconds. 1 &amp;quot;round&amp;quot; of ammunition corresponds to 1 second of fire. Up to 5 &amp;quot;rounds&amp;quot; per turn can be fired with a flamethrower.&lt;br /&gt;
* Flamethrowers are not subjected to [[Weapon maintenance]] and therefore do not have maintenance stats, nor do they need to be repaired or cleaned.&lt;br /&gt;
* Flamethrowers cannot be reloaded unless they are completely empty. Flamethrower reload packs therefore solely exist for the purpose of completely refilling them; and once used that way, they disappear (making them one-use items).&lt;br /&gt;
* All flamethrowers call for [[Skills|Flamethrowers combat skill]].&lt;br /&gt;
* [[Gameplay mechanics|Critical failures]] with a flamethrower cause a unique, special type of failure: '''Failure to burn'''.&lt;br /&gt;
* Flamethrowers are grouped in three categories: '''Disposable''', '''Light''' and '''Heavy'''.&lt;br /&gt;
** Disposable flamethrowers work on the same principle as disposable rocket launchers (see above); multiple of the same model of disposable flamethrower can be carried in the same equipment slot (if weapon Class permits): '''Up to 3''' per equipment slot.&lt;br /&gt;
** Light flamethrowers are the closest to regular firearms and have no special equipment rules.&lt;br /&gt;
** Heavy flamethrowers allow users to '''equip their fuel tank in a Primary equipment slot''' instead of taking space in the inventory (the weapon itself must still be equipped in a Primary equipment slot, meaning that in order to save the most inventory space, a heavy flamethrower will occupy both Primary slots).&lt;br /&gt;
** In addition, heavy flamethrowers generally have '''a weight value that is different from their IS'''; the weapon event line will show that difference and display the weapon's weight and IS values separately.&lt;br /&gt;
&lt;br /&gt;
==== Machine guns ====&lt;br /&gt;
Certain machine guns use ammunition belts. There are two types of ammunition belts: Disintegrating, and non-disintegrating.&amp;lt;br/&amp;gt;&lt;br /&gt;
Non-disintegrating belts can be treated the same as giant magazines. This section only concerns '''disintegrating belts'''.&lt;br /&gt;
&lt;br /&gt;
Firearms that can be fed with disintegrating link belts will eject '''belt links''' on the floor alongside casings. Unlike casings, there is no skill requirement to find links; firing 200 rounds will always result in 200 belt links on the floor.&lt;br /&gt;
&lt;br /&gt;
When in possession of compatible belt links and ammunition, the Contestant can '''spend 1 turn to combine 3 links and 3 rounds together'''. This results in the creation of a loose ammo belt. This act can be scaled to however many rounds a Contestant wishes to link together.&lt;br /&gt;
* Example: If the Contestant wishes to create a 50-round ammo belt, he/she will spend 17 turns to combine 50 belt links and 50 rounds.&lt;br /&gt;
&lt;br /&gt;
* Example event line: '''[Weapon accessory] M13 ammo belt, loose, disintegrating links, 7.62x51mm NATO, 50 rounds - [0 /50] - Weight: (variable, 0.02 per round)'''&lt;br /&gt;
&lt;br /&gt;
The Contestant also has the possibility to '''spend 1 turn to divide an existing belt into two shorter belts'''.&lt;br /&gt;
* Example: The Contestant can separate a 100-round ammo belt into two 50-round ammo belts, or into one 25-round and one 75-round, etc.&lt;br /&gt;
&lt;br /&gt;
Although links have an individual weight of 0.01, loose ammo belts are not heavier than unlinked ammunition; a 50-round loose belt weighs as much as 50 rounds, for instance. As such, it is always more space efficient to combine ammo and links.&lt;br /&gt;
&lt;br /&gt;
There is no upper limit to how much ammunition can be linked together into loose ammo belts, other than weight concerns.&lt;br /&gt;
&lt;br /&gt;
The Contestant must distinguish between '''loose ammo belts''' and '''ammo belt boxes''':&lt;br /&gt;
&lt;br /&gt;
Loose ammo belts:&lt;br /&gt;
* Have a variable capacity, which depends on however many rounds are linked together&lt;br /&gt;
* Cannot be carried by a firearm like a magazine or a belt box. &lt;br /&gt;
** The Contestant may load a loose ammo belt into a compatible firearm, but only if the belt is in a directly accessible part of the inventory. Firearms loaded with such belts are therefore &amp;quot;loaded from the inventory&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Ammo belt boxes:&lt;br /&gt;
* Are designed to contain ammo belts of a specific type (e.g. M13 belt boxes can only contain M13 belts, and so on)&lt;br /&gt;
* Can be loaded into a compatible firearm, which will carry it, like a magazine. '''It takes 1 turn to load a loose belt into a belt box'''.&lt;br /&gt;
* Have a maximum capacity&lt;br /&gt;
** A Contestant may load loose belts of any length as long as it's equal or inferior to the listed capacity. For example, a 74-round loose belt loaded in a 100-round belt box is fine, but a 124-round loose belt is not.&lt;br /&gt;
&lt;br /&gt;
==== Specific weapons ====&lt;br /&gt;
* '''MAC-10''', '''MAC-11''':&lt;br /&gt;
** By default, these weapons are '''submachine guns''' when the stock is open. Weapon type becomes '''Auto pistol''' when the stock is folded. This means that the weapon skills this weapon calls for may change depending on whether the stock is open or folded: '''Rifle''' skills if open, '''Pistol''' skills if folded.&lt;br /&gt;
&lt;br /&gt;
= Lists of weapons =&lt;br /&gt;
&lt;br /&gt;
There is a grand total of '''740''' weapons that can be used by the [[Contestant]] in MazeWorld.&lt;br /&gt;
* 261 Class 1 weapons&lt;br /&gt;
* 89 Class 2 weapons&lt;br /&gt;
* 183 Class 3 weapons&lt;br /&gt;
* 27 Class 4 weapons&lt;br /&gt;
* 129 Class 5 weapons, including: &lt;br /&gt;
** 72 Class 5 Long&lt;br /&gt;
** 57 Class 5 Short&lt;br /&gt;
* 9 Handgear items, which can be considered weapons on their own&lt;br /&gt;
* 8 [[Weapon accessory#Underbarrel_grenade_launchers|Underbarrel grenade launchers]], including:&lt;br /&gt;
** 7 detachable UGLs (which can be considered weapons on their own)&lt;br /&gt;
** 1 integrated UGL (which is integral to the weapon it is mounted on)&lt;br /&gt;
* 3 [[Weapon accessory#Underbarrel_shotguns|Underbarrel shotguns]], which can be considered weapons on their own&lt;br /&gt;
* 31 [[Weapon accessory#Bayonets|Bayonets]], including:&lt;br /&gt;
** 27 knife-bayonets (which can be used as Class 5S weapons if so desired)&lt;br /&gt;
** 2 non-knife-bayonets (which requires mounting to a firearm to be used as a weapon)&lt;br /&gt;
** 2 integrated bayonets (which is integral to the weapon it is mounted on)&lt;br /&gt;
&lt;br /&gt;
=== Class 1 weapons ===&lt;br /&gt;
Class 1 weapons constitute the bread and butter of primary weapons, with types and efficiency running almost the full spectrum - from diminutive .22 LR training rifles to the most powerful of antimateriel rifles or rocket launchers, and everything in between; assault rifles, battle rifles, shotguns, machine guns, sniper rifles, and so on.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Class 1 Weapons|List of Class 1 weapons]]&lt;br /&gt;
&lt;br /&gt;
=== Class 2 weapons ===&lt;br /&gt;
Class 2 weapons cover the submachine guns, personal defense weapons, compact assault rifles and compact shotguns of the game. 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.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Class 2 Weapons|List of Class 2 weapons]]&lt;br /&gt;
&lt;br /&gt;
=== Class 3 weapons ===&lt;br /&gt;
Class 3 weapons cover the one-handed weapons of the game, such as handguns, machine pistols, compact submachine guns and sawed-off shotguns. The relatively high variety in sizes, types and calibers makes Class 3 weapons versatile and suited for many different uses, from simple backup weapon to hand-cannon.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Class 3 Weapons|List of Class 3 weapons]]&lt;br /&gt;
&lt;br /&gt;
=== Class 4 weapons ===&lt;br /&gt;
Class 4 weapons cover the explosives and grenades of the game. 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.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Class 4 Weapons|List of Class 4 weapons]]&lt;br /&gt;
&lt;br /&gt;
=== Class 5 weapons ===&lt;br /&gt;
Class 5 weapons cover the melee weapons and the occasional few non-firearm ranged weapons of the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
Class 5 weapons are separated in two subcategories: '''Short''' (one-handed) and '''Long''' (two-handed).&amp;lt;br /&amp;gt;&lt;br /&gt;
Weapons in this class are of various sizes and nature. Except in the case of the non-firearm ranged weapons, their chief advantage is that they use no ammunition, but the majority of them require the Contestant to be within melee range of the target. Certain of these weapons may have additional uses or modes as well, increasing their usefulness.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[List of Class 5 Weapons|List of Class 5 weapons]]&lt;br /&gt;
&lt;br /&gt;
=== Handgear ===&lt;br /&gt;
Technically being both [[Clothing and armor|clothing]] and weapons, Handgear are a weapon Class on their own, as they affect the power of the Contestant's punches. Hand-to-hand combat is generally represented as [[unarmed combat]], though wearing better handgear improves efficiency - both as weapons and as protective gear.&amp;lt;Br/&amp;gt;&lt;br /&gt;
Handgear are the only items that will protect the contestant from [[Wound|injuries]] to the hands. It is never a bad idea to upgrade handgear, as it will both improve protection and damage done to enemies with them.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''NOTE:''' Youkai wearing handgear do not benefit from the Armor Class protection of handgear.&lt;br /&gt;
&lt;br /&gt;
[[List of Handgear]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Weapon accessory]]&lt;br /&gt;
*[[Supply crate]]&lt;br /&gt;
*[[Ammunition]]&lt;br /&gt;
*[[Statistics]]&lt;br /&gt;
*[[LBE]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Weapon_shop</id>
		<title>Weapon shop</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Weapon_shop"/>
				<updated>2019-09-29T16:26:14Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| ''Image needed!''&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
| '''Shop type'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Weapon shop&lt;br /&gt;
|-&lt;br /&gt;
| '''Vendor'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Weapons dealer&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Rules of a weapon shop ===&lt;br /&gt;
*Sells '''24''' random, brand new (100% condition) weapons, excluding Class 4 weapons, sold at full price.&lt;br /&gt;
**Quantity of 1 per weapon, or 1d6 for these weapons: Ballistic knife, Kunai, Shuriken, Throwing axe, and all disposable rocket launchers.&lt;br /&gt;
*Sells '''12''' random, used weapons, excluding Class 4 weapons, in a '''used weapons bin''', with random condition between 1% and 99%, sold at a price matching the condition.&lt;br /&gt;
**Quantity of 1 for all used weapons.&lt;br /&gt;
*Sells '''8''' different Class 4 weapons, at a quantity of 1d6 per weapon.&lt;br /&gt;
*Sells '''1d12 retail boxes (ammo type random)''' per caliber displayed for sale.&lt;br /&gt;
*Has a '''12.5% chance''' to sell '''1 bulk can of ammunition (ammo type random)''' per caliber displayed for sale.&lt;br /&gt;
*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).&lt;br /&gt;
*Sells '''3d4 random non-magazine accessories''', irrelevant of the weapons and ammunition for sale.&lt;br /&gt;
*Has a '''50% chance''' to sell '''primer boxes (type random)'''. If in stock, '''3 random types''' will be found, '''1d3 boxes''' for sale per type.&lt;br /&gt;
*Has a '''50% chance''' to sell '''case boxes (type random)'''. If in stock, '''12 random calibers''' will be found, '''1d3 boxes''' for sale per type.&lt;br /&gt;
*Has a '''50% chance''' to sell '''powder jars (type random)'''. If in stock, '''1d6 powder jars per type''' will be found (including empty jars).&lt;br /&gt;
*Has a '''50% chance''' to sell '''projectile boxes (type random)'''. If in stock, '''12 random types''' will be found, '''1d3 boxes''' for sale per type.&lt;br /&gt;
*Has a '''50% chance''' to sell '''belt links'''. If in stock, '''all types''' will be found, '''1d6 boxes''' for sale per type.&lt;br /&gt;
* Sells '''1d3''' [[Weapon maintenance#Care and repairs|Gun Cleaning Kits]], 300 P$ per GCK.&lt;br /&gt;
* Sells '''1d3-1''' [[Weapon maintenance#Care and repairs|Gun Repair Kits]], 800 P$ per GRK.&lt;br /&gt;
* Sells '''1d3-1''' [[Weapon maintenance#Care and repairs|Melee weapon Repair Kits]], 600 P$ per MRK.&lt;br /&gt;
*Buys back any product of the same types that the shop sells, for '''0.5x''' their shop value, multiplied by their current Condition percentage (rounded up) when applicable.&lt;br /&gt;
*If a customer is buying any command detonation planted explosive (C4 charges, SLAMs...), the shop will offer one [[Key item|detonator]] for free.&lt;br /&gt;
*'''Accepts''' credit.&lt;br /&gt;
*'''Accepts''' [[Valuable|valuables]] and will exchange them for money or credit.&lt;br /&gt;
*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)&lt;br /&gt;
&lt;br /&gt;
When threatened, a '''weapons merchant''' will use his/her personal weapon on the [[Contestant|contestant]] and will not hesitate to use deadly force if attacked.&amp;lt;br /&amp;gt;&lt;br /&gt;
Threatening or attacking a weapons merchant can give the contestant a [[Wanted Level|code orange]], and killing one can increase it to a [[Wanted Level|code red]].&lt;br /&gt;
&lt;br /&gt;
If a weapons merchant dies, they will drop the following:&lt;br /&gt;
&lt;br /&gt;
*[[Armalite AR-10]] combat rifle&lt;br /&gt;
*[[Load-bearing gear]]: M1956 Webbing&lt;br /&gt;
*3 full AR-10 magazines&lt;br /&gt;
*[[Clothing and armor]]: T-Shirt, Baseball cap, Mountain pants, Regular shoes&lt;br /&gt;
*A [[Valuable|big purse]]&lt;br /&gt;
&lt;br /&gt;
=== Wilco Weapons ===&lt;br /&gt;
'''Wilco Weapons''', or '''WW''' as it is sometimes referred to, is a weapon shop located in [[Towns|Calfair Sector]]. It is known for working closely with the weapons factory in Calfair Sector, and prides itself on selling its weapons &amp;quot;fresh off the factory&amp;quot;, as new as it can possibly get, therefore ensuring an inventory which is in fact larger than that of any other weapon shop in the Mazes. The owner of the shop, '''Willy Wilco''', descends from a long line of shopkeepers and belongs to a comically large family (to the point that the frequently forgets how many siblings he has).&lt;br /&gt;
&lt;br /&gt;
In this specific weapon shop, all usual services are available, plus some extra services:&lt;br /&gt;
&lt;br /&gt;
* WWW has a much larger inventory than other weapon shops:&lt;br /&gt;
** Sells '''40''' random, brand new weapons (100% condition and cleanliness), sold at full price.&lt;br /&gt;
** Sells '''20''' random, used weapons in a '''used weapons bin''', with random condition between 1% and 99%, and 100% cleanliness, sold at a price matching the condition.&lt;br /&gt;
** Sells '''one''' exemplary of every weapon displayed, or '''1d8''' bundles (for Class 4 weapons of any type, Ballistic Knives, Kunai, Shuriken and Throwing Axes).&lt;br /&gt;
*** Used weapons are always sold in '''single exemplaries''', even if they would qualify for bundles.&lt;br /&gt;
** Sells '''1d16-1 retail boxes (ammo type random)''' per caliber displayed for sale.&lt;br /&gt;
** Has a '''25% chance''' to sell '''1d2 bulk can of ammunition (ammo type random)''' per caliber displayed for sale.&lt;br /&gt;
** Sells '''1d20 standard magazines''' per weapon for sale, and '''1d6-1 non-standard magazines''' of each type per weapon for sale (one separate roll for each type).&lt;br /&gt;
** Sells '''5d6 random non-magazine accessories''', irrelevant of the weapons and ammunition for sale.&lt;br /&gt;
** Has a '''75% chance''' to sell '''primer boxes (type random)'''. If in stock, '''4 random types''' will be found, '''1d6 boxes''' for sale per type.&lt;br /&gt;
** Has a '''75% chance''' to sell '''case boxes (type random)'''. If in stock, '''16 random calibers''' will be found, '''1d6 boxes''' for sale per type.&lt;br /&gt;
** Has a '''75% chance''' to sell '''powder jars (type random)'''. If in stock, '''1d6-1 powder jars per type''' will be found (including empty jars).&lt;br /&gt;
&lt;br /&gt;
* WW also has a VIP client program.&lt;br /&gt;
** VIP clients receive 20% off on all purchases (except Special Order purchases)&lt;br /&gt;
** VIP clients have access to the Special Order service, which allows VIP clients to place an order for one specific weapon if it's not available in the shop. More details below.&lt;br /&gt;
&lt;br /&gt;
==== Special Order service ====&lt;br /&gt;
&lt;br /&gt;
Rules of the Special Order service:&lt;br /&gt;
* Only available to VIP clients. (see above)&lt;br /&gt;
* Only weapons and weapon accessories can be special ordered&lt;br /&gt;
* Only one item can be special ordered at a time, except for Class 4 weapons and magazines; up to 5 of the same type can be special ordered.&lt;br /&gt;
* No more than one type of item can be special ordered at any time, and if a special order is already in progress, another cannot be placed.&lt;br /&gt;
* Once a special order has been placed, it will take '''5 + 1d13 hours (6 to 18 hours)''' for it to arrive, from the moment the special order was placed. Once it has arrived, it will become available for the Contestant to pick up at Willy Wilco's Weapons, or, at no additional charge, the item may be sent to the Contestant's item vault instead.&lt;br /&gt;
&lt;br /&gt;
Special ordering weapons:&lt;br /&gt;
* Any weapon can be special ordered, with certain exceptions below:&lt;br /&gt;
** Crafting-only and specs-docs only weapons cannot be special ordered (technically this means anything with a Rarity rating of 7).&lt;br /&gt;
** Class 4 weapons cannot be special ordered in any quantity higher than one at a time.&lt;br /&gt;
* The higher the Rarity rating of the special order, the more time it will take to acquire it and the more expensive it will be.&lt;br /&gt;
* The cost multiplier for special ordering a weapon is: '''(Rarity value * 0.8) + 1'''. Multiply the result by the item's base price, and you obtain the final cost.&lt;br /&gt;
** Rarity 1: '''1.8x'''. Rarity 2: '''2.6x'''. Rarity 3: '''3.4x'''. Rarity 4: '''4.2x'''. Rarity 5: '''5x'''. Rarity 6: '''5.8x'''.&lt;br /&gt;
&lt;br /&gt;
Special ordering weapon accessories: &lt;br /&gt;
** Any weapon accessory can be special ordered (including Joshua magazines, despite Joshua being a crafting-only weapon.)&lt;br /&gt;
** The cost multiplier for special ordering a weapon accessoryis: '''(Type value) +1'''. Multiply the result by the item's base price, and you obtain the final cost.&lt;br /&gt;
*** Magazines, speedloaders, speed strips and moon clips: '''1.5x'''&lt;br /&gt;
*** Foregrips, Bipods: '''1.6x'''&lt;br /&gt;
*** Bayonets: '''1.7x'''&lt;br /&gt;
*** Ammo belts: '''1.8x'''&lt;br /&gt;
*** Silencers, muzzle brakes, shotgun chokes: '''2.0x'''&lt;br /&gt;
*** Weaponlights, Laser sights: '''2.3x'''&lt;br /&gt;
*** Flamethrower reload packs: '''2.5x'''&lt;br /&gt;
*** Reflex sights, Red dot sights, Scopes, Optic addons: '''3.0x'''&lt;br /&gt;
*** Underbarrel grenade launchers, Underbarrel shotguns: '''4.0x'''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Encounters#Shops_and_services|Other shops and services]]&lt;br /&gt;
*[[Gun shop]] for a '''firearms''' only shop&lt;br /&gt;
*[[Forge]] for a shop specialized in '''Class 5 weapons''' and '''Handgear'''&lt;br /&gt;
&lt;br /&gt;
*[[Weapon]]&lt;br /&gt;
*[[Ammunition]]&lt;br /&gt;
*[[Weapon accessory]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Gun_shop</id>
		<title>Gun shop</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Gun_shop"/>
				<updated>2019-09-29T16:26:02Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| ''Image needed!''&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
| '''Shop type'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Gun shop&lt;br /&gt;
|-&lt;br /&gt;
| '''Vendor'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Firearms dealer&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A '''gun shop''' is, as the name implies, a business in [[Mazeworld]] specialized in buying and selling [[Weapon|firearms]], [[Ammunition|ammunition]] and [[Weapon accessory|weapon accessories]]. Gun shops are very popular businesses in Mazeworld, as firearms and ammunition are a common consumer good alongside [[Food|food]] and [[Clothing and armor|clothes]].&lt;br /&gt;
&lt;br /&gt;
=== Rules of a gun shop ===&lt;br /&gt;
*Sells '''12''' random, brand new (100% condition) firearms, excluding Class 4 weapons, sold at full price.&lt;br /&gt;
**Quantity of 1 per weapon, or 1d6 for these weapons: All disposable rocket launchers.&lt;br /&gt;
*Sells '''6''' random, used firearms, excluding Class 4 weapons, in a '''used weapons bin''', with random condition between 1% and 99%, sold at a price matching the condition.&lt;br /&gt;
**Quantity of 1 for all used weapons.&lt;br /&gt;
*Sells '''6''' different Class 4 weapons, at a quantity of 1d6 per weapon.&lt;br /&gt;
*Sells '''1d12 retail boxes (ammo type random)''' per caliber displayed for sale.&lt;br /&gt;
*Has a '''12.5% chance''' to sell '''1 bulk can of ammunition (ammo type random)''' per caliber displayed for sale.&lt;br /&gt;
*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).&lt;br /&gt;
*Sells '''3d4 random non-magazine accessories''', irrelevant of the weapons and ammunition for sale.&lt;br /&gt;
*Has a '''50% chance''' to sell '''primer boxes (type random)'''. If in stock, '''3 random types''' will be found, '''1d3 boxes''' for sale per type.&lt;br /&gt;
*Has a '''50% chance''' to sell '''case boxes (type random)'''. If in stock, '''12 random calibers''' will be found, '''1d3 boxes''' for sale per type.&lt;br /&gt;
*Has a '''50% chance''' to sell '''powder jars (type random)'''. If in stock, '''1d6 powder jars per type''' will be found (including empty jars).&lt;br /&gt;
*Has a '''50% chance''' to sell '''projectile boxes (type random)'''. If in stock, '''12 random types''' will be found, '''1d3 boxes''' for sale per type.&lt;br /&gt;
*Has a '''50% chance''' to sell '''belt links'''. If in stock, '''all types''' will be found, '''1d6 boxes''' for sale per type.&lt;br /&gt;
* Sells '''1d3''' [[Weapon maintenance#Care and repairs|Gun Cleaning Kits]], 300 P$ per GCK.&lt;br /&gt;
* Sells '''1d3-1''' [[Weapon maintenance#Care and repairs|Gun Repair Kits]], 800 P$ per GRK.&lt;br /&gt;
*Buys back any product of the same types that the shop sells, for '''0.5x''' their shop value. For weapons, this value is multiplied by their current Condition percentage (rounded up).&lt;br /&gt;
*If a customer is buying any command detonation planted explosive (C4 charges, SLAMs...), the shop will offer one [[Key item|detonator]] for free.&lt;br /&gt;
*'''Accepts''' credit.&lt;br /&gt;
*'''Accepts''' [[Valuable|valuables]], if they are [[identification|identified]], and will exchange them for money or credit. Unidentified valuables will be turned down.&lt;br /&gt;
*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)&lt;br /&gt;
&lt;br /&gt;
When threatened, the '''firearms dealer''' will use his/her personal weapon, a [[Benelli M4 Super 90]], on the [[Contestant|contestant]] and will not hesitate to use deadly force if attacked.&amp;lt;br /&amp;gt;&lt;br /&gt;
Threatening or attacking a firearms dealer can give the contestant a [[Wanted Level|code orange]], and killing one can increase it to a [[Wanted Level|code red]].&lt;br /&gt;
&lt;br /&gt;
If a firearms dealer dies, they will drop the following:&lt;br /&gt;
&lt;br /&gt;
*[[Benelli M4 Super 90]] shotgun&lt;br /&gt;
*[[Load-bearing gear]]: Basic belt + TT-1C Shotgun vest&lt;br /&gt;
*24x 12 gauge [[Buckshot|buckshot]]&lt;br /&gt;
*[[Clothing and armor]]: T-Shirt, Baseball cap, Mountain pants, Regular shoes&lt;br /&gt;
*A [[Valuable|big purse]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Encounters#Shops_and_services|Other shops and services]]&lt;br /&gt;
*[[Weapon shop]] for a dealer selling all kinds of weapons&lt;br /&gt;
*[[Forge]] for a '''Class 5''' weapon only shop&lt;br /&gt;
&lt;br /&gt;
*[[Weapon]]&lt;br /&gt;
*[[Ammunition]]&lt;br /&gt;
*[[Weapon accessory]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Secondary_effect</id>
		<title>Secondary effect</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Secondary_effect"/>
				<updated>2019-09-28T17:25:30Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''secondary effect''' is a temporary or semi-permanent effect, which may be positive (A &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;buff&amp;lt;/span&amp;gt;), negative (an &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;ailment&amp;lt;/span&amp;gt;), or neither (a '''neutral effect'''). It is the result of consuming certain [[Food|foods]], [[Medical aid|meds or drugs]], while wearing specific [[Clothing and armor|clothes]], or under other effects, such as a [[Backpack|backpack]] overload.&lt;br /&gt;
&lt;br /&gt;
This page will list the secondary effects available, and what they do.&amp;lt;br /&amp;gt;&lt;br /&gt;
Consuming multiple instances of the same source will '''extend the effects''', while consuming different sources will instead '''stack together'''. &lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
*'''Consuming multiple instances of a same source:''' Drinking two [[List of food items|cups of black coffee]], which increase [[Agility]] by 1 for 10 turns each, will result in simply extending the length of that effect to double its duration; in this case, Agility +1 for 20 turns.&lt;br /&gt;
*'''Consuming different sources:''' Drinking a [[List of food items|cup of green tea]] and then a [[List of food items|cup of black coffee]] will actually activate two effects - the former increases Agility by 1 for 5 turns, and the latter increases Agility by 1 for 10 turns. This means that both effects stack rather than merge; for the first 5 turns, Agility will actually be increased by 2.&lt;br /&gt;
&lt;br /&gt;
=== Accuracy ===&lt;br /&gt;
'''Accuracy'''-related effects affect the ability to see, to fight accurately, with any weapon and land shots where needed, and eyesight in general.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Reduced accuracy&amp;lt;/span&amp;gt; causes the contestant to have a '''higher Failure Threshold value''', each instance increasing the FT by 1 point.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased accuracy&amp;lt;/span&amp;gt; is the inverse, it causes the contestant to have a '''lower Failure Threshold value''', each instance reducing the FT by 1 point.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Blindness&amp;lt;/span&amp;gt; occurs when the eyes of the contestant have been disabled, either temporarily (e.g., through '''environmental blindness''' if there is no light in a [[Room]]) or permanently (if the eyes have been destroyed). When blind, '''FT is set to 10 and becomes unaffected by modifiers''', until the effect dissipates, if it can. [[Inaccuracy Range|Inaccuracy range is not affected]], only FT is.&lt;br /&gt;
** A lesser effect is &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Perception Loss&amp;lt;/span&amp;gt;. If an encounter's eye is attacked and [[Gameplay mechanics#Aiming and body parts|destroyed]], but the encounter still has at least one functioning eye, then that encounter suffers from Perception Loss, with a '''Failure Threshold +2 effect'''. Eyes cannot be healed once destroyed. For the Contestant's case, the only way to recover from eye destruction is to purchase [[Bionics|Bionic eyes]]. Unlike with Blindness, FT modifiers can still be applied, even when afflicted with perception loss - since it is possible to improve the acuity of the still functioning eye or eyes, as opposed to having all eyes completely non-functional.&lt;br /&gt;
** NOTE: Certain encounters may have no eyes (or none that can be destroyed); but they may not be considered naturally blind unless explicitly specified.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Indestructible eyes&amp;lt;/span&amp;gt; is as the effect suggests: any effect that would cause eyes to be destroyed is negated, in turn preventing the potential perception loss and/or blindness that would be caused by the loss of eyes.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Inaccuracy Range modifiers&amp;lt;/span&amp;gt;, which may either be &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;decreased&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;increased&amp;lt;/span&amp;gt;, are effects which change the value of the [[Gameplay mechanics#Inaccuracy Range|Inaccuracy Range]].&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Night Vision&amp;lt;/span&amp;gt; causes the Contestant to be able to see correctly in dark environments. Night Vision has several effects:&lt;br /&gt;
** Night Vision '''cancels environmental blindness''' induced by dark environments (e.g. dark rooms, as mentioned above), and allows the ability to see correctly in the dark.&lt;br /&gt;
** Night Vision means greater sensitivity to strong light. If affected by the [[weapon accessory#weapon light|Dazzling effect of a weapon light]], the normal effects are replaced with Blindness (Soft light: 2 turns - Normal light: 3 turns - Strong light: 4 turns), unless equipped with the [[bionic augmentations|Ocular Shield augmentation]], which grants immunity to the effects of dazzling.&lt;br /&gt;
** Night Vision means greater vulnerability to the effects of a '''flashbang'''. If affected by a flashbang, the effect duration of the flashbang is tripled (6 turns instead of 2), unless equipped with the [[bionic augmentations|Ocular Shield augmentation]], which also grants immunity to the effects of flashbangs.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Typically, &amp;quot;Increased accuracy&amp;quot; and &amp;quot;Reduced accuracy&amp;quot; effects are shortened and commonly written using the format '''FT-x''' or '''FT+x''' for the sake of convenience.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''NOTE2:''' During FT calculation, if the final result were to be lower than 3 or higher than 10, then FT would be considered to be respectively 3 or 10.&lt;br /&gt;
&lt;br /&gt;
=== Addictions ===&lt;br /&gt;
''See this article: [[Addictions]]''&lt;br /&gt;
&lt;br /&gt;
=== Agility ===&lt;br /&gt;
Conditions related to the [[Agility]] statistic.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: cyan&amp;quot;&amp;gt;Extreme speed&amp;lt;/span&amp;gt; occurs when a creature's Agility stat reaches '''+4'''. At Agility +4, the creature benefits from an additional effect: the creature is so fast that it affects their combat performance, so they benefit from an '''Initiative Speed tier -1''' effect on all of their attacks, making them much faster.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Extreme slowness&amp;lt;/span&amp;gt; occurs when a creature's Agility stat reaches '''-4'''. At Agility -4, the creature suffers from an additional effect: the creature is so slow that it impairs their combat performance, so they suffer from an '''Initiative Speed tier +1''' effect on all of their attacks, making them much slower.&lt;br /&gt;
&lt;br /&gt;
=== Body-affecting ===&lt;br /&gt;
Conditions affecting the '''body''' of the targeted in general.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Cyanide poisoning&amp;lt;/span&amp;gt; occurs when the Contestant (or any other target sensitive to poisoning) is hit by a weapon or an attack laced with cyanide. Cyanide poisoning starts a countdown of 5 turns, during which the sufferer must use the appropriate antidote ([[Hydroxocobalamin]]) or find a [[hospital room]]. If the countdown falls to 0, instant [[death]] occurs. Cyanide poisoning is an extremely harsh condition; it is advised to keep Hydroxocobalamin syringes for such cases.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Nausea&amp;lt;/span&amp;gt; affects the contestant by making him/her feel nauseous. While under the effects of Nausea, the Contestant is afflicted with '''IR +1'''. This effect is permanent in duration, but can be eliminated by attempting to [[throwing up|throw up]]. Even if the check does not result in vomiting, the effect will be eliminated.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Alcohol poisoning&amp;lt;/span&amp;gt; is the condition the Contestant is afflicted with after reaching maximum [[Inebriation]]. When under this state, if the Contestant throws up, either intentionally or due to the effects of nausea, '''the Contestant will gain an amount of Pain equal to 10 times the amount of Inebriation points lost''' through vomiting. &lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Limping&amp;lt;/span&amp;gt;: If the victim is afflicted with a condition that would impair their ability to move normally. The victim suffers from '''[[Agility]] -1'''.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Crippled&amp;lt;/span&amp;gt; is a more severe variant of Limping: If the victim is afflicted with a condition that would severely impair their ability to move normally. The victim now suffers from [[Agility]] '''-2''', and '''Initiative Speed tier +1'''&lt;br /&gt;
** '''NOTE:''' It is impossible to be both Limping and Crippled. Crippled is considered an evolution of the Limping status; if Crippled is acquired while already Limping, Crippled replaces Limping.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Anti-Oni syndrome&amp;lt;/span&amp;gt;: Obtained by consuming certain [[Mushrooms]]. While under the effects of the syndrome, if the affected creature attempts consuming alcohol (any food item which causes [[Inebriation]]), any Inebriation gained will be negated; instead the creature will gain half as much [[Venom]] as the amount of Inebriation they would have gained.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Forced wakefulness&amp;lt;/span&amp;gt; is an effect caused by certain [[medical aids|meds]]. Not only does it grant immunity to sleep, it will also force awake and cancel out any active '''forced sleep''' effect, and it will prevent creatures from going into [[Pain|blackout]]. While under this effect, all attempts to [[resting|rest]] will automatically fail, direct [[Lorazepam]] injections will have no effect, and tranq ammunition, such as [[Fukiya blowgun|Tranq darts]], will also be ineffective.&lt;br /&gt;
** '''Forced wakefulness overrides forced sleep''' ; creatures that were already in a state of forced sleep will be forced awake.&lt;br /&gt;
** '''Forced wakefulness also overrides blacking out''' ; if the sufferer's Pain level would normally cause them to be in the Blackout threshold, forced wakefulness will keep the sufferer awake, overriding the normal effects and preventing them to black out, until whatever is causing them to normally be in black out is remedied, or until the forced wakefulness effect ends.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Forced sleep&amp;lt;/span&amp;gt; is a special state of sleep. It is generally an effect, such as from [[Lorazepam]] injections or tranquilizer ammunition, and it is always temporary. Creatures under a state of forced sleep are considered to be [[resting]] for as long as the effect lasts, with appropriate effects, and will as such be rendered helpless while sleeping ; which means damage cannot wake them up from the sleep state until the effect dissipates, or until they are afflicted with something causing '''Forced wakefulness''' ; which overrides forced sleep.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
'''Clothing'''-related effects are related to [[Clothing and armor|clothing]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Ballistic protective headgear&amp;lt;/span&amp;gt; mitigates the effects of shots to the head. When a Bullet-type attack is aimed at the body group(s) of a target wearing ballistic protective headgear, if it hits, then '''the incoming Pain and Limb Damage is halved'''. All ballistic protective armor generally protect '''only the head''', but there are certain models that can protect facial '''weak points''' such as the '''eyes''' ; see '''Face Concealment'''.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Immunity to gases&amp;lt;/span&amp;gt; allows the wearer of appropriate clothes to be unaffected by [[Secondary effect#Clouds|cloud hazards]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Indecent exposure&amp;lt;/span&amp;gt; occurs when a human is not wearing clothing to cover their lower body (and in the case of females, upper body as well), resulting in the relevant body parts being unprotected and naked. Indecent exposure is a [[Police attention|minor offense]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Fire-retardant&amp;lt;/span&amp;gt; clothing prevents the wearer from being &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;set on fire&amp;lt;/span&amp;gt; if hit by [[Protection chart|Spec-Fire]] attacks on body parts protected by this effect. The effect does not reduce [[Pain]] or [[Limb damage]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Explosion-proof&amp;lt;/span&amp;gt; clothing allows the wearer to benefit from '''0.5x [[Pain]] and [[Limb damage]] from Explosion-type damage''', on all body parts protected by this effect.&lt;br /&gt;
&lt;br /&gt;
*Clothing with the &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Half melee damage&amp;lt;/span&amp;gt; effect causes the wearer to '''suffer only 0.5x the Pain''' they would normally receive from Blunt-type, Sharp-type and Piercing-type hits, provided the hit lands on a body part that the affected clothing protects.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Classiness&amp;lt;/span&amp;gt; is a flavor effect, which merely serves to indicate that the Contestant is wearing some pretty dapper apparel. Other characters may sometimes comment upon the clothing choices.&lt;br /&gt;
&lt;br /&gt;
*Headgear capable of providing '''face concealment''' have the simple but notable effect of '''preventing the wearer from being targeted in the eyes'''. Eyes are usually considered to be WEAK POINTS. Attackers can simply not aim at the eyes anymore; they can merely aim at the head instead.&lt;br /&gt;
&lt;br /&gt;
*Certain clothing can be '''cut into rags'''. In order to craft rags, the Contestant must use any weapon capable of dealing Sharp-type damage (natural attacks do count), and apply it on suitable clothing ('''RagOK''' tag on the [[clothing and armor]] lists). It results in obtaining '''1d4 Rags''', with certain modifying factors:&lt;br /&gt;
** If a multiplier is listed next to the RagOK tag, roll 1d4 then multiply by the indicated number. Round up the result if needed.&lt;br /&gt;
** Cutting 1 piece of clothing into rags takes 1 turn.&lt;br /&gt;
&lt;br /&gt;
=== Elemental ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Being on fire&amp;lt;/span&amp;gt; is caused by all SPECIAL-type damage inducing '''fire''' (Spec-Fire) and '''incendiary weapons''' in general. It causes extra damage per turn, at a rate of '''+5% [[Pain]] /turn, +1 [[Limb health|limb damage]] per turn on a random body part''', due to persistent fire burning on the skin or the body of the target. Fire never times out unless the victim '''attempts rolling on the ground''' to put off the fire. Attempting to put out the fire is possible; it takes one turn to '''stop, drop, and roll''', which will put it out immediately. It will however, waste the turn if it was done during combat.&lt;br /&gt;
** When using incendiary weapons that cannot be aimed on an individual body part, a @bodyaim is rolled for each creature affected. If the creature isn't entirely immune to fire, and if the body part rolled isn't protected by &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;fire-retardant&amp;lt;/span&amp;gt; clothing (see above), then that creature is set on fire.&lt;br /&gt;
** NOTE: Being hit by a '''Spec-Aqua''' attack will put out the fire instantly as well. As will applying any substantial source of water.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Stunning&amp;lt;/span&amp;gt; happens when the victim is affected by an attack or weapon which causes stunning. Stunning causes an effect similar to a temporary paralysis, and locks the victim in place where it is until the end of the turn, canceling their current action (attacking, etc), which may be used to buy time. Stunning attacks can be repeated over and over so long as they are successful, though it can cause a phenomenon known as &amp;quot;stun lock&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Frost damage&amp;lt;/span&amp;gt; are caused by all SPECIAL-type damage inducing '''cold''' (Spec-Ice). They induce '''[[Agility]] -1 and [[Gameplay mechanics|Initiative Speed tier]] +1''' for 1d6 turns per successful hit.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;After-shock&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage inducing '''electricity''' (Spec-Elec). When the victim is hit by an electric shock or similar attack, they are affected by after-shock. After-shock causes the victim to be covered in electric arcs, causing its muscles to undergo partial fibrillation and causing a '''Strength -20% and [[Gameplay mechanics#Initiative Speed tiers|IS tier +1]] effect for 1d6 turns'''. In addition, when sustaining after-shock, the victim has a '''20% chance to be stunned for 1 turn.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Water-soaked&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage inducing '''water''' (Spec-Aqua). When the victim is in a water-soaked state, no immediate harmful effects are active, however the following effects apply: &lt;br /&gt;
* If previously '''on fire''', '''the effect is immediately removed''' (the fire is extinguished)&lt;br /&gt;
* For as long as the effect is active, '''the victim will take double damage from Spec-Elec attacks, the Taser X26c, and the Stun Baton in stun mode.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Acid degradation&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage incuding '''acid''' (Spec-Acid). When the victim is hit by an acid attack, the affected piece of clothing or armor loses '''1.5 units of damage''' instead of only 1. Additionally, one random weapon the victim carries will '''lose 1d12*500 [[Firearm maintenance|Durability]] points,''' if applicable.&lt;br /&gt;
** '''NOTE:''' If the affected weapon has a bayonet, an UGL or an USG mounted, they may also suffer from durability loss - a separate roll is made for each.&lt;br /&gt;
&lt;br /&gt;
=== Fatigue ===&lt;br /&gt;
Effects related to [[Fatigue]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Accelerated fatigue&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's [[Fatigue]] to increase at a fixed rate every turn.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.1% per turn'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.2% per turn'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Extreme accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.4% per turn'''&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
Effects related to healing, particularly [[First aid kit|FAKs]] and [[Field Surgery Kit|FSKs]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Limb healing&amp;lt;/span&amp;gt; is an effect triggered by either the First Aid Kit (FAK) or the Field Surgery Kit (FSK). &lt;br /&gt;
** When triggered by the FAK, it is referred to as &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Light limb healing&amp;lt;/span&amp;gt;. The healing limb '''recovers 1 HP per turn''', until the limb is healed or after 7 turns, whichever comes first. Light limb healing cannot heal disabled limbs.&lt;br /&gt;
** When triggered by the FSK, it is referred to as &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Strong limb healing&amp;lt;/span&amp;gt;. The healing limb '''recovers 3 HP instantaneously, then 1 HP per turn''', until the limb is healed or after 12 turns, whichever comes first. Strong limb healing CAN heal disabled limbs.&lt;br /&gt;
** The [[Gameplay mechanics#Healing skill|Healing skill]] may affect the effectiveness of Light and Strong limb healing. The above described effects assume a default Lv1 (Unskilled) skill level.&lt;br /&gt;
** Either type of limb healing '''triggers depletion of [[Nutrition]] and [[Fatigue]]''', at a rate of '''50 ntri and 0.4% Fatigue per 1 HP healed''' (note: the instantaneous +3 HP procured by the Strong version does not deplete 150 ntri). Light and Strong are treated as different effects, so the two may overlap (and potentially deplete large quantities of nutrition at the cost of faster healing).&lt;br /&gt;
** Neither type of limb healing is useful for the treatment of severed limbs, as there is nothing left to treat at this point.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased Pain Regeneration Rate&amp;lt;/span&amp;gt; is an effect triggered by [[Cannabis]] and certain [[Augmentations]]. It directly modifies the rate at which [[Pain]] is naturally healed over time, by the amount specified next to the effect (generally +1%).&lt;br /&gt;
** Example: With a +1% effect and no other modifiers, the natural rate would become -3% Pain/turn.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased Blood Regeneration Rate&amp;lt;/span&amp;gt; is an effect triggered by certain [[Augmentations]]. It causes [[Blood]] to be healed over time, as long as there are no open [[Wounds]], by the amount specified next to the effect (generally +0.1).&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Addiction resistance&amp;lt;/span&amp;gt; is an effect triggered in rare circumstances. As long as the effect is active, [[Addiction]] chances for all substances is '''halved''' (rounded up), making it more difficult to become addicted.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Disabled natural healing&amp;lt;/span&amp;gt; is an effect triggered from very low [[Nutrition]] (Famished or Starving).&lt;br /&gt;
** Natural Pain healing is disabled; any Pain above 0% is '''not healed'''&lt;br /&gt;
** Natural Blood healing is disabled; any Blood under the maximum amount is '''not healed''' at daily reset, even with zero wounds&lt;br /&gt;
** NOTE: This will not stop the healing effects of certain meds, even if they consume nutrition in exchange for healing, as they do not constitute &amp;quot;natural&amp;quot; healing.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Self-deterioration&amp;lt;/span&amp;gt; is an effect triggered from extremely low [[Nutrition]] (Starving). As long as this effect is active, '''1 Torso HP (or 1 BODY HP) is lost every turn''', until the effect is disabled or until death occurs.&lt;br /&gt;
&lt;br /&gt;
=== Hydration ===&lt;br /&gt;
&lt;br /&gt;
Effects related to [[Hydration]] and thirst.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Thirst&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's state of [[hydration|thirst]] to be warped.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild thirst&amp;lt;/span&amp;gt;: If OK, this effect will treat the creature's Nutrition level as if it was Thirsty.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense thirst&amp;lt;/span&amp;gt;: If OK or Thirsty, this effect will treat the creature's Nutrition level as if it was Dehydrated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mind and psyche ===&lt;br /&gt;
'''Mind'''-related effects affect the mental and inner senses of the contestant.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased alertness&amp;lt;/span&amp;gt; has the contestant's attention span heightened greatly, putting him/her into a temporary, constant state of alert.&lt;br /&gt;
** In normal conditions, at the start of a turn during combat, the Contestant is generally not made aware ahead of time what the NPCs will do, unless informed ahead of time (e.g. by [[ally|allies]]).&lt;br /&gt;
** While under a state of increased alertness, at the start of every turn, '''the Contestant gets a description of what other encounters will attempt BEFORE being asked what to do''', allowing the Contestant to use the information and react ahead of time. This description includes '''attack, fire mode, intended amount of shots/hits, point of aim, and Initiative Speed.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Hallucinations&amp;lt;/span&amp;gt; has the contestant's sight and perception of things heavily distorted and deformed. While in this state, the contestant will start seeing different things, in lieu of who or what they are really. Hallucinations are usually coupled with a heavy loss in accuracy, though in the strict sense, it is different from an accuracy ailment.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Rage&amp;lt;/span&amp;gt; occurs when the Contestant is affected by rage-inducing substances or effects, such as when consuming [[Steroids|steroids]]. It causes the user to be uncontrollably angry and violent, with matching brutality and recklessness when fighting. While under the effects of Rage, the Contestant will treat all surrounding encounters (including any friendlies) as hostile, and cannot leave Combat until all hostiles have either left or been defeated. In addition, all successful hits with melee attacks are treated as critical hits and as such, relevant [[IRC Bots|@critwin]] effects may occur.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Controlled Fury&amp;lt;/span&amp;gt; is an all-positive version of the above. When in Controlled Fury, all successful hits are treated as critical hits, but without the negative effects of Rage.&lt;br /&gt;
&lt;br /&gt;
=== Nutrition ===&lt;br /&gt;
Effects related to [[Nutrition]] and hunger.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Suppressed hunger&amp;lt;/span&amp;gt;: If Hungry, Famished or Starving, this effect will treat the creature's [[Nutrition]] level as being OK (temporarily canceling any negative effects from low nutrition).&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Munchies&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's state of [[nutrition|hunger]] to be warped.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild munchies&amp;lt;/span&amp;gt;: If OK, this effect will treat the creature's Nutrition level as if it was Hungry.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense munchies&amp;lt;/span&amp;gt;: If OK or Hungry, this effect will treat the creature's Nutrition level as if it was Famished. Beware, as it includes disabled natural healing!&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT NOTES:'''&lt;br /&gt;
* '''Hunger suppression take priority over munchies'''. Meaning that if both munchies and suppressed hunger are active, then suppressed hunger takes precedence over (and thus negates) the other effects.&lt;br /&gt;
&lt;br /&gt;
=== Pain sensitivity ===&lt;br /&gt;
'''Pain sensitivity''' is, as the name implies, related to the contestant's ability to withstand [[Pain]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Increased Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be more sensitive to damage received; it '''increases by 10%''' the Pain Sensitivity statistic.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Decreased Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be less sensitive to damage received; it '''decreases by 10%''' the Pain Sensitivity statistic.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Negated Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be immune to Pain, often for a short period of time; '''Pain Sensitivity statistic is set to 0% for as long as the effect is active'''.&lt;br /&gt;
&lt;br /&gt;
*Attacks that &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;ignore Pain sensitivity&amp;lt;/span&amp;gt; treat '''Pain Sensitivity as though it was the creature's natural, default value''' (by default, 100%), effectively ignoring any effects modifying Pain Sensitivity.&lt;br /&gt;
&lt;br /&gt;
=== Strength ===&lt;br /&gt;
'''Strength'''-related effects affect the ability to fight in melee, as well as mobility. More often than not is it related to muscular performance. '''Strength serves as a multiplier of melee damage. Strength 100% = 1.0x damage with melee weapons, attacks, or techniques.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Reduced strength&amp;lt;/span&amp;gt; causes the contestant to become weaker, and '''lose 10% of Strength'''.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased strength&amp;lt;/span&amp;gt; causes the contestant to become stronger, and '''gain 10% of Strength'''.&lt;br /&gt;
&lt;br /&gt;
=== Stress ===&lt;br /&gt;
All effects related to [[Stress]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Stress Tolerance&amp;lt;/span&amp;gt; is an effect triggered by being in a state of Moderate [[Stress]] or higher. When under the effect of Stress Tolerance, or simply Tolerance, '''all Stress-increasing effects, whether one-time or per turn, are halved''' (to a minimum of +0.1%/turn). This means that while under the effect of Tolerance, anything increasing Stress is, in practice, half as effective as normal.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Anxiety&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's [[Stress]] to be unable to decrease under a certain threshold.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 20.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Moderate anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 40.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 60.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Severe anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 80.0%&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Relaxation&amp;lt;/span&amp;gt; causes the Contestant's [[Stress]] to decrease over time, at a rate of '''-0.2% per turn''' for as long as the effect lasts.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Intense relaxation&amp;lt;/span&amp;gt; causes the Contestant's [[Stress]] to decrease over time, at a rate of '''-0.4% per turn''' for as long as the effect lasts.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Euphoria Rush&amp;lt;/span&amp;gt;: All effects that would increase the Contestant's [[Stress]] are completely negated, as long as the effect is active.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Decompensation&amp;lt;/span&amp;gt; is an effect triggered by being in the most advanced state of [[Stress]]. Upon reaching mental breakdown, the body of the sufferer effectively stops being able to self-regulate correctly, and begins functionally deteriorating. '''For every turn spent while this effect is active, the Contestant will lose [[limb health|1 HP]] on a random body part''', until the effect is disabled or death ensues.&lt;br /&gt;
** It is possible to artificially compensate for the damage caused by this effect through '''limb healing''', however it is not adequate and should only be done to remain alive while seeking a long-term solution (namely, reduction of [[Stress]]).&lt;br /&gt;
&lt;br /&gt;
=== Weapon ===&lt;br /&gt;
'''Weapon'''-related effects which often give special properties to certain weapons.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Multiple wound weapons&amp;lt;/span&amp;gt; are weapons that are capable of inflicting '''more than one [[wound]] in a single hit'''. Weapons with this effect have either a fixed or rolled value which determines how many wounds may be blown open if that weapon successfully hits a target.&lt;br /&gt;
** Can inflict 1d2 wounds per hit: Meat fork, Scissors, War fork&lt;br /&gt;
** Can inflict 1d3 wounds per hit: Broken bottle, Trident&lt;br /&gt;
** Can inflict 1d4 wounds per hit: Shuriken, Barbed nine-tails, ''Barbed Lucille''&lt;br /&gt;
** Can inflict 2d2 wounds per hit: Spiked chain whip, Long spiked chain whip&lt;br /&gt;
&lt;br /&gt;
==== Clouds ====&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Smoke clouds&amp;lt;/span&amp;gt; are produced by smoke weapons, such as the [[M18]] grenade. Smoke clouds cause the following effects:&lt;br /&gt;
** The smoke cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+2, until the smoke dissipates. (Having a source of '''immunity to gases''', such as a [[Gas mask]],  '''DOES NOT''' negate this effect. Just because you have a gas mask doesn't mean the smoke stops being obfuscating.)&lt;br /&gt;
** All encounters OUTSIDE the cloud trying to attack the clouded side suffer from '''Inaccuracy Range +2''', until the smoke dissipates.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Tear gas clouds&amp;lt;/span&amp;gt; are produced by tear gas weapons, such as the [[M7A3]] grenade. Tear gas clouds cause the following effects:&lt;br /&gt;
** The tear gas cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+1 and +7% Pain/turn (regardless of Pain sensitivity), until the gas dissipates (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]])&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Chlorine gas clouds&amp;lt;/span&amp;gt; are produced by the [[Chlorine bomb]]. Chlorine gas clouds cause the following effects:&lt;br /&gt;
** The chlorine gas cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+2, +9% Pain/turn (regardless of Pain sensitivity) and -1 HP/turn to one random body part, until the gas dissipates (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]]).&lt;br /&gt;
** All encounters with eyes inside the cloud have a 25% chance every turn (including the first) to have all of their eyes destroyed from exposure to chlorine gas. (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]]. Alternatively, having [[bionic augmentations|indestructible eyes]] may also prevent the eye-destruction effect from happening in the first place.)&lt;br /&gt;
&lt;br /&gt;
* '''NOTE''': Multiple clouds may exist in a given [[Gameplay mechanics#Battlespace|Side of the battlespace]]. In this case, their effects stack.&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
Other effects which cannot be categorized anywhere else.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Unbreakable limb&amp;lt;/span&amp;gt;: This effect renders the relevant limb impossible to [[broken limb|break or fracture]], negating any effect that would cause such fractures.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Mushroom corruption&amp;lt;/span&amp;gt;: Certain [[Mushrooms]] are tagged with this special effect. Has no effect upon being consumed, but if '''carried''' in a [[load-bearing gear|load-bearing item]] where other mushrooms are found (in other words, if placed in a bag/etc. with mushrooms inside), it will &amp;quot;corrupt&amp;quot; those other mushrooms, and negate all nutritional value (it becomes 0) and all other effects, turning them into dead weight.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Statistics]]&lt;br /&gt;
*[[Gameplay mechanics]]&lt;br /&gt;
*[[Abilities]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Containers</id>
		<title>Containers</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Containers"/>
				<updated>2019-09-24T10:32:42Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: /* Hacking mini-game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''container''' is the name given to boxes, chests, and other such devices which are meant to hold objects. However, they differ from [[Supply crate|supply crates]] in that the contents of a container is random or semi-random - instead of always having a pre-determined set of objects, a container tends to have random items, or random types of items.&lt;br /&gt;
&lt;br /&gt;
Containers are a way for the inhabitants of the Mazes to store away their personal belongings. They are most often found in [[Room|bedrooms]], but can be found in certain other places, such as libraries, shrines, or radio rooms, where certain types of people may be expected to spend a lot of time and may need to have a container to store their belongings. Special types of containers are also used by shop owners, which have built-in wheels, allowing them to transport their wares from room to room easily.&lt;br /&gt;
&lt;br /&gt;
== Contestants and containers ==&lt;br /&gt;
A [[Contestant]] cannot carry a container, just like with supply crates. However, while it is not illegal to open a supply crate and take up its contents if not owned, containers are almost always the property of someone when found in a town, and attempting to open it is considered to be [[Wanted Level|a theft attempt]] if their owner is around to notice. The only containers that are 'safe' to open are those found in the UA ; they are never owned and can be looted without committing an offense.&lt;br /&gt;
&lt;br /&gt;
For this reason, containers exist in various types, and may be equipped with a lock, and in some cases, they may even be trapped, to further increase its resistance to would-be thieves.&lt;br /&gt;
&lt;br /&gt;
If a contestant desires to access the contents of a container, he/she has multiple solutions:&lt;br /&gt;
* Using '''brute force''' on the container or its lock, using a weapon of some sort, and treating the container as a combat target. It is the easiest solution, but also the most dangerous one.&lt;br /&gt;
** All containers (and their locks) can only receive [[Limb damage]]. See below to check the resistance of each container and lock types.&lt;br /&gt;
** '''Container traps''' are instantly triggered the moment the frame or the lock sustains any damage. (Zero damage attacks do not trigger them.)&lt;br /&gt;
** Choosing to attack the frame is the easier option as frames have lower LDV, however they have high health, and damaging the frame carries a higher risk of damaging the loot inside.&lt;br /&gt;
** Choosing to attack the lock is the safer option ; while locks have higher LDV making them tougher to break, they have lower health and the risk of damaging loot inside is reduced.&lt;br /&gt;
** As containers are inanimate objects, all attacks automatically succeed - rolls are only made to check for critical failures or critical successes.&lt;br /&gt;
** Every brute force attack on a container has a chance to destroy one random item inside the container: '''25% chance per damaging hit on the frame, 10% chance per damaging hit on the lock'''. A damaging hit is a hit that caused at least 1 damage.&lt;br /&gt;
*** Item destruction works by selecting a random event line among all the event lines representing the items inside the container, and deleting it. As such, more than one actual object (e.g. magazine containing ammunition) may be destroyed in this process, even if only &amp;quot;one item&amp;quot; was destroyed.&lt;br /&gt;
* Using a [[Key item|lockpicking kit]] in order to bypass the lock, if it has one. See below for more info on lockpicking.&lt;br /&gt;
* Obtaining the relevant '''container key'''. Every lock has a serial number which can only be opened with a key with the same serial number. There exist two types of container keys:&lt;br /&gt;
** '''Mechanical keys''', which unlock mechanical locks and have a 0001-9999 serial number range (9999 possible serials).&lt;br /&gt;
** '''Keycards''', which unlock electronic locks and have a 0001-FFFF serial number range. Keycard serials are in hexadecimal ; FFFF in hex corresponds to 65535 in decimal, meaning there are 65535 different serials.&lt;br /&gt;
* All keys are stored on keychains, and keychains are considered - as the name implies - [[Key Item|key items]]. As such keys and keychains are considered weightless.&lt;br /&gt;
* Two separate keychains exist, one for mechanical keys and one for keycards, for the purpose of convenience.&lt;br /&gt;
&lt;br /&gt;
=== Container types ===&lt;br /&gt;
There are two important types of containers to remember: the '''wooden container''' and the '''metal container'''.&lt;br /&gt;
&lt;br /&gt;
* Wooden containers are the most common and the most widespread. They contain all sorts of items, but they tend to be of low to medium value.&lt;br /&gt;
** Resistance: '''40 HP, LDV-2'''. Considered to be A2 armor class for damage calculation.&lt;br /&gt;
* Metal containers are rarer. Much more resistant than its wooden counterpart, it tends to container higher-value items.&lt;br /&gt;
** Resistance: '''80 HP, LDV-4'''. Considered to be A4 armor class for damage calculation. Completely immune to Blunt-type, Sharp-type and Piercing-type damage&lt;br /&gt;
&lt;br /&gt;
In addition, '''lockers''' can sometimes be found closed and locked in the [[Room|locker room roomstyle]]:&lt;br /&gt;
&lt;br /&gt;
* Lockers are considered to be their own type of &amp;quot;container&amp;quot;.&lt;br /&gt;
** Resistance: '''50 HP, LDV-1'''. Considered to be A1 armor class for damage calculation.&lt;br /&gt;
** Lockers are always fitted with mechanical locks when found closed, and are never trapped.&lt;br /&gt;
&lt;br /&gt;
=== Lock types ===&lt;br /&gt;
Like above, two major types of locks are used, plus two less common, specialized types. It must be noted that not all containers have locks, and that locks can sometimes be found on other things than containers, such as lockers, or certain doors. Remember that the key must match the lock in order to open - it doesn't matter what the lock is protecting.&lt;br /&gt;
&lt;br /&gt;
==== Common lock types ====&lt;br /&gt;
* Mechanical locks are the simplest and the least expensive. They require '''mechanical locks''' to be opened.&lt;br /&gt;
** Resistance: '''25 HP, LDV-3'''. Considered to be A3 armor class for damage calculation.&lt;br /&gt;
* Electronic locks are much more resistant to external damage. They require '''keycards''' to be opened.&lt;br /&gt;
** Resistance: '''50 HP, LDV-4'''. Considered to be A4 armor class for damage calculation.&lt;br /&gt;
&lt;br /&gt;
==== Special lock types ====&lt;br /&gt;
These are encountered in special circumstances and are specifically engineered for safety and resistance to tampering.&lt;br /&gt;
&lt;br /&gt;
* Computer locks are not traditional locks - while they do require a key to be opened, it is not physical, but instead tied to a computer and a login key.&lt;br /&gt;
** Login keys are a string of random words, generated using the [[IRC Bots|@loginwords]] command.&lt;br /&gt;
** These locks are completely immune to damage or brute force ; they cannot be destroyed to open the device they protect, as they are entirely virtual.&lt;br /&gt;
** [[Bionic augmentations#Hacking|Read here]] for more details on how to hack computer locks.&lt;br /&gt;
* FL/HS (Fingerprint lock/Heartbeat sensor) locks are highly specialized lock types. They are only implanted in specific areas (typically rooms requiring high security, such as the majority of shops, military armories, etc.)&lt;br /&gt;
** As their name implies, they are designed to read authorized fingerprints and listen for a heartbeat, so that only a '''living, authorized person''' may unlock such a lock.&lt;br /&gt;
** These locks are completely immune to damage or brute force attempts ; they cannot be destroyed to open the device they protect.&lt;br /&gt;
** These locks function like a standard computer lock, except that there is no login key - the authorized fingerprint and heartbeat ''is'' the key. The list of authorized fingerprints is located on a control computer - those computers are themselves FL/HS protected; the exact same people authorized to pass a FL/HS door lock are authorized to use the FL/HS control computer. Note that all FL/HS locks in a facility are slaved to the same control computer, in case multiple locks exist.&lt;br /&gt;
** Potential [[Bionic augmentations#Hacking|hackers]] who wish to pass a FL/HS locked door by themselves require two things: possessing a Level 3 augmentation, and locating the control computer. Successfully hacking the FL/HS control computer allows manipulation of all the locks in controls (including itself) - they can also be set to accept &amp;quot;all fingerprints&amp;quot; ; in which case only the heartbeat sensor module functions - it will accept any living being with a fingerprint.&lt;br /&gt;
*** ''Note:'' If all of the authorized people on a FL/HS lock are dead, it becomes impossible to lawfully manipulate the list of authorized people - this is called a '''deadlock'''. The only people that can bypass a deadlocked FL/HS system are hackers (such as the Contestant using the relevant [[Bionic augmentations#Hacking|augmentations]]) and engineers belonging to the Computer Systems ET (who have the ability to reset such computers and locks without the need for unlawful means).&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
''[[Lockpicking]] redirects here. This section details the specifics of lockpicking as an activity. For more details on how the skill works and how it affects lockpicking, see [[Gameplay mechanics#Non-combat skills|here]].''&lt;br /&gt;
&lt;br /&gt;
'''Lockpicking''' is a '''non-combat skill''' and an activity of the game that allows the [[Contestant|contestant]] to bypass mechanical locks on containers and on certain pieces of furniture.&lt;br /&gt;
&lt;br /&gt;
While brute force, which as stated above, is both the easiest yet the most dangerous (and potentially least rewarding) method, lockpicking is a slower but much safer alternative: Lockpicking. With this skill, the Contestant may attempt bypassing locks rather than try to break them, lowering the risk of exposing himself/herself to any possible traps and countermeasures.&lt;br /&gt;
&lt;br /&gt;
Lockpicking requires the following:&lt;br /&gt;
* A '''Lockpicking kit''', a Weight 1 consumable item which can be used up to 20 times. They can be found for sale in a [[Workshop]].&lt;br /&gt;
* A suitable target: only mechanical locks may be picked&lt;br /&gt;
&lt;br /&gt;
The lockpicking activity is a turn-based process. The goal is to pass checks in order and pick the lock while avoiding to trigger the trap, if there is any.&lt;br /&gt;
&lt;br /&gt;
Each lockpicking check requires rolling a '''2d6'''. Every check attempt '''consumes 1 use''' on the lockpicking kit, as well as '''1 turn'''.&lt;br /&gt;
&lt;br /&gt;
=== Unlocking steps ===&lt;br /&gt;
* '''Step 1''': Requires 2 successful checks at FT 7.&lt;br /&gt;
** To succeed, the thief must roll 8 or higher a total of 2 times. If successful in doing so, the thief moves on to the second step.&lt;br /&gt;
* '''Step 2''': Requires 3 successful checks at FT 8.&lt;br /&gt;
** To succeed, the thief must roll 9 or higher a total of 3 times. Success will pick the lock and allow them to open it.&lt;br /&gt;
&lt;br /&gt;
=== Optional actions ===&lt;br /&gt;
* '''Trap disabling''': If the container has a trap, the thief may try disablng the trap triggering system rather than the lock proper. Doing so requires 2 successful checks at FT 8 (rolling 9 or higher a total of 2 times).&lt;br /&gt;
** If successful, the trap is disabled, and cannot be triggered anymore under any circumstances.&lt;br /&gt;
* '''Force picking''': The thief can attempt applying a little brute force when picking a lock to try and pass their current step faster. The amount of checks on the current step is lowered to 1, but any failure is considered to be a critical failure. Cannot force pick a trap trigger.&lt;br /&gt;
&lt;br /&gt;
=== Use and depletion of a lockpicking kit ===&lt;br /&gt;
Lockpicking kits do not have unlimited uses. If the Contestant runs out of uses on his/her current lockpicking kit while in the middle of an unlocking attempt, the Contestant must be able to use another kit in order to resume lockpicking. Otherwise, all progress on the current lock will be lost.&lt;br /&gt;
&lt;br /&gt;
* If the container is trapped and if a 2 is rolled, '''the trap is instantly triggered'''. If the thief still has the possibility and the will to continue, they can keep trying to lockpick - the container is then considered to be without a trap.&lt;br /&gt;
* In any situation, if a 2 is rolled (even if there is no trap), the lockpicking kit '''burns 4 times the normal amount of uses for one check.''' (By default, at skill level 1, it would burn 4 uses instead of 1.)&lt;br /&gt;
* In any situation, if a 12 is rolled, then '''the lock is immediately unlocked'''.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Electronic locks cannot be picked open with a lockpicking kit as they are keycard readers and not mechanical devices; instead, [[Bionic augmentations#Hacking|a specialized augmentation]] is required.&lt;br /&gt;
&lt;br /&gt;
=== Skill and difficulty ===&lt;br /&gt;
The actual difficulty of a lock may vary depending on the thief's [[Gameplay mechanics#Lockpicking skill|Lockpicking skill]]. The higher the skill level, the lower the failure thresholds. The difficulty listed above is the '''default''', which assumes '''Lv1 - Unskilled'''. Certain other bonuses are also granted depending on the skill level. These bonuses are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Lv2 - Basic''': &lt;br /&gt;
** Unlocking step difficulty is lowered: Step 2 now only requires FT 7&lt;br /&gt;
** Kit efficiency is increased: 1 check now consumes '''0.5 uses''' (or 2 checks per 1 use, effectively doubling the &amp;quot;health&amp;quot; of one lockpicking kit).&lt;br /&gt;
* '''Lv3 - Skilled''': &lt;br /&gt;
** Trap disabling efficiency increased: FT decreased to FT 7&lt;br /&gt;
** Force picking efficiency increased: Can critically fail 1 time without triggering the trap (except when rolling 2 - natural critical failure)&lt;br /&gt;
* '''Lv4 - Expert''': &lt;br /&gt;
** Unlocking step difficulty is lowered: Step 2 now only requires 2 successful checks.&lt;br /&gt;
** Kit efficiency is increased: 1 check now consumes '''0.25 uses''' (or 4 checks per 1 use, effectively quadrupling the &amp;quot;health&amp;quot; of one lockpicking kit).&lt;br /&gt;
* '''Lv5 - Master''': &lt;br /&gt;
** Unlocking step difficulty is lowered: Steps 1 and 2 now only require FT 6.&lt;br /&gt;
** Trap disabling efficiency increased: Now only requires 1 successful check.&lt;br /&gt;
** Force picking efficiency increased: Can critically fail 2 times without triggering the trap (except when rolling 2 - natural critical failure)&lt;br /&gt;
&lt;br /&gt;
== Hacking ==&lt;br /&gt;
Via the use of the hacking tool, a Contestant may attempt hacking electronic devices. Devices are ranked by level, which is an indicator of their difficulty level.&lt;br /&gt;
&lt;br /&gt;
* Level 1: Container electronic locks&lt;br /&gt;
* Level 2: Most computer locks .&lt;br /&gt;
* Level 3: Certain computer locks, control computers for FL/HS locks.&lt;br /&gt;
&lt;br /&gt;
=== Hacking mini-game ===&lt;br /&gt;
When attempting to hack a device, a hacking mini-game begins. The objective of the mini-game is to take control of the System the hacker is invading, generally for the purpose of unlocking something such as a door, or obtaining access to a particular area or specific data.&lt;br /&gt;
&lt;br /&gt;
As stated above, each system has a varying difficulty level, which depends on the system one is attempting to hack.&lt;br /&gt;
&lt;br /&gt;
The hacking minigame is essentially a word scramble puzzle. The amount of letters to unscramble depends on the Level of the system being hacked. These letters form the password necessary to enter into the system; once fully unscrambled, the Contestant gains access to that system.&lt;br /&gt;
&lt;br /&gt;
The words are generated using the '''&amp;amp;words''' command, they are then [https://www.wordunscrambler.net/word-scrambler.aspx scrambled at random] by the GM.&lt;br /&gt;
&lt;br /&gt;
When the Contestant believes they have the correct sequence of words, these words may be entered; the process takes 1 turn and burns 1 use of the hacking tool. * If the guess is correct, the system is hacked into successfully, unlocking access to whatever the Contestant was looking for.&lt;br /&gt;
* If the guess is incorrect, the system remains locked, but if any individual words are correct, the GM must tell the player which words they are.&lt;br /&gt;
&lt;br /&gt;
Hacking continues until unlocking the system, the Contestant chooses to stop, or until running out of uses on the hacking tool.&lt;br /&gt;
&lt;br /&gt;
Depending on the Contestant's Lockpicking skill level, the Contestant may begin with certain advantages; see [[Skills]] for more details.&lt;br /&gt;
&lt;br /&gt;
==== Systems ====&lt;br /&gt;
&lt;br /&gt;
Level 1 systems:&lt;br /&gt;
* 1d3+2 login words to unscramble (3-5)&lt;br /&gt;
* One login word will have obscured letters (1 if word is 5 characters long or less, 2 if 6 or more)&lt;br /&gt;
&lt;br /&gt;
Level 2 systems:&lt;br /&gt;
* 1d3+3 login words to unscramble (4-6)&lt;br /&gt;
* Two login words will have obscured letters (1 if word is 5 characters long or less, 2 if 6 or more)&lt;br /&gt;
&lt;br /&gt;
Level 3 systems:&lt;br /&gt;
* 1d4+4 login words to unscramble (5-9)&lt;br /&gt;
* Three login words will have obscured letters (1 if word is 5 characters long or less, 2 if 6 or more)&lt;br /&gt;
&lt;br /&gt;
== Container traps ==&lt;br /&gt;
Though not all containers are installed with traps, those that do may equipped with either one of the following:&lt;br /&gt;
&lt;br /&gt;
* '''Electric trap''': Zaps the would-be thief. [[Secondary effect#Elemental|Spec-Elec]] 18%, LDV+3. (2d6 roll, FT 6. If it fails: the electric trap sizzles.)&lt;br /&gt;
* '''Hallucinogen gas''': Releases a cloud of [[Secondary effect#Mind and psyche|hallucinogen]] gas; lasts 20 turns. (2d6 roll, FT 6. If it fails: the gas trap emits harmless air.)&lt;br /&gt;
* '''Tear gas''': Releases a cloud of CS gas. FT+2 and +7% Pain/turn for 3d4 turns. (2d6 roll, FT 6. If it fails: the gas trap emits harmless air.)&lt;br /&gt;
* '''Blade launcher''': Fires a [[ballistic knife]] blade at the thief, which hits on a random [[IRC Bots#MazeBot's commands|@bodyaim]]. (2d6 roll, FT 5. If it fails, the blade is expelled and hits nobody.)&lt;br /&gt;
* '''Alarm''': Triggers an alarm which automatically calls the [[Maze Guard|police]] in the room. They will take 1d6+1 turns to arrive.&lt;br /&gt;
* '''Explosive trap''': The container is booby trapped with a [[C4 charge]]. If it's set off, it will explode and destroy the contents along the way. (2d6 roll, FT 6. If explosive items (grenades, charges, rockets) are also in the container, a 2d6 is rolled for each of them to determine if they're set off as well.)&lt;br /&gt;
* '''Fireblast trap''': The container is armed with a flamethrower. If it's set off, it will release a stream of fire at its victim. [[Secondary effect#Elemental|Spec-Fire]] 33%, LDV+2. (2d6 roll, FT 7. If it fails: the flamethrower's flame dies out before harm.)&lt;br /&gt;
* '''Claymore trap''': The container is armed with an unremovable claymore mine. If it's set off, it will release 3d8 #2 buckshot pellets, the same used in [[M576 buckshot]] grenades.&lt;br /&gt;
* '''Turret trap''': The container is armed with an automatic cannon which will fire six [[5.56x45mm NATO]] FMJ rounds when set off. (Functions like an attack roll subject to FT 6 ; 6#2d6, aimed at a random @bodyaim.)&lt;br /&gt;
* '''Airblast trap''': Releases an airblast on the would-be thief. Special 38%, LDV+2. (2d6 roll, FT 6. If it fails, harmless wind is blown.)&lt;br /&gt;
* '''Acid spit trap''': Releases a ball of acid on the victim. [[Secondary effect#Elemental|Spec-Acid]], 30%, LDV+4. (2d6 roll, FT 6. If it fails, a &amp;quot;click&amp;quot; is heard and no acid comes out)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Supply crate]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Containers</id>
		<title>Containers</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Containers"/>
				<updated>2019-09-24T10:25:08Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: /* Systems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''container''' is the name given to boxes, chests, and other such devices which are meant to hold objects. However, they differ from [[Supply crate|supply crates]] in that the contents of a container is random or semi-random - instead of always having a pre-determined set of objects, a container tends to have random items, or random types of items.&lt;br /&gt;
&lt;br /&gt;
Containers are a way for the inhabitants of the Mazes to store away their personal belongings. They are most often found in [[Room|bedrooms]], but can be found in certain other places, such as libraries, shrines, or radio rooms, where certain types of people may be expected to spend a lot of time and may need to have a container to store their belongings. Special types of containers are also used by shop owners, which have built-in wheels, allowing them to transport their wares from room to room easily.&lt;br /&gt;
&lt;br /&gt;
== Contestants and containers ==&lt;br /&gt;
A [[Contestant]] cannot carry a container, just like with supply crates. However, while it is not illegal to open a supply crate and take up its contents if not owned, containers are almost always the property of someone when found in a town, and attempting to open it is considered to be [[Wanted Level|a theft attempt]] if their owner is around to notice. The only containers that are 'safe' to open are those found in the UA ; they are never owned and can be looted without committing an offense.&lt;br /&gt;
&lt;br /&gt;
For this reason, containers exist in various types, and may be equipped with a lock, and in some cases, they may even be trapped, to further increase its resistance to would-be thieves.&lt;br /&gt;
&lt;br /&gt;
If a contestant desires to access the contents of a container, he/she has multiple solutions:&lt;br /&gt;
* Using '''brute force''' on the container or its lock, using a weapon of some sort, and treating the container as a combat target. It is the easiest solution, but also the most dangerous one.&lt;br /&gt;
** All containers (and their locks) can only receive [[Limb damage]]. See below to check the resistance of each container and lock types.&lt;br /&gt;
** '''Container traps''' are instantly triggered the moment the frame or the lock sustains any damage. (Zero damage attacks do not trigger them.)&lt;br /&gt;
** Choosing to attack the frame is the easier option as frames have lower LDV, however they have high health, and damaging the frame carries a higher risk of damaging the loot inside.&lt;br /&gt;
** Choosing to attack the lock is the safer option ; while locks have higher LDV making them tougher to break, they have lower health and the risk of damaging loot inside is reduced.&lt;br /&gt;
** As containers are inanimate objects, all attacks automatically succeed - rolls are only made to check for critical failures or critical successes.&lt;br /&gt;
** Every brute force attack on a container has a chance to destroy one random item inside the container: '''25% chance per damaging hit on the frame, 10% chance per damaging hit on the lock'''. A damaging hit is a hit that caused at least 1 damage.&lt;br /&gt;
*** Item destruction works by selecting a random event line among all the event lines representing the items inside the container, and deleting it. As such, more than one actual object (e.g. magazine containing ammunition) may be destroyed in this process, even if only &amp;quot;one item&amp;quot; was destroyed.&lt;br /&gt;
* Using a [[Key item|lockpicking kit]] in order to bypass the lock, if it has one. See below for more info on lockpicking.&lt;br /&gt;
* Obtaining the relevant '''container key'''. Every lock has a serial number which can only be opened with a key with the same serial number. There exist two types of container keys:&lt;br /&gt;
** '''Mechanical keys''', which unlock mechanical locks and have a 0001-9999 serial number range (9999 possible serials).&lt;br /&gt;
** '''Keycards''', which unlock electronic locks and have a 0001-FFFF serial number range. Keycard serials are in hexadecimal ; FFFF in hex corresponds to 65535 in decimal, meaning there are 65535 different serials.&lt;br /&gt;
* All keys are stored on keychains, and keychains are considered - as the name implies - [[Key Item|key items]]. As such keys and keychains are considered weightless.&lt;br /&gt;
* Two separate keychains exist, one for mechanical keys and one for keycards, for the purpose of convenience.&lt;br /&gt;
&lt;br /&gt;
=== Container types ===&lt;br /&gt;
There are two important types of containers to remember: the '''wooden container''' and the '''metal container'''.&lt;br /&gt;
&lt;br /&gt;
* Wooden containers are the most common and the most widespread. They contain all sorts of items, but they tend to be of low to medium value.&lt;br /&gt;
** Resistance: '''40 HP, LDV-2'''. Considered to be A2 armor class for damage calculation.&lt;br /&gt;
* Metal containers are rarer. Much more resistant than its wooden counterpart, it tends to container higher-value items.&lt;br /&gt;
** Resistance: '''80 HP, LDV-4'''. Considered to be A4 armor class for damage calculation. Completely immune to Blunt-type, Sharp-type and Piercing-type damage&lt;br /&gt;
&lt;br /&gt;
In addition, '''lockers''' can sometimes be found closed and locked in the [[Room|locker room roomstyle]]:&lt;br /&gt;
&lt;br /&gt;
* Lockers are considered to be their own type of &amp;quot;container&amp;quot;.&lt;br /&gt;
** Resistance: '''50 HP, LDV-1'''. Considered to be A1 armor class for damage calculation.&lt;br /&gt;
** Lockers are always fitted with mechanical locks when found closed, and are never trapped.&lt;br /&gt;
&lt;br /&gt;
=== Lock types ===&lt;br /&gt;
Like above, two major types of locks are used, plus two less common, specialized types. It must be noted that not all containers have locks, and that locks can sometimes be found on other things than containers, such as lockers, or certain doors. Remember that the key must match the lock in order to open - it doesn't matter what the lock is protecting.&lt;br /&gt;
&lt;br /&gt;
==== Common lock types ====&lt;br /&gt;
* Mechanical locks are the simplest and the least expensive. They require '''mechanical locks''' to be opened.&lt;br /&gt;
** Resistance: '''25 HP, LDV-3'''. Considered to be A3 armor class for damage calculation.&lt;br /&gt;
* Electronic locks are much more resistant to external damage. They require '''keycards''' to be opened.&lt;br /&gt;
** Resistance: '''50 HP, LDV-4'''. Considered to be A4 armor class for damage calculation.&lt;br /&gt;
&lt;br /&gt;
==== Special lock types ====&lt;br /&gt;
These are encountered in special circumstances and are specifically engineered for safety and resistance to tampering.&lt;br /&gt;
&lt;br /&gt;
* Computer locks are not traditional locks - while they do require a key to be opened, it is not physical, but instead tied to a computer and a login key.&lt;br /&gt;
** Login keys are a string of random words, generated using the [[IRC Bots|@loginwords]] command.&lt;br /&gt;
** These locks are completely immune to damage or brute force ; they cannot be destroyed to open the device they protect, as they are entirely virtual.&lt;br /&gt;
** [[Bionic augmentations#Hacking|Read here]] for more details on how to hack computer locks.&lt;br /&gt;
* FL/HS (Fingerprint lock/Heartbeat sensor) locks are highly specialized lock types. They are only implanted in specific areas (typically rooms requiring high security, such as the majority of shops, military armories, etc.)&lt;br /&gt;
** As their name implies, they are designed to read authorized fingerprints and listen for a heartbeat, so that only a '''living, authorized person''' may unlock such a lock.&lt;br /&gt;
** These locks are completely immune to damage or brute force attempts ; they cannot be destroyed to open the device they protect.&lt;br /&gt;
** These locks function like a standard computer lock, except that there is no login key - the authorized fingerprint and heartbeat ''is'' the key. The list of authorized fingerprints is located on a control computer - those computers are themselves FL/HS protected; the exact same people authorized to pass a FL/HS door lock are authorized to use the FL/HS control computer. Note that all FL/HS locks in a facility are slaved to the same control computer, in case multiple locks exist.&lt;br /&gt;
** Potential [[Bionic augmentations#Hacking|hackers]] who wish to pass a FL/HS locked door by themselves require two things: possessing a Level 3 augmentation, and locating the control computer. Successfully hacking the FL/HS control computer allows manipulation of all the locks in controls (including itself) - they can also be set to accept &amp;quot;all fingerprints&amp;quot; ; in which case only the heartbeat sensor module functions - it will accept any living being with a fingerprint.&lt;br /&gt;
*** ''Note:'' If all of the authorized people on a FL/HS lock are dead, it becomes impossible to lawfully manipulate the list of authorized people - this is called a '''deadlock'''. The only people that can bypass a deadlocked FL/HS system are hackers (such as the Contestant using the relevant [[Bionic augmentations#Hacking|augmentations]]) and engineers belonging to the Computer Systems ET (who have the ability to reset such computers and locks without the need for unlawful means).&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
''[[Lockpicking]] redirects here. This section details the specifics of lockpicking as an activity. For more details on how the skill works and how it affects lockpicking, see [[Gameplay mechanics#Non-combat skills|here]].''&lt;br /&gt;
&lt;br /&gt;
'''Lockpicking''' is a '''non-combat skill''' and an activity of the game that allows the [[Contestant|contestant]] to bypass mechanical locks on containers and on certain pieces of furniture.&lt;br /&gt;
&lt;br /&gt;
While brute force, which as stated above, is both the easiest yet the most dangerous (and potentially least rewarding) method, lockpicking is a slower but much safer alternative: Lockpicking. With this skill, the Contestant may attempt bypassing locks rather than try to break them, lowering the risk of exposing himself/herself to any possible traps and countermeasures.&lt;br /&gt;
&lt;br /&gt;
Lockpicking requires the following:&lt;br /&gt;
* A '''Lockpicking kit''', a Weight 1 consumable item which can be used up to 20 times. They can be found for sale in a [[Workshop]].&lt;br /&gt;
* A suitable target: only mechanical locks may be picked&lt;br /&gt;
&lt;br /&gt;
The lockpicking activity is a turn-based process. The goal is to pass checks in order and pick the lock while avoiding to trigger the trap, if there is any.&lt;br /&gt;
&lt;br /&gt;
Each lockpicking check requires rolling a '''2d6'''. Every check attempt '''consumes 1 use''' on the lockpicking kit, as well as '''1 turn'''.&lt;br /&gt;
&lt;br /&gt;
=== Unlocking steps ===&lt;br /&gt;
* '''Step 1''': Requires 2 successful checks at FT 7.&lt;br /&gt;
** To succeed, the thief must roll 8 or higher a total of 2 times. If successful in doing so, the thief moves on to the second step.&lt;br /&gt;
* '''Step 2''': Requires 3 successful checks at FT 8.&lt;br /&gt;
** To succeed, the thief must roll 9 or higher a total of 3 times. Success will pick the lock and allow them to open it.&lt;br /&gt;
&lt;br /&gt;
=== Optional actions ===&lt;br /&gt;
* '''Trap disabling''': If the container has a trap, the thief may try disablng the trap triggering system rather than the lock proper. Doing so requires 2 successful checks at FT 8 (rolling 9 or higher a total of 2 times).&lt;br /&gt;
** If successful, the trap is disabled, and cannot be triggered anymore under any circumstances.&lt;br /&gt;
* '''Force picking''': The thief can attempt applying a little brute force when picking a lock to try and pass their current step faster. The amount of checks on the current step is lowered to 1, but any failure is considered to be a critical failure. Cannot force pick a trap trigger.&lt;br /&gt;
&lt;br /&gt;
=== Use and depletion of a lockpicking kit ===&lt;br /&gt;
Lockpicking kits do not have unlimited uses. If the Contestant runs out of uses on his/her current lockpicking kit while in the middle of an unlocking attempt, the Contestant must be able to use another kit in order to resume lockpicking. Otherwise, all progress on the current lock will be lost.&lt;br /&gt;
&lt;br /&gt;
* If the container is trapped and if a 2 is rolled, '''the trap is instantly triggered'''. If the thief still has the possibility and the will to continue, they can keep trying to lockpick - the container is then considered to be without a trap.&lt;br /&gt;
* In any situation, if a 2 is rolled (even if there is no trap), the lockpicking kit '''burns 4 times the normal amount of uses for one check.''' (By default, at skill level 1, it would burn 4 uses instead of 1.)&lt;br /&gt;
* In any situation, if a 12 is rolled, then '''the lock is immediately unlocked'''.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Electronic locks cannot be picked open with a lockpicking kit as they are keycard readers and not mechanical devices; instead, [[Bionic augmentations#Hacking|a specialized augmentation]] is required.&lt;br /&gt;
&lt;br /&gt;
=== Skill and difficulty ===&lt;br /&gt;
The actual difficulty of a lock may vary depending on the thief's [[Gameplay mechanics#Lockpicking skill|Lockpicking skill]]. The higher the skill level, the lower the failure thresholds. The difficulty listed above is the '''default''', which assumes '''Lv1 - Unskilled'''. Certain other bonuses are also granted depending on the skill level. These bonuses are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Lv2 - Basic''': &lt;br /&gt;
** Unlocking step difficulty is lowered: Step 2 now only requires FT 7&lt;br /&gt;
** Kit efficiency is increased: 1 check now consumes '''0.5 uses''' (or 2 checks per 1 use, effectively doubling the &amp;quot;health&amp;quot; of one lockpicking kit).&lt;br /&gt;
* '''Lv3 - Skilled''': &lt;br /&gt;
** Trap disabling efficiency increased: FT decreased to FT 7&lt;br /&gt;
** Force picking efficiency increased: Can critically fail 1 time without triggering the trap (except when rolling 2 - natural critical failure)&lt;br /&gt;
* '''Lv4 - Expert''': &lt;br /&gt;
** Unlocking step difficulty is lowered: Step 2 now only requires 2 successful checks.&lt;br /&gt;
** Kit efficiency is increased: 1 check now consumes '''0.25 uses''' (or 4 checks per 1 use, effectively quadrupling the &amp;quot;health&amp;quot; of one lockpicking kit).&lt;br /&gt;
* '''Lv5 - Master''': &lt;br /&gt;
** Unlocking step difficulty is lowered: Steps 1 and 2 now only require FT 6.&lt;br /&gt;
** Trap disabling efficiency increased: Now only requires 1 successful check.&lt;br /&gt;
** Force picking efficiency increased: Can critically fail 2 times without triggering the trap (except when rolling 2 - natural critical failure)&lt;br /&gt;
&lt;br /&gt;
== Hacking ==&lt;br /&gt;
Via the use of the hacking tool, a Contestant may attempt hacking electronic devices. Devices are ranked by level, which is an indicator of their difficulty level.&lt;br /&gt;
&lt;br /&gt;
* Level 1: Container electronic locks&lt;br /&gt;
* Level 2: Most computer locks .&lt;br /&gt;
* Level 3: Certain computer locks, control computers for FL/HS locks.&lt;br /&gt;
&lt;br /&gt;
=== Hacking mini-game ===&lt;br /&gt;
When attempting to hack a device, a hacking mini-game begins. The objective of the mini-game is to take control of the System the hacker is invading, generally for the purpose of unlocking something such as a door, or obtaining access to a particular area or specific data.&lt;br /&gt;
&lt;br /&gt;
As stated above, each system has a varying difficulty level, which depends on the system one is attempting to hack.&lt;br /&gt;
&lt;br /&gt;
The hacking minigame is essentially a word scramble puzzle. The amount of letters to unscramble depends on the Level of the system being hacked. These letters form the password necessary to enter into the system; once fully unscrambled, the Contestant gains access to that system.&lt;br /&gt;
&lt;br /&gt;
The words are generated using the '''&amp;amp;loginwords''' command, they are then scrambled at random by the GM.&lt;br /&gt;
&lt;br /&gt;
When the Contestant believes they have the correct sequence of words, these words may be entered; the process takes 1 turn and burns 1 use of the hacking tool. * If the guess is correct, the system is hacked into successfully, unlocking access to whatever the Contestant was looking for.&lt;br /&gt;
* If the guess is incorrect, the system remains locked, but if any individual words are correct, the GM must tell the player which words they are.&lt;br /&gt;
&lt;br /&gt;
Hacking continues until unlocking the system, the Contestant chooses to stop, or until running out of uses on the hacking tool.&lt;br /&gt;
&lt;br /&gt;
Depending on the Contestant's Lockpicking skill level, the Contestant may begin with certain advantages; see [[Skills]] for more details.&lt;br /&gt;
&lt;br /&gt;
==== Systems ====&lt;br /&gt;
&lt;br /&gt;
Level 1 systems:&lt;br /&gt;
* 1d3+2 login words to unscramble (3-5)&lt;br /&gt;
* One login word will have obscured letters (1 if word is 5 characters long or less, 2 if 6 or more)&lt;br /&gt;
&lt;br /&gt;
Level 2 systems:&lt;br /&gt;
* 1d3+3 login words to unscramble (4-6)&lt;br /&gt;
* Two login words will have obscured letters (1 if word is 5 characters long or less, 2 if 6 or more)&lt;br /&gt;
&lt;br /&gt;
Level 3 systems:&lt;br /&gt;
* 1d4+4 login words to unscramble (5-9)&lt;br /&gt;
* Three login words will have obscured letters (1 if word is 5 characters long or less, 2 if 6 or more)&lt;br /&gt;
&lt;br /&gt;
== Container traps ==&lt;br /&gt;
Though not all containers are installed with traps, those that do may equipped with either one of the following:&lt;br /&gt;
&lt;br /&gt;
* '''Electric trap''': Zaps the would-be thief. [[Secondary effect#Elemental|Spec-Elec]] 18%, LDV+3. (2d6 roll, FT 6. If it fails: the electric trap sizzles.)&lt;br /&gt;
* '''Hallucinogen gas''': Releases a cloud of [[Secondary effect#Mind and psyche|hallucinogen]] gas; lasts 20 turns. (2d6 roll, FT 6. If it fails: the gas trap emits harmless air.)&lt;br /&gt;
* '''Tear gas''': Releases a cloud of CS gas. FT+2 and +7% Pain/turn for 3d4 turns. (2d6 roll, FT 6. If it fails: the gas trap emits harmless air.)&lt;br /&gt;
* '''Blade launcher''': Fires a [[ballistic knife]] blade at the thief, which hits on a random [[IRC Bots#MazeBot's commands|@bodyaim]]. (2d6 roll, FT 5. If it fails, the blade is expelled and hits nobody.)&lt;br /&gt;
* '''Alarm''': Triggers an alarm which automatically calls the [[Maze Guard|police]] in the room. They will take 1d6+1 turns to arrive.&lt;br /&gt;
* '''Explosive trap''': The container is booby trapped with a [[C4 charge]]. If it's set off, it will explode and destroy the contents along the way. (2d6 roll, FT 6. If explosive items (grenades, charges, rockets) are also in the container, a 2d6 is rolled for each of them to determine if they're set off as well.)&lt;br /&gt;
* '''Fireblast trap''': The container is armed with a flamethrower. If it's set off, it will release a stream of fire at its victim. [[Secondary effect#Elemental|Spec-Fire]] 33%, LDV+2. (2d6 roll, FT 7. If it fails: the flamethrower's flame dies out before harm.)&lt;br /&gt;
* '''Claymore trap''': The container is armed with an unremovable claymore mine. If it's set off, it will release 3d8 #2 buckshot pellets, the same used in [[M576 buckshot]] grenades.&lt;br /&gt;
* '''Turret trap''': The container is armed with an automatic cannon which will fire six [[5.56x45mm NATO]] FMJ rounds when set off. (Functions like an attack roll subject to FT 6 ; 6#2d6, aimed at a random @bodyaim.)&lt;br /&gt;
* '''Airblast trap''': Releases an airblast on the would-be thief. Special 38%, LDV+2. (2d6 roll, FT 6. If it fails, harmless wind is blown.)&lt;br /&gt;
* '''Acid spit trap''': Releases a ball of acid on the victim. [[Secondary effect#Elemental|Spec-Acid]], 30%, LDV+4. (2d6 roll, FT 6. If it fails, a &amp;quot;click&amp;quot; is heard and no acid comes out)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Supply crate]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Containers</id>
		<title>Containers</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Containers"/>
				<updated>2019-09-24T10:22:02Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''container''' is the name given to boxes, chests, and other such devices which are meant to hold objects. However, they differ from [[Supply crate|supply crates]] in that the contents of a container is random or semi-random - instead of always having a pre-determined set of objects, a container tends to have random items, or random types of items.&lt;br /&gt;
&lt;br /&gt;
Containers are a way for the inhabitants of the Mazes to store away their personal belongings. They are most often found in [[Room|bedrooms]], but can be found in certain other places, such as libraries, shrines, or radio rooms, where certain types of people may be expected to spend a lot of time and may need to have a container to store their belongings. Special types of containers are also used by shop owners, which have built-in wheels, allowing them to transport their wares from room to room easily.&lt;br /&gt;
&lt;br /&gt;
== Contestants and containers ==&lt;br /&gt;
A [[Contestant]] cannot carry a container, just like with supply crates. However, while it is not illegal to open a supply crate and take up its contents if not owned, containers are almost always the property of someone when found in a town, and attempting to open it is considered to be [[Wanted Level|a theft attempt]] if their owner is around to notice. The only containers that are 'safe' to open are those found in the UA ; they are never owned and can be looted without committing an offense.&lt;br /&gt;
&lt;br /&gt;
For this reason, containers exist in various types, and may be equipped with a lock, and in some cases, they may even be trapped, to further increase its resistance to would-be thieves.&lt;br /&gt;
&lt;br /&gt;
If a contestant desires to access the contents of a container, he/she has multiple solutions:&lt;br /&gt;
* Using '''brute force''' on the container or its lock, using a weapon of some sort, and treating the container as a combat target. It is the easiest solution, but also the most dangerous one.&lt;br /&gt;
** All containers (and their locks) can only receive [[Limb damage]]. See below to check the resistance of each container and lock types.&lt;br /&gt;
** '''Container traps''' are instantly triggered the moment the frame or the lock sustains any damage. (Zero damage attacks do not trigger them.)&lt;br /&gt;
** Choosing to attack the frame is the easier option as frames have lower LDV, however they have high health, and damaging the frame carries a higher risk of damaging the loot inside.&lt;br /&gt;
** Choosing to attack the lock is the safer option ; while locks have higher LDV making them tougher to break, they have lower health and the risk of damaging loot inside is reduced.&lt;br /&gt;
** As containers are inanimate objects, all attacks automatically succeed - rolls are only made to check for critical failures or critical successes.&lt;br /&gt;
** Every brute force attack on a container has a chance to destroy one random item inside the container: '''25% chance per damaging hit on the frame, 10% chance per damaging hit on the lock'''. A damaging hit is a hit that caused at least 1 damage.&lt;br /&gt;
*** Item destruction works by selecting a random event line among all the event lines representing the items inside the container, and deleting it. As such, more than one actual object (e.g. magazine containing ammunition) may be destroyed in this process, even if only &amp;quot;one item&amp;quot; was destroyed.&lt;br /&gt;
* Using a [[Key item|lockpicking kit]] in order to bypass the lock, if it has one. See below for more info on lockpicking.&lt;br /&gt;
* Obtaining the relevant '''container key'''. Every lock has a serial number which can only be opened with a key with the same serial number. There exist two types of container keys:&lt;br /&gt;
** '''Mechanical keys''', which unlock mechanical locks and have a 0001-9999 serial number range (9999 possible serials).&lt;br /&gt;
** '''Keycards''', which unlock electronic locks and have a 0001-FFFF serial number range. Keycard serials are in hexadecimal ; FFFF in hex corresponds to 65535 in decimal, meaning there are 65535 different serials.&lt;br /&gt;
* All keys are stored on keychains, and keychains are considered - as the name implies - [[Key Item|key items]]. As such keys and keychains are considered weightless.&lt;br /&gt;
* Two separate keychains exist, one for mechanical keys and one for keycards, for the purpose of convenience.&lt;br /&gt;
&lt;br /&gt;
=== Container types ===&lt;br /&gt;
There are two important types of containers to remember: the '''wooden container''' and the '''metal container'''.&lt;br /&gt;
&lt;br /&gt;
* Wooden containers are the most common and the most widespread. They contain all sorts of items, but they tend to be of low to medium value.&lt;br /&gt;
** Resistance: '''40 HP, LDV-2'''. Considered to be A2 armor class for damage calculation.&lt;br /&gt;
* Metal containers are rarer. Much more resistant than its wooden counterpart, it tends to container higher-value items.&lt;br /&gt;
** Resistance: '''80 HP, LDV-4'''. Considered to be A4 armor class for damage calculation. Completely immune to Blunt-type, Sharp-type and Piercing-type damage&lt;br /&gt;
&lt;br /&gt;
In addition, '''lockers''' can sometimes be found closed and locked in the [[Room|locker room roomstyle]]:&lt;br /&gt;
&lt;br /&gt;
* Lockers are considered to be their own type of &amp;quot;container&amp;quot;.&lt;br /&gt;
** Resistance: '''50 HP, LDV-1'''. Considered to be A1 armor class for damage calculation.&lt;br /&gt;
** Lockers are always fitted with mechanical locks when found closed, and are never trapped.&lt;br /&gt;
&lt;br /&gt;
=== Lock types ===&lt;br /&gt;
Like above, two major types of locks are used, plus two less common, specialized types. It must be noted that not all containers have locks, and that locks can sometimes be found on other things than containers, such as lockers, or certain doors. Remember that the key must match the lock in order to open - it doesn't matter what the lock is protecting.&lt;br /&gt;
&lt;br /&gt;
==== Common lock types ====&lt;br /&gt;
* Mechanical locks are the simplest and the least expensive. They require '''mechanical locks''' to be opened.&lt;br /&gt;
** Resistance: '''25 HP, LDV-3'''. Considered to be A3 armor class for damage calculation.&lt;br /&gt;
* Electronic locks are much more resistant to external damage. They require '''keycards''' to be opened.&lt;br /&gt;
** Resistance: '''50 HP, LDV-4'''. Considered to be A4 armor class for damage calculation.&lt;br /&gt;
&lt;br /&gt;
==== Special lock types ====&lt;br /&gt;
These are encountered in special circumstances and are specifically engineered for safety and resistance to tampering.&lt;br /&gt;
&lt;br /&gt;
* Computer locks are not traditional locks - while they do require a key to be opened, it is not physical, but instead tied to a computer and a login key.&lt;br /&gt;
** Login keys are a string of random words, generated using the [[IRC Bots|@loginwords]] command.&lt;br /&gt;
** These locks are completely immune to damage or brute force ; they cannot be destroyed to open the device they protect, as they are entirely virtual.&lt;br /&gt;
** [[Bionic augmentations#Hacking|Read here]] for more details on how to hack computer locks.&lt;br /&gt;
* FL/HS (Fingerprint lock/Heartbeat sensor) locks are highly specialized lock types. They are only implanted in specific areas (typically rooms requiring high security, such as the majority of shops, military armories, etc.)&lt;br /&gt;
** As their name implies, they are designed to read authorized fingerprints and listen for a heartbeat, so that only a '''living, authorized person''' may unlock such a lock.&lt;br /&gt;
** These locks are completely immune to damage or brute force attempts ; they cannot be destroyed to open the device they protect.&lt;br /&gt;
** These locks function like a standard computer lock, except that there is no login key - the authorized fingerprint and heartbeat ''is'' the key. The list of authorized fingerprints is located on a control computer - those computers are themselves FL/HS protected; the exact same people authorized to pass a FL/HS door lock are authorized to use the FL/HS control computer. Note that all FL/HS locks in a facility are slaved to the same control computer, in case multiple locks exist.&lt;br /&gt;
** Potential [[Bionic augmentations#Hacking|hackers]] who wish to pass a FL/HS locked door by themselves require two things: possessing a Level 3 augmentation, and locating the control computer. Successfully hacking the FL/HS control computer allows manipulation of all the locks in controls (including itself) - they can also be set to accept &amp;quot;all fingerprints&amp;quot; ; in which case only the heartbeat sensor module functions - it will accept any living being with a fingerprint.&lt;br /&gt;
*** ''Note:'' If all of the authorized people on a FL/HS lock are dead, it becomes impossible to lawfully manipulate the list of authorized people - this is called a '''deadlock'''. The only people that can bypass a deadlocked FL/HS system are hackers (such as the Contestant using the relevant [[Bionic augmentations#Hacking|augmentations]]) and engineers belonging to the Computer Systems ET (who have the ability to reset such computers and locks without the need for unlawful means).&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
''[[Lockpicking]] redirects here. This section details the specifics of lockpicking as an activity. For more details on how the skill works and how it affects lockpicking, see [[Gameplay mechanics#Non-combat skills|here]].''&lt;br /&gt;
&lt;br /&gt;
'''Lockpicking''' is a '''non-combat skill''' and an activity of the game that allows the [[Contestant|contestant]] to bypass mechanical locks on containers and on certain pieces of furniture.&lt;br /&gt;
&lt;br /&gt;
While brute force, which as stated above, is both the easiest yet the most dangerous (and potentially least rewarding) method, lockpicking is a slower but much safer alternative: Lockpicking. With this skill, the Contestant may attempt bypassing locks rather than try to break them, lowering the risk of exposing himself/herself to any possible traps and countermeasures.&lt;br /&gt;
&lt;br /&gt;
Lockpicking requires the following:&lt;br /&gt;
* A '''Lockpicking kit''', a Weight 1 consumable item which can be used up to 20 times. They can be found for sale in a [[Workshop]].&lt;br /&gt;
* A suitable target: only mechanical locks may be picked&lt;br /&gt;
&lt;br /&gt;
The lockpicking activity is a turn-based process. The goal is to pass checks in order and pick the lock while avoiding to trigger the trap, if there is any.&lt;br /&gt;
&lt;br /&gt;
Each lockpicking check requires rolling a '''2d6'''. Every check attempt '''consumes 1 use''' on the lockpicking kit, as well as '''1 turn'''.&lt;br /&gt;
&lt;br /&gt;
=== Unlocking steps ===&lt;br /&gt;
* '''Step 1''': Requires 2 successful checks at FT 7.&lt;br /&gt;
** To succeed, the thief must roll 8 or higher a total of 2 times. If successful in doing so, the thief moves on to the second step.&lt;br /&gt;
* '''Step 2''': Requires 3 successful checks at FT 8.&lt;br /&gt;
** To succeed, the thief must roll 9 or higher a total of 3 times. Success will pick the lock and allow them to open it.&lt;br /&gt;
&lt;br /&gt;
=== Optional actions ===&lt;br /&gt;
* '''Trap disabling''': If the container has a trap, the thief may try disablng the trap triggering system rather than the lock proper. Doing so requires 2 successful checks at FT 8 (rolling 9 or higher a total of 2 times).&lt;br /&gt;
** If successful, the trap is disabled, and cannot be triggered anymore under any circumstances.&lt;br /&gt;
* '''Force picking''': The thief can attempt applying a little brute force when picking a lock to try and pass their current step faster. The amount of checks on the current step is lowered to 1, but any failure is considered to be a critical failure. Cannot force pick a trap trigger.&lt;br /&gt;
&lt;br /&gt;
=== Use and depletion of a lockpicking kit ===&lt;br /&gt;
Lockpicking kits do not have unlimited uses. If the Contestant runs out of uses on his/her current lockpicking kit while in the middle of an unlocking attempt, the Contestant must be able to use another kit in order to resume lockpicking. Otherwise, all progress on the current lock will be lost.&lt;br /&gt;
&lt;br /&gt;
* If the container is trapped and if a 2 is rolled, '''the trap is instantly triggered'''. If the thief still has the possibility and the will to continue, they can keep trying to lockpick - the container is then considered to be without a trap.&lt;br /&gt;
* In any situation, if a 2 is rolled (even if there is no trap), the lockpicking kit '''burns 4 times the normal amount of uses for one check.''' (By default, at skill level 1, it would burn 4 uses instead of 1.)&lt;br /&gt;
* In any situation, if a 12 is rolled, then '''the lock is immediately unlocked'''.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Electronic locks cannot be picked open with a lockpicking kit as they are keycard readers and not mechanical devices; instead, [[Bionic augmentations#Hacking|a specialized augmentation]] is required.&lt;br /&gt;
&lt;br /&gt;
=== Skill and difficulty ===&lt;br /&gt;
The actual difficulty of a lock may vary depending on the thief's [[Gameplay mechanics#Lockpicking skill|Lockpicking skill]]. The higher the skill level, the lower the failure thresholds. The difficulty listed above is the '''default''', which assumes '''Lv1 - Unskilled'''. Certain other bonuses are also granted depending on the skill level. These bonuses are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Lv2 - Basic''': &lt;br /&gt;
** Unlocking step difficulty is lowered: Step 2 now only requires FT 7&lt;br /&gt;
** Kit efficiency is increased: 1 check now consumes '''0.5 uses''' (or 2 checks per 1 use, effectively doubling the &amp;quot;health&amp;quot; of one lockpicking kit).&lt;br /&gt;
* '''Lv3 - Skilled''': &lt;br /&gt;
** Trap disabling efficiency increased: FT decreased to FT 7&lt;br /&gt;
** Force picking efficiency increased: Can critically fail 1 time without triggering the trap (except when rolling 2 - natural critical failure)&lt;br /&gt;
* '''Lv4 - Expert''': &lt;br /&gt;
** Unlocking step difficulty is lowered: Step 2 now only requires 2 successful checks.&lt;br /&gt;
** Kit efficiency is increased: 1 check now consumes '''0.25 uses''' (or 4 checks per 1 use, effectively quadrupling the &amp;quot;health&amp;quot; of one lockpicking kit).&lt;br /&gt;
* '''Lv5 - Master''': &lt;br /&gt;
** Unlocking step difficulty is lowered: Steps 1 and 2 now only require FT 6.&lt;br /&gt;
** Trap disabling efficiency increased: Now only requires 1 successful check.&lt;br /&gt;
** Force picking efficiency increased: Can critically fail 2 times without triggering the trap (except when rolling 2 - natural critical failure)&lt;br /&gt;
&lt;br /&gt;
== Hacking ==&lt;br /&gt;
Via the use of the hacking tool, a Contestant may attempt hacking electronic devices. Devices are ranked by level, which is an indicator of their difficulty level.&lt;br /&gt;
&lt;br /&gt;
* Level 1: Container electronic locks&lt;br /&gt;
* Level 2: Most computer locks .&lt;br /&gt;
* Level 3: Certain computer locks, control computers for FL/HS locks.&lt;br /&gt;
&lt;br /&gt;
=== Hacking mini-game ===&lt;br /&gt;
When attempting to hack a device, a hacking mini-game begins. The objective of the mini-game is to take control of the System the hacker is invading, generally for the purpose of unlocking something such as a door, or obtaining access to a particular area or specific data.&lt;br /&gt;
&lt;br /&gt;
As stated above, each system has a varying difficulty level, which depends on the system one is attempting to hack.&lt;br /&gt;
&lt;br /&gt;
The hacking minigame is essentially a word scramble puzzle. The amount of letters to unscramble depends on the Level of the system being hacked. These letters form the password necessary to enter into the system; once fully unscrambled, the Contestant gains access to that system.&lt;br /&gt;
&lt;br /&gt;
The words are generated using the '''&amp;amp;loginwords''' command, they are then scrambled at random by the GM.&lt;br /&gt;
&lt;br /&gt;
When the Contestant believes they have the correct sequence of words, these words may be entered; the process takes 1 turn and burns 1 use of the hacking tool. * If the guess is correct, the system is hacked into successfully, unlocking access to whatever the Contestant was looking for.&lt;br /&gt;
* If the guess is incorrect, the system remains locked, but if any individual words are correct, the GM must tell the player which words they are.&lt;br /&gt;
&lt;br /&gt;
Hacking continues until unlocking the system, the Contestant chooses to stop, or until running out of uses on the hacking tool.&lt;br /&gt;
&lt;br /&gt;
Depending on the Contestant's Lockpicking skill level, the Contestant may begin with certain advantages; see [[Skills]] for more details.&lt;br /&gt;
&lt;br /&gt;
==== Systems ====&lt;br /&gt;
&lt;br /&gt;
Level 1 systems:&lt;br /&gt;
* 1d3+2 login words to unscramble (3-5)&lt;br /&gt;
&lt;br /&gt;
Level 2 systems:&lt;br /&gt;
* 1d3+3 login words to unscramble (4-6)&lt;br /&gt;
&lt;br /&gt;
Level 3 systems:&lt;br /&gt;
* 1d4+4 login words to unscramble (5-9)&lt;br /&gt;
&lt;br /&gt;
== Container traps ==&lt;br /&gt;
Though not all containers are installed with traps, those that do may equipped with either one of the following:&lt;br /&gt;
&lt;br /&gt;
* '''Electric trap''': Zaps the would-be thief. [[Secondary effect#Elemental|Spec-Elec]] 18%, LDV+3. (2d6 roll, FT 6. If it fails: the electric trap sizzles.)&lt;br /&gt;
* '''Hallucinogen gas''': Releases a cloud of [[Secondary effect#Mind and psyche|hallucinogen]] gas; lasts 20 turns. (2d6 roll, FT 6. If it fails: the gas trap emits harmless air.)&lt;br /&gt;
* '''Tear gas''': Releases a cloud of CS gas. FT+2 and +7% Pain/turn for 3d4 turns. (2d6 roll, FT 6. If it fails: the gas trap emits harmless air.)&lt;br /&gt;
* '''Blade launcher''': Fires a [[ballistic knife]] blade at the thief, which hits on a random [[IRC Bots#MazeBot's commands|@bodyaim]]. (2d6 roll, FT 5. If it fails, the blade is expelled and hits nobody.)&lt;br /&gt;
* '''Alarm''': Triggers an alarm which automatically calls the [[Maze Guard|police]] in the room. They will take 1d6+1 turns to arrive.&lt;br /&gt;
* '''Explosive trap''': The container is booby trapped with a [[C4 charge]]. If it's set off, it will explode and destroy the contents along the way. (2d6 roll, FT 6. If explosive items (grenades, charges, rockets) are also in the container, a 2d6 is rolled for each of them to determine if they're set off as well.)&lt;br /&gt;
* '''Fireblast trap''': The container is armed with a flamethrower. If it's set off, it will release a stream of fire at its victim. [[Secondary effect#Elemental|Spec-Fire]] 33%, LDV+2. (2d6 roll, FT 7. If it fails: the flamethrower's flame dies out before harm.)&lt;br /&gt;
* '''Claymore trap''': The container is armed with an unremovable claymore mine. If it's set off, it will release 3d8 #2 buckshot pellets, the same used in [[M576 buckshot]] grenades.&lt;br /&gt;
* '''Turret trap''': The container is armed with an automatic cannon which will fire six [[5.56x45mm NATO]] FMJ rounds when set off. (Functions like an attack roll subject to FT 6 ; 6#2d6, aimed at a random @bodyaim.)&lt;br /&gt;
* '''Airblast trap''': Releases an airblast on the would-be thief. Special 38%, LDV+2. (2d6 roll, FT 6. If it fails, harmless wind is blown.)&lt;br /&gt;
* '''Acid spit trap''': Releases a ball of acid on the victim. [[Secondary effect#Elemental|Spec-Acid]], 30%, LDV+4. (2d6 roll, FT 6. If it fails, a &amp;quot;click&amp;quot; is heard and no acid comes out)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Supply crate]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Gameplay_mechanics</id>
		<title>Gameplay mechanics</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Gameplay_mechanics"/>
				<updated>2019-09-24T10:21:55Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: /* Lockpicking skill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists the important '''gameplay mechanics''' of [[Mazeworld]]. &lt;br /&gt;
&lt;br /&gt;
== '''Aiming and body parts''' ==&lt;br /&gt;
The contestant may choose to attack specific body parts of his/her [[Encounters|enemy]]. Depending on the type of enemy, damage on certain body parts might be higher or lower, often with a special effect.&amp;lt;br /&amp;gt;&lt;br /&gt;
When a player does not specifies a body part attacked, it is by default the '''upper body''', the '''abdomen''', or other applicable. Please check the individual articles of every [[Encounters|creature]] to learn its body map. Keep in mind that many pieces of [[clothing and armor]], the various Armor Classes of clothing/armor and [[Encounters]], and certain other statistics, can modify or otherwise alter the behavior of damage in relation to body parts.&lt;br /&gt;
&lt;br /&gt;
By default, the following values are used:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Body group'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Damage multiplier'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Accuracy penalties'''&lt;br /&gt;
|-&lt;br /&gt;
| HEAD&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''1.5x''' [[Pain]], 1x limb damage&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Failure Threshold +1&lt;br /&gt;
|-&lt;br /&gt;
| BODY&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 1x [[Pain]], 1x limb damage&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No penalty&lt;br /&gt;
|-&lt;br /&gt;
| LIMB&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''0.4x''' [[Pain]], 1x limb damage&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | No penalty&lt;br /&gt;
|-&lt;br /&gt;
| EXTREMITY&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''0.5x''' [[Pain]], 1x limb damage&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Failure Threshold +1&lt;br /&gt;
|-&lt;br /&gt;
| WEAK POINT&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''2x''' [[Pain]], 1.5x limb damage to nearest limb&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Failure Threshold +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
HEAD group: Head&amp;lt;br /&amp;gt;&lt;br /&gt;
BODY group: Torso, upper body, lower body...&amp;lt;br /&amp;gt;&lt;br /&gt;
LIMB group: Arms, legs, shoulders, elbows, wings, tentacles...&amp;lt;br /&amp;gt;&lt;br /&gt;
EXTREMITY group: Hands, feet, mandibles, claws, tails, horns...&amp;lt;br /&amp;gt;&lt;br /&gt;
WEAK POINT group: Eyes, genitals, beaks, underbellies...&lt;br /&gt;
&lt;br /&gt;
* Note: Eyes must be targeted individually (i.e. &amp;quot;left eye&amp;quot;, not &amp;quot;eyes&amp;quot;.) If hit directly by any attack causing at least 1 [[limb damage]], an eye has a 50% chance to be '''destroyed'''. Destroyed eyes may result in [[secondary effects|perception loss or blindness]]; see this link for more details.&lt;br /&gt;
&lt;br /&gt;
== '''Basic fighting mechanics''' ==&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
'''''FT''' and '''Failure Threshold''' redirect here''.&lt;br /&gt;
&lt;br /&gt;
*In order for a fight to occur, the game will go into '''combat mode''', generally referred to as '''during combat''' or '''being in combat'''. Most of the time, combat mode is turned on when a fight is started, or about to start. In rarer circumstances, combat mode will be turned on even though there are no actual creatures to fight yet; generally to signify that the ongoing action requires the turn-based system.&lt;br /&gt;
*Combat is '''turn-based'''. Success or failure of the attack of each participant in the fight (contestant, enemy or enemies) is '''decided on dice rolls'''.&lt;br /&gt;
*In order to attack, most weapons require the user to '''aim''' at a particular body part of the chosen enemy; this is called a '''target'''.&lt;br /&gt;
**EXAMPLE: If a [[contestant]] desires to attack a human enemy using a [[Beretta M9]], the contestant can choose to aim at a particular body part of said enemy; i.e. torso, arms, or head.&lt;br /&gt;
**If a target is not specified, then the attacks will '''hit a random body part''' (via the '''@bodyaim''' [[IRC bots|bot command]]) instead.&lt;br /&gt;
**Certain weapons cannot be aimed at a precise target on a creature, so instead, simply designating the entire creature as a target may work. &lt;br /&gt;
*When choosing to attack, a participant in a fight may '''roll attack dice: one 2d6 per shot or attack attempted''', depending on if they're using firearms or other weapons.&lt;br /&gt;
** EXAMPLE: If a [[contestant]] tries to fire three rounds at an enemy using a [[Beretta M9]], he/she has to roll three 2d6s. The command to quickly roll this is '''@roll 3#2d6'''. Adjust the number left to the # symbol to reflect the desired amount.&lt;br /&gt;
&lt;br /&gt;
The result of each attack dice determines whether the shot or attack associated will hit or miss.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''Failure Threshold''' essentially acts as the accuracy statistic of the game. The lower the FT is, the greater the accuracy.&lt;br /&gt;
&lt;br /&gt;
By default, '''the Failure Threshold statistic is 6''', meaning that dice scores of 6 or less on the attack dice are '''guaranteed misses'''. FT can be influenced in many different ways - generally through [[secondary effects]] in a permanent or temporary manner. FT may also be influenced by other statistics, combat skills, environmental factors, and more. Because of the many different ways FT may be affected, the player will often be given reminders and breakdowns of anything affecting the Contestant's accuracy. FT may also sometimes be specifically stated to be &amp;quot;fixed&amp;quot; (e.g. accuracy of [[Container]] traps), in which case it cannot be influenced or modified by any external factors and remains at the indicated value (usually 6, but not always)&lt;br /&gt;
&lt;br /&gt;
With the default '''FT 6''':&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Score'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''What happens'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Effects'''&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Critical success'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attack hits perfectly and deals extra effects [[IRC Bots|(@critwin)]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 to 11&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Hit'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attack hits successfully where intended&lt;br /&gt;
|-&lt;br /&gt;
| 7 to 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Inaccurate Hit'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attack hits but may not deal as much damage due to '''Inaccuracy Range''' (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 6 to 3&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Miss'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Attack fails to hit entirely&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''Critical failure'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Weapon fails or malfunctions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Scoring '''2''' leads to a '''critical failure''', leading in the attack backfiring to the attacker in one way or another.&lt;br /&gt;
**Firearms and melee weapons: Roll '''@critfail'''. All critical failure effects result in the weapon losing [[Weapon maintenance|Condition]] points.&lt;br /&gt;
***Firearms may also be affected by extra problems on critical failures; see [[Gameplay mechanics#Firearm failures|here]] for a list of firearm failure types.&lt;br /&gt;
**Explosive ordnance may fail to work as intended, depending on the type.&lt;br /&gt;
**Certain creatures sustaining critical failures may result in the creature hurting itself.&lt;br /&gt;
*Scoring '''between 3 and 6''' leads to a '''miss''' or '''failure''', meaning the attack simply misses.&lt;br /&gt;
*Scoring '''between 7 and 8''' leads to an '''inaccurate hit''', meaning the attack hits, but does not deal as much damage as intended; making it a glancing blow, grazing hit, or some other type of poorly aimed shot.&lt;br /&gt;
** Inaccurate hits cause a '''flat 0.7x Pain &amp;amp; Limb damage modifier'''.&lt;br /&gt;
** Martial arts techniques ignore inaccurate hits and treat them as regular hits.&lt;br /&gt;
*Scoring '''between 9 and 11''' leads to a '''hit''' or '''success''', meaning the attack hits successfully and as intended.&lt;br /&gt;
*Scoring a '''12''' leads to a '''critical success''', leading in the attack landing exactly where the player wished, and may, depending on the victim and the weapon used, cause extra effects (extra damage, additional effects...).&lt;br /&gt;
&lt;br /&gt;
==== Inaccuracy Range ====&lt;br /&gt;
&lt;br /&gt;
'''Inaccuracy Range (IR)''' is a value, the importance of which depends on the current FT. The default '''Inaccuracy Range''' value is '''2''' ; it means that '''the 2 points above the Failure Threshold will be considered Inaccurate Hits'''. On a default FT of 6, IR 2 means '''Inaccurate Hits occur on a dice score of 7 or 8''', as indicated by the example table above.&lt;br /&gt;
&lt;br /&gt;
* If FT is decreased to 4 but IR remains at 2, then dice scores of 5 and 6 would become Inaccurate Hits.&lt;br /&gt;
* Inaccuracy Range does not affect critical hits (12)&lt;br /&gt;
** Example: If FT were to rise to 10, then Inaccurate hits occur only on a 11, as a 12 always means critical hit.&lt;br /&gt;
&lt;br /&gt;
Inaccuracy Range modifiers also exist, which can affect the range of dice score that become inaccurate hits. The most common method of decreasing the Inaccuracy Range is to increase [[Gameplay mechanics#Combat skill levels|combat skill levels]], which offer permanent IR decreasers depending on the combat skill in question, and on the combat skill level.&lt;br /&gt;
&lt;br /&gt;
Inaccuracy Range has no upper limit, but can effectively only affect dice scores up to 11, so there is no point to IR being higher than 8 (as the minimum possible FT is 3, the maximum possible effective Inaccuracy Range is 8, affecting all dice scores from 4 to 11).&lt;br /&gt;
&lt;br /&gt;
Inaccuracy Range has no lower limit either, and can go in the negatives, which may serve an effect dictated as below:&lt;br /&gt;
* IR values less than 0 have the same effect as if it was 0.&lt;br /&gt;
* Negative IR values can serve as a sort of &amp;quot;buffer&amp;quot; to other modifiers, particularly [[Recoil]], for example, to serve the purpose of extending the amount of possible shots without Inaccuracy.&lt;br /&gt;
** Example: An Expert-level shooter (FT 6, IR 0) using an appropriate [[5.56x45mm NATO]] rifle will have an ADT of 8 shots, and an IR+1 effect each time ADT is passed (see [[Recoil]] for how ADT and recoil effect works). The shooter equips a [[Weapon accessory|foregrip]] on this rifle, applying another IR-1 effect; this decreases the shooter's effective IR by 1, making it IR -1.&lt;br /&gt;
** Because the shooter's Inaccuracy Range is -1 and because any IR less than 0 is considered to have the same effect as IR 0, instead of being able to shoot only 8 rounds at IR 0, the shooter may shoot 16; the first 8 will be at IR -1, and the next 8 at IR 0.&lt;br /&gt;
&lt;br /&gt;
==== Battlespace ====&lt;br /&gt;
{|&lt;br /&gt;
| &amp;lt;[#img [hash 6QJAP5H4F022PP7GX5V9JM4YV2] [height 200]]&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The general term for the space in which creatures evolve when in combat is called the '''battlespace'''. A good visual representation of the battlespace is shown in the picture above.&lt;br /&gt;
&lt;br /&gt;
When combat is ongoing, the battlespace is typically delineated into various components, which help positioning each participant to the current fight:&lt;br /&gt;
* '''Sides''' represent areas of the battlespace.&lt;br /&gt;
* The concept of '''range''' is abstracted into two settings: '''Melee''' (&amp;quot;within melee range&amp;quot;) and '''Ranged'''&lt;br /&gt;
* The presence or not of [[Cover]]&lt;br /&gt;
* The position of each creature, relative to each other.&lt;br /&gt;
&lt;br /&gt;
Every battlespace has 4 sides, though all four sides are rarely used in a typical fight - in the majority of cases, combat occurs on one or two sides. Sides are numbered corresponding to cardinal directions, as shown with the map above.&lt;br /&gt;
&lt;br /&gt;
===== Doors and positioning =====&lt;br /&gt;
Every creature, item and room furniture in a room have a position in one of the battlespace Sides. Particularly so in the [[Uncivilized Area]], that position may be randomly generated. This also includes furniture that can contain items or can be interacted with, such as bookshelves, desks, lockers, computers, and so on.&lt;br /&gt;
&lt;br /&gt;
When entering a new room in the UA, regardless of the door taken in the previous room, the Contestant will always be considered to be coming from the South door (Side 1).&lt;br /&gt;
&lt;br /&gt;
In towns and defined areas, it instead depends on that particular facility's map ; going from Room A, through the East door (Side 4) into Room B, means the Contestant will enter inside Room B on Side 3 (West).&lt;br /&gt;
&lt;br /&gt;
It must be noted that doors also have positioning. The &amp;quot;North&amp;quot; door always corresponds to the &amp;quot;North&amp;quot; side (Side 2), and so on. Outside of combat, room positioning doesn't matter and the Contestant can leave through any door they wish. But when in combat, in order to leave through a door, they must first be on that door's corresponding side. If the Contestant is on Side 1 and they want to leave through the North door while in combat, they must first move into Side 2, then attempt an escape.&lt;br /&gt;
&lt;br /&gt;
===== Range and movement =====&lt;br /&gt;
&lt;br /&gt;
When not in combat, the battlespace does not matter and items located anywhere in the room may usually be reached and picked up immediately, and other creatures can be talked to and interacted with at any moment. What follows only applies during combat, or when about to engage in combat.&lt;br /&gt;
&lt;br /&gt;
The concept of &amp;quot;sides&amp;quot; does not represent allegiance, but positioning. While usually, the Contestant and any allies he/she may have always start combat in Side 1 and enemies/other combatants start combat in sides 2-4, each creature is capable of moving across sides and, with the right weapons, attacking other creatures, either on their own side or in other sides.&lt;br /&gt;
&lt;br /&gt;
Items generated in a room can be on any Side of the battlespace ; this is relevant when you want to know if you can pick up an item while hostile creatures are in the room.&lt;br /&gt;
&lt;br /&gt;
This is where the concept of '''range''' comes into play, as well as the terms &amp;quot;Melee&amp;quot; and &amp;quot;Ranged&amp;quot;.&lt;br /&gt;
* An attacker creature attempting a melee attack can only target another creature &amp;quot;Within melee range&amp;quot;, which simply means '''on the same side as the attacker'''. An attacker in Side 1 can only melee attack another creature in Side 1, and so on.&lt;br /&gt;
* An attacker creature attempting a ranged attack can target any other creature in the battlespace; ranged, as such, means '''capable to target on any side'''. An attacker in Side 1 can ranged attack any other creature, whether they may be in Side 1, 2, 3 or 4, and so on.&lt;br /&gt;
&lt;br /&gt;
Certain attacks can target &amp;quot;all creatures on the same side&amp;quot;, or &amp;quot;everyone on the same side&amp;quot;. It is as the description implies; if such an attack targets a creature in Side 2, the target - and all other creatures currently in Side 2 will be affected.&lt;br /&gt;
&lt;br /&gt;
Movement across sides during combat is possible, though rules and circumstances may vary depending on what motivates the movement.&lt;br /&gt;
* Typically, movement is done in the context of a '''melee attack''' against a creature on another side; it is referred to as a '''combat movement'''. In order for an attacker creature on one side to melee attack a victim creature on another side, the attacker has to move from their original side to their victim's. When done as part of a melee attack, the attacker moves only when its turn comes; thus movement during an attack directly depends on '''Initiative Speed''' (see [[Gameplay mechanics#Initiative system|below]]).&lt;br /&gt;
** '''''Example:''''' The Contestant is on Side 1, equipped with an iron baseball bat. He is facing a wolf, on Side 2. The wolf prepares to attack by biting, while the Contestant prepares to strike the wolf with the bat. Both of these attacks are, obviously enough, melee attacks. The wolf's bite attack has an Initiative Speed of 3, while the Contestant's bat has an IS of 18. As the wolf's IS score is the lowest, the wolf's attack is the fastest; thus the wolf '''moves from Side 2 to Side 1, then attacks, in one same move'''. Consequently, as the wolf is now in Side 1, the Contestant does not have to move to another side to attack; he may simply strike the wolf as it is within melee range.&lt;br /&gt;
* Movement to another side can also be performed without it being part of an attack; it is called a '''non-combat movement'''. As the term implies, it is a '''non-combat action''', similar to using an item or attempting to flee, which means that it has an [[Gameplay mechanics#Initiative system|Initiative Speed of 0]] and as such, is usually resolved before combat actions (attacks). Non-combat movement '''takes 1 turn'''; once complete, the turn ends.&lt;br /&gt;
** Non-combat movement '''CANNOT serve as an evasive maneuver from melee attacks'''; a melee attack is defined by the target, not by the location. The only way to evade an attack is to attempt escaping the battlespace entirely, which generally means attempting to leave the room. (See [[Gameplay mechanics#Other useful ways to use 2d6s|here]] for details).&lt;br /&gt;
** Non-combat movement however has other tactical uses, such as reaching items or equipment located on another side, or searching for a Side with new cover as long as that Side does not have hostile creatures. Entering a Battlespace Side with a hostile creature will always immediately break stealth.&lt;br /&gt;
** '''''Reaching items in another Side:''''' As before, Contestant on Side 1 with iron baseball bat, versus wolf on Side 2. Instead of attacking the wolf, the Contestant wants to move to Side 3 in order to reach an item that is lying there. In this case, the order is Contestant, Wolf. While the Contestant gets to move first, their turn ends when reaching Side 3, and it doesn't prevent the wolf from attacking the Contestant; the wolf simply follows the Contestant from Side 2 into Side 3 and makes their attack. Only on the next turn can the Contestant use the item in Side 3.&lt;br /&gt;
** '''''Seeking for new cover:''''' On Turn 1, a Contestant on Side 1 successfully makes a stealth cover check. He sees an enemy on Side 2, as well as a better piece of cover on Side 3, with no creature there. On Turn 2, the Contestant may choose to '''make a stealthy non-combat movement''' to Side 3, in which case the Contestant must pass a '''second stealth cover check'''. If successful, the Contestant will be on Side 3 with stealth still preserved.&lt;br /&gt;
&lt;br /&gt;
==== Special notes regarding accuracy and FT calculation ====&lt;br /&gt;
&lt;br /&gt;
* If several FT modifiers are involved, at no point the total FT can go any lower than 3 or any higher than 10. If, during FT calculation, the end result would be lower than 3, it becomes 3; and if it would be higher than 10, it becomes 10.&lt;br /&gt;
** ''Example 1:'' Knowing that natural FT is 6, X successively consumes [[Amphetamines]], [[Desoxyn]] and an [[Mushroom|Accuratio mushroom]]. X is under the effects of three sources of FT-1 thus his FT is lowered by 3. If X consumed a [[Cigarette]] afterwards (which also provides FT-1), his FT would not go lower than 3 as it is already 3.&lt;br /&gt;
** ''Example 2:'' X consumes [[Desoxyn]] (FT-1), an [[Mushroom|Accuratio mushroom]] (FT-1), [[Amphetamines]] (FT-1) then [[Steroids]] (FT+2). The total calculation is 6-1-1-1+2, making his FT 5.&lt;br /&gt;
&lt;br /&gt;
==== Firearm failures ====&lt;br /&gt;
When critical failures occur while using firearms, roll @critfail to determine the effects of the critical failure. If the effect rolled says &amp;quot;weapon suffers a failure corresponding to its type&amp;quot;, the list below comes into play.&lt;br /&gt;
&lt;br /&gt;
===== Firearm failure types =====&lt;br /&gt;
*'''Failure to eject''', also known as a '''Stovepipe''': This is the most common type of failure, which results in a spent casing stuck in the ejection port.&lt;br /&gt;
**Any remaining shots after this one are cancelled. The Contestant automatically spends the rest of the turn to remove the faulty casing; the weapon is ready to fire next turn.&lt;br /&gt;
*'''Failure to fire''', also known as a '''Misfire''': Certain types of weapons can instead suffer from this, where ammunition simply fails to fire.&lt;br /&gt;
**The shot corresponding to the 2 is simply not fired, any subsequent rounds fired afterwards are resolved normally.&lt;br /&gt;
**NOTE: For [[Recoil]] calculation purposes, if a FTF occurs, the corresponding round is skipped ; FTFs do not factor in recoil calculation.&lt;br /&gt;
*'''Failure to feed''': Belt-fed weapons are prone to this kind of failure. Feeding is blocked due to a double-feed issue, which prevents cycling.&lt;br /&gt;
**Any remaining shots after this one are cancelled, and the weapon is considered to be temporarily unusable until resolved. In order to make the weapon ready again, a reload must be performed; if the user doesn't have a spare belt or mag, they can simply remove and reload the same belt or mag to clear the malfunction. This is a slow process; it ends the turn during which the critfail occurred, and requires another turn to perform the reload if done during combat.&lt;br /&gt;
*'''Failure to burn''': A special type of misfire which is unique to flamethrowers. It is similar to a failure to fire, but it is reserved to flamethrowers. Fuel is ejected from the weapon successfully, but for some reason, the pilot light or ignition system fails to set it on fire, causing the flamethrower to waste fuel.&lt;br /&gt;
**The &amp;quot;shot&amp;quot; corresponding to the 2 is considered to be not fired. Any subsequent &amp;quot;shots&amp;quot; fired afterwards are resolved normally.&lt;br /&gt;
&lt;br /&gt;
==== Kill assists (&amp;quot;Ally kills&amp;quot;) ====&lt;br /&gt;
During fights between multiple encounters and/or groups of encounters, sometimes multiple attacks from different people may land on the same target. In this kind of situation, it may be difficult to establish who has truly killed whom. As such, a system of assists exists in order to determine who should be credited with the kill.&lt;br /&gt;
&lt;br /&gt;
The rule is simple: whoever caused the kill shot, is responsible for the kill, and as such is the only one to receive the relevant stats.&lt;br /&gt;
&lt;br /&gt;
If the contestant's [[Ally|allies]] perform kills, they are counted towards the contestant's total tally. However, kills made by temporary teammates or NPCs fighting by the Contestant's side, do NOT count if they are not formally considered as allies.&lt;br /&gt;
&lt;br /&gt;
==== Executions ====&lt;br /&gt;
After combat, it is possible that all of the Contestant's opponents may be unable to fight anymore, either due to [[Pain|blacking out]], or due to being in another special state of incapacitation (e.g.: Asleep or [[Restraints|restrained]]).&lt;br /&gt;
&lt;br /&gt;
If such a situation occurs and the Contestant wishes to ensure that the opponents are defeated, they can be '''executed'''. An execution works like an attack in that it uses the same rules and damage as during normal combat, with one exception ; executions cannot miss. An execution can fail if it doesn't kill immediately, however it can be attempted again. Whether or not it is successful, an execution attempt lasts 1 turn.&lt;br /&gt;
&lt;br /&gt;
Executions can be performed during combat, or outside of combat.&lt;br /&gt;
&lt;br /&gt;
== '''Damage and protection systems''' ==&lt;br /&gt;
Please refer to their articles: [[Damage chart]] - [[Protection chart]]&lt;br /&gt;
&lt;br /&gt;
== '''Explosives''' ==&lt;br /&gt;
'''''More detailed explanation of rules with explosives can be read on this article: [[Explosives rules]]'''''&lt;br /&gt;
&lt;br /&gt;
== Resolution of a combat turn ==&lt;br /&gt;
Combat may be initiated either by the player, or the GM via external events. Combat is turn-based. When combat begins, a series of steps must be respected at every turn to ensure that all the needed information is provided so that turns can be resolved.&amp;lt;br/&amp;gt;&lt;br /&gt;
Since version 2.5, a brand new turn resolution system has been designed to add a sense of speed and reflexes to combat in MazeWorld: the '''Initiative system'''. This system relies on a statistic, the '''Initiative Speed (IS)''', and is one of the most important stats to look out for during combat. The use of IS is detailed later on.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every party has the possibility to attempt a wide range of actions when their turn comes during combat, which can be placed under three broad categories:&lt;br /&gt;
* '''Combat actions'''; the use of a weapon or an attack in order to fight an opponent.&lt;br /&gt;
* '''Non-combat actions''': A number of specific actions not directly related to fighting may also be attempted, such as taking [[cover]], trying to escape, using items, and more.&lt;br /&gt;
* '''Free actions''': These actions are free and can be done consequence-free. Very few actions are under the realm of free action when in combat, although it must be noted that talking is considered a free action, within reason and at the GM's discretion. (Short sentences and taunting are fine, paragraph-long diatribes are not.)&lt;br /&gt;
&lt;br /&gt;
==== Turn resolution steps ====&lt;br /&gt;
* '''1)''' The GM decides what NPCs intend to do, normally without revealing it to the player.&lt;br /&gt;
* '''2)''' The player (you) is then asked what the Contestant intends to do for this turn.&lt;br /&gt;
* '''3)''' The GM announces &amp;quot;Start of Turn ''x''&amp;quot; (x being the turn number).&lt;br /&gt;
* '''4)''' Non-combat actions are treated as having an [[Gameplay mechanics#Initiative system|Initiative Speed of 0]] and is, as such, ''usually'' resolved before combat actions. A &amp;quot;non-combat action&amp;quot; is anything not involving an attack, such as reloading, swapping spare weapons, using an item, etc.&lt;br /&gt;
* '''5)''' The stealth status and Initiative Speed (see below) of every creature is checked, then the order of passage is announced.&lt;br /&gt;
* '''6)''' Each participant in the fight resolves its combat actions, in the announced order. This is during this step that attack dice are rolled. Depending on the weapons or attacks involved, different rules may be called upon ([[Recoil]], Failure Threshold, multiple projectiles, explosives, etc.)&lt;br /&gt;
* '''7)''' Once every attack is resolved (aka: how many hits and misses are confirmed), damage calculation steps are made, if necessary.&lt;br /&gt;
* '''8)''' The turn ends, the GM announces &amp;quot;End of Turn ''x''&amp;quot;. Any relevant end-of-turn effects are applied to ALL concerned creatures; effects such as natural [[Pain]] regeneration, periodic damage due to being [[Secondary effect#Elemental|set on fire]], [[Bleeding]] rolls, etc.&lt;br /&gt;
* '''9)''' If the fight isn't declared over by the GM, the fight continues on the next turn and the process repeats from Step 1.&lt;br /&gt;
&lt;br /&gt;
==== Damage calculation steps ====&lt;br /&gt;
Assuming the attack hits...&lt;br /&gt;
* '''A)''' [[Pain]] is calculated first. Various factors affect the end amount, the most important ones being AC, the victim's Pain sensitivity, the various attack multipliers, and so on.&lt;br /&gt;
* '''B)''' [[Limb damage]] is calculated next, using LDV and its modifiers.&lt;br /&gt;
* '''C)''' Other forms of damage are checked if needed (for example, a [[protection chart|Blunt-type attack can cause fractures]], and if needed, applied. Critical successes (rolling 12) may give additional effects.&lt;br /&gt;
** Typically, [[Clothing and armor|clothing damage]], [[Blood|Blood loss]], and '''injuries''' such as [[Wound|wounds]], [[Broken limb|fractures]], etc. are checked, with relevant critical success and/or bullet type modifiers applied.&lt;br /&gt;
&lt;br /&gt;
==== Initiative system ====&lt;br /&gt;
The '''Initiative system''' employs the use of a statistic, the '''Initiative Speed (IS)''' to determine the order of passage of a creature involved in combat with another. In other words, the IS is a representation of how fast they are; the better the score, the more they'll be first to attack in a turn.&lt;br /&gt;
&lt;br /&gt;
For humans and beings that can use human-usable weapons, the '''Initiative Score is tied to the weight of the weapon used''', with &amp;quot;1&amp;quot; being the naturally fastest, and &amp;quot;Unsp.&amp;quot; (Unsparable) being the naturally slowest. For other creatures, each of their attacks has an attributed IS value instead.&lt;br /&gt;
&lt;br /&gt;
* Note that IS and weight can be different; the term '''IS tier''' is employed. In normal conditions, a weapon with Weight 14 will have an IS of 14. However, '''there are ways to lower the effective IS of a weapon'''. If an effect speaks of '''lowering IS tiers''', then it is to be considered one tier lower than its actual weight. For a Weight 14 weapon, having an effect that applies '''IS tier -1''' means all attacks are considered 1 tier lower than their natural weight. For a Weight 14 weapon, '''IS thus becomes 9'''.&lt;br /&gt;
** If multiple tier lowering effects are active, they stack. Two active effects at the same time = 2 tiers down, and so on.&lt;br /&gt;
&lt;br /&gt;
During step 5 of turn resolution, the IS of all attempting a combat action is compared. The lowest IS is the fastest, and the fastest goes first. In case multiple creatures have the same IS, their order of passage is random.&lt;br /&gt;
* EXAMPLE: Two creatures are about to fight and neither is in stealth; they're both aware of each other. Creature A has '''IS 9''', while Creature B has '''IS 14'''. Creature A has the lowest IS such, A will go first during that turn. The order of passage is thus: A first, B second.&lt;br /&gt;
&lt;br /&gt;
===== Specific situations =====&lt;br /&gt;
* '''Case:''' During turn resolution, two or more participants in a fight have the same IS. How is it resolved?&lt;br /&gt;
** '''Solution:''' This is called a '''speed conflict'''. In this case, a die with as many sides as there are encounters involved is thrown to decide who goes first, then another to decide who goes second, and so on until all have been ordered. If two participants are in a speed conflict, a 1d2 resolves who goes first (and as such who goes second). If there are three, a 1d3 chooses the first, then a 1d2 chooses second and last. And so on for any larger groups.&lt;br /&gt;
&lt;br /&gt;
===== Initiative Speed tiers =====&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;IS tiers&amp;quot;''' are frequently referred to ; these tiers are nothing more than ways to refer to each of the possible weight values for items, particularly weapons. The higher the IS tier, the heavier - and thus, slower - the item is. In other words, '''lower is better''' in this case. Certain IS tiers cannot be naturally achieved with weapons or attacks, and can only be attained through specific effects - i.e. IS tier modifiers.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Tier number'''&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
| 99&lt;br /&gt;
|-&lt;br /&gt;
| '''Weight value'''&lt;br /&gt;
| ''Non-combat actions''&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;14&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;18&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;22&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;26&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;Unsparable&amp;lt;/span&amp;gt;&lt;br /&gt;
| ''[[Concentration]]''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* IS Tier 99 can only be reached by [[Concentrating]] ; it is called as such to further denote that it cannot be reached in any other ways, e.g. through effects that affect an user's Initiative Speed.&lt;br /&gt;
* IS Tier 0 can be reached through effects modifying IS (example: using a Weight 2 weapon alongside an effect that reduces IS by 2 tiers). IS Tier 0 is special in that all non-combat actions are treated as having an Initiative Speed of 0 ; thus, attacks with an effective IS of 0 are '''as fast as non-combat actions''' and can potentially be resolved before a creature attempting a non-combat action, such as trying to take cover, fleeing, reloading, and so on.&lt;br /&gt;
&lt;br /&gt;
==== How to describe a combat action ====&lt;br /&gt;
When the player is asked what to do, and they wish to make a combat action (an attack) they have to write a short, descriptive line detailing their intention. Whether or not they will succeed depends on the attack roll they will make later in the turn.&lt;br /&gt;
&lt;br /&gt;
The description line does not have to be written in an elaborate manner, so long as the required information is conveyed. The following examples are all describing the same action and are all acceptable:&lt;br /&gt;
* &amp;quot;[[Beretta AR70/90|AR70/90]], [[Hellhound]], Abdomen, Burst mode, 2 bursts&amp;quot;&lt;br /&gt;
* &amp;quot;John attacks the hellhound using his AR70/90, firing two bursts at the creature's abdomen.&amp;quot;&lt;br /&gt;
* &amp;quot;Fire two bursts at the hellhound's chest with the AR70/90&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The following example is also considered acceptable, but is bare-bones and leads to the default values being used.&lt;br /&gt;
* &amp;quot;Jack fires at the hellhound with his AR70/90&amp;quot;.&lt;br /&gt;
In this example, only the target and the weapon used are known; only steps 1 and 3 have been given information, leaving the attack to be interpreted as semi-auto, one shot, towards the hellhound's chest. While valid, it demonstrates that '''omission of information may have underwhelming, or undesired results'''.&lt;br /&gt;
&lt;br /&gt;
In addition to invalidations due to '''insufficient information''' (as explained above) and '''gameplay mechanic impossibility''' (e.g. trying to fire more shots or bursts per turn than the maximum limit), description lines may also be invalidated due to incapabilities related to the weapon; for example, trying to use a non-existent fire mode, or using an accessory that isn't mounted on the weapon.&lt;br /&gt;
* If the contestant attempts to '''fire more rounds than the weapon has left''', then only the remaining shots will be fired, naturally, then the turn ends.&lt;br /&gt;
* If the contestant attempts to '''fire an empty weapon or attachment''', the player will be notified that they are trying to fire an empty weapon, and will be allowed to choose another action instead.&lt;br /&gt;
&lt;br /&gt;
==== Remember the following steps ====&lt;br /&gt;
*'''1)''' Announce the '''weapon used''' (Writing the weapon's name is recommended, although just announcing the Class is acceptable)&lt;br /&gt;
*'''2)''' Announce the '''use of accessories''', if applicable (If none is specified, it is assumed none is used), unless the accessory has a passive effect; in which case it is always applied.&lt;br /&gt;
*'''3)''' Announce the '''intended target'''&lt;br /&gt;
*'''4)''' Announce the '''target's body part''' (if none given, torso/upper body is assumed)&lt;br /&gt;
*'''5)''' Announce the '''fire mode / attack mode selected''', if applicable (if none given and the weapon has more than one, the lowest possible is assumed)&lt;br /&gt;
*'''6)''' Finally, announce the '''amount of rounds fired / bursts fired / hits attempted''', within the limits possible (If no figure is given, the lowest non-zero amount is assumed)&lt;br /&gt;
&lt;br /&gt;
When the contestant's turn to attack comes, the player makes the attack roll (generally requiring to roll '''as many 2d6s as shots/hits attempted'''). If any hits are successful, damage is then calculated according to the description of the move, the results of the dice rolls, while taking in account [[Weapon accessory|weapon accessories]] and [[Recoil]], if applicable. The calculated damage is then applied. Afterwards, the GM makes a description of the results.&lt;br /&gt;
&lt;br /&gt;
== Other useful ways to use 2d6s ==&lt;br /&gt;
&lt;br /&gt;
* '''Stealth cover check''': Normally, attempting to take [[cover]] is a '''non-combat action''' which requires no roll, but depending on the circumstances, the Contestant may wish to do so stealthily. In order to make a Stealth cover check, Stealth must be active and maintained. The check determines whether the Contestant '''maintains stealth''' while taking cover. The Contestant must make a 2d6+[[Agility]] roll; Agility thus influences the Contestant's ability to succeed at a Stealth cover check.&lt;br /&gt;
** This check has a fixed FT of 6; thus success occurs on a 7 or more only. Critical failures and critical successes are respectively considered to be equal to normal failures and successes; there are no special effects for either. Alternatively, if the Contestant determines that stealth is not necessary, it is possible to simply take cover normally without rolling (and thus immediately succeed), even when stealth is active; however, it comes at the cost of '''breaking stealth'''.&lt;br /&gt;
** Success results in reaching cover while maintaining stealth. The Contestant's turn ends after taking cover.&lt;br /&gt;
** Failure also results in reaching cover, but with negative effects; '''stealth is broken for all creatures on the Contestant's side.''' As with a success, the Contestant's turn ends immediately after taking cover.&lt;br /&gt;
&lt;br /&gt;
* ''Multiple creatures and stealth'': '''If multiple creatures on the same side intend to take cover stealthily, they must all make stealth checks as a group'''. This also applies if the Contestant is part of that group. The group's stealth checks are averaged (rounded up) and treated as one for the whole group (any scores less than 2 are treated as 2, any scores over 12 are treated as 12)&lt;br /&gt;
** If the resulting score is 7 or more, then the group succeeds (all creatures that made a check take cover, maintain stealth, and may act again). If the resulting score is less than 7, then the group fails (all creatures that made a check take cover, but stealth is broken for them and their turn ends).&lt;br /&gt;
* ''Stealth and movement:'' A stealth cover check can be combined with '''non-combat movement''' to another Side, allowing a Contestant to make a '''second stealth cover check''' in a single turn (generally the first turn of combat); the first one to preserve stealth and take cover on the starting Battlespace Side, and the second one to actually move to another Side during that turn. However, when doing so, the Contestant's turn will end immediately at the end of this second check, regardless of success or failure - this is to prevent the Contestant from moving across more than one Side in one turn.&lt;br /&gt;
&lt;br /&gt;
* '''Escape check:''' Attempting to '''escape combat''' is a '''non-combat action'''. In order to perform an escape roll, the Contestant may simply make a 2d6+[[Agility]] roll as soon as combat begins. The roll has a fixed FT 5 ; thus success occurs if the result is 6 or more. Critical failures and critical successes are respectively considered to be equal to normal failures and successes; there are no special effects for either.&lt;br /&gt;
** '''WARNING:''' A successful escape roll immediately pulls the Contestant out of combat and prompts the player to the next doors or another direction to flee to, and unless allies or friendly creatures are also successfully escaping and following, it will leave allies behind to their fates. It is possible to '''abandon''' allies and friendlies that way, so beware.&lt;br /&gt;
** If stealth has been maintained, this roll becomes a '''Stealth escape check'''. The difference between the two is that in a stealth escape roll, the escapees are not spotted and stealth is preserved.&lt;br /&gt;
&lt;br /&gt;
== '''Recoil system''' ==&lt;br /&gt;
Please refer to this article: [[Recoil]]&lt;br /&gt;
&lt;br /&gt;
== '''Skills''' ==&lt;br /&gt;
As the Contestant progresses, the Contestant may increase their '''skills''' and become more proficient in the use of the many weapon categories available in the Mazes.&lt;br /&gt;
&lt;br /&gt;
Skills are grouped into two major categories: '''combat skills''' and '''non-combat skills'''.&lt;br /&gt;
&lt;br /&gt;
=== Combat skills ===&lt;br /&gt;
There are 21 different combat skill types, and 5 different skill levels for each. &lt;br /&gt;
&lt;br /&gt;
Combat skills are grouped into 3 major groups: firearms, explosives, and melee. They are as follows:&lt;br /&gt;
&lt;br /&gt;
===== Firearm skill group =====&lt;br /&gt;
* Bolt-action&lt;br /&gt;
* Pump-action&lt;br /&gt;
* Lever-action&lt;br /&gt;
* Automatic pistol&lt;br /&gt;
* Automatic rifle&lt;br /&gt;
* Automatic shotgun&lt;br /&gt;
* Semi-auto pistol&lt;br /&gt;
* Semi-auto rifle&lt;br /&gt;
* Semi-auto shotgun&lt;br /&gt;
* Double-action (DA) revolver&lt;br /&gt;
* Single-action (SA) revolver&lt;br /&gt;
&lt;br /&gt;
===== Heavy weapon skill group =====&lt;br /&gt;
* Grenade launcher&lt;br /&gt;
* Rocket launcher&lt;br /&gt;
* Planted explosives&lt;br /&gt;
* Flamethrowers&lt;br /&gt;
&lt;br /&gt;
===== Melee combat skills group =====&lt;br /&gt;
* Archery&lt;br /&gt;
* Axes&lt;br /&gt;
* One-handed club&lt;br /&gt;
* Two-handed club&lt;br /&gt;
* Crude weapons&lt;br /&gt;
* Knives&lt;br /&gt;
* One-handed sword&lt;br /&gt;
* Two-handed sword&lt;br /&gt;
* Staff / Pole weapons&lt;br /&gt;
* Whips / Lash weapons&lt;br /&gt;
* Exotic melee weapons&lt;br /&gt;
* Exotic ranged weapons&lt;br /&gt;
* Thrown weapons&lt;br /&gt;
* Martial arts (unarmed combat)&lt;br /&gt;
&lt;br /&gt;
==== Combat skills: Notes ====&lt;br /&gt;
* All ''Automatic'' skills cover the use of both ''Full-auto'' and ''Burst mode''.&lt;br /&gt;
* All ''Rifle'' skills cover the use of submachine guns and machine guns.&lt;br /&gt;
* Pump-action grenade launchers ('''GM-94'''...) are covered by the ''Grenade Launcher'' skill, not the ''Pump-action'' skill.&lt;br /&gt;
* All single-shot firearms that are not grenade or rocket launchers are covered by a relevant ''Semi-auto'' skill, as follows:&lt;br /&gt;
** All multiple-barreled shotguns with a &amp;quot;single shot&amp;quot; fire mode are covered by the ''Semi-auto shotgun'' skill.&lt;br /&gt;
** The Golden Gun and the Pen Gun's gun mode are covered by the ''Semi-auto pistol'' skill.&lt;br /&gt;
* Combination guns:&lt;br /&gt;
** If a ''Combination long gun'', it is covered by the ''Semi-auto rifle'' skill when shooting Pistol or Rifle calibers, and by the ''Semi-auto shotgun'' skill when shooting Shotgun calibers.&lt;br /&gt;
** If a ''Combination handgun'', it is covered by the ''Semi-auto pistol'' skill when shooting Pistol or Rifle calibers, and by the ''Semi-auto shotgun'' skill when shooting Shotgun calibers.&lt;br /&gt;
* All underslung grenade launchers are covered by the ''Grenade launcher'' skill.&lt;br /&gt;
* Underslung shotguns:&lt;br /&gt;
** The KAC Masterkey is essentially a pump-action shotgun, so it is covered by the ''Pump-action'' skill.&lt;br /&gt;
** The M26 MASS is, similarly, a (very small) bolt-action shotgun, thus it is covered by the ''Bolt-action'' skill.&lt;br /&gt;
* Thrown weapons:&lt;br /&gt;
** All hand grenades are covered by the ''Thrown weapons'' skill.&lt;br /&gt;
** Any form of planted explosive that is thrown instead of properly planted, is instead covered by the ''Thrown weapons'' skill.&lt;br /&gt;
** Class 5 weapons that are designed to be thrown (through a 'throw' mode, for example the Kunai or the Shuriken) are covered by the ''Thrown weapons'' skill.&lt;br /&gt;
** Any other item that doesn't fit in the above categories (melee weapons not designed to be thrown, non-weapons, etc) is '''NOT covered by any skill'''; they can be thrown without the need to roll but will not deal any damage.&lt;br /&gt;
* Blunt weapons:&lt;br /&gt;
** Any item that is not designed to be used as a blunt weapon (weapon without a 'Strike' mode) is '''NOT covered by any skill'''; they can only be used to push or hit without causing damage, without the need to roll.&lt;br /&gt;
&lt;br /&gt;
==== Combat skill levels ====&lt;br /&gt;
&lt;br /&gt;
Combat skill levels determine the Contestant's proficiency with weapons of that particular weapon category. Thus, the effects applied below depend both on the Contestant's skill level and on using a relevant weapon.&lt;br /&gt;
&lt;br /&gt;
* '''Unskilled''' (0-9.9 skill points) - '''FT+1''' (decreased accuracy), no IR modifiers.&lt;br /&gt;
* '''Basic''' (10-24.9 skill points) - Default skill level ; no FT or IR modifiers.&lt;br /&gt;
* '''Skilled''' (25-49.9 skill points) - No FT modifiers, '''Inaccuracy Range -1'''.&lt;br /&gt;
* '''Expert''' (50-99.9 skill points) - No FT modifiers, '''Inaccuracy Range -2'''.&lt;br /&gt;
* '''Master''' (100+ skill points) - '''FT-1''' (increased accuracy), '''Inaccuracy Range -2'''.&lt;br /&gt;
&lt;br /&gt;
Skill groups and skill levels are related to [[Achievements#Badges|Weapon badges]] - each skill level from Basic and up corresponds to a badge.&lt;br /&gt;
&lt;br /&gt;
===== Melee combat skills =====&lt;br /&gt;
&lt;br /&gt;
In addition to the accuracy modifiers listed above, each melee combat skill group has different additional effects depending on skill level. These effects generally affect '''how many maximum attacks per turn''' can be attempted with a weapon using the relevant skill.&lt;br /&gt;
&lt;br /&gt;
* 1H: One-handed ; 2H: Two-handed ; Exo: Exotic&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Level''' \ Combat skill&lt;br /&gt;
| Archery&lt;br /&gt;
| Axe&lt;br /&gt;
| 1H Club&lt;br /&gt;
| 2H Club&lt;br /&gt;
| Crude weapon&lt;br /&gt;
| Knife&lt;br /&gt;
| 1H Sword&lt;br /&gt;
| 2H Sword&lt;br /&gt;
| Staff / Pole&lt;br /&gt;
| Whip / Lash&lt;br /&gt;
| Exo melee&lt;br /&gt;
| Exo Ranged&lt;br /&gt;
| Thrown&lt;br /&gt;
| Martial arts&lt;br /&gt;
|-&lt;br /&gt;
| '''Lv1 - Unskilled'''&lt;br /&gt;
| Max 2 shots/reloads per turn&lt;br /&gt;
| Max 2 attacks per turn&lt;br /&gt;
| Max 3 attacks per turn&lt;br /&gt;
| Max 2 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 3 attacks per turn&lt;br /&gt;
| Max 2 attacks per turn&lt;br /&gt;
| Max 2 attacks per turn&lt;br /&gt;
| Max 2 attacks per turn&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| Max 2 basic attacks per turn&lt;br /&gt;
|-&lt;br /&gt;
| '''Lv2 - Basic'''&lt;br /&gt;
| Max 3 shots/reloads per turn&lt;br /&gt;
| Max 3 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 3 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 3 attacks per turn&lt;br /&gt;
| Max 3 attacks per turn&lt;br /&gt;
| Max 3 attacks per turn&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| Max 3 basic attacks per turn&lt;br /&gt;
|-&lt;br /&gt;
| '''Lv3 - Skilled'''&lt;br /&gt;
| Max 4 shots/reloads per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| Max 4 attacks per turn&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| Max 4 basic attacks per turn&lt;br /&gt;
|-&lt;br /&gt;
| '''Lv4 - Expert'''&lt;br /&gt;
| Max 5 shots/reloads per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 7 attacks per turn&lt;br /&gt;
| Max 7 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| Max 5 attacks per turn&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| Max 5 basic attacks per turn&lt;br /&gt;
|-&lt;br /&gt;
| '''Lv5 - Master'''&lt;br /&gt;
| Max 6 shots/reloads per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 7 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 8 attacks per turn&lt;br /&gt;
| Max 8 attacks per turn&lt;br /&gt;
| Max 7 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| Max 6 attacks per turn&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| Max 6 basic attacks per turn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Exceptions:&lt;br /&gt;
&lt;br /&gt;
* '''Exotic melee/ranged weapons''': Each weapon has its own limits on max attacks per turn:&lt;br /&gt;
** '''Chainsaw, Combat chainsaw, Doomslayer''': Up to 2 attacks per turn&lt;br /&gt;
** '''Drill Arm''': Up to 3 attacks per turn&lt;br /&gt;
** '''Nailgun''': Up to 10 shots per turn&lt;br /&gt;
* '''Thrown weapons''': No additional effects for this combat skill - only accuracy increases with skill level. (It's kind of difficult to throw something more than once, technically speaking...)&lt;br /&gt;
* '''Martial arts''': Skill level governs only ''basic attacks'', which are regular punches and kicks. It is possible to chain any number of punches OR kicks within the allowed limit, but not a mix of both. For more information, check the [[unarmed combat]] article.&lt;br /&gt;
&lt;br /&gt;
==== Training and advancing combat skills ====&lt;br /&gt;
&lt;br /&gt;
The primary and easiest method of advancing a combat skill is to use any weapon of the desired category and successfully kill enemies, until skill is increased to the desired level.&lt;br /&gt;
&lt;br /&gt;
Another method of advancing skills, particularly useful for Contestants seeking to improve their proficiency with low-leveled skills, is through '''training exercises'''.&lt;br /&gt;
&lt;br /&gt;
Training exercises take the form of mini-games, which can be played either in a [[Room|shooting range]] for firearm and explosive skills, or against a wooden training figure in a [[Room|dojo]] for melee skills.&lt;br /&gt;
&lt;br /&gt;
Shooting range training minigames:&lt;br /&gt;
* Target shooting (firearm skills)&lt;br /&gt;
* Quickdraw (firearm skills)&lt;br /&gt;
* Target blasting (explosives skills)&lt;br /&gt;
* Fast training (abridged training to save time)&lt;br /&gt;
&lt;br /&gt;
Dojo training minigames:&lt;br /&gt;
* Wooden Man (melee skills)&lt;br /&gt;
* Fast training (abridged training to save time)&lt;br /&gt;
&lt;br /&gt;
When completing training minigames, '''Training Points''' (or '''TPs''') may be earned. TPs partially substitute for kills in field conditions. While TPs contribute to increasing skill, they do not add to the kill count.&lt;br /&gt;
* 1 kill translates directly into 1 skill point.&lt;br /&gt;
* 10 TPs translate into the equivalent of 1 skill point for the purposes of skill leveling.&lt;br /&gt;
* A limited amount of Training Points can be earned: 250 per skill, which is just enough to go from zero point Unskilled level to Skilled level. Further training after reaching 250 TPs does not yield any more.&lt;br /&gt;
&lt;br /&gt;
===== Skill subgroups =====&lt;br /&gt;
&lt;br /&gt;
Certain combat skills belong to a '''subgroup''', which groups together similar skills. When training for one skill in a subgroup, '''the Contestant will gain half as many Training Points in all other skills of the same subgroup'''. This may significantly speed up training time if used correctly.&lt;br /&gt;
&lt;br /&gt;
* Note that it does not apply for Skill Points gained for kills during combat.&lt;br /&gt;
&lt;br /&gt;
The skill subgroups are as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Pistol subgroup:''' Semi-automatic pistol, Automatic pistol&lt;br /&gt;
* '''Revolver subgroup:''' Double-action revolver, Single-action revolver&lt;br /&gt;
* '''Rifle subgroup:''' Semi-automatic rifle, Automatic rifle&lt;br /&gt;
* '''Shotgun subgroup:''' Semi-automatic shotgun, Automatic shotgun&lt;br /&gt;
* '''Clubs subgroup:''' One-handed clubs, Two-handed clubs&lt;br /&gt;
* '''Swords subgroup:''' One-handed swords, Two-handed swords&lt;br /&gt;
&lt;br /&gt;
=== Non-combat skills ===&lt;br /&gt;
&lt;br /&gt;
There are 9 different non-combat skill types, and 5 different skill levels for each. Each skill is tied to a specific activity:&lt;br /&gt;
*[[Hunting]]&lt;br /&gt;
*[[Crafting]]&lt;br /&gt;
*[[Handloading]]&lt;br /&gt;
*[[Mines|Mining]]&lt;br /&gt;
*[[Negotiating]]&lt;br /&gt;
*[[Repairing]]&lt;br /&gt;
*[[Lockpicking]]&lt;br /&gt;
*'''Healing'''&lt;br /&gt;
*'''Evading'''&lt;br /&gt;
&lt;br /&gt;
Each of the skills affects the Contestant in a different way, and each one is trained in its own way.&lt;br /&gt;
&lt;br /&gt;
Certain skills have a '''Lv0 - Unaware''' which represents a lack of minimal knowledge to start practicing the associated activity. All skills have skill levels between 1 and 5; '''Lv1 - Unskilled''', '''Lv2 - Basic''', '''Lv3 - Skilled''', '''Lv4 - Expert''' and '''Lv5 - Master'''. The effects for each of those skill levels vary depending on the skill type.&lt;br /&gt;
&lt;br /&gt;
==== Hunting skill ====&lt;br /&gt;
''For the specifics on the activity itself, please read [[Hunting]].''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv0 - Unaware''' - skill is essentially inactive and must first be activated.&lt;br /&gt;
* Activation requirements: Complete [[Quests|Sidequest S1-3]].&lt;br /&gt;
* Skill training: Successfully butcher a creature to acquire 1 Skill Point in Hunting.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* '''Lv0 - Unaware''': Skill is inactive and the Contestant cannot hunt and butcher creatures at all.&lt;br /&gt;
* '''Lv1 - Unskilled''': Can harvest up to '''20% of a creature's body in meat'''.&lt;br /&gt;
* '''Lv2 - Basic''': Can harvest up to '''40% of a creature's body in meat'''.&lt;br /&gt;
* '''Lv3 - Skilled''': Can harvest up to '''60% of a creature's body in meat'''. &lt;br /&gt;
* '''Lv4 - Expert''': Can harvest up to '''80% of a creature's body in meat'''.&lt;br /&gt;
* '''Lv5 - Master''': Can harvest up to '''100% of a creature's body in meat'''.&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 10 SP&lt;br /&gt;
* '''Lv3:''' 25 SP&lt;br /&gt;
* '''Lv4:''' 100 SP&lt;br /&gt;
* '''Lv5:''' 200 SP&lt;br /&gt;
&lt;br /&gt;
==== Crafting skill ====&lt;br /&gt;
''For the specifics on the activity itself, please read [[Crafting]].''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv0 - Unaware''' - skill is essentially inactive and must first be activated.&lt;br /&gt;
* Activation requirements: Seek any [[Workshop]] engineer and purchase the &amp;quot;Crafting and engineering basics class&amp;quot; for 600 P$. This will enable the skill and set it to Lv1.&lt;br /&gt;
* Skill training: Successfully craft an item from a valid recipe to acquire 1 Skill Point in Crafting.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* '''Lv0 - Unaware''': Skill is inactive and the Contestant cannot craft items at all.&lt;br /&gt;
* '''Lv1 - Unskilled''': Default success chances.&lt;br /&gt;
* '''Lv2 - Basic''': +10% crafting success chances.&lt;br /&gt;
* '''Lv3 - Skilled''': +20% crafting success chances.&lt;br /&gt;
* '''Lv4 - Expert''': +30% crafting success chances.&lt;br /&gt;
* '''Lv5 - Master''': +40% crafting success chances.&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 5 SP&lt;br /&gt;
* '''Lv3:''' 25 SP&lt;br /&gt;
* '''Lv4:''' 50 SP&lt;br /&gt;
* '''Lv5:''' 100 SP&lt;br /&gt;
&lt;br /&gt;
==== Handloading skill ====&lt;br /&gt;
''For the specifics on the activity itself, please read [[Handloading]].''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv0 - Unaware''' - skill is essentially inactive and must first be activated.&lt;br /&gt;
* Activation requirements: Complete [[Quests|Sidequest S2-4]].&lt;br /&gt;
* Skill training: A new stat, &amp;quot;ammunition handloaded&amp;quot;, will be tracked. Every 20 rounds handloaded grants 1 Skill Point in Handloading; thus, '''1 handloaded round grants 0.05 Skill Points'''.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* '''Lv0 - Unaware''': Skill is inactive and the Contestant cannot handload ammunition at all.&lt;br /&gt;
* '''Lv1 - Unskilled''': Default handloading performance.&lt;br /&gt;
** Default maximum amount of rounds manipulated per turn: 5&lt;br /&gt;
** Default chance per shot fired to produce an usable spent case: 10% (assuming the caliber is valid)&lt;br /&gt;
** Allowed to handload only SP and -P/TAC loads.&lt;br /&gt;
* '''Lv2 - Basic''': Max rounds manipulated per turn now 8. Spent case chance per shot now 20%.&lt;br /&gt;
* '''Lv3 - Skilled''': Spent case chance per shot now 25%. Can now handload +P/MAG loads.&lt;br /&gt;
* '''Lv4 - Expert''': Max rounds manipulated per turn now 10. Spent case chance per shot now 1/3 (33.33%). Can now handload +P+ loads.&lt;br /&gt;
* '''Lv5 - Master''': Max rounds manipulated per turn now 20. Spent case chance per shot now 50%.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;round manipulation&amp;quot; is any one of the following:&lt;br /&gt;
* Priming a case or hull&lt;br /&gt;
* Loading a primed case/hull with a powder charge AND a projectile (this is what counts towards the &amp;quot;ammunition handloaded&amp;quot; stat)&lt;br /&gt;
* Disassembling a round of ammunition&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 25 SP (500 rounds)&lt;br /&gt;
* '''Lv3:''' 100 SP (2000 rounds)&lt;br /&gt;
* '''Lv4:''' 500 SP (10000 rounds)&lt;br /&gt;
* '''Lv5:''' 1000 SP (20000 rounds)&lt;br /&gt;
&lt;br /&gt;
==== Mining skill ====&lt;br /&gt;
''For the specifics on the activity itself, please read [[Mines]].''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv0 - Unaware''' - skill is essentially inactive and must first be activated.&lt;br /&gt;
* Activation requirements: Complete [[Quests|Sidequest S2-5]].&lt;br /&gt;
* Skill training: Successfully extract 1 ore bundle to gain 1 Skill Point in Mining.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* '''Lv0 - Unaware''': Skill is inactive and the Contestant cannot mine ore at all.&lt;br /&gt;
* '''Lv1 - Unskilled''': Default mining performance.&lt;br /&gt;
** Pick mining: Burns [[nutrition|15 ntri]]''' and [[hydration|8 wtr]] per hit. 10% chance to extract per hit. &lt;br /&gt;
** Drill Arm mining: Burns '''8 ntri''' and '''4 wtr''' per hit. 20% chance to extract per hit.&lt;br /&gt;
** Explosives mining: Blast extracts (limb damage) / 12&lt;br /&gt;
* '''Lv2 - Basic''': &lt;br /&gt;
** Pick mining: Chance to extract per hit is now 12.5%&lt;br /&gt;
** Drill Arm mining: Chance to extract per hit is now 25%&lt;br /&gt;
** Explosives mining: Blast now extracts (limb damage) / 10&lt;br /&gt;
* '''Lv3 - Skilled''': &lt;br /&gt;
** Pick mining: Now burns only '''10 ntri''' and '''5 wtr''' per hit. Chance to extract per hit is now 20%.&lt;br /&gt;
** Drill Arm mining: Now burns only '''5 ntri''' and '''3 wtr''' per hit. Chance to extract per hit is now 40%.&lt;br /&gt;
** Explosives mining: Blast now extracts (limb damage) / 8&lt;br /&gt;
* '''Lv4 - Expert''': &lt;br /&gt;
** Pick mining: Chance to extract per hit is now 25%.&lt;br /&gt;
** Drill Arm mining: Chance to extract per hit is now 50%.&lt;br /&gt;
** Explosives mining: Blast now extracts (limb damage) / 6&lt;br /&gt;
* '''Lv5 - Master''': &lt;br /&gt;
** Pick mining: Now burns only '''5 ntri''' and '''3 wtr'''. Chance to extract per hit is now 40%.&lt;br /&gt;
** Drill Arm mining: Now burns only '''3 ntri''' and '''2 wtr'''. Chance to extract per hit is now 80%.&lt;br /&gt;
** Explosives mining: Blast now extracts (limb damage) / 4&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 100 SP&lt;br /&gt;
* '''Lv3:''' 250 SP&lt;br /&gt;
* '''Lv4:''' 500 SP&lt;br /&gt;
* '''Lv5:''' 1000 SP&lt;br /&gt;
&lt;br /&gt;
==== Negotiation skill ====&lt;br /&gt;
''For the specifics on the activity itself, please read [[Negotiating]].''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv1 - Unskilled''' - skill is already active and can be used and trained.&lt;br /&gt;
* Activation requirements: Already active&lt;br /&gt;
* Skill training: Successfully convince a shop owner to lower their prices to earn Skill Points. Certain [[Quests|quest]] choices may also result in gaining Negotiation skill points.&lt;br /&gt;
** Easy haggles (10% off) grant 1 SP. Medium haggles (20% off) grant 2 SP. Hard haggles (30% off) grant 4 SP.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* ''Lv0 - Unaware'': N/A - skill begins at Level 1&lt;br /&gt;
* '''Lv1 - Unskilled''': Haggling can be attempted on purchases valued 250 P$ or less.&lt;br /&gt;
* '''Lv2 - Basic''': Haggling can be attempted on purchases valued 500 P$ or less.&lt;br /&gt;
* '''Lv3 - Skilled''': Haggling can be attempted on purchases valued 1000 P$ or less.&lt;br /&gt;
* '''Lv4 - Expert''': Haggling can be attempted on purchases valued 2000 P$ or less.&lt;br /&gt;
* '''Lv5 - Master''': Haggling can be attempted no matter the value of the Contestant's purchases.&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 20 SP&lt;br /&gt;
* '''Lv3:''' 50 SP&lt;br /&gt;
* '''Lv4:''' 100 SP&lt;br /&gt;
* '''Lv5:''' 200 SP&lt;br /&gt;
&lt;br /&gt;
==== Repair skill ====&lt;br /&gt;
''For the specifics on the activity itself, please read [[Repairing]].''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv1 - Unskilled''' - skill is already active and can be used and trained.&lt;br /&gt;
* Activation requirements: Already active.&lt;br /&gt;
* Skill training: Successfully repairing a weapon grants 1 Skill Point in Repair. Successfully repairing a 0% condition weapon grants 5 Skill Points. Cleaning a weapon does not grant any Skill Points.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* ''Lv0 - Unaware'': N/A - skill begins at Level 1&lt;br /&gt;
* '''Lv1 - Unskilled''': Default effectiveness (+0 points) for Gun Repair Kits (GRKs), Melee weapon Repair Kits (MRKs) and Gun Cleaning Kits (GCKs)&lt;br /&gt;
* '''Lv2 - Basic''': Bonus +100 points restored when using a GRK, MRK or GCK.&lt;br /&gt;
* '''Lv3 - Skilled''': Bonus +250 points restored when using a GRK, MRK or GCK. Can now use a repair kit (GRK on firearm, MRK on melee weapon) on a 0% Condition weapon to try repairing them (consumes 3 kit uses per attempt, 25% chance of success. Succeeding restores the weapon's Condition to 1% of their maximum value.)&lt;br /&gt;
* '''Lv4 - Expert''': Bonus +350 points restored when using a GRK, MRK or GCK. 0% Condition repairs now have a 50% chance of success per attempt.&lt;br /&gt;
* '''Lv5 - Master''': Bonus +550 points restored when using a GRK, MRK or GCK. 0% Condition repairs now have a 75% chance of success per attempt. &lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 25 SP&lt;br /&gt;
* '''Lv3:''' 100 SP&lt;br /&gt;
* '''Lv4:''' 250 SP&lt;br /&gt;
* '''Lv5:''' 500 SP&lt;br /&gt;
&lt;br /&gt;
==== Lockpicking skill ====&lt;br /&gt;
''For the specifics on the activity itself, please read [[Lockpicking]]. This includes hacking and the use of hacking tools.''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv0 - Unaware''' - skill is essentially inactive and must first be activated.&lt;br /&gt;
* Activation requirements: Complete [[Quests|Sidequest S2-3]].&lt;br /&gt;
* Skill training: Successfully picking a lock grants 1 Skill Point in Lockpicking.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* '''Lv0 - Unaware''': Skill is inactive and the Contestant cannot lock picks at all.&lt;br /&gt;
* '''Lv1 - Unskilled''':&lt;br /&gt;
** Default step difficulty&lt;br /&gt;
** Default kit efficiency&lt;br /&gt;
** Default trap disabling efficiency&lt;br /&gt;
** Default force picking efficiency&lt;br /&gt;
** No bonuses on hacking&lt;br /&gt;
* '''Lv2 - Basic''': &lt;br /&gt;
** Unlocking step difficulty is lowered: Step 2 now only requires FT 7&lt;br /&gt;
** Kit efficiency is increased: 1 check now consumes '''0.5 uses''' (or 2 checks per 1 use, effectively doubling the &amp;quot;health&amp;quot; of one lockpicking kit).&lt;br /&gt;
** Hacking bonus: The correct first letter of each login word is revealed.&lt;br /&gt;
* '''Lv3 - Skilled''': &lt;br /&gt;
** Trap disabling efficiency increased: FT decreased to FT 7&lt;br /&gt;
** Force picking efficiency increased: Can critically fail 1 time without triggering the trap.&lt;br /&gt;
** Hacking bonus: The first word is solved automatically, and the correct first letter of each remaining login word is revealed.&lt;br /&gt;
* '''Lv4 - Expert''': &lt;br /&gt;
** Unlocking step difficulty is lowered: Step 2 now only requires 2 successful checks.&lt;br /&gt;
** Kit efficiency is increased: 1 check now consumes '''0.25 uses''' (or 4 checks per 1 use, effectively quadrupling the &amp;quot;health&amp;quot; of one lockpicking kit).&lt;br /&gt;
** Hacking bonus: The first 2 words are solved automatically, and the correct first letter of each remaining login word is revealed.&lt;br /&gt;
* '''Lv5 - Master''': &lt;br /&gt;
** Unlocking step difficulty is lowered: Steps 1 and 2 now only require FT 6.&lt;br /&gt;
** Trap disabling efficiency increased: Now only requires 1 successful check.&lt;br /&gt;
** Force picking efficiency increased: Can critically fail 2 times without triggering the trap.&lt;br /&gt;
** Hacking bonus: The first 3 words are solved automatically, and the correct first letter of each remaining login word is revealed.&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 10 SP&lt;br /&gt;
* '''Lv3:''' 25 SP&lt;br /&gt;
* '''Lv4:''' 50 SP&lt;br /&gt;
* '''Lv5:''' 100 SP&lt;br /&gt;
&lt;br /&gt;
==== Healing skill ====&lt;br /&gt;
''The healing skill primarily serves to improve the Contestant's ability to heal himself/herself and others when using certain [[Medical aids|medical items]].''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv1 - Unskilled''' - skill is already active and can be used and trained.&lt;br /&gt;
* Activation requirements: Already active.&lt;br /&gt;
* Skill training: Successfully using any medical item (either on self or on others) grants 1 Skill Point in Healing. Applying Rags to heal wounds counts as using a medical item.&lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* ''Lv0 - Unaware'': N/A - skill begins at Level 1&lt;br /&gt;
* '''Lv1 - Unskilled''': &lt;br /&gt;
** Default limb healing [[secondary effect#Healing|effects]]&lt;br /&gt;
** Default effectiveness of Rags as bandages (50%)&lt;br /&gt;
** Default effectiveness of Makeshift tourniquets (40%)&lt;br /&gt;
* '''Lv2 - Basic''':&lt;br /&gt;
** '''Light limb healing''' is improved: The healing limb now instantaneously recovers 1 HP (previously 0), then 1 HP/turn for 7 turns.&lt;br /&gt;
** '''Rags''': Effectiveness is improved by '''25%''' (Rags now have a '''75% chance''' to successfully heal a wound).&lt;br /&gt;
** '''Makeshift tourniquets''': Effectiveness is improved by '''20%''' (Makeshift tourniquets now have a '''60% chance''' to successfully stop bleeding from a severed limb).&lt;br /&gt;
* '''Lv3 - Skilled''':  &lt;br /&gt;
** '''Strong limb healing''' is improved: The healing limb now instantaneously recovers 5 HP (previously 3), then 1 HP/turn for 12 turns.&lt;br /&gt;
** Can now perform a new ability: [[Healing massage]]&lt;br /&gt;
* '''Lv4 - Expert''': &lt;br /&gt;
** '''Light limb healing''' is improved: The healing limb now instantaneously recovers 3 HP (previously 1), then 1 HP/turn for 7 turns.&lt;br /&gt;
** '''Makeshift tourniquets''': Effectiveness is improved by '''20%''' (Makeshift tourniquets now have a '''80% chance''' to successfully stop bleeding from a severed limb).&lt;br /&gt;
* '''Lv5 - Master''': &lt;br /&gt;
** '''Strong limb healing''' is improved: The healing limb now instantaneously recovers 5 HP, then 2 HP/turn for 12 turns (previously 1 HP/turn).&lt;br /&gt;
** '''Rags''': Effectiveness is improved by '''25%''' (Rags now have a '''100%''' chance to successfully heal a wound).&lt;br /&gt;
** Permanent [[Secondary effect#Healing|Secondary effect]]: '''Addiction resistance'''.&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 100 SP&lt;br /&gt;
* '''Lv3:''' 250 SP&lt;br /&gt;
* '''Lv4:''' 500 SP&lt;br /&gt;
* '''Lv5:''' 1000 SP&lt;br /&gt;
&lt;br /&gt;
==== Evading skill ====&lt;br /&gt;
''The evading skill governs the ability to use [[Evasion abilities|special abilities]] related to evasion, parrying, and countering..''&lt;br /&gt;
&lt;br /&gt;
* Default level: '''Lv1 - Unskilled''' - skill is already active and can be used and trained.&lt;br /&gt;
* Activation requirements: Already active.&lt;br /&gt;
* Skill training: Successfully performing Evades and Parries grants 1 Skill Point each. Successfully performing a Counter grants 2 Skill Points. &lt;br /&gt;
&lt;br /&gt;
Effects of skill levels:&lt;br /&gt;
* ''Lv0 - Unaware'': N/A - skill begins at Level 1&lt;br /&gt;
* '''Lv1 - Unskilled''': &lt;br /&gt;
** Maximum evades/parries per turn: '''2'''&lt;br /&gt;
** Maximum counters per turn: '''1'''&lt;br /&gt;
* '''Lv2 - Basic''':&lt;br /&gt;
** Maximum evades/parries per turn increases to '''3'''&lt;br /&gt;
* '''Lv3 - Skilled''':  &lt;br /&gt;
** Maximum evades/parries per turn increases to '''4'''&lt;br /&gt;
* '''Lv4 - Expert''': &lt;br /&gt;
** Maximum evades/parries per turn increases to '''5'''&lt;br /&gt;
** Maximum counters per turn increases to '''2'''&lt;br /&gt;
* '''Lv5 - Master''': &lt;br /&gt;
** Maximum evades/parries per turn increases to '''6'''&lt;br /&gt;
** Maximum counters per turn increases to '''3'''&lt;br /&gt;
&lt;br /&gt;
Skill point requirements:&lt;br /&gt;
* '''Lv1:''' 0 SP (Skill Points)&lt;br /&gt;
* '''Lv2:''' 10 SP&lt;br /&gt;
* '''Lv3:''' 50 SP&lt;br /&gt;
* '''Lv4:''' 100 SP&lt;br /&gt;
* '''Lv5:''' 200 SP&lt;br /&gt;
&lt;br /&gt;
== '''Unplanned situations and creativity''' ==&lt;br /&gt;
Not every single possible situation can be marked down in the game as a written rule. Players who make use of common sense and creativity may find themselves getting out of situations, or creating certain things that weren't foreseen or planned by the author. Nevertheless, it is the game's policy to not forbid or stop a player from using of creativity to achieve the intended goals, so long as it isn't against the already defined rules.&lt;br /&gt;
&lt;br /&gt;
A few hints and examples of &amp;quot;unplanned&amp;quot; situations that players themselves have made use of and discovered...&lt;br /&gt;
* It is possible to break items made of glass, such as the [[bottle of beer]], to obtain the following weapons: the [[Broken bottle]], or several [[Glass shard|glass shards]]. &lt;br /&gt;
* When metallic objects are destroyed, [[Metal shard|metal shards]] may be obtained and used as weapons.&lt;br /&gt;
* Wooden objects may break into makeshift [[Wooden stick|sticks]], [[Wooden chopstick|chopsticks]], [[Plank|planks]] or even [[Stake|stakes]].&lt;br /&gt;
* Chemistry is fun, especially when it involves fire.&lt;br /&gt;
* There are more things that can be used and interacted with than what is evident.&lt;br /&gt;
* And more...&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Bionic_augmentations</id>
		<title>Bionic augmentations</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Bionic_augmentations"/>
				<updated>2019-09-24T10:10:34Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: /* Hacking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Bionic augmentations''', commonly shortened to just '''bionics''' or '''augs''', are specially designed human body enhancements that can improve various aspects of the receiver's body and performance. In essence, any being that has received augmentations is usually referred to as an '''augmented person''', an '''aug''', or more pejoratively, a '''cyborg''', a '''hanzer''' (from the word &amp;quot;en'''hancer'''&amp;quot;), and various other machine- or robot-related insults.&lt;br /&gt;
&lt;br /&gt;
In [[MazeWorld]], augmentations are enhancements that can modify or improve the [[Contestant|contestant]]'s body, upgrading various aspects of his or her performance; and so permanently. They can only be found in a [[bionics workshop]], of which only one exists in the Mazes, and is the only location where those implants are designed, produced and sold.&lt;br /&gt;
&lt;br /&gt;
Consequently, the scientific field of biological engineering is the subject of a [[peaceful scientist|Science Team]] in the Mazes, but is comprised of only one person; [[bionics workshop|Lance &amp;quot;Chaosclaw&amp;quot; Austin]], the only bionics engineer in all of Mazeworld. He is the only person who can install and remove implants; they cannot be used directly by the contestant.&lt;br /&gt;
&lt;br /&gt;
There exists in the Mazes an intellectual movement of small size but of relative importance, which is related to augs and the wish for improving all humans as a whole, it is called '''transhumanism'''. Chaosclaw is a devout transhumanist and believes that the entire human genre should be born enhanced in the same way he &amp;quot;enhances&amp;quot; people via installing implants on clients.&lt;br /&gt;
&lt;br /&gt;
Bionic implants '''may only be installed on humans and halflings''', as Lance refuses to work on anything that isn't &amp;quot;human or para-human&amp;quot;, and does not consider youkai, for example, to fit the definition. His reasons are unclear, though there is an implication that augmentations are only designed to work on humans or halflings, or that non-human/halfling bodies are not compatible with augmentations.&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
Bionic augmentations work on the principle of '''bases''' and the '''augmentations''' proper. Bases can be seen as the 'hardware'; they are the physical body part replacements, while augmentations are the 'software', which offer the proper ability enhancements. Bases alone can sometimes provide bonuses, but the real source of enhanced abilities come from the augmentations.&lt;br /&gt;
&lt;br /&gt;
Bases are non-removable; once the Contestant has chosen to get a body part augmented, he/she cannot revert back to natural body parts.&lt;br /&gt;
Augmentations however, can be replaced and modified at the customer's leisure, as long as money allows. It must be noted that once an augmentation is removed, Lance refunds the customer for half the value of that augmentation. If it is desired again later, it must be paid for in full once again.&lt;br /&gt;
&lt;br /&gt;
A third factor to take in account is a statistic called '''Power Pool''', or simply PP. Having enough money to pay for an augmentation isn't sufficient; the customer's body must have sufficient energy reserves to be able to handle it, and each aug has a PP cost. This is where PP comes in play ; the more bases installed on the customer's body, the more PP they dispose of to install augmentations.&lt;br /&gt;
&lt;br /&gt;
As a secondary effect and due to their nature as body part replacements, Bionic Arms, Legs and Eyes '''can replace''' corresponding [[severed limbs]] or [[Secondary effect#Accuracy|destroyed eyes]].&lt;br /&gt;
&lt;br /&gt;
== Bases ==&lt;br /&gt;
{|&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''Cost'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| Bionic Arm&lt;br /&gt;
| PP +20&lt;br /&gt;
| 1000 P$&lt;br /&gt;
| Can be installed twice (once per arm). Replaces arm and hand. &lt;br /&gt;
|-&lt;br /&gt;
| Bionic Leg&lt;br /&gt;
| PP +25&lt;br /&gt;
| 1250 P$&lt;br /&gt;
| Can be installed twice (once per leg). Replaces leg and foot. &lt;br /&gt;
|-&lt;br /&gt;
| Brainpower Cerebral Enhancement Platform&lt;br /&gt;
| PP +25&lt;br /&gt;
| 500 P$&lt;br /&gt;
| Has no effects on its own.&lt;br /&gt;
|-&lt;br /&gt;
| Bionic Eyes&lt;br /&gt;
| PP +10&lt;br /&gt;
| 1000 P$&lt;br /&gt;
| Replaces natural eyes. [[Secondary effect#Accuracy|Bionic eyes are indestructible.]]&lt;br /&gt;
|-&lt;br /&gt;
| Chest Augmentation Platform&lt;br /&gt;
| PP +40&lt;br /&gt;
| 2000 P$&lt;br /&gt;
| Has no effects on its own.&lt;br /&gt;
|-&lt;br /&gt;
| Dermal Armor base platform&lt;br /&gt;
| PP +0&lt;br /&gt;
| 250 P$&lt;br /&gt;
| Has no effects on its own; augmentations determine toughness &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Augmentations ==&lt;br /&gt;
Note that the effects between leveling augmentations do not stack. For example, upgrading ''Muscular fiber enhancement'' from lv1 to lv2 does not result in stacking both effects - the superior level's effects replace the inferior's effects instead. This also means the PP costs are replaced instead of stacking.&lt;br /&gt;
&lt;br /&gt;
=== Bionic Arm augs ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #A1&lt;br /&gt;
| Muscular fiber enhancement, lv1&lt;br /&gt;
| PP -5&lt;br /&gt;
| 550 P$&lt;br /&gt;
| Strength +10%&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| #A2&lt;br /&gt;
| Muscular fiber enhancement, lv2&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| Strength +20%&lt;br /&gt;
| Requires lv1 installed.&lt;br /&gt;
|- &lt;br /&gt;
| #A3&lt;br /&gt;
| Arm skeletal toughness treatment&lt;br /&gt;
| PP -15&lt;br /&gt;
| 1650 P$&lt;br /&gt;
| Augmented arm+hand become [[secondary effect|unbreakable]].&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| #A4&lt;br /&gt;
| Arm tissue damage resistance, lv1&lt;br /&gt;
| PP -5&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Arm +10, Hand +5 &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #A5&lt;br /&gt;
| Arm tissue damage resistance, lv2&lt;br /&gt;
| PP -10&lt;br /&gt;
| 2200 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Arm +20, Hand +10 &lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
|-  &lt;br /&gt;
| #A6&lt;br /&gt;
| Weapon aug: Ripperclaws&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| See [[Bionic augmentations#Weapon augs|Weapon augs]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #A7&lt;br /&gt;
| Weapon aug: XND-1000 excess energy dissipator&lt;br /&gt;
| PP cost variable&lt;br /&gt;
| 2000 P$&lt;br /&gt;
| See [[Bionic augmentations#Weapon augs|Weapon augs]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bionic Leg augs ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #B1&lt;br /&gt;
| Leg skeletal toughness treatment&lt;br /&gt;
| PP -15&lt;br /&gt;
| 1650 P$&lt;br /&gt;
| Augmented leg+foot become [[secondary effect|unbreakable]].&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #B2&lt;br /&gt;
| Leg tissue damage resistance, lv1&lt;br /&gt;
| PP -5&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Leg +10, Foot +5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #B3&lt;br /&gt;
| Leg tissue damage resistance, lv2&lt;br /&gt;
| PP -10&lt;br /&gt;
| 2200 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Leg +20, Foot +10&lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
|-&lt;br /&gt;
| #B4&lt;br /&gt;
| Ninja Speed implant, lv1&lt;br /&gt;
| PP -5&lt;br /&gt;
| 550 P$&lt;br /&gt;
| [[Agility]] +1&lt;br /&gt;
| Requires 2 bionic legs&lt;br /&gt;
|-&lt;br /&gt;
| #B5&lt;br /&gt;
| Ninja Speed implant, lv2&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| [[Agility]] +2&lt;br /&gt;
| Requires 2 bionic legs. Requires lv1 installed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Brainpower augs ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #C1&lt;br /&gt;
| Augmented sensorial awareness&lt;br /&gt;
| PP -5&lt;br /&gt;
| 550 P$&lt;br /&gt;
| Permanent [[Secondary effects|increased alertness]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #C2&lt;br /&gt;
| Cranial skeletal toughness treatment&lt;br /&gt;
| PP -15&lt;br /&gt;
| 1650 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Head +5, Augmented head becomes [[secondary effect|unbreakable]].&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #C3&lt;br /&gt;
| Akimbo Mind ambidexterity enhancement&lt;br /&gt;
| PP -25&lt;br /&gt;
| 2750 P$&lt;br /&gt;
| See [[Bionic augmentations#Akimbo Mind|Akimbo Mind]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #C4&lt;br /&gt;
| Combat sensorial enhancement&lt;br /&gt;
| PP -25&lt;br /&gt;
| 2750 P$&lt;br /&gt;
| Reduces [[Gameplay mechanics#Initiative system|IS]] by 1 tier&lt;br /&gt;
| Requires ''Augmented sensorial awareness'' installed&lt;br /&gt;
|-&lt;br /&gt;
| #C5&lt;br /&gt;
| Weapon aug: PsyBlast&lt;br /&gt;
| PP -15&lt;br /&gt;
| 1650 P$&lt;br /&gt;
| See [[Bionic augmentations#Weapon augs|Weapon augs]]&lt;br /&gt;
| Requires ''Augmented sensorial awareness'' installed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bionic Eyes ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #D1&lt;br /&gt;
| Sharp Vision accuracy enhancer, lv1&lt;br /&gt;
| PP -20&lt;br /&gt;
| 2200 P$&lt;br /&gt;
| [[FT]]-1&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #D2&lt;br /&gt;
| Sharp Vision accuracy enhancer, lv2&lt;br /&gt;
| PP -45&lt;br /&gt;
| 4950 P$&lt;br /&gt;
| [[FT]]-2&lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
|-&lt;br /&gt;
| #D3&lt;br /&gt;
| Ocular Shield vision preservation device&lt;br /&gt;
| PP -5&lt;br /&gt;
| 550 P$&lt;br /&gt;
| Grants immunity to [[Secondary effect#Weapon light|weaponlight dazzling]] and flashbang effects&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #D4&lt;br /&gt;
| ICU smart vision implant&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| Grants permanent [[Secondary effect#Clothing|immunity to gases]] and togglable [[Secondary effect#Accuracy|Night Vision]].&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chest Platform augs ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #E1&lt;br /&gt;
| Body tissue damage resistance, lv1&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Torso +5, Hips +5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #E2&lt;br /&gt;
| Body tissue damage resistance, lv2&lt;br /&gt;
| PP -20&lt;br /&gt;
| 2200 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Torso +10, Hips +10&lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
|-&lt;br /&gt;
| #E3&lt;br /&gt;
| Body skeletal toughness treatment&lt;br /&gt;
| PP -15&lt;br /&gt;
| 1650 P$&lt;br /&gt;
| Augmented torso+hips become [[secondary effect|unbreakable]].&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #E4&lt;br /&gt;
| Guardian Life Support System, lv1&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| See [[Bionic augmentations#Guardian LSS|Guardian LSS]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #E5&lt;br /&gt;
| Guardian Life Support System, lv2&lt;br /&gt;
| PP -20&lt;br /&gt;
| 2200 P$&lt;br /&gt;
| See [[Bionic augmentations#Guardian LSS|Guardian LSS]]&lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
|-&lt;br /&gt;
| #E6&lt;br /&gt;
| Guardian Life Support System, lv3&lt;br /&gt;
| PP -30&lt;br /&gt;
| 3300 P$&lt;br /&gt;
| See [[Bionic augmentations#Guardian LSS|Guardian LSS]]&lt;br /&gt;
| Requires lv2 installed&lt;br /&gt;
|-&lt;br /&gt;
| #E7&lt;br /&gt;
| ColdHeart XCR cardioregulator&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| [[Pain|Pain Death Threshold]] +20%, blocks incorrect blood transfusions&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #E8&lt;br /&gt;
| Bionic Antidote bloodstream regulator&lt;br /&gt;
| PP -15&lt;br /&gt;
| 1650 P$&lt;br /&gt;
| See [[Bionic augmentations#Bionic Antidote|Bionic Antidote]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dermal Armor augs ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #F1&lt;br /&gt;
| Body resiliency enhancer, lv1 ; Reptile Skin&lt;br /&gt;
| PP -5&lt;br /&gt;
| 550 P$&lt;br /&gt;
| Pain Sensitivity -10%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #F2&lt;br /&gt;
| Body resiliency enhancer, lv2 ; Daemon Skin&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| Pain Sensitivity -25%&lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
|-&lt;br /&gt;
| #F3&lt;br /&gt;
| Body resiliency enhancer, lv3 ; Oni Skin&lt;br /&gt;
| PP -25&lt;br /&gt;
| 2750 P$&lt;br /&gt;
| Pain Sensitivity -50%&lt;br /&gt;
| Requires lv2 installed&lt;br /&gt;
|-&lt;br /&gt;
| #F4&lt;br /&gt;
| Body resiliency enhancer, lv4 ; Dragon Skin&lt;br /&gt;
| PP -40&lt;br /&gt;
| 4400 P$&lt;br /&gt;
| Pain Sensitivity -75%&lt;br /&gt;
| Requires lv3 installed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra augs ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #X1&lt;br /&gt;
| ENBoost power battery, lv1&lt;br /&gt;
| PP +25&lt;br /&gt;
| 1500 P$&lt;br /&gt;
| Provides an extra +25 Power Pool instantly&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #X2&lt;br /&gt;
| ENBoost power battery, lv2&lt;br /&gt;
| PP +35&lt;br /&gt;
| 2000 P$&lt;br /&gt;
| Provides an extra +35 Power Pool instantly&lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #X3&lt;br /&gt;
| Aug upgrade: XAU-1001 Tesla Coil&lt;br /&gt;
| PP -0&lt;br /&gt;
| 1000 P$&lt;br /&gt;
| See [[Bionic augmentations#Aug upgrades|Aug upgrades]].&lt;br /&gt;
| Requires XND-1000 installed&lt;br /&gt;
|-&lt;br /&gt;
| #X4&lt;br /&gt;
| Aug upgrade: XAU-1002 Heat Beam&lt;br /&gt;
| PP -0&lt;br /&gt;
| 1000 P$&lt;br /&gt;
| See [[Bionic augmentations#Aug upgrades|Aug upgrades]].&lt;br /&gt;
| Requires XND-1000 installed&lt;br /&gt;
|-&lt;br /&gt;
| #X5&lt;br /&gt;
| Aug upgrade: XAU-1003 Corrosive Shot&lt;br /&gt;
| PP -0&lt;br /&gt;
| 1000 P$&lt;br /&gt;
| See [[Bionic augmentations#Aug upgrades|Aug upgrades]].&lt;br /&gt;
| Requires XND-1000 installed&lt;br /&gt;
|-&lt;br /&gt;
| #X6&lt;br /&gt;
| Aug upgrade: XAU-1004 Super Charge&lt;br /&gt;
| PP cost variable&lt;br /&gt;
| 2000 P$&lt;br /&gt;
| See [[Bionic augmentations#Aug upgrades|Aug upgrades]].&lt;br /&gt;
| Requires XND-1000 installed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unique mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Akimbo Mind ===&lt;br /&gt;
When installed, this augmentation allows [[Weapon#One-handed use and dual wielding|one-handed use and dual wielding]] of '''Unrestricted''' weapons '''with no accuracy penalties.''' All other restrictions and limitations still apply.&lt;br /&gt;
&lt;br /&gt;
=== Bionic Antidote ===&lt;br /&gt;
When installed, this augmentation modifies the user's sensitivity to [[Poison]].&lt;br /&gt;
&lt;br /&gt;
* With this aug, Cyanide poisoning now requires 15 additional turns before death occurs.&lt;br /&gt;
* If Venom poisoned, the augmentation allows the user to naturally eliminate Venom at a rate of 0.1/turn. It does not replace proper medical treatment, as Venom may still [[limb damage|damage the body]], but can serve as an emergency measure until antidote is available.&lt;br /&gt;
&lt;br /&gt;
=== Guardian LSS ===&lt;br /&gt;
&lt;br /&gt;
Level 1:&lt;br /&gt;
* [[Pain|Pain Blackout Threshold]] increased by 15%&lt;br /&gt;
* Natural Blood regeneration (daily) is increased by 1, making the user regenerate 2 Blood every day at midnight at no extra cost of nutirtion or fatigue.&lt;br /&gt;
&lt;br /&gt;
Level 2:&lt;br /&gt;
* [[Pain|Pain Blackout Threshold]] increased by 25%&lt;br /&gt;
* Natural Pain regeneration rate +1%/turn (without other modifiers, the rate becomes 3%/turn)&lt;br /&gt;
** Note: As a consequence, this will burn 15 ntri/turn.&lt;br /&gt;
* Natural Blood regeneration (daily) is increased by 2, making the user regenerate 3 Blood every day at midnight at no extra cost of nutirtion or fatigue.&lt;br /&gt;
&lt;br /&gt;
Level 3:&lt;br /&gt;
* [[Pain|Pain Blackout Threshold]] increased by 50%&lt;br /&gt;
* Natural Pain regeneration rate +1%/turn (without other modifiers, the rate becomes 3%/turn)&lt;br /&gt;
** Note: As a consequence, this will burn 15 ntri/turn.&lt;br /&gt;
* Natural Blood regeneration (daily) is increased by 3, making the user regenerate 4 Blood every day at midnight at no extra cost of nutirtion or fatigue.&lt;br /&gt;
&lt;br /&gt;
=== Weapon augs ===&lt;br /&gt;
&lt;br /&gt;
'''PsyBlast''':&lt;br /&gt;
* Psychic blast: SPECIAL-type, LDV N, IS 22, 33/33/33 33/33/33/33/33, bypasses Pain Sensitivity (treats it as being 100%), ignores the user's IS tier modifiers (IS for this attack is always considered to be 22 no matter the amount of IS tier modifiers.)&lt;br /&gt;
&lt;br /&gt;
'''Ripperclaws''':&lt;br /&gt;
* Grants the user retractable claws on the mounted fist. When extended, the claws allow for either Blunt-type (retracted) or Sharp-type punches (extended).&lt;br /&gt;
** Users simply have to call the attack type, like they would for other multiple type weapons.&lt;br /&gt;
&lt;br /&gt;
'''XND-1000 dissipator''':&lt;br /&gt;
* The XND-1000 excess energy dissipator is an arm cannon, which draws power from unassigned Power Pool energy. It is disabled if there is less than 5 unassigned PP.&lt;br /&gt;
* Aiming and firing the XND-1000 is subject to FT, influencable. This means that the XND operates under the FT aiming rules as ranged weapons, and that any FT modifiers will affect the user's accuracy with the XND-1000.&lt;br /&gt;
* The arm cannon's ammunition is Power, and Max Power is equal to the amount of unassigned PP. Power recharges naturally at a rate of 0.5/turn until full.&lt;br /&gt;
* No weapon skill affects the XND-1000, therefore accuracy cannot be influenced by Skill level, and directly depends on the user's natural FT.&lt;br /&gt;
* The XND-1000 offers two attacks:&lt;br /&gt;
** Energy Blast: Singular blast of energy which costs 5 Power. SPECIAL-type, LDV+2, IS 5, 28/28/28 28/28/28/28.&lt;br /&gt;
** Charged Energy Blast: Singular blast of energy, of variable power. User can choose how much Power can be charged in a single shot (must be minimum 10)&lt;br /&gt;
*** Damage is SPECIAL-type. IS 9.&lt;br /&gt;
*** Pain damage calculation formula: '''28 + ( (X/5) * 12 )''' where X is amount of power charged.&lt;br /&gt;
*** LDV calculation formula: '''Total Pain discharged / 10''' rounded up.&lt;br /&gt;
*** ''Example:'' Charging 10 Power results in: Pain = '''28+((10/5)*12) = 52%''', and LDV = '''52 / 10 = 5.2, rounded to 5''' (thus LDV+5).&lt;br /&gt;
*** WARNING: After firing a Charged Energy Blast, the XND-1000 becomes unusable for 3 turns, as it drains considerable amounts of energy at once. Use with caution.&lt;br /&gt;
&lt;br /&gt;
=== Aug upgrades ===&lt;br /&gt;
&lt;br /&gt;
==== Upgrades for XND-1000 dissipator ====&lt;br /&gt;
&lt;br /&gt;
'''XAU-1001 Tesla Coil'''&lt;br /&gt;
* Effect: Changes damage type of XND-1000 shots to '''Spec-Elec'''. Adds a 50% chance to stun for 1d2 turns.&lt;br /&gt;
&lt;br /&gt;
'''XAU-1002 Heat Beam'''&lt;br /&gt;
* Effect: Changes damage type of XND-1000 shots to '''Spec-Fire'''.&lt;br /&gt;
&lt;br /&gt;
'''XAU-1003 Corrosive Shot'''&lt;br /&gt;
* Effect: Changes damage type of XND-1000 shots to '''Spec-Acid'''.&lt;br /&gt;
&lt;br /&gt;
'''XAU-1004 Super Charge'''&lt;br /&gt;
* Effect: Enables a new attack with the XND-1000, the Super Charged Force Bolt.&lt;br /&gt;
** Super Charged Energy Blast: Singular blast of energy, of variable power and greater strength than the normal Charged Energy Blast. User can choose how much Power can be charged in a single shot (must be minimum 10)&lt;br /&gt;
*** Damage is SPECIAL-type. IS 14.&lt;br /&gt;
*** Pain damage calculation formula: '''42 + ( (X/5) * 16 )''' where X is amount of power charged.&lt;br /&gt;
*** LDV calculation formula: '''Total Pain discharged / 10''' rounded up.&lt;br /&gt;
*** ''Example:'' Charging 10 Power results in: Pain = '''42+((10/5)*16) = 74%''', and LDV = '''74 / 10 = 7.4, rounded to 7''' (thus LDV+7).&lt;br /&gt;
*** WARNING: After firing a Super Charged Force Bolt, roll a 1d6. If the result is 1-5, the user's XND-1000 is disabled for as many turns. If the result is 6, the user's XND-1000 is disabled for 5 turns and the user themselves is stunned for 1d2 turns. Use with extreme caution.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Secondary effect]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Bionic_augmentations</id>
		<title>Bionic augmentations</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Bionic_augmentations"/>
				<updated>2019-09-24T10:10:00Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Bionic augmentations''', commonly shortened to just '''bionics''' or '''augs''', are specially designed human body enhancements that can improve various aspects of the receiver's body and performance. In essence, any being that has received augmentations is usually referred to as an '''augmented person''', an '''aug''', or more pejoratively, a '''cyborg''', a '''hanzer''' (from the word &amp;quot;en'''hancer'''&amp;quot;), and various other machine- or robot-related insults.&lt;br /&gt;
&lt;br /&gt;
In [[MazeWorld]], augmentations are enhancements that can modify or improve the [[Contestant|contestant]]'s body, upgrading various aspects of his or her performance; and so permanently. They can only be found in a [[bionics workshop]], of which only one exists in the Mazes, and is the only location where those implants are designed, produced and sold.&lt;br /&gt;
&lt;br /&gt;
Consequently, the scientific field of biological engineering is the subject of a [[peaceful scientist|Science Team]] in the Mazes, but is comprised of only one person; [[bionics workshop|Lance &amp;quot;Chaosclaw&amp;quot; Austin]], the only bionics engineer in all of Mazeworld. He is the only person who can install and remove implants; they cannot be used directly by the contestant.&lt;br /&gt;
&lt;br /&gt;
There exists in the Mazes an intellectual movement of small size but of relative importance, which is related to augs and the wish for improving all humans as a whole, it is called '''transhumanism'''. Chaosclaw is a devout transhumanist and believes that the entire human genre should be born enhanced in the same way he &amp;quot;enhances&amp;quot; people via installing implants on clients.&lt;br /&gt;
&lt;br /&gt;
Bionic implants '''may only be installed on humans and halflings''', as Lance refuses to work on anything that isn't &amp;quot;human or para-human&amp;quot;, and does not consider youkai, for example, to fit the definition. His reasons are unclear, though there is an implication that augmentations are only designed to work on humans or halflings, or that non-human/halfling bodies are not compatible with augmentations.&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
Bionic augmentations work on the principle of '''bases''' and the '''augmentations''' proper. Bases can be seen as the 'hardware'; they are the physical body part replacements, while augmentations are the 'software', which offer the proper ability enhancements. Bases alone can sometimes provide bonuses, but the real source of enhanced abilities come from the augmentations.&lt;br /&gt;
&lt;br /&gt;
Bases are non-removable; once the Contestant has chosen to get a body part augmented, he/she cannot revert back to natural body parts.&lt;br /&gt;
Augmentations however, can be replaced and modified at the customer's leisure, as long as money allows. It must be noted that once an augmentation is removed, Lance refunds the customer for half the value of that augmentation. If it is desired again later, it must be paid for in full once again.&lt;br /&gt;
&lt;br /&gt;
A third factor to take in account is a statistic called '''Power Pool''', or simply PP. Having enough money to pay for an augmentation isn't sufficient; the customer's body must have sufficient energy reserves to be able to handle it, and each aug has a PP cost. This is where PP comes in play ; the more bases installed on the customer's body, the more PP they dispose of to install augmentations.&lt;br /&gt;
&lt;br /&gt;
As a secondary effect and due to their nature as body part replacements, Bionic Arms, Legs and Eyes '''can replace''' corresponding [[severed limbs]] or [[Secondary effect#Accuracy|destroyed eyes]].&lt;br /&gt;
&lt;br /&gt;
== Bases ==&lt;br /&gt;
{|&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''Cost'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| Bionic Arm&lt;br /&gt;
| PP +20&lt;br /&gt;
| 1000 P$&lt;br /&gt;
| Can be installed twice (once per arm). Replaces arm and hand. &lt;br /&gt;
|-&lt;br /&gt;
| Bionic Leg&lt;br /&gt;
| PP +25&lt;br /&gt;
| 1250 P$&lt;br /&gt;
| Can be installed twice (once per leg). Replaces leg and foot. &lt;br /&gt;
|-&lt;br /&gt;
| Brainpower Cerebral Enhancement Platform&lt;br /&gt;
| PP +25&lt;br /&gt;
| 500 P$&lt;br /&gt;
| Has no effects on its own.&lt;br /&gt;
|-&lt;br /&gt;
| Bionic Eyes&lt;br /&gt;
| PP +10&lt;br /&gt;
| 1000 P$&lt;br /&gt;
| Replaces natural eyes. [[Secondary effect#Accuracy|Bionic eyes are indestructible.]]&lt;br /&gt;
|-&lt;br /&gt;
| Chest Augmentation Platform&lt;br /&gt;
| PP +40&lt;br /&gt;
| 2000 P$&lt;br /&gt;
| Has no effects on its own.&lt;br /&gt;
|-&lt;br /&gt;
| Dermal Armor base platform&lt;br /&gt;
| PP +0&lt;br /&gt;
| 250 P$&lt;br /&gt;
| Has no effects on its own; augmentations determine toughness &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Augmentations ==&lt;br /&gt;
Note that the effects between leveling augmentations do not stack. For example, upgrading ''Muscular fiber enhancement'' from lv1 to lv2 does not result in stacking both effects - the superior level's effects replace the inferior's effects instead. This also means the PP costs are replaced instead of stacking.&lt;br /&gt;
&lt;br /&gt;
=== Bionic Arm augs ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #A1&lt;br /&gt;
| Muscular fiber enhancement, lv1&lt;br /&gt;
| PP -5&lt;br /&gt;
| 550 P$&lt;br /&gt;
| Strength +10%&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| #A2&lt;br /&gt;
| Muscular fiber enhancement, lv2&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| Strength +20%&lt;br /&gt;
| Requires lv1 installed.&lt;br /&gt;
|- &lt;br /&gt;
| #A3&lt;br /&gt;
| Arm skeletal toughness treatment&lt;br /&gt;
| PP -15&lt;br /&gt;
| 1650 P$&lt;br /&gt;
| Augmented arm+hand become [[secondary effect|unbreakable]].&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| #A4&lt;br /&gt;
| Arm tissue damage resistance, lv1&lt;br /&gt;
| PP -5&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Arm +10, Hand +5 &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #A5&lt;br /&gt;
| Arm tissue damage resistance, lv2&lt;br /&gt;
| PP -10&lt;br /&gt;
| 2200 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Arm +20, Hand +10 &lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
|-  &lt;br /&gt;
| #A6&lt;br /&gt;
| Weapon aug: Ripperclaws&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| See [[Bionic augmentations#Weapon augs|Weapon augs]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #A7&lt;br /&gt;
| Weapon aug: XND-1000 excess energy dissipator&lt;br /&gt;
| PP cost variable&lt;br /&gt;
| 2000 P$&lt;br /&gt;
| See [[Bionic augmentations#Weapon augs|Weapon augs]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bionic Leg augs ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #B1&lt;br /&gt;
| Leg skeletal toughness treatment&lt;br /&gt;
| PP -15&lt;br /&gt;
| 1650 P$&lt;br /&gt;
| Augmented leg+foot become [[secondary effect|unbreakable]].&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #B2&lt;br /&gt;
| Leg tissue damage resistance, lv1&lt;br /&gt;
| PP -5&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Leg +10, Foot +5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #B3&lt;br /&gt;
| Leg tissue damage resistance, lv2&lt;br /&gt;
| PP -10&lt;br /&gt;
| 2200 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Leg +20, Foot +10&lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
|-&lt;br /&gt;
| #B4&lt;br /&gt;
| Ninja Speed implant, lv1&lt;br /&gt;
| PP -5&lt;br /&gt;
| 550 P$&lt;br /&gt;
| [[Agility]] +1&lt;br /&gt;
| Requires 2 bionic legs&lt;br /&gt;
|-&lt;br /&gt;
| #B5&lt;br /&gt;
| Ninja Speed implant, lv2&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| [[Agility]] +2&lt;br /&gt;
| Requires 2 bionic legs. Requires lv1 installed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Brainpower augs ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #C1&lt;br /&gt;
| Augmented sensorial awareness&lt;br /&gt;
| PP -5&lt;br /&gt;
| 550 P$&lt;br /&gt;
| Permanent [[Secondary effects|increased alertness]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #C2&lt;br /&gt;
| Cranial skeletal toughness treatment&lt;br /&gt;
| PP -15&lt;br /&gt;
| 1650 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Head +5, Augmented head becomes [[secondary effect|unbreakable]].&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #C3&lt;br /&gt;
| Akimbo Mind ambidexterity enhancement&lt;br /&gt;
| PP -25&lt;br /&gt;
| 2750 P$&lt;br /&gt;
| See [[Bionic augmentations#Akimbo Mind|Akimbo Mind]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #C4&lt;br /&gt;
| Combat sensorial enhancement&lt;br /&gt;
| PP -25&lt;br /&gt;
| 2750 P$&lt;br /&gt;
| Reduces [[Gameplay mechanics#Initiative system|IS]] by 1 tier&lt;br /&gt;
| Requires ''Augmented sensorial awareness'' installed&lt;br /&gt;
|-&lt;br /&gt;
| #C5&lt;br /&gt;
| Weapon aug: PsyBlast&lt;br /&gt;
| PP -15&lt;br /&gt;
| 1650 P$&lt;br /&gt;
| See [[Bionic augmentations#Weapon augs|Weapon augs]]&lt;br /&gt;
| Requires ''Augmented sensorial awareness'' installed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bionic Eyes ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #D1&lt;br /&gt;
| Sharp Vision accuracy enhancer, lv1&lt;br /&gt;
| PP -20&lt;br /&gt;
| 2200 P$&lt;br /&gt;
| [[FT]]-1&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #D2&lt;br /&gt;
| Sharp Vision accuracy enhancer, lv2&lt;br /&gt;
| PP -45&lt;br /&gt;
| 4950 P$&lt;br /&gt;
| [[FT]]-2&lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
|-&lt;br /&gt;
| #D3&lt;br /&gt;
| Ocular Shield vision preservation device&lt;br /&gt;
| PP -5&lt;br /&gt;
| 550 P$&lt;br /&gt;
| Grants immunity to [[Secondary effect#Weapon light|weaponlight dazzling]] and flashbang effects&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #D4&lt;br /&gt;
| ICU smart vision implant&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| Grants permanent [[Secondary effect#Clothing|immunity to gases]] and togglable [[Secondary effect#Accuracy|Night Vision]].&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chest Platform augs ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #E1&lt;br /&gt;
| Body tissue damage resistance, lv1&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Torso +5, Hips +5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #E2&lt;br /&gt;
| Body tissue damage resistance, lv2&lt;br /&gt;
| PP -20&lt;br /&gt;
| 2200 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Torso +10, Hips +10&lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
|-&lt;br /&gt;
| #E3&lt;br /&gt;
| Body skeletal toughness treatment&lt;br /&gt;
| PP -15&lt;br /&gt;
| 1650 P$&lt;br /&gt;
| Augmented torso+hips become [[secondary effect|unbreakable]].&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #E4&lt;br /&gt;
| Guardian Life Support System, lv1&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| See [[Bionic augmentations#Guardian LSS|Guardian LSS]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #E5&lt;br /&gt;
| Guardian Life Support System, lv2&lt;br /&gt;
| PP -20&lt;br /&gt;
| 2200 P$&lt;br /&gt;
| See [[Bionic augmentations#Guardian LSS|Guardian LSS]]&lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
|-&lt;br /&gt;
| #E6&lt;br /&gt;
| Guardian Life Support System, lv3&lt;br /&gt;
| PP -30&lt;br /&gt;
| 3300 P$&lt;br /&gt;
| See [[Bionic augmentations#Guardian LSS|Guardian LSS]]&lt;br /&gt;
| Requires lv2 installed&lt;br /&gt;
|-&lt;br /&gt;
| #E7&lt;br /&gt;
| ColdHeart XCR cardioregulator&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| [[Pain|Pain Death Threshold]] +20%, blocks incorrect blood transfusions&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #E8&lt;br /&gt;
| Bionic Antidote bloodstream regulator&lt;br /&gt;
| PP -15&lt;br /&gt;
| 1650 P$&lt;br /&gt;
| See [[Bionic augmentations#Bionic Antidote|Bionic Antidote]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dermal Armor augs ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #F1&lt;br /&gt;
| Body resiliency enhancer, lv1 ; Reptile Skin&lt;br /&gt;
| PP -5&lt;br /&gt;
| 550 P$&lt;br /&gt;
| Pain Sensitivity -10%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #F2&lt;br /&gt;
| Body resiliency enhancer, lv2 ; Daemon Skin&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| Pain Sensitivity -25%&lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
|-&lt;br /&gt;
| #F3&lt;br /&gt;
| Body resiliency enhancer, lv3 ; Oni Skin&lt;br /&gt;
| PP -25&lt;br /&gt;
| 2750 P$&lt;br /&gt;
| Pain Sensitivity -50%&lt;br /&gt;
| Requires lv2 installed&lt;br /&gt;
|-&lt;br /&gt;
| #F4&lt;br /&gt;
| Body resiliency enhancer, lv4 ; Dragon Skin&lt;br /&gt;
| PP -40&lt;br /&gt;
| 4400 P$&lt;br /&gt;
| Pain Sensitivity -75%&lt;br /&gt;
| Requires lv3 installed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra augs ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #X1&lt;br /&gt;
| ENBoost power battery, lv1&lt;br /&gt;
| PP +25&lt;br /&gt;
| 1500 P$&lt;br /&gt;
| Provides an extra +25 Power Pool instantly&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #X2&lt;br /&gt;
| ENBoost power battery, lv2&lt;br /&gt;
| PP +35&lt;br /&gt;
| 2000 P$&lt;br /&gt;
| Provides an extra +35 Power Pool instantly&lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #X3&lt;br /&gt;
| Aug upgrade: XAU-1001 Tesla Coil&lt;br /&gt;
| PP -0&lt;br /&gt;
| 1000 P$&lt;br /&gt;
| See [[Bionic augmentations#Aug upgrades|Aug upgrades]].&lt;br /&gt;
| Requires XND-1000 installed&lt;br /&gt;
|-&lt;br /&gt;
| #X4&lt;br /&gt;
| Aug upgrade: XAU-1002 Heat Beam&lt;br /&gt;
| PP -0&lt;br /&gt;
| 1000 P$&lt;br /&gt;
| See [[Bionic augmentations#Aug upgrades|Aug upgrades]].&lt;br /&gt;
| Requires XND-1000 installed&lt;br /&gt;
|-&lt;br /&gt;
| #X5&lt;br /&gt;
| Aug upgrade: XAU-1003 Corrosive Shot&lt;br /&gt;
| PP -0&lt;br /&gt;
| 1000 P$&lt;br /&gt;
| See [[Bionic augmentations#Aug upgrades|Aug upgrades]].&lt;br /&gt;
| Requires XND-1000 installed&lt;br /&gt;
|-&lt;br /&gt;
| #X6&lt;br /&gt;
| Aug upgrade: XAU-1004 Super Charge&lt;br /&gt;
| PP cost variable&lt;br /&gt;
| 2000 P$&lt;br /&gt;
| See [[Bionic augmentations#Aug upgrades|Aug upgrades]].&lt;br /&gt;
| Requires XND-1000 installed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unique mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Akimbo Mind ===&lt;br /&gt;
When installed, this augmentation allows [[Weapon#One-handed use and dual wielding|one-handed use and dual wielding]] of '''Unrestricted''' weapons '''with no accuracy penalties.''' All other restrictions and limitations still apply.&lt;br /&gt;
&lt;br /&gt;
=== Bionic Antidote ===&lt;br /&gt;
When installed, this augmentation modifies the user's sensitivity to [[Poison]].&lt;br /&gt;
&lt;br /&gt;
* With this aug, Cyanide poisoning now requires 15 additional turns before death occurs.&lt;br /&gt;
* If Venom poisoned, the augmentation allows the user to naturally eliminate Venom at a rate of 0.1/turn. It does not replace proper medical treatment, as Venom may still [[limb damage|damage the body]], but can serve as an emergency measure until antidote is available.&lt;br /&gt;
&lt;br /&gt;
=== Guardian LSS ===&lt;br /&gt;
&lt;br /&gt;
Level 1:&lt;br /&gt;
* [[Pain|Pain Blackout Threshold]] increased by 15%&lt;br /&gt;
* Natural Blood regeneration (daily) is increased by 1, making the user regenerate 2 Blood every day at midnight at no extra cost of nutirtion or fatigue.&lt;br /&gt;
&lt;br /&gt;
Level 2:&lt;br /&gt;
* [[Pain|Pain Blackout Threshold]] increased by 25%&lt;br /&gt;
* Natural Pain regeneration rate +1%/turn (without other modifiers, the rate becomes 3%/turn)&lt;br /&gt;
** Note: As a consequence, this will burn 15 ntri/turn.&lt;br /&gt;
* Natural Blood regeneration (daily) is increased by 2, making the user regenerate 3 Blood every day at midnight at no extra cost of nutirtion or fatigue.&lt;br /&gt;
&lt;br /&gt;
Level 3:&lt;br /&gt;
* [[Pain|Pain Blackout Threshold]] increased by 50%&lt;br /&gt;
* Natural Pain regeneration rate +1%/turn (without other modifiers, the rate becomes 3%/turn)&lt;br /&gt;
** Note: As a consequence, this will burn 15 ntri/turn.&lt;br /&gt;
* Natural Blood regeneration (daily) is increased by 3, making the user regenerate 4 Blood every day at midnight at no extra cost of nutirtion or fatigue.&lt;br /&gt;
&lt;br /&gt;
=== Hacking ===&lt;br /&gt;
Via the use of the ''HX-1337 hacking device'', an augmented Contestant may attempt hacking electronic devices; depending on the level installed, more devices may be hacked.&lt;br /&gt;
&lt;br /&gt;
* Lv1 allows hacking simple [[Containers#lock types|electronic locks]].&lt;br /&gt;
* Lv2 allows hacking Level 2 [[Containers#Lock types|computer locks]].&lt;br /&gt;
* Lv3 allows hacking Level 3 [[Containers#Lock types|computer locks]] and control computers for FL/HS locks.&lt;br /&gt;
&lt;br /&gt;
==== Hacking mini-game ====&lt;br /&gt;
When attempting to hack, a hacking mini-game begins. The objective of the mini-game is to take control of the System the hacker is invading.&lt;br /&gt;
Each system has a varying difficulty level, which depends on the system one is attempting to hack.&lt;br /&gt;
&lt;br /&gt;
Each System has a Level, varying from 1 to 3, which represents difficulty.&lt;br /&gt;
&lt;br /&gt;
The hacking minigame is essentially a word scramble puzzle. The amount of letters to unscramble depends on the Level of the system being hacked. These letters form the password necessary to enter into the system; once fully unscrambled, the Contestant gains access to that system.&lt;br /&gt;
&lt;br /&gt;
The words are generated using the '''@loginwords''' command, they are then scrambled at random by the GM.&lt;br /&gt;
&lt;br /&gt;
When the Contestant believes he/she has the correct sequence of words, they may be entered; the process takes 1 turn. If correct, the system is hacked into. If incorrect, the Contestant loses a life. If the life counter falls to 0, the system immediately locks down. A locked-down system cannot be invaded anymore, and must be somehow reset, or destroyed.&lt;br /&gt;
&lt;br /&gt;
===== Systems =====&lt;br /&gt;
In all systems, the Contestant has 5 lives.&lt;br /&gt;
&lt;br /&gt;
Level 1 systems:&lt;br /&gt;
* 1d3+2 login words to unscramble (3-5)&lt;br /&gt;
* The first letter of each word is revealed&lt;br /&gt;
&lt;br /&gt;
Level 2 systems:&lt;br /&gt;
* 1d3+3 login words to unscramble (4-6)&lt;br /&gt;
* Only the first letter of the first word is revealed&lt;br /&gt;
&lt;br /&gt;
Level 3 systems:&lt;br /&gt;
* 1d4+4 login words to unscramble (5-9)&lt;br /&gt;
* All words are completely scrambled&lt;br /&gt;
&lt;br /&gt;
=== Weapon augs ===&lt;br /&gt;
&lt;br /&gt;
'''PsyBlast''':&lt;br /&gt;
* Psychic blast: SPECIAL-type, LDV N, IS 22, 33/33/33 33/33/33/33/33, bypasses Pain Sensitivity (treats it as being 100%), ignores the user's IS tier modifiers (IS for this attack is always considered to be 22 no matter the amount of IS tier modifiers.)&lt;br /&gt;
&lt;br /&gt;
'''Ripperclaws''':&lt;br /&gt;
* Grants the user retractable claws on the mounted fist. When extended, the claws allow for either Blunt-type (retracted) or Sharp-type punches (extended).&lt;br /&gt;
** Users simply have to call the attack type, like they would for other multiple type weapons.&lt;br /&gt;
&lt;br /&gt;
'''XND-1000 dissipator''':&lt;br /&gt;
* The XND-1000 excess energy dissipator is an arm cannon, which draws power from unassigned Power Pool energy. It is disabled if there is less than 5 unassigned PP.&lt;br /&gt;
* Aiming and firing the XND-1000 is subject to FT, influencable. This means that the XND operates under the FT aiming rules as ranged weapons, and that any FT modifiers will affect the user's accuracy with the XND-1000.&lt;br /&gt;
* The arm cannon's ammunition is Power, and Max Power is equal to the amount of unassigned PP. Power recharges naturally at a rate of 0.5/turn until full.&lt;br /&gt;
* No weapon skill affects the XND-1000, therefore accuracy cannot be influenced by Skill level, and directly depends on the user's natural FT.&lt;br /&gt;
* The XND-1000 offers two attacks:&lt;br /&gt;
** Energy Blast: Singular blast of energy which costs 5 Power. SPECIAL-type, LDV+2, IS 5, 28/28/28 28/28/28/28.&lt;br /&gt;
** Charged Energy Blast: Singular blast of energy, of variable power. User can choose how much Power can be charged in a single shot (must be minimum 10)&lt;br /&gt;
*** Damage is SPECIAL-type. IS 9.&lt;br /&gt;
*** Pain damage calculation formula: '''28 + ( (X/5) * 12 )''' where X is amount of power charged.&lt;br /&gt;
*** LDV calculation formula: '''Total Pain discharged / 10''' rounded up.&lt;br /&gt;
*** ''Example:'' Charging 10 Power results in: Pain = '''28+((10/5)*12) = 52%''', and LDV = '''52 / 10 = 5.2, rounded to 5''' (thus LDV+5).&lt;br /&gt;
*** WARNING: After firing a Charged Energy Blast, the XND-1000 becomes unusable for 3 turns, as it drains considerable amounts of energy at once. Use with caution.&lt;br /&gt;
&lt;br /&gt;
=== Aug upgrades ===&lt;br /&gt;
&lt;br /&gt;
==== Upgrades for XND-1000 dissipator ====&lt;br /&gt;
&lt;br /&gt;
'''XAU-1001 Tesla Coil'''&lt;br /&gt;
* Effect: Changes damage type of XND-1000 shots to '''Spec-Elec'''. Adds a 50% chance to stun for 1d2 turns.&lt;br /&gt;
&lt;br /&gt;
'''XAU-1002 Heat Beam'''&lt;br /&gt;
* Effect: Changes damage type of XND-1000 shots to '''Spec-Fire'''.&lt;br /&gt;
&lt;br /&gt;
'''XAU-1003 Corrosive Shot'''&lt;br /&gt;
* Effect: Changes damage type of XND-1000 shots to '''Spec-Acid'''.&lt;br /&gt;
&lt;br /&gt;
'''XAU-1004 Super Charge'''&lt;br /&gt;
* Effect: Enables a new attack with the XND-1000, the Super Charged Force Bolt.&lt;br /&gt;
** Super Charged Energy Blast: Singular blast of energy, of variable power and greater strength than the normal Charged Energy Blast. User can choose how much Power can be charged in a single shot (must be minimum 10)&lt;br /&gt;
*** Damage is SPECIAL-type. IS 14.&lt;br /&gt;
*** Pain damage calculation formula: '''42 + ( (X/5) * 16 )''' where X is amount of power charged.&lt;br /&gt;
*** LDV calculation formula: '''Total Pain discharged / 10''' rounded up.&lt;br /&gt;
*** ''Example:'' Charging 10 Power results in: Pain = '''42+((10/5)*16) = 74%''', and LDV = '''74 / 10 = 7.4, rounded to 7''' (thus LDV+7).&lt;br /&gt;
*** WARNING: After firing a Super Charged Force Bolt, roll a 1d6. If the result is 1-5, the user's XND-1000 is disabled for as many turns. If the result is 6, the user's XND-1000 is disabled for 5 turns and the user themselves is stunned for 1d2 turns. Use with extreme caution.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Secondary effect]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/List_of_blueprints</id>
		<title>List of blueprints</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/List_of_blueprints"/>
				<updated>2019-09-24T10:05:51Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists all of the blueprints and corresponding crafting recipes available in the Mazes. &lt;br /&gt;
&lt;br /&gt;
* Level 1 blueprints: '''10 P$'''&lt;br /&gt;
* Level 2 blueprints: '''25 P$'''&lt;br /&gt;
* Level 3 blueprints: '''50 P$'''&lt;br /&gt;
&lt;br /&gt;
== Level 1 recipes ==&lt;br /&gt;
* '''ChlB recipe''': 1x [[M18]] + 1x ''Bottle of vinegar'' + 1x ''Chlorine tablet'' = [[Chlorine bomb]]&lt;br /&gt;
** Event line: '''[Weapon] Class 4 - R7/Unique - Chlorine bomb - Chlorine gas hand grenade, improvised. Weight: 3/item'''&lt;br /&gt;
* '''CordR recipe''': 1x ''Coil of 550 cord'' = 1x [[Restraints|Cord restraints]]&lt;br /&gt;
** Event line: '''[Key item] A 550 cord restraint. May be used to attempt restraining certain creatures. Disposable; destroyed when removed. - Weight: 1'''&lt;br /&gt;
* '''D-FL recipe''': 1x [[List of legs add-ons|D armor leg pads]] + 1x ''Ceramic plated jockstrap'' = 1x [[List of legs add-ons|D armor full leggings]]&lt;br /&gt;
** Event line: '''[Clothing] Legs addon - D armor full leggings (Lower body, Legs, Crotch) - AC: A4 - Blunt-PROOF, Sharp-PROOF, Piercing-PROOF - Weight: 9'''&lt;br /&gt;
* '''K-FL recipe''': 1x [[List of legs add-ons|K armor leg pads]] + 1x ''Ceramic plated jockstrap'' = 1x [[List of legs add-ons|K armor full leggings]]&lt;br /&gt;
** Event line: '''[Clothing] Legs addon - K armor full leggings (Lower body, Legs, Crotch) - AC: A3 - Blunt-PROOF, Sharp-Resistant, Piercing-Resistant - Weight: 9'''&lt;br /&gt;
* '''Molotov recipe''': 1x [[List of food items|Strong Alcohol bottle]] + 1x Bottle of motor oil + 1x Rag. Lighter required to use. = 1x [[List of Class 4 Weapons|Molotov cocktail]]&lt;br /&gt;
* '''MTourn recipe''': 5x [[Crafting|Rag]] + 1x Wooden stick = 1x [[Medical aid|Makeshift tourniquet]]&lt;br /&gt;
** Event line: '''[Meds] Makeshift tourniquet. Has a 40% chance (+ Healing skill bonus, if applicable) to stop permanent bleeding on a severed arm, hand, leg, or foot - Weight: 1'''&lt;br /&gt;
* '''NBat recipe''': 1x Baseball bat (wood) + 10x Nailgun nails = 1x [[List of Class 5 Weapons|Nailed bat]]&lt;br /&gt;
* '''NPlank recipe''': 1x Plank + 10x Nailgun nails = 1x [[List of Class 5 Weapons|Nailed plank]]&lt;br /&gt;
* '''SRA-FL recipe''': 1x [[List of legs add-ons|SRA leg pads]] + 1x ''Padded butt protector'' = 1x [[List of legs add-ons|SRA full leggings]]&lt;br /&gt;
** Event line: '''[Clothing] Legs addon - SRA full leggings (Lower body, Legs, Feet, Crotch) - AC: A3 - Blunt-PROOF, Sharp-PROOF, Piercing-PROOF - Half melee damage - Weight: 14'''&lt;br /&gt;
* '''Stake recipe''': 1x Plank + 1x Butchering weapon (not consumed) = 1x [[List of Class 5 Weapons|Stake]]&lt;br /&gt;
* '''SStake recipe''': 1x Wooden stick + 1x Butchering weapon (not consumed) = 1x [[List of Class 5 Weapons|Short stake]]&lt;br /&gt;
* '''2SStake recipe''': 1x Stake + 1x Butchering weapon (not consumed) = 2x [[List of Class 5 Weapons|Short stake]]&lt;br /&gt;
* '''Sticks recipe''': 1x Plank + 1x Butchering weapon (not consumed) = 2x [[List of Class 5 Weapons|Wooden stick]]&lt;br /&gt;
** Event line (improvised only): '''[Ammunition] Fukiya darts, improvised, tranq, 30 darts - Weight: 0.3'''&lt;br /&gt;
* '''T-FL recipe''': 1x [[List of legs add-ons|T armor leg pads]] + 1x ''Titanium plated jockstrap'' = 1x [[List of legs add-ons|T armor full leggings]]&lt;br /&gt;
** Event line: '''[Clothing] Legs addon - T armor full leggings (Lower body, Legs, Crotch) - AC: A2 - Blunt-PROOF, Sharp-resistant, Piercing-resistant - Fire-retardant - Weight: 9'''&lt;br /&gt;
* '''ImpArrow recipe''': 1x Wooden stick + 4 units of duct tape + 1x Butchering weapon (not consumed) = 10x Arrow, improvised&lt;br /&gt;
** Event line: '''[Ammunition] Arrow for bow, IMP - improvised, 10 arrows - Weight: 1 (0.1 per round)'''&lt;br /&gt;
* '''TqArrow recipe''': 10x Arrow, FLD + 1x Lorazepam = 10x Arrow, tranq&lt;br /&gt;
** Event line: '''[Ammunition] Arrow for bow, TNQ - tranq, 10 arrows - Weight: 1 (0.1 per round)'''&lt;br /&gt;
* '''VnArrow recipe''': 10x Arrow, FLD + 1x Venom = 10x Arrow, venom&lt;br /&gt;
** Event line: '''[Ammunition] Arrow for bow, VNM - venom, 10 arrows - Weight: 1 (0.1 per round)'''&lt;br /&gt;
* '''CyArrow recipe''': 10x Arrow, FLD + 1x Cyanide = 10x Arrow, cyanide&lt;br /&gt;
** Event line: '''[Ammunition] Arrow for bow, CYA - cyanide, 10 arrows - Weight: 1 (0.1 per round)'''&lt;br /&gt;
* '''ImpLBolt recipe''': 1x Wooden stick + 4 units of duct tape + 1x Butchering weapon (not consumed) = 20x Large bolt, improvised&lt;br /&gt;
** Event line: '''[Ammunition] Large bolt for crossbow, IMP - improvised, 20 bolts - Weight: 2 (0.1 per round)'''&lt;br /&gt;
* '''TqLBolt recipe''': 20x Large bolt, FLD + 1x Lorazepam = 20x Large bolt, tranq&lt;br /&gt;
** Event line: '''[Ammunition] Large bolt for crossbow, TNQ - tranq, 20 bolts - Weight: 2 (0.1 per round)'''&lt;br /&gt;
* '''VnLBolt recipe''': 20x Large bolt, FLD + 1x Venom = 20x Large bolt, venom&lt;br /&gt;
** Event line: '''[Ammunition] Large bolt for crossbow, VNM - venom, 20 bolts - Weight: 2 (0.1 per round)'''&lt;br /&gt;
* '''CyLBolt recipe''': 20x Large bolt FLD + 1x Cyanide = 20x Large bolt, cyanide&lt;br /&gt;
** Event line: '''[Ammunition] Large bolt for crossbow, CYA - cyanide, 20 bolts - Weight: 2 (0.1 per round)'''&lt;br /&gt;
* '''ImpSBolt recipe''': 1x Wooden stick + 4 units of duct tape + 1x Butchering weapon (not consumed) = 30x Small bolt, improvised&lt;br /&gt;
** Event line: '''[Ammunition] Small bolt for crossbow, IMP - improvised, 30 bolts - Weight: 3 (0.1 per round)'''&lt;br /&gt;
* '''TqSBolt recipe''': 30x Small bolt, FLD + 1x Lorazepam = 30x Small bolt, tranq&lt;br /&gt;
** Event line: '''[Ammunition] Small bolt for crossbow, TNQ - tranq, 30 bolts - Weight: 3 (0.1 per round)'''&lt;br /&gt;
* '''VnSBolt recipe''': 30x Small bolt, FLD + 1x Venom = 20x Small bolt, venom&lt;br /&gt;
** Event line: '''[Ammunition] Small bolt for crossbow, VNM - venom, 30 bolts - Weight: 3 (0.1 per round)'''&lt;br /&gt;
* '''CySBolt recipe''': 30x Small bolt FLD + 1x Cyanide = 20x Small bolt, cyanide&lt;br /&gt;
** Event line: '''[Ammunition] Small bolt for crossbow, CYA - cyanide, 30 bolts - Weight: 3 (0.1 per round)'''&lt;br /&gt;
* '''SkelKeyA recipe''': 5x key (the first digit of each serial must be the same) = 1x Skeleton key of Type matching the keys' first digit&lt;br /&gt;
** '''Lockpicking level 2 (Basic)''' required to craft&lt;br /&gt;
* '''SkelKeyB recipe''': 20x key (any serial numbers)  = 1x Skeleton key (player chooses Type)&lt;br /&gt;
** '''Lockpicking level 3 (Skilled)''' required to craft&lt;br /&gt;
&lt;br /&gt;
== Level 2 recipes ==&lt;br /&gt;
* '''CompArms recipe''': Box of carbon nanotube fibers + Box of super-aramid fibers + either [[List of arms add-ons|K, T or D armor arm pads]] = 1x [[List of arms add-ons|Composite arm pads]]&lt;br /&gt;
** Event line: '''[Clothing] Arms addon - Composite arm pads - AC: A4 - Blunt-PROOF, Sharp-PROOF, Piercing-PROOF - Fire-retardant, Half melee damage - Weight: 5'''&lt;br /&gt;
* '''CompLegs recipe''': Box of carbon nanotube fibers + Box of super-aramid fibers + either [[List of legs add-ons|K, T or D armor leg pads]] = 1x [[List of legs add-ons|Composite leg pads]]&lt;br /&gt;
** Event line: '''[Clothing] Legs addon - Composite leg pads - AC: A4 - Blunt-PROOF, Sharp-PROOF, Piercing-PROOF - Fire-retardant, Half melee damage - Weight: 5'''&lt;br /&gt;
* '''CompVest recipe''': Box of carbon nanotube fibers + Box of super-aramid fibers + either [[List of body armor|Heavy K, Heavy T or Heavy D armor vest]] = 1x [[List of body armor|Composite armor vest]]&lt;br /&gt;
** Event line: '''[Clothing] Body armor - Composite armor vest (Upper body) - AC: A4 - Blunt-PROOF, Sharp-PROOF, Piercing-PROOF - Fire-retardant, Plate carrier, Half melee damage - Weight: 9'''&lt;br /&gt;
* '''Comp-FL recipe''': Box of carbon nanotube fibers + Box of super-aramid fibers + [[List of legs add-ons|Composite leg pads]] = 1x [[List of legs add-ons|Composite full leggings]]&lt;br /&gt;
** Event line: '''[Clothing] Legs addon - Composite full leggings (Lower body, Legs, Crotch) - AC: A4 - Blunt-PROOF, Sharp-PROOF, Piercing-PROOF - Fire-retardant, Half melee damage - Weight: 9'''&lt;br /&gt;
* '''CordBW recipe''' = 10x ''Coil of 550 cord'' = 1x [[List of Class 5 Weapons|Light bullwhip]]&lt;br /&gt;
* '''CordUB recipe''' = 4x ''Coil of 550 cord'' = [[List of belts|Makeshift cartridge carrier]]&lt;br /&gt;
** Event line: '''[LBE] (Utility belt) Makeshift cartridge carrier - Capacity 0 units + Ammo (Pistol or rifle rounds only, max 35)'''&lt;br /&gt;
* '''CordUR recipe''' = 6x ''Coil of 550 cord'' = [[List of leg rigs|Makeshift utility rig]]&lt;br /&gt;
** Event line: '''[LBE] (Leg rig) Makeshift utility rig - Capacity 2 units'''&lt;br /&gt;
* '''Lance recipe''' = 1x Plank + 1x Butchering weapon (not consumed) = 1x [[List of Class 5 Weapons|Wooden lance]]&lt;br /&gt;
* '''Monkey recipe''' = 1x ''Steel ball bearing'' + 4x ''Coil of 550 cord'' = 1x [[List of Class 5 Weapons|Monkey fist]]&lt;br /&gt;
** Event line: '''[Weapon] Class 5 Short - R7/Unique - Monkey fist (One-handed club) - Strike (Blunt) - Plastic - Weight: 2'''&lt;br /&gt;
* '''PenGun recipe''': 1x [[Pen]] + 1x ''Tiny pistol barrel'' + 1x [[.380 ACP]] round = loaded [[Pen gun]] (can be crafted without the round to make an empty one)&lt;br /&gt;
** Event line: '''[Weapon] Class 5 Short - R7/Unique - Pen gun (Crude Weapon / Exotic Ranged weapon, depending on mode) | .380 ACP - Single shot | No accessory | Capacity: 1 | Weight: 1'''&lt;br /&gt;
* '''SGloves recipe''': 1x [[Insulated gloves]] + 1x [[Stun baton]] + 3x ''Copper wire'' + 2x ''Duct tape'' + 1x ''Electronic circuit'' + 1x [[Taser cartridge]] = loaded Shock gloves (can be crafted without the taser cartridge to make unloaded shock gloves)&lt;br /&gt;
** Event line: '''[Weapon] Handgear - R7/Unique - Shock gloves - Protects the wearer's hands with a C2 Armor Class - Strike (Blunt), Zap (No damage, but stuns 1d2 turns if attack hits). Requires ammunition (Taser cartridges) - Leather (does not degrade if used in Zap mode) - Weight: 2'''&lt;br /&gt;
* '''ExArrow recipe''': 20x Arrow, FLD + 1x Box of Torque arrowheads + 1x Box of contact fuzes + either 3x Mini C4 charge OR 1x Small C4 charge = 20x Arrow, explosive&lt;br /&gt;
** Event line: '''[Ammunition] Arrow for bow, XPL - explosive, 20 arrows - Weight: 2 (0.1 per round)'''&lt;br /&gt;
* '''ExLBolt recipe''': 20x Large bolt, FLD + 1x Box of Torque arrowheads + 1x Box of contact fuzes + either 3x Mini C4 charge OR 1x Small C4 charge = 20x Large bolt, explosive&lt;br /&gt;
** Event line: '''[Ammunition] Large bolt for crossbow, XPL - explosive, 20 arrows - Weight: 2 (0.1 per round)'''&lt;br /&gt;
&lt;br /&gt;
== Level 3 recipes ==&lt;br /&gt;
* '''CombatCS recipe''': 1x [[Chainsaw]] + 1x ''Titanium carbide chainsaw chains'' + 1x ''Improved chainsaw engine'' = [[Combat chainsaw]]&lt;br /&gt;
** Event line: '''[Weapon] Class 5 Long - R7/Unique - Combat chainsaw (Exotic melee weapon) - Slash (Sharp) - Steel - Weight: 22'''&lt;br /&gt;
* '''Drill recipe''': 1x [[Chainsaw]] + 1x ''Giant drill bit'' + 1x ''Improved chainsaw engine'' + 4x ''Infrared sensor'' + 2x ''Electronic circuit'' + 4x ''Copper wire'' = [[Drill Arm]]&lt;br /&gt;
** Event line: '''[Weapon] Class 5 Long - R7/Unique - Drill Arm  (Exotic melee weapon) - Drill (Piercing) - Steel - Weight: 14'''&lt;br /&gt;
* '''FragHmr recipe''': 1x [[Breaching sledgehammer]] + 1x ''Tiny shotgun barrel'' + 1x ''Improved chainsaw engine'' = [[Combat chainsaw]]&lt;br /&gt;
** Event line: '''[Weapon] Class 5 Long - R7/Unique - Fragmentalizer (Two-handed club) - Strike (Blunt), Shotgun strike [12 gauge, capacity: 1] (Blunt + Shotgun fire. Successful hit = Shotgun will fire and hit target. Miss = Shotgun won't fire.) - Steel - Weight: 18'''&lt;br /&gt;
* '''Joshua recipe''': 1x ''Long titanium nitride barrel'' + 1x ''Long pistol slide'' + 1x ''Long pistol frame'' + 1x ''.454 Casull pistol magazine'' + 1x ''Odd recoil spring'' = [[Joshua]]&lt;br /&gt;
** Event line: '''[Weapon] Class 3 - R7/Unique - Joshua pistol | .454 Casull - Semi-auto - 10&amp;quot; | No accessory | .454 Casull Pistol 7-round mag, +1 | Weight: 9'''&lt;br /&gt;
** Joshua also naturally comes fitted with a [[Customs:Weapons#Barrel materials|4150CS+TiN barrel]].&lt;br /&gt;
* '''Kourin recipe''': 1x ''Custom 9-round cylinder'' + 1x ''Tiny shotgun barrel'' + 1x ''Stylish old grips'' + 1x ''Custom revolver frame'' = [[Super LeMat]]&lt;br /&gt;
** Event line: '''[Weapon] Class 3 - R7/Unique - Super LeMat revolver | .44 Magnum/12 gauge - Single-action/Single shot | No accessory | Cylinder, 9 rounds/Capacity: 1 shell | Weight: 9'''&lt;br /&gt;
** The Super LeMat can be switched to either &amp;quot;Revolver mode&amp;quot;, allowing it to use its .44 Magnum cylinder, or to &amp;quot;Shotgun mode&amp;quot;, allowing it to use its single shot 12 gauge barrel. This is why the event line displays two different calibers, firing modes and feeding systems. Regardless of the mode used, the Super LeMat calls for single-action revolver skill.&lt;br /&gt;
* '''PhoneB recipe''': 1x [[Mobile phone]] (with non-empty battery) + 4x ''Mobile phone battery'' (all must be full) + 1x ''Electronic circuit'' + 2x ''Copper wire'' + = [[Phone bomb]]&lt;br /&gt;
** Event line: '''[Weapon] Class 4 - R7/Unique - Phone bomb - HE/Incendiary hand grenade, improvised. Weight: 1/item'''&lt;br /&gt;
* '''PipeB recipe''': 2x [[C4 charge]] + 1x ''Electronic circuit'' + 1x ''Copper wire'' + 1x ''Hollow metal pipe'' + 1x ''Duct tape'' = [[Pipe bomb]]&lt;br /&gt;
** Event line: '''[Weapon] Class 4 - R7/Unique - Pipe bomb - High-explosive (HE) hand grenade, improvised. Weight: 5/item'''&lt;br /&gt;
* '''Scara recipe''': 1x ''Gold cuff link'' + 1x ''Gold lighter'' + 1x ''Golden pen'' + 1x ''Gold cigarette case'' + 1x ''Gold 4.2x30mm R round'' = [[Golden Gun]] (can be crafted without the round to make an empty one)&lt;br /&gt;
** Event line: '''[Weapon] Class 3 - R7/Unique - Golden Gun pistol | 4.2x30mm R - Single shot - 8&amp;quot; | No accessory | Capacity: 1 | Weight: 3'''&lt;br /&gt;
** The Golden Gun is special in that it can be '''disassembled'''. Disassembling (or reassembling) the Golden Gun takes 5 turns and results in obtaining this instead:&lt;br /&gt;
** Event line (disassembled): '''[Weapon] Class 3 - R7/Unique - Golden Gun pistol (Disassembled) | Not usable as a weapon (reassembly required) | Weight: 5'''&lt;br /&gt;
* '''SuperS recipe''': 1x [[List of Class 4 Weapons|SLAM]] + 1x ''Electronic circuit'' + 3x ''Copper wire'' + either 3x [[List of Class 4 Weapons|Mini C4 charges]] or 1x [[List of Class 4 Weapons|Small C4 charge]] = [[SUPER SLAM]]&lt;br /&gt;
** Event line: '''[Weapon] Class 4 - R7/Unique - SUPER SLAM multipurpose explosive. Modes: Manual (command detonation explosive), Timer (grenade/time bomb), Pressure (pressure mine), Infrared sensor (directional mine). Weight: 2/item'''&lt;br /&gt;
* '''Werfer recipe''': 1x ''Aerosol spray'' + 1x [[Bracelet-lighter]] + 1x ''Duct tape'' = [[Flammenwerfer]]&lt;br /&gt;
** Event line: '''[Weapon] Class 4 - R7/Unique - Flammenwerfer disposable flamethrower | Tank: Self-contained aerosol tank (Gas fuel) | Capacity: 3 seconds | Weight: 2'''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Crafting]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Customs:Minor_services</id>
		<title>Customs:Minor services</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Customs:Minor_services"/>
				<updated>2019-09-21T12:25:53Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: /* Minor barrel configurations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is the list of all services offered by the Maze Customs of lesser importance than [[Customs:Ammunition|ammunition]] and [[Customs:Weapons|weapon family modifications]]. The majority of these services are conversion services, which modify or add features to existing firearms.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' ALL weapons acquired via such services are not listed on any database, and are not considered Crafting weapons as they were not obtained via crafting from a blueprint.&lt;br /&gt;
&lt;br /&gt;
= Total weapon conversions =&lt;br /&gt;
A service where an [[workshop|engineer]] will use firearms or firearm parts to manufacture new, unique firearms, unobtainable anywhere else. 100% custom and quality guaranteed!&lt;br /&gt;
&lt;br /&gt;
== Vollmer HK51-B ==&lt;br /&gt;
* ''Parts required:'' [[List of Class 1 Weapons|Heckler ＆ Koch G3A3]], [[List of Class 1 Weapons|Heckler ＆ Koch HK21]], [[Workshop#Engineering specifications documents|Specs document #FJ051]]&lt;br /&gt;
* ''Conversion cost:'' '''700 P$'''&lt;br /&gt;
&lt;br /&gt;
The resulting weapon is touted as one the shortest, and lightest LMGs in the Mazes, yet it is still ferociously powerful thanks to the 7.62x51mm NATO chambering. As an added bonus, a threaded barrel is offered free of charge, compatible with standard muzzle devices.&lt;br /&gt;
* Name: '''Vollmer HK-51B'''&lt;br /&gt;
* Class: Class 2&lt;br /&gt;
* Category: Machine gun&lt;br /&gt;
* Caliber: [[7.62x51mm NATO]]&lt;br /&gt;
* Barrel length: 8.9 inches&lt;br /&gt;
* Action: Semi/Full&lt;br /&gt;
* Weight: 9 units&lt;br /&gt;
* Feeding: HK21 belts&lt;br /&gt;
* Stock type: RS (Retracting)&lt;br /&gt;
* AutoROF: 8&lt;br /&gt;
* [[Firearm maintenance]] stats: DV-2 RV-2&lt;br /&gt;
* Accessory compatibility:&lt;br /&gt;
** Muzzle: Threading (Standard)&lt;br /&gt;
** Optics: HK claw mount, short [HK-S]&lt;br /&gt;
&lt;br /&gt;
== LMG11 ==&lt;br /&gt;
* ''Parts required:'' [[List of Class 1 Weapons|Heckler &amp;amp; Koch G11K2]], [[Workshop#Engineering specifications documents|Specs documents #ON504 and #KM991]]&lt;br /&gt;
* ''Conversion cost:'' '''2000 P$'''&lt;br /&gt;
&lt;br /&gt;
The resulting weapon is a much enhanced version of the G11K2 assault rifle, in the form of a light machine gun fed with an unique 300-round cassette. With a mere 18 weight, this makes it one of the most ammunition-weight efficient machine guns of the Mazes, and it can be further enhanced with an enhancement service (see below). &lt;br /&gt;
* Name: '''LMG11'''&lt;br /&gt;
* Class: Class 1&lt;br /&gt;
* Category: Machine gun&lt;br /&gt;
* Caliber: [[4.73x33mm Caseless]]&lt;br /&gt;
* Barrel length: 27 inches&lt;br /&gt;
* Action: Semi/Full&lt;br /&gt;
* Weight: 18 units&lt;br /&gt;
* Feeding: LMG11 ammo cassette, 300-round&lt;br /&gt;
* AutoROF: 4&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* [[Firearm maintenance]] stats: DV+1 RV-2&lt;br /&gt;
* Accessory compatibility:&lt;br /&gt;
** Optics: Reflex sight(Integrated)&lt;br /&gt;
&lt;br /&gt;
== XM2XI &amp;quot;X-Shotgun&amp;quot; ==&lt;br /&gt;
* ''Parts required:'' [[List of Class 1 Weapons|Benelli M2 Super 90 3-Gun]], [[Workshop#Engineering specifications documents|Specs document #XR329]]&lt;br /&gt;
* ''Conversion cost:'' '''1000 P$'''&lt;br /&gt;
&lt;br /&gt;
The resulting weapon seems similar to the original Benelli M2, except for the massive 25-round magazine, more than tripling the original weapon's capacity. Nobody knows what the purpose of this prototype shotgun is - some say it's for hardcore competition shooting, others say it's the ultimate hunting shotgun, and a vocal minority believes it to be simply way too overkill for anything serious. (Is there such a thing as &amp;quot;too overkill&amp;quot;?) Whatever it is, we just think it's awesome. In addition to the ridiculous new magazine, if they weren't already installed (M2 Super 90 Enhanced), a few extra bells and whistles have been installed.&lt;br /&gt;
* Name: '''XM2XI &amp;quot;X-Shotgun&amp;quot;'''&lt;br /&gt;
* Class: Class 1&lt;br /&gt;
* Category: Shotgun&lt;br /&gt;
* Caliber: [[12 gauge]]&lt;br /&gt;
* Barrel length: 21 inches&lt;br /&gt;
* Action: Semi&lt;br /&gt;
* Weight: 22 units&lt;br /&gt;
* Feeding: Internal tube, 25 rounds, +1&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* [[Firearm maintenance]] stats: DV+4 RV+3&lt;br /&gt;
* Accessory compatibility:&lt;br /&gt;
** Muzzle: Threading(Standard)&lt;br /&gt;
&lt;br /&gt;
= Full-auto conversions =&lt;br /&gt;
A service which converts a typically semi-automatic only weapon into a fully-automatic or a select-fire one, via the addition of auto sears, drop-in conversion units, or other methods to transform the weapon.&lt;br /&gt;
&lt;br /&gt;
== Handguns ==&lt;br /&gt;
Converts semi-automatic handguns into '''fully automatic-capable''' handguns (the exact modes are listed below). Aside from fire mode and name, the resulting weapons are otherwise identical to their regular counterparts, and unobtainable elsewhere. The weapon category of the converted weapons is listed between parentheses, along with the AutoROF stat. Furthermore, all of those conversions cost '''100 P$''' apiece.&lt;br /&gt;
&lt;br /&gt;
* [[Beretta 81FS]] ([[.32 ACP]]) =&amp;gt; '''81FS FA''' (Auto pistol, Full-auto only, '''AutoROF 9''')&lt;br /&gt;
* [[Beretta 84FS]] ([[.380 ACP]]) =&amp;gt; '''84FS FA''' (Auto pistol, Full-auto only, '''AutoROF 9''')&lt;br /&gt;
* [[Beretta 96FS]] ([[.40 S＆W]]) =&amp;gt; '''96FS FA''' (Auto pistol, Full-auto only, '''AutoROF 9''')&lt;br /&gt;
** '''96CMS''' ([[.357 SIG]]) =&amp;gt; '''96CMS FA''' (Auto pistol, Full-auto only, '''AutoROF 9''')&lt;br /&gt;
* [[Beretta M9]] ([[9x19mm Parabellum]]) =&amp;gt; '''M9 FA''' (Auto pistol, Full-auto only, '''AutoROF 9''')&lt;br /&gt;
* [[Česká Zbrojovka CZ 75B-9]] ([[9x19mm Parabellum]]) =&amp;gt; '''CZ 75B-9 FA''' (Auto pistol, Full-auto only, '''AutoROF 8''')&lt;br /&gt;
* [[Česká Zbrojovka CZ 75B-40]] ([[.40 S＆W]]) =&amp;gt; '''CZ 75B-40 FA''' (Auto pistol, Full-auto only, '''AutoROF 8''')&lt;br /&gt;
* [[Intratec TEC-9]] ([[9x19mm Parabellum]]) =&amp;gt; '''TEC-9 FA''' (Auto pistol, Full-auto only, '''AutoROF 8''')&lt;br /&gt;
* [[Llama Ruby Plus Ultra]] ([[.32 ACP]]) =&amp;gt; '''Ruby Plus Ultra FA''' (Auto pistol, Semi/Full, '''AutoROF 6''')&lt;br /&gt;
* [[SilencerCo Maxim 9]] =&amp;gt; '''Maxim 9 FA''' (Auto pistol, Full-auto only, '''AutoROF 10''')&lt;br /&gt;
** '''Maxim 9 Short''' =&amp;gt; '''Maxim 9 Short FA''' (Auto pistol, Full-auto only, '''AutoROF 10''')&lt;br /&gt;
&lt;br /&gt;
== Rifles ==&lt;br /&gt;
Converts semi-automatic rifles into '''fully automatic-capable''' rifles (the exact modes are listed below). Aside from fire mode and name, the resulting weapons are otherwise identical to their regular counterparts, and unobtainable elsewhere. The weapon category of the converted weapons is listed between parentheses, along with the AutoROF stat Furthermore, all of those conversions cost '''300 P$''' apiece.&lt;br /&gt;
&lt;br /&gt;
* [[Alexander Arms Ulfberht]] ([[.338 Lapua Magnum]]) =&amp;gt; '''+VLFBERHT+ FA''' (Precision rifle, Semi/Full, '''AutoROF 5''')&lt;br /&gt;
* '''Hildigard''' ([[.338 Norma Magnum]]) =&amp;gt; '''+HILDIGARD+ FA''' (Precision rifle, Semi/Full, '''AutoROF 5''')&lt;br /&gt;
* [[Anschütz MSR RX22]] ([[.22 Long Rifle]]) =&amp;gt; '''RX22 FA''' (Combat rifle, Semi/Full, '''AutoROF 5''')&lt;br /&gt;
* [[CMMG Mk47-K Mutant]] ([[7.62x39mm]]) =&amp;gt; '''Mk47-K FA''' (Combat rifle, Semi/Full, '''AutoROF 6''')&lt;br /&gt;
* [[CMMG Mk47-T Mutant]] ([[7.62x39mm]]) =&amp;gt; '''Mk47-T FA''' (Combat rifle, Semi/Full, '''AutoROF 6''')&lt;br /&gt;
* [[DSA SA58 FAL SPR]] ([[7.62x51mm NATO]]) =&amp;gt; '''FAL SPR FA''' (Precision rifle, Semi/Full, '''AutoROF 5''')&lt;br /&gt;
** '''FAL SPR Light''' ([[.260 Remington]]) =&amp;gt; '''FAL SPR FA Light''' (Precision rifle, Semi/Full, '''AutoROF 5''')&lt;br /&gt;
* [[IZHMASH Dragunov SVD]] ([[7.62x54mm R]]) =&amp;gt; '''SVD-A''' (Precision rifle, Semi/Full, '''AutoROF 5''')&lt;br /&gt;
* [[IZHMASH Dragunov SVU]] ([[7.62x54mm R]]) =&amp;gt; '''SVU-A''' (Precision rifle, Semi/Full, '''AutoROF 5''')&lt;br /&gt;
* [[KAC M110 SASS]] ([[7.62x51mm NATO]]) =&amp;gt; '''M110 ASS''' (Precision rifle, Semi/Full, '''AutoROF 6''')&lt;br /&gt;
* [[NEMO Arms OMEN Watchman]] ([[.300 Winchester Magnum]]) =&amp;gt; '''OMEN Sentinel''' (Combat rifle, Semi/Full, '''AutoROF 5''')&lt;br /&gt;
* '''OMEN Recon''' ([[.300 Winchester Magnum]]) =&amp;gt; '''OMEN Recon Sentinel''' (Combat rifle, Semi/Full, '''AutoROF 5''')&lt;br /&gt;
* [[Norinco M305A]] ([[7.62x39mm]]) =&amp;gt; '''M305FA''' (Combat rifle, Semi/Full, '''AutoROF 6''')&lt;br /&gt;
* [[Ohio Ordnance HCAR]] ([[.30-06 Springfield]]) =&amp;gt; '''HCAR FA''' (Combat rifle, Full-auto only, '''AutoROF 4''')&lt;br /&gt;
* [[Ruger 10/22]] ([[.22 Long Rifle]]) =&amp;gt; '''AC22''' (Combat rifle, Full-auto only, '''AutoROF 15''')&lt;br /&gt;
* [[Ruger Mini-30]] ([[7.62x39mm]]) =&amp;gt; '''AC762''' (Combat rifle, Semi/Full, '''AutoROF 6''')&lt;br /&gt;
&lt;br /&gt;
== Shotguns ==&lt;br /&gt;
Converts semi-automatic shotguns into '''fully automatic-capable''' shotguns (The modes are listed below). Aside from fire mode and name, the resulting weapons are otherwise identical to their regular counterparts, and unobtainable elsewhere. Weapon category remains the same (Shotgun). The AutoROF stat is listed between parentheses. Furthermore, all of those conversions cost '''300 P$''' apiece.&lt;br /&gt;
&lt;br /&gt;
* [[IZHMASH Saiga-12K]] ([[12 gauge]]) =&amp;gt; '''Saiga-12K FA''' (Shotgun, Semi/Full, '''AutoROF 5''')&lt;br /&gt;
* [[IZHMASH Saiga-20K]] ([[20 gauge]]) =&amp;gt; '''Saiga-20K FA''' (Shotgun, Semi/Full, '''AutoROF 5''')&lt;br /&gt;
* [[IZHMASH Saiga-410K]] ([[.410 bore]]) =&amp;gt; '''Saiga-410K FA''' (Shotgun, Semi/Full, '''AutoROF 5''')&lt;br /&gt;
&lt;br /&gt;
== Model conversions ==&lt;br /&gt;
Converts an existing, semi-automatic only firearm NOT belonging to one of the major families, into a select-fire counterpart, OR vice-versa, via replacement of the trigger group, fire selector unit, and any other relevant parts. Those conversions cost '''250 P$''' apiece and in either way (from semi to select-fire, or the other way around).&lt;br /&gt;
&lt;br /&gt;
* [[General Motors M1 Carbine|M1 Carbine]] &amp;lt;=&amp;gt; [[General Motors M2 Carbine|M2 Carbine]] ([[.30 Carbine]])&lt;br /&gt;
* [[Heckler ＆ Koch HK41A2]] &amp;lt;=&amp;gt; [[Heckler ＆ Koch G3A3]] ([[7.62x51mm NATO]])&lt;br /&gt;
* [[Ruger Mini-14GB]] &amp;lt;=&amp;gt; [[Ruger AC556]] ([[5.56x45mm NATO]])&lt;br /&gt;
* [[Springfield M1A]] &amp;lt;=&amp;gt; [[Springfield M14]] ([[7.62x51mm NATO]])&lt;br /&gt;
* '''M1A EBR Custom''' &amp;lt;=&amp;gt; '''M14 EBR Custom''' ([[7.62x51mm NATO]])&lt;br /&gt;
&lt;br /&gt;
= Minor rechamberings =&lt;br /&gt;
Rechambers an existing, semi-automatic only firearm NOT belonging to one of the major families, to fire another caliber.&lt;br /&gt;
&lt;br /&gt;
All rechambering services cost '''400 P$'''.&lt;br /&gt;
&lt;br /&gt;
=== Standard services ===&lt;br /&gt;
&lt;br /&gt;
* Alexander Arms Ulfberht ([[.338 Lapua Magnum]]) &amp;lt;=&amp;gt; '''Hildigard''' ([[.338 Norma Magnum]] ; retains Ulfberht magazine compatibility) &lt;br /&gt;
** '''+ULFBERHT+ FA''' ([[.338 Lapua Magnum]]) &amp;lt;=&amp;gt; '''+HILDIGARD+ FA''' ([[.338 Norma Magnum]] ; retains Ulfberht magazine compatibility)&lt;br /&gt;
* Beretta 96FS ([[.40 S＆W]]) &amp;lt;=&amp;gt; '''96CMS''' ([[.357 SIG]] ; retains Beretta 96 series magazines)&lt;br /&gt;
** '''C'''onverted, '''M'''odified '''S'''lide&lt;br /&gt;
* Beretta Cx4 Storm ([[.40 S＆W]]) &amp;lt;=&amp;gt; '''Cx4 Storm-9''' ([[9x19mm Parabellum]] ; Beretta 92 series magazines)&lt;br /&gt;
* Beretta Cx4 Storm ([[.40 S＆W]]) &amp;lt;=&amp;gt; '''Cx4 Storm-357''' ([[.357 SIG]] ; retains Px4 magazines)&lt;br /&gt;
* Beretta Px4 Storm ([[.40 S＆W]]) &amp;lt;=&amp;gt; '''Px4 Storm-357''' ([[.357 SIG]] ; retains Px4 magazines)&lt;br /&gt;
* BMS Milcam HB ([[5.56x45mm NATO]]) &amp;lt;=&amp;gt; '''Milcam HB Blackout''' ([[.300 AAC Blackout]] ; retains STANAG magazine compatibility)	&lt;br /&gt;
* Česká Zbrojovka CZ 75B-40 ([[.40 S＆W]]) &amp;lt;=&amp;gt; '''CZ 75B-357''' ([[.357 SIG]] ; retains CZ75 .40 magazines)&lt;br /&gt;
* CMMG Mk47-K Mutant ([[7.62x39mm]]) &amp;lt;=&amp;gt; '''Mk74-K Freak''' ([[5.45x39mm]] ; AK-74 magazines)&lt;br /&gt;
* CMMG Mk47-T Mutant ([[7.62x39mm]]) &amp;lt;=&amp;gt; '''Mk74-T Freak''' ([[5.45x39mm]] ; AK-74 magazines)&lt;br /&gt;
** Mk47-K Mutant FA ([[7.62x39mm]]) &amp;lt;=&amp;gt; '''Mk74-K Freak FA''' ([[5.45x39mm]] ; AK-74 magazines)&lt;br /&gt;
** Mk47-T Mutant FA ([[7.62x39mm]]) &amp;lt;=&amp;gt; '''Mk74-T Freak FA''' ([[5.45x39mm]] ; AK-74 magazines)&lt;br /&gt;
* D&amp;amp;D Bren Ten ([[10mm Auto]]) &amp;lt;=&amp;gt; '''Bren Nine''' ([[9x25mm Dillon]] ; retains Bren Ten magazines)&lt;br /&gt;
* Desert Tech SRS-A1 ([[.338 Lapua Magnum]]) &amp;lt;=&amp;gt; '''SRS-A1 NM''' ([[.338 Norma Magnum]] ; retains DT SRS magazines)&lt;br /&gt;
* Desert Tech SRS-A1 Covert ([[.338 Lapua Magnum]]) &amp;lt;=&amp;gt; '''SRS-A1 NM Covert''' ([[.338 Norma Magnum]] ; retains DT SRS magazines)&lt;br /&gt;
* DIO KH2002 Sama ([[5.56x45mm NATO]]) &amp;lt;=&amp;gt; '''KH2002 Sama-300''' ([[.300 AAC Blackout]] ; retains STANAG magazine compatibility)	&lt;br /&gt;
** KH2002 Katiba ([[5.56x45mm NATO]]) &amp;lt;=&amp;gt; '''KH2002 Katiba-300''' ([[.300 AAC Blackout]] ; retains STANAG magazine compatibility)&lt;br /&gt;
* FN FNX-40 ([[.40 S＆W]]) &amp;lt;=&amp;gt; '''FNX-357''' ([[.357 SIG]] ; retains FNX-40 magazines)&lt;br /&gt;
* FN FNX-45 ([[.45 ACP]]) &amp;lt;=&amp;gt; '''FNX-460''' ([[.460 Rowland]] ; retains FNX-45 magazines)&lt;br /&gt;
* FN SCAR-L CQC ([[5.56x45mm NATO]]) &amp;lt;=&amp;gt; '''SCAR-L CQC OPFOR''' ([[5.45x39mm]] ; AR 5.45 magazines)&lt;br /&gt;
* FN SCAR-H CQC ([[7.62x51mm NATO]]) or '''SCAR-H CQC LBR''' ([[.260 Remington]]) &amp;lt;=&amp;gt; SCAR-H CQC OPFOR ([[7.62x39mm]] ; AK-47 magazines)&lt;br /&gt;
* H&amp;amp;K G3A3 ([[7.62x51mm NATO]]) &amp;lt;=&amp;gt; One of two modifications, which can all be converted to the other or back to the G3A3:&lt;br /&gt;
** '''PTR-32''' ([[7.62x39mm]] ; AK-47 magazines)&lt;br /&gt;
** '''PTR-33''' ([[5.45x39mm]] ; AK-74 magazines)&lt;br /&gt;
* H&amp;amp;K HK41A2 ([[7.62x51mm NATO]]) &amp;lt;=&amp;gt; One of two modifications, which can all be converted to the other or back to the HK41:&lt;br /&gt;
** '''PTR-32S''' ([[7.62x39mm]] ; AK-47 magazines)&lt;br /&gt;
** '''PTR-33S''' ([[5.45x39mm]] ; AK-74 magazines)&lt;br /&gt;
* H&amp;amp;K MARK 23 ([[.45 ACP]]) &amp;lt;=&amp;gt; '''MARK 23 SUPER''' ([[.460 Rowland]] ; retains USP45 magazines)&lt;br /&gt;
* H&amp;amp;K USP40 ([[.40 S＆W]]) &amp;lt;=&amp;gt; '''USP357''' ([[.357 SIG]] ; retains USP40 magazines)&lt;br /&gt;
* IZHMASH Kalashnikov SVK-12 ([[7.62x51mm NATO]]) &amp;lt;=&amp;gt; '''SVK-12R''' ([[7.62x54mm R]] ; SVD magazines)&lt;br /&gt;
* KBP OTs-14 Groza-1 ([[7.62x39mm]]) &amp;lt;=&amp;gt; One of two modifications, which can all be converted to the other or back to the Groza-1:&lt;br /&gt;
** '''Groza-2''' ([[5.45x39mm]] ; AK-74 magazines)&lt;br /&gt;
** '''Groza-3''' ([[5.56x45mm NATO]] ; AK-101 magazines)&lt;br /&gt;
* KRISS Vector ([[.45 ACP]]) &amp;lt;=&amp;gt; Super V10 ([[10x25mm Auto]] ; Glock 10mm magazines)&lt;br /&gt;
* LWMMG ([[.338 Norma Magnum]]) &amp;lt;=&amp;gt; LWMMG Plus ([[.338 Lapua Magnum]] ; retains LWMMG ammo belts)&lt;br /&gt;
* Mossberg MVP Patrol ([[5.56x45mm NATO]]) &amp;lt;=&amp;gt; '''MVP Sentry''' ([[.300 AAC Blackout]] ; retains STANAG magazine compatibility)&lt;br /&gt;
* Noreen Bad News ULR ([[.338 Lapua Magnum]]) &amp;lt;=&amp;gt; '''Big Problem ULR''' ([[.338 Norma Magnum]] ; retains Bad News magazines)&lt;br /&gt;
* S&amp;amp;W M&amp;amp;P357 ([[.357 SIG]]) &amp;lt;=&amp;gt; '''M&amp;amp;P40''' ([[.40 S＆W]] ; retains M&amp;amp;P magazines)&lt;br /&gt;
* SIG MPX ([[9x19mm Parabellum]]) &amp;lt;=&amp;gt; ne of two modifications, which can all be converted to the other or back to the MPX:&lt;br /&gt;
** '''MPX-40''' ([[.40 S＆W]] ; MP5 10mm/.40 magazines)&lt;br /&gt;
** '''MPX-357''' ([[.357 SIG]] ; MP5 10mm/.40 magazines)&lt;br /&gt;
* SIG P226 ([[.357 SIG]]) &amp;lt;=&amp;gt; '''P226-40''' ([[.40 S＆W]] ; retains P226 magazines)&lt;br /&gt;
* SIG P250 ([[.357 SIG]]) &amp;lt;=&amp;gt; '''P250-40''' ([[.40 S＆W]] ; retains P250 magazines)&lt;br /&gt;
* Steyr M357-A1 ([[.357 SIG]]) &amp;lt;=&amp;gt; '''M40-A1''' ([[.40 S＆W]] ; retains M357 magazines)&lt;br /&gt;
* Winchester Model 1895 ([[.303 British]]) &amp;lt;=&amp;gt; '''Model 1895-R''' ([[7.62x54mm R]] ; uses Mosin-Nagant stripper clips)&lt;br /&gt;
&lt;br /&gt;
=== Special services ===&lt;br /&gt;
&lt;br /&gt;
==== CAWS Shell conversion service ====&lt;br /&gt;
Convert your favorite 12 gauge shotgun to use the devastating, 3 inch, brass-hulled [[12 gauge CAWS]] shotgun shells!&lt;br /&gt;
&lt;br /&gt;
Each of these services costs '''500 P$'''. Please note that besides caliber, no other weapon trait is modified - not even capacity.&lt;br /&gt;
&lt;br /&gt;
* Benelli M2 Super 90 3-Gun -&amp;gt; '''M2 Super 90 CS'''&lt;br /&gt;
* Benelli M3 Super 90 Convertible -&amp;gt; '''M3 Super 90 CS'''&lt;br /&gt;
* Benelli M4 Super 90 -&amp;gt; '''M4 Super 90 CS'''&lt;br /&gt;
* Chiappa Triple Threat -&amp;gt; '''Triple Crisis CS'''&lt;br /&gt;
* IZHMEKH Baikal MP-27M -&amp;gt; '''MP-27M CS'''&lt;br /&gt;
* Mossberg 500 Cruiser -&amp;gt; '''M500C CS'''&lt;br /&gt;
* Mossberg 500 Persuader -&amp;gt; '''M500P CS'''&lt;br /&gt;
* Mossberg 590A1 -&amp;gt; '''M590A1 CS'''&lt;br /&gt;
* Remington 870 Marine Magnum -&amp;gt; '''R870 CS'''&lt;br /&gt;
* Remington 870 MCS -&amp;gt; '''R870 MCAWS'''&lt;br /&gt;
* Remington Spartan 220 sawed-off -&amp;gt; '''CS-220 sawed-off''' (also known as '''Classic Super Shotgun''')&lt;br /&gt;
* Serbu Super-Shorty -&amp;gt; '''Super-Shorty CS'''&lt;br /&gt;
&lt;br /&gt;
==== Light Battle Rifle service ====&lt;br /&gt;
Convert your [[7.62x51mm NATO]] rifle to [[.260 Remington]]! No new magazines required - .260 Rem cartridges fit in all 7.62 NATO magazines! All LBR converted rifles are, aside new caliber, otherwise identical to their original counterparts. Any one conversion costs '''400 P$'''.&lt;br /&gt;
&lt;br /&gt;
* [[Armalite AR-10]] -&amp;gt; '''AR-10 LBR'''&lt;br /&gt;
* [[DSA SA58 FAL OSW]] -&amp;gt; '''FAL OSW Light'''&lt;br /&gt;
* [[DSA SA58 FAL SPR]] -&amp;gt; '''FAL SPR Light'''&lt;br /&gt;
* [[FN FAL 50.00]] -&amp;gt; '''FAL 50.00 LBR'''&lt;br /&gt;
* [[FN FAL 50.61 Paratrooper]] -&amp;gt; '''FAL 50.61 LBR'''&lt;br /&gt;
* [[FN SCAR-H CQC]] -&amp;gt; '''SCAR-H CQC LBR'''&lt;br /&gt;
* [[H&amp;amp;K G3A3]] -&amp;gt; '''G3A3 LBR'''&lt;br /&gt;
* [[H&amp;amp;K HK41A2]] -&amp;gt; '''HK41A2 LBR'''&lt;br /&gt;
* [[H&amp;amp;K HK417]] -&amp;gt; '''HK417 LBR'''&lt;br /&gt;
* [[H&amp;amp;K MSG-90]] -&amp;gt; '''MSG-90 LBR'''&lt;br /&gt;
* [[H&amp;amp;K PSG-1]] -&amp;gt; '''PSG-1 LBR'''&lt;br /&gt;
* [[IWI Tavor 7]] -&amp;gt; '''Tavor 7 LBR'''&lt;br /&gt;
* [[IZHMASH Kalashnikov SVK-12]] -&amp;gt; '''SVK-12 LBR'''&lt;br /&gt;
* [[KAC M110 SASS]] -&amp;gt; '''M110 LBR'''&lt;br /&gt;
* [[Springfield M14]] -&amp;gt; '''M14 LBR'''&lt;br /&gt;
** M14 EBR Custom -&amp;gt; '''M14 ELBR Custom'''&lt;br /&gt;
* [[Springfield M1A]] -&amp;gt; '''M1A LBR'''&lt;br /&gt;
** M1A EBR Custom -&amp;gt; '''M1A ELBR Custom'''&lt;br /&gt;
* [[Springfield M21]] -&amp;gt; '''M21 LBR'''&lt;br /&gt;
&lt;br /&gt;
==== SUB-2000 service ====&lt;br /&gt;
Adapt your [[List of Class 2 Weapons|Kel-Tec SUB-2000]] to any of your needs! The original SUB-2000, with the suffix '''-G9''', indicates that it is chambered in [[9x19mm Parabellum]] and accepts Glock 9mm magazines. However, and for '''150 P$''', your SUB-2000 can be modified to suit your needs; this service includes rechambering and magazine well modifications, in order to accept other calibers and magazine types. The list of possible modifications is detailed below:&lt;br /&gt;
&lt;br /&gt;
* '''SUB-2000 B9''': [[9x19mm Parabellum]], accepts '''Beretta 92''' magazines&lt;br /&gt;
* '''SUB-2000 B40''': [[.40 S＆W]], accepts '''Beretta 96''' magazines&lt;br /&gt;
* '''SUB-2000 B357''': [[.357 SIG]], accepts '''Beretta 96''' magazines&lt;br /&gt;
* '''SUB-2000 G40''': [[.40 S＆W]], accepts '''Glock .40/.357''' magazines&lt;br /&gt;
* '''SUB-2000 G357''': [[.357 SIG]], accepts '''Glock .40/.357''' magazines&lt;br /&gt;
* '''SUB-2000 M40''': [[.40 S＆W]], accepts '''S&amp;amp;W M&amp;amp;P''' magazines&lt;br /&gt;
* '''SUB-2000 M357''', [[.357 SIG]], accepts '''S&amp;amp;W M&amp;amp;P''' magazines&lt;br /&gt;
* '''SUB-2000 S9''', [[9x19mm Parabellum]], accepts '''SIG P226 9mm''' magazines&lt;br /&gt;
* '''SUB-2000 S40''', [[.40 S＆W]], accepts '''SIG P226 .40/.357''' magazines&lt;br /&gt;
* '''SUB-2000 S357''', [[.357 SIG]], accepts '''SIG P226 .40/.357''' magazines&lt;br /&gt;
&lt;br /&gt;
= Minor barrel configurations =&lt;br /&gt;
Modifications to the barrel of a firearm NOT belonging to one of the major families, in order to offer a range of different barrel lengths. Each of these costs '''250 P$'''.&lt;br /&gt;
&lt;br /&gt;
* [[DWM Luger P08]] -&amp;gt; '''Luger LP08''' (Replaces the stock 4&amp;quot; barrel with a 8&amp;quot; barrel. Weight: 3 -&amp;gt; 5.)&lt;br /&gt;
* [[IMI Desert Eagle Mark XIX 357]] -&amp;gt; '''Desert Eagle 357 Long Barrel''' (Replaces the stock 6&amp;quot; barrel with a 10&amp;quot; long barrel. No change to weight.)&lt;br /&gt;
* [[IMI Desert Eagle Mark XIX 44]] -&amp;gt; '''Desert Eagle 44 Long Barrel''' (Replaces the stock 6&amp;quot; barrel with a 10&amp;quot; long barrel. No change to weight.)&lt;br /&gt;
* [[IMI Desert Eagle Mark XIX 50]] -&amp;gt; '''Desert Eagle 50 Long Barrel''' (Replaces the stock 6&amp;quot; barrel with a 10&amp;quot; long barrel. No change to weight.)&lt;br /&gt;
* [[Ohio Ordnance HCAR]] -&amp;gt; '''HCAR LB''' (Replaces the stock 16&amp;quot; barrel with a 20&amp;quot; barrel. Weight: 26 -&amp;gt; 30.)&lt;br /&gt;
** '''HCAR FA''' -&amp;gt; '''HCAR LBFA''' (Replaces the stock 16&amp;quot; barrel with a 20&amp;quot; barrel. Weight: 26 -&amp;gt; 30.)&lt;br /&gt;
* [[SIG Arms SG551]] -&amp;gt; '''SG551-LB''' (Replaces the stock 14.29&amp;quot; barrel with a 17.67&amp;quot; long barrel. Weight: 14 -&amp;gt; 18.)&lt;br /&gt;
* [[SilencerCo Maxim 9]] -&amp;gt; '''Maxim 9 Short''' (Shortens part of the silencer by about 30mm. Weight: 5 -&amp;gt; 3.)&lt;br /&gt;
** '''Maxim 9 FA''' -&amp;gt; '''Maxim 9 Short FA''' (Shortens part of the silencer by about 30mm. Weight: 5 -&amp;gt; 3.)&lt;br /&gt;
&lt;br /&gt;
=== FN SCAR rifles ===&lt;br /&gt;
&lt;br /&gt;
* [[FN Herstal SCAR-H CQC]] (13&amp;quot; barrel, Class 1 Weight 14) -&amp;gt; '''SCAR-H STD''' (16&amp;quot; barrel, Class 1 Weight 18)&lt;br /&gt;
&lt;br /&gt;
* [[FN Herstal SCAR-L CQC]] (10&amp;quot; barrel, Class 2 Weight 14):&lt;br /&gt;
** '''SCAR-L STD''' (14&amp;quot; barrel, Class 1 Weight 14)&lt;br /&gt;
** '''SCAR-L LB''' (18&amp;quot; barrel, Class 1 Weight 18)&lt;br /&gt;
&lt;br /&gt;
Any of the SCAR-L variants can be converted to any other (the stock CQC model or either the STD or LB models proposed here).&lt;br /&gt;
&lt;br /&gt;
= Minor stock configurations =&lt;br /&gt;
A service which adds, modifies, or removes shoulder stocks from non-Family firearms.&lt;br /&gt;
&lt;br /&gt;
=== Pistol conversions ===&lt;br /&gt;
These modifications transform pistols and autopistols into pistol carbines and small submachine guns. Any such conversion costs '''350 P$'''.&lt;br /&gt;
&lt;br /&gt;
* [[Beretta 93R]] -&amp;gt; '''93R Carbine''' (Attaches a metal '''FS (Folding) stock'''. '''Remains Class 3'''. Weight: 3 -&amp;gt; 5.)&lt;br /&gt;
** Weapon type is '''Auto pistol''' when the stock is folded, and '''Submachine gun''' when the stock is open, with appropriate changes to necessary weapon skills.&lt;br /&gt;
* [[DWM Luger P08]] -&amp;gt; '''Luger P08 Carbine''' (Attaches a wood '''S (Fixed) stock'''. Weight: 3 -&amp;gt; 5.)&lt;br /&gt;
** Weapon type becomes '''Conventional rifle'''.&lt;br /&gt;
* '''Luger LP08''' -&amp;gt; '''Luger LP08 Carbine''' (Attaches a wood '''S (Fixed) stock'''. Becomes Class 2. Weight: 5 -&amp;gt; 9.)&lt;br /&gt;
** Weapon type becomes '''Conventional rifle'''.&lt;br /&gt;
* [[FN/Browning Hi-Power]] -&amp;gt; '''Hi-Power Carbine''' (Attaches a wood '''S (Fixed) stock'''. Weight: 3 -&amp;gt; 5.)&lt;br /&gt;
** Weapon type becomes '''Conventional rifle'''.&lt;br /&gt;
* [[H&amp;amp;K MP5K]] -&amp;gt; '''MP5K-PDW''' (Attaches a polymer '''FS (Folding) stock'''. Becomes Class 2. No change to weight.)&lt;br /&gt;
** Weapon type doesn't change and remains Submachine gun.&lt;br /&gt;
* [[H&amp;amp;K VP70]] -&amp;gt; '''VP70M''' (Attaches a polymer '''S (Fixed) stock'''. Becomes Class 2. Adds the capability to do '''three-round burst fire (Burst3)'''. Weight: 3 -&amp;gt; 5.)&lt;br /&gt;
** Weapon type becomes '''Submachine gun'''.&lt;br /&gt;
* [[KBP OTs-33 Pernach]] -&amp;gt; '''Pernach Carbine''' (Attaches a metal '''FS (Folding) stock'''. '''Remains Class 3.''' Weight: 3 -&amp;gt; 5.)&lt;br /&gt;
** Weapon type is '''Auto pistol''' when the stock is folded, and '''Submachine gun''' when the stock is open, with appropriate changes to necessary weapon skills.&lt;br /&gt;
* [[Mauser C96 Red 9]] -&amp;gt; '''C96 Red 9 Carbine''' (Attaches a wood '''S (Fixed) stock'''. Becomes Class 2. Weight: 3 -&amp;gt; 5.)&lt;br /&gt;
** Weapon type becomes '''Conventional rifle'''.&lt;br /&gt;
* [[Molot Plant Stechkin APS]] -&amp;gt; '''Stechkin Carbine''' (Attaches a wood '''S (Fixed) stock'''. Becomes Class 2. Weight: 3 -&amp;gt; 5.)&lt;br /&gt;
** Weapon type becomes '''Submachine gun'''.&lt;br /&gt;
* [[Taiyuan Arsenal Shanxi Type 17]] -&amp;gt; '''Shanxi Carbine''' (Attaches a wood '''S (Fixed) stock'''. Becomes Class 2. Weight: 5 -&amp;gt; 9.)&lt;br /&gt;
** Weapon type becomes '''Conventional rifle'''.&lt;br /&gt;
&lt;br /&gt;
=== Shotgun conversions ===&lt;br /&gt;
* [[Winchester Model 1887 sawed-off]] -&amp;gt; '''Model 1887 Classic''' (Attaches a wood '''S (Fixed) stock'''. Becomes Class 1. Weight: 14 -&amp;gt; 18.)&lt;br /&gt;
** Weapon type doesn't change and remains Shotgun.&lt;br /&gt;
&lt;br /&gt;
= Other minor configurations =&lt;br /&gt;
Modifications which do not fit in any other category.&lt;br /&gt;
&lt;br /&gt;
== '''H&amp;amp;K USP modifications''' ==&lt;br /&gt;
These modifications are specifically designed for the H&amp;amp;K USP pistol series (USP-9, USP-40, USP-45), as well as the Customs-converted USP-357.&lt;br /&gt;
&lt;br /&gt;
All of these modifications can be applied in any combination, unless indicated otherwise. &lt;br /&gt;
&lt;br /&gt;
* '''USP-xx Match''' (Replaces the stock 4.25&amp;quot; barrel with a 6&amp;quot; compensated barrel. '''Adds an integrated muzzle brake,''' no change to weight.)  - '''300 P$'''&lt;br /&gt;
* One of two '''&amp;quot;Comp&amp;quot;''' modifications (one must be selected, the two cannot be installed at the same time):&lt;br /&gt;
** '''USP-xx Comp-DS''' (Installs an integrated red dot sight) - '''600 P$'''&lt;br /&gt;
** '''USP-xx Comp-RS''' (Installs an integrated reflex sight) - '''600 P$'''&lt;br /&gt;
&lt;br /&gt;
==== Nomenclature (USP) ====&lt;br /&gt;
* With both the Match and one of the two Comp modifications, the name nomenclature is: '''USP-xx Match Comp-yy'''.&lt;br /&gt;
&lt;br /&gt;
== '''M1 Garand modifications''' ==&lt;br /&gt;
These modifications are specifically designed for the M1 Garand rifle.&lt;br /&gt;
&lt;br /&gt;
All of these modifications can be applied in any combination, unless indicated otherwise. &lt;br /&gt;
&lt;br /&gt;
* '''EBR Custom''' tactical conversion - '''250 P$'''&lt;br /&gt;
* '''T26 Tanker Garand''' short barrel modification - '''100 P$'''&lt;br /&gt;
* '''T20''' select-fire + magazine well modification - '''500 P$'''&lt;br /&gt;
* One of two rechambering options:&lt;br /&gt;
** '''Mark 2''' conversion to [[7.62x51mm NATO]] (retains M1 Garand en-bloc clip usage) - '''500 P$'''&lt;br /&gt;
** '''LBR''' conversion to [[.260 Remington]]  (retains M1 Garand en-bloc clip usage) - '''600 P$'''&lt;br /&gt;
&lt;br /&gt;
=== M1 Garand EBR Custom ===&lt;br /&gt;
Replaces the Garand's old frame and stock with the lightweight aluminium, steel and polymer EBR frame, with retractable stock, pistol grip, and long accessory rails. In addition, a threaded barrel is installed, for compatibility with standard muzzle devices.&lt;br /&gt;
&lt;br /&gt;
Modifications applied: &lt;br /&gt;
* Weight: Weight tier -1 from base weapon&lt;br /&gt;
* Stock type: RS (Retractable)&lt;br /&gt;
* Accessory compatibility:&lt;br /&gt;
** Muzzle: Threading(Standard), M5 bayonet&lt;br /&gt;
** Optics: NATO rail [NATO]&lt;br /&gt;
** Light mounts: 2, large&lt;br /&gt;
** Underbarrel interface: Long&lt;br /&gt;
&lt;br /&gt;
=== T26 Tanker Garand ===&lt;br /&gt;
The Garand's 24 inch barrel and matching front handguard are replaced with the T26 version, better known in the real world as the &amp;quot;Tanker Garand&amp;quot;. The shorter T26 barrel (18.5 inch long) allows the venerable Garand rifle to retain all of its semi-automatic, clip-fed glory, but in a shorter and handier package, allowing the weapon to be lighter and more maneuverable. &lt;br /&gt;
&lt;br /&gt;
Modifications applied:&lt;br /&gt;
* Barrel length: Reduced to 18.5 inches&lt;br /&gt;
* Weight: Weight tier -1 from base weapon&lt;br /&gt;
&lt;br /&gt;
=== T20 Garand ===&lt;br /&gt;
Thought the Garand needed more firepower? Remove the old, fixed internal magazine, forget about the en-bloc clips (sorry, ping enthusiasts!), and get the rifle fitted with a select-fire option and a magazine from a M1918 BAR, and you get the monstrous T20 Garand, a .30-06 Springfield battle rifle, capable of 650 rounds per minute in full-auto mode!&lt;br /&gt;
&lt;br /&gt;
Modifications applied:&lt;br /&gt;
* Action: Changed to Semi/Full (AutoROF 5)&lt;br /&gt;
* Feeding: Changed to BAR magazines, +1&lt;br /&gt;
&lt;br /&gt;
=== M1 Garand rechambering options ===&lt;br /&gt;
If, for some reason, you want your M1 Garand to shoot something other than .30-06 Springfield, you have two options: The '''Mark 2''' conversion, or the '''LBR''' conversion.&lt;br /&gt;
&lt;br /&gt;
Modifications applied:&lt;br /&gt;
* Caliber:&lt;br /&gt;
** Mark 2: [[7.62x51mm NATO]] - '''500 P$'''&lt;br /&gt;
** LBR: [[.260 Remington]] - '''600 P$'''&lt;br /&gt;
&lt;br /&gt;
Note: Unless the T20 modification is also applied (see below), a rechambered M1 Garand may still use Garand en-bloc clips; it can simply be loaded with ammunition of the chosen caliber instead of .30-06 Springfield.&lt;br /&gt;
&lt;br /&gt;
==== Special combinations ====&lt;br /&gt;
&lt;br /&gt;
* '''T20 + Mark 2 or LBR''': If a M1 Garand receives both the T20 (select fire + mag-fed conversion) modification and one of the rechambering options, the M1 Garand will no longer be compatible with BAR magazines. Instead, the Contestant is offered a choice of compatibility with either '''BM59 magazines''' or '''M14 magazines'''.&lt;br /&gt;
&lt;br /&gt;
==== Nomenclature (Garand) ====&lt;br /&gt;
&lt;br /&gt;
Unmodified weapon: Springfield M1 Garand&lt;br /&gt;
&lt;br /&gt;
'''''1 step modifications:'''''&lt;br /&gt;
* M1 Garand + EBR = '''M1 Garand EBR Custom'''&lt;br /&gt;
* M1 Garand + T26 = '''T26 Tanker Garand'''&lt;br /&gt;
* M1 Garand + T20 = '''T20 Garand'''&lt;br /&gt;
* M1 Garand + Mark 2/LBR = '''M1 Garand Mark 2''' / '''M1 Garand LBR'''&lt;br /&gt;
&lt;br /&gt;
'''''2 step modifications:'''''&lt;br /&gt;
* M1 Garand + EBR + T26 = '''M1 Garand Tanker EBR Custom'''&lt;br /&gt;
* M1 Garand + EBR + T20 = '''M1 Garand T20 EBR Custom'''&lt;br /&gt;
* M1 Garand + EBR + Mark 2/LBR = '''M1 Garand Mark 2 EBR Custom''' / '''M1 Garand ELBR Custom'''&lt;br /&gt;
&lt;br /&gt;
* M1 Garand + T26 + T20 = '''M1 Garand T20 Tanker'''&lt;br /&gt;
* M1 Garand + T26 + Mark 2/LBR = '''M1 Garand Tanker Mark 2''' / '''M1 Garand Tanker LBR'''&lt;br /&gt;
&lt;br /&gt;
* M1 Garand + T20 + Mark 2/LBR = '''M1 Garand T20 Mark 2''' / '''M1 Garand T20 LBR'''&lt;br /&gt;
** ''Affectionately known as: &amp;quot;I swear it's not a BM59!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''''3 step modifications: '''''&lt;br /&gt;
* M1 Garand + EBR + T26 + T20 = '''M1 Garand T20 Tanker EBR Custom'''&lt;br /&gt;
** ''Affectionately known as: &amp;quot;Super Mall Ninja Garand&amp;quot;''&lt;br /&gt;
* M1 Garand + EBR + T26 + Mark 2/LBR = '''M1 Garand Tanker Mark 2 EBR Custom''' / '''Garand Tanker ELBR Custom'''&lt;br /&gt;
&lt;br /&gt;
* M1 Garand + T26 + T20 + Mark 2/LBR = '''M1 Garand T20 Tanker Mark 2''' / '''M1 Garand T20 Tanker LBR'''&lt;br /&gt;
&lt;br /&gt;
'''''4 step modifications:'''''&lt;br /&gt;
* M1 Garand + EBR + T26 + T20 + Mark 2/LBR = '''M1 Garand T20 Tanker Mark 2 EBR Custom''' / '''M1 Garand T20 Tanker ELBR Custom'''&lt;br /&gt;
** ''Affectionately known as: &amp;quot;Super Mall Ninja Garand - &amp;quot;Not an M14, I swear&amp;quot; edition&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
== '''Trench Magazine service''' ==&lt;br /&gt;
These modifications are destined to bolt-action rifles, and are intended to greatly increase their magazine capacity.&lt;br /&gt;
&lt;br /&gt;
Each of these services cost '''250 P$'''.&lt;br /&gt;
&lt;br /&gt;
* Enfield SMLE No.4 Mk.I -&amp;gt; '''SMLE Trench''' (Installs a '''20-round magazine''')&lt;br /&gt;
* Enfield SMLE No.4 Mk.I(T) -&amp;gt; '''SMLE Sniper Trench''' (Installs a '''20-round magazine''')&lt;br /&gt;
* Mosin-Nagant M1891 -&amp;gt; '''Mosin-Nagant M1891 Raven''' (Installs a '''10-round magazine''')&lt;br /&gt;
* Mosin-Nagant M44 -&amp;gt; '''Mosin-Nagant M44 Raven''' (Installs a '''10-round magazine''')&lt;br /&gt;
* Mosin-Nagant M91/30 PU -&amp;gt; '''Mosin-Nagant M91/30 PU Raven''' (Installs a '''10-round magazine''')&lt;br /&gt;
* Mosin-Nagant Obrez -&amp;gt; '''Obrez Raven''' (Installs a '''10-round magazine''')&lt;br /&gt;
* Mauser Karabiner 98k -&amp;gt; '''Kar 98k Trench''' (Installs a '''20-round magazine''')&lt;br /&gt;
* Springfield M1903A3 -&amp;gt; '''M1903A3 AS''' (Installs a '''25-round magazine''')&lt;br /&gt;
* Springfield M1903A4 -&amp;gt; '''M1903A4 AS''' (Installs a '''25-round magazine''')&lt;br /&gt;
&lt;br /&gt;
= Tactical conversions =&lt;br /&gt;
Modifications to firearm models, such as lighter chassis and frames, accessory rails, adjustable stocks, varying barrel lengths, and more. Depending on the firearm, modifications proposed may vary greatly.&lt;br /&gt;
&lt;br /&gt;
All tactical conversions retain their original firearms' firearm maintenance (DV/RV) statistics.&lt;br /&gt;
&lt;br /&gt;
=== M14 EBR Custom ===&lt;br /&gt;
Replaces the M14's old wood frame and stock with the lightweight aluminium, steel and polymer EBR frame, with retractable stock, pistol grip, and long accessory rails. In addition, a threaded barrel is installed, for compatibility with standard muzzle devices.&lt;br /&gt;
* ''Weapon required:'' [[Springfield M14]]&lt;br /&gt;
* ''Conversion cost:'' '''400 P$'''&lt;br /&gt;
&lt;br /&gt;
Resulting weapon:&lt;br /&gt;
* Name: '''M14 EBR Custom'''&lt;br /&gt;
* Class: Class 1&lt;br /&gt;
* Category: Combat rifle&lt;br /&gt;
* Caliber: [[7.62x51mm NATO]]&lt;br /&gt;
* Barrel length: 22 inches&lt;br /&gt;
* Action: Semi/Full&lt;br /&gt;
* Weight: 22 units&lt;br /&gt;
* Feeding: M14 magazines, +1&lt;br /&gt;
* Stock type: RS (Retractable)&lt;br /&gt;
* Accessory compatibility:&lt;br /&gt;
** Muzzle: Threading(Standard), M6 bayonet&lt;br /&gt;
** Optics: NATO rail [NATO]&lt;br /&gt;
** Light mounts: 2, large&lt;br /&gt;
** Underbarrel interface: Long&lt;br /&gt;
&lt;br /&gt;
=== M1A EBR Custom ===&lt;br /&gt;
Same modifications as on the M14 EBR Custom, but on the semi-automatic only variant.&lt;br /&gt;
* ''Weapon required:'' [[Springfield M14]]&lt;br /&gt;
* ''Conversion cost:'' '''400 P$'''&lt;br /&gt;
&lt;br /&gt;
Resulting weapon:&lt;br /&gt;
* Name: '''M1A EBR Custom'''&lt;br /&gt;
* Class: Class 1&lt;br /&gt;
* Category: Conventional rifle&lt;br /&gt;
* Caliber: [[7.62x51mm NATO]]&lt;br /&gt;
* Barrel length: 22 inches&lt;br /&gt;
* Action: Semi-auto&lt;br /&gt;
* Weight: 22 units&lt;br /&gt;
* Feeding: M14 magazines, +1&lt;br /&gt;
* Stock type: RS (Retractable)&lt;br /&gt;
* Accessory compatibility:&lt;br /&gt;
** Muzzle: Threading(Standard), M6 bayonet&lt;br /&gt;
** Optics: NATO rail [NATO]&lt;br /&gt;
** Light mounts: 2, large&lt;br /&gt;
** Underbarrel interface: Long&lt;br /&gt;
&lt;br /&gt;
=== SKS Custom ===&lt;br /&gt;
Replaces the SKS's old wooden frame with a modified Intrafuse frame, with retractable stock, pistol grip, a top rail for optics, a threaded barrel, and a larger 20-round internal magazine. Note that the SKS Custom still has the '''SKS integral bayonet''' it was originally equipped with.&lt;br /&gt;
* ''Weapon required:'' [[IZHMASH Simonov SKS]]&lt;br /&gt;
* ''Conversion cost:'' '''250 P$'''&lt;br /&gt;
&lt;br /&gt;
* Name: '''SKS Custom'''&lt;br /&gt;
* Class: Class 1&lt;br /&gt;
* Category: Conventional rifle&lt;br /&gt;
* Caliber: [[7.62x39mm]]&lt;br /&gt;
* Barrel length: 20 inches&lt;br /&gt;
* Action: Semi-auto&lt;br /&gt;
* Weight: 18 units&lt;br /&gt;
* Feeding: Internal magazine, 20 rounds, no +1 - compatible with SKS stripper clips. (Similarly to weapons such as the SMLE, needs 2 10-rd stripper clips to be fully reloaded.)&lt;br /&gt;
* Stock type: RS (Retracting)&lt;br /&gt;
* Accessory compatibility:&lt;br /&gt;
** Muzzle: Threading(Standard), SKS integral bayonet (integrated)&lt;br /&gt;
** Optics: NATO rail, short [NATO-S]&lt;br /&gt;
&lt;br /&gt;
=== L85A2 Enhanced ===&lt;br /&gt;
Installs the 2006 style upgrade package on the L85A2, replacing the handguard with a quad railed one, making it compatible with more accessories. In addition, a threaded barrel is installed free of charge.&lt;br /&gt;
* ''Weapon required:'' [[Enfield L85A2]]&lt;br /&gt;
* ''Conversion cost:'' '''150 P$'''&lt;br /&gt;
&lt;br /&gt;
* Name: '''L85A2 Enhanced'''&lt;br /&gt;
* Class: Class 1&lt;br /&gt;
* Category: Combat rifle&lt;br /&gt;
* Caliber: [[5.56x45mm NATO]]&lt;br /&gt;
* Barrel length: 20.4 inches&lt;br /&gt;
* Action: Semi/Full&lt;br /&gt;
* Weight: 18 units&lt;br /&gt;
* Feeding: STANAG magazines, +1&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* Accessory compatibility: &lt;br /&gt;
** Muzzle: Threading(Standard)&lt;br /&gt;
** Optics: NATO rail, short [NATO-S]&lt;br /&gt;
** Light mounts: 2, large&lt;br /&gt;
** Underbarrel interface: Long&lt;br /&gt;
&lt;br /&gt;
=== G36 Enhanced ===&lt;br /&gt;
The original dual optics carry handle is replaced with a railed flat top, similar to the G36C's. The handguard is also replaced with a full size quad-railed handguard, which is sufficiently long for installing an UGL. In addition, a threaded barrel is installed, free of charge.&lt;br /&gt;
* ''Weapon required:'' [[Heckler ＆ Koch G36]]&lt;br /&gt;
* ''Conversion cost:'' '''200 P$'''&lt;br /&gt;
&lt;br /&gt;
* Name: '''G36 Enhanced'''&lt;br /&gt;
* Class: Class 1&lt;br /&gt;
* Category: Combat rifle&lt;br /&gt;
* Caliber: [[5.56x45mm NATO]]&lt;br /&gt;
* Barrel length: 18.9 inches&lt;br /&gt;
* Action: Semi/Full&lt;br /&gt;
* Weight: 18 units&lt;br /&gt;
* Feeding: G36 magazines, +1&lt;br /&gt;
* Stock type: FS (Folding)&lt;br /&gt;
* Accessory compatibility: &lt;br /&gt;
** Muzzle: Threading(Standard), G36 bayonet&lt;br /&gt;
** Optics: NATO rail [NATO]&lt;br /&gt;
** Light mounts: 2, large&lt;br /&gt;
** Underbarrel interface: Long&lt;br /&gt;
&lt;br /&gt;
=== AUG A3 Enhanced ===&lt;br /&gt;
The original receiver of the Steyr AUG A1, which houses the integrated optic, is replaced with a modernized variant with a full-length NATO rail with integrated iron sights. In addition, the barrel assembly is replaced as well, favoring a 16 inch barrel over the original 20 inch one and offering a threaded barrel, but retaining the integrated foregrip. The result is a rifle that is not only even more customizable than the original AUG A1 was, but is so compact, it is no longer a Class 1 weapon but a Class 2 instead!&lt;br /&gt;
* ''Weapon required'': [[Steyr AUG A1]]&lt;br /&gt;
* ''Conversion cost:'' '''200 P$'''&lt;br /&gt;
&lt;br /&gt;
* Name: '''AUG A3 Enhanced'''&lt;br /&gt;
* Class: Class 2&lt;br /&gt;
* Category: Combat rifle&lt;br /&gt;
* Caliber: [[5.56x45mm NATO]]&lt;br /&gt;
* Barrel length: 16 inches&lt;br /&gt;
* Action: Semi/Full&lt;br /&gt;
* Weight: 14 units&lt;br /&gt;
* Feeding: AUG magazines, +1&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* Accessory compatibility: &lt;br /&gt;
** Muzzle: Threading(Standard), Glock Feldmesser 78 bayonet&lt;br /&gt;
** Optics: NATO rail [NATO]&lt;br /&gt;
** Underbarrel interface: Foregrip (Integrated)&lt;br /&gt;
&lt;br /&gt;
=== AUG HBAR Enhanced ===&lt;br /&gt;
The same upgrade package as that for the AUG A1, but applied to the AUG HBAR. Although this package does not include a shorter barrel, it is still threaded.&lt;br /&gt;
* ''Weapon required'': [[Steyr AUG HBAR]]&lt;br /&gt;
* ''Conversion cost:'' '''150 P$'''&lt;br /&gt;
&lt;br /&gt;
* Name: '''AUG HBAR Enhanced'''&lt;br /&gt;
* Class: Class 1&lt;br /&gt;
* Category: Machine gun&lt;br /&gt;
* Caliber: [[5.56x45mm NATO]]&lt;br /&gt;
* Barrel length: 24.45 inches&lt;br /&gt;
* Action: Semi/Full&lt;br /&gt;
* Weight: 22 units&lt;br /&gt;
* Feeding: AUG magazines, +1&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* Accessory compatibility: &lt;br /&gt;
** Muzzle: Threading(Standard), Glock Feldmesser 78 bayonet&lt;br /&gt;
** Optics: NATO rail [NATO]&lt;br /&gt;
** Underbarrel interface: Bipod (Integrated)&lt;br /&gt;
&lt;br /&gt;
=== UMP Enhanced ===&lt;br /&gt;
Installs a package of accessory rails on the UMP model of the customer's choice. The actual modifications done to each firearm are the same ; the only difference is the caliber of the host firearm.&lt;br /&gt;
* ''Weapon required:'' [[Heckler ＆ Koch UMP9|UMP9]], [[Heckler ＆ Koch UMP40|UMP40]], or [[Heckler ＆ Koch UMP45|UMP45]]&lt;br /&gt;
* ''Conversion cost:'' '''100 P$'''&lt;br /&gt;
&lt;br /&gt;
* Name: '''UMP9 Enhanced''' / '''UMP40 Enhanced''' / '''UMP45 Enhanced'''&lt;br /&gt;
* Class: Class 2&lt;br /&gt;
* Category: Submachine gun&lt;br /&gt;
* Caliber: [[9x19mm Parabellum]] / [[.40 S＆W]] / [[.45 ACP]]&lt;br /&gt;
* Barrel length: 8 inches (all versions)&lt;br /&gt;
* Action: Semi/Full&lt;br /&gt;
* Weight: 9 units&lt;br /&gt;
* Feeding: UMP9 / UMP40 / UMP45 magazines, +1&lt;br /&gt;
* Stock type: FS (Folding)&lt;br /&gt;
* Accessory compatibility: &lt;br /&gt;
** Muzzle: Threading(3-lug)&lt;br /&gt;
** Optics: NATO rail, short [NATO-S]&lt;br /&gt;
** Light mounts: 2, small&lt;br /&gt;
** Underbarrel interface: Short&lt;br /&gt;
&lt;br /&gt;
=== M2 Super 90 Enhanced ===&lt;br /&gt;
Installs a package of accessory rails on the [[Benelli M2 Super 90 3-Gun]] (or its 12 gauge CAWS conversion, the M2 Super 90 CS), as well as a threaded barrel.&lt;br /&gt;
* ''Weapon required:'' [[Benelli M2 Super 90 3-Gun]] or '''M2 Super 90 CS'''&lt;br /&gt;
* ''Conversion cost:'' '''100 P$'''&lt;br /&gt;
&lt;br /&gt;
* Name: '''M2 Super 90 Enhanced''' / '''M2 Super 90 CS Enhanced'''&lt;br /&gt;
* Class: Class 1&lt;br /&gt;
* Category: Shotgun&lt;br /&gt;
* Caliber: [[12 gauge]]&lt;br /&gt;
* Barrel length: 21 inches&lt;br /&gt;
* Action: Semi&lt;br /&gt;
* Weight: 18 units&lt;br /&gt;
* Feeding: Internal tube, 8 + 1&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* Accessory compatibility: &lt;br /&gt;
** Muzzle: Threading(Standard)&lt;br /&gt;
** Optics: NATO rail, short [NATO-S]&lt;br /&gt;
** Light mounts: 2, small&lt;br /&gt;
&lt;br /&gt;
=== M82A1M CQ ===&lt;br /&gt;
Replaces the M82's 29 inch barrel with a 20 inch one, thus making it a slightly lighter and more maneuverable weapon.&lt;br /&gt;
* ''Weapon required:'' [[Barrett M82A1M]]&lt;br /&gt;
* ''Conversion cost:'' '''2500 P$'''&lt;br /&gt;
&lt;br /&gt;
Resulting weapon:&lt;br /&gt;
* Name: '''M82A1M CQ'''&lt;br /&gt;
* Class: Class 1&lt;br /&gt;
* Category: Precision rifle&lt;br /&gt;
* Caliber: [[.50 BMG]]&lt;br /&gt;
* Barrel length: 20 inches&lt;br /&gt;
* Action: Semi&lt;br /&gt;
* Weight: 30 units&lt;br /&gt;
* Feeding: M82 magazines, +1&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* Accessory compatibility: Unchanged; remains the [[ACL|same]] as the original [[Barrett M82A1M]]&lt;br /&gt;
&lt;br /&gt;
=== Mauser M03 Target Custom ===&lt;br /&gt;
Replaces the Mauser M03's wooden stock with an ultra lightweight synthetic stock, fitted with a full length NATO optic rail, a short underbarrel interface, and the barrel is threaded.&lt;br /&gt;
* ''Weapon required:'' [[Mauser M03]]&lt;br /&gt;
* ''Conversion cost:'' '''250 P$'''&lt;br /&gt;
&lt;br /&gt;
Resulting weapon:&lt;br /&gt;
* Name: '''Mauser M03 Target Custom'''&lt;br /&gt;
* Class: Class 1&lt;br /&gt;
* Category: Conventional rifle&lt;br /&gt;
* Caliber: [[7.92x57mm Mauser]]&lt;br /&gt;
* Barrel length: 20 inches&lt;br /&gt;
* Action: Bolt-action&lt;br /&gt;
* Weight: 18 units&lt;br /&gt;
* Feeding: Internal magazine, 5 rounds, no +1&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* Accessory compatibility: &lt;br /&gt;
** Muzzle: Threading(Standard)&lt;br /&gt;
** Optics: NATO rail [NATO]&lt;br /&gt;
** Underbarrel interface: Short&lt;br /&gt;
&lt;br /&gt;
=== M590A1 Tactical Custom ===&lt;br /&gt;
The Mossberg 590A1 (or its CS variant) is fitted with a new, railed pump forend for compatibility with lights and lasers, the receiver is fitted with a short NATO optic rail, the barrel is threaded, and the fixed stock is also replaced with a tactical, M4-style 6-position stock in order to make it shorter and more manuverable. &lt;br /&gt;
* ''Weapon required:'' [[Mossberg 590A1]] or '''M590A1 CS'''&lt;br /&gt;
* ''Conversion cost:'' '''300 P$'''&lt;br /&gt;
&lt;br /&gt;
Resulting weapon:&lt;br /&gt;
* Name: '''M590A1 Tactical Custom''' / '''M590A1 CSTaC'''&lt;br /&gt;
* Class: Class 1&lt;br /&gt;
* Category: Shotgun&lt;br /&gt;
* Caliber: [[12 gauge]] / [[12 gauge CAWS]]&lt;br /&gt;
* Barrel length: 18.5 inches&lt;br /&gt;
* Action: Pump-action&lt;br /&gt;
* Weight: 14 units&lt;br /&gt;
* Feeding: Internal tube, 8 rounds, +1&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* Accessory compatibility: &lt;br /&gt;
** Muzzle: Threading(Standard), M9 Bayonet&lt;br /&gt;
** Light: 2, small&lt;br /&gt;
** Optics: NATO rail, short [NATO-S]&lt;br /&gt;
&lt;br /&gt;
=== AA-12 Enhanced ===&lt;br /&gt;
The AA-12's iron sights are removed and the charging handle is replaced with a side-protruding model. To replace the iron sights, the weapon is fitted with a long NATO optic rail capable of accomodating for optics of all lengths. In addition, the barrel is threaded, and the handguard is adorned with a triple rail system of generous length, further increasing accessory compatibility with a variety of lights and lasers, a foregrip, a bipod, and for the most audacious of all, an underbarrel grenade launcher. Because nothing says &amp;quot;overkill&amp;quot; better than a full-auto shotgun fitted with an UGL.&lt;br /&gt;
* ''Weapon required:'' [[MPS AA-12]]&lt;br /&gt;
* ''Conversion cost:'' '''600 P$'''&lt;br /&gt;
&lt;br /&gt;
Resulting weapon:&lt;br /&gt;
* Name: '''AA-12 Enhanced'''&lt;br /&gt;
* Class: Class 1&lt;br /&gt;
* Category: Shotgun&lt;br /&gt;
* Caliber: [[12 gauge]]&lt;br /&gt;
* Barrel length: 18 inches&lt;br /&gt;
* Action: Full-auto&lt;br /&gt;
* Weight: 22 units&lt;br /&gt;
* Feeding: AA-12 magazines, no +1&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* Accessory compatibility:&lt;br /&gt;
** Optics: NATO rail [NATO]&lt;br /&gt;
** Muzzle: Threading(Standard)&lt;br /&gt;
** Light mounts: 2, large&lt;br /&gt;
** Underbarrel interface: Long&lt;br /&gt;
&lt;br /&gt;
=== FAMAS G2 ===&lt;br /&gt;
The FAMAS G1 is upgraded to its G2 variant, where the standard FAMAS magazine well is replaced with a STANAG magazine-compatible magwell, allowing it to use STANAG magazines. In addition, the rifle is outfitted with the well-known FAMAS integrated bipod, affectionately nicknamed &amp;quot;surrender sticks&amp;quot;. The rifle is otherwise unchanged, making it a cheap and very useful upgrade.&lt;br /&gt;
* ''Weapon required:'' [[GIAT FAMAS G1]]&lt;br /&gt;
* ''Conversion cost:'' '''100 P$'''&lt;br /&gt;
&lt;br /&gt;
Resulting weapon:&lt;br /&gt;
* Name: '''FAMAS G2'''&lt;br /&gt;
* Class: Class 1&lt;br /&gt;
* Category: Combat rifle&lt;br /&gt;
* Caliber: [[5.56x45mm NATO]]&lt;br /&gt;
* Barrel length: 19.2 inches&lt;br /&gt;
* Action: Semi/Burst3/Full&lt;br /&gt;
* Weight: 14 units&lt;br /&gt;
* Feeding: STANAG magazines, +1&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* Accessory compatibility:&lt;br /&gt;
** Muzzle: Threading(Standard), DLT FAMAS bayonet&lt;br /&gt;
** Underbarrel interface: Bipod (Integrated)&lt;br /&gt;
&lt;br /&gt;
=== L115A3 LRR ===&lt;br /&gt;
The L115A3 LRR is an upgrade of the AI AWSM rifle, fitting the rifle with a bipod for maximum accuracy. The rifle is otherwise unchanged, but this simple upgrade serves to maximize the AWSM's accuracy and usefulness for precision shooting.&lt;br /&gt;
* ''Weapon required:'' [[Accuracy International AWSM]]&lt;br /&gt;
* ''Conversion cost:'' '''200 P$'''&lt;br /&gt;
&lt;br /&gt;
Resulting weapon:&lt;br /&gt;
* Name: '''L115A3 LRR'''&lt;br /&gt;
* Class: Class 1&lt;br /&gt;
* Category: Precision rifle&lt;br /&gt;
* Caliber: [[.338 Lapua Magnum]]&lt;br /&gt;
* Barrel length: 27 inches&lt;br /&gt;
* Action: Bolt-action&lt;br /&gt;
* Weight: 30 units&lt;br /&gt;
* Feeding: AWSM magazines, +1&lt;br /&gt;
* Stock type: FS (Folding)&lt;br /&gt;
* Accessory compatibility:&lt;br /&gt;
** Optics: NATO rail [NATO]&lt;br /&gt;
** Muzzle: M.Brake (Integrated, '''R''' - threading is Standard)&lt;br /&gt;
** Underbarrel interface: Bipod (Integrated)&lt;br /&gt;
&lt;br /&gt;
=== CAWS Modernized ===&lt;br /&gt;
The CAWS Modernized is an effort to, as the name implies, enhance and modernize the CAWS shotgun by giving it the ability to mount modern accessories. The weapon is fitted with a variety of rails ; a NATO-S optic rail in replacement of the iron sights, two large Light mounts, and a long underbarrel interface which includes UGL compatibility. In addition, the barrel is threaded, to allow for the mounting of muzzle devices, further increasing the capabilities of an already powerful weapon.&lt;br /&gt;
* ''Weapon required:'' [[List of Class 1 weapons|H&amp;amp;K CAWS]]&lt;br /&gt;
* ''Conversion cost:'' '''600 P$'''&lt;br /&gt;
&lt;br /&gt;
Resulting weapon:&lt;br /&gt;
* Name: '''CAWS Modernized'''&lt;br /&gt;
* Class: Class 1&lt;br /&gt;
* Category: Shotgun&lt;br /&gt;
* Caliber: [[12 gauge CAWS]]&lt;br /&gt;
* Barrel length: 18 inches&lt;br /&gt;
* Action: Semi/Full&lt;br /&gt;
* Weight: 14 units&lt;br /&gt;
* Feeding: CAWS magazines, +1&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* Accessory compatibility:&lt;br /&gt;
** Optics: NATO Short rail [NATO-S]&lt;br /&gt;
** Muzzle: Threading(Standard)&lt;br /&gt;
** Light mounts: 2, large&lt;br /&gt;
** Underbarrel interface: Long&lt;br /&gt;
&lt;br /&gt;
=== G11K2 Modernized ===&lt;br /&gt;
The G11K2 Modernized is an effort to, as the name implies, enhance and modernize the G11 rifle by giving it the ability to mount modern accessories. The weapon is fitted with a variety of rails ; a NATO-S optic rail in replacement of the integrated reflex sight, two large Light mounts, a long underbarrel interface which includes UGL compatibility. In addition, the barrel is threaded, to allow for the mounting of muzzle devices, all of which further transform the prototype rifle into a viable combat weapon.&lt;br /&gt;
* ''Weapon required:'' [[List of Class 1 weapons|H&amp;amp;K G11K2]]&lt;br /&gt;
* ''Conversion cost:'' '''600 P$'''&lt;br /&gt;
&lt;br /&gt;
Resulting weapon:&lt;br /&gt;
* Name: '''G11K2 Modernized'''&lt;br /&gt;
* Class: Class 1&lt;br /&gt;
* Category: Combat rifle&lt;br /&gt;
* Caliber: [[4.73x33mm Caseless]]&lt;br /&gt;
* Barrel length: 21.26 inches&lt;br /&gt;
* Action: Semi/Full&lt;br /&gt;
* Weight: 14 units&lt;br /&gt;
* Feeding: G11 magazines, +1&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* Accessory compatibility:&lt;br /&gt;
** Muzzle: Threading(Standard)&lt;br /&gt;
** Optics: NATO Short rail [NATO-S]&lt;br /&gt;
** Light mounts: 2, large&lt;br /&gt;
** Underbarrel interface: Long&lt;br /&gt;
&lt;br /&gt;
=== LMG11 Modernized ===&lt;br /&gt;
The same package of modifications that is offered to the G11K2 is also available to the custom LMG11 machine gun.&lt;br /&gt;
* ''Weapon required:'' [[List of Class 1 Weapons|H&amp;amp;K LMG11]]&lt;br /&gt;
* ''Conversion cost:'' '''600 P$'''&lt;br /&gt;
&lt;br /&gt;
Resulting weapon:&lt;br /&gt;
* Name: '''LMG11 Modernized'''&lt;br /&gt;
* Class: Class 1&lt;br /&gt;
* Category: Machine gun&lt;br /&gt;
* Caliber: [[4.73x33mm Caseless]]&lt;br /&gt;
* Barrel length: 27 inches&lt;br /&gt;
* Action: Semi/Full&lt;br /&gt;
* Weight: 18 units&lt;br /&gt;
* Feeding: LMG11 ammo cassette, +1&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* Accessory compatibility:&lt;br /&gt;
** Optics: NATO Short rail [NATO-S]&lt;br /&gt;
** Light mounts: 2, large&lt;br /&gt;
** Underbarrel interface: Long&lt;br /&gt;
&lt;br /&gt;
=== H&amp;amp;H Royal Scoped ===&lt;br /&gt;
Do you own an overpriced, grossly overpowered, dragon-hunting .577 Nitro Express double rifle? We can get it fitted with a 4x optic, so that you can look at the dragon in the eyes before you turn it to paste.&lt;br /&gt;
* ''Weapon required:'' [[List of Class 1 Weapons|Holland &amp;amp; Holland Royal]]&lt;br /&gt;
* ''Conversion cost:'' '''500 P$'''&lt;br /&gt;
&lt;br /&gt;
Resulting weapon:&lt;br /&gt;
* Name: '''H&amp;amp;H Royal Scoped'''&lt;br /&gt;
* Class: Class 1&lt;br /&gt;
* Category: Conventional rifle&lt;br /&gt;
* Caliber: [[.577 Nitro Express]]&lt;br /&gt;
* Barrel length: 23 inches&lt;br /&gt;
* Weight: 26&lt;br /&gt;
* Capacity: 2 (Double barrel)&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* Accessory compatibility:&lt;br /&gt;
** Optics: Scope [4x] (Integrated)&lt;br /&gt;
&lt;br /&gt;
=== M3 Super 90 Enhanced ===&lt;br /&gt;
Installs a package of accessory rails on the Benelli M3 Super 90 Convertible (or its 12 gauge CAWS conversion, the M3 Super 90 CS), as well as a threaded barrel.&lt;br /&gt;
* ''Weapon required:'' [[List of Class 1 Weapons|Benelli M3 Super 90]] or '''M3 Super 90 CS'''&lt;br /&gt;
* ''Conversion cost:'' '''100 P$'''&lt;br /&gt;
&lt;br /&gt;
* Name: '''M3 Super 90 Enhanced''' / '''M3 Super 90 CS Enhanced'''&lt;br /&gt;
* Class: Class 1&lt;br /&gt;
* Category: Shotgun&lt;br /&gt;
* Caliber: [[12 gauge]]&lt;br /&gt;
* Barrel length: 18.5 inches&lt;br /&gt;
* Action: Pump/Semi&lt;br /&gt;
* Weight: 18 units&lt;br /&gt;
* Feeding: Internal tube, 7 + 1&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* Accessory compatibility: &lt;br /&gt;
** Muzzle: Threading(Standard)&lt;br /&gt;
** Optics: NATO rail, short [NATO-S]&lt;br /&gt;
** Light mounts: 2, small&lt;br /&gt;
&lt;br /&gt;
=== MAB-38/49 Short Carbine ===&lt;br /&gt;
Replaces the barrel on the Beretta MAB-38 submachine gun, ditching the 12.4&amp;quot; barrel in favor of a shorter 8.27&amp;quot; barrel. Although installing such a barrel will reduce the amount of damage the submachine gun can output, it becomes short enough to fit as a Class 2 weapon, a considerable tactical advantage as it frees up space for Class 1 weapons, as well as making it lighter overall.&lt;br /&gt;
&lt;br /&gt;
* ''Weapon required:'' [[List of Class 1 Weapons|Beretta MAB-38A]]&lt;br /&gt;
* ''Conversion cost:'' '''100 P$'''&lt;br /&gt;
&lt;br /&gt;
* Name: '''MAB-38/49 Short Carbine'''&lt;br /&gt;
* Class: Class 2 &lt;br /&gt;
* Category: Submachine gun&lt;br /&gt;
* Caliber: [[9x19mm Parabellum]]&lt;br /&gt;
* Barrel length: 8.27 inches&lt;br /&gt;
* Action: Semi/Full&lt;br /&gt;
* AutoROF: 5&lt;br /&gt;
* Weight: 14 units&lt;br /&gt;
* Feeding: MAB-38 magazines, no +1&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* Accessory compatibility: &lt;br /&gt;
** Muzzle: M.Brake (Integrated)&lt;br /&gt;
&lt;br /&gt;
=== OMEN Recon ===&lt;br /&gt;
Replaces the standard 24 inch barrel and handguard on the NEMO Arms OMEN Watchman rifle, in favor of a shorter, 18 inch barrel. It is otherwise exactly the same as the stock Watchman, only in a shorter package.&lt;br /&gt;
&lt;br /&gt;
* ''Weapon required:'' [[List of Class 1 Weapons|NEMO Arms OMEN Watchman]]&lt;br /&gt;
* ''Conversion cost:'' '''500 P$'''&lt;br /&gt;
&lt;br /&gt;
* Name: '''OMEN Recon'''&lt;br /&gt;
* Class: Class 1&lt;br /&gt;
* Category: Conventional rifle&lt;br /&gt;
* Caliber: [[.300 Winchester Magnum]]&lt;br /&gt;
* Barrel length: 18 inches&lt;br /&gt;
* Action: Semi-auto&lt;br /&gt;
* Weight: 22 units&lt;br /&gt;
* Feeding: OMEN Watchman magazines, +1&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* Accessory compatibility: Unchanged; remains the [[ACL|same]] as the OMEN Watchman.&lt;br /&gt;
&lt;br /&gt;
=== MTs-255 Tactical ===&lt;br /&gt;
The wood furniture is replaced with lightweight black plastic, and the new stock includes a pistol grip. The barrel is replaced with a shorter one (23.62&amp;quot;) and is threaded. Lastly, the top of the frame is fitted with a short NATO optic rail, which may be used to mount optics.&lt;br /&gt;
* ''Weapon required:'' [[List of Class 1 Weapons|KBP MTs-255]]&lt;br /&gt;
* ''Conversion cost:'' '''350 P$'''&lt;br /&gt;
&lt;br /&gt;
* Name: '''MTs-255 Tactical'''&lt;br /&gt;
* Class: Class 1&lt;br /&gt;
* Category: Shotgun&lt;br /&gt;
* Caliber: [[12 gauge]]&lt;br /&gt;
* Barrel length: 23.62 inches&lt;br /&gt;
* Action: Semi&lt;br /&gt;
* Weight: 18 units&lt;br /&gt;
* Feeding: Cylinder, 5 rounds&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* Accessory compatibility: &lt;br /&gt;
** Muzzle: Threading (Standard)&lt;br /&gt;
** Optics: NATO rail, short [NATO-S]&lt;br /&gt;
&lt;br /&gt;
=== OTs-63 Tactical Revolver Shotgun ===&lt;br /&gt;
The top of the frame is fitted with a short NATO optic rail, allowing this humongous excuse for a &amp;quot;handgun&amp;quot; to be mounted with an optic - because the one thing your stockless, short-barreled pocket scattergun needs is a scope.&lt;br /&gt;
* ''Weapon required:'' [[List of Class 3 Weapons|KBP OTs-62 Revolver Shotgun]]&lt;br /&gt;
* ''Conversion cost:'' '''200 P$'''&lt;br /&gt;
&lt;br /&gt;
* Name: '''OTs-63 Tactical Revolver Shotgun'''&lt;br /&gt;
* Class: Class 3&lt;br /&gt;
* Category: Shotgun&lt;br /&gt;
* Caliber: [[12 gauge]]&lt;br /&gt;
* Barrel length: 7.87 inches&lt;br /&gt;
* Action: Semi&lt;br /&gt;
* Weight: 5 units&lt;br /&gt;
* Feeding: Cylinder, 5 rounds&lt;br /&gt;
* Stock type: N (No stock)&lt;br /&gt;
* Accessory compatibility: &lt;br /&gt;
** Optics: NATO rail, short [NATO-S]&lt;br /&gt;
&lt;br /&gt;
=== Desert Eagle Rifle Package ===&lt;br /&gt;
Replaces the barrel of the Desert Eagle with a rifle-length 14&amp;quot; barrel, as well as installing a black plastic thumbhole grip fitted with an adapter, itself mated to a retractable stock, transforming the hand-cannon pistol into the DERP, in the caliber of your choice. In addition, the barrel is threaded, for further modularity.&lt;br /&gt;
* ''Weapon required:'' [[List of Class 3 Weapons|IMI Desert Eagle Mark XIX]] (any caliber) or '''Desert Eagle Long Barrel''' (any caliber)&lt;br /&gt;
* ''Conversion cost:'' '''200 P$'''&lt;br /&gt;
&lt;br /&gt;
* Name: '''Desert Eagle Rifle Package 357''' / '''Desert Eagle Rifle Package 44''' / '''Desert Eagle Rifle Package 50'''&lt;br /&gt;
* Class: Class 3&lt;br /&gt;
* Category: Pistol&lt;br /&gt;
* Caliber: [[.357 Magnum]] / [[.44 Magnum]] / [[.50 Action Express]]&lt;br /&gt;
* Barrel length: 14 inches&lt;br /&gt;
* Action: Semi&lt;br /&gt;
* Weight: 14 units&lt;br /&gt;
* Feeding: Desert Eagle .357 / .44 / .50 magazines, +1&lt;br /&gt;
* Stock type: RS (Retractable)&lt;br /&gt;
* Accessory compatibility: &lt;br /&gt;
** Muzzle: Threading (Standard)&lt;br /&gt;
** Optics: NATO rail, short [NATO-S]&lt;br /&gt;
&lt;br /&gt;
=== KH2002 Katiba ===&lt;br /&gt;
The KH2002 Sama's carrying handle is fitted with a full-length NATO rail, in order to make the rifle compatible with a range of optics. The rifle is otherwise unchanged, but this simple upgrade serves to enhance the usefulness of this weapon.&lt;br /&gt;
* ''Weapon required:'' [[List of Class 1 Weapons|DIO KH2002 Sama]]&lt;br /&gt;
* ''Conversion cost:'' '''200 P$'''&lt;br /&gt;
&lt;br /&gt;
* Name: '''KH2002 Katiba'''&lt;br /&gt;
* Class: Class 1&lt;br /&gt;
* Category: Combat rifle&lt;br /&gt;
* Caliber: [[5.56x45mm NATO]]&lt;br /&gt;
* Barrel length: 20 inches&lt;br /&gt;
* Action: Semi/Burst3/Full&lt;br /&gt;
* Weight: 14 units&lt;br /&gt;
* Feeding: STANAG magazines, +1&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* Accessory compatibility: Same as the original weapon plus the following:&lt;br /&gt;
** Optics: NATO rail, long [NATO]&lt;br /&gt;
&lt;br /&gt;
=== AUG Para A3 XS Enhanced ===&lt;br /&gt;
The AUG submachine gun receives a modernization makeover! The integrated optic and foregrip are removed. In their stead, the submachine gun now has a short NATO optic rail, a short underbarrel rail for attaching bipods and foregrips at the user's choosing. In addition, the receiver receives one extra large light rail, and for good measure, the barrel is threaded. An already awesome submachine gun turned into a serious weapon, allowing the user to make full use of the 16.5&amp;quot; barrel and the weapon's capabilities!&lt;br /&gt;
* ''Weapon required'': [[List of Class 1 Weapons|Steyr AUG Para]]&lt;br /&gt;
* ''Conversion cost:'' '''200 P$'''&lt;br /&gt;
&lt;br /&gt;
* Name: '''AUG Para A3 XS Enhanced'''&lt;br /&gt;
* Class: Class 2&lt;br /&gt;
* Category: Submachine gun&lt;br /&gt;
* Caliber: [[9x19mm Parabellum]]&lt;br /&gt;
* Barrel length: 16.5 inches&lt;br /&gt;
* Action: Semi/Full&lt;br /&gt;
* Weight: 14 units&lt;br /&gt;
* Feeding: Steyr MPi magazines, +1&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* Accessory compatibility: &lt;br /&gt;
** Muzzle: Threading(Standard)&lt;br /&gt;
** Optics: NATO rail, short [NATO-S]&lt;br /&gt;
** Underbarrel interface: Short rail&lt;br /&gt;
** Light mounts: 1, Long&lt;br /&gt;
&lt;br /&gt;
=== FNAR Tactical ===&lt;br /&gt;
The FN FNAR Match's original 20&amp;quot; barrel is replaced by a shorter, 16&amp;quot; barrel, which is also threaded. In addition, the rifle's handguard is replaced by a tactical one, with three rails: two on the sides for light mounts, and one on the underside for mounting a foregrip or a bipod. The resulting rifle is lighter and much more adaptable than its original iteration.&lt;br /&gt;
* ''Weapon required'': [[List of Class 1 Weapons|FN Herstal FNAR Match]]&lt;br /&gt;
* ''Conversion cost:'' '''300 P$'''&lt;br /&gt;
&lt;br /&gt;
* Name: '''FNAR Tactical'''&lt;br /&gt;
* Class: Class 1&lt;br /&gt;
* Category: Precision rifle&lt;br /&gt;
* Caliber: [[7.62x51mm NATO]]&lt;br /&gt;
* Barrel length: 16 inches&lt;br /&gt;
* Action: Semi&lt;br /&gt;
* Weight: 22 units&lt;br /&gt;
* Feeding: FN FNAR magazines, +1&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* Accessory compatibility: &lt;br /&gt;
** Muzzle: Threading(Standard)&lt;br /&gt;
** Optics: NATO rail, long [NATO]&lt;br /&gt;
** Underbarrel interface: Short rail&lt;br /&gt;
** Light mounts: 2, Long&lt;br /&gt;
&lt;br /&gt;
=== Groza-1/2/3 GL ===&lt;br /&gt;
The OTs-14 Groza-1 rifle (or any of its Minor Rechambered variants, the Groza-2 and Groza-3) receives a simple modification to its receiver: the foregrip is deleted, and replaced by an integrated GP-30 underbarrel grenade launcher, improving the weapon's lethality at the cost of making the weapon a little heavier than normal.&lt;br /&gt;
* ''Weapon required:'' [[List of Class 2 Weapons|KBP OTs-14 Groza-1]] or '''Groza-2''' or '''Groza-3'''&lt;br /&gt;
* ''Conversion cost:'' '''500 P$'''&lt;br /&gt;
&lt;br /&gt;
* Name: '''Groza-1 GL''' / '''Groza-2 GL''' / '''Groza-3 GL'''&lt;br /&gt;
* Class: Class 2&lt;br /&gt;
* Category: Combat rifle&lt;br /&gt;
* Caliber: [[7.62x39mm]] / [[5.45x39mm]] / [[5.56x45mm NATO]]&lt;br /&gt;
* Barrel length: 16.3 inches&lt;br /&gt;
* Action: Semi/Full&lt;br /&gt;
* Weight: 18 units&lt;br /&gt;
* Feeding: AK-47 magazines / AK-74 magazines / AK-101 magazines, +1&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* Accessory compatibility: &lt;br /&gt;
** Underbarrel interface: GP-30 UGL (Integrated)&lt;br /&gt;
&lt;br /&gt;
=== Groza-4 GL ===&lt;br /&gt;
The OTs-14 Groza-4 rifle receives a simple modification to its receiver: the foregrip is deleted, and replaced by an integrated GP-30 underbarrel grenade launcher, improving the weapon's lethality at the cost of making the weapon a little heavier than normal.&lt;br /&gt;
* ''Weapon required:'' [[List of Class 2 Weapons|KBP OTs-14 Groza-4]]&lt;br /&gt;
* ''Conversion cost:'' '''500 P$'''&lt;br /&gt;
&lt;br /&gt;
* Name: '''Groza-4 GL'''&lt;br /&gt;
* Class: Class 2&lt;br /&gt;
* Category: Combat rifle&lt;br /&gt;
* Caliber: [[9x39mm]]&lt;br /&gt;
* Barrel length: 9.4 inches&lt;br /&gt;
* Action: Semi/Full&lt;br /&gt;
* Weight: 14 units&lt;br /&gt;
* Feeding: AS Val magazines, +1&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* Accessory compatibility: &lt;br /&gt;
** Underbarrel interface: GP-30 UGL (Integrated)&lt;br /&gt;
&lt;br /&gt;
=== Groza-4 SSR ===&lt;br /&gt;
This modification of the OTs-14 Groza-4 is designated SSR for ''Silent Sniper Rifle''. Indeed, the Groza-4 is modified so that the foregrip is deleted entirely, in order to make way for an integrally suppressed barrel. The carrying handle is fitted with a 4x fixed power optic, transforming the Groza-4 into an unique, bullpup, silenced sniper rifle!&lt;br /&gt;
* ''Weapon required:'' [[List of Class 2 Weapons|KBP OTs-14 Groza-4]]&lt;br /&gt;
* ''Conversion cost:'' '''500 P$'''&lt;br /&gt;
&lt;br /&gt;
* Name: '''Groza-4 SSR'''&lt;br /&gt;
* Class: Class 2&lt;br /&gt;
* Category: Combat rifle&lt;br /&gt;
* Caliber: [[9x39mm]]&lt;br /&gt;
* Barrel length: 9.4 inches&lt;br /&gt;
* Action: Semi/Full&lt;br /&gt;
* Weight: 9 units&lt;br /&gt;
* Feeding: AS Val magazines, +1&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* Accessory compatibility: &lt;br /&gt;
** Muzzle: Silencer (Integrated)&lt;br /&gt;
** Optics: Scope[4x] (Integrated)&lt;br /&gt;
&lt;br /&gt;
=== Auto-5 RA ===&lt;br /&gt;
The Browning Auto-5's original 4-round internal magazine is removed, and replaced with a special, Rhodesian-style, 8-round tube. The 28&amp;quot; field barrel is replaced with a 23&amp;quot; riot barrel, the length of which almost matches the magazine tube in length. Comes with a special elongated wood handguard and a short NATO optics rail. The Auto-5 never dies!&lt;br /&gt;
* ''Weapon required:'' [[List of Class 1 Weapons|Browning Auto-5]]&lt;br /&gt;
* ''Conversion cost:'' '''100 P$'''&lt;br /&gt;
&lt;br /&gt;
* Name: '''Auto-5 RA'''&lt;br /&gt;
* Class: Class 1&lt;br /&gt;
* Category: Shotgun&lt;br /&gt;
* Caliber: [[12 gauge]]&lt;br /&gt;
* Barrel length: 23 inches&lt;br /&gt;
* Action: Semi&lt;br /&gt;
* Weight: 22 units&lt;br /&gt;
* Feeding: Internal tube, 8 + 1&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* Accessory compatibility: &lt;br /&gt;
** Optics: NATO rail, short [NATO-S]&lt;br /&gt;
&lt;br /&gt;
=== EF88 Austeyr FS ===&lt;br /&gt;
FS stands for Full Size. The original, carbine-length EF88 Austeyr is fitted with a longer, 20 inch barrel, as well as a bayonet lug. Although it remains a Weight 14 weapon, the FS modification makes it become a Class 1 weapon, similar to a number of other combat rifles.&lt;br /&gt;
* ''Weapon required:'' [[List of Class 2 Weapons|Thales EF88 Austeyr]]&lt;br /&gt;
* ''Conversion cost:'' '''200 P$'''&lt;br /&gt;
&lt;br /&gt;
* Name: '''EF88 Austeyr FS'''&lt;br /&gt;
* Class: Class 1&lt;br /&gt;
* Category: Combat rifle&lt;br /&gt;
* Caliber: [[5.56x45mm NATO]]&lt;br /&gt;
* Barrel length: 20 inches&lt;br /&gt;
* Action: Semi/Full&lt;br /&gt;
* AutoROF: 5&lt;br /&gt;
* Weight: 14 units&lt;br /&gt;
* Feeding: AUG magazines, +1&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* Accessory compatibility: &lt;br /&gt;
** Muzzle: Threading (Standard), M9 Bayonet &lt;br /&gt;
** Optics: NATO rail [NATO]&lt;br /&gt;
** Light mounts: 2, Long&lt;br /&gt;
** Underbarrel interface: Short&lt;br /&gt;
&lt;br /&gt;
=== EF88 Austeyr GL ===&lt;br /&gt;
Similar to the FS modification above, but instead of leaving a Short underbarrel interface, the Austeyr is fitted with an integrated Steyr SL40 40mm grenade launcher.&lt;br /&gt;
* ''Weapon required:'' [[List of Class 2 Weapons|Thales EF88 Austeyr]]&lt;br /&gt;
* ''Conversion cost:'' '''600 P$'''&lt;br /&gt;
&lt;br /&gt;
* Name: '''EF88 Austeyr GL'''&lt;br /&gt;
* Class: Class 1&lt;br /&gt;
* Category: Combat rifle&lt;br /&gt;
* Caliber: [[5.56x45mm NATO]]&lt;br /&gt;
* Barrel length: 20 inches&lt;br /&gt;
* Action: Semi/Full&lt;br /&gt;
* AutoROF: 5&lt;br /&gt;
* Weight: 18 units&lt;br /&gt;
* Feeding: AUG magazines, +1&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* Accessory compatibility: &lt;br /&gt;
** Muzzle: Threading (Standard), M9 Bayonet &lt;br /&gt;
** Optics: NATO rail [NATO]&lt;br /&gt;
** Light mounts: 2, Long&lt;br /&gt;
** Underbarrel interface: UGL (Integrated) ; Steyr SL40 integrated grenade launcher&lt;br /&gt;
*** Caliber: [[40mm NATO grenade]]&lt;br /&gt;
*** Capacity: 1&lt;br /&gt;
&lt;br /&gt;
=== Tavor 7 Enhanced ===&lt;br /&gt;
Installs a package of accessory rails on the IWI Tavor 7, as well as a threaded barrel.&lt;br /&gt;
* ''Weapon required:'' [[List of Class 2 Weapons|IWI Tavor 7]]&lt;br /&gt;
* ''Conversion cost:'' '''100 P$'''&lt;br /&gt;
&lt;br /&gt;
* Name: '''Tavor 7 Enhanced'''&lt;br /&gt;
* Class: Class 2&lt;br /&gt;
* Category: Combat rifle&lt;br /&gt;
* Caliber: [[7.62x51mm NATO]]&lt;br /&gt;
* Barrel length: 17 inches&lt;br /&gt;
* Action: Semi/Full&lt;br /&gt;
* AutoROF: 6&lt;br /&gt;
* Weight: 18 units&lt;br /&gt;
* Feeding: AR-10 magazines, +1&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* Accessory compatibility: &lt;br /&gt;
** Muzzle: Threading(Standard)&lt;br /&gt;
** Optics: NATO rail, short [NATO-S]&lt;br /&gt;
** Light mounts: 2, long&lt;br /&gt;
** Underbarrel interface: Short&lt;br /&gt;
&lt;br /&gt;
=== PSDR-3 ===&lt;br /&gt;
The PSDR-3 is a heavily modified S&amp;amp;W Model 625-2, a .45 ACP revolver. The revolver is encased in a large suppressor device, which is designed to trap all escaping gases, from the cylinder gap to the muzzle. In addition, the weapon has been fitted with a folding stock, an integrated weaponlight, and an integrated red dot sight, transforming an unremarkable revolver into one of the most unique firearms ever designed, suitable for covert operations and other situations requiring stealth! Although the extent of all of these modifications greatly increased the size and bulk of this weapon, the sheer novelty factor of the PSDR-3 should be enough to seduce any amateur of unique and unusual weapons.&lt;br /&gt;
* ''Weapon required:'' [[List of Class 3 Weapons|Smith &amp;amp; Wesson Model 625-2]]&lt;br /&gt;
* ''Conversion cost:'' '''800 P$'''&lt;br /&gt;
&lt;br /&gt;
Resulting weapon:&lt;br /&gt;
* Name: '''PSDR-3'''&lt;br /&gt;
* Class: Class 2&lt;br /&gt;
* Category: Variable&lt;br /&gt;
** With stock folded, the weapon is a '''Revolver''', and calls for the relevant combat skills.&lt;br /&gt;
** With stock open, the weapon is a '''Conventional rifle''', and calls for the relevant combat skills.&lt;br /&gt;
* Caliber: [[.45 ACP]]&lt;br /&gt;
* Barrel length: 5 inches&lt;br /&gt;
* Action: DA/SA&lt;br /&gt;
* Weight: 9 units&lt;br /&gt;
* Feeding: Cylinder, 6 rounds, no +1&lt;br /&gt;
* Stock type: FS (Folding)&lt;br /&gt;
* Accessory compatibility: &lt;br /&gt;
** Muzzle: Silencer (Integrated)&lt;br /&gt;
** Optics: Red dot sight (Integrated)&lt;br /&gt;
** Light mounts: Weaponlight (Integrated, 200 turns, soft light)&lt;br /&gt;
&lt;br /&gt;
=== Sturmgewehr 44 Enhanced ===&lt;br /&gt;
The receiver of the Sturmgewehr 44 is drilled and tapped with a G43 side mount, similar to certain prototype variants of the past, when the rifle was being tested for sniping purposes. This G43 mount can be fitted with the KZF ZF4 optic, just like on the Gewehr 43.&lt;br /&gt;
* ''Weapon required:'' [[List of Class 1 Weapons|CG Haenel Sturmgewehr 44]]&lt;br /&gt;
* ''Conversion cost:'' '''100 P$'''&lt;br /&gt;
&lt;br /&gt;
* Name: '''Sturmgewehr 44 Enhanced'''&lt;br /&gt;
* Class: Class 1&lt;br /&gt;
* Category: Combat rifle&lt;br /&gt;
* Caliber: [[7.92x33mm Kurz]]&lt;br /&gt;
* Barrel length: 16.5 inches&lt;br /&gt;
* Action: Semi/Full&lt;br /&gt;
* AutoROF: 5&lt;br /&gt;
* Weight: 22 units&lt;br /&gt;
* Feeding: StG-44 magazines, +1&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* Accessory compatibility: &lt;br /&gt;
** Optics: G43 mount&lt;br /&gt;
&lt;br /&gt;
=== M500 T-TR ===&lt;br /&gt;
The Mossberg 500 Tactical receives three additional rails, to allow for mounting optics, lights, and lasers; hence the name: T-TR, for Tactical-Triple Rail.&lt;br /&gt;
* ''Weapon required:'' [[Mossberg 500 Tactical]]&lt;br /&gt;
* ''Conversion cost:'' '''100 P$'''&lt;br /&gt;
&lt;br /&gt;
Resulting weapon:&lt;br /&gt;
* Name: '''M500 T-TR'''&lt;br /&gt;
* Class: Class 1&lt;br /&gt;
* Category: Shotgun&lt;br /&gt;
* Caliber: [[20 gauge]]&lt;br /&gt;
* Barrel length: 20 inches&lt;br /&gt;
* Action: Pump-action&lt;br /&gt;
* Weight: 14 units&lt;br /&gt;
* Feeding: Internal tube, 7 rounds, +1&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* Accessory compatibility:&lt;br /&gt;
** Optics: NATO Short rail [NATO-S]&lt;br /&gt;
** Light mounts: 2, short&lt;br /&gt;
&lt;br /&gt;
=== TOZ-106 Tactical ===&lt;br /&gt;
This weird, strange little box-fed, bolt-action shotgun is made even weirder with the addition of three rails; one for optics and two for lights and lasers.&lt;br /&gt;
* ''Weapon required:'' [[Tula Arms TOZ-106]]&lt;br /&gt;
* ''Conversion cost:'' '''100 P$'''&lt;br /&gt;
&lt;br /&gt;
Resulting weapon:&lt;br /&gt;
* Name: '''TOZ-106 Tactical'''&lt;br /&gt;
* Class: Class 2&lt;br /&gt;
* Category: Shotgun&lt;br /&gt;
* Caliber: [[20 gauge]]&lt;br /&gt;
* Barrel length: 11.6 inches&lt;br /&gt;
* Action: Bolt-action&lt;br /&gt;
* Weight: 9 units&lt;br /&gt;
* Feeding: TOZ-106 magazines, +1&lt;br /&gt;
* Stock type: FS (Folding)&lt;br /&gt;
* Accessory compatibility:&lt;br /&gt;
** Optics: NATO Short rail [NATO-S]&lt;br /&gt;
** Light mounts: 2, short&lt;br /&gt;
&lt;br /&gt;
=== Four Barrel Sawed-Off ===&lt;br /&gt;
Two barrels isn't enough? How about three? No? You want a four barrel shotgun, one that's short enough so you can stick it into a leg holster, and pretend you're some sort of road warrior but with double the shotgun? You're insane. We have exactly what you need.&lt;br /&gt;
* ''Weapon required:'' [[Charles Lancaster Four Barrel]]&lt;br /&gt;
* ''Conversion cost:'' '''400 P$'''&lt;br /&gt;
&lt;br /&gt;
Resulting weapon:&lt;br /&gt;
* Name: '''Four Barrel Sawed-Off'''&lt;br /&gt;
* Class: Class 3&lt;br /&gt;
* Category: Shotgun&lt;br /&gt;
* Caliber: [[20 gauge]]&lt;br /&gt;
* Barrel length: 10 inches&lt;br /&gt;
* Action: Single shot (x4)&lt;br /&gt;
* Weight: 9 units&lt;br /&gt;
* Capacity: 4 (quadruple barrel)&lt;br /&gt;
* Stock type: N (No stock)&lt;br /&gt;
* Accessory compatibility: Unchanged&lt;br /&gt;
&lt;br /&gt;
=== Pecheneg Zenit ===&lt;br /&gt;
The Pecheneg Zenit is nothing more than a bullpup conversion of the PKP Pecheneg machine gun. Reducing the overall length of the weapon by about 11 inches, the Zenit also provides the user with an integrated foregrip, a short NATO optics rail, and a comfortable cheek rest. Ammo belt boxes are mounted to the weapon at a 135 degree angle in front of the trigger, but the ammo belts do indeed need to be fed into the rear of the weapon, making this a true bullpup. Hope your shoulders are tough.&lt;br /&gt;
* ''Weapon required:'' [[TsNIITochMash PKP Pecheneg]]&lt;br /&gt;
* ''Conversion cost:'' '''800 P$'''&lt;br /&gt;
&lt;br /&gt;
Resulting weapon:&lt;br /&gt;
* Name: '''Pecheneg Zenit'''&lt;br /&gt;
* Class: Class 1&lt;br /&gt;
* Category: Machine gun&lt;br /&gt;
* Caliber: [[7.62x54mm R]]&lt;br /&gt;
* Barrel length: 25.9 inches&lt;br /&gt;
* Action: Full-auto&lt;br /&gt;
* AutoROF: 5&lt;br /&gt;
* Weight: 26 units&lt;br /&gt;
* Feeding: PK ammo belt boxes, no +1&lt;br /&gt;
* Stock type: S (Stock)&lt;br /&gt;
* Accessory compatibility: &lt;br /&gt;
** Optics: NATO Short rail [NATO-S]&lt;br /&gt;
** Underbarrel interface: Bipod (Integrated), Foregrip (Integrated)&lt;br /&gt;
&lt;br /&gt;
== XM2XI &amp;quot;X-Shotgun&amp;quot; Mark 2 ==&lt;br /&gt;
It's an X-Shotgun, but with a top rail and side rails. 'Nuff said.&lt;br /&gt;
&lt;br /&gt;
* ''Weapon required:'' '''XM2XI &amp;quot;X-Shotgun&amp;quot;'''&lt;br /&gt;
* ''Conversion cost:'' '''500 P$'''&lt;br /&gt;
&lt;br /&gt;
* Name: '''XM2XI &amp;quot;X-Shotgun&amp;quot; Mark 2'''&lt;br /&gt;
* Class: Class 1&lt;br /&gt;
* Category: Shotgun&lt;br /&gt;
* Caliber: [[12 gauge]]&lt;br /&gt;
* Barrel length: 21 inches&lt;br /&gt;
* Action: Semi&lt;br /&gt;
* Weight: 22 units&lt;br /&gt;
* Feeding: Internal tube, 25 rounds, +1&lt;br /&gt;
* Stock type: S (Fixed)&lt;br /&gt;
* [[Firearm maintenance]] stats: DV+4 RV+3&lt;br /&gt;
* Accessory compatibility:&lt;br /&gt;
** Muzzle: Threading(Standard)&lt;br /&gt;
** Optics: NATO Short rail [NATO-S]&lt;br /&gt;
** Light mounts: 2, Long&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
*[[Maze Customs]]&lt;br /&gt;
*[[Customs:Weapons]]&lt;br /&gt;
*[[Customs:Pricing]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Workshop</id>
		<title>Workshop</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Workshop"/>
				<updated>2019-09-21T11:44:47Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: /* Rules of a workshop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| ''Image needed!''&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
| '''Shop type'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Engineering workshop&lt;br /&gt;
|-&lt;br /&gt;
| '''Vendor'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Engineer&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''[[Engineer]] redirects here.''&lt;br /&gt;
&lt;br /&gt;
A '''workshop''' is a business in [[Mazeworld]] specialized in all matters related to [[Crafting|crafting]] and gunsmithing. People in charge of workshops are called '''engineers'''.&lt;br /&gt;
&lt;br /&gt;
Engineers are not simply workshop owners; similarly to [[scientist|scientists]] and Science Teams, Engineersmay belong to one of many '''Engineering Teams'''. The entirety of all engineers is sometimes collectively referred to as the '''Engineering Corps'''.&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''Power maintenance ET''' - Specializes in overwatch and maintenance of electrical rooms, power network systems, and ensures that the Mazes' sectors are supplied with energy.&lt;br /&gt;
* '''Water maintenance ET''' - Specializes in overwatch and maintenance of UA water recycling plants and natural water processing units, plus all related piping and equipment, ensuring that the Mazes' sectors are supplied with water.&lt;br /&gt;
* '''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. They are also notable for setting up and programming [[Containers#Special lock types|FL/HS locks]].&lt;br /&gt;
* '''Production ET''' - Specializes in conception and mass production of products in the Mazes, and typically oversee [[Room|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.&lt;br /&gt;
* '''Proving Grounds ET''' (AKA the &amp;quot;PG Team&amp;quot;) - 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.&lt;br /&gt;
* '''Building ET''' (AKA the &amp;quot;Bees&amp;quot; or &amp;quot;B's&amp;quot;) - 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.&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
[[Gameplay mechanics#Skills|Skills]]: All engineers possess '''Crafting Level 4''' by default. ETs may also offer extra skills:&lt;br /&gt;
* Workshop engineers: '''Repair Level 4''' and '''Handloading Level 4'''.&lt;br /&gt;
* Mining engineers: '''Mining Level 4'''&lt;br /&gt;
&lt;br /&gt;
Note: An engineer outside of a workshop does not sell anything.&amp;lt;br /&amp;gt;&lt;br /&gt;
Typically, an engineer is paid '''145 P$/day''' for their work, plus bonuses depending on their specific line of work.&lt;br /&gt;
&lt;br /&gt;
=== Rules of a workshop ===&lt;br /&gt;
&lt;br /&gt;
*'''Accepts''' credit&lt;br /&gt;
*'''Accepts''' [[Valuable|valuables]] and will exchange them for money or credit&lt;br /&gt;
&lt;br /&gt;
* ''Crafting services''&lt;br /&gt;
** '''Crafting and engineering basic classes''', which can be bought for '''600 P$''' to unlock the [[Skills#Non-combat skills|Crafting skill]].&lt;br /&gt;
** Sells '''6''' random [[List of blueprints|blueprints]]&lt;br /&gt;
** Sells '''12''' random [[Crafting#Crafting-relevant items|crafting ingredients]]&lt;br /&gt;
*** On top of the 12 random crafting incredients, also sells '''1d5-1''' extra mobile phones and '''1d6''' extra '''mobile phone batteries'''.&lt;br /&gt;
** Sells '''1d6''' [[Crafting|crafting toolkits]]. ('''500 P$''')&lt;br /&gt;
** Has a '''50% chance''' to sell one random [[Handloading]] kit. (Pistol calibers: '''2000 P$''' - Rifle calibers: '''3000 P$''' - Shotgun calibers: '''2500 P$''')&lt;br /&gt;
** Has a '''50% chance''' to sell one [[Lockpicking]] kit. ('''600 P$''')&lt;br /&gt;
** Only sells '''one''' exemplary of every blueprint displayed&lt;br /&gt;
** Sells '''1d8''' of each crafting ingredient item displayed&lt;br /&gt;
** Buys back all items for '''50%''' of their value (may be less if missing items in a set are sold, e.g. selling a box with 7/20 torque arrowheads instead of all 20/20).&lt;br /&gt;
** May sell '''special items''' if proper documentation is brought: see [[Workshop#Engineering specifications documents|this section]].&lt;br /&gt;
** Delivery service: The shop may transfer all purchases to the Contestant's bank vault instead of being given in person, for a fee (200 P$ in a town shop, 800 P$ in an UA shop)&lt;br /&gt;
&lt;br /&gt;
* ''Gunsmithing services''&lt;br /&gt;
** [[Maze Customs]]: Weapon customization service&lt;br /&gt;
** Sells '''2d6''' [[Weapon maintenance#Care and repairs|Gun Cleaning Kits]], 300 P$ per GCK.&lt;br /&gt;
** Sells '''1d4''' [[Weapon maintenance#Care and repairs|Gun Repair Kits]], 800 P$ per GRK.&lt;br /&gt;
** Sells '''1d4''' [[Weapon maintenance#Care and repairs|Melee weapon Repair Kits]], 600 P$ per MRK.&lt;br /&gt;
** [[Weapon maintenance]]: '''Repairs''' firearms at a cost equal to '''0.10 P$ per 1 Condition point to repair.''' This cost is '''tripled''' if the firearm is at 0 condition.&lt;br /&gt;
** [[Weapon maintenance|Melee weapon maintenance]]: '''Repairs''' melee weapons at a variable cost, depending on their base material and according to the following formula:&lt;br /&gt;
*** '''Cost per Condition point to repair:''' Steel: 0.20 P$ ; Iron: 0.15 P$ ; Wood, Plastic: 0.10 P$ ; Leather, Cloth: 0.05 P$ ; Any other material: Cannot be repaired&lt;br /&gt;
**** If the weapon's Condition is 0%, the repair costs are doubled (this is known as the &amp;quot;broken weapon fee&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
When threatened in their workshop, the '''engineer''' will not hesitate to defend themselves with their personal weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
Threatening or attacking an engineer can give the contestant a [[Wanted Level|code orange]], and killing one can increase it to a [[Wanted Level|code red]].&lt;br /&gt;
&lt;br /&gt;
If an engineer dies, they will drop the following:&lt;br /&gt;
&lt;br /&gt;
*[[Weapon|Weapons]]: [[Heckler ＆ Koch MP7A1]] with 40-round magazine&lt;br /&gt;
*[[Clothing and armor]]: Hard hat, Technician jacket, Technician trousers, Steel-toe safety boots&lt;br /&gt;
&lt;br /&gt;
*[[Load-bearing gear]]: Dump belt + 1x P90 mag rig&lt;br /&gt;
**2 extra, full 40-round MP7 magazines&lt;br /&gt;
**[[Crafting|Crafting toolkit]]&lt;br /&gt;
&lt;br /&gt;
Miners instead carry the following:&lt;br /&gt;
&lt;br /&gt;
*[[Weapon|Weapons]]: [[Heckler ＆ Koch HK416]] with 30-round magazine, RX01 red dot sight and M620 light + 2x small C4 charges (200g) + Pick-axe.&lt;br /&gt;
*[[Clothing and armor]]: Hard hat, Technician jacket, Technician trousers, Steel-toe safety boots&lt;br /&gt;
&lt;br /&gt;
*[[Load-bearing gear]]: Dump belt + Field pack + 1x Condor MA65 mag rig&lt;br /&gt;
**2 extra, full 30-round STANAG magazines&lt;br /&gt;
**Detonator&lt;br /&gt;
&lt;br /&gt;
=== Custom weapons ===&lt;br /&gt;
'''''More information: [[Maze Customs]]'''''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Engineering specifications documents ===&lt;br /&gt;
'''Engineering specifications documents''', or simply '''specs docs''' or '''specs files''', are special files containing unique instructions and blueprints.&lt;br /&gt;
&lt;br /&gt;
'''Specs docs must be turned over to the Calfair Sector workshop, to the special Proving Grounds engineer''', so that they can use the information provided to build unique objects. Once all of the specs docs corresponding to a unique item have been turned over to the Calfair Sector workshop, '''they will begin selling these items'''; 1d3 of each such item will be available in this workshop's shop inventory.&lt;br /&gt;
&lt;br /&gt;
A specs document weighs 0.01 unit.&lt;br /&gt;
&lt;br /&gt;
List of special items that can be built with specs files:&lt;br /&gt;
* [[Trauma plates#Composite plates|Composite trauma plates]]&lt;br /&gt;
** Files required: #BC337 and #TP212&lt;br /&gt;
** Cost: '''2800 P$'''&lt;br /&gt;
* [[List of Class 1 Weapons|Vollmer HK51-B]] machine gun (total weapon conversion)&lt;br /&gt;
** Files required: #FJ051&lt;br /&gt;
** Other requirements: Both a '''H&amp;amp;K G3A3''' and a '''H&amp;amp;K HK21'''&lt;br /&gt;
** Cost: '''700 P$''' (sold without belt, will have the belt that was attached on the HK21, if any)&lt;br /&gt;
* [[List of Class 2 Weapons|Honey Badger]] combat rifle&lt;br /&gt;
** Files required: #SR320&lt;br /&gt;
** Cost: '''2000 P$''' (sold with an empty magazine)&lt;br /&gt;
* [[List of Class 1 Weapons|LWMMG]] machine gun + proprietary LWMMG belt boxes and belt links&lt;br /&gt;
** Files required: #PF617, #RD196&lt;br /&gt;
** Cost: '''5000 P$''' (sold with an empty belt), '''2000 P$''' for an extra belt box (sold with an empty belt inserted), and '''1000 P$''' for a box of 100 LWMMG belt links.&lt;br /&gt;
* [[List of Class 2 Weapons|DP-12 &amp;quot;Super Shotgun&amp;quot;]]&lt;br /&gt;
** Files required: #DP008&lt;br /&gt;
** Cost: '''3000 P$'''&lt;br /&gt;
* [[Customs:Minor#Total weapon conversions|LMG11]] machine gun (total weapon conversion + proprietary ammo cassette)&lt;br /&gt;
** Files required: #ON504, #KM991&lt;br /&gt;
** Other requirements: A '''H&amp;amp;K G11K2'''&lt;br /&gt;
** Cost: '''2000 P$'''. Comes with one free, empty 300-round cassette. Extra cassettes cost '''400 P$'''.&lt;br /&gt;
* [[Customs:Minor#Total weapon conversions|XM2XI X-Shotgun]] (total weapon conversion)&lt;br /&gt;
** Files required: #XR329&lt;br /&gt;
** Cost: '''1000 P$'''&lt;br /&gt;
* [[List of Class 5 Weapons|Lambda magazine crossbow]]&lt;br /&gt;
** Files required: #GF019&lt;br /&gt;
** Other requirements: A '''BRR Light tactical crossbow'''&lt;br /&gt;
** Cost: '''1000 P$'''. Comes with one free, empty 5-bolt magazine. Extra magazines cost '''200 P$'''.&lt;br /&gt;
&lt;br /&gt;
===== List of specifications documents =====&lt;br /&gt;
* #BC337 - Cutting and shaping boron carbide into plate-shaped objects &lt;br /&gt;
* #TP212 - Manufacturing and producing bullet-resistant aramid sleeves and armor layers&lt;br /&gt;
* #SR320 - Prototype integrally suppressed sub-carbine blueprints&lt;br /&gt;
* #PF617 - Prototype .338-caliber medium machine gun blueprints&lt;br /&gt;
* #RD196 - Recoil impulse averaging technology for use in a machine gun&lt;br /&gt;
* #DP008 - Prototype hybrid double barrel/pump-action shotgun blueprints&lt;br /&gt;
* #ON504 - Prototype caseless light machine gun blueprints&lt;br /&gt;
* #KM991 - Technical guides for conversion of G11 action into other weapon systems&lt;br /&gt;
* #FJ051 - 7.62mm caliber heavy barrel specifications cut down to submachine gun length (8.9 inches)&lt;br /&gt;
* #XR329 - Prototype shotgun magazine blueprints (Helical, 25-round capacity)&lt;br /&gt;
* #GF019 - Prototype magazine device and feeding system for crossbow&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Encounters]], section Shops and Services&lt;br /&gt;
&lt;br /&gt;
*[[Crafting]]&lt;br /&gt;
*[[Handloading]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Workshop</id>
		<title>Workshop</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Workshop"/>
				<updated>2019-09-21T11:43:39Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: /* Rules of a workshop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| ''Image needed!''&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
| '''Shop type'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Engineering workshop&lt;br /&gt;
|-&lt;br /&gt;
| '''Vendor'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Engineer&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''[[Engineer]] redirects here.''&lt;br /&gt;
&lt;br /&gt;
A '''workshop''' is a business in [[Mazeworld]] specialized in all matters related to [[Crafting|crafting]] and gunsmithing. People in charge of workshops are called '''engineers'''.&lt;br /&gt;
&lt;br /&gt;
Engineers are not simply workshop owners; similarly to [[scientist|scientists]] and Science Teams, Engineersmay belong to one of many '''Engineering Teams'''. The entirety of all engineers is sometimes collectively referred to as the '''Engineering Corps'''.&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''Power maintenance ET''' - Specializes in overwatch and maintenance of electrical rooms, power network systems, and ensures that the Mazes' sectors are supplied with energy.&lt;br /&gt;
* '''Water maintenance ET''' - Specializes in overwatch and maintenance of UA water recycling plants and natural water processing units, plus all related piping and equipment, ensuring that the Mazes' sectors are supplied with water.&lt;br /&gt;
* '''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. They are also notable for setting up and programming [[Containers#Special lock types|FL/HS locks]].&lt;br /&gt;
* '''Production ET''' - Specializes in conception and mass production of products in the Mazes, and typically oversee [[Room|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.&lt;br /&gt;
* '''Proving Grounds ET''' (AKA the &amp;quot;PG Team&amp;quot;) - 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.&lt;br /&gt;
* '''Building ET''' (AKA the &amp;quot;Bees&amp;quot; or &amp;quot;B's&amp;quot;) - 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.&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
[[Gameplay mechanics#Skills|Skills]]: All engineers possess '''Crafting Level 4''' by default. ETs may also offer extra skills:&lt;br /&gt;
* Workshop engineers: '''Repair Level 4''' and '''Handloading Level 4'''.&lt;br /&gt;
* Mining engineers: '''Mining Level 4'''&lt;br /&gt;
&lt;br /&gt;
Note: An engineer outside of a workshop does not sell anything.&amp;lt;br /&amp;gt;&lt;br /&gt;
Typically, an engineer is paid '''145 P$/day''' for their work, plus bonuses depending on their specific line of work.&lt;br /&gt;
&lt;br /&gt;
=== Rules of a workshop ===&lt;br /&gt;
&lt;br /&gt;
*'''Accepts''' credit&lt;br /&gt;
*'''Accepts''' [[Valuable|valuables]] and will exchange them for money or credit&lt;br /&gt;
&lt;br /&gt;
* ''Crafting services''&lt;br /&gt;
** '''Crafting and engineering basic classes''', which can be bought for '''600 P$''' to unlock the [[Skills#Non-combat skills|Crafting skill]].&lt;br /&gt;
** Sells '''6''' random [[List of blueprints|blueprints]]&lt;br /&gt;
** Sells '''12''' random [[Crafting#Crafting-relevant items|crafting ingredients]]&lt;br /&gt;
*** On top of the 12 random crafting incredients, also sells '''1d5-1''' extra mobile phones and '''1d6''' extra '''mobile phone batteries'''.&lt;br /&gt;
** Sells '''1d6''' [[Crafting|crafting toolkits]]. ('''500 P$''')&lt;br /&gt;
** Has a '''50% chance''' to sell one random [[Handloading]] kit. (Pistol calibers: '''2000 P$''' - Rifle calibers: '''3000 P$''' - Shotgun calibers: '''2500 P$''')&lt;br /&gt;
** Has a '''50% chance''' to sell one [[Lockpicking]] kit. ('''600 P$''')&lt;br /&gt;
** Only sells '''one''' exemplary of every blueprint displayed&lt;br /&gt;
** Sells '''1d8''' of each crafting ingredient item displayed&lt;br /&gt;
** Buys back all items for '''50%''' of their value (may be less if missing items in a set are sold, e.g. selling a box with 7/20 torque arrowheads instead of all 20/20).&lt;br /&gt;
** May sell '''special items''' if proper documentation is brought: see [[Workshop#Engineering specifications documents|this section]].&lt;br /&gt;
** Delivery service: The shop may transfer all purchases to the Contestant's bank vault instead of being given in person, for a fee (200 P$ in a town shop, 800 P$ in an UA shop)&lt;br /&gt;
&lt;br /&gt;
* ''Gunsmithing services''&lt;br /&gt;
** [[Maze Customs]]: Weapon customization service&lt;br /&gt;
** Sells '''2d6''' [[Weapon maintenance#Care and repairs|Gun Cleaning Kits]], 300 P$ per GCK.&lt;br /&gt;
** Sells '''1d4''' [[Weapon maintenance#Care and repairs|Gun Repair Kits]], 800 P$ per GRK.&lt;br /&gt;
** Sells '''1d4''' [[Weapon maintenance#Care and repairs|Melee weapon Repair Kits]], 600 P$ per MRK.&lt;br /&gt;
** [[Weapon maintenance]]: '''Repairs''' firearms at a cost equal to '''0.10 P$ per 1 Condition point to repair.''' &lt;br /&gt;
** [[Weapon maintenance|Melee weapon maintenance]]: '''Repairs''' melee weapons at a variable cost, depending on their base material and according to the following formula:&lt;br /&gt;
*** '''Cost per Condition point to repair:''' Steel: 0.40 P$ ; Iron: 0.20 P$ ; Wood, Plastic: 0.15 P$ ; Leather, Cloth: 0.05 P$ ; Any other material: Cannot be repaired&lt;br /&gt;
**** If the weapon's Condition is 0%, the repair costs are doubled (this is known as the &amp;quot;broken weapon fee&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
When threatened in their workshop, the '''engineer''' will not hesitate to defend themselves with their personal weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
Threatening or attacking an engineer can give the contestant a [[Wanted Level|code orange]], and killing one can increase it to a [[Wanted Level|code red]].&lt;br /&gt;
&lt;br /&gt;
If an engineer dies, they will drop the following:&lt;br /&gt;
&lt;br /&gt;
*[[Weapon|Weapons]]: [[Heckler ＆ Koch MP7A1]] with 40-round magazine&lt;br /&gt;
*[[Clothing and armor]]: Hard hat, Technician jacket, Technician trousers, Steel-toe safety boots&lt;br /&gt;
&lt;br /&gt;
*[[Load-bearing gear]]: Dump belt + 1x P90 mag rig&lt;br /&gt;
**2 extra, full 40-round MP7 magazines&lt;br /&gt;
**[[Crafting|Crafting toolkit]]&lt;br /&gt;
&lt;br /&gt;
Miners instead carry the following:&lt;br /&gt;
&lt;br /&gt;
*[[Weapon|Weapons]]: [[Heckler ＆ Koch HK416]] with 30-round magazine, RX01 red dot sight and M620 light + 2x small C4 charges (200g) + Pick-axe.&lt;br /&gt;
*[[Clothing and armor]]: Hard hat, Technician jacket, Technician trousers, Steel-toe safety boots&lt;br /&gt;
&lt;br /&gt;
*[[Load-bearing gear]]: Dump belt + Field pack + 1x Condor MA65 mag rig&lt;br /&gt;
**2 extra, full 30-round STANAG magazines&lt;br /&gt;
**Detonator&lt;br /&gt;
&lt;br /&gt;
=== Custom weapons ===&lt;br /&gt;
'''''More information: [[Maze Customs]]'''''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Engineering specifications documents ===&lt;br /&gt;
'''Engineering specifications documents''', or simply '''specs docs''' or '''specs files''', are special files containing unique instructions and blueprints.&lt;br /&gt;
&lt;br /&gt;
'''Specs docs must be turned over to the Calfair Sector workshop, to the special Proving Grounds engineer''', so that they can use the information provided to build unique objects. Once all of the specs docs corresponding to a unique item have been turned over to the Calfair Sector workshop, '''they will begin selling these items'''; 1d3 of each such item will be available in this workshop's shop inventory.&lt;br /&gt;
&lt;br /&gt;
A specs document weighs 0.01 unit.&lt;br /&gt;
&lt;br /&gt;
List of special items that can be built with specs files:&lt;br /&gt;
* [[Trauma plates#Composite plates|Composite trauma plates]]&lt;br /&gt;
** Files required: #BC337 and #TP212&lt;br /&gt;
** Cost: '''2800 P$'''&lt;br /&gt;
* [[List of Class 1 Weapons|Vollmer HK51-B]] machine gun (total weapon conversion)&lt;br /&gt;
** Files required: #FJ051&lt;br /&gt;
** Other requirements: Both a '''H&amp;amp;K G3A3''' and a '''H&amp;amp;K HK21'''&lt;br /&gt;
** Cost: '''700 P$''' (sold without belt, will have the belt that was attached on the HK21, if any)&lt;br /&gt;
* [[List of Class 2 Weapons|Honey Badger]] combat rifle&lt;br /&gt;
** Files required: #SR320&lt;br /&gt;
** Cost: '''2000 P$''' (sold with an empty magazine)&lt;br /&gt;
* [[List of Class 1 Weapons|LWMMG]] machine gun + proprietary LWMMG belt boxes and belt links&lt;br /&gt;
** Files required: #PF617, #RD196&lt;br /&gt;
** Cost: '''5000 P$''' (sold with an empty belt), '''2000 P$''' for an extra belt box (sold with an empty belt inserted), and '''1000 P$''' for a box of 100 LWMMG belt links.&lt;br /&gt;
* [[List of Class 2 Weapons|DP-12 &amp;quot;Super Shotgun&amp;quot;]]&lt;br /&gt;
** Files required: #DP008&lt;br /&gt;
** Cost: '''3000 P$'''&lt;br /&gt;
* [[Customs:Minor#Total weapon conversions|LMG11]] machine gun (total weapon conversion + proprietary ammo cassette)&lt;br /&gt;
** Files required: #ON504, #KM991&lt;br /&gt;
** Other requirements: A '''H&amp;amp;K G11K2'''&lt;br /&gt;
** Cost: '''2000 P$'''. Comes with one free, empty 300-round cassette. Extra cassettes cost '''400 P$'''.&lt;br /&gt;
* [[Customs:Minor#Total weapon conversions|XM2XI X-Shotgun]] (total weapon conversion)&lt;br /&gt;
** Files required: #XR329&lt;br /&gt;
** Cost: '''1000 P$'''&lt;br /&gt;
* [[List of Class 5 Weapons|Lambda magazine crossbow]]&lt;br /&gt;
** Files required: #GF019&lt;br /&gt;
** Other requirements: A '''BRR Light tactical crossbow'''&lt;br /&gt;
** Cost: '''1000 P$'''. Comes with one free, empty 5-bolt magazine. Extra magazines cost '''200 P$'''.&lt;br /&gt;
&lt;br /&gt;
===== List of specifications documents =====&lt;br /&gt;
* #BC337 - Cutting and shaping boron carbide into plate-shaped objects &lt;br /&gt;
* #TP212 - Manufacturing and producing bullet-resistant aramid sleeves and armor layers&lt;br /&gt;
* #SR320 - Prototype integrally suppressed sub-carbine blueprints&lt;br /&gt;
* #PF617 - Prototype .338-caliber medium machine gun blueprints&lt;br /&gt;
* #RD196 - Recoil impulse averaging technology for use in a machine gun&lt;br /&gt;
* #DP008 - Prototype hybrid double barrel/pump-action shotgun blueprints&lt;br /&gt;
* #ON504 - Prototype caseless light machine gun blueprints&lt;br /&gt;
* #KM991 - Technical guides for conversion of G11 action into other weapon systems&lt;br /&gt;
* #FJ051 - 7.62mm caliber heavy barrel specifications cut down to submachine gun length (8.9 inches)&lt;br /&gt;
* #XR329 - Prototype shotgun magazine blueprints (Helical, 25-round capacity)&lt;br /&gt;
* #GF019 - Prototype magazine device and feeding system for crossbow&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Encounters]], section Shops and Services&lt;br /&gt;
&lt;br /&gt;
*[[Crafting]]&lt;br /&gt;
*[[Handloading]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Secondary_effect</id>
		<title>Secondary effect</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Secondary_effect"/>
				<updated>2019-09-21T11:07:53Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: /* Clothing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''secondary effect''' is a temporary or semi-permanent effect, which may be positive (A &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;buff&amp;lt;/span&amp;gt;), negative (an &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;ailment&amp;lt;/span&amp;gt;), or neither (a '''neutral effect'''). It is the result of consuming certain [[Food|foods]], [[Medical aid|meds or drugs]], while wearing specific [[Clothing and armor|clothes]], or under other effects, such as a [[Backpack|backpack]] overload.&lt;br /&gt;
&lt;br /&gt;
This page will list the secondary effects available, and what they do.&amp;lt;br /&amp;gt;&lt;br /&gt;
Consuming multiple instances of the same source will '''extend the effects''', while consuming different sources will instead '''stack together'''. &lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
*'''Consuming multiple instances of a same source:''' Drinking two [[List of food items|cups of black coffee]], which increase [[Agility]] by 1 for 10 turns each, will result in simply extending the length of that effect to double its duration; in this case, Agility +1 for 20 turns.&lt;br /&gt;
*'''Consuming different sources:''' Drinking a [[List of food items|cup of green tea]] and then a [[List of food items|cup of black coffee]] will actually activate two effects - the former increases Agility by 1 for 5 turns, and the latter increases Agility by 1 for 10 turns. This means that both effects stack rather than merge; for the first 5 turns, Agility will actually be increased by 2.&lt;br /&gt;
&lt;br /&gt;
=== Accuracy ===&lt;br /&gt;
'''Accuracy'''-related effects affect the ability to see, to fight accurately, with any weapon and land shots where needed, and eyesight in general.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Reduced accuracy&amp;lt;/span&amp;gt; causes the contestant to have a '''higher Failure Threshold value''', each instance increasing the FT by 1 point.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased accuracy&amp;lt;/span&amp;gt; is the inverse, it causes the contestant to have a '''lower Failure Threshold value''', each instance reducing the FT by 1 point.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Blindness&amp;lt;/span&amp;gt; occurs when the eyes of the contestant have been disabled, either temporarily (e.g., through '''environmental blindness''' if there is no light in a [[Room]]) or permanently (if the eyes have been destroyed). When blind, '''FT is set to 10 and becomes unaffected by modifiers''', until the effect dissipates, if it can. [[Inaccuracy Range|Inaccuracy range is not affected]], only FT is.&lt;br /&gt;
** A lesser effect is &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Perception Loss&amp;lt;/span&amp;gt;. If an encounter's eye is attacked and [[Gameplay mechanics#Aiming and body parts|destroyed]], but the encounter still has at least one functioning eye, then that encounter suffers from Perception Loss, with a '''Failure Threshold +2 effect'''. Eyes cannot be healed once destroyed. For the Contestant's case, the only way to recover from eye destruction is to purchase [[Bionics|Bionic eyes]]. Unlike with Blindness, FT modifiers can still be applied, even when afflicted with perception loss - since it is possible to improve the acuity of the still functioning eye or eyes, as opposed to having all eyes completely non-functional.&lt;br /&gt;
** NOTE: Certain encounters may have no eyes (or none that can be destroyed); but they may not be considered naturally blind unless explicitly specified.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Indestructible eyes&amp;lt;/span&amp;gt; is as the effect suggests: any effect that would cause eyes to be destroyed is negated, in turn preventing the potential perception loss and/or blindness that would be caused by the loss of eyes.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Inaccuracy Range modifiers&amp;lt;/span&amp;gt;, which may either be &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;decreased&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;increased&amp;lt;/span&amp;gt;, are effects which change the value of the [[Gameplay mechanics#Inaccuracy Range|Inaccuracy Range]].&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Night Vision&amp;lt;/span&amp;gt; causes the Contestant to be able to see correctly in dark environments. Night Vision has several effects:&lt;br /&gt;
** Night Vision '''cancels environmental blindness''' induced by dark environments (e.g. dark rooms, as mentioned above), and allows the ability to see correctly in the dark.&lt;br /&gt;
** Night Vision means greater sensitivity to strong light. If affected by the [[weapon accessory#weapon light|Dazzling effect of a weapon light]], the normal effects are replaced with Blindness (Soft light: 2 turns - Normal light: 3 turns - Strong light: 4 turns), unless equipped with the [[bionic augmentations|Ocular Shield augmentation]], which grants immunity to the effects of dazzling.&lt;br /&gt;
** Night Vision means greater vulnerability to the effects of a '''flashbang'''. If affected by a flashbang, the effect duration of the flashbang is tripled (6 turns instead of 2), unless equipped with the [[bionic augmentations|Ocular Shield augmentation]], which also grants immunity to the effects of flashbangs.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Typically, &amp;quot;Increased accuracy&amp;quot; and &amp;quot;Reduced accuracy&amp;quot; effects are shortened and commonly written using the format '''FT-x''' or '''FT+x''' for the sake of convenience.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''NOTE2:''' During FT calculation, if the final result were to be lower than 3 or higher than 10, then FT would be considered to be respectively 3 or 10.&lt;br /&gt;
&lt;br /&gt;
=== Addictions ===&lt;br /&gt;
''See this article: [[Addictions]]''&lt;br /&gt;
&lt;br /&gt;
=== Agility ===&lt;br /&gt;
Conditions related to the [[Agility]] statistic.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: cyan&amp;quot;&amp;gt;Extreme speed&amp;lt;/span&amp;gt; occurs when a creature's Agility stat reaches '''+4'''. At Agility +4, the creature benefits from an additional effect: the creature is so fast that it affects their combat performance, so they benefit from an '''Initiative Speed tier -1''' effect on all of their attacks, making them much faster.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Extreme slowness&amp;lt;/span&amp;gt; occurs when a creature's Agility stat reaches '''-4'''. At Agility -4, the creature suffers from an additional effect: the creature is so slow that it impairs their combat performance, so they suffer from an '''Initiative Speed tier +1''' effect on all of their attacks, making them much slower.&lt;br /&gt;
&lt;br /&gt;
=== Body-affecting ===&lt;br /&gt;
Conditions affecting the '''body''' of the targeted in general.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Cyanide poisoning&amp;lt;/span&amp;gt; occurs when the Contestant (or any other target sensitive to poisoning) is hit by a weapon or an attack laced with cyanide. Cyanide poisoning starts a countdown of 5 turns, during which the sufferer must use the appropriate antidote ([[Hydroxocobalamin]]) or find a [[hospital room]]. If the countdown falls to 0, instant [[death]] occurs. Cyanide poisoning is an extremely harsh condition; it is advised to keep Hydroxocobalamin syringes for such cases.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Nausea&amp;lt;/span&amp;gt; affects the contestant by making him/her feel nauseous. While under the effects of Nausea, the Contestant is afflicted with '''IR +1'''. This effect is permanent in duration, but can be eliminated by attempting to [[throwing up|throw up]]. Even if the check does not result in vomiting, the effect will be eliminated.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Alcohol poisoning&amp;lt;/span&amp;gt; is the condition the Contestant is afflicted with after reaching maximum [[Inebriation]]. When under this state, if the Contestant throws up, either intentionally or due to the effects of nausea, '''the Contestant will gain an amount of Pain equal to 10 times the amount of Inebriation points lost''' through vomiting. &lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Limping&amp;lt;/span&amp;gt;: If the victim is afflicted with a condition that would impair their ability to move normally. The victim suffers from '''[[Agility]] -1'''.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Crippled&amp;lt;/span&amp;gt; is a more severe variant of Limping: If the victim is afflicted with a condition that would severely impair their ability to move normally. The victim now suffers from [[Agility]] '''-2''', and '''Initiative Speed tier +1'''&lt;br /&gt;
** '''NOTE:''' It is impossible to be both Limping and Crippled. Crippled is considered an evolution of the Limping status; if Crippled is acquired while already Limping, Crippled replaces Limping.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Anti-Oni syndrome&amp;lt;/span&amp;gt;: Obtained by consuming certain [[Mushrooms]]. While under the effects of the syndrome, if the affected creature attempts consuming alcohol (any food item which causes [[Inebriation]]), they will suffer from 4 turns of Nausea and 3 turns of Reduced accuracy (FT+1) multiplied by the amount of alcohol parts taken (Example: drinking 2 parts from a bottle of red wine = 2 * 4 = 8 turns of Nausea and 2 * 3 = 6 turns of FT+1). One glass or one shot of an alcoholic drink from a bar counts as one part. All Inebriation from alcohol consumed while under the effects of Anti-Oni syndrome is also completely negated.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Forced wakefulness&amp;lt;/span&amp;gt; is an effect caused by certain [[medical aids|meds]]. Not only does it grant immunity to sleep, it will also force awake and cancel out any active '''forced sleep''' effect, and it will prevent creatures from going into [[Pain|blackout]]. While under this effect, all attempts to [[resting|rest]] will automatically fail, direct [[Lorazepam]] injections will have no effect, and tranq ammunition, such as [[Fukiya blowgun|Tranq darts]], will also be ineffective.&lt;br /&gt;
** '''Forced wakefulness overrides forced sleep''' ; creatures that were already in a state of forced sleep will be forced awake.&lt;br /&gt;
** '''Forced wakefulness also overrides blacking out''' ; if the sufferer's Pain level would normally cause them to be in the Blackout threshold, forced wakefulness will keep the sufferer awake, overriding the normal effects and preventing them to black out, until whatever is causing them to normally be in black out is remedied, or until the forced wakefulness effect ends.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Forced sleep&amp;lt;/span&amp;gt; is a special state of sleep. It is generally an effect, such as from [[Lorazepam]] injections or tranquilizer ammunition, and it is always temporary. Creatures under a state of forced sleep are considered to be [[resting]] for as long as the effect lasts, with appropriate effects, and will as such be rendered helpless while sleeping ; which means damage cannot wake them up from the sleep state until the effect dissipates, or until they are afflicted with something causing '''Forced wakefulness''' ; which overrides forced sleep.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
'''Clothing'''-related effects are related to [[Clothing and armor|clothing]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Ballistic protective headgear&amp;lt;/span&amp;gt; mitigates the effects of shots to the head. When a Bullet-type attack is aimed at the body group(s) of a target wearing ballistic protective headgear, if it hits, then '''the incoming Pain and Limb Damage is halved'''. All ballistic protective armor generally protect '''only the head''', but there are certain models that can protect facial '''weak points''' such as the '''eyes''' ; see '''Face Concealment'''.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Immunity to gases&amp;lt;/span&amp;gt; allows the wearer of appropriate clothes to be unaffected by [[Secondary effect#Clouds|cloud hazards]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Indecent exposure&amp;lt;/span&amp;gt; occurs when a human is not wearing clothing to cover their lower body (and in the case of females, upper body as well), resulting in the relevant body parts being unprotected and naked. Indecent exposure is a [[Police attention|minor offense]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Fire-retardant&amp;lt;/span&amp;gt; clothing prevents the wearer from being &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;set on fire&amp;lt;/span&amp;gt; if hit by [[Protection chart|Spec-Fire]] attacks on body parts protected by this effect. The effect does not reduce [[Pain]] or [[Limb damage]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Explosion-proof&amp;lt;/span&amp;gt; clothing allows the wearer to benefit from '''0.5x [[Pain]] and [[Limb damage]] from Explosion-type damage''', on all body parts protected by this effect.&lt;br /&gt;
&lt;br /&gt;
*Clothing with the &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Half melee damage&amp;lt;/span&amp;gt; effect causes the wearer to '''suffer only 0.5x the Pain''' they would normally receive from Blunt-type, Sharp-type and Piercing-type hits, provided the hit lands on a body part that the affected clothing protects.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Classiness&amp;lt;/span&amp;gt; is a flavor effect, which merely serves to indicate that the Contestant is wearing some pretty dapper apparel. Other characters may sometimes comment upon the clothing choices.&lt;br /&gt;
&lt;br /&gt;
*Headgear capable of providing '''face concealment''' have the simple but notable effect of '''preventing the wearer from being targeted in the eyes'''. Eyes are usually considered to be WEAK POINTS. Attackers can simply not aim at the eyes anymore; they can merely aim at the head instead.&lt;br /&gt;
&lt;br /&gt;
*Certain clothing can be '''cut into rags'''. In order to craft rags, the Contestant must use any weapon capable of dealing Sharp-type damage (natural attacks do count), and apply it on suitable clothing ('''RagOK''' tag on the [[clothing and armor]] lists). It results in obtaining '''1d4 Rags''', with certain modifying factors:&lt;br /&gt;
** If a multiplier is listed next to the RagOK tag, roll 1d4 then multiply by the indicated number. Round up the result if needed.&lt;br /&gt;
** Cutting 1 piece of clothing into rags takes 1 turn.&lt;br /&gt;
&lt;br /&gt;
=== Elemental ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Being on fire&amp;lt;/span&amp;gt; is caused by all SPECIAL-type damage inducing '''fire''' (Spec-Fire) and '''incendiary weapons''' in general. It causes extra damage per turn, at a rate of '''+5% [[Pain]] /turn, +1 [[Limb health|limb damage]] per turn on a random body part''', due to persistent fire burning on the skin or the body of the target. Fire never times out unless the victim '''attempts rolling on the ground''' to put off the fire. Attempting to put out the fire is possible; it takes one turn to '''stop, drop, and roll''', which will put it out immediately. It will however, waste the turn if it was done during combat.&lt;br /&gt;
** When using incendiary weapons that cannot be aimed on an individual body part, a @bodyaim is rolled for each creature affected. If the creature isn't entirely immune to fire, and if the body part rolled isn't protected by &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;fire-retardant&amp;lt;/span&amp;gt; clothing (see above), then that creature is set on fire.&lt;br /&gt;
** NOTE: Being hit by a '''Spec-Aqua''' attack will put out the fire instantly as well. As will applying any substantial source of water.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Stunning&amp;lt;/span&amp;gt; happens when the victim is affected by an attack or weapon which causes stunning. Stunning causes an effect similar to a temporary paralysis, and locks the victim in place where it is until the end of the turn, canceling their current action (attacking, etc), which may be used to buy time. Stunning attacks can be repeated over and over so long as they are successful, though it can cause a phenomenon known as &amp;quot;stun lock&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Frost damage&amp;lt;/span&amp;gt; are caused by all SPECIAL-type damage inducing '''cold''' (Spec-Ice). They induce '''[[Agility]] -1 and [[Gameplay mechanics|Initiative Speed tier]] +1''' for 1d6 turns per successful hit.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;After-shock&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage inducing '''electricity''' (Spec-Elec). When the victim is hit by an electric shock or similar attack, they are affected by after-shock. After-shock causes the victim to be covered in electric arcs, causing its muscles to undergo partial fibrillation and causing a '''Strength -20% and [[Gameplay mechanics#Initiative Speed tiers|IS tier +1]] effect for 1d6 turns'''. In addition, when sustaining after-shock, the victim has a '''20% chance to be stunned for 1 turn.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Water-soaked&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage inducing '''water''' (Spec-Aqua). When the victim is in a water-soaked state, no immediate harmful effects are active, however the following effects apply: &lt;br /&gt;
* If previously '''on fire''', '''the effect is immediately removed''' (the fire is extinguished)&lt;br /&gt;
* For as long as the effect is active, '''the victim will take double damage from Spec-Elec attacks, the Taser X26c, and the Stun Baton in stun mode.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Acid degradation&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage incuding '''acid''' (Spec-Acid). When the victim is hit by an acid attack, the affected piece of clothing or armor loses '''1.5 units of damage''' instead of only 1. Additionally, one random weapon the victim carries will '''lose 1d12*500 [[Firearm maintenance|Durability]] points,''' if applicable.&lt;br /&gt;
** '''NOTE:''' If the affected weapon has a bayonet, an UGL or an USG mounted, they may also suffer from durability loss - a separate roll is made for each.&lt;br /&gt;
&lt;br /&gt;
=== Fatigue ===&lt;br /&gt;
Effects related to [[Fatigue]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Accelerated fatigue&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's [[Fatigue]] to increase at a fixed rate every turn.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.1% per turn'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.2% per turn'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Extreme accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.4% per turn'''&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
Effects related to healing, particularly [[First aid kit|FAKs]] and [[Field Surgery Kit|FSKs]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Limb healing&amp;lt;/span&amp;gt; is an effect triggered by either the First Aid Kit (FAK) or the Field Surgery Kit (FSK). &lt;br /&gt;
** When triggered by the FAK, it is referred to as &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Light limb healing&amp;lt;/span&amp;gt;. The healing limb '''recovers 1 HP per turn''', until the limb is healed or after 7 turns, whichever comes first. Light limb healing cannot heal disabled limbs.&lt;br /&gt;
** When triggered by the FSK, it is referred to as &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Strong limb healing&amp;lt;/span&amp;gt;. The healing limb '''recovers 3 HP instantaneously, then 1 HP per turn''', until the limb is healed or after 12 turns, whichever comes first. Strong limb healing CAN heal disabled limbs.&lt;br /&gt;
** The [[Gameplay mechanics#Healing skill|Healing skill]] may affect the effectiveness of Light and Strong limb healing. The above described effects assume a default Lv1 (Unskilled) skill level.&lt;br /&gt;
** Either type of limb healing '''triggers depletion of [[Nutrition]] and [[Fatigue]]''', at a rate of '''50 ntri and 0.4% Fatigue per 1 HP healed''' (note: the instantaneous +3 HP procured by the Strong version does not deplete 150 ntri). Light and Strong are treated as different effects, so the two may overlap (and potentially deplete large quantities of nutrition at the cost of faster healing).&lt;br /&gt;
** Neither type of limb healing is useful for the treatment of severed limbs, as there is nothing left to treat at this point.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased Pain Regeneration Rate&amp;lt;/span&amp;gt; is an effect triggered by [[Cannabis]] and certain [[Augmentations]]. It directly modifies the rate at which [[Pain]] is naturally healed over time, by the amount specified next to the effect (generally +1%).&lt;br /&gt;
** Example: With a +1% effect and no other modifiers, the natural rate would become -3% Pain/turn.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased Blood Regeneration Rate&amp;lt;/span&amp;gt; is an effect triggered by certain [[Augmentations]]. It causes [[Blood]] to be healed over time, as long as there are no open [[Wounds]], by the amount specified next to the effect (generally +0.1).&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Addiction resistance&amp;lt;/span&amp;gt; is an effect triggered in rare circumstances. As long as the effect is active, [[Addiction]] chances for all substances is '''halved''' (rounded up), making it more difficult to become addicted.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Disabled natural healing&amp;lt;/span&amp;gt; is an effect triggered from very low [[Nutrition]] (Famished or Starving).&lt;br /&gt;
** Natural Pain healing is disabled; any Pain above 0% is '''not healed'''&lt;br /&gt;
** Natural Blood healing is disabled; any Blood under the maximum amount is '''not healed''' at daily reset, even with zero wounds&lt;br /&gt;
** NOTE: This will not stop the healing effects of certain meds, even if they consume nutrition in exchange for healing, as they do not constitute &amp;quot;natural&amp;quot; healing.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Self-deterioration&amp;lt;/span&amp;gt; is an effect triggered from extremely low [[Nutrition]] (Starving). As long as this effect is active, '''1 Torso HP (or 1 BODY HP) is lost every turn''', until the effect is disabled or until death occurs.&lt;br /&gt;
&lt;br /&gt;
=== Hydration ===&lt;br /&gt;
&lt;br /&gt;
Effects related to [[Hydration]] and thirst.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Thirst&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's state of [[hydration|thirst]] to be warped.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild thirst&amp;lt;/span&amp;gt;: If OK, this effect will treat the creature's Nutrition level as if it was Thirsty.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense thirst&amp;lt;/span&amp;gt;: If OK or Thirsty, this effect will treat the creature's Nutrition level as if it was Dehydrated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mind and psyche ===&lt;br /&gt;
'''Mind'''-related effects affect the mental and inner senses of the contestant.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased alertness&amp;lt;/span&amp;gt; has the contestant's attention span heightened greatly, putting him/her into a temporary, constant state of alert.&lt;br /&gt;
** In normal conditions, at the start of a turn during combat, the Contestant is generally not made aware ahead of time what the NPCs will do, unless informed ahead of time (e.g. by [[ally|allies]]).&lt;br /&gt;
** While under a state of increased alertness, at the start of every turn, '''the Contestant gets a description of what other encounters will attempt BEFORE being asked what to do''', allowing the Contestant to use the information and react ahead of time. This description includes '''attack, fire mode, intended amount of shots/hits, point of aim, and Initiative Speed.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Hallucinations&amp;lt;/span&amp;gt; has the contestant's sight and perception of things heavily distorted and deformed. While in this state, the contestant will start seeing different things, in lieu of who or what they are really. Hallucinations are usually coupled with a heavy loss in accuracy, though in the strict sense, it is different from an accuracy ailment.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Rage&amp;lt;/span&amp;gt; occurs when the Contestant is affected by rage-inducing substances or effects, such as when consuming [[Steroids|steroids]]. It causes the user to be uncontrollably angry and violent, with matching brutality and recklessness when fighting. While under the effects of Rage, the Contestant will treat all surrounding encounters (including any friendlies) as hostile, and cannot leave Combat until all hostiles have either left or been defeated. In addition, all successful hits with melee attacks are treated as critical hits and as such, relevant [[IRC Bots|@critwin]] effects may occur.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Controlled Fury&amp;lt;/span&amp;gt; is an all-positive version of the above. When in Controlled Fury, all successful hits are treated as critical hits, but without the negative effects of Rage.&lt;br /&gt;
&lt;br /&gt;
=== Nutrition ===&lt;br /&gt;
Effects related to [[Nutrition]] and hunger.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Suppressed hunger&amp;lt;/span&amp;gt;: If Hungry, Famished or Starving, this effect will treat the creature's [[Nutrition]] level as being OK (temporarily canceling any negative effects from low nutrition).&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Munchies&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's state of [[nutrition|hunger]] to be warped.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild munchies&amp;lt;/span&amp;gt;: If OK, this effect will treat the creature's Nutrition level as if it was Hungry.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense munchies&amp;lt;/span&amp;gt;: If OK or Hungry, this effect will treat the creature's Nutrition level as if it was Famished. Beware, as it includes disabled natural healing!&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT NOTES:'''&lt;br /&gt;
* '''Hunger suppression take priority over munchies'''. Meaning that if both munchies and suppressed hunger are active, then suppressed hunger takes precedence over (and thus negates) the other effects.&lt;br /&gt;
&lt;br /&gt;
=== Pain sensitivity ===&lt;br /&gt;
'''Pain sensitivity''' is, as the name implies, related to the contestant's ability to withstand [[Pain]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Increased Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be more sensitive to damage received; it '''increases by 10%''' the Pain Sensitivity statistic.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Decreased Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be less sensitive to damage received; it '''decreases by 10%''' the Pain Sensitivity statistic.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Negated Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be immune to Pain, often for a short period of time; '''Pain Sensitivity statistic is set to 0% for as long as the effect is active'''.&lt;br /&gt;
&lt;br /&gt;
*Attacks that &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;ignore Pain sensitivity&amp;lt;/span&amp;gt; treat '''Pain Sensitivity as though it was the creature's natural, default value''' (by default, 100%), effectively ignoring any effects modifying Pain Sensitivity.&lt;br /&gt;
&lt;br /&gt;
=== Strength ===&lt;br /&gt;
'''Strength'''-related effects affect the ability to fight in melee, as well as mobility. More often than not is it related to muscular performance. '''Strength serves as a multiplier of melee damage. Strength 100% = 1.0x damage with melee weapons, attacks, or techniques.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Reduced strength&amp;lt;/span&amp;gt; causes the contestant to become weaker, and '''lose 10% of Strength'''.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased strength&amp;lt;/span&amp;gt; causes the contestant to become stronger, and '''gain 10% of Strength'''.&lt;br /&gt;
&lt;br /&gt;
=== Stress ===&lt;br /&gt;
All effects related to [[Stress]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Stress Tolerance&amp;lt;/span&amp;gt; is an effect triggered by being in a state of Moderate [[Stress]] or higher. When under the effect of Stress Tolerance, or simply Tolerance, '''all Stress-increasing effects, whether one-time or per turn, are halved''' (to a minimum of +0.1%/turn). This means that while under the effect of Tolerance, anything increasing Stress is, in practice, half as effective as normal.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Anxiety&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's [[Stress]] to be unable to decrease under a certain threshold.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 20.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Moderate anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 40.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 60.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Severe anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 80.0%&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Relaxation&amp;lt;/span&amp;gt; causes the Contestant's [[Stress]] to decrease over time, at a rate of '''-0.2% per turn''' for as long as the effect lasts.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Intense relaxation&amp;lt;/span&amp;gt; causes the Contestant's [[Stress]] to decrease over time, at a rate of '''-0.4% per turn''' for as long as the effect lasts.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Euphoria Rush&amp;lt;/span&amp;gt;: All effects that would increase the Contestant's [[Stress]] are completely negated, as long as the effect is active.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Decompensation&amp;lt;/span&amp;gt; is an effect triggered by being in the most advanced state of [[Stress]]. Upon reaching mental breakdown, the body of the sufferer effectively stops being able to self-regulate correctly, and begins functionally deteriorating. '''For every turn spent while this effect is active, the Contestant will lose [[limb health|1 HP]] on a random body part''', until the effect is disabled or death ensues.&lt;br /&gt;
** It is possible to artificially compensate for the damage caused by this effect through '''limb healing''', however it is not adequate and should only be done to remain alive while seeking a long-term solution (namely, reduction of [[Stress]]).&lt;br /&gt;
&lt;br /&gt;
=== Weapon ===&lt;br /&gt;
'''Weapon'''-related effects which often give special properties to certain weapons.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Multiple wound weapons&amp;lt;/span&amp;gt; are weapons that are capable of inflicting '''more than one [[wound]] in a single hit'''. Weapons with this effect have either a fixed or rolled value which determines how many wounds may be blown open if that weapon successfully hits a target.&lt;br /&gt;
** Can inflict 1d2 wounds per hit: Meat fork, Scissors, War fork&lt;br /&gt;
** Can inflict 1d3 wounds per hit: Broken bottle, Trident&lt;br /&gt;
** Can inflict 1d4 wounds per hit: Shuriken, Barbed nine-tails, ''Barbed Lucille''&lt;br /&gt;
** Can inflict 2d2 wounds per hit: Spiked chain whip, Long spiked chain whip&lt;br /&gt;
&lt;br /&gt;
==== Clouds ====&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Smoke clouds&amp;lt;/span&amp;gt; are produced by smoke weapons, such as the [[M18]] grenade. Smoke clouds cause the following effects:&lt;br /&gt;
** The smoke cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+2, until the smoke dissipates. (Having a source of '''immunity to gases''', such as a [[Gas mask]],  '''DOES NOT''' negate this effect. Just because you have a gas mask doesn't mean the smoke stops being obfuscating.)&lt;br /&gt;
** All encounters OUTSIDE the cloud trying to attack the clouded side suffer from '''Inaccuracy Range +2''', until the smoke dissipates.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Tear gas clouds&amp;lt;/span&amp;gt; are produced by tear gas weapons, such as the [[M7A3]] grenade. Tear gas clouds cause the following effects:&lt;br /&gt;
** The tear gas cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+1 and +7% Pain/turn (regardless of Pain sensitivity), until the gas dissipates (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]])&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Chlorine gas clouds&amp;lt;/span&amp;gt; are produced by the [[Chlorine bomb]]. Chlorine gas clouds cause the following effects:&lt;br /&gt;
** The chlorine gas cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+2, +9% Pain/turn (regardless of Pain sensitivity) and -1 HP/turn to one random body part, until the gas dissipates (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]]).&lt;br /&gt;
** All encounters with eyes inside the cloud have a 25% chance every turn (including the first) to have all of their eyes destroyed from exposure to chlorine gas. (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]]. Alternatively, having [[bionic augmentations|indestructible eyes]] may also prevent the eye-destruction effect from happening in the first place.)&lt;br /&gt;
&lt;br /&gt;
* '''NOTE''': Multiple clouds may exist in a given [[Gameplay mechanics#Battlespace|Side of the battlespace]]. In this case, their effects stack.&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
Other effects which cannot be categorized anywhere else.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Unbreakable limb&amp;lt;/span&amp;gt;: This effect renders the relevant limb impossible to [[broken limb|break or fracture]], negating any effect that would cause such fractures.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Mushroom corruption&amp;lt;/span&amp;gt;: Certain [[Mushrooms]] are tagged with this special effect. Has no effect upon being consumed, but if '''carried''' in a [[load-bearing gear|load-bearing item]] where other mushrooms are found (in other words, if placed in a bag/etc. with mushrooms inside), it will &amp;quot;corrupt&amp;quot; those other mushrooms, and negate all nutritional value (it becomes 0) and all other effects, turning them into dead weight.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Statistics]]&lt;br /&gt;
*[[Gameplay mechanics]]&lt;br /&gt;
*[[Abilities]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Secondary_effect</id>
		<title>Secondary effect</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Secondary_effect"/>
				<updated>2019-09-13T14:58:43Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''secondary effect''' is a temporary or semi-permanent effect, which may be positive (A &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;buff&amp;lt;/span&amp;gt;), negative (an &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;ailment&amp;lt;/span&amp;gt;), or neither (a '''neutral effect'''). It is the result of consuming certain [[Food|foods]], [[Medical aid|meds or drugs]], while wearing specific [[Clothing and armor|clothes]], or under other effects, such as a [[Backpack|backpack]] overload.&lt;br /&gt;
&lt;br /&gt;
This page will list the secondary effects available, and what they do.&amp;lt;br /&amp;gt;&lt;br /&gt;
Consuming multiple instances of the same source will '''extend the effects''', while consuming different sources will instead '''stack together'''. &lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
*'''Consuming multiple instances of a same source:''' Drinking two [[List of food items|cups of black coffee]], which increase [[Agility]] by 1 for 10 turns each, will result in simply extending the length of that effect to double its duration; in this case, Agility +1 for 20 turns.&lt;br /&gt;
*'''Consuming different sources:''' Drinking a [[List of food items|cup of green tea]] and then a [[List of food items|cup of black coffee]] will actually activate two effects - the former increases Agility by 1 for 5 turns, and the latter increases Agility by 1 for 10 turns. This means that both effects stack rather than merge; for the first 5 turns, Agility will actually be increased by 2.&lt;br /&gt;
&lt;br /&gt;
=== Accuracy ===&lt;br /&gt;
'''Accuracy'''-related effects affect the ability to see, to fight accurately, with any weapon and land shots where needed, and eyesight in general.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Reduced accuracy&amp;lt;/span&amp;gt; causes the contestant to have a '''higher Failure Threshold value''', each instance increasing the FT by 1 point.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased accuracy&amp;lt;/span&amp;gt; is the inverse, it causes the contestant to have a '''lower Failure Threshold value''', each instance reducing the FT by 1 point.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Blindness&amp;lt;/span&amp;gt; occurs when the eyes of the contestant have been disabled, either temporarily (e.g., through '''environmental blindness''' if there is no light in a [[Room]]) or permanently (if the eyes have been destroyed). When blind, '''FT is set to 10 and becomes unaffected by modifiers''', until the effect dissipates, if it can. [[Inaccuracy Range|Inaccuracy range is not affected]], only FT is.&lt;br /&gt;
** A lesser effect is &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Perception Loss&amp;lt;/span&amp;gt;. If an encounter's eye is attacked and [[Gameplay mechanics#Aiming and body parts|destroyed]], but the encounter still has at least one functioning eye, then that encounter suffers from Perception Loss, with a '''Failure Threshold +2 effect'''. Eyes cannot be healed once destroyed. For the Contestant's case, the only way to recover from eye destruction is to purchase [[Bionics|Bionic eyes]]. Unlike with Blindness, FT modifiers can still be applied, even when afflicted with perception loss - since it is possible to improve the acuity of the still functioning eye or eyes, as opposed to having all eyes completely non-functional.&lt;br /&gt;
** NOTE: Certain encounters may have no eyes (or none that can be destroyed); but they may not be considered naturally blind unless explicitly specified.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Indestructible eyes&amp;lt;/span&amp;gt; is as the effect suggests: any effect that would cause eyes to be destroyed is negated, in turn preventing the potential perception loss and/or blindness that would be caused by the loss of eyes.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Inaccuracy Range modifiers&amp;lt;/span&amp;gt;, which may either be &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;decreased&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;increased&amp;lt;/span&amp;gt;, are effects which change the value of the [[Gameplay mechanics#Inaccuracy Range|Inaccuracy Range]].&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Night Vision&amp;lt;/span&amp;gt; causes the Contestant to be able to see correctly in dark environments. Night Vision has several effects:&lt;br /&gt;
** Night Vision '''cancels environmental blindness''' induced by dark environments (e.g. dark rooms, as mentioned above), and allows the ability to see correctly in the dark.&lt;br /&gt;
** Night Vision means greater sensitivity to strong light. If affected by the [[weapon accessory#weapon light|Dazzling effect of a weapon light]], the normal effects are replaced with Blindness (Soft light: 2 turns - Normal light: 3 turns - Strong light: 4 turns), unless equipped with the [[bionic augmentations|Ocular Shield augmentation]], which grants immunity to the effects of dazzling.&lt;br /&gt;
** Night Vision means greater vulnerability to the effects of a '''flashbang'''. If affected by a flashbang, the effect duration of the flashbang is tripled (6 turns instead of 2), unless equipped with the [[bionic augmentations|Ocular Shield augmentation]], which also grants immunity to the effects of flashbangs.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Typically, &amp;quot;Increased accuracy&amp;quot; and &amp;quot;Reduced accuracy&amp;quot; effects are shortened and commonly written using the format '''FT-x''' or '''FT+x''' for the sake of convenience.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''NOTE2:''' During FT calculation, if the final result were to be lower than 3 or higher than 10, then FT would be considered to be respectively 3 or 10.&lt;br /&gt;
&lt;br /&gt;
=== Addictions ===&lt;br /&gt;
''See this article: [[Addictions]]''&lt;br /&gt;
&lt;br /&gt;
=== Agility ===&lt;br /&gt;
Conditions related to the [[Agility]] statistic.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: cyan&amp;quot;&amp;gt;Extreme speed&amp;lt;/span&amp;gt; occurs when a creature's Agility stat reaches '''+4'''. At Agility +4, the creature benefits from an additional effect: the creature is so fast that it affects their combat performance, so they benefit from an '''Initiative Speed tier -1''' effect on all of their attacks, making them much faster.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Extreme slowness&amp;lt;/span&amp;gt; occurs when a creature's Agility stat reaches '''-4'''. At Agility -4, the creature suffers from an additional effect: the creature is so slow that it impairs their combat performance, so they suffer from an '''Initiative Speed tier +1''' effect on all of their attacks, making them much slower.&lt;br /&gt;
&lt;br /&gt;
=== Body-affecting ===&lt;br /&gt;
Conditions affecting the '''body''' of the targeted in general.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Cyanide poisoning&amp;lt;/span&amp;gt; occurs when the Contestant (or any other target sensitive to poisoning) is hit by a weapon or an attack laced with cyanide. Cyanide poisoning starts a countdown of 5 turns, during which the sufferer must use the appropriate antidote ([[Hydroxocobalamin]]) or find a [[hospital room]]. If the countdown falls to 0, instant [[death]] occurs. Cyanide poisoning is an extremely harsh condition; it is advised to keep Hydroxocobalamin syringes for such cases.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Nausea&amp;lt;/span&amp;gt; affects the contestant by making him/her feel nauseous. While under the effects of Nausea, the Contestant is afflicted with '''IR +1'''. This effect is permanent in duration, but can be eliminated by attempting to [[throwing up|throw up]]. Even if the check does not result in vomiting, the effect will be eliminated.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Alcohol poisoning&amp;lt;/span&amp;gt; is the condition the Contestant is afflicted with after reaching maximum [[Inebriation]]. When under this state, if the Contestant throws up, either intentionally or due to the effects of nausea, '''the Contestant will gain an amount of Pain equal to 10 times the amount of Inebriation points lost''' through vomiting. &lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Limping&amp;lt;/span&amp;gt;: If the victim is afflicted with a condition that would impair their ability to move normally. The victim suffers from '''[[Agility]] -1'''.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Crippled&amp;lt;/span&amp;gt; is a more severe variant of Limping: If the victim is afflicted with a condition that would severely impair their ability to move normally. The victim now suffers from [[Agility]] '''-2''', and '''Initiative Speed tier +1'''&lt;br /&gt;
** '''NOTE:''' It is impossible to be both Limping and Crippled. Crippled is considered an evolution of the Limping status; if Crippled is acquired while already Limping, Crippled replaces Limping.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Anti-Oni syndrome&amp;lt;/span&amp;gt;: Obtained by consuming certain [[Mushrooms]]. While under the effects of the syndrome, if the affected creature attempts consuming alcohol (any food item which causes [[Inebriation]]), they will suffer from 4 turns of Nausea and 3 turns of Reduced accuracy (FT+1) multiplied by the amount of alcohol parts taken (Example: drinking 2 parts from a bottle of red wine = 2 * 4 = 8 turns of Nausea and 2 * 3 = 6 turns of FT+1). One glass or one shot of an alcoholic drink from a bar counts as one part. All Inebriation from alcohol consumed while under the effects of Anti-Oni syndrome is also completely negated.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Forced wakefulness&amp;lt;/span&amp;gt; is an effect caused by certain [[medical aids|meds]]. Not only does it grant immunity to sleep, it will also force awake and cancel out any active '''forced sleep''' effect, and it will prevent creatures from going into [[Pain|blackout]]. While under this effect, all attempts to [[resting|rest]] will automatically fail, direct [[Lorazepam]] injections will have no effect, and tranq ammunition, such as [[Fukiya blowgun|Tranq darts]], will also be ineffective.&lt;br /&gt;
** '''Forced wakefulness overrides forced sleep''' ; creatures that were already in a state of forced sleep will be forced awake.&lt;br /&gt;
** '''Forced wakefulness also overrides blacking out''' ; if the sufferer's Pain level would normally cause them to be in the Blackout threshold, forced wakefulness will keep the sufferer awake, overriding the normal effects and preventing them to black out, until whatever is causing them to normally be in black out is remedied, or until the forced wakefulness effect ends.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Forced sleep&amp;lt;/span&amp;gt; is a special state of sleep. It is generally an effect, such as from [[Lorazepam]] injections or tranquilizer ammunition, and it is always temporary. Creatures under a state of forced sleep are considered to be [[resting]] for as long as the effect lasts, with appropriate effects, and will as such be rendered helpless while sleeping ; which means damage cannot wake them up from the sleep state until the effect dissipates, or until they are afflicted with something causing '''Forced wakefulness''' ; which overrides forced sleep.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
'''Clothing'''-related effects are related to [[Clothing and armor|clothing]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Ballistic protective headgear&amp;lt;/span&amp;gt; mitigates the effects of shots to the head. When a Bullet-type attack is aimed at the body group(s) of a target wearing ballistic protective headgear, if it hits, then '''the incoming Pain and Limb Damage is halved'''. All ballistic protective armor generally protect '''only the head''', but there are certain models that can protect facial '''weak points''' such as the '''eyes''' ; see '''Face Concealment'''.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Immunity to gases&amp;lt;/span&amp;gt; allows the wearer of appropriate clothes to be unaffected by [[Secondary effect#Clouds|cloud hazards]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Indecent exposure&amp;lt;/span&amp;gt; occurs when a human is not wearing clothing to cover their lower body (and in the case of females, upper body as well), resulting in the relevant body parts being unprotected and naked. Indecent exposure is a [[Police attention|minor offense]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Fire-retardant&amp;lt;/span&amp;gt; clothing prevents the wearer from being &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;set on fire&amp;lt;/span&amp;gt; if hit by [[Protection chart|Spec-Fire]] attacks on body parts protected by this effect. The effect does not reduce [[Pain]] or [[Limb damage]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Explosion-proof&amp;lt;/span&amp;gt; clothing allows the wearer to benefits from '''0.5x [[Pain]] and [[Limb damage]] from Explosion-type damage''', on all body parts protected by this effect.&lt;br /&gt;
&lt;br /&gt;
*Clothing with the &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Half melee damage&amp;lt;/span&amp;gt; effect causes the wearer to '''suffer only 0.5x the Pain''' they would normally receive from Blunt-type, Sharp-type and Piercing-type hits, provided the hit lands on a body part that the affected clothing protects.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Classiness&amp;lt;/span&amp;gt; is a flavor effect, which merely serves to indicate that the Contestant is wearing some pretty dapper apparel. Other characters may sometimes comment upon the clothing choices.&lt;br /&gt;
&lt;br /&gt;
*Headgear capable of providing '''face concealment''' have the simple but notable effect of '''preventing the wearer from being targeted in the eyes'''. Eyes are usually considered to be WEAK POINTS. Attackers can simply not aim at the eyes anymore; they can merely aim at the head instead.&lt;br /&gt;
&lt;br /&gt;
*Certain clothing can be '''cut into rags'''. In order to craft rags, the Contestant must use any weapon capable of dealing Sharp-type damage (natural attacks do count), and apply it on suitable clothing ('''RagOK''' tag on the [[clothing and armor]] lists). It results in obtaining '''1d4 Rags''', with certain modifying factors:&lt;br /&gt;
** If a multiplier is listed next to the RagOK tag, roll 1d4 then multiply by the indicated number. Round up the result if needed.&lt;br /&gt;
** Cutting 1 piece of clothing into rags takes 1 turn.&lt;br /&gt;
&lt;br /&gt;
=== Elemental ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Being on fire&amp;lt;/span&amp;gt; is caused by all SPECIAL-type damage inducing '''fire''' (Spec-Fire) and '''incendiary weapons''' in general. It causes extra damage per turn, at a rate of '''+5% [[Pain]] /turn, +1 [[Limb health|limb damage]] per turn on a random body part''', due to persistent fire burning on the skin or the body of the target. Fire never times out unless the victim '''attempts rolling on the ground''' to put off the fire. Attempting to put out the fire is possible; it takes one turn to '''stop, drop, and roll''', which will put it out immediately. It will however, waste the turn if it was done during combat.&lt;br /&gt;
** When using incendiary weapons that cannot be aimed on an individual body part, a @bodyaim is rolled for each creature affected. If the creature isn't entirely immune to fire, and if the body part rolled isn't protected by &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;fire-retardant&amp;lt;/span&amp;gt; clothing (see above), then that creature is set on fire.&lt;br /&gt;
** NOTE: Being hit by a '''Spec-Aqua''' attack will put out the fire instantly as well. As will applying any substantial source of water.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Stunning&amp;lt;/span&amp;gt; happens when the victim is affected by an attack or weapon which causes stunning. Stunning causes an effect similar to a temporary paralysis, and locks the victim in place where it is until the end of the turn, canceling their current action (attacking, etc), which may be used to buy time. Stunning attacks can be repeated over and over so long as they are successful, though it can cause a phenomenon known as &amp;quot;stun lock&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Frost damage&amp;lt;/span&amp;gt; are caused by all SPECIAL-type damage inducing '''cold''' (Spec-Ice). They induce '''[[Agility]] -1 and [[Gameplay mechanics|Initiative Speed tier]] +1''' for 1d6 turns per successful hit.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;After-shock&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage inducing '''electricity''' (Spec-Elec). When the victim is hit by an electric shock or similar attack, they are affected by after-shock. After-shock causes the victim to be covered in electric arcs, causing its muscles to undergo partial fibrillation and causing a '''Strength -20% and [[Gameplay mechanics#Initiative Speed tiers|IS tier +1]] effect for 1d6 turns'''. In addition, when sustaining after-shock, the victim has a '''20% chance to be stunned for 1 turn.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Water-soaked&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage inducing '''water''' (Spec-Aqua). When the victim is in a water-soaked state, no immediate harmful effects are active, however the following effects apply: &lt;br /&gt;
* If previously '''on fire''', '''the effect is immediately removed''' (the fire is extinguished)&lt;br /&gt;
* For as long as the effect is active, '''the victim will take double damage from Spec-Elec attacks, the Taser X26c, and the Stun Baton in stun mode.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Acid degradation&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage incuding '''acid''' (Spec-Acid). When the victim is hit by an acid attack, the affected piece of clothing or armor loses '''1.5 units of damage''' instead of only 1. Additionally, one random weapon the victim carries will '''lose 1d12*500 [[Firearm maintenance|Durability]] points,''' if applicable.&lt;br /&gt;
** '''NOTE:''' If the affected weapon has a bayonet, an UGL or an USG mounted, they may also suffer from durability loss - a separate roll is made for each.&lt;br /&gt;
&lt;br /&gt;
=== Fatigue ===&lt;br /&gt;
Effects related to [[Fatigue]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Accelerated fatigue&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's [[Fatigue]] to increase at a fixed rate every turn.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.1% per turn'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.2% per turn'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Extreme accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.4% per turn'''&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
Effects related to healing, particularly [[First aid kit|FAKs]] and [[Field Surgery Kit|FSKs]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Limb healing&amp;lt;/span&amp;gt; is an effect triggered by either the First Aid Kit (FAK) or the Field Surgery Kit (FSK). &lt;br /&gt;
** When triggered by the FAK, it is referred to as &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Light limb healing&amp;lt;/span&amp;gt;. The healing limb '''recovers 1 HP per turn''', until the limb is healed or after 7 turns, whichever comes first. Light limb healing cannot heal disabled limbs.&lt;br /&gt;
** When triggered by the FSK, it is referred to as &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Strong limb healing&amp;lt;/span&amp;gt;. The healing limb '''recovers 3 HP instantaneously, then 1 HP per turn''', until the limb is healed or after 12 turns, whichever comes first. Strong limb healing CAN heal disabled limbs.&lt;br /&gt;
** The [[Gameplay mechanics#Healing skill|Healing skill]] may affect the effectiveness of Light and Strong limb healing. The above described effects assume a default Lv1 (Unskilled) skill level.&lt;br /&gt;
** Either type of limb healing '''triggers depletion of [[Nutrition]] and [[Fatigue]]''', at a rate of '''50 ntri and 0.4% Fatigue per 1 HP healed''' (note: the instantaneous +3 HP procured by the Strong version does not deplete 150 ntri). Light and Strong are treated as different effects, so the two may overlap (and potentially deplete large quantities of nutrition at the cost of faster healing).&lt;br /&gt;
** Neither type of limb healing is useful for the treatment of severed limbs, as there is nothing left to treat at this point.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased Pain Regeneration Rate&amp;lt;/span&amp;gt; is an effect triggered by [[Cannabis]] and certain [[Augmentations]]. It directly modifies the rate at which [[Pain]] is naturally healed over time, by the amount specified next to the effect (generally +1%).&lt;br /&gt;
** Example: With a +1% effect and no other modifiers, the natural rate would become -3% Pain/turn.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased Blood Regeneration Rate&amp;lt;/span&amp;gt; is an effect triggered by certain [[Augmentations]]. It causes [[Blood]] to be healed over time, as long as there are no open [[Wounds]], by the amount specified next to the effect (generally +0.1).&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Addiction resistance&amp;lt;/span&amp;gt; is an effect triggered in rare circumstances. As long as the effect is active, [[Addiction]] chances for all substances is '''halved''' (rounded up), making it more difficult to become addicted.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Disabled natural healing&amp;lt;/span&amp;gt; is an effect triggered from very low [[Nutrition]] (Famished or Starving).&lt;br /&gt;
** Natural Pain healing is disabled; any Pain above 0% is '''not healed'''&lt;br /&gt;
** Natural Blood healing is disabled; any Blood under the maximum amount is '''not healed''' at daily reset, even with zero wounds&lt;br /&gt;
** NOTE: This will not stop the healing effects of certain meds, even if they consume nutrition in exchange for healing, as they do not constitute &amp;quot;natural&amp;quot; healing.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Self-deterioration&amp;lt;/span&amp;gt; is an effect triggered from extremely low [[Nutrition]] (Starving). As long as this effect is active, '''1 Torso HP (or 1 BODY HP) is lost every turn''', until the effect is disabled or until death occurs.&lt;br /&gt;
&lt;br /&gt;
=== Hydration ===&lt;br /&gt;
&lt;br /&gt;
Effects related to [[Hydration]] and thirst.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Thirst&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's state of [[hydration|thirst]] to be warped.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild thirst&amp;lt;/span&amp;gt;: If OK, this effect will treat the creature's Nutrition level as if it was Thirsty.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense thirst&amp;lt;/span&amp;gt;: If OK or Thirsty, this effect will treat the creature's Nutrition level as if it was Dehydrated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mind and psyche ===&lt;br /&gt;
'''Mind'''-related effects affect the mental and inner senses of the contestant.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased alertness&amp;lt;/span&amp;gt; has the contestant's attention span heightened greatly, putting him/her into a temporary, constant state of alert.&lt;br /&gt;
** In normal conditions, at the start of a turn during combat, the Contestant is generally not made aware ahead of time what the NPCs will do, unless informed ahead of time (e.g. by [[ally|allies]]).&lt;br /&gt;
** While under a state of increased alertness, at the start of every turn, '''the Contestant gets a description of what other encounters will attempt BEFORE being asked what to do''', allowing the Contestant to use the information and react ahead of time. This description includes '''attack, fire mode, intended amount of shots/hits, point of aim, and Initiative Speed.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Hallucinations&amp;lt;/span&amp;gt; has the contestant's sight and perception of things heavily distorted and deformed. While in this state, the contestant will start seeing different things, in lieu of who or what they are really. Hallucinations are usually coupled with a heavy loss in accuracy, though in the strict sense, it is different from an accuracy ailment.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Rage&amp;lt;/span&amp;gt; occurs when the Contestant is affected by rage-inducing substances or effects, such as when consuming [[Steroids|steroids]]. It causes the user to be uncontrollably angry and violent, with matching brutality and recklessness when fighting. While under the effects of Rage, the Contestant will treat all surrounding encounters (including any friendlies) as hostile, and cannot leave Combat until all hostiles have either left or been defeated. In addition, all successful hits with melee attacks are treated as critical hits and as such, relevant [[IRC Bots|@critwin]] effects may occur.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Controlled Fury&amp;lt;/span&amp;gt; is an all-positive version of the above. When in Controlled Fury, all successful hits are treated as critical hits, but without the negative effects of Rage.&lt;br /&gt;
&lt;br /&gt;
=== Nutrition ===&lt;br /&gt;
Effects related to [[Nutrition]] and hunger.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Suppressed hunger&amp;lt;/span&amp;gt;: If Hungry, Famished or Starving, this effect will treat the creature's [[Nutrition]] level as being OK (temporarily canceling any negative effects from low nutrition).&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Munchies&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's state of [[nutrition|hunger]] to be warped.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild munchies&amp;lt;/span&amp;gt;: If OK, this effect will treat the creature's Nutrition level as if it was Hungry.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense munchies&amp;lt;/span&amp;gt;: If OK or Hungry, this effect will treat the creature's Nutrition level as if it was Famished. Beware, as it includes disabled natural healing!&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT NOTES:'''&lt;br /&gt;
* '''Hunger suppression take priority over munchies'''. Meaning that if both munchies and suppressed hunger are active, then suppressed hunger takes precedence over (and thus negates) the other effects.&lt;br /&gt;
&lt;br /&gt;
=== Pain sensitivity ===&lt;br /&gt;
'''Pain sensitivity''' is, as the name implies, related to the contestant's ability to withstand [[Pain]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Increased Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be more sensitive to damage received; it '''increases by 10%''' the Pain Sensitivity statistic.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Decreased Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be less sensitive to damage received; it '''decreases by 10%''' the Pain Sensitivity statistic.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Negated Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be immune to Pain, often for a short period of time; '''Pain Sensitivity statistic is set to 0% for as long as the effect is active'''.&lt;br /&gt;
&lt;br /&gt;
*Attacks that &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;ignore Pain sensitivity&amp;lt;/span&amp;gt; treat '''Pain Sensitivity as though it was the creature's natural, default value''' (by default, 100%), effectively ignoring any effects modifying Pain Sensitivity.&lt;br /&gt;
&lt;br /&gt;
=== Strength ===&lt;br /&gt;
'''Strength'''-related effects affect the ability to fight in melee, as well as mobility. More often than not is it related to muscular performance. '''Strength serves as a multiplier of melee damage. Strength 100% = 1.0x damage with melee weapons, attacks, or techniques.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Reduced strength&amp;lt;/span&amp;gt; causes the contestant to become weaker, and '''lose 10% of Strength'''.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased strength&amp;lt;/span&amp;gt; causes the contestant to become stronger, and '''gain 10% of Strength'''.&lt;br /&gt;
&lt;br /&gt;
=== Stress ===&lt;br /&gt;
All effects related to [[Stress]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Stress Tolerance&amp;lt;/span&amp;gt; is an effect triggered by being in a state of Moderate [[Stress]] or higher. When under the effect of Stress Tolerance, or simply Tolerance, '''all Stress-increasing effects, whether one-time or per turn, are halved''' (to a minimum of +0.1%/turn). This means that while under the effect of Tolerance, anything increasing Stress is, in practice, half as effective as normal.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Anxiety&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's [[Stress]] to be unable to decrease under a certain threshold.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 20.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Moderate anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 40.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 60.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Severe anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 80.0%&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Relaxation&amp;lt;/span&amp;gt; causes the Contestant's [[Stress]] to decrease over time, at a rate of '''-0.2% per turn''' for as long as the effect lasts.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Intense relaxation&amp;lt;/span&amp;gt; causes the Contestant's [[Stress]] to decrease over time, at a rate of '''-0.4% per turn''' for as long as the effect lasts.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Euphoria Rush&amp;lt;/span&amp;gt;: All effects that would increase the Contestant's [[Stress]] are completely negated, as long as the effect is active.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Decompensation&amp;lt;/span&amp;gt; is an effect triggered by being in the most advanced state of [[Stress]]. Upon reaching mental breakdown, the body of the sufferer effectively stops being able to self-regulate correctly, and begins functionally deteriorating. '''For every turn spent while this effect is active, the Contestant will lose [[limb health|1 HP]] on a random body part''', until the effect is disabled or death ensues.&lt;br /&gt;
** It is possible to artificially compensate for the damage caused by this effect through '''limb healing''', however it is not adequate and should only be done to remain alive while seeking a long-term solution (namely, reduction of [[Stress]]).&lt;br /&gt;
&lt;br /&gt;
=== Weapon ===&lt;br /&gt;
'''Weapon'''-related effects which often give special properties to certain weapons.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Multiple wound weapons&amp;lt;/span&amp;gt; are weapons that are capable of inflicting '''more than one [[wound]] in a single hit'''. Weapons with this effect have either a fixed or rolled value which determines how many wounds may be blown open if that weapon successfully hits a target.&lt;br /&gt;
** Can inflict 1d2 wounds per hit: Meat fork, Scissors, War fork&lt;br /&gt;
** Can inflict 1d3 wounds per hit: Broken bottle, Trident&lt;br /&gt;
** Can inflict 1d4 wounds per hit: Shuriken, Barbed nine-tails, ''Barbed Lucille''&lt;br /&gt;
** Can inflict 2d2 wounds per hit: Spiked chain whip, Long spiked chain whip&lt;br /&gt;
&lt;br /&gt;
==== Clouds ====&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Smoke clouds&amp;lt;/span&amp;gt; are produced by smoke weapons, such as the [[M18]] grenade. Smoke clouds cause the following effects:&lt;br /&gt;
** The smoke cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+2, until the smoke dissipates. (Having a source of '''immunity to gases''', such as a [[Gas mask]],  '''DOES NOT''' negate this effect. Just because you have a gas mask doesn't mean the smoke stops being obfuscating.)&lt;br /&gt;
** All encounters OUTSIDE the cloud trying to attack the clouded side suffer from '''Inaccuracy Range +2''', until the smoke dissipates.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Tear gas clouds&amp;lt;/span&amp;gt; are produced by tear gas weapons, such as the [[M7A3]] grenade. Tear gas clouds cause the following effects:&lt;br /&gt;
** The tear gas cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+1 and +7% Pain/turn (regardless of Pain sensitivity), until the gas dissipates (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]])&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Chlorine gas clouds&amp;lt;/span&amp;gt; are produced by the [[Chlorine bomb]]. Chlorine gas clouds cause the following effects:&lt;br /&gt;
** The chlorine gas cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+2, +9% Pain/turn (regardless of Pain sensitivity) and -1 HP/turn to one random body part, until the gas dissipates (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]]).&lt;br /&gt;
** All encounters with eyes inside the cloud have a 25% chance every turn (including the first) to have all of their eyes destroyed from exposure to chlorine gas. (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]]. Alternatively, having [[bionic augmentations|indestructible eyes]] may also prevent the eye-destruction effect from happening in the first place.)&lt;br /&gt;
&lt;br /&gt;
* '''NOTE''': Multiple clouds may exist in a given [[Gameplay mechanics#Battlespace|Side of the battlespace]]. In this case, their effects stack.&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
Other effects which cannot be categorized anywhere else.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Unbreakable limb&amp;lt;/span&amp;gt;: This effect renders the relevant limb impossible to [[broken limb|break or fracture]], negating any effect that would cause such fractures.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Mushroom corruption&amp;lt;/span&amp;gt;: Certain [[Mushrooms]] are tagged with this special effect. Has no effect upon being consumed, but if '''carried''' in a [[load-bearing gear|load-bearing item]] where other mushrooms are found (in other words, if placed in a bag/etc. with mushrooms inside), it will &amp;quot;corrupt&amp;quot; those other mushrooms, and negate all nutritional value (it becomes 0) and all other effects, turning them into dead weight.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Statistics]]&lt;br /&gt;
*[[Gameplay mechanics]]&lt;br /&gt;
*[[Abilities]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Secondary_effect</id>
		<title>Secondary effect</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Secondary_effect"/>
				<updated>2019-09-13T14:53:28Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: /* Nutrition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''secondary effect''' is a temporary or semi-permanent effect, which may be positive (A &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;buff&amp;lt;/span&amp;gt;), negative (an &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;ailment&amp;lt;/span&amp;gt;), or neither (a '''neutral effect'''). It is the result of consuming certain [[Food|foods]], [[Medical aid|meds or drugs]], while wearing specific [[Clothing and armor|clothes]], or under other effects, such as a [[Backpack|backpack]] overload.&lt;br /&gt;
&lt;br /&gt;
This page will list the secondary effects available, and what they do.&amp;lt;br /&amp;gt;&lt;br /&gt;
Consuming multiple instances of the same source will '''extend the effects''', while consuming different sources will instead '''stack together'''. &lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
*'''Consuming multiple instances of a same source:''' Drinking two [[List of food items|cups of black coffee]], which increase [[Agility]] by 1 for 10 turns each, will result in simply extending the length of that effect to double its duration; in this case, Agility +1 for 20 turns.&lt;br /&gt;
*'''Consuming different sources:''' Drinking a [[List of food items|cup of green tea]] and then a [[List of food items|cup of black coffee]] will actually activate two effects - the former increases Agility by 1 for 5 turns, and the latter increases Agility by 1 for 10 turns. This means that both effects stack rather than merge; for the first 5 turns, Agility will actually be increased by 2.&lt;br /&gt;
&lt;br /&gt;
=== Accuracy ===&lt;br /&gt;
'''Accuracy'''-related effects affect the ability to see, to fight accurately, with any weapon and land shots where needed, and eyesight in general.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Reduced accuracy&amp;lt;/span&amp;gt; causes the contestant to have a '''higher Failure Threshold value''', each instance increasing the FT by 1 point.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased accuracy&amp;lt;/span&amp;gt; is the inverse, it causes the contestant to have a '''lower Failure Threshold value''', each instance reducing the FT by 1 point.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Blindness&amp;lt;/span&amp;gt; occurs when the eyes of the contestant have been disabled, either temporarily (e.g., through '''environmental blindness''' if there is no light in a [[Room]]) or permanently (if the eyes have been destroyed). When blind, '''FT is set to 10 and becomes unaffected by modifiers''', until the effect dissipates, if it can. [[Inaccuracy Range|Inaccuracy range is not affected]], only FT is.&lt;br /&gt;
** A lesser effect is &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Perception Loss&amp;lt;/span&amp;gt;. If an encounter's eye is attacked and [[Gameplay mechanics#Aiming and body parts|destroyed]], but the encounter still has at least one functioning eye, then that encounter suffers from Perception Loss, with a '''Failure Threshold +2 effect'''. Eyes cannot be healed once destroyed. For the Contestant's case, the only way to recover from eye destruction is to purchase [[Bionics|Bionic eyes]]. Unlike with Blindness, FT modifiers can still be applied, even when afflicted with perception loss - since it is possible to improve the acuity of the still functioning eye or eyes, as opposed to having all eyes completely non-functional.&lt;br /&gt;
** NOTE: Certain encounters may have no eyes (or none that can be destroyed); but they may not be considered naturally blind unless explicitly specified.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Indestructible eyes&amp;lt;/span&amp;gt; is as the effect suggests: any effect that would cause eyes to be destroyed is negated, in turn preventing the potential perception loss and/or blindness that would be caused by the loss of eyes.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Inaccuracy Range modifiers&amp;lt;/span&amp;gt;, which may either be &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;decreased&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;increased&amp;lt;/span&amp;gt;, are effects which change the value of the [[Gameplay mechanics#Inaccuracy Range|Inaccuracy Range]].&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Night Vision&amp;lt;/span&amp;gt; causes the Contestant to be able to see correctly in dark environments. Night Vision has several effects:&lt;br /&gt;
** Night Vision '''cancels environmental blindness''' induced by dark environments (e.g. dark rooms, as mentioned above), and allows the ability to see correctly in the dark.&lt;br /&gt;
** Night Vision means greater sensitivity to strong light. If affected by the [[weapon accessory#weapon light|Dazzling effect of a weapon light]], the normal effects are replaced with Blindness (Soft light: 2 turns - Normal light: 3 turns - Strong light: 4 turns), unless equipped with the [[bionic augmentations|Ocular Shield augmentation]], which grants immunity to the effects of dazzling.&lt;br /&gt;
** Night Vision means greater vulnerability to the effects of a '''flashbang'''. If affected by a flashbang, the effect duration of the flashbang is tripled (6 turns instead of 2), unless equipped with the [[bionic augmentations|Ocular Shield augmentation]], which also grants immunity to the effects of flashbangs.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Typically, &amp;quot;Increased accuracy&amp;quot; and &amp;quot;Reduced accuracy&amp;quot; effects are shortened and commonly written using the format '''FT-x''' or '''FT+x''' for the sake of convenience.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''NOTE2:''' During FT calculation, if the final result were to be lower than 3 or higher than 10, then FT would be considered to be respectively 3 or 10.&lt;br /&gt;
&lt;br /&gt;
=== Addictions ===&lt;br /&gt;
''See this article: [[Addictions]]''&lt;br /&gt;
&lt;br /&gt;
=== Agility ===&lt;br /&gt;
Conditions related to the [[Agility]] statistic.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: cyan&amp;quot;&amp;gt;Extreme speed&amp;lt;/span&amp;gt; occurs when a creature's Agility stat reaches '''+4'''. At Agility +4, the creature benefits from an additional effect: the creature is so fast that it affects their combat performance, so they benefit from an '''Initiative Speed tier -1''' effect on all of their attacks, making them much faster.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Extreme slowness&amp;lt;/span&amp;gt; occurs when a creature's Agility stat reaches '''-4'''. At Agility -4, the creature suffers from an additional effect: the creature is so slow that it impairs their combat performance, so they suffer from an '''Initiative Speed tier +1''' effect on all of their attacks, making them much slower.&lt;br /&gt;
&lt;br /&gt;
=== Body-affecting ===&lt;br /&gt;
Conditions affecting the '''body''' of the targeted in general.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Cyanide poisoning&amp;lt;/span&amp;gt; occurs when the Contestant (or any other target sensitive to poisoning) is hit by a weapon or an attack laced with cyanide. Cyanide poisoning starts a countdown of 5 turns, during which the sufferer must use the appropriate antidote ([[Hydroxocobalamin]]) or find a [[hospital room]]. If the countdown falls to 0, instant [[death]] occurs. Cyanide poisoning is an extremely harsh condition; it is advised to keep Hydroxocobalamin syringes for such cases.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Nausea&amp;lt;/span&amp;gt; affects the contestant by making him/her feel nauseous. While under the effects of Nausea, the Contestant is afflicted with '''IR +1'''. This effect is permanent in duration, but can be eliminated by attempting to [[throwing up|throw up]]. Even if the check does not result in vomiting, the effect will be eliminated.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Alcohol poisoning&amp;lt;/span&amp;gt; is the condition the Contestant is afflicted with after reaching maximum [[Inebriation]]. When under this state, if the Contestant throws up, either intentionally or due to the effects of nausea, '''the Contestant will gain an amount of Pain equal to 10 times the amount of Inebriation points lost''' through vomiting. &lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Limping&amp;lt;/span&amp;gt;: If the victim is afflicted with a condition that would impair their ability to move normally. The victim suffers from '''[[Agility]] -1'''.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Crippled&amp;lt;/span&amp;gt; is a more severe variant of Limping: If the victim is afflicted with a condition that would severely impair their ability to move normally. The victim now suffers from [[Agility]] '''-2''', and '''Initiative Speed tier +1'''&lt;br /&gt;
** '''NOTE:''' It is impossible to be both Limping and Crippled. Crippled is considered an evolution of the Limping status; if Crippled is acquired while already Limping, Crippled replaces Limping.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Anti-Oni syndrome&amp;lt;/span&amp;gt;: Obtained by consuming certain [[Mushrooms]]. While under the effects of the syndrome, if the affected creature attempts consuming alcohol (any food item which causes [[Inebriation]]), they will suffer from 4 turns of Nausea and 3 turns of Reduced accuracy (FT+1) multiplied by the amount of alcohol parts taken (Example: drinking 2 parts from a bottle of red wine = 2 * 4 = 8 turns of Nausea and 2 * 3 = 6 turns of FT+1). One glass or one shot of an alcoholic drink from a bar counts as one part. All Inebriation from alcohol consumed while under the effects of Anti-Oni syndrome is also completely negated.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Forced wakefulness&amp;lt;/span&amp;gt; is an effect caused by certain [[medical aids|meds]]. Not only does it grant immunity to sleep, it will also force awake and cancel out any active '''forced sleep''' effect, and it will prevent creatures from going into [[Pain|blackout]]. While under this effect, all attempts to [[resting|rest]] will automatically fail, direct [[Lorazepam]] injections will have no effect, and tranq ammunition, such as [[Fukiya blowgun|Tranq darts]], will also be ineffective.&lt;br /&gt;
** '''Forced wakefulness overrides forced sleep''' ; creatures that were already in a state of forced sleep will be forced awake.&lt;br /&gt;
** '''Forced wakefulness also overrides blacking out''' ; if the sufferer's Pain level would normally cause them to be in the Blackout threshold, forced wakefulness will keep the sufferer awake, overriding the normal effects and preventing them to black out, until whatever is causing them to normally be in black out is remedied, or until the forced wakefulness effect ends.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Forced sleep&amp;lt;/span&amp;gt; is a special state of sleep. It is generally an effect, such as from [[Lorazepam]] injections or tranquilizer ammunition, and it is always temporary. Creatures under a state of forced sleep are considered to be [[resting]] for as long as the effect lasts, with appropriate effects, and will as such be rendered helpless while sleeping ; which means damage cannot wake them up from the sleep state until the effect dissipates, or until they are afflicted with something causing '''Forced wakefulness''' ; which overrides forced sleep.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
'''Clothing'''-related effects are related to [[Clothing and armor|clothing]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Ballistic protective headgear&amp;lt;/span&amp;gt; mitigates the effects of shots to the head. When a Bullet-type attack is aimed at the body group(s) of a target wearing ballistic protective headgear, if it hits, then '''the incoming Pain and Limb Damage is halved'''. All ballistic protective armor generally protect '''only the head''', but there are certain models that can protect facial '''weak points''' such as the '''eyes''' ; see '''Face Concealment'''.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Immunity to gases&amp;lt;/span&amp;gt; allows the wearer of appropriate clothes to be unaffected by [[Secondary effect#Clouds|cloud hazards]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Indecent exposure&amp;lt;/span&amp;gt; occurs when a human is not wearing clothing to cover their lower body (and in the case of females, upper body as well), resulting in the relevant body parts being unprotected and naked. Indecent exposure is a [[Police attention|minor offense]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Fire-retardant&amp;lt;/span&amp;gt; clothing prevents the wearer from being &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;set on fire&amp;lt;/span&amp;gt; if hit by [[Protection chart|Spec-Fire]] attacks on body parts protected by this effect. The effect does not reduce [[Pain]] or [[Limb damage]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Explosion-proof&amp;lt;/span&amp;gt; clothing allows the wearer to benefits from '''0.5x [[Pain]] and [[Limb damage]] from Explosion-type damage''', on all body parts protected by this effect.&lt;br /&gt;
&lt;br /&gt;
*Clothing with the &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Half melee damage&amp;lt;/span&amp;gt; effect causes the wearer to '''suffer only 0.5x the Pain''' they would normally receive from Blunt-type, Sharp-type and Piercing-type hits, provided the hit lands on a body part that the affected clothing protects.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Classiness&amp;lt;/span&amp;gt; is a flavor effect, which merely serves to indicate that the Contestant is wearing some pretty dapper apparel. Other characters may sometimes comment upon the clothing choices.&lt;br /&gt;
&lt;br /&gt;
*Headgear capable of providing '''face concealment''' have the simple but notable effect of '''preventing the wearer from being targeted in the eyes'''. Eyes are usually considered to be WEAK POINTS. Attackers can simply not aim at the eyes anymore; they can merely aim at the head instead.&lt;br /&gt;
&lt;br /&gt;
*Certain clothing can be '''cut into rags'''. In order to craft rags, the Contestant must use any weapon capable of dealing Sharp-type damage (natural attacks do count), and apply it on suitable clothing ('''RagOK''' tag on the [[clothing and armor]] lists). It results in obtaining '''1d4 Rags''', with certain modifying factors:&lt;br /&gt;
** If a multiplier is listed next to the RagOK tag, roll 1d4 then multiply by the indicated number. Round up the result if needed.&lt;br /&gt;
** Cutting 1 piece of clothing into rags takes 1 turn.&lt;br /&gt;
&lt;br /&gt;
=== Elemental ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Being on fire&amp;lt;/span&amp;gt; is caused by all SPECIAL-type damage inducing '''fire''' (Spec-Fire) and '''incendiary weapons''' in general. It causes extra damage per turn, at a rate of '''+5% [[Pain]] /turn, +1 [[Limb health|limb damage]] per turn on a random body part''', due to persistent fire burning on the skin or the body of the target. Fire never times out unless the victim '''attempts rolling on the ground''' to put off the fire. Attempting to put out the fire is possible; it takes one turn to '''stop, drop, and roll''', which will put it out immediately. It will however, waste the turn if it was done during combat.&lt;br /&gt;
** When using incendiary weapons that cannot be aimed on an individual body part, a @bodyaim is rolled for each creature affected. If the creature isn't entirely immune to fire, and if the body part rolled isn't protected by &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;fire-retardant&amp;lt;/span&amp;gt; clothing (see above), then that creature is set on fire.&lt;br /&gt;
** NOTE: Being hit by a '''Spec-Aqua''' attack will put out the fire instantly as well. As will applying any substantial source of water.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Stunning&amp;lt;/span&amp;gt; happens when the victim is affected by an attack or weapon which causes stunning. Stunning causes an effect similar to a temporary paralysis, and locks the victim in place where it is until the end of the turn, canceling their current action (attacking, etc), which may be used to buy time. Stunning attacks can be repeated over and over so long as they are successful, though it can cause a phenomenon known as &amp;quot;stun lock&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Frost damage&amp;lt;/span&amp;gt; are caused by all SPECIAL-type damage inducing '''cold''' (Spec-Ice). They induce '''[[Agility]] -1 and [[Gameplay mechanics|Initiative Speed tier]] +1''' for 1d6 turns per successful hit.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;After-shock&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage inducing '''electricity''' (Spec-Elec). When the victim is hit by an electric shock or similar attack, they are affected by after-shock. After-shock causes the victim to be covered in electric arcs, causing its muscles to undergo partial fibrillation and causing a '''Strength -20% and [[Gameplay mechanics#Initiative Speed tiers|IS tier +1]] effect for 1d6 turns'''. In addition, when sustaining after-shock, the victim has a '''20% chance to be stunned for 1 turn.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Water-soaked&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage inducing '''water''' (Spec-Aqua). When the victim is in a water-soaked state, no immediate harmful effects are active, however the following effects apply: &lt;br /&gt;
* If previously '''on fire''', '''the effect is immediately removed''' (the fire is extinguished)&lt;br /&gt;
* For as long as the effect is active, '''the victim will take double damage from Spec-Elec attacks, the Taser X26c, and the Stun Baton in stun mode.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Acid degradation&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage incuding '''acid''' (Spec-Acid). When the victim is hit by an acid attack, the affected piece of clothing or armor loses '''1.5 units of damage''' instead of only 1. Additionally, one random weapon the victim carries will '''lose 1d12*500 [[Firearm maintenance|Durability]] points,''' if applicable.&lt;br /&gt;
** '''NOTE:''' If the affected weapon has a bayonet, an UGL or an USG mounted, they may also suffer from durability loss - a separate roll is made for each.&lt;br /&gt;
&lt;br /&gt;
=== Fatigue ===&lt;br /&gt;
Effects related to [[Fatigue]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Accelerated fatigue&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's [[Fatigue]] to increase at a fixed rate every turn.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.1% per turn'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.2% per turn'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Extreme accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.4% per turn'''&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
Effects related to healing, particularly [[First aid kit|FAKs]] and [[Field Surgery Kit|FSKs]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Limb healing&amp;lt;/span&amp;gt; is an effect triggered by either the First Aid Kit (FAK) or the Field Surgery Kit (FSK). &lt;br /&gt;
** When triggered by the FAK, it is referred to as &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Light limb healing&amp;lt;/span&amp;gt;. The healing limb '''recovers 1 HP per turn''', until the limb is healed or after 7 turns, whichever comes first. Light limb healing cannot heal disabled limbs.&lt;br /&gt;
** When triggered by the FSK, it is referred to as &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Strong limb healing&amp;lt;/span&amp;gt;. The healing limb '''recovers 3 HP instantaneously, then 1 HP per turn''', until the limb is healed or after 12 turns, whichever comes first. Strong limb healing CAN heal disabled limbs.&lt;br /&gt;
** The [[Gameplay mechanics#Healing skill|Healing skill]] may affect the effectiveness of Light and Strong limb healing. The above described effects assume a default Lv1 (Unskilled) skill level.&lt;br /&gt;
** Either type of limb healing '''triggers depletion of [[Nutrition]] and [[Fatigue]]''', at a rate of '''50 ntri and 0.4% Fatigue per 1 HP healed''' (note: the instantaneous +3 HP procured by the Strong version does not deplete 150 ntri). Light and Strong are treated as different effects, so the two may overlap (and potentially deplete large quantities of nutrition at the cost of faster healing).&lt;br /&gt;
** Neither type of limb healing is useful for the treatment of severed limbs, as there is nothing left to treat at this point.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased Pain Regeneration Rate&amp;lt;/span&amp;gt; is an effect triggered by [[Cannabis]] and certain [[Augmentations]]. It directly modifies the rate at which [[Pain]] is naturally healed over time, by the amount specified next to the effect (generally +1%).&lt;br /&gt;
** Example: With a +1% effect and no other modifiers, the natural rate would become -3% Pain/turn.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased Blood Regeneration Rate&amp;lt;/span&amp;gt; is an effect triggered by certain [[Augmentations]]. It causes [[Blood]] to be healed over time, as long as there are no open [[Wounds]], by the amount specified next to the effect (generally +0.1).&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Addiction resistance&amp;lt;/span&amp;gt; is an effect triggered in rare circumstances. As long as the effect is active, [[Addiction]] chances for all substances is '''halved''' (rounded up), making it more difficult to become addicted.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Disabled natural healing&amp;lt;/span&amp;gt; is an effect triggered from very low [[Nutrition]] (Famished or Starving).&lt;br /&gt;
** Natural Pain healing is disabled; any Pain above 0% is '''not healed'''&lt;br /&gt;
** Natural Blood healing is disabled; any Blood under the maximum amount is '''not healed''' at daily reset, even with zero wounds&lt;br /&gt;
** NOTE: This will not stop the healing effects of certain meds, even if they consume nutrition in exchange for healing, as they do not constitute &amp;quot;natural&amp;quot; healing.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Self-deterioration&amp;lt;/span&amp;gt; is an effect triggered from extremely low [[Nutrition]] (Starving). As long as this effect is active, '''1 Torso HP (or 1 BODY HP) is lost every turn''', until the effect is disabled or until death occurs.&lt;br /&gt;
&lt;br /&gt;
=== Hydration ===&lt;br /&gt;
&lt;br /&gt;
Effects related to [[Hydration]] and thirst.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Accelerated thirst&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's [[Hydration]] to decrease at a fixed rate every turn.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild accelerated thirst&amp;lt;/span&amp;gt;: '''-5 wtr per turn'''&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Accelerated thirst&amp;lt;/span&amp;gt;: '''-10 wtr per turn'''&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense accelerated thirst&amp;lt;/span&amp;gt;: '''-25 wtr per turn'''&lt;br /&gt;
&lt;br /&gt;
=== Mind and psyche ===&lt;br /&gt;
'''Mind'''-related effects affect the mental and inner senses of the contestant.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased alertness&amp;lt;/span&amp;gt; has the contestant's attention span heightened greatly, putting him/her into a temporary, constant state of alert.&lt;br /&gt;
** In normal conditions, at the start of a turn during combat, the Contestant is generally not made aware ahead of time what the NPCs will do, unless informed ahead of time (e.g. by [[ally|allies]]).&lt;br /&gt;
** While under a state of increased alertness, at the start of every turn, '''the Contestant gets a description of what other encounters will attempt BEFORE being asked what to do''', allowing the Contestant to use the information and react ahead of time. This description includes '''attack, fire mode, intended amount of shots/hits, point of aim, and Initiative Speed.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Hallucinations&amp;lt;/span&amp;gt; has the contestant's sight and perception of things heavily distorted and deformed. While in this state, the contestant will start seeing different things, in lieu of who or what they are really. Hallucinations are usually coupled with a heavy loss in accuracy, though in the strict sense, it is different from an accuracy ailment.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Rage&amp;lt;/span&amp;gt; occurs when the Contestant is affected by rage-inducing substances or effects, such as when consuming [[Steroids|steroids]]. It causes the user to be uncontrollably angry and violent, with matching brutality and recklessness when fighting. While under the effects of Rage, the Contestant will treat all surrounding encounters (including any friendlies) as hostile, and cannot leave Combat until all hostiles have either left or been defeated. In addition, all successful hits with melee attacks are treated as critical hits and as such, relevant [[IRC Bots|@critwin]] effects may occur.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Controlled Fury&amp;lt;/span&amp;gt; is an all-positive version of the above. When in Controlled Fury, all successful hits are treated as critical hits, but without the negative effects of Rage.&lt;br /&gt;
&lt;br /&gt;
=== Nutrition ===&lt;br /&gt;
Effects related to [[Nutrition]] and hunger.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Suppressed hunger&amp;lt;/span&amp;gt;: If Hungry, Famished or Starving, this effect will treat the creature's [[Nutrition]] level as being OK (temporarily canceling any negative effects from low nutrition).&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Munchies&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's state of [[nutrition|hunger]] to be warped.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild munchies&amp;lt;/span&amp;gt;: If OK, this effect will treat the creature's Nutrition level as if it was Hungry.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense munchies&amp;lt;/span&amp;gt;: If OK or Hungry, this effect will treat the creature's Nutrition level as if it was Famished. Beware, as it includes disabled natural healing!&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT NOTES:'''&lt;br /&gt;
* '''Hunger suppression take priority over munchies'''. Meaning that if both munchies and suppressed hunger are active, then suppressed hunger takes precedence over (and thus negates) the other effects.&lt;br /&gt;
&lt;br /&gt;
=== Pain sensitivity ===&lt;br /&gt;
'''Pain sensitivity''' is, as the name implies, related to the contestant's ability to withstand [[Pain]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Increased Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be more sensitive to damage received; it '''increases by 10%''' the Pain Sensitivity statistic.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Decreased Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be less sensitive to damage received; it '''decreases by 10%''' the Pain Sensitivity statistic.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Negated Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be immune to Pain, often for a short period of time; '''Pain Sensitivity statistic is set to 0% for as long as the effect is active'''.&lt;br /&gt;
&lt;br /&gt;
*Attacks that &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;ignore Pain sensitivity&amp;lt;/span&amp;gt; treat '''Pain Sensitivity as though it was the creature's natural, default value''' (by default, 100%), effectively ignoring any effects modifying Pain Sensitivity.&lt;br /&gt;
&lt;br /&gt;
=== Strength ===&lt;br /&gt;
'''Strength'''-related effects affect the ability to fight in melee, as well as mobility. More often than not is it related to muscular performance. '''Strength serves as a multiplier of melee damage. Strength 100% = 1.0x damage with melee weapons, attacks, or techniques.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Reduced strength&amp;lt;/span&amp;gt; causes the contestant to become weaker, and '''lose 10% of Strength'''.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased strength&amp;lt;/span&amp;gt; causes the contestant to become stronger, and '''gain 10% of Strength'''.&lt;br /&gt;
&lt;br /&gt;
=== Stress ===&lt;br /&gt;
All effects related to [[Stress]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Stress Tolerance&amp;lt;/span&amp;gt; is an effect triggered by being in a state of Moderate [[Stress]] or higher. When under the effect of Stress Tolerance, or simply Tolerance, '''all Stress-increasing effects, whether one-time or per turn, are halved''' (to a minimum of +0.1%/turn). This means that while under the effect of Tolerance, anything increasing Stress is, in practice, half as effective as normal.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Anxiety&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's [[Stress]] to be unable to decrease under a certain threshold.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 20.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Moderate anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 40.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 60.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Severe anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 80.0%&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Relaxation&amp;lt;/span&amp;gt; causes the Contestant's [[Stress]] to decrease over time, at a rate of '''-0.2% per turn''' for as long as the effect lasts.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Intense relaxation&amp;lt;/span&amp;gt; causes the Contestant's [[Stress]] to decrease over time, at a rate of '''-0.4% per turn''' for as long as the effect lasts.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Euphoria Rush&amp;lt;/span&amp;gt;: All effects that would increase the Contestant's [[Stress]] are completely negated, as long as the effect is active.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Decompensation&amp;lt;/span&amp;gt; is an effect triggered by being in the most advanced state of [[Stress]]. Upon reaching mental breakdown, the body of the sufferer effectively stops being able to self-regulate correctly, and begins functionally deteriorating. '''For every turn spent while this effect is active, the Contestant will lose [[limb health|1 HP]] on a random body part''', until the effect is disabled or death ensues.&lt;br /&gt;
** It is possible to artificially compensate for the damage caused by this effect through '''limb healing''', however it is not adequate and should only be done to remain alive while seeking a long-term solution (namely, reduction of [[Stress]]).&lt;br /&gt;
&lt;br /&gt;
=== Weapon ===&lt;br /&gt;
'''Weapon'''-related effects which often give special properties to certain weapons.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Multiple wound weapons&amp;lt;/span&amp;gt; are weapons that are capable of inflicting '''more than one [[wound]] in a single hit'''. Weapons with this effect have either a fixed or rolled value which determines how many wounds may be blown open if that weapon successfully hits a target.&lt;br /&gt;
** Can inflict 1d2 wounds per hit: Meat fork, Scissors, War fork&lt;br /&gt;
** Can inflict 1d3 wounds per hit: Broken bottle, Trident&lt;br /&gt;
** Can inflict 1d4 wounds per hit: Shuriken, Barbed nine-tails, ''Barbed Lucille''&lt;br /&gt;
** Can inflict 2d2 wounds per hit: Spiked chain whip, Long spiked chain whip&lt;br /&gt;
&lt;br /&gt;
==== Clouds ====&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Smoke clouds&amp;lt;/span&amp;gt; are produced by smoke weapons, such as the [[M18]] grenade. Smoke clouds cause the following effects:&lt;br /&gt;
** The smoke cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+2, until the smoke dissipates. (Having a source of '''immunity to gases''', such as a [[Gas mask]],  '''DOES NOT''' negate this effect. Just because you have a gas mask doesn't mean the smoke stops being obfuscating.)&lt;br /&gt;
** All encounters OUTSIDE the cloud trying to attack the clouded side suffer from '''Inaccuracy Range +2''', until the smoke dissipates.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Tear gas clouds&amp;lt;/span&amp;gt; are produced by tear gas weapons, such as the [[M7A3]] grenade. Tear gas clouds cause the following effects:&lt;br /&gt;
** The tear gas cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+1 and +7% Pain/turn (regardless of Pain sensitivity), until the gas dissipates (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]])&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Chlorine gas clouds&amp;lt;/span&amp;gt; are produced by the [[Chlorine bomb]]. Chlorine gas clouds cause the following effects:&lt;br /&gt;
** The chlorine gas cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+2, +9% Pain/turn (regardless of Pain sensitivity) and -1 HP/turn to one random body part, until the gas dissipates (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]]).&lt;br /&gt;
** All encounters with eyes inside the cloud have a 25% chance every turn (including the first) to have all of their eyes destroyed from exposure to chlorine gas. (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]]. Alternatively, having [[bionic augmentations|indestructible eyes]] may also prevent the eye-destruction effect from happening in the first place.)&lt;br /&gt;
&lt;br /&gt;
* '''NOTE''': Multiple clouds may exist in a given [[Gameplay mechanics#Battlespace|Side of the battlespace]]. In this case, their effects stack.&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
Other effects which cannot be categorized anywhere else.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Unbreakable limb&amp;lt;/span&amp;gt;: This effect renders the relevant limb impossible to [[broken limb|break or fracture]], negating any effect that would cause such fractures.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Mushroom corruption&amp;lt;/span&amp;gt;: Certain [[Mushrooms]] are tagged with this special effect. Has no effect upon being consumed, but if '''carried''' in a [[load-bearing gear|load-bearing item]] where other mushrooms are found (in other words, if placed in a bag/etc. with mushrooms inside), it will &amp;quot;corrupt&amp;quot; those other mushrooms, and negate all nutritional value (it becomes 0) and all other effects, turning them into dead weight.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Statistics]]&lt;br /&gt;
*[[Gameplay mechanics]]&lt;br /&gt;
*[[Abilities]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Secondary_effect</id>
		<title>Secondary effect</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Secondary_effect"/>
				<updated>2019-09-13T14:35:31Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: /* Stress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''secondary effect''' is a temporary or semi-permanent effect, which may be positive (A &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;buff&amp;lt;/span&amp;gt;), negative (an &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;ailment&amp;lt;/span&amp;gt;), or neither (a '''neutral effect'''). It is the result of consuming certain [[Food|foods]], [[Medical aid|meds or drugs]], while wearing specific [[Clothing and armor|clothes]], or under other effects, such as a [[Backpack|backpack]] overload.&lt;br /&gt;
&lt;br /&gt;
This page will list the secondary effects available, and what they do.&amp;lt;br /&amp;gt;&lt;br /&gt;
Consuming multiple instances of the same source will '''extend the effects''', while consuming different sources will instead '''stack together'''. &lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
*'''Consuming multiple instances of a same source:''' Drinking two [[List of food items|cups of black coffee]], which increase [[Agility]] by 1 for 10 turns each, will result in simply extending the length of that effect to double its duration; in this case, Agility +1 for 20 turns.&lt;br /&gt;
*'''Consuming different sources:''' Drinking a [[List of food items|cup of green tea]] and then a [[List of food items|cup of black coffee]] will actually activate two effects - the former increases Agility by 1 for 5 turns, and the latter increases Agility by 1 for 10 turns. This means that both effects stack rather than merge; for the first 5 turns, Agility will actually be increased by 2.&lt;br /&gt;
&lt;br /&gt;
=== Accuracy ===&lt;br /&gt;
'''Accuracy'''-related effects affect the ability to see, to fight accurately, with any weapon and land shots where needed, and eyesight in general.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Reduced accuracy&amp;lt;/span&amp;gt; causes the contestant to have a '''higher Failure Threshold value''', each instance increasing the FT by 1 point.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased accuracy&amp;lt;/span&amp;gt; is the inverse, it causes the contestant to have a '''lower Failure Threshold value''', each instance reducing the FT by 1 point.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Blindness&amp;lt;/span&amp;gt; occurs when the eyes of the contestant have been disabled, either temporarily (e.g., through '''environmental blindness''' if there is no light in a [[Room]]) or permanently (if the eyes have been destroyed). When blind, '''FT is set to 10 and becomes unaffected by modifiers''', until the effect dissipates, if it can. [[Inaccuracy Range|Inaccuracy range is not affected]], only FT is.&lt;br /&gt;
** A lesser effect is &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Perception Loss&amp;lt;/span&amp;gt;. If an encounter's eye is attacked and [[Gameplay mechanics#Aiming and body parts|destroyed]], but the encounter still has at least one functioning eye, then that encounter suffers from Perception Loss, with a '''Failure Threshold +2 effect'''. Eyes cannot be healed once destroyed. For the Contestant's case, the only way to recover from eye destruction is to purchase [[Bionics|Bionic eyes]]. Unlike with Blindness, FT modifiers can still be applied, even when afflicted with perception loss - since it is possible to improve the acuity of the still functioning eye or eyes, as opposed to having all eyes completely non-functional.&lt;br /&gt;
** NOTE: Certain encounters may have no eyes (or none that can be destroyed); but they may not be considered naturally blind unless explicitly specified.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Indestructible eyes&amp;lt;/span&amp;gt; is as the effect suggests: any effect that would cause eyes to be destroyed is negated, in turn preventing the potential perception loss and/or blindness that would be caused by the loss of eyes.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Inaccuracy Range modifiers&amp;lt;/span&amp;gt;, which may either be &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;decreased&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;increased&amp;lt;/span&amp;gt;, are effects which change the value of the [[Gameplay mechanics#Inaccuracy Range|Inaccuracy Range]].&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Night Vision&amp;lt;/span&amp;gt; causes the Contestant to be able to see correctly in dark environments. Night Vision has several effects:&lt;br /&gt;
** Night Vision '''cancels environmental blindness''' induced by dark environments (e.g. dark rooms, as mentioned above), and allows the ability to see correctly in the dark.&lt;br /&gt;
** Night Vision means greater sensitivity to strong light. If affected by the [[weapon accessory#weapon light|Dazzling effect of a weapon light]], the normal effects are replaced with Blindness (Soft light: 2 turns - Normal light: 3 turns - Strong light: 4 turns), unless equipped with the [[bionic augmentations|Ocular Shield augmentation]], which grants immunity to the effects of dazzling.&lt;br /&gt;
** Night Vision means greater vulnerability to the effects of a '''flashbang'''. If affected by a flashbang, the effect duration of the flashbang is tripled (6 turns instead of 2), unless equipped with the [[bionic augmentations|Ocular Shield augmentation]], which also grants immunity to the effects of flashbangs.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Typically, &amp;quot;Increased accuracy&amp;quot; and &amp;quot;Reduced accuracy&amp;quot; effects are shortened and commonly written using the format '''FT-x''' or '''FT+x''' for the sake of convenience.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''NOTE2:''' During FT calculation, if the final result were to be lower than 3 or higher than 10, then FT would be considered to be respectively 3 or 10.&lt;br /&gt;
&lt;br /&gt;
=== Addictions ===&lt;br /&gt;
''See this article: [[Addictions]]''&lt;br /&gt;
&lt;br /&gt;
=== Agility ===&lt;br /&gt;
Conditions related to the [[Agility]] statistic.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: cyan&amp;quot;&amp;gt;Extreme speed&amp;lt;/span&amp;gt; occurs when a creature's Agility stat reaches '''+4'''. At Agility +4, the creature benefits from an additional effect: the creature is so fast that it affects their combat performance, so they benefit from an '''Initiative Speed tier -1''' effect on all of their attacks, making them much faster.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Extreme slowness&amp;lt;/span&amp;gt; occurs when a creature's Agility stat reaches '''-4'''. At Agility -4, the creature suffers from an additional effect: the creature is so slow that it impairs their combat performance, so they suffer from an '''Initiative Speed tier +1''' effect on all of their attacks, making them much slower.&lt;br /&gt;
&lt;br /&gt;
=== Body-affecting ===&lt;br /&gt;
Conditions affecting the '''body''' of the targeted in general.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Cyanide poisoning&amp;lt;/span&amp;gt; occurs when the Contestant (or any other target sensitive to poisoning) is hit by a weapon or an attack laced with cyanide. Cyanide poisoning starts a countdown of 5 turns, during which the sufferer must use the appropriate antidote ([[Hydroxocobalamin]]) or find a [[hospital room]]. If the countdown falls to 0, instant [[death]] occurs. Cyanide poisoning is an extremely harsh condition; it is advised to keep Hydroxocobalamin syringes for such cases.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Nausea&amp;lt;/span&amp;gt; affects the contestant by making him/her feel nauseous. While under the effects of Nausea, the Contestant is afflicted with '''IR +1'''. This effect is permanent in duration, but can be eliminated by attempting to [[throwing up|throw up]]. Even if the check does not result in vomiting, the effect will be eliminated.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Alcohol poisoning&amp;lt;/span&amp;gt; is the condition the Contestant is afflicted with after reaching maximum [[Inebriation]]. When under this state, if the Contestant throws up, either intentionally or due to the effects of nausea, '''the Contestant will gain an amount of Pain equal to 10 times the amount of Inebriation points lost''' through vomiting. &lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Limping&amp;lt;/span&amp;gt;: If the victim is afflicted with a condition that would impair their ability to move normally. The victim suffers from '''[[Agility]] -1'''.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Crippled&amp;lt;/span&amp;gt; is a more severe variant of Limping: If the victim is afflicted with a condition that would severely impair their ability to move normally. The victim now suffers from [[Agility]] '''-2''', and '''Initiative Speed tier +1'''&lt;br /&gt;
** '''NOTE:''' It is impossible to be both Limping and Crippled. Crippled is considered an evolution of the Limping status; if Crippled is acquired while already Limping, Crippled replaces Limping.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Anti-Oni syndrome&amp;lt;/span&amp;gt;: Obtained by consuming certain [[Mushrooms]]. While under the effects of the syndrome, if the affected creature attempts consuming alcohol (any food item which causes [[Inebriation]]), they will suffer from 4 turns of Nausea and 3 turns of Reduced accuracy (FT+1) multiplied by the amount of alcohol parts taken (Example: drinking 2 parts from a bottle of red wine = 2 * 4 = 8 turns of Nausea and 2 * 3 = 6 turns of FT+1). One glass or one shot of an alcoholic drink from a bar counts as one part. All Inebriation from alcohol consumed while under the effects of Anti-Oni syndrome is also completely negated.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Forced wakefulness&amp;lt;/span&amp;gt; is an effect caused by certain [[medical aids|meds]]. Not only does it grant immunity to sleep, it will also force awake and cancel out any active '''forced sleep''' effect, and it will prevent creatures from going into [[Pain|blackout]]. While under this effect, all attempts to [[resting|rest]] will automatically fail, direct [[Lorazepam]] injections will have no effect, and tranq ammunition, such as [[Fukiya blowgun|Tranq darts]], will also be ineffective.&lt;br /&gt;
** '''Forced wakefulness overrides forced sleep''' ; creatures that were already in a state of forced sleep will be forced awake.&lt;br /&gt;
** '''Forced wakefulness also overrides blacking out''' ; if the sufferer's Pain level would normally cause them to be in the Blackout threshold, forced wakefulness will keep the sufferer awake, overriding the normal effects and preventing them to black out, until whatever is causing them to normally be in black out is remedied, or until the forced wakefulness effect ends.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Forced sleep&amp;lt;/span&amp;gt; is a special state of sleep. It is generally an effect, such as from [[Lorazepam]] injections or tranquilizer ammunition, and it is always temporary. Creatures under a state of forced sleep are considered to be [[resting]] for as long as the effect lasts, with appropriate effects, and will as such be rendered helpless while sleeping ; which means damage cannot wake them up from the sleep state until the effect dissipates, or until they are afflicted with something causing '''Forced wakefulness''' ; which overrides forced sleep.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
'''Clothing'''-related effects are related to [[Clothing and armor|clothing]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Ballistic protective headgear&amp;lt;/span&amp;gt; mitigates the effects of shots to the head. When a Bullet-type attack is aimed at the body group(s) of a target wearing ballistic protective headgear, if it hits, then '''the incoming Pain and Limb Damage is halved'''. All ballistic protective armor generally protect '''only the head''', but there are certain models that can protect facial '''weak points''' such as the '''eyes''' ; see '''Face Concealment'''.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Immunity to gases&amp;lt;/span&amp;gt; allows the wearer of appropriate clothes to be unaffected by [[Secondary effect#Clouds|cloud hazards]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Indecent exposure&amp;lt;/span&amp;gt; occurs when a human is not wearing clothing to cover their lower body (and in the case of females, upper body as well), resulting in the relevant body parts being unprotected and naked. Indecent exposure is a [[Police attention|minor offense]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Fire-retardant&amp;lt;/span&amp;gt; clothing prevents the wearer from being &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;set on fire&amp;lt;/span&amp;gt; if hit by [[Protection chart|Spec-Fire]] attacks on body parts protected by this effect. The effect does not reduce [[Pain]] or [[Limb damage]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Explosion-proof&amp;lt;/span&amp;gt; clothing allows the wearer to benefits from '''0.5x [[Pain]] and [[Limb damage]] from Explosion-type damage''', on all body parts protected by this effect.&lt;br /&gt;
&lt;br /&gt;
*Clothing with the &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Half melee damage&amp;lt;/span&amp;gt; effect causes the wearer to '''suffer only 0.5x the Pain''' they would normally receive from Blunt-type, Sharp-type and Piercing-type hits, provided the hit lands on a body part that the affected clothing protects.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Classiness&amp;lt;/span&amp;gt; is a flavor effect, which merely serves to indicate that the Contestant is wearing some pretty dapper apparel. Other characters may sometimes comment upon the clothing choices.&lt;br /&gt;
&lt;br /&gt;
*Headgear capable of providing '''face concealment''' have the simple but notable effect of '''preventing the wearer from being targeted in the eyes'''. Eyes are usually considered to be WEAK POINTS. Attackers can simply not aim at the eyes anymore; they can merely aim at the head instead.&lt;br /&gt;
&lt;br /&gt;
*Certain clothing can be '''cut into rags'''. In order to craft rags, the Contestant must use any weapon capable of dealing Sharp-type damage (natural attacks do count), and apply it on suitable clothing ('''RagOK''' tag on the [[clothing and armor]] lists). It results in obtaining '''1d4 Rags''', with certain modifying factors:&lt;br /&gt;
** If a multiplier is listed next to the RagOK tag, roll 1d4 then multiply by the indicated number. Round up the result if needed.&lt;br /&gt;
** Cutting 1 piece of clothing into rags takes 1 turn.&lt;br /&gt;
&lt;br /&gt;
=== Elemental ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Being on fire&amp;lt;/span&amp;gt; is caused by all SPECIAL-type damage inducing '''fire''' (Spec-Fire) and '''incendiary weapons''' in general. It causes extra damage per turn, at a rate of '''+5% [[Pain]] /turn, +1 [[Limb health|limb damage]] per turn on a random body part''', due to persistent fire burning on the skin or the body of the target. Fire never times out unless the victim '''attempts rolling on the ground''' to put off the fire. Attempting to put out the fire is possible; it takes one turn to '''stop, drop, and roll''', which will put it out immediately. It will however, waste the turn if it was done during combat.&lt;br /&gt;
** When using incendiary weapons that cannot be aimed on an individual body part, a @bodyaim is rolled for each creature affected. If the creature isn't entirely immune to fire, and if the body part rolled isn't protected by &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;fire-retardant&amp;lt;/span&amp;gt; clothing (see above), then that creature is set on fire.&lt;br /&gt;
** NOTE: Being hit by a '''Spec-Aqua''' attack will put out the fire instantly as well. As will applying any substantial source of water.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Stunning&amp;lt;/span&amp;gt; happens when the victim is affected by an attack or weapon which causes stunning. Stunning causes an effect similar to a temporary paralysis, and locks the victim in place where it is until the end of the turn, canceling their current action (attacking, etc), which may be used to buy time. Stunning attacks can be repeated over and over so long as they are successful, though it can cause a phenomenon known as &amp;quot;stun lock&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Frost damage&amp;lt;/span&amp;gt; are caused by all SPECIAL-type damage inducing '''cold''' (Spec-Ice). They induce '''[[Agility]] -1 and [[Gameplay mechanics|Initiative Speed tier]] +1''' for 1d6 turns per successful hit.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;After-shock&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage inducing '''electricity''' (Spec-Elec). When the victim is hit by an electric shock or similar attack, they are affected by after-shock. After-shock causes the victim to be covered in electric arcs, causing its muscles to undergo partial fibrillation and causing a '''Strength -20% and [[Gameplay mechanics#Initiative Speed tiers|IS tier +1]] effect for 1d6 turns'''. In addition, when sustaining after-shock, the victim has a '''20% chance to be stunned for 1 turn.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Water-soaked&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage inducing '''water''' (Spec-Aqua). When the victim is in a water-soaked state, no immediate harmful effects are active, however the following effects apply: &lt;br /&gt;
* If previously '''on fire''', '''the effect is immediately removed''' (the fire is extinguished)&lt;br /&gt;
* For as long as the effect is active, '''the victim will take double damage from Spec-Elec attacks, the Taser X26c, and the Stun Baton in stun mode.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Acid degradation&amp;lt;/span&amp;gt; can be caused by all SPECIAL-type damage incuding '''acid''' (Spec-Acid). When the victim is hit by an acid attack, the affected piece of clothing or armor loses '''1.5 units of damage''' instead of only 1. Additionally, one random weapon the victim carries will '''lose 1d12*500 [[Firearm maintenance|Durability]] points,''' if applicable.&lt;br /&gt;
** '''NOTE:''' If the affected weapon has a bayonet, an UGL or an USG mounted, they may also suffer from durability loss - a separate roll is made for each.&lt;br /&gt;
&lt;br /&gt;
=== Fatigue ===&lt;br /&gt;
Effects related to [[Fatigue]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Accelerated fatigue&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's [[Fatigue]] to increase at a fixed rate every turn.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.1% per turn'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.2% per turn'''&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Extreme accelerated fatigue&amp;lt;/span&amp;gt;: '''Fatigue +0.4% per turn'''&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
Effects related to healing, particularly [[First aid kit|FAKs]] and [[Field Surgery Kit|FSKs]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Limb healing&amp;lt;/span&amp;gt; is an effect triggered by either the First Aid Kit (FAK) or the Field Surgery Kit (FSK). &lt;br /&gt;
** When triggered by the FAK, it is referred to as &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Light limb healing&amp;lt;/span&amp;gt;. The healing limb '''recovers 1 HP per turn''', until the limb is healed or after 7 turns, whichever comes first. Light limb healing cannot heal disabled limbs.&lt;br /&gt;
** When triggered by the FSK, it is referred to as &amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Strong limb healing&amp;lt;/span&amp;gt;. The healing limb '''recovers 3 HP instantaneously, then 1 HP per turn''', until the limb is healed or after 12 turns, whichever comes first. Strong limb healing CAN heal disabled limbs.&lt;br /&gt;
** The [[Gameplay mechanics#Healing skill|Healing skill]] may affect the effectiveness of Light and Strong limb healing. The above described effects assume a default Lv1 (Unskilled) skill level.&lt;br /&gt;
** Either type of limb healing '''triggers depletion of [[Nutrition]] and [[Fatigue]]''', at a rate of '''50 ntri and 0.4% Fatigue per 1 HP healed''' (note: the instantaneous +3 HP procured by the Strong version does not deplete 150 ntri). Light and Strong are treated as different effects, so the two may overlap (and potentially deplete large quantities of nutrition at the cost of faster healing).&lt;br /&gt;
** Neither type of limb healing is useful for the treatment of severed limbs, as there is nothing left to treat at this point.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased Pain Regeneration Rate&amp;lt;/span&amp;gt; is an effect triggered by [[Cannabis]] and certain [[Augmentations]]. It directly modifies the rate at which [[Pain]] is naturally healed over time, by the amount specified next to the effect (generally +1%).&lt;br /&gt;
** Example: With a +1% effect and no other modifiers, the natural rate would become -3% Pain/turn.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased Blood Regeneration Rate&amp;lt;/span&amp;gt; is an effect triggered by certain [[Augmentations]]. It causes [[Blood]] to be healed over time, as long as there are no open [[Wounds]], by the amount specified next to the effect (generally +0.1).&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Addiction resistance&amp;lt;/span&amp;gt; is an effect triggered in rare circumstances. As long as the effect is active, [[Addiction]] chances for all substances is '''halved''' (rounded up), making it more difficult to become addicted.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Disabled natural healing&amp;lt;/span&amp;gt; is an effect triggered from very low [[Nutrition]] (Famished or Starving).&lt;br /&gt;
** Natural Pain healing is disabled; any Pain above 0% is '''not healed'''&lt;br /&gt;
** Natural Blood healing is disabled; any Blood under the maximum amount is '''not healed''' at daily reset, even with zero wounds&lt;br /&gt;
** NOTE: This will not stop the healing effects of certain meds, even if they consume nutrition in exchange for healing, as they do not constitute &amp;quot;natural&amp;quot; healing.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Self-deterioration&amp;lt;/span&amp;gt; is an effect triggered from extremely low [[Nutrition]] (Starving). As long as this effect is active, '''1 Torso HP (or 1 BODY HP) is lost every turn''', until the effect is disabled or until death occurs.&lt;br /&gt;
&lt;br /&gt;
=== Hydration ===&lt;br /&gt;
&lt;br /&gt;
Effects related to [[Hydration]] and thirst.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Accelerated thirst&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's [[Hydration]] to decrease at a fixed rate every turn.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild accelerated thirst&amp;lt;/span&amp;gt;: '''-5 wtr per turn'''&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Accelerated thirst&amp;lt;/span&amp;gt;: '''-10 wtr per turn'''&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense accelerated thirst&amp;lt;/span&amp;gt;: '''-25 wtr per turn'''&lt;br /&gt;
&lt;br /&gt;
=== Mind and psyche ===&lt;br /&gt;
'''Mind'''-related effects affect the mental and inner senses of the contestant.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased alertness&amp;lt;/span&amp;gt; has the contestant's attention span heightened greatly, putting him/her into a temporary, constant state of alert.&lt;br /&gt;
** In normal conditions, at the start of a turn during combat, the Contestant is generally not made aware ahead of time what the NPCs will do, unless informed ahead of time (e.g. by [[ally|allies]]).&lt;br /&gt;
** While under a state of increased alertness, at the start of every turn, '''the Contestant gets a description of what other encounters will attempt BEFORE being asked what to do''', allowing the Contestant to use the information and react ahead of time. This description includes '''attack, fire mode, intended amount of shots/hits, point of aim, and Initiative Speed.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Hallucinations&amp;lt;/span&amp;gt; has the contestant's sight and perception of things heavily distorted and deformed. While in this state, the contestant will start seeing different things, in lieu of who or what they are really. Hallucinations are usually coupled with a heavy loss in accuracy, though in the strict sense, it is different from an accuracy ailment.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Rage&amp;lt;/span&amp;gt; occurs when the Contestant is affected by rage-inducing substances or effects, such as when consuming [[Steroids|steroids]]. It causes the user to be uncontrollably angry and violent, with matching brutality and recklessness when fighting. While under the effects of Rage, the Contestant will treat all surrounding encounters (including any friendlies) as hostile, and cannot leave Combat until all hostiles have either left or been defeated. In addition, all successful hits with melee attacks are treated as critical hits and as such, relevant [[IRC Bots|@critwin]] effects may occur.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Controlled Fury&amp;lt;/span&amp;gt; is an all-positive version of the above. When in Controlled Fury, all successful hits are treated as critical hits, but without the negative effects of Rage.&lt;br /&gt;
&lt;br /&gt;
=== Nutrition ===&lt;br /&gt;
Effects related to [[Nutrition]] and hunger.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Suppressed hunger&amp;lt;/span&amp;gt;: If Hungry, Famished or Starving, this effect will treat the creature's [[Nutrition]] level as being OK (temporarily canceling any negative effects from low nutrition).&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Accelerated hunger&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's [[Nutrition]] to decrease at a fixed rate every turn.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild accelerated hunger&amp;lt;/span&amp;gt;: '''-5 ntri per turn'''.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Accelerated hunger&amp;lt;/span&amp;gt;: '''-10 ntri per turn'''.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense accelerated hunger&amp;lt;/span&amp;gt;: '''-25 ntri per turn'''.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT NOTES:'''&lt;br /&gt;
* '''Hunger suppression take priority over hunger acceleration'''. Meaning that if both accelerated hunger and suppressed hunger effects are active, then suppressed hunger takes precedence over (and thus negates) the other effects.&lt;br /&gt;
* Accelerated hunger and Intense accelerated hunger are separate effects. If someone suffers from both, the effects stack. Beware!&lt;br /&gt;
&lt;br /&gt;
=== Pain sensitivity ===&lt;br /&gt;
'''Pain sensitivity''' is, as the name implies, related to the contestant's ability to withstand [[Pain]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Increased Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be more sensitive to damage received; it '''increases by 10%''' the Pain Sensitivity statistic.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Decreased Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be less sensitive to damage received; it '''decreases by 10%''' the Pain Sensitivity statistic.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Negated Pain sensitivity&amp;lt;/span&amp;gt; causes the contestant to be immune to Pain, often for a short period of time; '''Pain Sensitivity statistic is set to 0% for as long as the effect is active'''.&lt;br /&gt;
&lt;br /&gt;
*Attacks that &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;ignore Pain sensitivity&amp;lt;/span&amp;gt; treat '''Pain Sensitivity as though it was the creature's natural, default value''' (by default, 100%), effectively ignoring any effects modifying Pain Sensitivity.&lt;br /&gt;
&lt;br /&gt;
=== Strength ===&lt;br /&gt;
'''Strength'''-related effects affect the ability to fight in melee, as well as mobility. More often than not is it related to muscular performance. '''Strength serves as a multiplier of melee damage. Strength 100% = 1.0x damage with melee weapons, attacks, or techniques.'''&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Reduced strength&amp;lt;/span&amp;gt; causes the contestant to become weaker, and '''lose 10% of Strength'''.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Increased strength&amp;lt;/span&amp;gt; causes the contestant to become stronger, and '''gain 10% of Strength'''.&lt;br /&gt;
&lt;br /&gt;
=== Stress ===&lt;br /&gt;
All effects related to [[Stress]].&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Stress Tolerance&amp;lt;/span&amp;gt; is an effect triggered by being in a state of Moderate [[Stress]] or higher. When under the effect of Stress Tolerance, or simply Tolerance, '''all Stress-increasing effects, whether one-time or per turn, are halved''' (to a minimum of +0.1%/turn). This means that while under the effect of Tolerance, anything increasing Stress is, in practice, half as effective as normal.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Anxiety&amp;lt;/span&amp;gt; is a group of effects which causes the Contestant's [[Stress]] to be unable to decrease under a certain threshold.&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Mild anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 20.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Moderate anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 40.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Intense anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 60.0%&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Severe anxiety&amp;lt;/span&amp;gt;: Minimum Stress set to 80.0%&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Relaxation&amp;lt;/span&amp;gt; causes the Contestant's [[Stress]] to decrease over time, at a rate of '''-0.2% per turn''' for as long as the effect lasts.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Intense relaxation&amp;lt;/span&amp;gt; causes the Contestant's [[Stress]] to decrease over time, at a rate of '''-0.4% per turn''' for as long as the effect lasts.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Euphoria Rush&amp;lt;/span&amp;gt;: All effects that would increase the Contestant's [[Stress]] are completely negated, as long as the effect is active.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Decompensation&amp;lt;/span&amp;gt; is an effect triggered by being in the most advanced state of [[Stress]]. Upon reaching mental breakdown, the body of the sufferer effectively stops being able to self-regulate correctly, and begins functionally deteriorating. '''For every turn spent while this effect is active, the Contestant will lose [[limb health|1 HP]] on a random body part''', until the effect is disabled or death ensues.&lt;br /&gt;
** It is possible to artificially compensate for the damage caused by this effect through '''limb healing''', however it is not adequate and should only be done to remain alive while seeking a long-term solution (namely, reduction of [[Stress]]).&lt;br /&gt;
&lt;br /&gt;
=== Weapon ===&lt;br /&gt;
'''Weapon'''-related effects which often give special properties to certain weapons.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Multiple wound weapons&amp;lt;/span&amp;gt; are weapons that are capable of inflicting '''more than one [[wound]] in a single hit'''. Weapons with this effect have either a fixed or rolled value which determines how many wounds may be blown open if that weapon successfully hits a target.&lt;br /&gt;
** Can inflict 1d2 wounds per hit: Meat fork, Scissors, War fork&lt;br /&gt;
** Can inflict 1d3 wounds per hit: Broken bottle, Trident&lt;br /&gt;
** Can inflict 1d4 wounds per hit: Shuriken, Barbed nine-tails, ''Barbed Lucille''&lt;br /&gt;
** Can inflict 2d2 wounds per hit: Spiked chain whip, Long spiked chain whip&lt;br /&gt;
&lt;br /&gt;
==== Clouds ====&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Smoke clouds&amp;lt;/span&amp;gt; are produced by smoke weapons, such as the [[M18]] grenade. Smoke clouds cause the following effects:&lt;br /&gt;
** The smoke cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+2, until the smoke dissipates. (Having a source of '''immunity to gases''', such as a [[Gas mask]],  '''DOES NOT''' negate this effect. Just because you have a gas mask doesn't mean the smoke stops being obfuscating.)&lt;br /&gt;
** All encounters OUTSIDE the cloud trying to attack the clouded side suffer from '''Inaccuracy Range +2''', until the smoke dissipates.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Tear gas clouds&amp;lt;/span&amp;gt; are produced by tear gas weapons, such as the [[M7A3]] grenade. Tear gas clouds cause the following effects:&lt;br /&gt;
** The tear gas cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+1 and +7% Pain/turn (regardless of Pain sensitivity), until the gas dissipates (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]])&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ffffff&amp;quot;&amp;gt;Chlorine gas clouds&amp;lt;/span&amp;gt; are produced by the [[Chlorine bomb]]. Chlorine gas clouds cause the following effects:&lt;br /&gt;
** The chlorine gas cloud will engulf an entire Side of the battlespace, and all encounters on that Side.&lt;br /&gt;
** All encounters inside the cloud suffer from FT+2, +9% Pain/turn (regardless of Pain sensitivity) and -1 HP/turn to one random body part, until the gas dissipates (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]]).&lt;br /&gt;
** All encounters with eyes inside the cloud have a 25% chance every turn (including the first) to have all of their eyes destroyed from exposure to chlorine gas. (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]]. Alternatively, having [[bionic augmentations|indestructible eyes]] may also prevent the eye-destruction effect from happening in the first place.)&lt;br /&gt;
&lt;br /&gt;
* '''NOTE''': Multiple clouds may exist in a given [[Gameplay mechanics#Battlespace|Side of the battlespace]]. In this case, their effects stack.&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
Other effects which cannot be categorized anywhere else.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #00ffff&amp;quot;&amp;gt;Unbreakable limb&amp;lt;/span&amp;gt;: This effect renders the relevant limb impossible to [[broken limb|break or fracture]], negating any effect that would cause such fractures.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Mushroom corruption&amp;lt;/span&amp;gt;: Certain [[Mushrooms]] are tagged with this special effect. Has no effect upon being consumed, but if '''carried''' in a [[load-bearing gear|load-bearing item]] where other mushrooms are found (in other words, if placed in a bag/etc. with mushrooms inside), it will &amp;quot;corrupt&amp;quot; those other mushrooms, and negate all nutritional value (it becomes 0) and all other effects, turning them into dead weight.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Statistics]]&lt;br /&gt;
*[[Gameplay mechanics]]&lt;br /&gt;
*[[Abilities]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Bionic_augmentations</id>
		<title>Bionic augmentations</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Bionic_augmentations"/>
				<updated>2019-09-09T13:15:43Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: /* Akimbo Mind */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Bionic augmentations''', commonly shortened to just '''bionics''' or '''augs''', are specially designed human body enhancements that can improve various aspects of the receiver's body and performance. In essence, any being that has received augmentations is usually referred to as an '''augmented person''', an '''aug''', or more pejoratively, a '''cyborg''', a '''hanzer''' (from the word &amp;quot;en'''hancer'''&amp;quot;), and various other machine- or robot-related insults.&lt;br /&gt;
&lt;br /&gt;
In [[MazeWorld]], augmentations are enhancements that can modify or improve the [[Contestant|contestant]]'s body, upgrading various aspects of his or her performance; and so permanently. They can only be found in a [[bionics workshop]], of which only one exists in the Mazes, and is the only location where those implants are designed, produced and sold.&lt;br /&gt;
&lt;br /&gt;
Consequently, the scientific field of biological engineering is the subject of a [[peaceful scientist|Science Team]] in the Mazes, but is comprised of only one person; [[bionics workshop|Lance &amp;quot;Chaosclaw&amp;quot; Austin]], the only bionics engineer in all of Mazeworld. He is the only person who can install and remove implants; they cannot be used directly by the contestant.&lt;br /&gt;
&lt;br /&gt;
There exists in the Mazes an intellectual movement of small size but of relative importance, which is related to augs and the wish for improving all humans as a whole, it is called '''transhumanism'''. Chaosclaw is a devout transhumanist and believes that the entire human genre should be born enhanced in the same way he &amp;quot;enhances&amp;quot; people via installing implants on clients.&lt;br /&gt;
&lt;br /&gt;
Bionic implants '''may only be installed on humans and halflings''', as Lance refuses to work on anything that isn't &amp;quot;human or para-human&amp;quot;, and does not consider youkai, for example, to fit the definition. His reasons are unclear, though there is an implication that augmentations are only designed to work on humans or halflings, or that non-human/halfling bodies are not compatible with augmentations.&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
Bionic augmentations work on the principle of '''bases''' and the '''augmentations''' proper. Bases can be seen as the 'hardware'; they are the physical body part replacements, while augmentations are the 'software', which offer the proper ability enhancements. Bases alone can sometimes provide bonuses, but the real source of enhanced abilities come from the augmentations.&lt;br /&gt;
&lt;br /&gt;
Bases are non-removable; once the Contestant has chosen to get a body part augmented, he/she cannot revert back to natural body parts.&lt;br /&gt;
Augmentations however, can be replaced and modified at the customer's leisure, as long as money allows. It must be noted that once an augmentation is removed, Lance refunds the customer for half the value of that augmentation. If it is desired again later, it must be paid for in full once again.&lt;br /&gt;
&lt;br /&gt;
A third factor to take in account is a statistic called '''Power Pool''', or simply PP. Having enough money to pay for an augmentation isn't sufficient; the customer's body must have sufficient energy reserves to be able to handle it, and each aug has a PP cost. This is where PP comes in play ; the more bases installed on the customer's body, the more PP they dispose of to install augmentations.&lt;br /&gt;
&lt;br /&gt;
As a secondary effect and due to their nature as body part replacements, Bionic Arms, Legs and Eyes '''can replace''' corresponding [[severed limbs]] or [[Secondary effect#Accuracy|destroyed eyes]].&lt;br /&gt;
&lt;br /&gt;
== Bases ==&lt;br /&gt;
{|&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''Cost'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| Bionic Arm&lt;br /&gt;
| PP +20&lt;br /&gt;
| 1000 P$&lt;br /&gt;
| Can be installed twice (once per arm). Replaces arm and hand. &lt;br /&gt;
|-&lt;br /&gt;
| Bionic Leg&lt;br /&gt;
| PP +25&lt;br /&gt;
| 1250 P$&lt;br /&gt;
| Can be installed twice (once per leg). Replaces leg and foot. &lt;br /&gt;
|-&lt;br /&gt;
| Brainpower Cerebral Enhancement Platform&lt;br /&gt;
| PP +25&lt;br /&gt;
| 500 P$&lt;br /&gt;
| Has no effects on its own.&lt;br /&gt;
|-&lt;br /&gt;
| Bionic Eyes&lt;br /&gt;
| PP +10&lt;br /&gt;
| 1000 P$&lt;br /&gt;
| Replaces natural eyes. [[Secondary effect#Accuracy|Bionic eyes are indestructible.]]&lt;br /&gt;
|-&lt;br /&gt;
| Chest Augmentation Platform&lt;br /&gt;
| PP +40&lt;br /&gt;
| 2000 P$&lt;br /&gt;
| Has no effects on its own.&lt;br /&gt;
|-&lt;br /&gt;
| Dermal Armor base platform&lt;br /&gt;
| PP +0&lt;br /&gt;
| 250 P$&lt;br /&gt;
| Has no effects on its own; augmentations determine toughness &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Augmentations ==&lt;br /&gt;
Note that the effects between leveling augmentations do not stack. For example, upgrading ''Muscular fiber enhancement'' from lv1 to lv2 does not result in stacking both effects - the superior level's effects replace the inferior's effects instead. This also means the PP costs are replaced instead of stacking.&lt;br /&gt;
&lt;br /&gt;
=== Bionic Arm augs ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #A1&lt;br /&gt;
| Muscular fiber enhancement, lv1&lt;br /&gt;
| PP -5&lt;br /&gt;
| 550 P$&lt;br /&gt;
| Strength +10%&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| #A2&lt;br /&gt;
| Muscular fiber enhancement, lv2&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| Strength +20%&lt;br /&gt;
| Requires lv1 installed.&lt;br /&gt;
|- &lt;br /&gt;
| #A3&lt;br /&gt;
| Arm skeletal toughness treatment&lt;br /&gt;
| PP -15&lt;br /&gt;
| 1650 P$&lt;br /&gt;
| Augmented arm+hand become [[secondary effect|unbreakable]].&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| #A4&lt;br /&gt;
| Arm tissue damage resistance, lv1&lt;br /&gt;
| PP -5&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Arm +10, Hand +5 &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #A5&lt;br /&gt;
| Arm tissue damage resistance, lv2&lt;br /&gt;
| PP -10&lt;br /&gt;
| 2200 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Arm +20, Hand +10 &lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
|-  &lt;br /&gt;
| #A6&lt;br /&gt;
| Weapon aug: Ripperclaws&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| See [[Bionic augmentations#Weapon augs|Weapon augs]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #A7&lt;br /&gt;
| Weapon aug: XND-1000 excess energy dissipator&lt;br /&gt;
| PP cost variable&lt;br /&gt;
| 2000 P$&lt;br /&gt;
| See [[Bionic augmentations#Weapon augs|Weapon augs]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bionic Leg augs ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #B1&lt;br /&gt;
| Leg skeletal toughness treatment&lt;br /&gt;
| PP -15&lt;br /&gt;
| 1650 P$&lt;br /&gt;
| Augmented leg+foot become [[secondary effect|unbreakable]].&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #B2&lt;br /&gt;
| Leg tissue damage resistance, lv1&lt;br /&gt;
| PP -5&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Leg +10, Foot +5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #B3&lt;br /&gt;
| Leg tissue damage resistance, lv2&lt;br /&gt;
| PP -10&lt;br /&gt;
| 2200 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Leg +20, Foot +10&lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
|-&lt;br /&gt;
| #B4&lt;br /&gt;
| Ninja Speed implant, lv1&lt;br /&gt;
| PP -5&lt;br /&gt;
| 550 P$&lt;br /&gt;
| [[Agility]] +1&lt;br /&gt;
| Requires 2 bionic legs&lt;br /&gt;
|-&lt;br /&gt;
| #B5&lt;br /&gt;
| Ninja Speed implant, lv2&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| [[Agility]] +2&lt;br /&gt;
| Requires 2 bionic legs. Requires lv1 installed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Brainpower augs ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #C1&lt;br /&gt;
| Augmented sensorial awareness&lt;br /&gt;
| PP -5&lt;br /&gt;
| 550 P$&lt;br /&gt;
| Permanent [[Secondary effects|increased alertness]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #C2&lt;br /&gt;
| Cranial skeletal toughness treatment&lt;br /&gt;
| PP -15&lt;br /&gt;
| 1650 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Head +5, Augmented head becomes [[secondary effect|unbreakable]].&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #C3&lt;br /&gt;
| Akimbo Mind ambidexterity enhancement&lt;br /&gt;
| PP -25&lt;br /&gt;
| 2750 P$&lt;br /&gt;
| See [[Bionic augmentations#Akimbo Mind|Akimbo Mind]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #C4&lt;br /&gt;
| HX-1337 hacking device, lv1&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| User may attempt hacking devices&lt;br /&gt;
| See [[Bionic augmentations#Hacking|Hacking]]&lt;br /&gt;
|-&lt;br /&gt;
| #C5&lt;br /&gt;
| HX-1337 hacking device, lv2&lt;br /&gt;
| PP -15&lt;br /&gt;
| 1700 P$&lt;br /&gt;
| User may attempt hacking devices&lt;br /&gt;
| See [[Bionic augmentations#Hacking|Hacking]]&lt;br /&gt;
|-&lt;br /&gt;
| #C6&lt;br /&gt;
| HX-1337 hacking device, lv3&lt;br /&gt;
| PP -20&lt;br /&gt;
| 2500 P$&lt;br /&gt;
| User may attempt hacking devices&lt;br /&gt;
| See [[Bionic augmentations#Hacking|Hacking]]&lt;br /&gt;
|-&lt;br /&gt;
| #C7&lt;br /&gt;
| Combat sensorial enhancement&lt;br /&gt;
| PP -25&lt;br /&gt;
| 2750 P$&lt;br /&gt;
| Reduces [[Gameplay mechanics#Initiative system|IS]] by 1 tier&lt;br /&gt;
| Requires ''Augmented sensorial awareness'' installed&lt;br /&gt;
|-&lt;br /&gt;
| #C8&lt;br /&gt;
| Weapon aug: PsyBlast&lt;br /&gt;
| PP -15&lt;br /&gt;
| 1650 P$&lt;br /&gt;
| See [[Bionic augmentations#Weapon augs|Weapon augs]]&lt;br /&gt;
| Requires ''Augmented sensorial awareness'' installed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bionic Eyes ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #D1&lt;br /&gt;
| Sharp Vision accuracy enhancer, lv1&lt;br /&gt;
| PP -20&lt;br /&gt;
| 2200 P$&lt;br /&gt;
| [[FT]]-1&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #D2&lt;br /&gt;
| Sharp Vision accuracy enhancer, lv2&lt;br /&gt;
| PP -45&lt;br /&gt;
| 4950 P$&lt;br /&gt;
| [[FT]]-2&lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
|-&lt;br /&gt;
| #D3&lt;br /&gt;
| Ocular Shield vision preservation device&lt;br /&gt;
| PP -5&lt;br /&gt;
| 550 P$&lt;br /&gt;
| Grants immunity to [[Secondary effect#Weapon light|weaponlight dazzling]] and flashbang effects&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #D4&lt;br /&gt;
| ICU smart vision implant&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| Grants permanent [[Secondary effect#Clothing|immunity to gases]] and togglable [[Secondary effect#Accuracy|Night Vision]].&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chest Platform augs ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #E1&lt;br /&gt;
| Body tissue damage resistance, lv1&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Torso +5, Hips +5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #E2&lt;br /&gt;
| Body tissue damage resistance, lv2&lt;br /&gt;
| PP -20&lt;br /&gt;
| 2200 P$&lt;br /&gt;
| [[Limb damage|Max limb HP]] increase: Torso +10, Hips +10&lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
|-&lt;br /&gt;
| #E3&lt;br /&gt;
| Body skeletal toughness treatment&lt;br /&gt;
| PP -15&lt;br /&gt;
| 1650 P$&lt;br /&gt;
| Augmented torso+hips become [[secondary effect|unbreakable]].&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #E4&lt;br /&gt;
| Guardian Life Support System, lv1&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| See [[Bionic augmentations#Guardian LSS|Guardian LSS]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #E5&lt;br /&gt;
| Guardian Life Support System, lv2&lt;br /&gt;
| PP -20&lt;br /&gt;
| 2200 P$&lt;br /&gt;
| See [[Bionic augmentations#Guardian LSS|Guardian LSS]]&lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
|-&lt;br /&gt;
| #E6&lt;br /&gt;
| Guardian Life Support System, lv3&lt;br /&gt;
| PP -30&lt;br /&gt;
| 3300 P$&lt;br /&gt;
| See [[Bionic augmentations#Guardian LSS|Guardian LSS]]&lt;br /&gt;
| Requires lv2 installed&lt;br /&gt;
|-&lt;br /&gt;
| #E7&lt;br /&gt;
| ColdHeart XCR cardioregulator&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| [[Pain|Pain Death Threshold]] +20%, blocks incorrect blood transfusions&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #E8&lt;br /&gt;
| Bionic Antidote bloodstream regulator&lt;br /&gt;
| PP -15&lt;br /&gt;
| 1650 P$&lt;br /&gt;
| See [[Bionic augmentations#Bionic Antidote|Bionic Antidote]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dermal Armor augs ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #F1&lt;br /&gt;
| Body resiliency enhancer, lv1 ; Reptile Skin&lt;br /&gt;
| PP -5&lt;br /&gt;
| 550 P$&lt;br /&gt;
| Pain Sensitivity -10%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #F2&lt;br /&gt;
| Body resiliency enhancer, lv2 ; Daemon Skin&lt;br /&gt;
| PP -10&lt;br /&gt;
| 1100 P$&lt;br /&gt;
| Pain Sensitivity -25%&lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
|-&lt;br /&gt;
| #F3&lt;br /&gt;
| Body resiliency enhancer, lv3 ; Oni Skin&lt;br /&gt;
| PP -25&lt;br /&gt;
| 2750 P$&lt;br /&gt;
| Pain Sensitivity -50%&lt;br /&gt;
| Requires lv2 installed&lt;br /&gt;
|-&lt;br /&gt;
| #F4&lt;br /&gt;
| Body resiliency enhancer, lv4 ; Dragon Skin&lt;br /&gt;
| PP -40&lt;br /&gt;
| 4400 P$&lt;br /&gt;
| Pain Sensitivity -75%&lt;br /&gt;
| Requires lv3 installed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra augs ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''No.'''&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Power Pool'''&lt;br /&gt;
| '''[[Parallar|P$]] cost'''&lt;br /&gt;
| '''Effects'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
| #X1&lt;br /&gt;
| ENBoost power battery, lv1&lt;br /&gt;
| PP +25&lt;br /&gt;
| 1500 P$&lt;br /&gt;
| Provides an extra +25 Power Pool instantly&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #X2&lt;br /&gt;
| ENBoost power battery, lv2&lt;br /&gt;
| PP +35&lt;br /&gt;
| 2000 P$&lt;br /&gt;
| Provides an extra +35 Power Pool instantly&lt;br /&gt;
| Requires lv1 installed&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| #X3&lt;br /&gt;
| Aug upgrade: XAU-1001 Tesla Coil&lt;br /&gt;
| PP -0&lt;br /&gt;
| 1000 P$&lt;br /&gt;
| See [[Bionic augmentations#Aug upgrades|Aug upgrades]].&lt;br /&gt;
| Requires XND-1000 installed&lt;br /&gt;
|-&lt;br /&gt;
| #X4&lt;br /&gt;
| Aug upgrade: XAU-1002 Heat Beam&lt;br /&gt;
| PP -0&lt;br /&gt;
| 1000 P$&lt;br /&gt;
| See [[Bionic augmentations#Aug upgrades|Aug upgrades]].&lt;br /&gt;
| Requires XND-1000 installed&lt;br /&gt;
|-&lt;br /&gt;
| #X5&lt;br /&gt;
| Aug upgrade: XAU-1003 Corrosive Shot&lt;br /&gt;
| PP -0&lt;br /&gt;
| 1000 P$&lt;br /&gt;
| See [[Bionic augmentations#Aug upgrades|Aug upgrades]].&lt;br /&gt;
| Requires XND-1000 installed&lt;br /&gt;
|-&lt;br /&gt;
| #X6&lt;br /&gt;
| Aug upgrade: XAU-1004 Super Charge&lt;br /&gt;
| PP cost variable&lt;br /&gt;
| 2000 P$&lt;br /&gt;
| See [[Bionic augmentations#Aug upgrades|Aug upgrades]].&lt;br /&gt;
| Requires XND-1000 installed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unique mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Akimbo Mind ===&lt;br /&gt;
When installed, this augmentation allows [[Weapon#One-handed use and dual wielding|one-handed use and dual wielding]] of '''Unrestricted''' weapons '''with no accuracy penalties.''' All other restrictions and limitations still apply.&lt;br /&gt;
&lt;br /&gt;
=== Bionic Antidote ===&lt;br /&gt;
When installed, this augmentation modifies the user's sensitivity to [[Poison]].&lt;br /&gt;
&lt;br /&gt;
* With this aug, Cyanide poisoning now requires 15 additional turns before death occurs.&lt;br /&gt;
* If Venom poisoned, the augmentation allows the user to naturally eliminate Venom at a rate of 0.1/turn. It does not replace proper medical treatment, as Venom may still [[limb damage|damage the body]], but can serve as an emergency measure until antidote is available.&lt;br /&gt;
&lt;br /&gt;
=== Guardian LSS ===&lt;br /&gt;
&lt;br /&gt;
Level 1:&lt;br /&gt;
* [[Pain|Pain Blackout Threshold]] increased by 15%&lt;br /&gt;
* Natural Blood regeneration (daily) is increased by 1, making the user regenerate 2 Blood every day at midnight at no extra cost of nutirtion or fatigue.&lt;br /&gt;
&lt;br /&gt;
Level 2:&lt;br /&gt;
* [[Pain|Pain Blackout Threshold]] increased by 25%&lt;br /&gt;
* Natural Pain regeneration rate +1%/turn (without other modifiers, the rate becomes 3%/turn)&lt;br /&gt;
** Note: As a consequence, this will burn 15 ntri/turn.&lt;br /&gt;
* Natural Blood regeneration (daily) is increased by 2, making the user regenerate 3 Blood every day at midnight at no extra cost of nutirtion or fatigue.&lt;br /&gt;
&lt;br /&gt;
Level 3:&lt;br /&gt;
* [[Pain|Pain Blackout Threshold]] increased by 50%&lt;br /&gt;
* Natural Pain regeneration rate +1%/turn (without other modifiers, the rate becomes 3%/turn)&lt;br /&gt;
** Note: As a consequence, this will burn 15 ntri/turn.&lt;br /&gt;
* Natural Blood regeneration (daily) is increased by 3, making the user regenerate 4 Blood every day at midnight at no extra cost of nutirtion or fatigue.&lt;br /&gt;
&lt;br /&gt;
=== Hacking ===&lt;br /&gt;
Via the use of the ''HX-1337 hacking device'', an augmented Contestant may attempt hacking electronic devices; depending on the level installed, more devices may be hacked.&lt;br /&gt;
&lt;br /&gt;
* Lv1 allows hacking simple [[Containers#lock types|electronic locks]].&lt;br /&gt;
* Lv2 allows hacking Level 2 [[Containers#Lock types|computer locks]].&lt;br /&gt;
* Lv3 allows hacking Level 3 [[Containers#Lock types|computer locks]] and control computers for FL/HS locks.&lt;br /&gt;
&lt;br /&gt;
==== Hacking mini-game ====&lt;br /&gt;
When attempting to hack, a hacking mini-game begins. The objective of the mini-game is to take control of the System the hacker is invading.&lt;br /&gt;
Each system has a varying difficulty level, which depends on the system one is attempting to hack.&lt;br /&gt;
&lt;br /&gt;
Each System has a Level, varying from 1 to 3, which represents difficulty.&lt;br /&gt;
&lt;br /&gt;
The hacking minigame is essentially a word scramble puzzle. The amount of letters to unscramble depends on the Level of the system being hacked. These letters form the password necessary to enter into the system; once fully unscrambled, the Contestant gains access to that system.&lt;br /&gt;
&lt;br /&gt;
The words are generated using the '''@loginwords''' command, they are then scrambled at random by the GM.&lt;br /&gt;
&lt;br /&gt;
When the Contestant believes he/she has the correct sequence of words, they may be entered; the process takes 1 turn. If correct, the system is hacked into. If incorrect, the Contestant loses a life. If the life counter falls to 0, the system immediately locks down. A locked-down system cannot be invaded anymore, and must be somehow reset, or destroyed.&lt;br /&gt;
&lt;br /&gt;
===== Systems =====&lt;br /&gt;
In all systems, the Contestant has 5 lives.&lt;br /&gt;
&lt;br /&gt;
Level 1 systems:&lt;br /&gt;
* 1d3+2 login words to unscramble (3-5)&lt;br /&gt;
* The first letter of each word is revealed&lt;br /&gt;
&lt;br /&gt;
Level 2 systems:&lt;br /&gt;
* 1d3+3 login words to unscramble (4-6)&lt;br /&gt;
* Only the first letter of the first word is revealed&lt;br /&gt;
&lt;br /&gt;
Level 3 systems:&lt;br /&gt;
* 1d4+4 login words to unscramble (5-9)&lt;br /&gt;
* All words are completely scrambled&lt;br /&gt;
&lt;br /&gt;
=== Weapon augs ===&lt;br /&gt;
&lt;br /&gt;
'''PsyBlast''':&lt;br /&gt;
* Psychic blast: SPECIAL-type, LDV N, IS 22, 33/33/33 33/33/33/33/33, bypasses Pain Sensitivity (treats it as being 100%), ignores the user's IS tier modifiers (IS for this attack is always considered to be 22 no matter the amount of IS tier modifiers.)&lt;br /&gt;
&lt;br /&gt;
'''Ripperclaws''':&lt;br /&gt;
* Grants the user retractable claws on the mounted fist. When extended, the claws allow for either Blunt-type (retracted) or Sharp-type punches (extended).&lt;br /&gt;
** Users simply have to call the attack type, like they would for other multiple type weapons.&lt;br /&gt;
&lt;br /&gt;
'''XND-1000 dissipator''':&lt;br /&gt;
* The XND-1000 excess energy dissipator is an arm cannon, which draws power from unassigned Power Pool energy. It is disabled if there is less than 5 unassigned PP.&lt;br /&gt;
* Aiming and firing the XND-1000 is subject to FT, influencable. This means that the XND operates under the FT aiming rules as ranged weapons, and that any FT modifiers will affect the user's accuracy with the XND-1000.&lt;br /&gt;
* The arm cannon's ammunition is Power, and Max Power is equal to the amount of unassigned PP. Power recharges naturally at a rate of 0.5/turn until full.&lt;br /&gt;
* No weapon skill affects the XND-1000, therefore accuracy cannot be influenced by Skill level, and directly depends on the user's natural FT.&lt;br /&gt;
* The XND-1000 offers two attacks:&lt;br /&gt;
** Energy Blast: Singular blast of energy which costs 5 Power. SPECIAL-type, LDV+2, IS 5, 28/28/28 28/28/28/28.&lt;br /&gt;
** Charged Energy Blast: Singular blast of energy, of variable power. User can choose how much Power can be charged in a single shot (must be minimum 10)&lt;br /&gt;
*** Damage is SPECIAL-type. IS 9.&lt;br /&gt;
*** Pain damage calculation formula: '''28 + ( (X/5) * 12 )''' where X is amount of power charged.&lt;br /&gt;
*** LDV calculation formula: '''Total Pain discharged / 10''' rounded up.&lt;br /&gt;
*** ''Example:'' Charging 10 Power results in: Pain = '''28+((10/5)*12) = 52%''', and LDV = '''52 / 10 = 5.2, rounded to 5''' (thus LDV+5).&lt;br /&gt;
*** WARNING: After firing a Charged Energy Blast, the XND-1000 becomes unusable for 3 turns, as it drains considerable amounts of energy at once. Use with caution.&lt;br /&gt;
&lt;br /&gt;
=== Aug upgrades ===&lt;br /&gt;
&lt;br /&gt;
==== Upgrades for XND-1000 dissipator ====&lt;br /&gt;
&lt;br /&gt;
'''XAU-1001 Tesla Coil'''&lt;br /&gt;
* Effect: Changes damage type of XND-1000 shots to '''Spec-Elec'''. Adds a 50% chance to stun for 1d2 turns.&lt;br /&gt;
&lt;br /&gt;
'''XAU-1002 Heat Beam'''&lt;br /&gt;
* Effect: Changes damage type of XND-1000 shots to '''Spec-Fire'''.&lt;br /&gt;
&lt;br /&gt;
'''XAU-1003 Corrosive Shot'''&lt;br /&gt;
* Effect: Changes damage type of XND-1000 shots to '''Spec-Acid'''.&lt;br /&gt;
&lt;br /&gt;
'''XAU-1004 Super Charge'''&lt;br /&gt;
* Effect: Enables a new attack with the XND-1000, the Super Charged Force Bolt.&lt;br /&gt;
** Super Charged Energy Blast: Singular blast of energy, of variable power and greater strength than the normal Charged Energy Blast. User can choose how much Power can be charged in a single shot (must be minimum 10)&lt;br /&gt;
*** Damage is SPECIAL-type. IS 14.&lt;br /&gt;
*** Pain damage calculation formula: '''42 + ( (X/5) * 16 )''' where X is amount of power charged.&lt;br /&gt;
*** LDV calculation formula: '''Total Pain discharged / 10''' rounded up.&lt;br /&gt;
*** ''Example:'' Charging 10 Power results in: Pain = '''42+((10/5)*16) = 74%''', and LDV = '''74 / 10 = 7.4, rounded to 7''' (thus LDV+7).&lt;br /&gt;
*** WARNING: After firing a Super Charged Force Bolt, roll a 1d6. If the result is 1-5, the user's XND-1000 is disabled for as many turns. If the result is 6, the user's XND-1000 is disabled for 5 turns and the user themselves is stunned for 1d2 turns. Use with extreme caution.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Secondary effect]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Weapon_shop</id>
		<title>Weapon shop</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Weapon_shop"/>
				<updated>2019-09-09T12:47:20Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| ''Image needed!''&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
| '''Shop type'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Weapon shop&lt;br /&gt;
|-&lt;br /&gt;
| '''Vendor'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Weapons dealer&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Rules of a weapon shop ===&lt;br /&gt;
*Sells '''24''' random, brand new (100% condition) weapons, excluding Class 4 weapons, sold at full price.&lt;br /&gt;
**Quantity of 1 per weapon, or 1d6 for these weapons: Ballistic knife, Kunai, Shuriken, Throwing axe, and all disposable rocket launchers.&lt;br /&gt;
*Sells '''12''' random, used weapons, excluding Class 4 weapons, in a '''used weapons bin''', with random condition between 1% and 99%, sold at a price matching the condition.&lt;br /&gt;
**Quantity of 1 for all used weapons.&lt;br /&gt;
*Sells '''8''' different Class 4 weapons, at a quantity of 1d6 per weapon.&lt;br /&gt;
*Sells '''1d11-1 retail boxes (ammo type random)''' per caliber displayed for sale.&lt;br /&gt;
*Has a '''12.5% chance''' to sell '''1 bulk can of ammunition (ammo type random)''' per caliber displayed for sale.&lt;br /&gt;
*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).&lt;br /&gt;
*Sells '''3d4 random non-magazine accessories''', irrelevant of the weapons and ammunition for sale.&lt;br /&gt;
*Has a '''50% chance''' to sell '''primer boxes (type random)'''. If in stock, '''3 random types''' will be found, '''1d3 boxes''' for sale per type.&lt;br /&gt;
*Has a '''50% chance''' to sell '''case boxes (type random)'''. If in stock, '''12 random calibers''' will be found, '''1d3 boxes''' for sale per type.&lt;br /&gt;
*Has a '''50% chance''' to sell '''powder jars (type random)'''. If in stock, '''1d6 powder jars per type''' will be found (including empty jars).&lt;br /&gt;
*Has a '''50% chance''' to sell '''projectile boxes (type random)'''. If in stock, '''12 random types''' will be found, '''1d3 boxes''' for sale per type.&lt;br /&gt;
*Has a '''50% chance''' to sell '''belt links'''. If in stock, '''all types''' will be found, '''1d6 boxes''' for sale per type.&lt;br /&gt;
* Sells '''1d3''' [[Weapon maintenance#Care and repairs|Gun Cleaning Kits]], 300 P$ per GCK.&lt;br /&gt;
* Sells '''1d3-1''' [[Weapon maintenance#Care and repairs|Gun Repair Kits]], 800 P$ per GRK.&lt;br /&gt;
* Sells '''1d3-1''' [[Weapon maintenance#Care and repairs|Melee weapon Repair Kits]], 600 P$ per MRK.&lt;br /&gt;
*Buys back any product of the same types that the shop sells, for '''0.5x''' their shop value, multiplied by their current Condition percentage (rounded up) when applicable.&lt;br /&gt;
*If a customer is buying any command detonation planted explosive (C4 charges, SLAMs...), the shop will offer one [[Key item|detonator]] for free.&lt;br /&gt;
*'''Accepts''' credit.&lt;br /&gt;
*'''Accepts''' [[Valuable|valuables]] and will exchange them for money or credit.&lt;br /&gt;
*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)&lt;br /&gt;
&lt;br /&gt;
When threatened, a '''weapons merchant''' will use his/her personal weapon on the [[Contestant|contestant]] and will not hesitate to use deadly force if attacked.&amp;lt;br /&amp;gt;&lt;br /&gt;
Threatening or attacking a weapons merchant can give the contestant a [[Wanted Level|code orange]], and killing one can increase it to a [[Wanted Level|code red]].&lt;br /&gt;
&lt;br /&gt;
If a weapons merchant dies, they will drop the following:&lt;br /&gt;
&lt;br /&gt;
*[[Armalite AR-10]] combat rifle&lt;br /&gt;
*[[Load-bearing gear]]: M1956 Webbing&lt;br /&gt;
*3 full AR-10 magazines&lt;br /&gt;
*[[Clothing and armor]]: T-Shirt, Baseball cap, Mountain pants, Regular shoes&lt;br /&gt;
*A [[Valuable|big purse]]&lt;br /&gt;
&lt;br /&gt;
=== Wilco Weapons ===&lt;br /&gt;
'''Wilco Weapons''', or '''WW''' as it is sometimes referred to, is a weapon shop located in [[Towns|Calfair Sector]]. It is known for working closely with the weapons factory in Calfair Sector, and prides itself on selling its weapons &amp;quot;fresh off the factory&amp;quot;, as new as it can possibly get, therefore ensuring an inventory which is in fact larger than that of any other weapon shop in the Mazes. The owner of the shop, '''Willy Wilco''', descends from a long line of shopkeepers and belongs to a comically large family (to the point that the frequently forgets how many siblings he has).&lt;br /&gt;
&lt;br /&gt;
In this specific weapon shop, all usual services are available, plus some extra services:&lt;br /&gt;
&lt;br /&gt;
* WWW has a much larger inventory than other weapon shops:&lt;br /&gt;
** Sells '''40''' random, brand new weapons (100% condition and cleanliness), sold at full price.&lt;br /&gt;
** Sells '''20''' random, used weapons in a '''used weapons bin''', with random condition between 1% and 99%, and 100% cleanliness, sold at a price matching the condition.&lt;br /&gt;
** Sells '''one''' exemplary of every weapon displayed, or '''1d8''' bundles (for Class 4 weapons of any type, Ballistic Knives, Kunai, Shuriken and Throwing Axes).&lt;br /&gt;
*** Used weapons are always sold in '''single exemplaries''', even if they would qualify for bundles.&lt;br /&gt;
** Sells '''1d16-1 retail boxes (ammo type random)''' per caliber displayed for sale.&lt;br /&gt;
** Has a '''25% chance''' to sell '''1d2 bulk can of ammunition (ammo type random)''' per caliber displayed for sale.&lt;br /&gt;
** Sells '''1d20 standard magazines''' per weapon for sale, and '''1d6-1 non-standard magazines''' of each type per weapon for sale (one separate roll for each type).&lt;br /&gt;
** Sells '''5d6 random non-magazine accessories''', irrelevant of the weapons and ammunition for sale.&lt;br /&gt;
** Has a '''75% chance''' to sell '''primer boxes (type random)'''. If in stock, '''4 random types''' will be found, '''1d6 boxes''' for sale per type.&lt;br /&gt;
** Has a '''75% chance''' to sell '''case boxes (type random)'''. If in stock, '''16 random calibers''' will be found, '''1d6 boxes''' for sale per type.&lt;br /&gt;
** Has a '''75% chance''' to sell '''powder jars (type random)'''. If in stock, '''1d6-1 powder jars per type''' will be found (including empty jars).&lt;br /&gt;
&lt;br /&gt;
* WW also has a VIP client program.&lt;br /&gt;
** VIP clients receive 20% off on all purchases (except Special Order purchases)&lt;br /&gt;
** VIP clients have access to the Special Order service, which allows VIP clients to place an order for one specific weapon if it's not available in the shop. More details below.&lt;br /&gt;
&lt;br /&gt;
==== Special Order service ====&lt;br /&gt;
&lt;br /&gt;
Rules of the Special Order service:&lt;br /&gt;
* Only available to VIP clients. (see above)&lt;br /&gt;
* Only weapons and weapon accessories can be special ordered&lt;br /&gt;
* Only one item can be special ordered at a time, except for Class 4 weapons and magazines; up to 5 of the same type can be special ordered.&lt;br /&gt;
* No more than one type of item can be special ordered at any time, and if a special order is already in progress, another cannot be placed.&lt;br /&gt;
* Once a special order has been placed, it will take '''5 + 1d13 hours (6 to 18 hours)''' for it to arrive, from the moment the special order was placed. Once it has arrived, it will become available for the Contestant to pick up at Willy Wilco's Weapons, or, at no additional charge, the item may be sent to the Contestant's item vault instead.&lt;br /&gt;
&lt;br /&gt;
Special ordering weapons:&lt;br /&gt;
* Any weapon can be special ordered, with certain exceptions below:&lt;br /&gt;
** Crafting-only and specs-docs only weapons cannot be special ordered (technically this means anything with a Rarity rating of 7).&lt;br /&gt;
** Class 4 weapons cannot be special ordered in any quantity higher than one at a time.&lt;br /&gt;
* The higher the Rarity rating of the special order, the more time it will take to acquire it and the more expensive it will be.&lt;br /&gt;
* The cost multiplier for special ordering a weapon is: '''(Rarity value * 0.8) + 1'''. Multiply the result by the item's base price, and you obtain the final cost.&lt;br /&gt;
** Rarity 1: '''1.8x'''. Rarity 2: '''2.6x'''. Rarity 3: '''3.4x'''. Rarity 4: '''4.2x'''. Rarity 5: '''5x'''. Rarity 6: '''5.8x'''.&lt;br /&gt;
&lt;br /&gt;
Special ordering weapon accessories: &lt;br /&gt;
** Any weapon accessory can be special ordered (including Joshua magazines, despite Joshua being a crafting-only weapon.)&lt;br /&gt;
** The cost multiplier for special ordering a weapon accessoryis: '''(Type value) +1'''. Multiply the result by the item's base price, and you obtain the final cost.&lt;br /&gt;
*** Magazines, speedloaders, speed strips and moon clips: '''1.5x'''&lt;br /&gt;
*** Foregrips, Bipods: '''1.6x'''&lt;br /&gt;
*** Bayonets: '''1.7x'''&lt;br /&gt;
*** Ammo belts: '''1.8x'''&lt;br /&gt;
*** Silencers, muzzle brakes, shotgun chokes: '''2.0x'''&lt;br /&gt;
*** Weaponlights, Laser sights: '''2.3x'''&lt;br /&gt;
*** Flamethrower reload packs: '''2.5x'''&lt;br /&gt;
*** Reflex sights, Red dot sights, Scopes, Optic addons: '''3.0x'''&lt;br /&gt;
*** Underbarrel grenade launchers, Underbarrel shotguns: '''4.0x'''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Encounters#Shops_and_services|Other shops and services]]&lt;br /&gt;
*[[Gun shop]] for a '''firearms''' only shop&lt;br /&gt;
*[[Forge]] for a shop specialized in '''Class 5 weapons''' and '''Handgear'''&lt;br /&gt;
&lt;br /&gt;
*[[Weapon]]&lt;br /&gt;
*[[Ammunition]]&lt;br /&gt;
*[[Weapon accessory]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	<entry>
		<id>http://old.mazeworld.net/wiki/Gun_shop</id>
		<title>Gun shop</title>
		<link rel="alternate" type="text/html" href="http://old.mazeworld.net/wiki/Gun_shop"/>
				<updated>2019-09-09T12:46:33Z</updated>
		
		<summary type="html">&lt;p&gt;SU Tempest: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| ''Image needed!''&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
| '''Shop type'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Gun shop&lt;br /&gt;
|-&lt;br /&gt;
| '''Vendor'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Firearms dealer&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A '''gun shop''' is, as the name implies, a business in [[Mazeworld]] specialized in buying and selling [[Weapon|firearms]], [[Ammunition|ammunition]] and [[Weapon accessory|weapon accessories]]. Gun shops are very popular businesses in Mazeworld, as firearms and ammunition are a common consumer good alongside [[Food|food]] and [[Clothing and armor|clothes]].&lt;br /&gt;
&lt;br /&gt;
=== Rules of a gun shop ===&lt;br /&gt;
*Sells '''12''' random, brand new (100% condition) firearms, excluding Class 4 weapons, sold at full price.&lt;br /&gt;
**Quantity of 1 per weapon, or 1d6 for these weapons: All disposable rocket launchers.&lt;br /&gt;
*Sells '''6''' random, used firearms, excluding Class 4 weapons, in a '''used weapons bin''', with random condition between 1% and 99%, sold at a price matching the condition.&lt;br /&gt;
**Quantity of 1 for all used weapons.&lt;br /&gt;
*Sells '''6''' different Class 4 weapons, at a quantity of 1d6 per weapon.&lt;br /&gt;
*Sells '''1d11-1 retail boxes (ammo type random)''' per caliber displayed for sale.&lt;br /&gt;
*Has a '''12.5% chance''' to sell '''1 bulk can of ammunition (ammo type random)''' per caliber displayed for sale.&lt;br /&gt;
*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).&lt;br /&gt;
*Sells '''3d4 random non-magazine accessories''', irrelevant of the weapons and ammunition for sale.&lt;br /&gt;
*Has a '''50% chance''' to sell '''primer boxes (type random)'''. If in stock, '''3 random types''' will be found, '''1d3 boxes''' for sale per type.&lt;br /&gt;
*Has a '''50% chance''' to sell '''case boxes (type random)'''. If in stock, '''12 random calibers''' will be found, '''1d3 boxes''' for sale per type.&lt;br /&gt;
*Has a '''50% chance''' to sell '''powder jars (type random)'''. If in stock, '''1d6 powder jars per type''' will be found (including empty jars).&lt;br /&gt;
*Has a '''50% chance''' to sell '''projectile boxes (type random)'''. If in stock, '''12 random types''' will be found, '''1d3 boxes''' for sale per type.&lt;br /&gt;
*Has a '''50% chance''' to sell '''belt links'''. If in stock, '''all types''' will be found, '''1d6 boxes''' for sale per type.&lt;br /&gt;
* Sells '''1d3''' [[Weapon maintenance#Care and repairs|Gun Cleaning Kits]], 300 P$ per GCK.&lt;br /&gt;
* Sells '''1d3-1''' [[Weapon maintenance#Care and repairs|Gun Repair Kits]], 800 P$ per GRK.&lt;br /&gt;
*Buys back any product of the same types that the shop sells, for '''0.5x''' their shop value. For weapons, this value is multiplied by their current Condition percentage (rounded up).&lt;br /&gt;
*If a customer is buying any command detonation planted explosive (C4 charges, SLAMs...), the shop will offer one [[Key item|detonator]] for free.&lt;br /&gt;
*'''Accepts''' credit.&lt;br /&gt;
*'''Accepts''' [[Valuable|valuables]], if they are [[identification|identified]], and will exchange them for money or credit. Unidentified valuables will be turned down.&lt;br /&gt;
*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)&lt;br /&gt;
&lt;br /&gt;
When threatened, the '''firearms dealer''' will use his/her personal weapon, a [[Benelli M4 Super 90]], on the [[Contestant|contestant]] and will not hesitate to use deadly force if attacked.&amp;lt;br /&amp;gt;&lt;br /&gt;
Threatening or attacking a firearms dealer can give the contestant a [[Wanted Level|code orange]], and killing one can increase it to a [[Wanted Level|code red]].&lt;br /&gt;
&lt;br /&gt;
If a firearms dealer dies, they will drop the following:&lt;br /&gt;
&lt;br /&gt;
*[[Benelli M4 Super 90]] shotgun&lt;br /&gt;
*[[Load-bearing gear]]: Basic belt + TT-1C Shotgun vest&lt;br /&gt;
*24x 12 gauge [[Buckshot|buckshot]]&lt;br /&gt;
*[[Clothing and armor]]: T-Shirt, Baseball cap, Mountain pants, Regular shoes&lt;br /&gt;
*A [[Valuable|big purse]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Encounters#Shops_and_services|Other shops and services]]&lt;br /&gt;
*[[Weapon shop]] for a dealer selling all kinds of weapons&lt;br /&gt;
*[[Forge]] for a '''Class 5''' weapon only shop&lt;br /&gt;
&lt;br /&gt;
*[[Weapon]]&lt;br /&gt;
*[[Ammunition]]&lt;br /&gt;
*[[Weapon accessory]]&lt;/div&gt;</summary>
		<author><name>SU Tempest</name></author>	</entry>

	</feed>