Weapon accessory (no ontology)

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Revision as of 16:07, 8 December 2014 by SU Tempest (Talk | contribs)

Weapon accessories are attachments created to enhance a firearm, to give it additional useful traits. Several types of accessories can be found in Mazeworld: silencers, shotgun chokes, scopes, reflex sights, underslung grenade launchers, magazines, speedloaders, and ammunition belts.

It might be a good idea to equip any compatible accessory found, as they provide the equipped weapons with useful bonus. If no compatible weapon is available, the contestant may carry a few of them if backpack space allows it until you find a gun shop or a weapon shop to sell them to, or until you find the appropriate weapon to attach them to. It must also be noted that a weapon equipped with accessories won't weigh more than normal when spared in the backpack.

Installing or removing 1 weapon accessory on 1 weapon takes 1 turn. All weapon accessories weight 1 unit, except feeding accessories - see the Accessory compatibility list to check their weight.

The different accessory types are themselves categorized according to what they affect on the weapon.
Muzzle: Silencers, shotgun chokes, muzzle brakes
Optics: Reflex sights, scopes
Front mount: UGLs, USGs, foregrips, bipods
Light mount: Weapon lights, laser sights, dual modules
Feeding: Magazines, drums, speedloaders, cartridge holders, clips, ammo belts

Depending on the type of weapon, a single weapon may only be equipped with up to one accessory of either category; certain may be completely unavailable, again depending on the weapon. Check the individual weapon pages or the Accessory compatibility list to determine which accessories a given weapon can be equipped with.

Accessories may come separate, or pre-installed on certain weapons (such as scopes). Certain accessories are integrated to the weapon, meaning that they cannot be removed; such as built-in reflex sights.

For feeding accessories, usually each weapon comes standard with one magazine, speedloader, ammunition belt, or similar ammunition holding device (it is usually referred to as a "magazine" as a short-hand in all contexts.) They may be kept in the backpack and pre-loaded with ammunition so that the contestant can reload while in combat, which takes one turn. (See: this page for more info on reloading rules). If all magazines/speedloaders are emptied, it is possible to reload them during combat as well, but those are also subjected to reloading rules.

Muzzle accessories

Silencers

Silencers (also known as suppressors, sometimes nicknamed cans) are devices created to dampen the sound of a firearm when used. They are usually screwed on a firearm's muzzle. A silencer is able to dampen the sound - but not completely suppress it - of a gunshot, and suppress completely the muzzle flash.

A silencer provides the weapon with the possibility of attempting a stealth shot, since it reduces the sound signature and the muzzle flash of a weapon; sufficiently well so that it becomes more difficult to estimate where the shot came from.

Silencers are differentiated by caliber. Any silencer of a given caliber may fit on a weapon of that given caliber. For example, a 9x19mm silencer may fit on all weapons chambered in 9x19mm Parabellum. Certain weapons, however, may NOT be fitted with silencers, because of certain restrictions and impossibilities.

The effects are always active, until the accessory is removed from the weapon.

The following is a list of calibers for which a silencer is available.
Specific weapon names may be listed under a caliber. If it is an exception, then it means the concerned weapon is incompatible with the silencer of its caliber. If it says Integrated, then the weapon is already built with a silencer or a suppressing device by design, and it cannot be removed. Consequently, it also precludes the installation of any other muzzle devices.

Shotgun chokes

Chokes are devices that can be attached on the muzzle of shotguns. They decrease the spread pattern when firing shot, or shells containing multiple projectiles.

In Mazeworld, shotgun chokes are only effective when used with buckshot and flechette shells. When such shells are used in a shotgun firing those kinds of shells, the user's score after shooting is increased by 1, representing a tighter pattern and thus, more projectiles hitting the target.

The effects are always active, until the accessory is removed from the weapon.

There is only one model of shotgun choke in Mazeworld; the Full choke.

Shotgun chokes are compatible on all weapons firing 12 gauge and 12 gauge belted, at the exception of the Remington Spartan 220.

Muzzle brakes

Muzzle brakes, sometimes also called compensators (and sometimes affectionately nicknamed "loudeners" to compare them to silencers), are devices which redirect expelled gases upon firing a weapon, decreasing the amount of recoil and muzzle rise, but at the cost of making the weapon louder and making the muzzle flash bigger. These drawbacks are the reason of the "loudener" nickname.

Muzzle brakes are available for weapons in the following caliber:

Muzzle brakes may be optionally mounted, or integrated to the firearm. Please check the ACL to check which weapons are in which case.

In Mazeworld, a muzzle brake will reduce by 1 the Recoil level of an equipped weapon.

Bayonets

Bayonets are weapons, often resembling knives but sometimes taking the shape of spikes, rods, or short swords, which are designed to be mounted on a firearm; typically a rifle. Bayonets are designed to turn the equipped weapon into a suitable melee weapon, as a better alternative than bludgeoning, in case of melee engagements, running out of ammunition, or simply as another option for the savvy fighter.

In Mazeworld, bayonet behavior depends on whether it is equipped on a suitable firearm or standing on its own, as well as the properties of the bayonet itself. A bayonet mounted on a suitable firearm is also said to be affixed (hence the term, "affix bayonets").

Affixing a bayonet on a firearm generally blocks the mounting of an underbarrel grenade launcher, unless the bayonet is specified to be non-blocking on the particular firearm it's mounted on.

A bayonet with the Knife-bayonet trait can be used as a stand-alone weapon. If used as such, the bayonet is equipped and treated as a Class 5 Short weapon, with the same rules and restrictions that apply to such weapons (e.g. up to 3 attacks per turn). Without this trait, the bayonet CANNOT be used as a stand-alone weapon.

When affixed on a suitable firearm, the bayonet allows said firearm to be, if the user desires, used as a melee weapon. If used as such, then the firearm with affixed bayonet does not change Classes, but is restricted like a Class 5 Long weapon (e.g. up to 2 attacks per turn).

Bayonets tend to only be compatible with either specific firearms or groups of firearms; the complete list can be checked on the Accessory compatibility list.

List of bayonets with damage tables ("KB?" = "Knife-Bayonet?"):

Model name Weight Damage type KB? LDV Unarm Light Hardskin Kevlar-2 Kevlar-3 Kevlar-4 HEV
6X5 AK 3 units Sharp/Piercing Yes +2 50% 48% 45% 43% 35% 23% 13%
BM59 3 units Sharp/Piercing Yes +3 60% 57% 54% 51% 42% 27% 15%
DLT FAMAS 5 units Sharp/Piercing Yes +3 66% 63% 59% 56% 46% 30% 17%
E&F Horster M1884/98 5 units Sharp/Piercing Yes +4 85% 81% 77% 72% 60% 38% 21%
E-RM M1949/56 5 units Sharp/Piercing Yes +3 72% 68% 65% 61% 50% 32% 18%
FAL Type C 2 units Piercing No +2 55% 52% 50% 47% 39% 25% 14%
FG-42 rod bayonet 2 units Piercing No +3 66% 63% 59% 56% 46% 30% 17%
G3 3 units Sharp/Piercing Yes +2 55% 52% 50% 47% 39% 25% 14%
G36 3 units Sharp/Piercing Yes +2 50% 48% 45% 43% 35% 23% 13%
Glock Feldmesser 78 3 units Sharp/Piercing Yes +2 55% 52% 50% 47% 39% 25% 14%
Interarmco AR-10 3 units Sharp/Piercing Yes +3 66% 63% 59% 56% 46% 30% 17%
Ishapore Long Blade 5 units Sharp/Piercing Yes +4 85% 81% 77% 72% 60% 38% 21%
M4 3 units Sharp/Piercing Yes +3 60% 57% 54% 51% 42% 27% 15%
M5 3 units Sharp/Piercing Yes +3 60% 57% 54% 51% 42% 27% 15%
M6 3 units Sharp/Piercing Yes +3 60% 57% 54% 51% 42% 27% 15%
M9 3 units Sharp/Piercing Yes +3 60% 57% 54% 51% 42% 27% 15%
M1891 spike bayonet 3 units Piercing No +3 72% 68% 65% 61% 50% 32% 18%
M1917 sword-bayonet 5 units Sharp/Piercing Yes +3 60% 57% 54% 51% 42% 27% 15%
M1940 5 units Sharp/Piercing Yes +3 79% 75% 71% 67% 55% 27% 15%
No. 7 Mk I/L 3 units Sharp/Piercing Yes +3 66% 63% 59% 56% 46% 30% 17%
PE57 3 units Sharp/Piercing Yes +3 79% 75% 71% 67% 55% 27% 15%
QBZ 3 units Sharp/Piercing Yes +3 60% 57% 54% 51% 42% 27% 15%
S1 Uzi 3 units Sharp/Piercing Yes +3 60% 57% 54% 51% 42% 27% 15%
SKS integral bayonet N/A Sharp/Piercing Yes +3 79% 75% 71% 67% 55% 27% 15%
Sterling 3 units Sharp/Piercing Yes +3 66% 63% 59% 56% 46% 30% 17%
Vz. 58 3 units Sharp/Piercing Yes +3 66% 63% 59% 56% 46% 30% 17%

Optics

Reflex sights

Reflex sights are a kind of optic. They allow faster acquisition of targets and allow their user to shoot either faster, or with more accuracy, as the weapon gives a visual indicator of where the shot will land, in a better way than standard iron sights. Reflex sights are a popular way to increase a weapon's versatility.

The effects are always active, until the accessory is removed from the weapon.

In Mazeworld, weapons equipped with a reflex sight can ...

  • Remove the FT penalty when aiming at EXTREMITY, HEAD or WEAK POINT body parts, and reduce the penalty to FT+1 for aiming at the face/facial fearures.
  • Allow the weapon to attack up to 2 targets in the same turn, but at standard accuracy with all normal penalties applying. The two attacks are treated as separate, and recoil calculation is reset between the two attacks as though they were two different attacks.

There are 4 reflex sights available, each having their own compatibility list.

  • EOTech 553
  • EOTech MRDS
  • Aimpoint CompM2
  • EKP-8-02 Kobra

Additionally, the following weapons have integrated, non-removable reflex sights:

Scopes

Scopes are a kind of optic. They provide the user with a lens, often magnifying, which allows seeing targets from further away with greater accuracy and clarity. This allows them to increase their chances to hit a specific point or target.

In MazeWorld, scopes give users the Scope mode ability, and reduce the Failure Threshold by 1 when using the equipped weapon. Depending on the magnification rate of the scope, the weapon equipped may also benefit from an expanded critical success range. See the Scope mode article for more details.

The effects are triggered, the user must choose to use this accessory to be able to benefit from its effects. In this case, it remains possible for the contestant to fire without the aid of the scope; in which case, standard accuracy applies.

There are 13 scopes available, each having their own compatibility list.

  • Small scope (2x)
  • M84 scope (2x)
  • Backup scope (3x)
  • ACOG (4x)
  • PSO-1 (4x)
  • KZF ZF4 (4x)
  • Viper scope (5x)
  • Hensoldt ZF6 (6x)
  • Redfield scope (7x)
  • PSO-3 (8x)
  • 1P21 Minuta (9x)
  • Sniper scope (10x)
  • Hensoldt ZF10 (10x)

Additionally, the following weapons have integrated, non-removable or otherwise proprietary scopes:

Front mount accessories

Bipod

A bipod is a simple accessory, which as the name suggests, has two legs. It is meant to provide a forward rest on the weapon, which helps controlling the firearm it is mounted on. It reduces lateral motion and provides another contact point to help dissipate recoil.

In Mazeworld, a bipod has the following effects if the weapon...

  • Fires 2+ rounds during the same turn: The bipod then reduces the Recoil level by 1.
  • Fires only 1 round during the same turn: The bipod provides increased accuracy (FT-1).

The above applies regardless of the fire mode.

Bipods may be optionally mounted, already mounted, or integrated to the firearm. There is only one model of bipod, making it an universal bipod. Check the compatibility list to check which weapons are in which cases.

NOTE: Bipods are implied to be used if they are mounted and the mounted weapon is being fired, even if the player does not describe using or deploying them.

Foregrip

A foregrip is another simple accessory. It is meant to provide a more comfortable holding point for the shooter than simply holding it by the handguard, and helps controlling the equipped weapon better as it is held more comfortably. Thus, the foregrip allows the shooter to fire more rounds accurately.

In Mazeworld, a foregrip increases by 1 round the accuracy drop threshold caused by recoil.

  • Example: A weapon with a recoil value of 3 used in full-auto, has an ADT every 7th shot. With a foregrip equipped, the limit would be raised to every 8th shot.
  • NOTE: The effect applies with full-auto and semi-auto fire, but not with any kind of burst mode.

Foregrips may be optionally mounted, already mounted, or integrated to the firearm by design. For the optionally mounted ones, there is only one model; making it an universal foregrip. Check the compatibility list to check which weapons are in which cases.

Underbarrel grenade launchers

Underbarrel grenade launchers (UGL) are units destined to be attached to the lower handguard of a weapon. They are also called underslung grenade launchers, as they are attached under the barrel. A single UGL can fit on different weapons, depending on the model.

UGLs are all single-shot weapons which must be reloaded after every shot, which takes a whole turn. When unequipped and carried in the inventory, all of them weigh 3 units. Essentially increasing the effectiveness of the weapon they equip, UGLs may turn the tide of battles, as a well-placed grenade can save a contestant from an unpleasant fight thanks to splash damage provided by all Explosive-type weapons.

UGLs are also completely unaffected by the host weapon's accessories, nor can they receive any on their own.

There are 8 UGLs available, each having their own compatibility list. All of them use the 40mm NATO grenade, except the GP-25 which uses the 40mm caseless grenade.

  • FN GL1
  • GP-25
  • M203
  • M203A1
  • M203PI
  • Heckler & Koch AG36
  • Heckler & Koch HK79
  • SIG Sauer GL5040

ALL UGLs require maintenance, the same way normal grenade launchers do. (DV/RV value: GL)

Underbarrel shotguns

Underbarrel shotguns (USG) (also known as underslung shotguns) are units destined to be attached to the lower handguard of a weapon. Like their cousins, the UGLs (mentioned above), but instead of firing a grenade projectile, they function like extremely short barreled shotguns. Their primary function is to be coupled with slugs for door breaching, though it can be technically used and employed exactly like a traditional shotgun for combat purposes, with the drawbacks of low capacity and inability for the USG itself to accept accessories (being, itself, an accessory to another firearm, to begin with). All USGs weigh 3 units when unequipped and carried in the inventory.

USGs are not affected by the mounted weapon's accessories nor can they accept any on their own, at the exception of the mounted weapon's optics, which do affect USGs.

There is 1 USG available, and its compatibility may be checked on the ACL.

ALL USGs require maintenance, each specific model has its own requirements.

  • KAC Masterkey - 12 gauge, capacity 3+1
    • Maintenance values: DV+5 RV+5.

Light mount accessories

All light mount accessories are powered with WL2 batteries, without which they would not function. The battery life depends on the attachment the battery is installed; this is why accessory model names are listing a maximum battery life.

Weapon light

A weapon light, also known as a tactical flashlight, a tac-light, or simply a light, is simply, as the name implies, a weapon-mounted flashlight. The purpose of weapon lights is to provide visibility in low-light areas, though they can also be used to induce a mild dazzling effect when aimed directly at the eyes of other encounters; the powerful bright light may cause a brief loss of accuracy.

There are 5 weapon lights available.

  • Surefire X300U (Max life: 150 turns)
  • Surefire M620 (Max life: 200 turns)
  • P3X Fury Tactical (Max life: 100 turns) - Strong light
  • Inforce APL (Max life: 250 turns) - Soft light
  • Inforce WML (Max life: 300 turns) - Soft light

Dazzling effect

When directly aimed at the eyes of an opponent, a weapon light may induce a dazzling effect, which is a short loss of accuracy. The effect lasts for as long as the light is on and projected in the eyes + the listed time below.

  • Normal light: FT+2, 1 turn.
  • Strong light: FT+2, 2 turns.
  • Soft light: FT+1, 1 turn.

Laser sight

A laser sight, also known as a laser pointer, a laser aiming module (LAM), or simply just a laser, is a device projecting a bright red dot on the target via a laser beam. The purpose of a laser sight is to serve as a clear visual aid to keep the equipped weapons on target.
Without a laser, as Recoil mechanics dictate, the more shots fired, the more a weapon will deviate from its original point of aim. When reaching the Accuracy Drop Threshold, bullets begin hitting a random @bodyaim instead of the intended target. With a laser, the point of aim no longer deviates from the original target no matter how many rounds are fired.

There are 3 laser sights available.

  • Laserlyte SCV4 (Max life: 100 turns)
  • AN/PEQ-5 (Max life: 200 turns)
  • CORSAK (Max life: 100 turns)

Dual modules

A dual module is simply a light mount accessory which combines both a laser light and a weapon light in the same unit.
NOTE: If both laser and light are on at the same time on a dual module, battery will be depleted twice faster.

There is 1 dual module available.

  • AN/PEQ-6 (Max life: 250 turns)

Rail adapters

Rail adapters are devices which attach to firearms that do not originally have rails as part of the weapon's design. The rail adapter's purpose is to provide one such rail, and be able to attach one Light mount accessory. Their models and costs will be listed here directly rather than on the ACL, as well as on which weapons they mount.

All rail adapters can mount the Surefire X300U, Inforce APL and Laserlyte SCV4. All of them cost 50 P$ apiece, and are considered weapon accessories; they are sold in gun shops and weapon shops as part of the accessories available, if a compatible weapon is for sale.

Feeding accessories

They include magazines of all kinds, speedloaders, and ammunition belts, all of which are used in the various weapon types available in Mazeworld.

Usually, a given weapon will have one to four different magazines compatible with it. As they are too numerous to list, check the Accessory compatibility list for more information.

See also