Weapon (no ontology)

From Mazeworld

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(Lists of weapons)
(Dual wielding)
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* 2d6 strings must be rolled for each weapon when used depending on how many rounds fired/hits attempted with each, as though they were used individually.
* 2d6 strings must be rolled for each weapon when used depending on how many rounds fired/hits attempted with each, as though they were used individually.
** Class 5 Short weapons can still be used in melee up to 3 times in a row, per turn and per weapon.
** Class 5 Short weapons can still be used in melee up to 3 times in a row, per turn and per weapon.
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** Note that the second weapon CAN kept in a proper equipment slot (second C3/C5S holster, sling, or such); this slot is called the '''Class TW''' slot, and can hold either another C3 or C5S weapon.
 
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* Only Class 3 and Class 5 Short weapons (any combination) can be dual-wielded, at the exception of [[Tekko-kagi]], which cannot be used in conjuction with a second weapon.
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* Only Sidearms can be dual-wielded, at the exception of [[Tekko-kagi]], which cannot be used in conjuction with a second weapon.
* Regarding [[weapon accessory|weapon accessories]], '''front mount''' accessories will not provide their bonus.
* Regarding [[weapon accessory|weapon accessories]], '''front mount''' accessories will not provide their bonus.
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Do note that when using Class 4 weapons, dual wielding is ignored; using a Class 4 weapon takes a full turn and it is impossible to attack in the same turn as a Class 4 weapon is being used.
 
==== Other special actions ====
==== Other special actions ====

Revision as of 14:33, 19 February 2016

Weapons are an essential aspect of the game, and a necessary type of item to have better chances to survive in Mazeworld. Weapons come into various shapes and sizes. They are classed in several categories, called Classes. It must be noted that if the majority of weapons in Mazeworld are firearms, there is also a variety of non-firearm weapons, as well as the possibility for a contestant to fight bare-handed should he/she wishes to, or the situation become dire or the ammunition scarce.

How to use weapons

Finding and taking weapons

In most cases, the contestant is able to obtain weapons by finding them on the ground, but they may also salvage them from dead enemies, or buy them at a gun shop, weapon shop, or forge, depending on its type. Encounters with randomly generated weapons may also have random weapon accessories, ammunition types, ammunition quantity, and maintenance statistics.

A weapon that is worn on the contestant's person is called an equipped weapon and is readily available at any moment for fights or whatever purpose needed.
A weapon that is carried in the backpack is called a spare weapon. It is NOT usable by the contestant unless he/she swaps it into an equipped one.

Weapon equipment slots

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:

  • First primary weapon: Can be filled with one weapon of either Class 1, Class 2 or Class 5 Long.
  • Second primary weapon: Can be filled with one weapon of either Class 1, Class 2 or Class 5 Long.
  • Auxiliary weapon: Can be filled with one Class 2 weapon only.
  • First sidearm holster: Can be filled with one weapon of either Class 3 or Class 5 Short.
  • Second sidearm holster: Can be filled with one weapon of either Class 3 or Class 5 Short.
  • Handgear: Can be filled with Handgear only.

Weapon actions

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. When the Contestant wishes to use a weapon, the proper fire mode must be announced by the player. The different fire modes are resumed below:

  • Full-auto mode is regulated by the full-auto fire rules. See below for details.
  • Semi-auto mode and double-action weapons allow up to 10 shots per turn.
  • Burst-fire mode is a compromise between full-auto and semi-auto, as it allows firing a set amount of shots per burst, usually 2 or 3 depending on the weapon. Burst mode allows up to 5 bursts per turn.
  • Lever-action and pump-action weapons allow up to 5 shots per turn.
  • Bolt-action and single-action weapons allow up to 3 shots per turn.

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.

All possible modes a weapon is capable of are always listed with its event line.

Full-auto fire

Weapons capable of firing in full-auto mode possess a statistic called AutoROF, which stands for "automatic rate of fire".

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. The actual amount of shots fired from an automatic weapon will vary, depending on the combination of both trigger pull length and AutoROF stat.

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.

  • The Kalashnikov AKM has a rate of fire of 600 RPM, or 10 RPS, which translates into an AutoROF stat of 5.
  • 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).

The trigger pull length system offers players the ability to fire bursts of variable lengths, informally called "pull speeds". There are four different speeds:

  • I - Short: Amount of shots fired is equal to 1dAutoROF. (Examples; AKM: 1d5 shots, M4A1: 1d8 shots)
  • II - Medium: Amount of shots fired: 2dAutoROF. (Examples; AKM: 2d5 shots, M4A1: 2d8 shots)
  • III - Long: Amount of shots fired: 5dAutoROF. (Examples; AKM: 5d5 shots, M4A1: 5d8 shots)
  • IV - Magdump: Amount of shots fired is always equal to AutoROF value * 10 (AKM: 50 shots ; M4A1: 80 shots)
    • WARNING: If a Contestant chooses to magdump, and there is still ammunition left in the weapon after their turn is over, they will be forced to attack on the next turn, with the same weapon and fire mode, until the weapon is empty or malfunctions. Beware: if it happens, Recoil carries over from last turn, and so does any loss of accuracy due to Recoil!
    • NOTE: If the fight ends and the magdump isn't technically finished, the remaining shots are not fired.

Dual wielding

It is possible to dual wield weapons (also known as two-weaponing), though there are certain rules to observe regarding this practice.

  • The dual-wielding malus is essentially a one-handed malus applied to the weapons in both hands.
    • One-handed holding a Class 3 or Class 5S weapon imparts a FT+2 penalty for that weapon.
    • Any other weapon not belonging to these classes has an FT+4 penalty. In short, don't dual-wield rifles, it's a Bad Idea™.
  • The initiative score of a dual-wielding character is equal to the sum of both weapons, after all IS modifiers, if any, have been applied to each.
  • 2d6 strings must be rolled for each weapon when used depending on how many rounds fired/hits attempted with each, as though they were used individually.
    • Class 5 Short weapons can still be used in melee up to 3 times in a row, per turn and per weapon.
  • Only Sidearms can be dual-wielded, at the exception of Tekko-kagi, which cannot be used in conjuction with a second weapon.

Other special actions

  • Aiming a weapon sideways ("Gangsta-style") imposes a FT+2 penalty, and prevents the use of optics and front mount accessories (if applicable).
    • The same penalty is applied to firearms fired from the hip.
  • "Fanning" a single-action revolver involves firing it from the hip while rapidly cocking it in order to achieve a faster rate of fire. It imposes an FT+2 penalty and the inability to use optics and front mounts (if applicable), however this allows single-action revolvers to be fired at the same rate as double-action revolvers.

Damage

The damage chart of a weapon, if not a melee weapon, is determined by the ammunition it uses; as such, for more information about how much it will hurt a target depending on its armor class, check the corresponding article of its ammunition used.

Reloading weapons

When outside combat, any weapon reloading or magazine (or eqv.) refilling is considered to not take any turns. It becomes a free action, of sorts.

When in combat:

  • The standard reloading action always takes 1 turn to perform.
    • If the weapon uses magazines, en-bloc clips, or ammunition belts, the old one will be dropped on the floor, the new one being used to feed the weapon.
    • 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.
  • Take good note of dropped items if your Contestant had to reload during combat, so as to not forget magazines (or eqv.) behind!
    • 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.
  • If the weapon has to be reloaded manually (from loose rounds), the contestant may reload up to 3 rounds in 1 turn.
  • Likewise for magazines/other feeding systems, if the user chooses to refill them in the middle of combat, up to 3 rounds per turn only.
  • Chamber-loading a firearm, either to refill it to maximum capacity including +1 (see below for more info), or because the magazine is missing, is an action which takes 1 turn on its own.
    • 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.

NOTE: A majority of firearms have a capacity written as "xx+1". This denotes "xx rounds of ammunition in the (magazine, etc.) plus 1 in the chamber". Removing the magazine of a weapon does not remove the round in the chamber. Keep it in mind. It is possible to fire a weapon without a magazine but with a round in said chamber. Removing this round from the chamber is possible, if verbally announced during a reload (in which case, it will be part of the reloading and will take one turn only).

  • Not all firearms are subject to the +1 rule; those that don't typically are: Belt-fed light machine guns, bolt-action weapons not using detachable box magazines, revolvers, 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.

Special reloading rules

Certain weapons may follow specific rules that are enacted depending on their action. They are the following:

  • Bows, crossbows, Fukiya, single-shot firearms and Taser X26c: Can be reloaded the same turn they've been fired.
  • Single-shot firearms (including multiple barreled firearms): These weapons can be emptied and refilled in the same turn they've been fired.
  • Bolt-actions with internal magazines: If reloading with loose rounds, can fire ONE round and be reloaded with ONE round, in the same turn.
  • Pump-actions, lever-actions and weapons with internal magazines/tubes: If reloading with loose rounds, can be reloaded and fire in the same turn, but if done, consider that reloading one shell takes away TWO max shots per turn. As a remainder, these action types have a maximum of 5 shots per turn (10 for semi-automatics).
    • Example 1: Reloading 1 shell = Can shoot up to 3 times in the same turn (Semi-automatics allow up to 8).
    • Example 2: Reloading 2 shells = Can shoot once in the same turn (Semi-automatics allow up to 6).
    • Example 3: Reloading the maximum of 3 shells = Can't shoot in the same turn.
  • Single-action revolvers: They REQUIRE one turn to eject all the fired rounds before being able to load new ones. The contestant must make sure not to have to reload during battle, as the "3 rounds per turn" rule still applies. Using a speed strip reduces the reloading process to 2 turns, 1 to eject the spent ones, 1 to insert all the rounds on the strip.

Swapping and disposing of weapons

When outside combat, the general rule to remember is that there must be space for the desired weapons, either in the equipment or in the backpack, if the contestant wants to carry new ones. It is tolerated to pick up and temporarily use weapons of a given Class even if the contestant already carries a weapon of the same Class (without having it in hands). See below for in combat rules.

When in combat:

  • Swapping weapons between two weapons in active equipment takes no turns and is a free action.
  • Swapping weapons between an equipped and a spare one requires one turn.
  • Dropping a previously equipped or temporary in-hands weapon takes no turns and is a free action.
  • Dropping a previously spare weapon takes one turn.
  • Picking up a weapon is not equipped (spared in the inventory, or on the floor) takes no turns and is a free action, under certain conditions:
    • The weapon has to be immediately accessible: spared in a piece of LBE (if in a backpack, it must be set down first), or on the floor (only if the Contestant is on the same side as the desired item ; see NOTE2 below)
    • This rule is valid for non-weapons as well - other items can be immediately used if they are immediately accessible as well.
    • It is tolerated to carry a weapon in hands even if its Class is already occupied by another weapon in the equipment. A contestant can carry, for example, a Class 1 light machine gun on his/her back, and fire a Class 1 assault rifle. He/she simply won't be able to spare the assault rifle.
  • Passing a weapon to an ally, teammate or similar, takes one turn for each. Receiving one from them is a free action as long as the receiving hands are free. (Both need to be free regardless of the weapon!)

NOTE: Please take note that certain weapons are considered unsparable due to their size, too big for a backpack. Please refer to the individual articles of every weapon to know about their weight.

NOTE2: If the contestant intends to grab an item on the floor while in combat, he or she must be sure it can be reached. See this page for more details.

Firearm maintenance

More information on this article: Firearm maintenance

Weapon rarity

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.

Firearms and melee weapons are graded on two separate rarity scales:

Firearms (Class 1-4):

  • Rarity 1: Common - Chance to generate: 48%
  • Rarity 2: Regular - Chance to generate: 33%
  • Rarity 3: Premium - Chance to generate: 10%
  • Rarity 4: Superior - Chance to generate: 6%
  • Rarity 5: Rare - Chance to generate: 2.5%
  • Rarity 6: Extraordinary - Chance to generate: 0.5%
  • Rarity 7: Unique - Never generated randomly, is applied to custom weapons, crafting-only weapons, and specs docs weapons.

Melee weapons (Class 5L, 5S and Handgear):

  • Rarity 1: Common - Chance to generate: 55%
  • Rarity 2: Regular - Chance to generate: 26.5%
  • Rarity 3: Premium - Chance to generate: 12.5%
  • Rarity 4: Superior - Chance to generate: 6%
  • Rarity 7: Unique - Never generated randomly, is applied to custom weapons, crafting-only weapons, and specs docs weapons.

Lists of weapons

There is a grand total of 562 weapons that can be used by the contestant in MazeWorld.

  • 195 Class 1 weapons
  • 69 Class 2 weapons
  • 162 Class 3 weapons
  • 20 Class 4 weapons
  • 76 Class 5 weapons (including 33 C5 Long and 43 C5 Short)
  • 4 Handgear items, which can be considered weapons on their own
  • 8 UGLs, which can be considered weapons on their own
  • 2 USGs, which can be considered weapons on their own
  • 26 Knife-bayonets, which can be used as Class 5S weapons if so desired

Class 1 weapons

Class 1 weapons cover the majority of the long arms of the game. They are generally reliable and powerful, and intended to be used as primary ranged weapons.

List of Class 1 weapons

Class 2 weapons

Class 2 weapons cover the submachine guns, personal defense weapons, compact assault rifles and 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.

List of Class 2 weapons

Class 3 weapons

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.

List of Class 3 weapons

Class 4 weapons

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.

List of Class 4 weapons

Class 5 weapons

Class 5 weapons cover the melee weapons and the rare few non-firearm ranged weapons of the game.
Class 5 weapons are separated in two subcategories: Short (one-handed) and Long (two-handed).
Weapons in this class are of various sizes and nature, as such they are worn in different ways each. Except in rare cases, their chief advantage is that they use no ammunition, but require the contestant to be close from their target.

List of Class 5 weapons

Handgear

Technically being both 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.
Handgear are the only items that will protect the contestant from 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.

List of Handgear

See also