Weapon (no ontology)

From Mazeworld

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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 the gun shop, the weapon shop, or the forge. 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 actions

Weapons (Essentially, firearms) may have different actions and fire modes. Weapon descriptions list what kind of action they are; depending on the type, its user can fire a certain amount of shots per turn. The different fire modes are resumed below:

  • Full-auto mode 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.

It must be noted that certain accessories may modify the above-mentioned limits.

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 the maximum possible result of 5dAutoROF (AKM: 25 shots ; M4A1: 40 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!

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.
    • Note that the second weapon CAN kept in a proper equipment slot (second C3/C5S holster, sling, or such); this slot is called the Class TW slot, and can hold either another C3 or C5S weapon.
  • Only Class 3 and Class 5 Short weapons (any combination) can be dual-wielded, at the exception of the following weapons:

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

  • 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.

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 and multiple-barreled (double, triple) 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 weapon takes no turns and is a free action.
  • Dropping a previously spare weapon takes one turn.
  • Picking up a weapon that does not come from the equipment (spare or on the floor) takes one turn each.
    • As such, to drop an empty weapon and pick up another on the floor, the contestant has to spend one turn to reach for it and pick it up before he/she can use it.
    • It is tolerated to carry a weapon in hands even if its Class is already occupied by another weapon in the equipment. A contestant can carry, for example, a Class 1 light machine gun on his/her back, and fire a Class 1 assault rifle. He/she simply won't be able to spare the assault rifle.
  • Passing a weapon to an ally, teammate or similar, takes one turn for each. Receiving one from them is a free action as long as the receiving hands are free. (Both need to be free regardless of the weapon!)

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

NOTE2: If the contestant intends to grab a weapon on the floor while in combat, he or she must be sure it can be reached. If the weapon is behind a line of enemies, it won't be reached until those enemies are down. If it is in the same area as enemies (for example, if one of them died), the contestant will be able to reach it but will be up close to the enemies. Beware as it will mean the contestant will be affected by splash damage directed at that group of enemies, and it will of course mean the contestant left any cover he/she was behind.

Firearm maintenance

More information on this article: Firearm maintenance

Lists of weapons

There is a grand total of 472 weapons that can be used by the contestant in MazeWorld.

  • 159 Class 1 weapons
  • 68 Class 2 weapons
  • 135 Class 3 weapons
  • 20 Class 4 weapons
  • 77 Class 5 weapons (including 34 C5 Long and 43 C5 Short)
  • 4 Handgear items, which can be considered weapons on their own
  • 8 UGLs, which can be considered weapons on their own
  • 1 USGs, which can be considered weapons on their own

Class 1 weapons

Class 1 weapons cover all of the long arms of the game. Weapons in this class are worn on the back with a sling over or under the backpack according to the needs and preferences of the contestant. They are generally reliable and powerful, and intended to be used as primary weapons.

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. Weapons in this class are worn over the hip with a sling. With varying power and ammunition types, they may not always be as powerful as Class 1 weapons, but are as versatile and may serve as potent auxiliary weapons.

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 sawn-off shotguns. Weapons in this class are worn in a leg holster. The relatively high variety in sizes, types and calibers makes Class 3 weapons versatile and suited for many different uses, from simple backup to fitting the high-caliber role of a contestant's equipment.

List of Class 3 weapons

Class 4 weapons

Class 4 weapons cover the explosives and grenades of the game. This is one of the only two classes of weapons where a contestant can carry more than one. In this case, a contestant may carry up to 4 of them before having to spare them in the backpack. Weapons in this class are hung to a backpack strap. Being explosives, weapons of this class are one-use only, but very devastating when used properly. It must be noted that Class 4 weapons are considered to be two-handed weapons.

List of Class 4 weapons

Class 5 weapons

Class 5 weapons cover the melee weapons of the game. This is the other of the only two classes of weapons where a contestant can carry more than one. In this case, a contestant may carry up to 2 of them before having to spare them in the backpack.
Class 5 weapons are separated in two subcategories: Short (one-handed) and Long (two-handed), and a contestant may pick up to one of each only (it is impossible to pick up two C5 Long or two C5 Short weapons, for example).
Weapons in this class are of various sizes and nature, as such they are worn in different ways each. Except in rare cases, their chief advantage is that they use no ammunition, but require the contestant to be close from their target.

NOTE: Such weapons sometimes have two different hit types - the actual hit type depends on the way it is used. For example, the KA-BAR knife is Sharp/Piercing - damage inflicted will be considered Sharp-type if the user slashes the target, but it will be considered Piercing-type if the user stabs the target.

List of Class 5 weapons

Handgear

Technically being both clothing and weapons, Handgear are a weapon Class on their own, as they are used when a contestant has nothing else equipped, or voluntarily, if the contestant wishes to. Hand-to-hand combat is generally represented as unarmed combat, though wearing better handgear can improve efficiency while unarmed.
Handgear are the only items that will protect the contestant from injuries to the hands, with the advantage - being weapons - of not having to worry about clothing damage. It is never a bad idea to upgrade handgear, as it will both improve protection and damage done to enemies with them.

List of Handgear

See also