Weapon shop (no ontology)

From Mazeworld

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=== Rules of a weapon shop ===
=== Rules of a weapon shop ===
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*Sells '''24''' random weapons.
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*Sells '''24''' random, brand new weapons (firearms are at 100% condition and cleanliness), sold at full price.
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*Sells '''8''' random, used firearms in a '''used weapons bin''', with random condition between 1% and 99%, and 100% cleanliness, sold at a price matching the condition.
*Sells '''one''' exemplary of every firearm displayed, or '''1d6''' bundles for Class 4 weapons.
*Sells '''one''' exemplary of every firearm displayed, or '''1d6''' bundles for Class 4 weapons.
*Sells '''1d11-1 retail boxes (ammo type random)''' per caliber displayed for sale.
*Sells '''1d11-1 retail boxes (ammo type random)''' per caliber displayed for sale.

Revision as of 18:21, 1 August 2015

A weapon shop is, as the name implies, a business in Mazeworld specialized in buying and selling all kinds of weapons, ammunition and weapon accessories. Weapon shops are broader than their close variants, gun shops, and enjoy similar popularity.

Rules of a weapon shop

  • Sells 24 random, brand new weapons (firearms are at 100% condition and cleanliness), sold at full price.
  • Sells 8 random, used firearms in a used weapons bin, with random condition between 1% and 99%, and 100% cleanliness, sold at a price matching the condition.
  • Sells one exemplary of every firearm displayed, or 1d6 bundles for Class 4 weapons.
  • Sells 1d11-1 retail boxes (ammo type random) per caliber displayed for sale.
  • Has a 12.5% chance to sell 1 bulk can of ammunition per caliber displayed for sale.
    • The bulk can's ammo type is always Surp (if pistol/rifle), Buckshot (if shotgun), or HE/HE-Frag/HE-I (if grenade launcher).
  • 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).
  • Sells 3d4 random non-magazine accessories, irrelevant of the weapons and ammunition for sale.
  • Buys back any weapon, accessory and ammunition for 50% of their value.
  • Accepts credit.
  • Accepts valuables and will exchange them for money or credit.
  • For 2 weapons bought, the third is free.

When threatened, a weapons merchant will use his/her personal weapon, a Springfield M14, on the contestant and will not hesitate to use deadly force if attacked.
Threatening or attacking a weapons merchant can give the contestant a code orange, and killing one can increase it to a code red.

If a weapons merchant dies, they will drop the following:

  • Springfield M14 battle rifle
  • Load-bearing gear: M1967 Webbing
  • 3 full M14 magazines
  • Clothing and armor: T-Shirt, Baseball cap, Mountain pants, Regular shoes
  • A big purse
  • All the weapons, ammunition and accessories of the shop, as well as the shop's till, are permanently locked in the crate they came from.

Products sold

See also