Weapon shop (no ontology)

From Mazeworld

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m (Rules of a weapon shop)
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*Sells '''one''' exemplary of every weapon displayed, or '''1d6''' bundles for new Class 4 weapons (Used Class 4 weapons are always sold in bundles of '''1''').
*Sells '''one''' exemplary of every weapon displayed, or '''1d6''' bundles for new Class 4 weapons (Used Class 4 weapons are always sold in bundles of '''1''').
*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.
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*Has a '''12.5% chance''' to sell '''1 bulk can of ammunition''' per caliber displayed for sale.
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*Has a '''12.5% chance''' to sell '''1 bulk can of ammunition (ammo type random)''' per caliber displayed for sale.
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**The bulk can's ammo type is always Surp (if pistol/rifle), Buckshot (if shotgun), or HE/HE-Frag/HE-I (if grenade launcher).
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*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 '''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.
*Sells '''3d4 random non-magazine accessories''', irrelevant of the weapons and ammunition for sale.
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*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.
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*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.
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*Has a '''50% chance''' to sell '''powder jars (type random)'''. If in stock, '''1d4-1 powder jars per type''' will be found (including empty jars).
*Buys back any weapon, accessory and ammunition for '''0.5x''' their shop value, multiplied by their current Condition percentage (rounded up).
*Buys back any weapon, accessory and ammunition for '''0.5x''' their shop value, multiplied by their current Condition percentage (rounded up).
*'''Accepts''' credit.
*'''Accepts''' credit.

Revision as of 04:11, 3 January 2016

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 12 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.
  • Sells one exemplary of every weapon displayed, or 1d6 bundles for new Class 4 weapons (Used Class 4 weapons are always sold in bundles of 1).
  • 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 (ammo type random) per caliber displayed for sale.
  • 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.
  • 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.
  • 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.
  • Has a 50% chance to sell powder jars (type random). If in stock, 1d4-1 powder jars per type will be found (including empty jars).
  • Buys back any weapon, accessory and ammunition for 0.5x their shop value, multiplied by their current Condition percentage (rounded up).
  • 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