Draft:PRO CHEATSHEETS FOR NEWBS
From MazeWorld
Contents
Using Weapons Cheatsheets
Fire mode | Max shots per turn | Examples |
---|---|---|
Single shot | 1 | RPG-7, M72A2 LAW |
Single shot with multiplier (e.g. Single shot (x2)) | 1 times multiplier | Browning Citori 725, IZHMEKH Baikal MP-27M |
Bolt-action | 3 | Accuracy International AWSM, IZHMASH Mosin-Nagant M1891 |
Single-action (SA) | 3 | Colt Single Action Army, Ruger Vaquero |
Lever-action | 5 | Marlin Model 336W, Winchester Model 1894 |
Pump-action | 5 | Mossberg 500 Persuader, Remington 870 Marine Magnum |
Pump-action with multiplier (e.g. Pump-action (x2)) | 5 times multiplier | The only weapon with this mode is the DP-12 |
Semi-automatic (Semi) | 10 | Springfield M1 Garand, Beretta M9 |
Double-action (DA) | 10 | Colt Python, Smith & Wesson Model 29 |
Burst | See below | Beretta 93R, Colt M16A2 |
Full-auto (Full) | See below | Colt M4A1, Kalashnikov AKM |
Flame | 5 | M2-2, XL18 |
- Burst: Weapons with a burst mode are capable of firing multiple rounds of ammunition with a single trigger pull. You may fire up to 5 bursts in a turn. The amount of shots fired by a burst depends on the number to the right of the word "Burst". For example, the Colt M16A2 is a Burst3 weapon; meaning that it will fire 3 rounds per burst. Burst lengths usually range from 2 to 4.
- Full-auto: Weapons capable of fully automatic fire allow their users to determine how long they want to pull the trigger to fire different amounts of rounds. Full-auto firearms use an extra stat called AutoROF to determine how many shots they can fire in a given turn. There are 4 different trigger pull lengths:
- Short pull: Weapon will fire 1dAutoROF rounds.
- Medium pull: Weapon will fire 2dAutoROF rounds.
- Long pull: Weapon will fire 3dAutoROF rounds.
- Mag dump: Weapon will fire an amount of rounds equal to 10 times AutoROF.
Skill type | Max attacks /turn (Unskilled level) |
Max attacks /turn (Basic level) |
Max attacks /turn (Skilled level) |
Max attacks /turn (Expert level) |
Max attacks /turn (Master level) |
---|---|---|---|---|---|
Archery (see below) | 2 | 3 | 4 | 5 | 6 |
Axes | 2 | 3 | 4 | 5 | 6 |
One-handed clubs | 3 | 4 | 5 | 6 | 7 |
Two-handed clubs | 2 | 3 | 4 | 5 | 6 |
Crude weapons | 4 | 5 | 6 | 7 | 8 |
Knives | 4 | 5 | 6 | 7 | 8 |
One-handed swords | 3 | 4 | 5 | 6 | 7 |
Two-handed swords | 2 | 3 | 4 | 5 | 6 |
Staff/Pole weapons | 2 | 3 | 4 | 5 | 6 |
Whip/Lash weapons | 2 | 3 | 4 | 5 | 6 |
Exotic melee weapons | N/A (see below) | ||||
Exotic ranged weapons | N/A (see below) | ||||
Thrown weapons | 1 (see below) | ||||
Martial arts (see below) | 2 | 3 | 4 | 5 | 6 |
Archery
- Archery weapons allow for as many reloads as allowed maximum shots per turn. For instance, if you can fire up to 3 shots with an archery weapon in a single turn, you are assumed to perform a reload after each shot (assuming of course that you have ammunition available!)
- The numbers above apply only to bows. Crossbows are restricted to one shot/reload per turn.
Initiative Speed Tiers
Weight / Initiative Speed value | 0 | 1 | 2 | 3 | 5 | 9 | 14 | 18 | 22 | 26 | 30 | U | C |
IS tier level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
Common IS Values:
- Pistols: 2-5
- SMGs and Pistol-Caliber Carbines: 5-14
- Combat Rifles, lighter Conventional Rifles, and Most Shotguns: 14-22
- M4s are IS 14, AKs are usually IS 18
- Machine guns, heavier Conventional Rifles, and Precision Rifles: 22-U
- Heavy Weapons: 18+
- Martial Arts: 0
Accuracy Table
Attack roll result | What happens | Effects |
12 | Critical hit | Treated as a hit. Roll &crithit to determine additional effects. |
> (FT + IR) | Hit | Attack hits the target as intended. |
> FT, but < (FT + IR) | Inaccurate hit | Attack hits the target, but at reduced effectiveness. 0.7x Pain and Limb Damage. |
< FT | Miss | Attack misses entirely, dealing no damage to the target |
2 | Critical failure | Treated as a miss. Roll &critfail to determine additional effects. |
Typically, FT is 6 and IR is 2.
Defensive Order of Priority (Cover, Shields, Armor, etc)
When behind multiple layers of protection (Cover, energy shields, physical shields, body armor), an order of priority comes into play.
- Priority 1: Cover: If you are behind cover, any incoming damage will be absorbed by cover before all other protective layers.
- Priority 2: Special shields: If you are not behind cover but have activated a special energy or magic shield ability (e.g., the shrine maiden's Angelic light shield), any incoming damage will be absorbed by that special shield over any other protective layers.
- Priority 3: Physical shields: If you are not behind cover and do not have a special shield active, but are currently using a physical shield (the subject of this article), then any incoming damage will be absorbed by that shield.
- Priority 4: Trauma plate: If you aren't behind cover, do not have a special shield up, and are not using a physical shield, but do possess body armor with a trauma plate, any incoming Bullet-type damage aimed at your torso will be absorbed by the trauma plate.
- All other damage types and aiming locations (head, limbs, extremities, etc.) will ignore the trauma plate, thus preventing it from protecting the wearer.
Various Health Charts
Pain
Pain level | Status name | Effects |
---|---|---|
150% and beyond | Dead | Creature is killed |
100% - 149% | Blacked out | Creature blacks out |
70% - 99% | Agonizing | FT +2 |
40% - 69% | Hurting | FT +1 |
0% - 39% | OK | No effects |
Limb Health
Limb HP remaining | Status name |
---|---|
At least half maximum | Healthy |
Under half but more than 0 | Damaged |
0 or less | Disabled |
Negative half max or less | Severed |
Limb group | Effects when damaged | Effects when disabled | Effects when Severed |
---|---|---|---|
HEAD | FT +1 | Death | Death |
BODY or UPPER BODY | Pain Sensitivity +10% | Death | Death |
LOWER BODY | Limping | Crippled | Death |
LIMB | Strength -10% | Strength -20% | Same as Disabled + see notes |
EXTREMITY | Strength -10% | Strength -20% | Same as Disabled + see notes |
Blood
Blood level | Status name | Effects |
---|---|---|
1/2 Max Blood or more | OK | No effects |
Under 1/2 Max, but at least 1/4 Max | Low blood volume | Strength -20%, FT +1 |
Under 1/4 Max but at least 0.1 Blood | Very low blood volume | Strength -40%, FT +2 |
0.0 Blood | Dead | Creature is killed |
Stress
Stress levels | Level name | Effects |
---|---|---|
100.0% | Breakdown | Decompensation, Agility -2, IS tier +1, Strength -20%, FT +2 |
75.0% : 99.9% | Extreme | Agility +2, Strength +20%, FT +1 |
50.0% : 74.9% | High | Agility +1, IS tier -1, FT +1 |
20.0% : 49.9% | Moderate | Agility +1, IS tier -1 |
0.0% : 19.9% | Low | No effects |
Fatigue
Fatigue levels | Level name | Effects |
---|---|---|
2x END | Dead | Creature dies of exhaustion |
END : 2x END -0.1% | Exhausted | Agility -3, FT +1, IR +1 |
70.0% : END -0.1% | Fatigued | Agility -2, IR +1 |
50.0% : 69.9% | Tired | Agility -1 |
0.0% : 49.9% | OK | No effects |
Healing Effects
Effect name | Effect description |
---|---|
Blood healing | Instant effect caused by the natural healing of Blood through Daily Reset. For every 0.1 Blood regenerated through the Daily Reset, the creature burns -15 ntri and +0.2% Fatigue. Blood healing doesn't apply from using BTKs as it's a direct transfusion instead of regeneration. |
Pain healing | Instant effect caused by the healing of Pain, regardless of the method (Meds, Daily Reset, etc). For every 1% Pain healed, the creature burns -5 ntri and +0.1% Fatigue. The only exception is healing Pain from visiting a hospital; this will not burn Nutrition or Fatigue. |
Light limb healing | Instant effect caused by the First Aid Kit. The selected limb heals up to 7 HP, but will also result in burning -50 ntri and +0.4% Fatigue per 1 HP healed. All other limbs heal a bonus amount of HP dependent on the user's Healing skill. Bonus HP does not burn Nutrition or Fatigue. |
Strong limb healing | Instant effect caused by the Field Surgery Kit. The selected limb heals up to 12 HP, but will also result in burning -50 ntri and +0.4% Fatigue per 1 HP healed. All other limbs heal a bonus amount of HP dependent on the user's Healing skill. Bonus HP does not burn Nutrition or Fatigue. |
Disabled natural healing | This creature will not naturally heal Pain or Blood at the Daily Reset. |
Non-combat actions
Every non-combat action has an IS of 0. This is fixed and unchanging, even with effects that modify one's Initiative Speed tier, as such effects only affect combat actions. Although it is possible, with enough IS tier modifiers, for a combat action to be so fast, it is as fast as a non-combat action, it is impossible for a non-combat action to be slower than IS 0.
When in Combat mode, you may perform a number of non-combat actions, such as:
- Cover taking: See Cover for more details
- Doing nothing: Choosing to do nothing as a non-combat action always succeeds, since you, well, do nothing.
- Escaping: Reaching one of the doors in the room in order to try and leave the area
- Manipulating a weapon: Loading, unloading, reloading, using accessories - anything not related to actually attacking; see Weapons for more details
- Non-combat movement: Moving to another Side of the Battlespace
- Using an item in the inventory: Depends on the item you wish to use; search for the relevant pages and information on the wiki for your particular item for more details. This includes dropping a backpack so you can access its contents.
Elemental Damage
Effect name | Effect description |
---|---|
On fire | Semi-permanent effect caused by Spec-Fire damage and other sources of fire. Creatures with this effect active sustain +5% Pain per turn and 1 limb damage to a random body part each turn until the fire is put out. Pain from this effect ignores the target's Pain Sensitivity; it is treated as if the victim had a PS of 100%. To put the fire out and remove this effect, the creature on fire must perform a non-combat action called Stop drop and roll. This action always succeeds but requires spending a turn.(5) |
Stunned | Temporary effect caused by Spec-Elec damage and other paralyzing or electrical sources. Creatures with this effect active cannot perform actions during combat, either combat or non-combat, as they are temporarily paralyzed.(6) |
Frost-slowed | Temporary effect caused by Spec-Ice damage and exposure to intense cold. Creatures with this effect have more difficulty moving, and sustain Agility -1 and IS tier +1 for as long as the effect lasts. |
Water-soaked | Semi-permanent effect caused by Spec-Aqua and exposure to significant amounts of water. This effect will override On fire (effectively putting it out), but it will also result in double damage from Spec-Elec attacks for as long as the effect lasts. For as long as the effect is active, creatures with this effect gain Fatigue +0.2% x turns spent in combat at the end of a fight and Fatigue +0.1% x rooms traveled at the end of a UA trip. This effect is not part of Travel Fatigue and is not affected by the Wherever I may roam trait. To remove this effect, you must use a bath towel. |
Acid degradation | Instant effect caused by Spec-Acid and exposure to corrosive substances. The creature will sustain 1d6 limb damage to one random body part, and one random equipped weapon will lose 1d12 x 500 Condition.(7) |
Accuracy Effects
Effect name | Effect description |
---|---|
FT decrease (FT-X) | FT is decreased by the listed amount (replace X with a number). |
FT increase (FT+X) | FT is increased by the listed amount (replace X with a number). |
IR decrease (IR-X) | IR is decreased by the listed amount (replace X with a number). |
IR increase (IR+X) | IR is increased by the listed amount (replace X with a number). |
Blindness | This creature's eyes have all been destroyed. Natural FT is set to 10 and all FT modifiers are ignored as long as this effect is active. |
Environmental blindness | Blindness induced by the environment, such as total darkness, or obscured eyes. Natural FT is set to 10 and all FT modifiers are ignored as long as this effect is active. |
Flashbanged | Blindness induced by a flashbang weapon. Natural FT is set to 10 and all FT modifiers are ignored as long as this effect is active. |
Perception loss | Natural FT is increased by 2 for each eye that was destroyed, as long as this creature has at least one remaining eye. (If there are no remaining eyes, the creature gets Blindness instead.) |
Indestructible eyes | The eyes of this creature cannot be destroyed by attacks or effects, effectively preventing Perception loss or Blindness from affecting this character. |
Night vision | The eyes of this creature are not affected by darkness or low light. Prevents Environmental blindness from affecting this character. The duration of Flashbanged effects will be doubled against creatures with this effect active, unless they also have Flashbang immunity. |
Flashbang immunity | The eyes of this creature are shielded against the effects of flashbang weapons. Prevents Flashbanged from affecting this character. |
Darkness adapted | This creature's eyes can adapt quickly to the dark. When inside a blacked-out room, this character is immune to Environmental blindness; instead, they sustain a flat FT+2 malus. |