Difference between revisions of "Dual wielding"
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== Use == | == Use == | ||
− | ( | + | If two suitable weapons are equipped and declared as being dual-wielded (or any equivalent term, such as "used akimbo", "two-weaponing", etc.), the following effects apply: |
+ | |||
+ | * Each weapon can be individually used to aim at a particular target, effectively allowing the dual-wielding character to use two weapons in the same turn. | ||
+ | ** If one or both of these weapons is also equipped with a [[Weapon accessories#Red dot sight|red dot sight]], it is possible to combine this ability with [[Multiple targeting]] to be able to target up to 3 or even 4 different targets in a single turn! | ||
+ | * The dual-wielding character sustains a '''[[FT]] +1''' malus; less accuracy is the price for using two weapons. | ||
+ | * Any Underbarrel accessories fitted to dual-wielded weapons cannot be used. | ||
[[Category:Abilities]] | [[Category:Abilities]] |
Revision as of 00:43, 26 January 2020
Navigation: | Main Page → Game mechanics → Abilities → Dual wielding |
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Dual wielding (may also called Akimbo or Two-weaponing) is an ability and a combat technique.
Requirements
To be able to perform this combat technique, your character must be equipped with:
- Any two weapons considered to be unrestricted for dual wielding, see the section below
Weapons suitable for dual wielding
A weapon may be considered restricted (cannot be dual-wielded) or unrestricted, depending on the weapon category they belong to, with some notable exceptions.
Unrestricted categories | Restricted categories |
---|---|
Auto pistol Crude weapon Hand grenade Knife One-handed club One-handed sword Pistol Revolver Thrown weapon |
Archery Axe Combat rifle Conventional rifle Exotic melee Exotic ranged Flamethrower Grenade launcher Machine gun Planted explosive Precision rifle Rocket launcher Shotgun Submachine gun Two-handed club Two-handed sword Staff/Pole weapon Whip/Lash weapon |
The following is a list of weapons that belong to restricted categories, but are given an unrestricted status due to their design:
- B+T MP9-N with the stock extended (Submachine gun)
- Skorpion vz. 61 with the stock extended (Submachine gun)
- Skorpion vz. 83 with the stock extended (Submachine gun)
- Flammenwerfer (Flamethrower)
- H&K MP7A1 (Submachine gun)
- IMI UZI with the stock extended (Submachine gun)
- IZHMASH PP-91 Kedr with the stock extended (Submachine gun)
- KBP OTs-62 (Shotgun)
- MAC-10 with the stock extended (Submachine gun)
- MAC-11 with the stock extended (Submachine gun)
- Remington Spartan 220 sawed-off (Shotgun)
- ZiD AEK-919K Kashtan (Submachine gun)
- Any Glock-SF or Glock-LF firearm fitted with a Glock Stock (Conventional rifle, or Submachine gun if also full-auto)
- Stechkin Carbine (Submachine gun)
Use
If two suitable weapons are equipped and declared as being dual-wielded (or any equivalent term, such as "used akimbo", "two-weaponing", etc.), the following effects apply:
- Each weapon can be individually used to aim at a particular target, effectively allowing the dual-wielding character to use two weapons in the same turn.
- If one or both of these weapons is also equipped with a red dot sight, it is possible to combine this ability with Multiple targeting to be able to target up to 3 or even 4 different targets in a single turn!
- The dual-wielding character sustains a FT +1 malus; less accuracy is the price for using two weapons.
- Any Underbarrel accessories fitted to dual-wielded weapons cannot be used.