Difference between pages "Heckler & Koch HK41A2" and "Abilities"

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{{Navigation
 
{{Navigation
| nav=[[Main Page]] '''→''' [[Weapons]] '''→''' [[Class 1 weapons]] '''→''' [[{{PAGENAME}}]]
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| nav=[[Main Page]] '''→''' [[Main Page#Game mechanics|Game mechanics]] '''→''' [[{{PAGENAME}}]]
 
}}
 
}}
  
{{Firearm
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During the course of a MazeWorld session, there are a number of abilities, moves and techniques that your character can perform. Some of which are basic in nature and can be performed by virtually any character, with little to no pre-requisites. Others are more specialized in nature, and may require learning, purchasing, or reaching some other more difficult pre-requisite.
| name={{{name|{{{1|{{PAGENAME}}}}}}}}
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| image=[[File:Heckler & Koch HK41A2.jpg|350px]]
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| wpn_class=1
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| wpn_category=Conventional rifle
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| wpn_modes=Semi-auto
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| wpn_caliber=[[7.62x51mm NATO]]
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| wpn_bbl=17.7
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| wpn_feedsys=Box magazine
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| wpn_plusone=Yes
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| wpn_critfail=Failure to eject
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| wpn_stock=Fixed (S)
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| wpn_weight=22
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| wpn_cond=17500
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| wpn_cost=[[File:Parallar symbol.png|10px]]'''1000''' (Rarity 2)
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| wpn_accfeed=[[G3 magazines]]
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| wpn_accfeedstd=G3 20-round magazine
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| wpn_accmuzzle=N/A
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| wpn_accmuzzlestd=None
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| wpn_accoptics=HK claw mount
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| wpn_accopticsstd=None
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| wpn_accunder=[[HK79]] mount
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| wpn_accunderstd=None
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| wpn_acclights=N/A
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| wpn_acclightsstd=None
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| wpn_rlmfg=Heckler & Koch GmbH
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| wpn_rlcountry=[[File:Germany.png|25px]] West Germany
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| wpn_rlyear=1962
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}}
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{{Hebiquote
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|quotetext=The HK41 is nothing more than a [[G3]] without the full-auto fire mode. This rifle is slightly less expensive and a good bit more common than its select-fire counterpart, as many do not find it useful to have full-auto on a rifle with such heavy recoil. If you fall in that category of people, you may find yourself better served with this weapon!
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|quoteauthor=Tempest
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}}
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The '''Heckler & Koch HK41A2''' (also called '''HK41A2''', or simply '''HK41''') is a [[7.62x51mm NATO]] conventional rifle.
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== [[Maze Customs]] ==
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This weapon can receive the following minor customization services:
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* Model conversion: [[Heckler & Koch G3A3]] (Cost: [[File:Parallar symbol.png|10px]]'''250''')
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* Caliber conversions: '''PTR-32S, PTR-33S, HK41A2 LBR, HK41A2 Ultra Magnum,''' or '''HK41A2 HBR'''
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* Other modifications: '''HK41A2 Tactical'''
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** Combinations: '''PTR-32S Tactical, PTR-33S Tactical, HK41A2 LBR Tactical, HK41A2 UM Tactical, HK41A2 HBR Tactical'''
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== Caliber conversions ==
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=== PTR-32S ===
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''Do you really love your HK41 but sometimes go green with envy at the AK owners? Now you can make them wish they had YOUR ugly stamped metal gun instead of theirs. This service converts your HK41A2 to 7.62x39mm, complete with AK-47 magazine compatiblity.''
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Cost: [[File:Parallar symbol.png|10px]]'''200'''
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Modifications:
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* Caliber: Becomes [[7.62x39mm]].
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* Feeding: Becomes [[AK-47 magazines]].
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=== PTR-33S ===
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''Do you really love your HK41 but sometimes go green with envy at the AK owners? Now you can make them wish they had YOUR ugly stamped metal gun instead of theirs. This service converts your HK41A2 to 5.45x39mm, complete with AK-74 magazine compatiblity.''
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Cost: [[File:Parallar symbol.png|10px]]'''200'''
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Modifications:
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* Caliber: Becomes [[5.45x39mm]].
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* Feeding: Becomes [[AK-74 magazines]].
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=== HK41A2 LBR ===
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''An HK41A2 converted to .260 Remington. The new caliber trades a minimal loss of performance for less recoil, and all without the need for new magazines!''
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Cost: [[File:Parallar symbol.png|10px]]'''200'''
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Modifications:
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* Caliber: Becomes [[.260 Remington]].
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=== HK41A2 Ultra Magnum ===
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Furthermore, many of these abilities may behave differently when performed in Normal mode and Combat mode, and in fact, certain abilities can only be performed in Combat mode.
''An HK41A2 converted to .300 RSAUM. The new caliber has about the same recoil and a little more power, and all without the need for new magazines!''
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Cost: [[File:Parallar symbol.png|10px]]'''300'''
 
  
Modifications:
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= Basic abilities =
* Caliber: Becomes [[.300 RSAUM]].
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=== HK41A2 HBR ===
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In general, you may, as a free action, observe your surroundings, know what items, creatures, room furniture and available cover is in a given room, so long as they are clearly visible. You can also always observe and examine any given single object or creature, and request to know more about it or what it looks like.
''A HK41A2 converted to .338 Federal. The new caliber trades increased recoil for more power, and all without the need for new magazines!''
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Cost: [[File:Parallar symbol.png|10px]]'''400'''
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This list also does not describe how to use items; check each respective page for details on those - or how to move and deal with the battlespace; for that, please check [[Combat mode]].
  
Modifications:
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* Taking [[Cover]]
* Caliber: Becomes [[.338 Federal]].
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* [[Resting]]
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* [[Waiting]]
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* Calling in a [[Hebizuka's Favors|Favor]]
  
== Other modifications ==
 
  
=== HK41A2 Tactical ===
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= Combat techniques =
''The HK41 deserves the modern tacticool love, too. This update package installs a retractable [[M4]]-style stock and a quad-rail system, comprised of a tri-rail on the handguard and an HK claw-to-NATO rail adapter, allowing you to use more common optics. Note that the rails will prevent installing the [[HK79]].''
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Cost: [[File:Parallar symbol.png|10px]]'''500'''
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This list describes techniques and abilities that can be performed during combat, provided that technique has been learned. They generally allow you to use weapons in different ways. Unless listed otherwise, it is generally not possible to combine multiple techniques in a single turn.
  
Modifications:
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Each ability listed below is grouped by pre-requisites:
* Stock type: Becomes '''Retractable (RS)'''
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* Optics: Becomes '''NATO mount'''
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* Lights: Becomes '''2x Long interface'''
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* Underbarrel: Becomes '''Long interface'''
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== Combinations ==
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=== Requires a specific item ===
  
=== PTR-32S Tactical ===
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* [[Charging]] (Any Staff/Pole weapon that can deal Piercing damage, or any firearm equipped with a bayonet; the latter case is specifically called a ''Bayonet charge'')
''A tactical HK41 in 7.62x39mm. Who even needs an [[SKS]] anymore?''
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* [[Concentrating]] (Any firearm equipped with a high-power or extreme-power scope)
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* [[Dual wielding]] (Two weapons, with some restrictions on what kinds of weapons can be dual-wielded)
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* [[Multiple targeting]] (Any firearm equipped with a red dot sight)
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* [[Steady aiming]] (Any firearm, excluding flamethrowers, hand grenades, and planted explosives)
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* [[Point shooting]] (Any firearm, excluding flamethrowers, hand grenades, and planted explosives)
  
This is a '''two-step''' modification from the original weapon, which combines the effects of the '''PTR-32S''' and '''HK41A2 Tactical''' conversions.
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=== Requires purchasing lessons ===
  
Cost: [[File:Parallar symbol.png|10px]]'''700'''
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* [[Unarmed combat|Martial arts techniques]] (learned at a [[dojo]]; several exist, see page for details)
  
Modifications:
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* [[Lightning reload]] (learned at a [[shooting range]], requires specific types of firearms to perform; see page for details)
* Caliber: Becomes [[7.62x39mm]].
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* [[Shaft Splitter]] (learned at a [[dojo]], requires Expert in Archery; see page for details)
* Feeding: Becomes [[AK-47 magazines]].
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* [[Two Become One]] (learned at a [[dojo]], requires Expert in both One-handed swords and Two-handed swords; see page for details)
* Stock type: Becomes '''Retractable (RS)'''
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* Optics: Becomes '''NATO mount'''
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* Lights: Becomes '''2x Long interface'''
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* Underbarrel: Becomes '''Long interface'''
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=== PTR-33S Tactical ===
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=== Learned at a certain [[Skills|skill level]] ===
''A tactical HK41 in 5.45x39mm. You'll never want a [[Saiga SGL31-61]] ever again.''
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This is a '''two-step''' modification from the original weapon, which combines the effects of the '''PTR-33S''' and '''HK41A2 Tactical''' conversions.
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Firearm techniques:
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* [[Failure Drill]] (Expert level; DA revolver, Semi-auto pistol, Semi-auto rifle, Semi-auto shotgun)
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* [[Fanning]] (Expert level; SA revolver)
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* [[Mad Minute]] (Expert level, Bolt-actions)
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* [[Recoil Control Stance]] (Expert level; Automatic pistol, Automatic rifle, Automatic shotgun, intended for '''full-auto''' firearms)
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* [[Hyper Burst]] (Expert level; Automatic pistol, Automatic rifle, Automatic shotgun, intended for '''burst''' firearms)
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* [[Rifleman Trick]] (Expert level; Lever-actions)
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* [[Zero Trick]] (Expert level; Pump-actions)
  
Cost: [[File:Parallar symbol.png|10px]]'''700'''
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Melee weapon techniques:
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* [[Any-Bash]] (Expert level; One-handed clubs, Two-handed clubs)
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* [[Any-Throw]] (Expert level; Thrown weapons)
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* [[Backlash]] (Expert level; Whip/lash weapons)
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* [[Desperate Smash]] (Expert level; Crude weapons)
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* [[Double Cleave]] (Expert level; Axes, One-handed swords, Two-handed swords)
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* [[Stabbing Rush]] (Expert level; Knives)
  
Modifications:
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=== Natural attacks ===
* Caliber: Becomes [[5.45x39mm]].
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* Feeding: Becomes [[AK-74 magazines]].
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* Stock type: Becomes '''Retractable (RS)'''
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* Optics: Becomes '''NATO mount'''
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* Lights: Becomes '''2x Long interface'''
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* Underbarrel: Becomes '''Long interface'''
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=== HK41A2 LBR Tactical ===
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Certain species have what is referred to as '''natural attacks'''; the natural capability to perform one or multiple specific attacks or techniques, usually unique to their species and with their very own damage tables and stats. For more information on each species' natural attacks, refer to individual [[Creatures|creature pages]].
''Now your .260 Remington HK41 can benefit from all the modern amenities. Like rails. And more rails.''
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This is a '''two-step''' modification from the original weapon, which combines the effects of the '''HK41A2 LBR''' and '''HK41A2 Tactical''' conversions.
 
  
Cost: [[File:Parallar symbol.png|10px]]'''700'''
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= Abilities from special resources =
  
Modifications:
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Certain abilities are special, and require the accumulation and use of a special resource.
* Caliber: Becomes [[.260 Remington]].
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* Stock type: Becomes '''Retractable (RS)'''
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* Optics: Becomes '''NATO mount'''
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* Lights: Becomes '''2x Long interface'''
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* Underbarrel: Becomes '''Long interface'''
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=== HK41A2 UM Tactical ===
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* [[Angelic powers]] - A set of techniques unique to angelic creatures, requiring the use of '''Angelic Energy'''.
''Now your Ultra Magnum HK41 can benefit from all the modern amenities. Like rails. And more rails.''
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* [[Demonic powers]] - A set of techniques unique to demonic creatures, requiring the use of '''Demonic Energy'''.
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* [[Tanuki Shapeshifting]] - A set of techniques unique to [[tanuki]], requiring the use of '''Tanuki Balls'''.
  
This is a '''two-step''' modification from the original weapon, which combines the effects of the '''HK41A2 Ultra Magnum''' and '''HK41A2 Tactical''' conversions.
 
  
Cost: [[File:Parallar symbol.png|10px]]'''800'''
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= Abilities from non-combat skills =
  
Modifications:
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Certain abilities are tied to certain [[Skills|non-combat skills]]. Some are unlocked when reaching a certain skill level; others are available to all characters.
* Caliber: Becomes [[.300 RSAUM]].
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* Stock type: Becomes '''Retractable (RS)'''
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* Optics: Becomes '''NATO mount'''
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* Lights: Becomes '''2x Long interface'''
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* Underbarrel: Becomes '''Long interface'''
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=== HK41A2 HBR Tactical ===
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* [[Healing]] skill: '''[[Healing massage]]''' (unlocked at Skilled level)
''Now your .338 Federal HK41 can benefit from all the modern amenities. Like rails. And more rails.''
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* [[Evading]] skill: '''[[Evading#Dodge|Dodge]]''' and '''[[Evading#Counter|Counter]]'''
  
This is a '''two-step''' modification from the original weapon, which combines the effects of the '''HK41A2 HBR''' and '''HK41A2 Tactical''' conversions.
 
  
Cost: [[File:Parallar symbol.png|10px]]'''900'''
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= Abilities from character traits =
  
Modifications:
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Certain abilities are tied to certain [[Character traits]].
* Caliber: Becomes [[.338 Federal]].
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* Stock type: Becomes '''Retractable (RS)'''
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* Optics: Becomes '''NATO mount'''
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* Lights: Becomes '''2x Long interface'''
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* Underbarrel: Becomes '''Long interface'''
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== Other information ==
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* '''[[Danger close]]''', unlocked by the '''Ninja''' trait.
* [[Bayonet]] compatibility: [[G3 bayonet]]
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* '''[[Improvised repairs]]''', unlocked by the '''Improvised smith''' trait.
  
[[Category:Class 1 weapons]]
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[[Category:Abilities]]

Latest revision as of 01:59, 4 October 2023

Navigation: Main Page Game mechanics Abilities




During the course of a MazeWorld session, there are a number of abilities, moves and techniques that your character can perform. Some of which are basic in nature and can be performed by virtually any character, with little to no pre-requisites. Others are more specialized in nature, and may require learning, purchasing, or reaching some other more difficult pre-requisite.

Furthermore, many of these abilities may behave differently when performed in Normal mode and Combat mode, and in fact, certain abilities can only be performed in Combat mode.


Basic abilities

In general, you may, as a free action, observe your surroundings, know what items, creatures, room furniture and available cover is in a given room, so long as they are clearly visible. You can also always observe and examine any given single object or creature, and request to know more about it or what it looks like.

This list also does not describe how to use items; check each respective page for details on those - or how to move and deal with the battlespace; for that, please check Combat mode.


Combat techniques

This list describes techniques and abilities that can be performed during combat, provided that technique has been learned. They generally allow you to use weapons in different ways. Unless listed otherwise, it is generally not possible to combine multiple techniques in a single turn.

Each ability listed below is grouped by pre-requisites:

Requires a specific item

  • Charging (Any Staff/Pole weapon that can deal Piercing damage, or any firearm equipped with a bayonet; the latter case is specifically called a Bayonet charge)
  • Concentrating (Any firearm equipped with a high-power or extreme-power scope)
  • Dual wielding (Two weapons, with some restrictions on what kinds of weapons can be dual-wielded)
  • Multiple targeting (Any firearm equipped with a red dot sight)
  • Steady aiming (Any firearm, excluding flamethrowers, hand grenades, and planted explosives)
  • Point shooting (Any firearm, excluding flamethrowers, hand grenades, and planted explosives)

Requires purchasing lessons

Learned at a certain skill level

Firearm techniques:

  • Failure Drill (Expert level; DA revolver, Semi-auto pistol, Semi-auto rifle, Semi-auto shotgun)
  • Fanning (Expert level; SA revolver)
  • Mad Minute (Expert level, Bolt-actions)
  • Recoil Control Stance (Expert level; Automatic pistol, Automatic rifle, Automatic shotgun, intended for full-auto firearms)
  • Hyper Burst (Expert level; Automatic pistol, Automatic rifle, Automatic shotgun, intended for burst firearms)
  • Rifleman Trick (Expert level; Lever-actions)
  • Zero Trick (Expert level; Pump-actions)

Melee weapon techniques:

Natural attacks

Certain species have what is referred to as natural attacks; the natural capability to perform one or multiple specific attacks or techniques, usually unique to their species and with their very own damage tables and stats. For more information on each species' natural attacks, refer to individual creature pages.


Abilities from special resources

Certain abilities are special, and require the accumulation and use of a special resource.

  • Angelic powers - A set of techniques unique to angelic creatures, requiring the use of Angelic Energy.
  • Demonic powers - A set of techniques unique to demonic creatures, requiring the use of Demonic Energy.
  • Tanuki Shapeshifting - A set of techniques unique to tanuki, requiring the use of Tanuki Balls.


Abilities from non-combat skills

Certain abilities are tied to certain non-combat skills. Some are unlocked when reaching a certain skill level; others are available to all characters.


Abilities from character traits

Certain abilities are tied to certain Character traits.