Difference between pages "Steyr M1912" and "Failure Drill"

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{{Navigation
 
{{Navigation
| nav=[[Main Page]] '''→''' [[Weapons]] '''→''' [[Class 3 weapons]] '''→''' [[{{PAGENAME}}]]
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| nav=[[Main Page]] '''→''' [[Main Page#Game mechanics|Game mechanics]] '''→''' [[Abilities]] '''→''' [[{{PAGENAME}}]]
 
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}}
  
{{Firearm
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The '''Failure Drill''' (also known in the real world as the '''[https://en.wikipedia.org/wiki/Mozambique_Drill Mozambique Drill ]''') is an ability and a combat technique.  
| name={{{name|{{{1|{{PAGENAME}}}}}}}}
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| image=[[File:Steyr M1912.jpg|350px]]
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| wpn_class=3
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| wpn_category=Pistol
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| wpn_modes=Semi-auto
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| wpn_caliber=[[9x19mm Parabellum]]
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| wpn_bbl=5
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| wpn_feedsys=Internal magazine
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| wpn_plusone=No
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| wpn_critfail=Failure to eject
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| wpn_stock=No stock (N)
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| wpn_weight=3
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| wpn_cond=8500
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| wpn_cost=[[File:Parallar symbol.png|10px]]'''250''' (Rarity 1)
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| wpn_accfeed=Internal magazine
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| wpn_accfeedstd=8-round capacity
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| wpn_accmuzzle=N/A
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| wpn_accmuzzlestd=None
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| wpn_accoptics=N/A
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| wpn_accopticsstd=None
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| wpn_accunder=N/A
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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=Steyr Mannlicher
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| wpn_rlcountry=[[File:Austria-Hungary.png|25px]] Austria-Hungary
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| wpn_rlyear=1912
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}}
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{{Hebiquote
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|quotetext=The Steyr M1912 appeared in the Mazes during Era 6, at a time of flux and heavy experimentation with semi-automatic pistol designs and being at the crossroads of many old and then-new design choices. The M1912 has, like most semi-automatic pistols, a short recoil-operated action, but it also features an internal magazine holding 8 rounds and fed using stripper clips (remember: no +1 in the chamber). Many variants were produced; a carbine, a sixteen-shot version, and the Repeating Pistol (RP), a full-auto machine pistol version. If you're into weird and unusual firearms, or if you want to stand out from the sea of more modern 9mm pistols out there, give this one a try.
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|quoteauthor=GenericArchangel
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}} 
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The '''Steyr M1912''' (also called '''Steyr-Hahn''', '''Steyr 1912''', '''M1912''', or simply '''1912''') is a [[9x19mm Parabellum]] pistol.
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== [[Maze Customs]] ==
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This weapon can receive the following minor customization services:
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* '''M1912 Carbine'''
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* '''M1912 P16'''
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* '''M1912 RP'''
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** 2-step combinations: '''M1912 P16 Carbine''', '''M1912 RP Carbine''', '''M1912 RP16'''
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** 3-step combination: '''M1912 RP16 Carbine'''
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=== M1912 Carbine ===
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''This modification installs a fixed wooden stock to the M1912, allowing you to use it as a sort of short-barreled carbine.''
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Cost: [[File:Parallar symbol.png|10px]]'''150'''
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Modifications:
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* Category: Becomes '''Conventional rifle'''
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* Stock type: Becomes '''Fixed (S)'''
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* Weight: Becomes '''5''' units.
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* Despite belonging to a weapon category that is restricted from dual-wielding, this weapon is exempted, and '''can be [[Dual wielding|dual-wielded]]'''.
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=== M1912 P16 ===
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''This modification replaces the stock 8-round internal magazine with an extended 16-round model. The stripper clips still work; you just need two for a full reload, now.''
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Cost: [[File:Parallar symbol.png|10px]]'''200'''
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Modifications:
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* Feeding, standard capacity: Becomes '''16-round capacity'''
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=== M1912 RP ===
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''RP stands for "repeating pistol," but instead of being a synonym of "self-loading," here it means "fully-automatic." This modification adds a select-fire switch and mechanism, turning your M1912 into an auto pistol. Hope you have plenty of spare clips.''
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Cost: [[File:Parallar symbol.png|10px]]'''500'''
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Modifications:
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* Category: Becomes '''Auto pistol'''
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* Fire modes: Becomes '''Semi/Full (AutoROF 8)'''
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=== M1912 P16 Carbine ===
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''With a stock and an extra-long magazine, it's almost like a modern pistol-caliber carbine. ...Almost.''
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This is a '''two-step''' modification from the original weapon, which combines the effects of the '''M1912 Carbine''' and '''M1912 P16''' conversions.
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Cost: [[File:Parallar symbol.png|10px]]'''350'''
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Modifications:
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* Category: Becomes '''Conventional rifle'''
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* Stock type: Becomes '''Fixed (S)'''
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* Weight: Becomes '''5''' units.
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* Feeding, standard capacity: Becomes '''16-round capacity'''
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* Despite belonging to a weapon category that is restricted from dual-wielding, this weapon is exempted, and '''can be [[Dual wielding|dual-wielded]]'''.
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=== M1912 RP Carbine ===
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''You'll want a stock to control your full-auto M1912! Which, of course, turns it into a... submachine gun. An eight-shot submachine gun, but a submachine gun all the same.''
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This is a '''two-step''' modification from the original weapon, which combines the effects of the '''M1912 Carbine''' and '''M1912 RP''' conversions.
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Cost: [[File:Parallar symbol.png|10px]]'''650'''
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Modifications:
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* Category: Becomes '''Submachine gun'''
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* Fire modes: Becomes '''Semi/Full (AutoROF 8)'''
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* Stock type: Becomes '''Fixed (S)'''
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* Weight: Becomes '''5''' units.
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* Despite belonging to a weapon category that is restricted from dual-wielding, this weapon is exempted, and '''can be [[Dual wielding|dual-wielded]]'''.
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=== M1912 RP16 ===
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== Description ==
''An automatic pistol needs plenty of ammo to be effective. With this configuration, your M1912 will last twice as long, which in the grand scheme of things, is not much.''
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This is a '''two-step''' modification from the original weapon, which combines the effects of the '''M1912 P16''' and '''M1912 RP''' conversions.  
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The Failure Drill consists of three aimed shots fired in rapid succession; two shots to an opponent's torso (or upper body equivalent), then one shot to the head.
  
Cost: [[File:Parallar symbol.png|10px]]'''700'''
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It was named "Failure Drill", because the third shot is designed to instantly stop an opponent, should the first two ''fail'' to do so. This technique is most effective on unarmored humans, halflings, and youkai, and was originally designed with handguns in mind (to compensate for their relatively low power). Variants using long guns were later invented, for use against armored or larger opponents.
  
Modifications:
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== Requirements ==
* Category: Becomes '''Auto pistol'''
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* Fire modes: Becomes '''Semi/Full (AutoROF 8)'''
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* Feeding, standard capacity: Becomes '''16-round capacity'''
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=== M1912 RP16 Carbine ===
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This ability is not initially available and must be unlocked. To unlock this ability, your character must reach '''Expert level''' in any of these [[Skills|combat skills]]: DA revolver, Semi-auto pistol, Semi-auto rifle, Semi-auto shotgun.
''With all three modifications installed at the same time, you get a 16-shot submachine gun that requires two full stripper clips to reload completely. Might not be the most effective, but full points for style and uniqueness.
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This is a '''three-step''' modification from the original weapon, which combines the effects of the '''M1912 Carbine''', '''M1912 P16''', and '''M1912 RP''' conversions.
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Once unlocked, to be able to perform this combat technique, your character must be equipped with the following:
  
Cost: [[File:Parallar symbol.png|10px]]'''850'''
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* A [[Weapon|firearm]] corresponding to the skill levels you have reached Expert level with, loaded with at least 3 rounds of ammunition.
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** Example: If you have reached Expert level in Semi-auto pistols, you can only perform the Failure Drill with weapons and fire modes that call for that skill (i.e. pistols that can fire in semi-automatic mode).
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* A target with at least one [[Limb health|BODY or UPPER BODY part]] and at least one [[Limb health|HEAD body part]].
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** Example: A human qualifies, as it has a torso (UPPER BODY) and a head (HEAD). A golem would not qualify, as its "head" is considered to be part of its BODY and therefore has no HEAD parts.
  
Modifications:
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== Use ==
* Category: Becomes '''Submachine gun'''
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* Fire modes: Becomes '''Semi/Full (AutoROF 8)'''
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* Stock type: Becomes '''Fixed (S)'''
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* Weight: Becomes '''5''' units.
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* Feeding, standard capacity: Becomes '''16-round capacity'''
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* Despite belonging to a weapon category that is restricted from dual-wielding, this weapon is exempted, and '''can be [[Dual wielding|dual-wielded]]'''.
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If you meet the skill, weapon, and target requirements, you can perform the Failure Drill, which will result in the following:
  
== Other information ==
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* '''[[FT]] -1'''
* [[List of stripper clips|Stripper clip]] compatibility: '''Steyr M1912 8-round stripper clip'''
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* The character attempting a Failure Drill will only fire 3 shots, no more, no less. The first two shots are automatically aimed at the enemy creature's BODY or UPPER BODY, the third shot is automatically aimed at the enemy creature's HEAD.
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* Effects from [[Recoil]] still apply as they normally would.
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* Any effects from fitted [[weapon accessories]] will still apply.
  
[[Category:Class 3 weapons]]
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[[Category:Abilities]]

Latest revision as of 17:08, 14 October 2022

Navigation: Main Page Game mechanics Abilities Failure Drill




The Failure Drill (also known in the real world as the Mozambique Drill ) is an ability and a combat technique.

Description

The Failure Drill consists of three aimed shots fired in rapid succession; two shots to an opponent's torso (or upper body equivalent), then one shot to the head.

It was named "Failure Drill", because the third shot is designed to instantly stop an opponent, should the first two fail to do so. This technique is most effective on unarmored humans, halflings, and youkai, and was originally designed with handguns in mind (to compensate for their relatively low power). Variants using long guns were later invented, for use against armored or larger opponents.

Requirements

This ability is not initially available and must be unlocked. To unlock this ability, your character must reach Expert level in any of these combat skills: DA revolver, Semi-auto pistol, Semi-auto rifle, Semi-auto shotgun.

Once unlocked, to be able to perform this combat technique, your character must be equipped with the following:

  • A firearm corresponding to the skill levels you have reached Expert level with, loaded with at least 3 rounds of ammunition.
    • Example: If you have reached Expert level in Semi-auto pistols, you can only perform the Failure Drill with weapons and fire modes that call for that skill (i.e. pistols that can fire in semi-automatic mode).
  • A target with at least one BODY or UPPER BODY part and at least one HEAD body part.
    • Example: A human qualifies, as it has a torso (UPPER BODY) and a head (HEAD). A golem would not qualify, as its "head" is considered to be part of its BODY and therefore has no HEAD parts.

Use

If you meet the skill, weapon, and target requirements, you can perform the Failure Drill, which will result in the following:

  • FT -1
  • The character attempting a Failure Drill will only fire 3 shots, no more, no less. The first two shots are automatically aimed at the enemy creature's BODY or UPPER BODY, the third shot is automatically aimed at the enemy creature's HEAD.
  • Effects from Recoil still apply as they normally would.
  • Any effects from fitted weapon accessories will still apply.