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Weapons

1,485 bytes added, 23:50, 15 September 2021
= Lists of weapons =
There is a total of '''694735''' weapons in the Mazes, grouped into seven classes. Classes 1 through 4 are roughly referred to as '''firearms''' (even if they include weapons that are arguably not firearms, such as launchers, grenades, explosives, etc), while Classes 5 Long, 5 Short and Handgear (shortened to 5L, 5S, HG) are roughly referred to as '''melee weapons''' (even if they include weapons capable of ranged attacks, such as bows, crossbows, nailguns, etc).
* [[Class 1 weapons]]
* [[Class 3 weapons]]
* [[Class 4 weapons]]
* [[Class 5 Long weapons]](including '''14''' shields)
* [[Class 5 Short weapons]]
* [[Class Handgear weapons]]
In addition, there are '''4346''' [[Weapon accessories|weapon accessories]] that can also be considered weapons of their own:* '''3134''' [[List of bayonets|bayonets]] ('''2627''' that can be used as '''knife-bayonets''', '''34''' non-knife bayonets, and '''23''' that are integrated to their host weapon)
* '''9''' [[List of underbarrel grenade launchers|underbarrel grenade launchers]]
** This includes the '''Steyr SL40''' (integrated to the ''[[Thales EF88 Austeyr|EF88 Austeyr GL]]'') and the '''GP-30 UGL-I''' (an integrated version of the GP-30, found on the ''[[Groza-1#Maze Customs|Groza-1 GL, Groza-2 GL, Groza-2 GL]]'' and ''[[Groza-4#Maze Customs|Groza-4 GL]]''.)
* '''3''' [[List of underbarrel shotguns|underbarrel shotguns]]
When counting the weapon accessories listed above, the total weapon count is '''737781'''. === Weapon rarity ===Rarity values indicate two things; a rough idea of how valuable the weapon is, and how likely it is to be found in the Mazes. The higher, the rarer. Rarity scales with shop value. '''Firearms:'''* Rarity 1: [[File:Parallar symbol.png|10px]]'''700 or less'''* Rarity 2: [[File:Parallar symbol.png|10px]]'''701 - 1000'''* Rarity 3: [[File:Parallar symbol.png|10px]]'''1001 - 1349'''* Rarity 4: [[File:Parallar symbol.png|10px]]'''1350 - 1800'''* Rarity 5: [[File:Parallar symbol.png|10px]]'''1801 - 2600'''* Rarity 6: [[File:Parallar symbol.png|10px]]'''2601 or more''' '''Melee weapons:'''* Rarity 1: [[File:Parallar symbol.png|10px]]'''99 or less'''* Rarity 2: [[File:Parallar symbol.png|10px]]'''100 - 299'''* Rarity 3: [[File:Parallar symbol.png|10px]]'''300 - 499'''* Rarity 4: [[File:Parallar symbol.png|10px]]'''500 or more'''
= Using weapons =
==== Thrown weapons ====
* It's difficult to throw the same object more than once... so by definition, all thrown weapons are locked to maximum 1 attack per turn.
 
==== Shields ====
* See [[Shields]] for more information.
==== Martial arts ====
* All '''single shot''' firearms can be reloaded in the same turn they've been fired, up to 3 rounds.
** This rule also applies when '''[[dual-wielding]]'''; both weapons can be reloaded in the same turn, however the limit of 3 rounds now covers both weapons (meaning it is ''not'' 3 rounds per weapon).
* All '''bows and crossbows''' (except the [[Lambda magazine crossbow]]) can be reloaded in the same turn they've been fired. As all such crossbows have a capacity of 1, the limit is effectively up to 1 round.
* All '''single-action revolvers''' plus the '''[[Tula Arms Nagant M1895]]''' require an extra step for reloading; a reloading action must first be spent just to eject the spent casings. Then, they can be reloaded normally.
* All '''lever-action rifles''' with '''traditional inner tubes''' require an extra step for reloading; a reloading action must first be spent to remove the inner tube from the rifle. Then, they can be reloaded normally.
* '''Bolt-action''' weapons with '''internal magazines''': If you fire only 1 round, you can reload 1 loose round in the same turn.
* Weapons with '''internal tubes''':
* '''Failure to eject''' (also called '''stovepipe'''): The firearm sustained a stovepipe malfunction (a spent casing is stuck in the ejection port), preventing any further shots from being fired until cleared.
** Weapons usually affected: Self-loading (semi-automatic, burst, automatic) firearms.
** Effects: For every 2 rolled, the '''two''' highest scoring shots (excluding critical failures) are cancelled(not fired). If 3 stovepipes occur in a single string of fire, the 6 highest scoring shots are never fired. This may cancel critical hits, and potentially indeed all hits fired if enough of them occur.
** How to resolve: Automatically resolved. The shooter is assumed to spend part of the turn clearing any malfunctions.
* '''Failure to fire''' (also called '''misfire'''): The firearm could not fire that round at all. In revolvers, the bad round may be ignored and the shooter can simply move on to the next cylinder. In other affected weapons, the bad round is simply ejected out of the weapon.
** Weapons usually affected: Belt-fed firearms
** Effects: Depends on the amount of 2s rolled during that turn.
*** '''If 2 or less occurred''': For Same as stovepipes; for every 2 rolled, the '''threetwo''' highest scoring shots (excluding critical failures) are cancelled. If 3 stovepipes occur in a single string of fire, the 6 highest scoring shots are never (not fired).*** '''If 3 or more occurred''': '''All shots ''' are cancelled and the firearm is considered to be in a '''jammed''' state.
** How to resolve (2 or less): Automatically resolved.
** How to resolve (3 or more): Perform a reloading action on a jammed firearm in order to un-jam it. You are allowed to perform a reloading action with the same belt it was previously loaded with for the purpose of unjamming.
** Weapons usually affected: Flamethrowers
** Effects: The 2 corresponding to the misfired "shot" is wasted. Any subsequent "shots" may be fired normally.
 
 
= Customizing weapons =
 
Weapons can be customized in two different ways:
* Directly by the user, through the use of [[weapon accessories]] and various [[ammunition]] types. These accessories can be directly attached or swapped on weapons as long as compatible interfaces are available. The ammunition aspect can be further customized through [[handloading]].
* Through the use of '''[[Maze Customs]]''' services, which provide deeper changes such as caliber conversions, fire selector modifiers, different frames, stocks and accessory interfaces, and many more things. Maze Customs services are available at all [[workshop|workshops]].