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Weapons

2,379 bytes added, 17:59, 7 July 2022
= Lists of weapons =
There is a total of '''694948''' 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 '''4352''' [[Weapon accessories|weapon accessories]] that can also be considered weapons of their own:* '''3135''' [[List of bayonets|bayonets]] ('''2627''' that can be used as '''knife-bayonets''', '''34''' non-knife bayonets, and '''24''' that are integrated to their a host weapon)* '''911''' [[List of underbarrel grenade launchers|underbarrel grenade launchers]](including '''4''' that are integrated to a host weapon)* '''36''' [[List of underbarrel shotguns|underbarrel shotguns]](including '''1''' that is integrated to a host weapon)
When counting the weapon accessories listed above, the total weapon count is '''7371,000'''. === 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 =
==== Exotic weapons ====
* Every exotic melee weapon and exotic ranged weapon has their own maximum attack per turn limit, which are unaffected by skill levelunless otherwise noted.
** [[Chainsaw]], [[Combat Chainsaw]], [[Doomslayer]]: Maximum 2 attacks per turn
** [[Drill Arm]]: Maximum 3 attacks per turn
** [[Nailgun]]: Maximum 10 shots per turn
** [[Pen gun]]: Maximum 1 shot per turn, and may be reloaded in the same turn it is fired.
** [[Pocket sand]]: Throw sand mode uses '''thrown weapons''' skill, Strike mode uses '''one-handed club''' skill.
** [[Power cutter]], [[HS Power cutter]]: Maximum 3 attacks per turn
==== 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 ====
** 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]] and [[Tula Arms Nagant M1895 Commander]]''' 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''':
When using firearms, rolling a 2 means running the risk of sustaining a '''weapon failure'''. Every firearm may have one of four types of failures, each representing a different type of malfunction and each being resolved in different ways.
For each shot for which you roll a 2, you must use the [[Tsuchinoko (bot)|&critfail]] command. If the result determines that your weapons weapon suffers a failure, look up your weapon on this wiki to find out which failure type it is, then refer back to the list below:
* '''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 weapon failure rolledwith [[Tsuchinoko (bot)|&critfail]], 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: Revolvers, Manual-action (bolt-action, pump-action, lever-action) firearms.
** Effects: Every weapon failure becomes a misfire , and a misfire means a round of ammunition that is simply not fired; however . However, misfired ammunition is considered to be spent. Any subsequent shots may be fired normally. For the purposes of [[Recoil]] calculation, misfired rounds are not counted.
** How to resolve: Automatically resolved.
* '''Failure to feed''': The firearm sustained a double-feed or other feeding blockage, preventing it from loading and firing ammunition until cleared.
** Weapons usually affected: Belt-fed firearms
** Effects: Depends on the amount number of 2s weapon failures rolled with [[Tsuchinoko (bot)|&critfail]] during that turn.
*** '''If 2 or less occurred''': Same as stovepipes; for every 2 rolled, the '''two''' highest scoring shots (excluding critical failures) are cancelled (not fired).
*** '''If 3 or more occurred''': '''All shots''' are cancelled and the firearm is considered to be in a '''jammed''' state.
* '''Failure to burn''': Only found in flamethrowers, this type of failure is similar to a failure to fire. The pilot light flickered or failed to burn, resulting in wasting fuel (ammunition).
** Weapons usually affected: Flamethrowers
** Effects: The 2 corresponding Like a failure to fire, the corresponding shot isn't fired and 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]].