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Weapons

6,331 bytes added, 20:46, 7 June 2019
When counting the weapon accessories listed above, the total weapon count is '''736'''.
 
 
= Using weapons =
In most circumstances, using weapons is done during [[Combat mode]], as a ''combat action''. Please refer to this page for the basics of Combat mode. This section will detail the specifics of weapon usage and manipulation.
 
== Weapon modes ==
Weapons may have different modes and in turn, may be used in different ways, all consistent with the way they could be used in real life. Know the different modes every weapon is capable of, and use them to your advantage.
 
Many weapons have more than one mode - make sure to specify which mode you are using! Different modes may require different [[skills]], and have different effects.
 
=== Fire modes ===
On firearms, modes affect the amount of shots that can be attempted in a turn. They are specifically referred to as ''fire modes''.
 
The different fire modes are as follows:
 
{| class="wikitable" style="font-size:9pt; text-align:center" width="1000"
|-
| ''Fire mode'' || ''Max shots per turn'' || Examples
|-
| '''Single shot''' || 1 || [[RPG-7]], [[M72A2 LAW]]
|-
| '''Single shot with multiplier''' (e.g. '''Single shot (x2)''') || 1 times multiplier || [[Browning Citori 725]], [[IZHMEKH Baikal MP-27M]]
|-
| '''Bolt-action''' || 3 || [[Accuracy International AWSM]], [[IZHMASH Mosin-Nagant M1891]]
|-
| '''Single-action''' ('''SA''') || 3 || [[Colt Single Action Army]], [[Ruger Vaquero]]
|-
| '''Lever-action''' || 5 || [[Marlin Model 336W]], [[Winchester Model 1894]]
|-
| '''Pump-action''' || 5 || [[Mossberg 500 Persuader]], [[Remington 870 Marine Magnum]]
|-
| '''Pump-action with multiplier''' (e.g. '''Pump-action (x2)''') || 5 times multiplier || The only weapon with this mode is the [[DP-12]]
|-
| '''Semi-automatic''' ('''Semi''') || 10 || [[Springfield M1 Garand]], [[Beretta M9]]
|-
| '''Double-action''' ('''DA''') || 10 || [[Colt Python]], [[Smith & Wesson Model 29]]
|-
| '''Burst''' || See below || [[Beretta 93R]], [[Colt M16A2]]
|-
| '''Full-auto''' ('''Full''') || See below || [[Colt M4A1]], [[Kalashnikov AKM]]
|}
 
* '''Burst''': Weapons with a burst mode are capable of firing multiple rounds of ammunition with a single trigger pull. You may fire '''up to 5 bursts''' in a turn. The amount of shots fired by a burst depends on the number to the right of the word "Burst". For example, the [[Colt M16A2]] is a '''Burst3''' weapon; meaning that it will fire 3 rounds per burst. Burst lengths usually range from 2 to 4.
* '''Full-auto''': Weapons capable of fully automatic fire allow their users to determine how long they want to pull the trigger to fire different amounts of rounds. Full-auto firearms use an extra stat called '''AutoROF''' to determine how many shots they can fire in a given turn. There are 4 different trigger pull lengths:
** '''Short pull''': Weapon will fire 1d''AutoROF'' rounds.
** '''Medium pull''': Weapon will fire 2d''AutoROF'' rounds.
** '''Long pull''': Weapon will fire 3d''AutoROF'' rounds.
** '''Mag dump''': Weapon will fire an amount of rounds equal to 10 times ''AutoROF''.
 
=== Melee weapon modes ===
On melee weapons, modes affect the type of damage dealt (Blunt, Sharp, Piercing). Certain modes may even allow a Ranged attack, in which case the word "Ranged" will also be specified alongside the damage type. Melee weapon modes may have a variety of names, but they only really serve to describe the attack motion. All of the important information is in the parentheses next to the mode name.
 
== Weapon stocks ==
 
Many weapons (virtually every firearm and certain types of melee weapons) may have '''weapon stocks'''. The type of stock may have effects on the Initiative Speed and Accuracy of its user.
 
{| class="wikitable" style="font-size:9pt; text-align:center" width="1000"
|-
| ''Stock type'' || ''Code'' || Effects
|-
| '''Fixed stock''' || '''S''' || None. Fixed stocks are considered to offer the default amount of accuracy.
|-
| '''Folding stock''' || '''FS''' || Allows the user to open or fold the stock.<br/>'''Open stock''': Acts as a fixed stock.<br/>'''Folded stock''': Decreases the weapon's weight by 1 tier, [[FT]] +1
|-
| '''Retractable stock''' || '''RS''' || Allows the user to open or retract the stock.<br/>'''Open stock''': Acts as a fixed stock.<br/>'''Retracted stock''': [[IS]] tier -1, [[IR]] +1
|-
| '''Folding/Retractable stock''' || '''FRS''' || Allows the user to open, retract or fold the stock.<br/>'''Open stock''': Acts as a fixed stock.<br/>'''Retracted stock''': [[IS]] tier -1, [[IR]] +1<br/>'''Folded stock''': Decreases the weapon's weight by 1 tier, [[FT]] +1
|-
| '''No stock''' || '''N''' || Stockless firearms are not as accurate as firearms with a fixed or open stock. [[FT]] +1.
|}
 
== Reloading weapons ==
 
Reloading a weapon or a [[feeding system]] is a non-combat action. Different weapons require different methods for reloading; therefore the requirements and effects of a reloading action will differ depending on the feeding system used. In order to complete a reloading action, the required ammunition or feeding system must be [[Inventory management|immediately accessible]].
 
* Weapons reloadable with '''magazines, en-bloc clips, moon clips''' or '''ammo belt boxes''': The old device is either dropped on the floor or replaced in the inventory, while the new device is inserted into the weapon.
* Weapons reloadable with '''speedloaders, stripper clips''' or '''speed strips''': The ammunition is transferred from the device to the weapon. The device is then either dropped or replaced in the inventory.
* Weapons reloadable with '''loose rounds''': Up to '''3''' loose rounds can be loaded in a single turn.
* Loading a feeding system of any kind with ammunition: Up to '''3''' loose rounds can be loaded in a single turn.
 
{{AdvancedTip
| tiptext=Although the vast majority of firearms that use magazines need them to function normally, a firearm may still be able to fire if the magazine is missing, depending on whether or not it is capable of holding an '''extra round in the chamber (+1)'''.<br/>
If a given weapon can hold a +1, a reload action may be performed to "chamber-load" the firearm with a single round. (Example: [[Colt M16A4]])<br/>
Inversely, if a given weapon cannot hold a +1, then that firearm is completely unable to fire any ammunition without a loaded magazine in it. (Example: [[Beretta MAB-38A]])
|}}
 
= Weapons in the Mazes =