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Weapons

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= Lists of weapons =
There is a total of '''694''' 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 gunsfirearms, 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 Handgear weapons]]
In addition, there are '''3943''' [[Weapon accessories|weapon accessories]] that can also be considered weapons of their own:* '''2831''' [[Weapon accessories#BayonetsList of bayonets|bayonets]] ('''26''' that can be used as '''knife-bayonets''', '''3''' non-knife bayonets, and '''2''' that are integrated to their host weapon)* '''89''' [[Weapon accessories#Underbarrel 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 which can be , found on certain the ''[[Groza-1#Maze Customs|convertedGroza-1 GL, Groza-2 GL, Groza-2 GL]] '' and ''[[Groza-4#Maze Customs|versionsGroza-4 GL]] ''.)* '''3''' [[List of underbarrel shotguns|underbarrel shotguns]] When counting the Groza riflesweapon accessories listed above, the total weapon count is '''737'''= 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 3rounds 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. The maximum amount of attacks per turn that can be attempted with melee weapons depends on the [[Skills|skill required]] to use it, and one's skill level. In other words, the more skilled, the higher the maximum amount of attacks per turn. {| class="wikitable" style="font-size:9pt; text-align:center" width="800"|-! ''Skill type'' !! ''Max attacks /turn<br/> ('''Unskilled''' level)'' !! ''Max attacks /turn<br/> ('''Basic''' level)'' !! ''Max attacks /turn<br/> ('''Skilled''' level)'' !! ''Max attacks /turn<br/> ('''Expert''' level)'' !! ''Max attacks /turn<br/> ('''Master''' level)''|-| '''Archery''' <sub>(see below)</sub> || 2 || 3 || 4 || 5 || 6|-| '''Axes''' || 2 || 3 || 4 || 5 || 6|-| '''One-handed clubs''' || 3 || 4 || 5 || 6 || 7|-| '''Two-handed clubs''' || 2 || 3 || 4 || 5 || 6|-| '''Crude weapons''' || 4 || 5 || 6 || 7 || 8|-| '''Knives''' || 4 || 5 || 6 || 7 || 8|-| '''One-handed swords''' || 3 || 4 || 5 || 6 || 7|-| '''Two-handed swords''' || 2 || 3 || 4 || 5 || 6|-| '''Staff/Pole weapons''' || 2 || 3 || 4 || 5 || 6|-| '''Whip/Lash weapons''' || 2 || 3 || 4 || 5 || 6|-| '''Exotic melee weapons''' || colspan="5" | N/A <sub>(see below)</sub>|-| '''Exotic ranged weapons''' || colspan="5" | N/A <sub>(see below)</sub>|-| '''Thrown weapons''' || colspan="5" | 1 <sub>(see below)</sub>|-| '''Martial arts''' <sub>(see below)</sub> || 2 || 3 || 4 || 5 || 6|} ==== Archery ====* Archery weapons allow for as many reloads as allowed maximum shots per turn. For instance, if you can fire up to 3 shots with an archery weapon in a single turn, you are assumed to perform a reload after each shot (assuming of course that you have ammunition available!)* The numbers above apply only to bows. Crossbows are restricted to one shot/reload per turn. ==== Exotic weapons ====* Every exotic melee weapon and exotic ranged weapon has their own maximum attack per turn limit, which are unaffected by skill level.** [[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. ==== 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. ==== Martial arts ====* The max amounts per turn displayed apply to basic punches and kicks. See [[Unarmed combat]] for more details, particularly regarding martial arts techniques. == Weapon accessoriesstocks == 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 [[LBE#Underbarrel shotgunsAccessibility|underbarrel shotgunsimmediately 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]])|}} === Special reloading rules === * 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.* '''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''': ** If you fire only 1 round, you can reload up to 2 loose rounds in the same turn.** If you fire only 2 rounds, you can reload 1 loose round in the same turn.* Certain weapons may have weapon-specific rules and capabilities, which will be listed on the individual weapon pages, if applicable. == Weapon maintenance ==''"Condition" and "Weapon maintenance" redirect here.'' Nearly all weapons have a stat called '''Condition''', which is a point value representing their overall integrity. Divide a weapon's current Condition with their Max Condition, then multiply the result by 100 to obtain the '''Condition percentage''' of the weapon. Weapons usually lose Condition as a result of sustaining critical failures. If a weapon's Condition percentage falls under certain values, it will begin performing less well; firearms will be less accurate, and melee weapons other than [[Class Handgear weapons|handgear]] will deal less damage. Different weapons have different Max Condition ratings; the higher, the better.  Should a weapon's Condition fall to 0%, it will catastrophically fail and '''break'''. Such a weapon cannot be used anymore, and must be repaired or replaced. === Condition ratings (firearms) === Firearms can be [[Repairing|repaired]] using [[Crafting items#Toolkits|Gun Repair Kits]], or, if the Condition rating is 60% or more, [[Crafting items#Toolkits|Gun Cleaning Kits]]. {| class="wikitable" style="font-size:9pt; text-align:center" width="800"|-! Percentage range !! Status !! Effects |-| 90% - 100% || Excellent || No effects. A 100% condition weapon is referred to as ''brand new'' or ''mint'' condition.|-| 75% - 89.99% || Good || No effects|-| 60% - 74.99% || Fair || No effects|-| 40% - 59.99% || ''Worn'' || [[FT]] +1|-| 20% - 39.99% || ''Poor'' || [[FT]] +2|-| 10% - 19.99% || ''Bad'' || [[FT]] +3|-| 1 point - 9.99% || ''Terrible'' || [[FT]] +4|-| 0% || '''''Broken''''' || Weapon becomes unusable|} === Condition ratings (melee weapons) === Melee weapons can be [[Repairing|repaired]] using [[Crafting items#Toolkits|Melee Repair Kits]]. {| class="wikitable" style="font-size:9pt; text-align:center" width="800"|-! Percentage range !! Status !! Effects |-| 90% - 100% || Excellent || No effects. A 100% condition weapon is referred to as ''brand new'' or ''mint'' condition.|-| 70% - 89.99% || Good || No effects|-| 50% - 69.99% || Fair || No effects|-| 35% - 49.99% || ''Worn'' || 0.9x damage (except [[Class Handgear weapons|handgear]])|-| 20% - 34.99% || ''Poor'' || 0.8x damage (except [[Class Handgear weapons|handgear]])|-| 10% - 19.99% || ''Bad'' || 0.7x damage (except [[Class Handgear weapons|handgear]])|-| 1 point - 9.99% || ''Terrible'' || 0.6x damage (except [[Class Handgear weapons|handgear]])|-| 0% || '''''Broken''''' || Weapon becomes unusable|} == Firearm failure types == 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 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: All shots following a 2 resulting in this failure type are cancelled.** How to resolve: Automatically resolved. The shooter is assumed to spend the rest of the turn clearing the malfunction. The weapon may be used again on the same turn.* '''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: The 2 corresponding to the misfired round is simply not fired. 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: All shots following a 2 resulting in this failure type are cancelled. Weapon enters an "jammed" state which must be manually resolved.** How to resolve: 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.* '''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 to the misfired "shot" is wasted. Any subsequent "shots" may be fired normally.
When counting the weapon accessories listed above, the total weapon count is '''733'''.
= Weapons in the Mazes =