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Weapons

5,171 bytes added, 16:43, 2 February 2020
In addition, there are '''43''' [[Weapon accessories|weapon accessories]] that can also be considered weapons of their own:
* '''31''' [[Weapon accessories#BayonetsList of bayonets|bayonets]] ('''2826''' that can be used as '''knife-bayonets''', '''13''' that is a non-knife bayonetbayonets, and '''2''' that are integrated to their host weapon)* '''9''' [[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, 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''' [[Weapon accessories#Underbarrel List of underbarrel shotguns|underbarrel shotguns]]
When counting the weapon accessories listed above, the total weapon count is '''737'''.
 
= Using weapons =
{| 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]]
{| 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
** [[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 ====
==== Martial arts ====
* The numbers listed only affect max amounts per turn displayed apply to basic attacks; in other words, regular [[Unarmed combat|punches and kicks]]. See [[Unarmed combat|Martial ]] for more details, particularly regarding martial arts techniques]] are not affected as they have their own requirements.
== Weapon stocks ==
{| 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.
== 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 managementLBE#Accessibility|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.
** 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 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.
 
= Weapons in the Mazes =