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Weapons

868 bytes added, 16:43, 2 February 2020
** [[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 punches and kicks. See [[Unarmed combat|Martial arts techniques]] are not affected as they have their own requirementsfor more details, particularly regarding martial arts techniques.
== Weapon stocks ==
== 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. The failure types are as follows:
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 fireduntil cleared. Dice scores after ** Weapons usually affected: Self-loading (semi-automatic, burst, automatic) firearms.** Effects: All shots following a 2 resulting in this failure type are discarded, and these shots are considered not cancelled.** How to be firedresolve: Automatically resolved. The shooter is assumed to spend the rest of the turn clearing the malfunction, the . The weapon can may be used again on the next same turn.* '''Failure to fire'''(also called '''misfire'''): The firearm could not fire that round at all. Because this type of failure typically occurs in In revolvers or manual actions, the bad round is simply may be ignored (by rotating and the shooter can simply move on to the next chamber) or discarded (by ejecting it cylinder. In other affected weapons, the bad round is simply ejected out of the firearmweapon.** Weapons usually affected: Revolvers, Manual-action (bolt-action, pump-action, lever-action)firearms. ** Effects: The 2 corresponding to a failure to fire the misfired round is simply not counted as a shot fired for . Any subsequent shots may be fired normally. For the purposes of [[Recoil]] calculation, and any subsequent shots may be fired normallymisfired rounds are not counted.** How to resolve: Automatically resolved.* '''Failure to feed''': Only found in belt-fed firearms, this type of failure is The firearm sustained a double -feed or other feeding blockage, preventing it from loading and firing ammunition until cleared. Dice scores after ** Weapons usually affected: Belt-fed firearms** Effects: All shots following a 2 resulting in this failure type are discarded, and these shots are considered not to be firedcancelled. The weapon Weapon enters an "unusablejammed" state, which can only must be fixed by performing manually resolved.** How to resolve: Perform a reloading action, either with on a fresh ammunition belt, or even simply trying jammed firearm in order to load un-jam it. You are allowed to perform a reloading action with the same ammunition belt back, effectively requiring an extra turn to resolveit 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 failing flickered or failed to igniteburn, resulting in wasting fuel (ammunition). ** Weapons usually affected: Flamethrowers** Effects: The 2 corresponding to a failure to burn the misfired "shot" is treated as a miss, any wasted. Any subsequent "shots " may fire be fired normally.