Weapon accessory (no ontology)

From Mazeworld

Weapon accessories are items designed to enhance or modify the behavior of a weapon. Several types and categories of accessories exist, each of them fulfilling different purposes.

It might be a good idea to equip any compatible accessory found, if it can be immediately mounted, as they provide the equipped weapons with useful bonuses.

If an accessory is found but no compatible weapon or mounting options are available, it may be wise to hang on these accessories and wait until being able to either sell them in a gun shop or weapon shop, or modify existing weapons at a Workshop's Maze Customs atelier so that they can be mounted.

Installing or removing 1 weapon accessory on 1 weapon takes 1 turn. All weapon accessories weigh 1 unit, except feeding accessories and bayonets.

The different accessory types are themselves categorized according to what they affect on the weapon.
Muzzle: Silencers, muzzle brakes, shotgun chokes, bayonets
Optics: Reflex sights, scopes
Underbarrel: UGLs, USGs, foregrips, bipods
Light mount: Weapon lights, laser sights, dual modules
Feeding: Magazines, drums, speedloaders, cartridge holders, clips, ammo belts

Depending on the type of weapon, a single weapon may only be equipped with up to one accessory of either category; certain may be completely unavailable, again depending on the weapon. Check the individual weapon pages or the Accessory compatibility list to determine which accessories a given weapon can be equipped with.

Accessories may come separate, or pre-installed on certain weapons (such as scopes). Certain accessories are integrated to the weapon, meaning that they usually cannot be removed and are proprietary to the weapon they're mounted to; such as built-in reflex sights.

For feeding accessories, usually each weapon comes standard with one magazine, speedloader, ammunition belt, or similar ammunition holding device (it is usually referred to as a "magazine" as a short-hand in all contexts.) They may be kept in the backpack and pre-loaded with ammunition so that the contestant can reload while in combat, which takes one turn. (See: this page for more info on reloading rules). If all magazines/speedloaders are emptied, it is possible to reload them during combat as well, but those are also subjected to reloading rules.

Muzzle accessories

Silencers

Silencers, also known as suppressors and sometimes nicknamed cans, are devices created to dampen the sound of a firearm when used. They are usually screwed on a firearm's muzzle. A silencer is capable of greatly reducing the sound report of a firearm to the point of making its detection difficult. Silencers also suppress muzzle flash, which prevents spotting where the shots came from.

A silencer on a firearm provides the possibility of attempting a Stealth attack and thus preserving valuable stealth while in combat, but at the cost of 2x Cleanliness wear rate as silencers make firearms run dirtier. Do note that it does apply to firearms with integrated silencers.

Silencers, similarly to muzzle brakes, have a few requirements in order to be installed on the desired firearm:

  • A threaded barrel - which can be obtained at the Maze Customs if the firearm is compatible. A select amount of weapons have pre-threaded barrels and do not require to be taken to the Customs.
  • A compatible caliber - see the Accessory Compatibility List for more details.

On rare occasions, certain firearms may be found with integrated silencers; which means that they're an integral part of the firearm instead of an attachment.

Muzzle brakes

Muzzle brakes, sometimes also called compensators and sometimes affectionately nicknamed "loudeners" (to contrast with "silencers"), are devices which redirect expelled gases upon firing a weapon, decreasing the amount of recoil and muzzle rise, but at the cost of making the weapon louder and making the muzzle flash bigger. These drawbacks are the reason of the "loudener" nickname.

When attacking with a weapon equipped with a muzzle brake, a Recoil level -1 modifier is applied.

Muzzle brakes, similarly to silencers, have a few requirements in order to be installed on the desired firearm:

  • A threaded barrel - which can be obtained at the Maze Customs if the firearm is compatible. A select amount of weapons have pre-threaded barrels and do not require to be taken to the Customs.
  • A compatible caliber - see the Accessory Compatibility List for more details.

On rare occasions, certain firearms may be found with integrated muzzle brakes; which means that they're an integral part of the firearm instead of an attachment. They may be further differentiated in whether they can be detached (so that they can be replaced with a silencer), or not. The ACL lists those differences for the concerned weapons.

Shotgun chokes

Shotgun chokes are special devices compatible only with 12 gauge shotguns equipped with a threaded barrel, which excludes multiple-barreled and USGs. Their purpose is further specialized by requiring these shotguns to fire multiple-projectile shells (such as buckshot or flechette) in order to be effective.

The purpose of a shotgun choke is to tighten the pattern produced by multiple-projectile shells, in order to ensure that more pellets hit the target, even at the cost of overall accuracy. In technical terms, a choke modifies the projectile roll by offering a more favorable roll with a higher minimum pellet hit count.

There exist 2 shotgun choke models: the Modified choke (referred to as Mod), and the Full choke (or simply Full). Depending on the shell and choke types, effects may vary.

Choke type 9 projectiles 15 projectiles 20 projectiles Effect
Unmodified 1d9 1d15 1d20 None
Mod choke 1d6+1d3 1d8+1d7 2d10 None
Full choke 3d3 3d5 4d5 FT+1
  • Note: As all multiple projectile shells apply a FT-1 bonus (similar to Match projectiles), shooting these shells through a full choke (FT+1) will essentially negate that bonus. Beware as the FT+1 effect from a full choke will still apply if shooting single projectile shells - in other words, shooting slugs through a full choke actually decreases accuracy.

Bayonets

Bayonets are weapons, often resembling knives but sometimes taking the shape of spikes, rods, or short swords, which are designed to be mounted on a firearm; typically a rifle. Bayonets are designed to turn the equipped weapon into a suitable melee weapon, as a better alternative than bludgeoning, in case of melee engagements, running out of ammunition, or simply as another option for the savvy fighter.

Bayonet behavior depends on whether it is equipped on a suitable firearm or being used on its own, as well as the properties of the bayonet itself. A bayonet mounted on a suitable firearm is also said to be affixed (hence the term, "affix bayonets").

Affixing a bayonet on a firearm generally blocks the mounting of an underbarrel grenade launcher, unless the bayonet is specified to be non-blocking on the particular firearm it's mounted on.

A bayonet with the Knife-bayonet trait can be used as a stand-alone weapon. If used as such, the bayonet is equipped and treated as a Class 5 Short weapon, with the same rules and restrictions that apply to such weapons (e.g. up to 3 attacks per turn). Without this trait, the bayonet CANNOT be used as a stand-alone weapon.

When affixed on a suitable firearm, the bayonet allows said firearm to be, if the user desires, used as a melee weapon. If used as such, then the firearm with affixed bayonet does not change Classes, but is restricted like a Class 5 Long weapon (e.g. up to 2 attacks per turn).

Bayonets tend to only be compatible with either specific firearms or groups of firearms; the complete list can be checked on the Accessory compatibility list.

NOTE: All bayonets require maintenance. All bayonets are made out of steel for the purposes of knowing repair costs in a workshop. In addition, they cannot be purchased or sold in forges - they are weapon accessories, thus they must be bought and sold in a gun shop or a weapon shop.

List of bayonets with damage tables ("KB?" = "Knife-Bayonet?"):

Model name Weight Damage type KB? LDV C1 C2 C3 A1 A2 A3 A4 A5
6X5 AK 3 units Sharp/Piercing Yes +2 45% 43% 41% 34% 27% 20% 9% 2%
BM59 3 units Sharp/Piercing Yes +3 55% 52% 50% 41% 33% 25% 11% 3%
DLT FAMAS 5 units Sharp/Piercing Yes +3 60% 57% 54% 45% 36% 27% 12% 3%
E&F Horster M1884/98 5 units Sharp/Piercing Yes +4 77% 73% 69% 58% 46% 35% 15% 4%
E-RM M1949/56 5 units Sharp/Piercing Yes +3 65% 62% 59% 49% 39% 29% 13% 3%
FAL Type C 2 units Piercing No +2 50% 48% 45% 35% 28% 20% 10% 2%
FG-42 rod bayonet 2 units Piercing No +3 60% 57% 54% 45% 36% 27% 12% 3%
G3 3 units Sharp/Piercing Yes +2 50% 48% 45% 35% 28% 20% 10% 2%
G36 3 units Sharp/Piercing Yes +2 45% 43% 41% 34% 27% 20% 9% 2%
Glock Feldmesser 78 3 units Sharp/Piercing Yes +2 50% 48% 45% 35% 28% 20% 10% 2%
Interarmco AR-10 3 units Sharp/Piercing Yes +3 60% 57% 54% 45% 36% 27% 12% 3%
Ishapore Long Blade 5 units Sharp/Piercing Yes +4 77% 73% 69% 58% 46% 35% 15% 4%
M4 3 units Sharp/Piercing Yes +3 55% 52% 50% 41% 33% 25% 11% 3%
M5 3 units Sharp/Piercing Yes +3 55% 52% 50% 41% 33% 25% 11% 3%
M6 3 units Sharp/Piercing Yes +3 55% 52% 50% 41% 33% 25% 11% 3%
M9 3 units Sharp/Piercing Yes +3 55% 52% 50% 41% 33% 25% 11% 3%
M1891 spike bayonet 3 units Piercing No +3 65% 62% 59% 46% 36% 26% 13% 2%
M1917 sword-bayonet 5 units Sharp/Piercing Yes +5 105% 100% 95% 79% 63% 47% 21% 5%
M1940 5 units Sharp/Piercing Yes +3 71% 67% 64% 53% 43% 32% 14% 4%
No. 7 Mk I/L 3 units Sharp/Piercing Yes +3 60% 57% 54% 45% 36% 27% 12% 3%
QBZ 3 units Sharp/Piercing Yes +3 55% 52% 50% 41% 33% 25% 11% 3%
S1 Uzi 3 units Sharp/Piercing Yes +3 55% 52% 50% 41% 33% 25% 11% 3%
SA80 3 units Sharp/Piercing Yes +3 60% 57% 54% 45% 36% 27% 12% 3%
SKS integral bayonet N/A Sharp/Piercing Yes +3 71% 67% 64% 53% 43% 32% 14% 4%
Sterling 3 units Sharp/Piercing Yes +3 60% 57% 54% 45% 36% 27% 12% 3%
Stgw. 57 3 units Sharp/Piercing Yes +3 71% 67% 64% 53% 43% 32% 14% 4%
Type 30 sword-bayonet 5 units Sharp/Piercing Yes +4 105% 100% 95% 79% 63% 47% 21% 5%
Type 45 5 units Sharp/Piercing Yes +4 83% 79% 75% 62% 50% 37% 17% 4%
Vz. 58 3 units Sharp/Piercing Yes +3 55% 52% 50% 41% 33% 25% 11% 3%

Optics

In order to install optics on a weapon, the weapon requires an optic mount. An optic mount is some sort of interface built or added to the weapon, expressly designed for receiving optics.

In the Mazes, five different optic mount types are recognized, with three sub-variants. If a weapon has one of those mount types, it can then mount any one of the optics compatible with this mount type.

The effects of all optics are passive; the player is not required to state their Contestant is using an optic to benefit from its effects. The drawback is that as long as an optic is mounted (or if it is integrated), its effects are always active, and unless integrated, it must be removed in order to return to a normal behavior (i.e. iron sights).

Mount types:

  • NATO rail - NATO
    • Short NATO rail - NATO-S
  • WP side mount - WP
    • Short WP side mount - WP-S
  • HK claw mount - HK
    • Short HK claw mount - HK-S
  • QBZ mount - QBZ
  • G43 mount - G43

Short sub-variants cannot mount High-power and Extreme-power optics (see here for more details).

The ACL lists the optic mount types available on every weapon.

Scopes

Scopes are a type of optic designed to provide magnification. They increase the apparent size of the target, allowing for more precise shots. Scopes provide, in general, increased accuracy for a small string of shots, at the cost of decreased ability to put down accurate, sustained fire. The more the scope is powerful, the more these effects are magnified.

All scopes allow for the ability to use the Concentrating ability.

Scopes are further differentiated by the magnification rate they provide. Depending on this rate, a scope may fall within one of four power groups: Low-power, Medium-power, High-power, and Extreme-power. Each of these power groups offer different effects and can thus perform different roles.

Scope power groups

Low-power (Magnification rate: Up to 3x)

  • Inaccuracy Range -1
  • Recoil +1
  • Partially reduced aiming penalties: The FT+1 penalty for aiming at small body parts (limbs in the HEAD, EXTREMITIES and WEAK POINT limb groups) is cancelled. This does not increase accuracy per se.

Medium-power (Magnification rate: 4x to 5x)

High-power (Magnification rate: 6x to 8x)

Extreme-power (Magnification rate: 9x and higher)

List of scopes

NATO rail compatible:

  • Leupold FX-II Scout (2x) - 450 P$
  • Trijicon ACOG (4x) - 900 P$
  • Leupold Mark 8 M5B1 (8x) - 800 P$
  • Schmidt & Bender PM II (12x) - 1400 P$

WP side mount compatible:

  • 1P78 Kashtan (3x) - 650 P$
  • PSO-1 (4x) - 900 P$
  • PKS-07 (7x) - 800 P$
  • 1P21 PO3 Minuta (9x) - 1100 P$

HK claw mount compatible:

  • G3 ZF4 (4x) - 900 P$
  • G3 ZF6 (6x) - 700 P$
  • G3 ZF10 (10x) - 1200 P$

QBZ mount compatible:

  • Type 600 (4x) - 900 P$
  • Type 88 (9x) - 1100 P$

G43 mount compatible:

  • KZF ZF4 (4x) - 900 P$

Red dot sights

Red dot sights (RDS) are a type of optic designed to project a red dot on a wide, unmagnified field of view. While this doesn't improve accuracy per se, it allows for more precise shots than with standard iron sights.

Effects:

  • Multiple targeting: A weapon equipped with a red dot sight may be used to independently aim at up to 2 targets in a single turn.

List of red dot sights

  • Aimpoint CompM4 - NATO rail mount - 600 P$
  • PK-A - WP side mount - 600 P$
  • Aimpoint CompML-XD - HK claw mount - 600 P$

Reflex sights

Reflex sights (RFX), also known as reflector sights, are a type of optic designed to project a targeting reticle on an unmagnified optic, which appears to remain on the target being aimed at and remains visible even if the shooter shifts their position. This allows for acquiring and thus, engaging targets, much faster than usual.

Effects:

List of reflex sights

  • EOTech 553 - NATO rail mount - 800 P$
  • EKP-8-02 Kobra - WP side mount - 800 P$

Special optics

  • Sight magnifier - NATO rail mount - 1000 P$

The sight magnifier is not an optic but rather an addon for existing optics. It is compatible only with red dot sights (RDS) and reflex sights (RFX). When mounted on a weapon, the magnifier can be switched on or off.

  • When switched off, the magnifier is canted to the side and allows the shooter to use the RDS or RFX as they normally would.
  • When switched on, the magnifier is aligned with the RDS and RFX, providing 3x magnification, and allows for the effects of both a low power scope and the existing RDS or RFX sight, at the exception of the ability to Concentrate.
  • The sight magnifier may be mounted on a weapon without a RDS or RFX, but then it will have no effect.

Underbarrel accessories

In order to install an underbarrel accessory on a weapon, the weapon requires an underbarrel rail (URail). It is generally

Similarly to light rails, underbarrel rails are primarily differentiated by size. Depending on the size of the underbarrel rail interface, a weapon may be able to mount various fitting accessories. Three size categories exist: Short (URail-S), Long (URail-L) and Special (URail-X). Short underbarrel rails allow for mounting foregrips and bipods. Long ones allow for mounting everything a Short one allows, as well as certain Underbarrel grenade launchers (UGL) and shotguns (USG).

Short and Long interfaces suggest the weapon has an accessory rail of suitable length to fit the accessory.

Special underbarrel interfaces are different; if a weapon has a Special interface, it cannot fit either Short or Long underbarrel accessories, but is instead compatible with one specific underbarrel accessory ; that accessory's event line will indicate which weapon(s) it can be mated to. For example, the Colt M16A1 has an URail-X (Special underbarrel interface); it can be mated to the M203 grenade launcher, which will indicate it is compatible with the Special underbarrel interface of specific weapons (in this case, that of the M16A1, M16A2, M16A4, M4A1, and AR-15A2.)

Bipod

A bipod is a simple accessory, which as the name suggests, has two legs. It is meant to provide a forward rest on the weapon, which helps controlling the firearm it is mounted on. It reduces lateral motion and provides another contact point to help dissipate recoil. Bipods require at least a Short interface in order to be installed.

The bipod must be deployed in order to provide bonuses.

  • Deploying a bipod takes 1 turn and is supposed to rest either on the floor, on cover, or some sort of hard surface.
  • If the bipod user leaves their position by moving away (e.g. moving to another side or trying to flee), or switches to another weapon, the bipod is automatically folded and must be re-deployed again to benefit from effects.
  • Effects while deployed: FT-1, Recoil -1, IS tier +1 (makes the weapon slower, but more accurate and easier to control)
    • Note that the bipod's effects still apply even if the opponent is within melee range.

Bipods may be optionally mounted, already mounted, or integrated to the firearm. There is only one model of bipod, making it an universal bipod. Check the compatibility list to check which weapons are concerned.

Foregrip

A foregrip is another simple accessory. It is meant to provide a more comfortable holding point for the shooter than simply holding it by the handguard, and helps controlling the equipped weapon better as it is held more comfortably. Thus, the foregrip allows the shooter to fire more rounds accurately. Foregrips require at least a Short interface in order to be installed.

When attacking with a weapon equipped with a foregrip, the shooter's Inaccuracy Range is decreased by 1.

Foregrips may be optionally mounted, already mounted, or integrated to the firearm by design. For the optionally mounted ones, there is only one model; making it an universal foregrip. Check the compatibility list to check which weapons are in which cases.

Underbarrel grenade launchers

Underbarrel grenade launchers (UGL) are units destined to be attached to the lower handguard of a weapon. They are also called underslung grenade launchers, as they are attached under the barrel. A single UGL can fit on different weapons, depending on the model.

UGLs are all single-shot weapons which must be reloaded after every shot, which takes a whole turn. When unequipped and carried in the inventory, all of them weigh 3 units. Essentially adding another weapon to the weapon they equip, UGLs may turn the tide of battles, they improve the Contestant's versatility.

UGLs are also completely unaffected by the host weapon's accessories, nor can they receive any on their own.

There are 7 UGLs available, each having their own compatibility list. All of them use the 40mm NATO grenade, except the GP-30 which uses the 40mm caseless grenade.

  • FN GL1
  • GP-30
  • M203
  • M203PI
  • Heckler & Koch AG36
  • Heckler & Koch HK79
  • SIG Sauer GL5040

ALL UGLs require maintenance, the same way normal grenade launchers do. (DV/RV value: GL). UGLs also increase the weight tier of their host weapons, up 1 tier.

Underbarrel shotguns

Underbarrel shotguns (USG) (also known as underslung shotguns) are units destined to be attached to the lower handguard of a weapon. Like their cousins, the UGLs (mentioned above), but instead of firing a grenade projectile, they function like extremely short barreled shotguns. Their primary function is to be coupled with slugs for door breaching, though it can be technically used and employed exactly like a traditional shotgun for combat purposes, with the drawbacks of low capacity and inability for the USG itself to accept accessories (being, itself, an accessory to another firearm, to begin with). All USGs weigh 3 units when unequipped and carried in the inventory.

USGs are not affected by the mounted weapon's accessories nor can they accept any of their own, at the exception of the mounted weapon's optics, which do affect USGs.

There are 2 USGs available, and their compatibility may be checked on the ACL.

  • Crye Precision SIX12 - 12 gauge, SIX12 detachable cylinders, no +1
    • Maintenance values: DV+3 RV+5
  • KAC Masterkey - 12 gauge, capacity 3+1
    • Maintenance values: DV+5, RV+5
  • M26 MASS - 12 gauge, M26 MASS magazines, +1
    • Maintenance values: DV+2, RV+2

ALL USGs require maintenance. Their DV/RV values are listed above.. USGs also increase the weight tier of their host weapons, up 1 tier.

Light mount accessories

All light mount accessories are powered with WL2 batteries, without which they would not function. The battery life depends on the attachment the battery is installed; this is why accessory model names are listing a maximum battery life.

Light mount accessories are primarily differentiated by size: Small (LRail-S), Large (LRail-L), and Special (LRail-X). All accessories of the same size tier are compatible with the same weapons, but it must be noted that all Small accessories will also fit on weapons that can take Large accessories.

The ACL will list which weapons are compatible with which size tiers.

Switching on or off any Light mount accessory is a free action, similar to changing a fire mode, as it is done immediately and doesn't take any time nor does it prevent other actions, no matter if they're noncombat actions or attacks. However, it is subject to certain restrictions: it can only be done once per turn, and it is always resolved before other actions, including non-combat ones.

  • Example: When choosing to switch a laser sight on during Turn 3, it will remain on until Turn 4, and if one desires to turn it off during Turn 4, it will be turned off BEFORE shooting the weapon it's mounted to. As battery ticks down at the end of every turn it was turned on, this measure is in place to avoid using lights and lasers without burning battery.

Weapon light

A weapon light, also known as a tactical flashlight, a tac-light, or simply a light, is simply, as the name implies, a weapon-mounted flashlight. The purpose of weapon lights is to provide visibility in low-light areas, though they can also be used to induce a mild dazzling effect when aimed directly at the eyes of other encounters; the powerful bright light may cause a brief loss of accuracy.

Weapon lights are not intended to be used in rooms with light; although they can be, to induce the dazzling effect on enemies, the primary purpose of a weaponlight is to cancel environmental blindness. Beware, however, as when a weapon light is turned on, the environmental blindness of every other creature in a room will also be canceled, since the weapon light is, obviously, a source of light.

There are 5 weapon lights available.

Small weapon lights

  • Surefire X300U (Max life: 150 turns)
  • Inforce APL (Max life: 250 turns) - Soft light

Large weapon lights

  • Surefire M620 (Max life: 200 turns)
  • P3X Fury Tactical (Max life: 100 turns) - Strong light
  • Inforce WML (Max life: 300 turns) - Soft light

Dazzling effect

When aimed at an opponent, a weapon light may induce a Dazzling effect (unless the opponent has no eyes or is blind), which impairs the opponent's accuracy. When a weapon light user aims at a target that can be Dazzled, the effect is applied when the user's turn begins, and it lasts 2 turns; so that even if the target is faster than the user, the effect will still last into at least the next turn and thus impair the victim. In addition, for every subsequent turn the user spends aiming at the same victim, the effect duration increases by 2 turns again. Doing so is called "blind-locking"; this simulates the negative effects of prolonged bright light exposure. Note that the effect duration has no upper limit.

If the target possesses Night Vision, Dazzling is even more effective:

  • Soft light: Blindness (2 turns)
  • Normal light: Blindness (3 turns)
  • Strong light: Blindness (4 turns)

Laser sight

A laser sight, also known as a laser pointer, a laser aiming module (LAM), or simply just a laser, is a device projecting a bright red dot on the target via a laser beam. The purpose of a laser sight is to serve as a clear visual aid to keep the equipped weapons on target.
Without a laser, as Recoil mechanics dictate, the more shots fired, the more a weapon will deviate from its original point of aim. When reaching the Accuracy Drop Threshold, bullets begin hitting a random @bodyaim instead of the intended target. With a laser, the point of aim no longer deviates from the original target no matter how many rounds are fired.

There are 2 laser sights available.

Small laser sights

  • Laserlyte SCV4 (Max life: 100 turns)

Large laser sights

  • AN/PEQ-5 (Max life: 200 turns)

Dual modules

A dual module is simply a light mount accessory which combines both a laser light and a weapon light in the same unit.
NOTE: If both laser and light are on at the same time on a dual module, battery will be depleted twice faster.

There is only 1 dual module available.

Special dual modules

  • AN/PEQ-6 (Max life: 250 turns), fits on the Heckler & Koch Mark 23 only.

Feeding accessories

They include magazines of all kinds, speedloaders, and ammunition belts, all of which are used in the various weapon types available in Mazeworld.

Magazines have size tiers, which helps identifying how large they are, what their empty weight is, and whether they can fit in certain LBE. They are as follows:

Size tier Empty weight
Tiny 0.25
Small 0.5
Medium 1
Large 1.2
V.Large 2
X.Large 3

Usually, a given weapon will have one to four different magazines compatible with it, with certain exceptions having none due to an integrated feeding mechanism, such as a tube, internal magazine, cylinder, etc. ; check the Accessory compatibility list for more information.

See also