Weapons

From MazeWorld
Jump to: navigation, search
Navigation: Main Page Items Weapons




Weapons are items whose primary purpose is to inflict damage to creatures or objects.

Lists of weapons

There is a total of 965 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 firearms, 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).

In addition, there are 56 weapon accessories that can also be considered weapons of their own:

When counting the weapon accessories listed above, the total weapon count is 1,021.

Weapon rarity

Rarity values indicate two things; a rough idea of how valuable the weapon is, and how likely it is to be found in the Mazes. The higher, the rarer.

Rarity scales with shop value.

Firearms:

  • Rarity 1: Parallar symbol.png700 or less
  • Rarity 2: Parallar symbol.png701 - 1000
  • Rarity 3: Parallar symbol.png1001 - 1349
  • Rarity 4: Parallar symbol.png1350 - 1800
  • Rarity 5: Parallar symbol.png1801 - 2600
  • Rarity 6: Parallar symbol.png2601 or more

Melee weapons:

  • Rarity 1: Parallar symbol.png99 or less
  • Rarity 2: Parallar symbol.png100 - 299
  • Rarity 3: Parallar symbol.png300 - 499
  • Rarity 4: Parallar symbol.png500 or more

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:

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
Flame 5 M2-2, XL18
  • Burst: Weapons with a burst mode are capable of firing multiple rounds of ammunition with a single trigger pull. You may fire up to 6 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 1dAutoROF rounds.
    • Medium pull: Weapon will fire 2dAutoROF rounds.
    • Long pull: Weapon will fire 3dAutoROF 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 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.

Skill type Max attacks /turn
(Unskilled level)
Max attacks /turn
(Basic level)
Max attacks /turn
(Skilled level)
Max attacks /turn
(Expert level)
Max attacks /turn
(Master level)
Archery (see below) 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 N/A (see below)
Exotic ranged weapons N/A (see below)
Thrown weapons 1 (see below)
Martial arts (see below) 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 unless otherwise noted.

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.

Shields

  • See Shields for more information.

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 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.

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.
Open stock: Acts as a fixed stock.
Folded stock: Decreases the weapon's weight by 1 tier, FT +1
Retractable stock RS Allows the user to open or retract the stock.
Open stock: Acts as a fixed stock.
Retracted stock: IS tier -1, IR +1
Folding/Retractable stock FRS Allows the user to open, retract or fold the stock.
Open stock: Acts as a fixed stock.
Retracted stock: IS tier -1, IR +1
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 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.
Advanced tip
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).

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)
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 and Tula Arms Nagant M1895 Commander 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.
  • All lever-action rifles with traditional inner tubes require an extra step for reloading; a reloading action must first be spent to remove the inner tube from the rifle. 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 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 repaired using Gun Repair Kits, or, if the Condition rating is 60% or more, Gun Cleaning Kits.

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)

As melee weapons degrade and lose Condition, they cause less and less damage.

Melee weapons can be repaired using Melee Repair Kits.

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 handgear and Shields)
20% - 34.99% Poor 0.8x damage (except handgear and Shields)
10% - 19.99% Bad 0.7x damage (except handgear and Shields)
1 point - 9.99% Terrible 0.6x damage (except handgear and Shields)
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 &critfail command. If the result determines that your weapon 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: For every weapon failure rolled with &critfail, the two highest scoring shots (excluding critical failures) are cancelled (not fired). If 3 stovepipes occur in a single string of fire, the 6 highest scoring shots are never fired. This may cancel critical hits, and potentially indeed all hits fired if enough of them occur.
    • How to resolve: Automatically resolved. The shooter is assumed to spend part of the turn clearing any malfunctions.
  • 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: Every weapon failure becomes a misfire, and a misfire means a round of ammunition that is simply not fired. However, misfired ammunition is considered to be spent. 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: Depends on the number of weapon failures rolled with &critfail during that turn.
      • If 2 or less occurred: Same as stovepipes; for every 2 rolled, the two highest scoring shots (excluding critical failures) are cancelled (not fired).
      • If 3 or more occurred: All shots are cancelled and the firearm is considered to be in a jammed state.
    • How to resolve (2 or less): Automatically resolved.
    • How to resolve (3 or more): 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: Like a failure to fire, the corresponding shot isn't fired and the "shot" is wasted. Any subsequent "shots" may be fired normally.

Accessory breakage

In addition to the above-mentioned weapon failures, certain critical failures can cause accessory breakage, causing the weapon accessories mounted on the weapon to break, malfunction, or no longer work as intended. Any malfunctioning item must be marked with a (MALF) tag, and all (MALF) items can be repaired with a Gun Repair Kit (GRK).

  • Feeding systems:
    • If detachable: The springs, follower, or internal mechanisms malfunction. A (MALF) feeding system inserted cannot feed ammunition to the firearm anymore; only already chambered ammunition can be fired until the magazine is swapped or reloaded.
    • If non-detachable: Mark the weapon itself (MALF). The weapon's capacity is halved and rounded down.
    • If neither applies: Condition loss occurs instead.
  • Muzzle:
    • If detachable: The muzzle device falls or is flung off the weapon. A (MALF) detachable muzzle device cannot be reinstalled until repaired.
    • If non-detachable: The muzzle device fails. A '(MALF) integrated muzzle device is treated as if it isn't present (no effects) until repaired.
    • If neither applies: Condition loss occurs instead.
  • Optics: The sight cracks, breaks, or loses power. Can affect detachable and integrated sights. A (MALF) optic is treated as iron sights (no effects) until repaired. If it doesn't apply to the weapon, Condition loss occurs instead.
  • Lights: The lightbulb, LED, or projector breaks and loses power. Can affect detachable and integrated lights and lasers. A (MALF) light cannot be turned on until repaired. If it doesn't apply to the weapon, Condition loss occurs instead.

Underbarrel weapons cannot be targeted by parts breakage; instead, if a shooter gets a critical failure while using an underbarrel weapon, the effects are applied to the underbarrel weapon, independently of its host firearm.

  • NOTE: Accessory breakage can technically affect non-firearms, such as the optics on the G420 Tactical heavy crossbow. If the optics on such weapons malfunction, the GM should allow for lenience and allow players to use a Melee weapon repair kit (MRK) instead of a GRK to fix it.


Customizing weapons

Weapons can be customized in two different ways:

  • Directly by the user, through the use of weapon accessories and various ammunition types. These accessories can be directly attached or swapped on weapons as long as compatible interfaces are available. The ammunition aspect can be further customized through handloading.
  • Through the use of Maze Customs services, which provide deeper changes such as caliber conversions, fire selector modifiers, different frames, stocks and accessory interfaces, and many more things. Maze Customs services are available at all workshops.


Weapons in the Mazes

Lorebook.png
This article or section contains lore-related information.
Though not strictly necessary for playing the game, you are encouraged to read this section if you wish to have a better understanding of the game's universe.


Weapons are extremely common in the Mazes, with the vast majority of the inhabitants being armed in some way or another. It can be argued that the world of the Mazes revolves around weapons and their use.

It is very common for most people to be armed with at least one weapon of some sort. Even the species that benefit from natural or magical means of personal defense may choose to carry weapons of some sort, as they are just as, if not more practical to use.

All kinds of weapons are available in the Mazes; handguns, rifles, shotguns, melee weapons of all stripes, right up to explosives and launchers.

The abundance of weapons can be explained by the relative amount of constant danger that exists in the world; all traveling between towns and intersections is not without risks, and besides the many hostile creatures inhabiting the Uncivilized Area, there is, of course, the threat of other people with hostile intentions.

As a result, owning and openly carrying one or multiple weapons is extremely common, and with the majority of these weapons being firearms, this means people who choose not to carry guns - or any weapon at all - are rare outliers. Though there are roles and occupations dedicated to security, law enforcement, and defense, the ever-present dangers of the world implies that every inhabitant of the Mazes is expected to have the means to defend themselves.

Many of these weapons can be, and are customized with accessories, and some can even be further modified by engineering workshops, allowing an even greater amount of personalization. Though most such customizations exist for practical purposes (improving the performance of a firearm, etc.), modifications which improve the visual or cosmetic appeal also exist. Therefore, the choice and the customization of one's own weapons can be seen as a means to express oneself, to show off one's social status, or simply to stand out and look cool.

Brand names

As a stylistic choice, the weapons in the Mazes are largely lifted from the real world, right down to brand names. Observant players may have noticed that the inhabitants of the Mazes are aware of these brand names and models, despite the fact that they are all manufactured at the same facilities, by the same factories and plants. This is explained by the fact that weapons with brand names in the Mazes were simply given these names by the engineers and workers responsible for manufacturing them, as a way to differentiate series and lines of weapons. The brand and model names simply happen to match exactly those found in the real world, even if there is technically no relation with any real-world person or country. (E.g. you will find Glock 17 pistols, but there is no Gaston Glock in the Mazes.)

Though it may seem as though this kind of coincidence is contrived, keep in mind that this was done to avoid having to rename or give bland names to hundreds of different weapons, largely for the convenience of the players.