CAWS buckshot (no ontology)
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| '''Price''' | | '''Price''' | ||
- | | colspan="2" | ''' | + | | colspan="2" | '''4''' [[Parallar|P$]] per shell |
|- | |- | ||
| [[Recoil]] | | [[Recoil]] | ||
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<span style="font-size:80%;">[[Damage chart|How to read this?]]</span> | <span style="font-size:80%;">[[Damage chart|How to read this?]]</span> | ||
- | * Available for purchase in a [[gun shop]] or a [[weapon shop]], in retail boxes of '''10''' rounds (''' | + | * Available for purchase in a [[gun shop]] or a [[weapon shop]], in retail boxes of '''10''' rounds ('''40 P$/box''') |
- | * Value of a single round is ''' | + | * Value of a single round is '''4 P$''' |
* [[Recoil]] level of this round is '''3 - Normal''' | * [[Recoil]] level of this round is '''3 - Normal''' | ||
* Propels up to '''9''' pellets per shot. | * Propels up to '''9''' pellets per shot. |
Revision as of 04:26, 31 July 2015
CAWS buckshot is a type of load for the special-purpose 12 gauge belted cartridge developed by Heckler & Koch and Olin/Winchester for use in the Heckler & Koch CAWS. It is a non-conventional buckshot shotgun shell.
Mazeworld overview
The variant used in Mazeworld uses tungsten 00 buckshot, a load that was supposedly never made by H&K (tungsten pellets they developed only included #2 buckshot), for the sake of simplicity in order to keep the same pellet mechanics as regular buckshot.
Type | LDV | C1 | C2 | C3 | A1 | A2 | A3 | A4 | A5 |
Bullet | +1 | 23% | 22% | 21% | 18% | 15% | 12% | 6% | 2% |
The above chart applies for ONE pellet, and may be multiplied by the amount of pellets that hit the target (up to 8). How to read this?
- Available for purchase in a gun shop or a weapon shop, in retail boxes of 10 rounds (40 P$/box)
- Value of a single round is 4 P$
- Recoil level of this round is 3 - Normal
- Propels up to 9 pellets per shot.
Usage notes
Buckshot is a multiple-projectile type of ammunition. The amount of projectiles hitting the target is variable, and is also influenced by the failure threshold; lower scores mean less chances to hit, and higher scores mean higher chances to hit.
- It must be noted that failure threshold modifiers work differently with multiple-projectile ammunition than with single-projectile ammunition. For every increased accuracy (FT-1) occurrence, add 1 to the dice score. Likewise, for every decreased accuracy (FT+1) occurrence, subtract 1 to the dice score.
- Should the modified result ends up being 12 or greater, it counts as a critical hit of a natural 12. Likewise, if the modified result ends up being 2 or less, it counts as a critical failure of a natural 2.
Gallery
Two dummy rounds, and a live round with plastic casing. |