Buckshot (no ontology)

From Mazeworld

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(Mazeworld overview)
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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>

Revision as of 05:10, 25 April 2014

Buckshot (Also known as standard buckshot, or full-power buckshot) is a type of load for 12 gauge shotgun shells, and one of the most common. It is called "full-power" as a contrast to the lower-powered and lower-recoiling Tactical buckshot.

Mazeworld overview

Type LDV Unarm Light Hardskin Kevlar-2 Kevlar-3 Kevlar-4 HEV
Bullet +0 40% 38% 32% 21% 9% 3% 1%

The above chart applies for ONE pellet, and may be multiplied by the amount of pellets that hit the target (up to 9).

Dice score 2 3 4 5 6 7 8 9 10 11 12
Pellets hitting 0 3d3-3 3d3-3 3d3-2 3d3-1 3d3 3d3+1 3d3+1 3d3+2 3d3+2 9

How to read this?

  • Available for purchase in a gun shop or a weapon shop, in boxes of 20 or 100 rounds
  • Costs 40 P$ for 20 rounds, and 200 P$ for 100 rounds
  • Value of a single round is 2 P$
  • Recoil level of this round is 3 - Normal
  • Propels up to 8 pellets per shot
  • Availability of this caliber:

Usage notes

Buckshot has a main trait that single-projectile ammunition don't have: it is a multiple-projectile type of ammunition. It can be treated as both an advantage and a weakness:

  • The advantage: Even if the dice score is poor, the contestant may still be able to hit his/her target (although only a small amount of projectiles will hit) unless he/she scores a critical failure.
  • The drawback: Whereas single-projectile ammunition almost always deal the same amount of damage, multiple-projectile ammunition doesn't, because the full load of projectiles rarely ALL hit the target, unless the contestant scores 12, in which case they do all hit.

Whether those traits can be helpful or not depend mostly on the contestant's strategy and style, although there are a few recommendations:

  • Avoiding heavily armored targets, unless the contestant is positively sure to hit a lesser-armored weak point.
  • It must be noted that failure threshold modifiers work differently with multiple-projectile ammunition than with single-projectile ammunition, since the amount of projectiles hitting the target depends on the dice score itself. 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

(image) (image)
Buckshot and slug comparison.

See also