CAWS flechette (no ontology)
From Mazeworld
SU Tempest (Talk | contribs) (→Mazeworld overview) |
SU Tempest (Talk | contribs) (→Mazeworld overview) |
||
Line 92: | Line 92: | ||
* [[Recoil]] level of this round is '''3 - Normal''' | * [[Recoil]] level of this round is '''3 - Normal''' | ||
* Propels up to '''20''' flechette per shot. | * Propels up to '''20''' flechette per shot. | ||
- | |||
- | |||
=== Usage notes === | === Usage notes === |
Revision as of 04:38, 24 December 2014
CAWS flechette 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 flechette shotgun shell.
Mazeworld overview
The variant used in Mazeworld uses 1 inch long flechettes made of tungsten, and is based on a purely theoretical load which was only mentioned in passing as a possible future plan for CAWS shell loads. For all intents and purposes, it does not exist, even as a prototype, in real life. We have included it to offer more ammunition types for the CAWS.
Type | LDV | Unarm | Light | Hardskin | Kevlar-2 | Kevlar-3 | Kevlar-4 | HEV |
Bullet (1 flechette) | +1 | 20% | 20% | 20% | 17% | 14% | 9% | 6% |
The above chart applies for ONE flechette, and may be multiplied by the amount of flechette that hit the target (up to 20).
Dice score | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
Flechettes hitting | Always 0 | 2d6-2 | 2d8-2 | 2d10-2 | 1d20 | 2d10 | 4d5 | 5d4 | 4d4+4 | 10d2 | Always 20 |
How to read this?
Note: If the roll results were to exceed 20, treat it as 20 as there is no more than 20 flechettes per shell.
- Available for purchase in a gun shop or a weapon shop, in retail boxes of 5 rounds (40 P$/box)
- Value of a single round is 8 P$
- Recoil level of this round is 3 - Normal
- Propels up to 20 flechette per shot.
Usage notes
Flechette 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. |