CAWS flechette (no ontology)
From Mazeworld
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| '''Load''' | | '''Load''' | ||
| colspan="2" | '''20x''' tungsten flechette | | colspan="2" | '''20x''' tungsten flechette | ||
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|- | |- | ||
| '''Country''' | | '''Country''' | ||
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| '''Bullet''' (1 flechette) | | '''Bullet''' (1 flechette) | ||
| '''+1''' | | '''+1''' | ||
- | | | + | | 20% |
- | | | + | | 20% |
- | | | + | | 20% |
- | | | + | | 17% |
+ | | 14% | ||
| 9% | | 9% | ||
| 6% | | 6% | ||
- | |||
|} | |} | ||
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| '''12''' | | '''12''' | ||
|- | |- | ||
- | | | + | | Flechettes hitting |
- | | 0 | + | | ''Always 0'' |
- | | | + | | 4d5-8 |
- | | | + | | 4d5-6 |
- | | | + | | 4d5-4 |
- | | | + | | 4d5-2 |
- | | | + | | 4d5 |
- | | | + | | 4d5+2 |
- | | | + | | 4d5+4 |
- | | | + | | 4d5+6 |
- | | | + | | 4d5+8 |
- | | 20 | + | | ''Always 20'' |
|} | |} | ||
<span style="font-size:80%;">[[Damage chart|How to read this?]]</span> | <span style="font-size:80%;">[[Damage chart|How to read this?]]</span> | ||
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=== Usage notes === | === Usage notes === | ||
- | Flechette | + | 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 [[Secondary effect|increased accuracy]] (FT-1) occurrence, '''add 1 to the dice score'''. Likewise, for every [[Secondary effect|decreased accuracy]] (FT+1) occurrence, '''subtract 1 to the dice score'''. | |
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- | *It must be noted that '''failure threshold modifiers''' work differently with multiple-projectile ammunition than with single-projectile ammunition | + | |
**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'''. | **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'''. | ||
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== Gallery == | == Gallery == | ||
{| | {| |
Revision as of 06:19, 25 April 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 in real life, but it's not like that's going to stop us.
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 | 4d5-8 | 4d5-6 | 4d5-4 | 4d5-2 | 4d5 | 4d5+2 | 4d5+4 | 4d5+6 | 4d5+8 | Always 20 |
- Available for purchase in a gun shop or a weapon shop, in boxes of 10 or 50 rounds
- Costs 80 P$ for 10 rounds, and 100 P$ for 50 rounds
- Value of a single round is 8 P$
- Recoil level of this round is 3 - Normal
- Propels up to 20 flechette per shot.
- Availability of this caliber:
- Can be found at random in the rooms
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. |