CAWS flechette (no ontology)
From Mazeworld
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 pellet) | +1 | 13% | 13% | 13% | 11% | 9% | 6% | 4% |
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 |
Flechette hitting | 0 | 2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | 18 | 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 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. Because of this, the failure threshold is not useful - only your actual dice score is.
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
Two dummy rounds, and a live round with plastic casing. |