Flechette (no ontology)

From Mazeworld

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*Avoiding '''heavily armored targets''', unless the contestant is positively sure to hit a lesser-armored weak point.
*Avoiding '''heavily armored targets''', unless the contestant is positively sure to hit a lesser-armored weak point.
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*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 [[Secondary effect|increased accuracy]] (FT-1) occurrence, '''add 1 to the dice score'''. Likewise, for every [[Secondary effect|decreased accuracy]] (FT+1) occurrence, '''substract 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, since the amount of projectiles hitting the target depends on the dice score itself. 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'''.
== Gallery ==
== Gallery ==

Revision as of 21:04, 23 August 2013

Flechette is a type of load for 12 gauge shotgun shells.

Mazeworld overview

Type LDV Unarm Light Hardskin Kevlar-2 Kevlar-3 Kevlar-4 HEV
Bullet +0 8% 8% 7% 5% 4% 2% 1%

The above chart applies for ONE pellet, and may be multiplied by the amount of pellets that hit the target (up to 20).

Dice score 2 3 4 5 6 7 8 9 10 11 12
Flechettes hitting 0 2 4 6 8 10 12 14 16 18 20

How to read this?

  • Available for purchase in a gun shop or a weapon shop, in boxes of 10 or 50 rounds
  • Costs 30 P$ for 10 rounds, and 150 P$ for 50 rounds
  • Value of a single round is 3 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, unless the contestant scores 12, in which case all of them 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.

Gallery

(image)
What flechettes look like.

See also