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Re: [HOE] New gizmos....



> Flechette Rounds:  rounds made for any firearm that shoots out a clump of
> needles, slivers, etc., instead of a bullet.  The downside is the round
> drops down a die type in damage (3d6 instead of 3d8 for example) & is
> worthless against targets with a AV of at least 1 (I'd say), but the
> benefits are twofold.  First, it does massive damage; ie: can hit more
than
> one location.  I figure you take the amount of dice used for damage,
divide
> by two, & that's how many locations are hit. (so, for most rounds, two hit
> locations) Second, although the amount of wound levels caused is lowered,
> the amount of Wind loss caused is tripled.  One wound level, three Wind
loss
> per round. Two wound levels, six Wind loss per round.  Third, in order to
> stop the massive bleeding, target must be healed by magical means.  Sounds
> like a lot, but the way flechettes work is they make a whole bunch of tiny
> holes in the target that are almost impossible to spot let alone treat. So
> usually the victim dies from internal bleeding.  (Or at least, so I've
been
> told by a former soldier)  Sound like a good one?
>
>
I like the idea of the flechette rounds.  Another option to use would be to
use the rules for shotguns.  Since flechette rounds are so deadly up close,
you could give it an extra die of damage, but lose one die/range increment
and either make it totally ineffectual against armor, or double the value of
armor depending on how powerful you wanted to make them.