Difference between pages "Armat M41A Pulse Rifle" and "40mm NATO grenade"

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__NOTOC__
 
{{Navigation
 
{{Navigation
| nav=[[Main Page]] '''→''' [[Weapons]] '''→''' [[Class 1 weapons]] '''→''' [[{{PAGENAME}}]]
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| nav=[[Main Page]] '''→''' [[Main Page#Items|Items]] '''→''' [[Ammunition]] '''→''' [[{{PAGENAME}}]]
 
}}
 
}}
  
{{Firearm
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{{Explosives
 
| name={{{name|{{{1|{{PAGENAME}}}}}}}}
 
| name={{{name|{{{1|{{PAGENAME}}}}}}}}
| image=[[File:Armat M41A Pulse Rifle.jpg|350px]]
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| image=[[File:40mm NATO (HE).jpg|350px]]<br/><span style=font-size:80%>M381 HE grenade</span>
| wpn_class=1
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| ammoexp_cat=Grenade launcher
| wpn_category=Combat rifle
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| ammoexp_weight=1
| wpn_modes=Semi/Burst4/Full <span style=font-size:90%>(AutoROF 8)</span>
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| ammoexp_qty= 6 / 18
| wpn_caliber=[[10x24mm Caseless]]
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| wpn_bbl=9.7
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| wpn_feedsys=Box magazine
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| wpn_plusone=Yes
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| wpn_critfail=Failure to eject
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| wpn_stock=Retractable (RS)
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| wpn_weight=14
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| wpn_cond=10000
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| wpn_cost=N/A (see page)
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| wpn_accfeed=[[M41A magazines]]
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| wpn_accfeedstd=M41A 99-round magazine
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| wpn_accmuzzle=N/A
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| wpn_accmuzzlestd=None
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| wpn_accoptics=N/A
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| wpn_accopticsstd=None
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| wpn_accunder=N/A
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| wpn_accunderstd=[[U1-SG]] <span style=font-size:90%>underbarrel shotgun (integrated)</span>
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| wpn_acclights=N/A
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| wpn_acclightsstd=None
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| wpn_rlmfg=Armat Battlefield Systems
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| wpn_rlcountry=[[File:United Americas.png|25px]] United Americas
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| wpn_rlyear=2171
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}}
 
}}
  
{{Hebiquote
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'''40mm NATO grenades''' are a type of [[ammunition]] for grenade launchers.
|quotetext=In the Uncivilized Area, no one can hear you scream. The M41A Pulse Rifle is the final development of the Proving Grounds' caseless ammunition research project. If the [[Heckler & Koch G11K2|G11]] was the first of its kind, this is arguably the best of its kind. Thought to be the ultimate personal firearm (short of anything explosive), the Pulse Rifle is a twin weapon made up of a 10x24mm Caseless assault rifle and a [[U1-SG]] 12 gauge CAWS underbarrel shotgun. This weapon has one purpose only: to be the weapon that will let you survive any nightmare, even if you were on an express elevator to Hell going down.
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|quoteauthor=Tempest
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This type of grenade launcher ammunition functions like an oversized rifle cartridge, possessing a case, a primer, a propellant, and a projectile. Despite that, 40mm NATO grenades cannot be handloaded, they must all be purchased.
}}
+
 
 +
40mm NATO grenades have the widest variety of grenade types, at six types.
 +
 
 +
They may also be referred to as '''40mm N''' grenades.
 +
 
 +
 
 +
= Damage tables =
 +
 
 +
== M381 HE ==
 +
This type of grenade is loaded with a high-explosive, non-fragmenting projectile. No shrapnel will be released by this grenade type upon exploding. See [[Explosives]] for more details.
 +
 
 +
{| class="wikitable" style="font-size:10pt;text-align:center"
 +
|-
 +
! Damage type !! LDV !! Pain (all ACs)
 +
|-
 +
| Explosion || '''+14''' || 195%
 +
|}
 +
 
 +
== M576 Buckshot ==
 +
This type of grenade is loaded with 20 pellets of #3 plated buckshot (0.25" diameter, roughly 24 grains per pellet), effectively transforming the grenade launcher into a giant shotgun. These pellets are fired at a velocity of roughly 270 m/s (~885 ft/s), generating 57 Joule (42 ft-lbf) of energy per pellet. Although this is anemic in comparison to proper shotgun shells, each of these grenades contain 20 buckshot pellets, more than any size of shotgun shell in the Mazes.
 +
 
 +
Shooting this ammunition type applies a '''[[FT]] -1''' effect.
 +
 
 +
Pain and Limb Damage listed on the table below are per projectile; multiply by the amount of projectiles that hit.
 +
 
 +
{| class="wikitable" style="font-size:10pt;text-align:center" width="900"
 +
|-
 +
! Damage type !! Projectiles !! LDV !! Pain (C1) !! Pain (C2) !! Pain (A1) !! Pain (A2) !! Pain (A3) !! Pain (A4) !! Pain (A5)
 +
|-
 +
| Bullet || 20 || '''-1''' || 6% || 5% || 4% || 4% || 3% || 1% || 0%
 +
|}
 +
 
 +
== M651 Tear gas ==
 +
This type of grenade does not directly deal damage; instead, it is intended to generate a '''tear gas cloud''' on the Side in which it lands. It is not necessary to aim the grenade at any particular creature, as the cloud will affect every creature on the same Side. (See [[Explosives]] for more details.)
 +
 
 +
Dice results:
 +
* A critical success will double the length of the tear gas cloud's life (6 turns instead of 3 turns). If it was aimed at any particular creature, the GM may, at their discretion, deal a small amount of damage to that creature; a tear gas grenade landing on someone's head or exploding in someone's face is rarely pleasant.
 +
* A regular success will result in the normal effects of the tear gas cloud occurring.
 +
* A failure still results in a tear gas cloud occurring, but for only 1 turn instead of the normal amount.
 +
* A critical failure results in throwing a dud grenade, with no effects.
 +
 
 +
=== Tear gas cloud ===
 +
Tear gas clouds have the following properties:
 +
* Engulfs an entire Side of the battlespace, affecting every creature inside.
 +
* Lasts for 3 turns, at the end of which the cloud dissipates, and the effects listed below cease.
 +
* All creatures inside the cloud suffer from a FT+1 malus, and sustain damage at a rate of '''+7% Pain per turn, regardless of Pain Sensitivity'''. This hazard can be completely canceled by the [[Secondary effect|Immunity to gases]] effect, such as one given by a [[gas mask]].
 +
 
 +
== M715 Smoke ==
 +
This type of grenade does not directly deal damage; instead, it is intended to generate a '''smoke cloud''' on the Side in which it lands. It is not necessary to aim the grenade at any particular creature, as the cloud will affect every creature on the same Side. (See [[Explosives]] for more details.)
 +
 
 +
Dice results:
 +
* A critical success will double the length of the smoke cloud's life (6 turns instead of 3 turns). If it was aimed at any particular creature, the GM may, at their discretion, deal a small amount of damage to that creature; a smoke grenade landing on someone's head or exploding in someone's face is rarely pleasant.
 +
* A regular success will result in the normal effects of the smoke cloud occurring.
 +
* A failure still results in a smoke cloud occurring, but for only 1 turn instead of the normal amount.
 +
* A critical failure results in throwing a dud grenade, with no effects.
 +
 
 +
=== Smoke cloud ===
 +
Smoke clouds have the following properties:
 +
* Engulfs an entire Side of the battlespace, affecting every creature inside.
 +
* Lasts for 3 turns, at the end of which the cloud dissipates, and the effects listed below cease.
 +
* All creatures inside the cloud suffer from a FT+2 malus. This hazard '''cannot''' be mitigated by the [[Secondary effect|Immunity to gases]] effect, such as one given by a [[gas mask]]; as the purpose of smoke is obfuscation, not damage.
 +
* All creatures outside the cloud suffer from a IR+2 malus, if aiming at creatures inside the cloud.
 +
 
 +
== Hellhound ==
 +
[[File:40mm Hellhound.jpg|thumb|right|A Hellhound round]]
 +
This type of grenade is loaded with a '''high-explosive, fragmenting, incendiary''' payload. All targets hit by a Hellhound grenade will sustain damage from both explosion and fragmentation, and may also be set on fire by the incendiary compound (unless protected by [[Effects|fire-retardant]] clothing, or otherwise immune to fire). Each target hit will be struck by '''1d31-1''' shrapnel, sent to a random body part. See [[Explosives]] for more details.
 +
 
 +
=== Explosion damage ===
 +
{| class="wikitable" style="font-size:10pt;text-align:center"
 +
|-
 +
! Damage type !! LDV !! Pain (all ACs)
 +
|-
 +
| Explosion || '''+14''' || 195%
 +
|}
 +
 
 +
=== Shrapnel damage ===
 +
{| class="wikitable" style="font-size:10pt;text-align:center"
 +
|-
 +
! Damage type !! Quantity !! LDV !! Pain (C1) !! Pain (C2) !! Pain (A1) !! Pain (A2) !! Pain (A3) !! Pain (A4) !! Pain (A5)
 +
|-
 +
| Bullet || 1d31-1 || '''-1''' || 25% || 23% || 20% || 16% || 13% || 6% || 2%
 +
|}
 +
 
 +
== M382 Practice ==
 +
This type of grenade is strictly intended for practice and training. It fires an inert projectile at low velocities, which releases orange smoke upon hitting the target, or automatically after 10 seconds.
 +
 
 +
M382 practice grenades are '''not''' available in retail; they are exclusively found at shooting ranges. If the circumstances call for it, this grenade type can be used as a weapon, albeit with mediocre effectiveness, due to its blunt, non-explosive nature and its low velocity.
 +
 
 +
{| class="wikitable" style="font-size:10pt;text-align:center"
 +
|-
 +
! Damage type !! LDV !! Pain (C1) !! Pain (C2) !! Pain (A1) !! Pain (A2) !! Pain (A3) !! Pain (A4) !! Pain (A5)
 +
|-
 +
| Blunt || '''+2''' || 45% || 40% || 36% || 29% || 22% || 11% || 3%
 +
|}
 +
 
 +
 
 +
= Compatibility =
 +
 
 +
== Base weapons ==
 +
There are '''14''' base weapons chambered in this caliber.
 +
 
 +
'''[[Class 1 weapons]]:'''
 +
* [[Hawk Engineering MM-1]]
 +
* [[Milkor MGL Mk1S]]
 +
* [[NAWS China Lake]]
 +
* [[Springfield T148E1]]
 +
 
 +
'''[[Class 2 weapons]]:'''
 +
* [[Heckler & Koch HK69A1]]
 +
* [[Springfield M79]]
 +
 
 +
'''[[Weapon accessories#Underbarrel devices|Underbarrel grenade launchers]]'''
 +
* [[FN Herstal GL1]]
 +
* [[GPBO-40]] (Integrated to the [[FB Radom MSBS Grot C16#Maze Customs|MSBS Grot B16G and MSBS Grot C16G]])
 +
* [[Heckler & Koch AG36]]
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* [[Heckler & Koch HK79]]
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* [[M203]]
 +
* [[M203PI]]
 +
* [[SIG Arms GL5040]]
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* [[Steyr SL40]] (Integrated to the [[Thales EF88 Austeyr#Maze Customs|EF88 Austeyr GL]])
 +
 
 +
 
 +
= Retail information =
 +
 
 +
{{PAGENAME}} ammunition can be purchased in [[gun shop|gun shops]] and [[weapon shop|weapon shops]] in boxes of 6 rounds or bulk cans of 18 rounds for all types except M382 Practice and Hellhound.
  
The '''Armat M41A Pulse Rifle''' (also called '''M41A''' or simply '''Pulse Rifle''') is an '''artifact''' [[10x24mm Caseless]] combat rifle.
+
Hellhound grenades come in smaller boxes of 4 or bulk cans of 8.
  
== Obtaining this weapon ==
+
All ammunition types except M382 Practice grenades are available. As mentioned above, M382 Practice grenades must instead be purchased at a [[shooting range]]. Their cost per round is listed on the table below.
This weapon is referred to as an '''artifact weapon'''; it cannot be normally found in the Mazes, nor can it be crafted or built.
+
  
This weapon is unique and was produced in very small numbers. '''A maximum of five instances''' of this artifact weapon should exist. An instance of this weapon cannot be sold, and if it is lost or abandoned, it will be '''permanently lost'''.
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{| class="wikitable sortable" style="text-align:center" width="400"
 +
|-
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! Type !! Cost per round
 +
|-
 +
| M381 HE || [[File:Parallar symbol.png|10px]]55.00
 +
|-
 +
| M576 Buckshot || [[File:Parallar symbol.png|10px]]35.00
 +
|-
 +
| M651 Tear gas || [[File:Parallar symbol.png|10px]]50.00
 +
|-
 +
| M715 Smoke || [[File:Parallar symbol.png|10px]]50.00
 +
|-
 +
| Hellhound || [[File:Parallar symbol.png|10px]]85.00
 +
|-
 +
| M382 Practice || [[File:Parallar symbol.png|10px]]3.00
 +
|}
  
[[Category:Class 1 weapons]]
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[[Category:Ammunition]]
[[Category:Artifact weapons]]
+

Latest revision as of 00:47, 12 October 2022

Navigation: Main Page Items Ammunition 40mm NATO grenade




40mm NATO grenade
40mm NATO (HE).jpg
M381 HE grenade
Game information
Category Grenade launcher
Cost per round See page
Weight per round (units) 1
Quantity (retail box/bulk can) 6 / 18
Damage tables
Varies depending on type
See page for details


40mm NATO grenades are a type of ammunition for grenade launchers.

This type of grenade launcher ammunition functions like an oversized rifle cartridge, possessing a case, a primer, a propellant, and a projectile. Despite that, 40mm NATO grenades cannot be handloaded, they must all be purchased.

40mm NATO grenades have the widest variety of grenade types, at six types.

They may also be referred to as 40mm N grenades.


Damage tables

M381 HE

This type of grenade is loaded with a high-explosive, non-fragmenting projectile. No shrapnel will be released by this grenade type upon exploding. See Explosives for more details.

Damage type LDV Pain (all ACs)
Explosion +14 195%

M576 Buckshot

This type of grenade is loaded with 20 pellets of #3 plated buckshot (0.25" diameter, roughly 24 grains per pellet), effectively transforming the grenade launcher into a giant shotgun. These pellets are fired at a velocity of roughly 270 m/s (~885 ft/s), generating 57 Joule (42 ft-lbf) of energy per pellet. Although this is anemic in comparison to proper shotgun shells, each of these grenades contain 20 buckshot pellets, more than any size of shotgun shell in the Mazes.

Shooting this ammunition type applies a FT -1 effect.

Pain and Limb Damage listed on the table below are per projectile; multiply by the amount of projectiles that hit.

Damage type Projectiles LDV Pain (C1) Pain (C2) Pain (A1) Pain (A2) Pain (A3) Pain (A4) Pain (A5)
Bullet 20 -1 6% 5% 4% 4% 3% 1% 0%

M651 Tear gas

This type of grenade does not directly deal damage; instead, it is intended to generate a tear gas cloud on the Side in which it lands. It is not necessary to aim the grenade at any particular creature, as the cloud will affect every creature on the same Side. (See Explosives for more details.)

Dice results:

  • A critical success will double the length of the tear gas cloud's life (6 turns instead of 3 turns). If it was aimed at any particular creature, the GM may, at their discretion, deal a small amount of damage to that creature; a tear gas grenade landing on someone's head or exploding in someone's face is rarely pleasant.
  • A regular success will result in the normal effects of the tear gas cloud occurring.
  • A failure still results in a tear gas cloud occurring, but for only 1 turn instead of the normal amount.
  • A critical failure results in throwing a dud grenade, with no effects.

Tear gas cloud

Tear gas clouds have the following properties:

  • Engulfs an entire Side of the battlespace, affecting every creature inside.
  • Lasts for 3 turns, at the end of which the cloud dissipates, and the effects listed below cease.
  • All creatures inside the cloud suffer from a FT+1 malus, and sustain damage at a rate of +7% Pain per turn, regardless of Pain Sensitivity. This hazard can be completely canceled by the Immunity to gases effect, such as one given by a gas mask.

M715 Smoke

This type of grenade does not directly deal damage; instead, it is intended to generate a smoke cloud on the Side in which it lands. It is not necessary to aim the grenade at any particular creature, as the cloud will affect every creature on the same Side. (See Explosives for more details.)

Dice results:

  • A critical success will double the length of the smoke cloud's life (6 turns instead of 3 turns). If it was aimed at any particular creature, the GM may, at their discretion, deal a small amount of damage to that creature; a smoke grenade landing on someone's head or exploding in someone's face is rarely pleasant.
  • A regular success will result in the normal effects of the smoke cloud occurring.
  • A failure still results in a smoke cloud occurring, but for only 1 turn instead of the normal amount.
  • A critical failure results in throwing a dud grenade, with no effects.

Smoke cloud

Smoke clouds have the following properties:

  • Engulfs an entire Side of the battlespace, affecting every creature inside.
  • Lasts for 3 turns, at the end of which the cloud dissipates, and the effects listed below cease.
  • All creatures inside the cloud suffer from a FT+2 malus. This hazard cannot be mitigated by the Immunity to gases effect, such as one given by a gas mask; as the purpose of smoke is obfuscation, not damage.
  • All creatures outside the cloud suffer from a IR+2 malus, if aiming at creatures inside the cloud.

Hellhound

A Hellhound round

This type of grenade is loaded with a high-explosive, fragmenting, incendiary payload. All targets hit by a Hellhound grenade will sustain damage from both explosion and fragmentation, and may also be set on fire by the incendiary compound (unless protected by fire-retardant clothing, or otherwise immune to fire). Each target hit will be struck by 1d31-1 shrapnel, sent to a random body part. See Explosives for more details.

Explosion damage

Damage type LDV Pain (all ACs)
Explosion +14 195%

Shrapnel damage

Damage type Quantity LDV Pain (C1) Pain (C2) Pain (A1) Pain (A2) Pain (A3) Pain (A4) Pain (A5)
Bullet 1d31-1 -1 25% 23% 20% 16% 13% 6% 2%

M382 Practice

This type of grenade is strictly intended for practice and training. It fires an inert projectile at low velocities, which releases orange smoke upon hitting the target, or automatically after 10 seconds.

M382 practice grenades are not available in retail; they are exclusively found at shooting ranges. If the circumstances call for it, this grenade type can be used as a weapon, albeit with mediocre effectiveness, due to its blunt, non-explosive nature and its low velocity.

Damage type LDV Pain (C1) Pain (C2) Pain (A1) Pain (A2) Pain (A3) Pain (A4) Pain (A5)
Blunt +2 45% 40% 36% 29% 22% 11% 3%


Compatibility

Base weapons

There are 14 base weapons chambered in this caliber.

Class 1 weapons:

Class 2 weapons:

Underbarrel grenade launchers


Retail information

40mm NATO grenade ammunition can be purchased in gun shops and weapon shops in boxes of 6 rounds or bulk cans of 18 rounds for all types except M382 Practice and Hellhound.

Hellhound grenades come in smaller boxes of 4 or bulk cans of 8.

All ammunition types except M382 Practice grenades are available. As mentioned above, M382 Practice grenades must instead be purchased at a shooting range. Their cost per round is listed on the table below.

Type Cost per round
M381 HE Parallar symbol.png55.00
M576 Buckshot Parallar symbol.png35.00
M651 Tear gas Parallar symbol.png50.00
M715 Smoke Parallar symbol.png50.00
Hellhound Parallar symbol.png85.00
M382 Practice Parallar symbol.png3.00