Canon+ Lore Dump 1: Bolt-Throwers and Magi-Throwers · 8:38pm October 15th
Information:
Bolt-Throwers are a new weapon, introduced in my headcanon. Bolt-Throwers are loaded with… well, bolts, which are essentially big nails.
Bolt-Throwers fire the entire bolt (which is basically as if you fired both casing and bullet together in a real gun). There is no shell casing or bullet. This usually means that wounds are usually ugly, and usually untreatable. Bolts are made of steel and because of this, it leads to something called bolt burn.
To give context, Bolt-Throwers require magic generators, specifically volatile generators. They use these to send bolts forward, also creating a loud pop and a muzzle flash. Muzzle flashes are usually two colors; blue, which is the universal flash. And green, which the changelings use.
These volatile generators also unintentionally heat the bolt up, also creating a sort of tracer effect. The heated bolt usually creates something called bolt burn, essentially a major burn that spreads as the bolt embeds in a target. It can be treated by cold water, cooling spells, or if high enough, the air can cool the bolt before or as it burns, but most wounds usually end with some burn wounds. Unfortunately, the cauterizing of the wound takes a while, so blood usually spills, and infection is possible.
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Magi-Throwers (also referred to as Beam-Throwers) are essentially laser guns. They (usually) shoot beams of magic (akin to Twi and Starlight’s magic beams seem in the show). They often require an external magi-generator for power, leaving them open for easy damage.
Due to their magic imbued nature, they have many different types of shots, which will be listed in a bit. However, as they are magic imbued, it is possible to imbue them with spells other than regulated ones (teleportation, projection, summon, etc.)
Bolt/Beam Info:
Medium sized bolts (usually 5-8cm long and have a width limit of 5-10 mm) are loaded into Longthrowers, LBTs, MBTs, PDTs, Battle Throwers, and Bolt-Slingers.
Small sized bolts (usually 1-4cm long and have a width limit of 8-12mm, most being on the lower side) are loaded in Sidehoofs, Sub-Assaults, PDTs, and Hoof-Throwers.
Scattershots are the only bolt-throwers that have shells, as they’re usually loaded with pellets. Though they can take normal bolts.
Larger bolts (usually much larger than regular bolts and can have varied sizes, with a inch x mm formula instead of cm x mm) are loaded into HBTs and HABTs, which are used to damage Scorpion Tanks and Naval Ships. They can be filled with explosives, which are also used in artillery.
The bolt formula is length is length in cm by width of base in mm.
The formula is cm length by mm width
Sidehoof bolts are small, the cm limit is 1-3; for example: 2cm x 9mm
Longer bolts have the cm limit of 4-8; for example: 6cm x 8mm
Regular Bolts:
Formula: cm length by mm width
Example: A regular bolt could have dimensions like 6 cm x 8 mm, representing a length of 6 centimeters and a width of 8 millimeters.
Artillery Bolts:
Formula: inches length x cm width
Example: An artillery bolt could have dimensions like 12 inches x 20 cm, representing a length of 12 inches and a width of 20 centimeters.
For Scattershot gauges, you can represent the pellets used in Scattershots by indicating the number of pellets followed by their size in millimeters. Here's an example format:
[# of pellets] by [size of pellets in mm] pellets. Ex. 12 pellets by 3mm, 12 pell x 3mm
As a bit of a footnote, the smaller the pellets, the more there’ll be.
Bolts can also have decimals.
When converting irl calibers to bolt calibers, you use the real measurement of the round. You measure length in centimeters from the rim of the casing to the tip of bullet. Then you measure the diameter of the rim of the casing. For example:
7.62x51 NATO:
Overall length (Casing and bullet): (2.8 Inches) 7.1 cm
Rim Diameter: 12 mm
So 7.62 NATO would as a bolt would be: 7.1 cm x 12 mm
This goes for all real caliber to bolt caliber conversions.
Bolt Types:
Armor-Piercing (AP): Designed to penetrate armor effectively, ideal for armored targets.
High Explosive (HE): Contains a powerful explosive charge, causing significant damage upon impact.
Incendiary (INC): Creates a fire upon impact, useful for causing damage to flammable targets.
Hollow Point (HP): Expands upon impact, creating a larger wound channel and transferring more energy to the target.
Full Metal Jacket (FMJ): Features a soft lead core encased in a harder metal jacket, providing better penetration and reduced deformation.
Tracer (TR): Leaves a visible trace in flight, aiding in tracking and adjusting the aim.
Sabot (SB): Discards the outer casing upon firing, allowing for a smaller, faster projectile.
Explosive Tip (ET): Equipped with an explosive charge in the tip, causing a detonation upon impact.
Tungsten Core (TC): Uses a dense tungsten core for enhanced armor-piercing capabilities.
Fragmentation (FR): Designed to produce shrapnel upon detonation, increasing the effective range of damage.
High Velocity (HV): Fired at an increased muzzle velocity, resulting in a flatter trajectory and improved accuracy.
Subsonic (SS): Travels at a lower velocity, reducing noise and minimizing the sonic boom.
Armor-Piercing Incendiary (API): Combines armor-piercing capability with an incendiary effect upon impact.
Armor-Piercing High Explosive (APHE): Provides armor-piercing capability along with a high-explosive charge for increased damage.
Armor-Piercing Discarding Sabot (APDS): Utilizes a discarding sabot to achieve higher velocities and improved armor penetration.
Dual-Purpose (DP): Designed to be effective against both armored and unarmored targets.
Enhanced Penetration (EP): Features improved penetration capabilities compared to standard ammunition.
Self-Sharpening (SS): Retains its shape upon impact, maintaining penetration capabilities against hardened targets.
Frangible (FR): Designed to break apart upon impact, reducing the risk of over-penetration and collateral damage.
Enhanced Ballistic Coefficient (EBC): Optimized aerodynamics for improved flight stability and accuracy.
Penetrator (PEN): Designed for deep penetration against hardened targets.
Anti-Material (AM): Optimized for disabling or destroying heavy equipment and structures.
Kinetic Impact (KI): Utilizes a heavy solid projectile for maximum kinetic energy transfer.
Frangible Disintegrator (FD): Designed to break apart into fragments upon impact, reducing over-penetration.
High-Stability Match (HSM): Engineered for exceptional accuracy and consistency in target shooting competitions.
Non-Toxic (NT): Uses environmentally friendly materials without lead or toxic components.
Barrier Buster (BB): Designed to penetrate through barriers such as glass, doors, or light cover.
Non-Magnetic (NM): Made with non-magnetic materials to avoid detection by magnetic sensors or equipment.
High-Temperature (HT): Resistant to heat, suitable for engagements in extreme temperature environments.
Multi-Stage Fragmenting (MSF): Breaks into multiple fragments upon impact, maximizing tissue damage.
Enhanced Expansion (EE): Provides controlled and reliable expansion for maximum stopping power.
Subsonic Hollow Point (SHP): Subsonic velocity with a hollow point design for efficient energy transfer.
Armor-Piercing Tracer (APT): Combines armor-piercing capability with a visible tracer element for tracking.
Non-Incendiary (NI): Does not produce a fire or incendiary effect upon impact, reducing collateral damage.
Controlled Penetration (CP): Engineered to penetrate specific target materials while minimizing over-penetration.
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Beams
Beams are often separated into 8 categories:
Beam: simple, concentrated beams, much like traditional laser or plasma bolts (i.e. Star Wars blaster bolts)
Concentrated: A continuous beam once the trigger is pressed. Requires a larger magi-gen.
Ray: A large spread of magic, usually seem in a ring (inspired by Star Wars’ stun blaster)
Pulse: Similar to Beams, they shoot slower, often requiring a Charge Magi-Thrower. They create a small explosion whenever they hit.
Arc: Fires a bolt of magic that can arc and chain between multiple targets within close proximity, delivering damage to each.
Disruption: Fires a field of magic, much like a ray. These are often more devastating
Homing: Launches a shot that locks onto the target and adjusts its trajectory to follow and hit them, even if they move.
Reflection: Beams that ricochet off a few surfaces before fading out.