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THE DEVELOPMENT WIKIPROJECT I SPACE FANTASY · CO-OP FPS · ROGUELIKE

Splinter Rounds — core

Splinter Rounds can emit secondary shards from a weapon trigger.

Status: Current. Availability: Source-defined; acquisition is build-dependent.

Evidence: statically inspected repository definitions. No new automated gameplay, Editor, network or human acceptance is claimed. See the evidence guide.

Identity: core:17 · Aliases: ShrapnelRelay

Behaviour and interactions

Intensity is 0.25 + 0.10 × (rank − 1), with two shards per activation at 20% applied-health damage and seek range 18 + log2(rank) metres. Whole activations are guaranteed and only the fractional remainder is rolled. Aggregated output remains nonrecursive; overkill is not its damage budget.

Tier: Rare · Categories: Weapons

Restriction: Once per accepted weapon trigger; applied-health budget; no offensive chains.

Rank scaling from source

n = rank, q = rank − 1, l = log2(1 + rank), h = log2(rank), for rank ≥ 1. The excerpt below is copied as text, not executed. Primary/secondary meaning is defined in the resolver description and behaviour notes.

v.Primary=.25+.10*q;v.Secondary=.20;v.Count=2;v.Radius=18+h;break; // intensity / applied hit fraction / packets / seek range

Acquisition ranks have no authored balance cap; integer/float representation and bounded runtime effect rules still apply. Spare Charge is ranked per selected normal active. Run upgrades survive stage travel and downing, and clear at final run end.

Eligibility and acquisition · Proc and stacking rules · Defenses

Where to change or verify

Freshness: this page is generated from a hashed source snapshot. Run the documentation check after source edits. Edit catalog-notes.json for narrative; do not edit generated pages.