Shotguns fire a cloud of small metal pellets called a
"pattern". The width of the pattern is based on
the distance between the attacker and the defender. Any
target in a straight path between attacker and intended
target is also considered to be in the area of effect.
Note: if something is between the path of the shotgun and
its intended target, the intervening spaces behind that
object are considered to be exempt from the effects of
fire.
SHOTGUN
TABLE |
Range |
Size of Pattern |
Damage |
Close, PB |
1 meters |
4D6 |
Medium |
2 meters |
3D6 |
Long |
3 meters |
2D6 |
Any target within the pattern will take
damage based on the range (damage listed on the Weapons
Table is based on maximum damage).
Example: Ripperjack opens up his shotgun on two
boosters at medium range (pattern width=2m). He hits the
first booster dead on. However, the second booster is
within 1 meter of the first - the pattern overlaps him as
well. Both take damage.
Shotguns are a very effective weapon in situations
where aiming isn't critical. For instance, in six foot
hallways, there would be no way for a target to escape
taking wounds no matter how much his reflexes were
boosted. However, shotguns are also limited to relatively
short ranges and don't do a lot of damage on the
individual pellet level.
Autoshotguns: One of the nastiest
house to house weapons is the autoshotgun.
In combat, you may make as many attacks as your weapon's
rate of fire on Full auto. All shots must be within 1
meter of each other. Each attack has a -2 penalty for
every additional shot past the first. However, when this
means you can put five two-meter clouds of lead all over
an area, a -4 or -6 penalty is a small price to pay.
Autoshotguns are slow, bulky and have lousy range, but
they are hell on wheels when it comes to house to house,
short range combat.
Example: Ripperjack opens up with a CAWS, Firing 5
shots. He takes a -8 penalty to his attack roll to do
this. He targets a 5 meter hallway, spacing his shots in
I meter intervals. The hallway becomes Hamburger Heaven.
New Rule: The Armor-Piercing Effects of
Shotgun Slugs
These projectiles have normal AP ability vs. all
armors. Damage that penetrates Hard armor is not
halved. Damage that penetrates Soft armor is
halved as normal. This represents the concussive results
of mass and impact by finned/saboted slugs.
10ga. slugs |
5D6+3 |
12ga. slugs |
4D6+2 |
20ga. slugs |
3D6+1 |
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