Tegyrius
02-14-2022, 07:54 PM
The main 4e mechanics thread is getting kinda swole, so I figured I'd break this out into a separate topic.
Question 1 - Shotguns in CQB
I'll set the stage with a couple of rules excerpts:
FIRING IN CLOSE COMBAT: If you shoot at an active and aware enemy in the same hex as you, you get a negative modifier to ranged attacks depending on your weapon:
• Pistols, carbines and SMGs get a –1 modifier.
• All other ranged weapons get a –2 modifier.
SHOTGUNS: For shotguns, range gives no negative modifier to hit.
Is the intent of the latter rule to negate the former rule - i.e., to give shotguns no penalty to hit targets in the same hex? Or does the latter rule only serve to negate the cumulative -1 to hit for each range band past short?
Question 2 - Slugs
Though not explicitly stated, the shotgun rules in the 4e PM are pretty clearly intended to represent buckshot. How do we model slugs?
My initial thinking is to keep it simple: when firing slugs, shotguns work like any other firearm. Their damage remains constant and they suffer the cumulative -1 to hit for each range band past short. Because their balance is generally pretty favorable for swinging on targets quickly, I'd put them in the -1 penalty bracket in close combat, same as pistols, carbines, and SMGs - thereby keeping them relevant, but not overpowered, in the CQB game.
Thoughts?
- C.
Question 1 - Shotguns in CQB
I'll set the stage with a couple of rules excerpts:
FIRING IN CLOSE COMBAT: If you shoot at an active and aware enemy in the same hex as you, you get a negative modifier to ranged attacks depending on your weapon:
• Pistols, carbines and SMGs get a –1 modifier.
• All other ranged weapons get a –2 modifier.
SHOTGUNS: For shotguns, range gives no negative modifier to hit.
Is the intent of the latter rule to negate the former rule - i.e., to give shotguns no penalty to hit targets in the same hex? Or does the latter rule only serve to negate the cumulative -1 to hit for each range band past short?
Question 2 - Slugs
Though not explicitly stated, the shotgun rules in the 4e PM are pretty clearly intended to represent buckshot. How do we model slugs?
My initial thinking is to keep it simple: when firing slugs, shotguns work like any other firearm. Their damage remains constant and they suffer the cumulative -1 to hit for each range band past short. Because their balance is generally pretty favorable for swinging on targets quickly, I'd put them in the -1 penalty bracket in close combat, same as pistols, carbines, and SMGs - thereby keeping them relevant, but not overpowered, in the CQB game.
Thoughts?
- C.