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Old 02-14-2022, 07:54 PM
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Tegyrius Tegyrius is offline
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Default 4e mechanics questions - shotguns

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:

Quote:
Originally Posted by 4e Player's Manual, p. 63
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.
Quote:
Originally Posted by 4e Player's Manual, p. 64
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.
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Old 02-15-2022, 02:58 PM
swaghauler swaghauler is offline
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I only have MUTANT: YEAR ZERO and have just scanned Kev's PDF of V4 so I don't have the best grasp of V4's rules because the YEAR ZERO engine in MUTANT is basically a D6 "dice pool" like Star Wars or Shadowrun, while the V4 rules appear to be an evolution of the far more sophisticated FORBIDDEN LANDS RPG.

That being said, I think your approach is a good one. It's not too extreme but gives a good reason to carry a shotty.
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Old 02-15-2022, 10:40 PM
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I think it means no negative modifier for using shotguns in the same hex.

House rule (because that's what we do) is that a sawn off shotgun gets a +1 to hit in the same hex! I'm only half joking. And then halve damage again for sawn off shotguns at medium+ range.
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Old 02-16-2022, 03:47 AM
Ursus Maior Ursus Maior is offline
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On modelling slugs:

Many shotguns, but certainly not all, are not rifled guns, but smooth bore. Do we feel this warrants further modifiers for range or is this taken into account by the pistol-like Range of "2" already? I'm feeling the latter, but what are your opinions?

Otherwise, Tegyrius' proposals seem to be the way to go, for me.
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Old 02-16-2022, 11:24 AM
swaghauler swaghauler is offline
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Quote:
Originally Posted by Ursus Maior View Post
On modelling slugs:

Many shotguns, but certainly not all, are not rifled guns, but smooth bore. Do we feel this warrants further modifiers for range or is this taken into account by the pistol-like Range of "2" already? I'm feeling the latter, but what are your opinions?

Otherwise, Tegyrius' proposals seem to be the way to go, for me.
There is some confusion with slugs today. Modern hunting sabots are designed to be used with a RIFLED BARREL. The spin imparted by the rifling allows the sabot to separate properly and the .50 caliber subpenetrator to fly with accuracy. These rounds are why you can buy rifled choke tubes for shotguns that can use such chokes.

Rifled slugs are misnamed because they are designed to be fired from a SMOOTHBORE BARREL. They have a spiral cut in them that allows gas to flow around them and slowly rotate them when fired. This rotation allows for improved accuracy up to 100m. Firing a Rifled Slug from a rifled barrel may actually REDUCE accuracy by causing the now faster-spinning slug to "wobble" in flight.

So there do need to be rules for slugs in the game, even for smooth bored shotguns.
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