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Shotguns; any success stories?

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Niladen

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« Reply #30 on: <02-13-14/2118:48> »
Sledge, the Troll Beefstick/Wheelman, liked his Remington Roomsweeper as it was "just like using my fist.  At range!"

Lmao.

JimmyCrisis

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« Reply #31 on: <02-16-14/0650:56> »
I think Shotties are great!  I like how they can attack multiple enemies.  With the AS-7 on Burst Fire and Wide Choke, you can get -11 dice penalty on three targets at once, with your full die pool, or something like that.  Spend an Edge and the damage gets pretty nasty.

I made a Decker who has a pair of cyberarms.  One has his cyberdeck, the other a cybershotgun.  Both are armored, just in case.  He's never unarmed, and has long range skills with a shotgun or sniper rifle using the same skill group.  Versatility is awesome.  Only problem is that people think he's the Sammy.

Ghoulfodder

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« Reply #32 on: <04-19-14/0906:47> »
I'm a true convert to shotguns having just used an Enfield AS-7 with flechette on wide choke and Long Burst down an apartment corridor at some gangers.

Even with -5DV, a total AP of +4 and -3 to my attack pool due to recoil and range, plus LB & WC being nerfed to not fully stack on defence penalties, I still put three lined coat wearing gangers on the floor at -2, -2 & -3 wound penalties.

Awesome room clearance weapon. Could do with bigger clips though... might switch to the drums even though it'd take 2 initiative passes to reload.

Reaver

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« Reply #33 on: <04-19-14/1002:08> »
I'm a true convert to shotguns having just used an Enfield AS-7 with flechette on wide choke and Long Burst down an apartment corridor at some gangers.

Even with -5DV, a total AP of +4 and -3 to my attack pool due to recoil and range, plus LB & WC being nerfed to not fully stack on defence penalties, I still put three lined coat wearing gangers on the floor at -2, -2 & -3 wound penalties.

Awesome room clearance weapon. Could do with bigger clips though... might switch to the drums even though it'd take 2 initiative passes to reload.

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martinchaen

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« Reply #34 on: <04-19-14/1213:42> »
Why wouldn't Burst Fire / Full Auto stack with Choke settings?

Ghoulfodder

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« Reply #35 on: <04-19-14/1239:17> »
Why wouldn't Burst Fire / Full Auto stack with Choke settings?
I think they probably do and should, but I wasn't certain and was feeling a little over-powered catching a relatively shadowrun inexperienced GM out with a perfect combo for the circumstances, on what I'm discovering maybe more of a combat monster than I thought.

My previous character was a 4E Jack of all Trades who confined himself to a Warhawk and only had an OK pool. So the idea of effectively  dropping three people with one action was a little  :o

martinchaen

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« Reply #36 on: <04-19-14/1250:14> »
On average, you're not going to kill anyone with a single blast from a shotgun; drop them to the ground, yes, but not kill.

At worst, mooks have 10 boxes on their track. They're likely to have at least BOD 3, and wear some kind of armor of which the worst (Armored Clothing) is AV6.

You mentioned -5 DV and wide spread, which would put them at medium range and would have given them a -5 to defense. Assuming Wide Spread and Burst fire didn't stack, the average AGI 3 REA 3 is down to 1 die, or 0 dice if they do.

Given that the Enfield AS-7 has a maximum of 5 hits possible (6 if you swap the laser sight for a smartlink) unless you were using Edge, this means the targets have to resist anywhere from (13-5)+[1,2,3,4,5]= [9,10,11,12,13]DV with BOD 3 + AV 6 (or more) + AP 4 dice. This gives them a reasonable chance to, well, not die, at least.

Reaver

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« Reply #37 on: <04-19-14/1537:22> »
It isn't always about killing...
Making s group of mooks scatter/drop prone so your team can get away is always a "win" to a smart team.... while a drawn out fire fight usually means your screwed....
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martinchaen

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« Reply #38 on: <04-19-14/1542:10> »
Oh, I absolutely agree, Reaver; I was merely pointing out that there's a difference between "hurt" and "kill" :)

JackVII

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« Reply #39 on: <04-19-14/1616:03> »
See, I wasn't sure what Ghoulfodder meant. The post said:
Quote
-2, -2 & -3 wound penalties

Which I think is totally plausible for a shotgun. If it knocks them down, remember that they have to roll a Body + Willpower (2) test to stand back up, wound penalties apply.
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Ghoulfodder

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« Reply #40 on: <04-19-14/1855:37> »
On average, you're not going to kill anyone with a single blast from a shotgun; drop them to the ground, yes, but not kill.

At worst, mooks have 10 boxes on their track. They're likely to have at least BOD 3, and wear some kind of armor of which the worst (Armored Clothing) is AV6.

You mentioned -5 DV and wide spread, which would put them at medium range and would have given them a -5 to defense. Assuming Wide Spread and Burst fire didn't stack, the average AGI 3 REA 3 is down to 1 die, or 0 dice if they do.

Given that the Enfield AS-7 has a maximum of 5 hits possible (6 if you swap the laser sight for a smartlink) unless you were using Edge, this means the targets have to resist anywhere from (13-5)+[1,2,3,4,5]= [9,10,11,12,13]DV with BOD 3 + AV 6 (or more) + AP 4 dice. This gives them a reasonable chance to, well, not die, at least.

Smartgunned it. We ruled LB and WC didn't fully stack, rather than -10, we gave them -8 which I was plenty happy with. Left them with no defence pool and iirc I got a disappointing 4 hits off 16 dice (wireless on - wasn't worried about being hacked there). Putting them on resisting 14P with something like 16 dice. Two took six boxes and one took nine boxes.

They were then stuck lying on the floor in a corridor between me and the rest of the team they'd been trying to get at in an apartment. That was my character's introduction to the crew.  :D

See, I wasn't sure what Ghoulfodder meant. The post said:
Quote
-2, -2 & -3 wound penalties

Which I think is totally plausible for a shotgun. If it knocks them down, remember that they have to roll a Body + Willpower (2) test to stand back up, wound penalties apply.
We're still a little ropey on the rules and we forgot about that so ruled that it took their entire move to pick themselves up. Hence why it was so easy to then finish them off. They were still in exactly the same doomed position as when I dropped them on their faces in the first place.
« Last Edit: <04-19-14/1857:42> by Ghoulfodder »

martinchaen

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« Reply #41 on: <04-19-14/1924:28> »
Smartgunned it. We ruled LB and WC didn't fully stack, rather than -10, we gave them -8 which I was plenty happy with. Left them with no defence pool and iirc I got a disappointing 4 hits off 16 dice (wireless on - wasn't worried about being hacked there). Putting them on resisting 14P with something like 16 dice. Two took six boxes and one took nine boxes.
If you think 4 hits on 16 dice is disappointing, I'd offer you a piece of advice; change your expectations, otherwise you're going to be disappointed rather frequently.

It might not be mathematically average (5.33 is the average number of dice greater than 4 on 16 6-sided dice), but the Bitch Goddess of Luck will rarely provide you mathematically average rolls no matter what ;)

ProfessorCirno

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« Reply #42 on: <04-20-14/0135:06> »
Nailing someone down in one shot is generally pretty rare anyways.  Putting one dude down in two turns or three dudes down in three turns, I feel the latter has the advantage, even if it means taking one extra person's worth of fire for a turn (though they would have wound penalties, mind you)