In 6th edition, shotguns are just cheap, crappy, oversized rifle wannabes with nothing to set them apart or make them useful.
Agreed. And the main reason for this is that Flechettes is one of the 3 items in the gun section that just donīt work out (the other 2 are APDS and Imaging Scopes. Iīm
not hating here, most of the other gun mods and ammo option work just fine - in fact, thatīs
why these 3 stick out that much).
Ok, incoming wall of text. Iīll try to put in some TL;DRs in boldface.
For APDS and Imaging scopes, there are already many little (sub-)discussions quelling in different threads. On the matter APDS, Iīd really like to point out Xenonīs musings in the
"Combat in SR6?" thread (besides my two cents about the matter, of course

). I think that an update/errata like this would really help to bring back some verisimilitude to APDS Ammo and other items like this. I understand that the Errata process will focus first on closing gaps and fixing nonfunctional rules due to "change blindness" and editing blunders, but if "broken" stuff like Impaired Attribute cheese or Analytical Mind is up for errata, so should be stuff thatīs not really "broken" in the sense of "game-breaking", but because it offers no real value and/or not being able to do what itīs expected to do.
TL;DR: Itīs not a shame if some mechanics and items donīt really work as supposed, but they should be up for errata discussions and improvement. So, what is Flechette "supposed" to do?
Unlike APDS (which has the word "armor-piercing" right in its name), thatīs not so easy to pinpoint. We first have to ask ourselfes where the name comes from, why there were additional rules for "Flechette Damage" for at least 2 previous Editions
and why there are other weapons besides shotguns that talk about Flechettes. AFAIK, it was originally a little "nod" to Gibsonīs Neuromancer trilogy. One of the characters, the "Razorgirl" Molly uses a flechette pistol, not unlike the Ares Viper Slivergun. Thereīs also one in Snow Crash. So yeah, flechettes (crossaint for "little arrow") are just a staple of the Cyberpunk genre - thatīs why there are additional rules for them. However, these weapons have very little to do with shotguns. They are modernized versions of
Needleguns. TBH, the description of the Ares Viper Slivergun handles this ambiguity quite well by making clear that the Ammo just "count as flechette ammunition and are bought as such, but they arent interchangeable with any other flechette weapon." Mechanically, this means that you have to pay a bit more for your Ammo and canīt load the gun with other Ammo types, which is a worthy price given the stats of the Slivergun.
TL;DR: Flechette rules are part of SR for Cyberpunk nostalgia reasons, and you should differentiate between Needleguns and Shotgun flechettes. So, what about Shotgun Flechettes? If you look at the present to find a "realistic" approach, youīll run into a problem: Thereīs a shitton of Shotgun rounds, and many of them use the word "flechette" somewhere. Thereīs a whole scene of Shotgun nuts out there who come up with the craziest stuff you can put into a shell and shoot at stuff, animals and people. And slug rounds can be Flechettes as well: Instead of multiple small darts, thereīs just one medium-sized Dart. So, what about Shadowrun itself? In previous Editions, Flechettes were promoted as a kind of futuristically improved Buckshot round. They had spread rules (somewhat unrealistic, though...) and they had increased damage at the cost of increasing your oppositionīs armor as well. They also had reduced effectiveness at longer ranges - in fact, there were 2 rows in the range table for Shotguns loaded with Slugs and for Shotguns loaded with Flechettes. So: Closer is better,
unless you want to use the spread to hit more enemies or make it harder to dodge. Itīs also interesting to have a look at the Stats of the Ares Viper Slivergun in 6th: It has the same AR as the Predator, but stronger in Close Combat and weaker on the other 2 ranges. While I wouldnīt use the Slivergun as a 100% model for Shotgun Flechettes (see above), this hints at flechette darts being stronger on short ranges, but more affected by range. Another effect of Flechettes in previous Editions was the increased Armor of the target. I could go on a tanget here on why negative armor penetration didnīt really represent that issue very well mechanically,
but the
intent was clear:
Flechette is bad against Armor (Which is one reason why it should
at least not have the same effect as APDS). Interestingly, the armor-increasing effect was also applied to Frag Grenades, whose damage was marked as (fl). Soooo, Iīd say thatīs some stuff we can work with!
TL;DR: Judging from SR5 and partially SR6, (Shotgun) Flechettes are supposed to be: Better on close ranges and worse on higher ranges, better against low-armored targets than high-armored targets and possibly harder to dodge because of the spreadI donīt think that
all 3 of these Criteriums should necissarily be represented mechanically, but one thing is clear as day: The current RAW does not very well at representing any of them. And apart from the verisimilitude , the tradoff between 1 Damage and 1 AR really isnīt worth it: Itīs the same problem as with APDS, but this time, the window for getting a net advantage out of your ammo choice instead of just losing 1 Point of Damage (2 if you keep in mind that you could have used ExMun instead...) is even smaller.
So, what could be done instead? Hereīs loose bundle of ideas; Some can be combined, some could possibly work as a standalone solution as well:
- Different Increases/Decreases of the AR at different Ranges, f.i. +2 on close and near range, -2 on the rest. (Similar to the Slivergun, but with more "punch" over the first 50 Meters. This would strengthen the idea of Shotguns serving as close-to-near range firearms)
- Different Increases/Decreases of the DV at different Ranges, f.i. +1 in Close range, no change in near range, -1 on Medium ranges... (see above. Note that this might also fit as an additional rule for the Ares Viper SG and other "Needlers")
- Dice Pool Modifiers or AR changes on Near and Medium Ranges in favour of the shooter, due to increased spread. Kinda goes against the first two bullet point, but itīs worth considering. However, it should be combined with other effects that favour close ranges more, at least when it comes to raw damage.
- Weaker against armor/Stronger against unarmored
- F.i., increase damage by 1 if the modified Damage Code is higher than the targetīs armor rating, but decrease damage by 1 if the modified Damage Code.
- F.i., increase damage by 1 if the AR/DR comparison would give you an Edge, but decrease it if the target would get an Edge.
- F.i., Increase damage by 1-2, but the target rolls with the full DR instead of body alone (A similar effect might also be added to the Ares Viper SG or even Frag Grenades!)
- Something with wild Dice, maybe?

- Combinations/"remixes" of the ideas above
Last point: Remember the "scene of Shotgun nuts" I mentioned earlier? Have a look at the stuff thatīs cooked up and sold as Shotgun Rounds, itīs crazy! Thereīs a type of
round that shoots flaming Magnesium! "Ball and Chain"-Rounds for cutting down bushes and small trees! Thereīs specialized Slugs for different purposes (I believe there was some kind of "Door-busting" Round in 5th Edition as well?). Hell, with the new system of status effects, even traditional Buck/Birdshot rounds - which existed in the previous Editions, but only as strictly worse versions of Flechette rounds - can be made worthwhile. Burn them, Blind them, Hobble them, Pepper them up! Apart from fixing Flechettes, this is the direction Shotguns should go in the future to keep distinctive use among the other shooters: A vast array of crazy Ammo types that inflict status effects or have other special purposes
