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The Opinion on Shotguns

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CanRay

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« Reply #15 on: <11-22-12/1101:58> »
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CosbyPro

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« Reply #16 on: <11-22-12/1122:36> »
I did not expect this many responses! Thanks for the advice, it will be used well.

The Big Peat

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« Reply #17 on: <11-22-12/1149:50> »
well they are ok, i'd def use one if i had a dedicated sharpshooter who needed a backup weapon, but i wouldnt choose longarms over automatics.
the ability to walk around with an AR on FA with so much recoil comp it barely twitches just means that shotty's dont compare. i think its probably more a reflection of how good the automatics group is than how bad the longarms group is tbh!

I might have missed something, but the only recoil comp the shotgun can't get (insofar as I can see) is the Gas Vent. If you're throwing everything at it, and using the STR on recoil rule, then it looks to me like you should be able to get 4/5 on every shot (am eyeballing it here), which should be enough for a mostly accurate Long Burst/Short Burst everytime you act. Obviously a disadvantage if you want to go Full Auto, but I think you're better off splitting anyway.

Am I missing something here?

farothel

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« Reply #18 on: <11-22-12/1219:33> »
I often get a shotgun as heavy weapon for non-combat characters (longarms 1 with shotgun specialisation and you're not that bad with them for only 6BP).  It's easier to get, isn't as suspicious as automatic riffles, and I've never had the short range being an issue (in fact, for long range combat we mostly use the spirits the mage summons).

I mostly take the Enfield AS-7 with the 24 bullet drum and the following mods: Folding Stock (Powered), Foregrip, Personalized Grip, Smartgun System, Sling.  Makes it a very good weapon for short range combat for the non-combat specialist.  With the drum, the foregrip and the stock extended I feel it looks a bit like a heavy duty tommy gun, which is good enough just for coolness factor.
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Ethan

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« Reply #19 on: <11-22-12/1244:18> »
Shotguns (and Longarms) are a viable choice. They're not as easily concealed as other varieties, but they can get the job done.

Plus it gives you the ability to cover both long and short ranges (Longarms that is). And quite cheaply.

CanRay

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« Reply #20 on: <11-22-12/1315:28> »
Another major advantage to shotguns is twofold.

One:  They're smoothbores, so no rifling for ballistic traces.

Two:  They're common hunting weapons, especially the non-automatic versions.  Just have a box of buckshot or even slugs with the (unloaded) shotgun and if the Po-Po pull you over, "Just heading out New Boar hunting, officer.  I got my Visa and Hunting License to the NAN right here."  *Shows Fake Licenses*  Make sure you keep the more exotic ammo (SnS and EX-Ex) hidden.

EDIT:  I should have said "Non-Fully Automatic", most shotguns in Shadowrun are Semi-Automatics.
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Prodigy

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« Reply #21 on: <11-22-12/1345:09> »
Land and groove markings are just one item for testing a ballistics match on a firearm. You can indeed match shotgun and shell and match lead compositions with brand, powder taggants and residue, plastic cup/wad residue all to a particular barrel.

Of course if you have the barrel, you likely have the rest of the gun and then the casing match can be made. Types of powders used will generally give you the brand name of a ammunition company. the wad will be present somewhere and the wad will give gauge, possibly company, and plastic composition.

Sorry CanRay, but shotguns can be linked to a crime.

Csjarrat

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« Reply #22 on: <11-22-12/1353:11> »
well they are ok, i'd def use one if i had a dedicated sharpshooter who needed a backup weapon, but i wouldnt choose longarms over automatics.
the ability to walk around with an AR on FA with so much recoil comp it barely twitches just means that shotty's dont compare. i think its probably more a reflection of how good the automatics group is than how bad the longarms group is tbh!

I might have missed something, but the only recoil comp the shotgun can't get (insofar as I can see) is the Gas Vent. If you're throwing everything at it, and using the STR on recoil rule, then it looks to me like you should be able to get 4/5 on every shot (am eyeballing it here), which should be enough for a mostly accurate Long Burst/Short Burst everytime you act. Obviously a disadvantage if you want to go Full Auto, but I think you're better off splitting anyway.

Am I missing something here?

actually mate, you're right.
you could feasibly take a shock pad, foregrip, personalized grip and then probably mod in some other stuff like heavy barrel too. also can slap it on a gyro mount and you're good to go.
stuff like lack of suppressors/silencers is a shame though compared to AR.
actually, i'm getting pretty inspired to try them out again with a more optimised char
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JustADude

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« Reply #23 on: <11-22-12/1430:56> »
I often get a shotgun as heavy weapon for non-combat characters (longarms 1 with shotgun specialisation and you're not that bad with them for only 6BP).  It's easier to get, isn't as suspicious as automatic riffles, and I've never had the short range being an issue (in fact, for long range combat we mostly use the spirits the mage summons).

I mostly take the Enfield AS-7 with the 24 bullet drum and the following mods: Folding Stock (Powered), Foregrip, Personalized Grip, Smartgun System, Sling.  Makes it a very good weapon for short range combat for the non-combat specialist.  With the drum, the foregrip and the stock extended I feel it looks a bit like a heavy duty tommy gun, which is good enough just for coolness factor.


I'd recommend the AA-16. Stock FA capability, 32 round drum, and it's the only shotgun with a Gas Vent system, which gives it +2 Recoil Compensation, and it only uses 10 rounds for Suppressive Fire when using flechette.

Plus, it's the grandchild of the AA-12 used in CanRay's link. ;D

Also, as always when the subject of flechettes comes up, I'll advise checking to see if your GM will let you replace regular Flechette ammo with AP-Flechette. Some GMs consider them the same thing when a weapon calls for flechettes, others get their knickers in a twist about the difference, so it's best to get that cleared up right away.

If your GM is cool with it, though, +0 AP vs +5 AP is so worth the -20% range... especially if you compensate for part of it with the Extended Barrel.
« Last Edit: <11-22-12/1436:33> by JustADude »
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Ethan

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« Reply #24 on: <11-22-12/1610:18> »
well they are ok, i'd def use one if i had a dedicated sharpshooter who needed a backup weapon, but i wouldnt choose longarms over automatics.
the ability to walk around with an AR on FA with so much recoil comp it barely twitches just means that shotty's dont compare. i think its probably more a reflection of how good the automatics group is than how bad the longarms group is tbh!

I might have missed something, but the only recoil comp the shotgun can't get (insofar as I can see) is the Gas Vent. If you're throwing everything at it, and using the STR on recoil rule, then it looks to me like you should be able to get 4/5 on every shot (am eyeballing it here), which should be enough for a mostly accurate Long Burst/Short Burst everytime you act. Obviously a disadvantage if you want to go Full Auto, but I think you're better off splitting anyway.

Am I missing something here?

actually mate, you're right.
you could feasibly take a shock pad, foregrip, personalized grip and then probably mod in some other stuff like heavy barrel too. also can slap it on a gyro mount and you're good to go.
stuff like lack of suppressors/silencers is a shame though compared to AR.
actually, i'm getting pretty inspired to try them out again with a more optimised char

I've asked that question time and again: can shotguns use suppressors/silencers?

It's not actually forbidden by the rules (I think). It's not exactly game-breaking either, compared to Automatics, so GMs allow it usually. Not clear though.

DaveDaveDaave

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« Reply #25 on: <11-22-12/1628:16> »
Ok I think I missed an Eratta but I thought at one point Shottties suffered double recoil penalties on uncompensated recoil? Or did I dream that? :-\
An Awful lot of people believe a lot of very strange things indeed for no valid reason I can see. They can`t all be right but it is quite likely they all can be very wrong.

Mirikon

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« Reply #26 on: <11-22-12/1952:59> »
In my experience, there are two types of characters that are best served by shotguns: snipers and low IP characters. A sniper benefits from having a close quarters weapon that works off the same skill as their main weapon, and the low IP characters benefit from a shotgun's versatility. While shot rounds are not likely to do much damage, wide shot patterns in burst fire can really help you when your 1-2 IP character is faced with several nearby enemies. Add in shells being capable of doing pretty substantial damage, and specialty rounds such as shock lock and flare rounds, and you can see why it is an attractive choice for those types.
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WellsIDidIt

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« Reply #27 on: <11-22-12/2213:23> »
Quote
Ok I think I missed an Eratta but I thought at one point Shottties suffered double recoil penalties on uncompensated recoil? Or did I dream that? :-\
They do, but only when fired in Burst or FA modes. So a SA with no RC isn't going to get doubled, but a Burst with no RC is going to leave you at -4.

Shadowjack

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« Reply #28 on: <11-22-12/2239:06> »
You can also hit multiple targets with a shotgun. Sure they get extra armor dice if flechette rounds give extra DV which is typically going to work out to an overall damage increase after damage resistance tests. Having the option to attack 2 or 3 targets can be incredibly useful, especially if things are looking bad. Most guns force you to take enemies out 1 by 1, while the shotgun can potentially mow down everyone in a short span of time.

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JustADude

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« Reply #29 on: <11-23-12/0225:04> »
Okay, here's a killer (pun intended) setup that takes shameless advantage of the No Recoil On Drones rule.

1) Get an AutoAssault 16

2) Install the following:
-----Chameleon Coating
-----High Velocity
-----Improved Range Finder
-----SmartGun System.

3) Get a Lockheed Arachne.

4) Install the following:
-----Ammo Bins
-----Chameleon Coating
-----Covert Ops 4
-----Maneuver 4
-----Pilot 6

5) Mount the AutoAssault 16 on the Arachne.

6) Repeat until your van is full.
“What is right is not always popular and what is popular is not always right.”
― Albert Einstein

"Being average just means that half of everyone you meet is better than you."
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