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Shotgun Spread


Gannok

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Anyone have an idea on how you would simulate the popular shotgun spread effect in this system.

 

One obvious idea would be to use the AoE: Cone modifier but that seems kind of like over kill. The area seems too big.

 

The other idea is to use the 3 shot Autofire mod. Perhaps with some changes like can only hit three adjacent hexes and you can't use skipfire or other effects. Autofire is usable just to hit more than one target. The problem I can see with this is that it is way clunky to do. Anyone have another idea maybe?

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I would either keep it simple and do the straight line, or at most the any area, defined as a line out to max range range, then add one hex line to either side at half the max range. Limit by either reduced penetration or reduced by range, or both (realistically).

 

Aroooo

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it depends on what you are trying to simulate, AE 1 row of hexes works for a cinematic "room broom" style of shotgun. For a more realistic view +1 OCV is about all that you expect, at 40m a shotgun only covers about 18" (1/2m), as a compromise perhaps you could give area effect 1 hex row at long range (you could define this as the range damage has dropped to 1/2). As previously mentioned reduced by range and reduced penetration are appropriate.

 

I've seen rules in another game that took the "lost" damage and allowed it to be used against other targets in line with the target, you could create a house rule along with the 1 hex row AE allowing the damage lost due to reduced by range to attack other targets beyond the first, since reduced by range is used to represent pellets spreading to far to hit the intended target.

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Well, what's the effect of shotgun pellets spreading?

 

1. Less pellets hit further out. Cut and dry reduced by range.

 

2. Slightly better chance of at least some of those pellets hitting what you're shooting at. Simplest fix, an OCV bonus.

 

IMO, any of the area effects are overkill. For a 40mm flechette round, maybe AE: Hex bought up to double radius (+3/4 advantage), but for a shotgun? nah.

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Originally posted by Pattern Ghost

Well, what's the effect of shotgun pellets spreading?

 

1. Less pellets hit further out. Cut and dry reduced by range.

 

2. Slightly better chance of at least some of those pellets hitting what you're shooting at. Simplest fix, an OCV bonus.

This might be handled with a "No Range-mod" advantage instead of a flat OCV plus for standard shotguns. The spreading pellets are as likely to hit their target at range as they are up close, just with less force. A shorter barrel might merit an OCV bonus for being quicker to aim, but only a sawed-off model should really get area-effect.

 

Of course, this just applies to realistic shotguns. Cinematic games call for cinematic effects.

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Id think some combination of no or reduced range penalty and reduced by range to simulate all kinds nifty spreading.

 

For a more realistic solution, just go with a quite slow reduced by range, and a combination of levels to offset-but-not-entirely-counterbalance the increased range penalties.

 

Then again, if you simply MUST hit the ninja, may I reccomend an Explosion, or for the sick junkies with too many spare points, an autofiring explosion? (Fully Automagic grenade launcher. 'Why Magic? Have you SEEN what it does to Martial Artists?'-Random Gunbunny PC I cant recall)

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Well I tend to like cinematic style action, so I go for AE:1 hex...besides that lets me hit multiple targets in the same hex (standing sholder to shoulder or wrasslin) so I'd probibly write me up a 2D6 RKA AE 1 hex,+2 stun,OAF, Reduced by range, Reduced Pen,Real gun/Beam effect and maybe 2 clips of 8 charges and call it my ninja buster 2000...:)

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