Automatic Shotgun

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

Moderators: warman45, Rev. Sylvanus

What do you think?

Great idea! I'll be using it in my own battles!
2
50%
Could use some improvement, would be better with a few adjustments.
1
25%
No strong feelings either way.
0
No votes
Don't much care for it.
1
25%
Bah, terrible!
0
No votes
 
Total votes : 4

Automatic Shotgun

Postby SynchingShip » Sat Oct 10, 2015 4:57 pm

Automatic Shotgun

Rules text adapted from Brikwars 2010 rules.

Cost:(Size)x4CP Use:(Size)+2+Auto Range:((Size)x2)+2" Damage:(Size)d8-distance Notes: -1 Auto Penalty per Arc or Burst beyond 1, may require Reload, 1" KnockBack to minifigs, Target Size modifiers affect Damage

Bastard Automatic Shotgun (M)  6CP; UR 3; Rng 6"; Dmg 1d8+1 - (distance);
Notes: Two-Handed, -1 Auto Penalty per Arc or Burst beyond 1, may require Reload, 1" KnockBack to minifigs, Target Size modifiers affect Damage

Automatic Shotguns are the bastard offspring of BlastGuns and MachineGuns. Despte being more expensive and complex to operate than standard BlastGuns and having shorter range than MachineGuns, they are among the most versatile of Automatic Weapons, allowing for Arc Fire, single-shot blasts, or multi-shot Bursts, depending on the needs of the situation. They fire a large number of shots in rapid succession. Buckshot, grapeshot, and flechette rounds are the most common examples, but Blast-type effects can also be seen in weapons like sonic cannons, chaff launchers, and exploding alien seed pods. Unfortunately, while Automatic Fire is good for increasing a Automatic Shotgun's damage output, it also has a tendency to burn through its ammunition (or to jam, overheat, or lock up in some other way, if ammo isn't an issue). Though its blast is powerful at short range, the shots disperse and do less Damage to targets further away. For every full inch between the target and the end of the Automatic Shotgun barrel, the Damage to that target is reduced by one, to the point that more distant victims might not take any Damage at all.

Minifg-sized or smaller targets that take any Damage from a Automatic Shotgun blast are automatcially Knocked Back one inch.

The more Automatic Fire an Automatic Shotgun uses, the higher the chances of hitting one of these mechanical limits and becoming Inoperative. An Inoperative weapon can be indicated by pointing the barrel skyward when possible, or attaching a small brick as a temporary reminder. The weapon can can still be moved around as normal and used as makeshift club, but it can no longer be fired until it's Reloaded.

Fortunately, Reloading is easy - regardless of the Weapon's Size, any minifig operating the weapon (whether directly or from a pilot or gunner's seat) can Reload it with a single Action, making it ready to use again on the following turn. Unlike Launchers, Automatic Shotgun never suffer from a lack of spare ammunition; additional Reloads are always mysteriously available, and Minifigs know better than to ask questions about where they come from. An Automatic Shotgun can't be Reloaded and fired on the same turn, even by multiple minifigs using their Actions together.

Arc Fire and Reloading
When an Automatic Shotgun is used for Arc Fire (beyond 1 Arc), the player chooses the size of the Arc he's going to attempt (setting the overall Auto Penalty), and, starting from one end and moving to the other, rolls a separate Attack Roll for each target in order. However, after each roll, if the number on the Skill die (before applying bonuses or penalties) is smaller than the Auto Penalty, then the weapon has hit its limit. It fires that final shot and then becomes Inoperative. For instance, an Automatic Shotgun firing across three units of Arc would hit its limit if the player rolled a "1" or a "2" when firing at any of the targets.

Burst Fire and Reloading
Unlike other Automatic Weapons, an Automatic Shotgun can also be used in Burst Fire, firing multiple blasts at a single target. The player chooses the number of blasts he's going to attempt in a Controlled Burst, and this determines the overall Auto Penalty; he receives a cumulative -1 for each blasts in the Burst he plans to attempt. The player rolls a separate Attack Roll for each blast. For each roll, if the number on the Skill Die (before applying bonuses or penalties) is less than the Auto Penalty, then the Automatic Shotgun hits its limit. It fires that last blast and then becomes Inoperative.

Design Notes

Basically, I fused the BlastGun and MachineGun mechanics together, using the parts from each that made sense. It's got the autofire, UR, and cost of a MachineGun and the range and damage of a BlastGun (it's still firing shells). I think this makes it a weapon whose stats are worth having for being unique, but which doesn't make obsolete either "parent" weapon (the BlastGun is cheaper and easier to use and the MachineGun has better range).

Feel free to use these stats in your own battles and playtests! Any feedback would be appreciated. :)
User avatar
SynchingShip
Champion
Champion
 
Posts: 23
Joined: Fri Oct 09, 2015 5:05 pm

Re: Automatic Shotgun

Postby SynchingShip » Mon May 29, 2017 6:51 pm

Redundant now (thought that's not a bad thing) that we have chapter 8.7: Custom Weapons: just take an AutoGun, & mod it to have Blast d8s.
User avatar
SynchingShip
Champion
Champion
 
Posts: 23
Joined: Fri Oct 09, 2015 5:05 pm


Return to Bonus Material

Who is online

Users browsing this forum: No registered users and 2 guests

cron