Editorial Note:
I still use the concept of multiple hits from shotgun blasts at medium/long range that was introduced in Friday Night Firefight 2013. This means that my shotguns are a lot deadlier at short range (where one person takes the whole shot), but less deadly at longer ranges (where the damage is spread out across several areas). Where prices are not listed for both 10 and 12 gauge, the price is for 12g, 10g costs 50% more.
Whenever a munition says it hits 2 locations, roll on the following hit location table (from Friday Night Firefight 2013):
Roll | location | location |
1 | L.Arm | Torso |
2 | Torso | R.Arm |
3 | Head | Torso |
4 | Torso | Head |
5 | R.Leg | L.Leg |
6 | L.Leg | R.Leg |
7 | R.Arm | Torso |
8 | Torso | L.Arm |
9 | Torso | Torso |
0 | Torso | Torso |
- All-Brass Shot
- 20eb/20 12g shells, 30eb/20 10g shells
Consists of 24 or so round pieces of brass shot.
50m range
range 12g no of hits burst 10g
Short 6d6 1 location 7d6
Medium 3d6 2 locations 1m burst 3d6+2
Long 2d6 2 locations 2m burst 2d6+1
Extreme 1d6 d3+1 locations 3m burst 1d6
Sharp Shot
30eb/20 12g shells, 45eb/20 12g shells
Consists of 24 or so pieces of jagged metal and/or glass chunks.
Same as All-Brass for damages, hits and burst.
Soft armor only provides 2/3 SP, 40m range
Glass Powder Load
60eb/20 12g shells, 90eb/20 10g shells
25m range, -1 Weapon Reliability, 2x SP
range 12g no of hits burst 10g
Short 8d6 1 location 9d6
Medium 4d6 2 locations 4d6+2
Long 2d6+2 2 locations 1m burst 2d6+3
Extreme 1d6+1 d3+1 locations 1.5m burst 1d6+1
Thermite Shot
30eb each, 50m range, each round fired after fifth has cumulative 10% chance of warping barrel.
range 12g no of hits burst 10g
Short 9d6AP 1 location 10d6AP
Medium 5d6AP 2 locations 5d6+2AP
Long 3d6AP 2 locations 1m burst 3d6+2AP
Extreme 2d6AP d3+1 locations 1.5m burst 2d6+2AP
Sharps & Powder
50eb/20 shells. A combination of glass chunks and glass dust. 30m range, -1 Weapon Reliability
range 12g no of hits burst 10g
Short 7d6 1 location 8d6
Medium 3d6+2 2 locations 1m burst 4d6
Long 2d6+1 2 locations 1.5m burst 2d6+2
Extreme 1d6 d3+1 locations 2m burst 1d6+1
Shot & Powder
40eb/20 shells. A combination of all-brass shot and glass dust. 40m range, -1 Weapon Reliability, +50% Armor SP. Range and Damage catagories are the same as for Sharps & Powder ammo above.
PiezoShot
15eb/shot. Fires a nylon bag full of conductive metallic dust and an electric trigger. When the bag impacts it deals 2d6+2 damage and ruptures creating a 3m cloud of dust which is then electrified by the trigger device (if it fires successfuly - 70% chance). All inside the cloud must make a stun save at -2 or be zonked for d6+1 rounds.
Rifled Deer Slugs
12gauge - 6d6+6 damage (full SP, full penetrating damage) 40eb/20
10gauge - 7d6+7 damage (full SP, full penetrating damage) 60eb/20
APFSDS 5.5mm Slug
(12 or 10 gauge) - 8d6AP - 10eb - 75m range
HE Slug
slug damage, 1/2 always penetrates armor, stun save at -2, x8 cost
HEAT Slug
slug damage, 1/2 always penetrates armor, 1/2 SP, x12 cost
Gel-Batons
slug damage, 1/4 SP, 1 point real, rest is stun damage. x3 cost
Rubber Batons
slug damage, 1/2 of damage always penetrates armor, 1/2 real, 1/2 stun. x2 cost
Flechette Cloud
treat as all-brass shot, 1/2SP, 1/2 penetrating damage, x2.5 cost
Gas Capsules
Gas rounds deal 1d6+3 damage on impact and release a 1m rad cloud of...
tear gas 5eb
vomit gas 10eb
hallucinogenic gas 10eb
sleep gas 10eb
biotoxin I 25eb (very rare)
Flare Slugs
30eb/20 shells, 30m illumination range, Causes 2d6+2 damage, +d3 per round for 3 rounds
Flash Shot
45eb/20 shells, 25m by 3m cone: REF roll dif 25 if in shot or be blinded 2d6+2 turns, stun save at -2.
FlashBang Slugs
A small time-delay charge of blasting explosive and flash-powder held in a nylon bag that explodes on impact, bangers act as small flash-bang grenades. All within 2m (5m indoors) must make a stun save, and an additional dif 20 REF roll to avoid 2 turns of blindness. 25m range. 15eb each.
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