Michael Garrity's Alternate Vehicular Shotgun Article


Vehicular Shotgun: To-hit: 7, $950, 90 lbs, 1 space, 2 DP, 1d damage, area effect, 10 shots, CPS: $5, WPS: 1 lb, Loaded Cost: $1,000, Loaded Weight: 100 lbs, maximum range: 24".
    The VSG is a short-barreled, smoothbore weapon of either 4-gauge or 8-gauge. For every full 4" of range, there is a +1 to-hit bonus and a -1 to the damage rolled. Its low cost and light weight make the VSG a favorite weapon in the lower divisions.
 

Accessories

There are two accessories which will increase the effectiveness of a VSG. The statistics are as follows:

Rifled Bore: +$50 to cost. This modification gives slug loads fired from a VSG a to-hit score of 7 (slugs fired from an ordinary VSG have a to-hit score of 8).

Autofire: +$950 to cost (after any other modifications), normal weight. A VSG with this modification can fire 1-2 shots per turn, in the same fashion as a VFRP. It is also capable of ripple fire.
 

Ammunition

The CPS, WPS and range figures for a VSG assume the use of standard buckshot loads. In order to increase both range and effectiveness, the following types of ammunition were developed.

Slug loads: CPS $10, WPS: 1 lb, 1d damage.
    This ammo type is loaded with a single, large slug in each shell. If fired from a smoothbore barrel, slugs have a to-hit score of 8. The maximum range of a slug load is 30". Slug loads do not gain the accuracy bonus of shot loads; they also do not have the damage penalty at longer ranges.

Armor-piercing shot: CPS: $15, WPS: 2 lbs, 1d+1 damage.
    Armor-piercing shot has a maximum range of 30" (the denser metals used to make it enable the shot to fly farther). It gets the same to-hit bonus at extended ranges, but only takes a -1 to the damage for every full 8" of range.

Armor-piercing slugs: CPS: $30, WPS: 2 lbs, 1d+2 damage.
    Armor-piercing slugs are finned, sub-caliber rounds that resemble the larger APFSDS shells fired from tank guns. Their maximum range is 60".

Flechette: CPS: $40, WPS: 1 lb, 1d+1 damage, maximum range: 40".
    Flechette shells are loaded with dozens of finned, needle-pointed darts made of very hard steel. They are treated as shot loads, except that their damage is not lessened at extended ranges.

Explosive: CPS: $20, WPS: 1 lb, 1d-1 damage.
    Explosive shells are treated as slugs for purposes of range and accuracy. They do full damage to targets which are directly struck, and half-damage (minimum of 1 point) to other targets which are within the burst radius. Proximity fuzes can be fitted at the usual cost.

Incendiary: CPS: $15, WPS: 1 lb, 1d-2 damage, maximum range: 4"
    These rounds are the famous "Dragon's Breath" shells. When fired, they discharge a spray of white-hot burning metals. The area of effect is a cone 1/4" at the muzzle and 1" wide at the maximum range of 4". The fire modifier is 2 and the burn duration is 0. Anyone in the line of fire is affected as if by a flash grenade (due to the brightness of the burning metals).

Gas: CPS: variable, WPS: 1 lb, maximum range: 24".
    Gas shells create a 1/2" x 1/2" counter at any point up to the maximum range of 24". Available types are smoke (CPS: $5), tear gas (CPS: $10) and toxin gas (CPS: $1,000).

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