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).