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		<title><![CDATA[Latest posts for the thread "shotties"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "shotties"]]></description>
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				<title>shotties</title>
				<description><![CDATA[ <P>Two or three ideas:</P>  <P>Automatic Shotgun: Assault 2 S3 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- 12"</P>  <P>Pump-Action Shotgun: Assault 1 S3 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- 12"</P>  <P>Pump-Action Shotguns&nbsp;are two-handed weapons and cost 0 points as Wargear. Automatic Shotguns cost 1 point&nbsp;as Wargear and also require two hands.&nbsp; For troops with option of shotgun, pistol and <span class="glossaryitem" onmouseover='gp(20);'>ccw</span> or rapid fire weapon,&nbsp;Automatic Shotguns cost -1 points and&nbsp; Pump-Action Shotguns cost &nbsp;-2 points. For example,&nbsp;an Imperial Guard Veterans favours a pump action shotgun and costs (8-2=) 6 points. A Space Marine Scout chooses an Automatic Shotgun and costs (13-1=) 12 points. </P>  <P>"Eat this!" - A model armed with a shotgun engaged in melee may choose to roll 1D6 during its shooting phase. If the result is equal to or under its initiative, it may fire as though it were not engaged in combat. It may still attack as normal in melee.</P>  <P>Shotgun Upgrades (Wargear)</P>  <P>Alpha Pattern Hellfire Rounds&nbsp;-&nbsp;20 points, Alien Hunters only.&nbsp;(maybe some Eldar eccentrics or Veteran Scout Sergeants in an army with Chaplain Cassius too) Loses "Eat This!" unless weilder is Fearless or has Iron Will, wounds on 2+ regardless of toughness, center a blast template on any model slain by bio-explosive ammunition, any models under the template&nbsp;roll 1D6 and are hit at the slain model's strength on a roll of four or better, armour saves allowed as normal. Only one kind of ammunition may be chosen for a shotgun and they may not alternate between different kinds of shells.</P>  <P>Blessed Buckshot - 5 points, Daemon Hunters and Witch Hunters only. Invulnerable saves may not be taken against wounds caused by the shotgun. Only one kind of ammunition may be chosen for a shotgun and they may not alternate between different kinds of shells.</P>  <P>High Explosive Ammunition - 5 points, gains Blast, loses "Eat This!" unless weilder is Fearless or has Iron Will. Only one kind of ammunition may be chosen for a shotgun and they may not alternate between different kinds of shells.</P>  <P>Monofilament&nbsp;Shells - 10 points, gains Rending. Only one kind of ammunition may be chosen for a shotgun and they may not alternate between different kinds of shells.</P>  <P>Twin-linking - 5 points, models with S3 or less may not twin-link an automatic shotgun</P>  <P>&nbsp;</P>  <P>&nbsp;</P>]]></description>
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				<pubDate><![CDATA[Sat, 21 Jan 2006 11:09:54]]> GMT</pubDate>
				<author><![CDATA[ wight_widow]]></author>
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				<title>RE: shotties</title>
				<description><![CDATA[ Having read through this thread I feel that shotguns are somewhat unusual to see in the far future but should be changed so that they are better than lasguns at short range, but i see no excuse -not only rulewise but fluffwise as well- to take them instead of a bolter. I loved them in Necromunda because they were so versatile but that doesn't apply anymore<br>    (Tangent)<br>  And Wight from what i can tell an autogun IS the equivalent of an AK-47 or M16 with a heavy stubber representing a .50 cal machinegun. And in 2nd edition the only difference between a lasgun and an autogun is that a lasgun had a -1 save modifier (seems a bit ironic that lasguns are <span class="glossaryitem" onmouseover='gp(6);'>AP</span> nothing ). the Imperium wins its battles not because of super advanced technology but because they throw guardsmen at a problem until it goes away (apparently, compared to most races, humans breed like rabbits).]]></description>
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				<pubDate><![CDATA[Wed, 22 Feb 2006 17:59:28]]> GMT</pubDate>
				<author><![CDATA[ Gothicfuture]]></author>
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				<title>RE: shotties</title>
				<description><![CDATA[ 6 inch,  <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4, <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 6, Assault 2. ]]></description>
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				<pubDate><![CDATA[Thu, 23 Feb 2006 04:43:55]]> GMT</pubDate>
				<author><![CDATA[ foil7102]]></author>
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				<title>RE:shotties</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By foil7102 on 02/23/2006 9:43 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br>6 inch,  <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4, <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 6, Assault 2. </div></blockquote><br>That sounds a little extreme to me thinking about it.<br>  <br>  An M16 (Autogun) is S3 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> -.<br>  <br>  Buckshot shouldn't have more <span class="glossaryitem" onmouseover='gp(6);'>AP</span> than a uranium-tipped steel bullet. I'd definately leave it as <span class="glossaryitem" onmouseover='gp(6);'>AP</span> -.<br>  ]]></description>
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				<pubDate><![CDATA[Thu, 23 Feb 2006 05:37:48]]> GMT</pubDate>
				<author><![CDATA[ Asmodai]]></author>
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				<title>RE: shotties</title>
				<description><![CDATA[ To tell you the truth I am more of the mind, I like this better<br><br>Shotguns, keep rules as current however add +1 to <span class="glossaryitem" onmouseover='gp(74);'>init</span> in close combat.  Yeah, a bugs claws are faster than me, but I am shreading him from 4 steps away.  ]]></description>
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				<pubDate><![CDATA[Fri, 24 Feb 2006 11:10:07]]> GMT</pubDate>
				<author><![CDATA[ foil7102]]></author>
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				<title>RE:shotties</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Gothicfuture on 02/22/2006 10:59 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><BR>(Tangent)<BR>And Wight from what i can tell an autogun IS the equivalent of an AK-47 or M16 with a heavy stubber representing a .50 cal machinegun. And in 2nd edition the only difference between a lasgun and an autogun is that a lasgun had a -1 save modifier (seems a bit ironic that lasguns are <span class="glossaryitem" onmouseover='gp(6);'>AP</span> nothing ). the Imperium wins its battles not because of super advanced technology but because they throw guardsmen at a problem until it goes away (apparently, compared to most races, humans breed like rabbits).</div></blockquote>  <P>Well...in the 41st millenium it IS the equivalent. But bolters (s4) are fluffed as DU-tipped, explosive mini-missiles. Imperial Technology isn't really good by any stretch of the imagination - but <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span> the Dark Age of Technology ought to account for the +1 S over modern weapons.<BR><BR></P>]]></description>
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				<pubDate><![CDATA[Fri, 24 Feb 2006 11:47:00]]> GMT</pubDate>
				<author><![CDATA[ wight_widow]]></author>
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				<title>RE: shotties</title>
				<description><![CDATA[ its got nothing to do with the 41st milenium or the dark age of technology, it's about kinetic energy.  At a range of 20 metres you can shoot someone with an assault rifle and they will keep coming at you if the round passes through a non fatal area.  Shoot the same person in the same place at the same range with a shotgun and they will go down like a sack of <span class="glossaryitem" onmouseover='gp(270);'>sh</span>*t.  At range they are useless, hence the 12" range.<br><br>I say again, strength 4  works well.<br><br>Darkchild]]></description>
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				<pubDate><![CDATA[Sat, 25 Feb 2006 05:52:17]]> GMT</pubDate>
				<author><![CDATA[ Darkchild]]></author>
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				<title>RE: shotties</title>
				<description><![CDATA[ I know, give every fifth shotgun in a squad rending!]]></description>
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				<pubDate><![CDATA[Sat, 25 Feb 2006 16:42:16]]> GMT</pubDate>
				<author><![CDATA[ ether dude]]></author>
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				<title>RE:shotties</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Darkchild on 02/25/2006 10:52 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><BR>its got nothing to do with the 41st milenium or the dark age of technology, it's about kinetic energy. At a range of 20 metres you can shoot someone with an assault rifle and they will keep coming at you if the round passes through a non fatal area. Shoot the same person in the same place at the same range with a shotgun and they will go down like a sack of <span class="glossaryitem" onmouseover='gp(270);'>sh</span>*t. At range they are useless, hence the 12" range.<BR><BR>I say again, strength 4 works well.<BR><BR>Darkchild</div></blockquote>  <P>The bit about the Dark Age of technology and whatnot was more in response to the "lasgun=AK" bit.<BR><BR>So, a present-day equivalent shotgun would be S3 - vs say S2 for an AK47 - a shotgun made with the same materials and technology as a lasgun/<span class="glossaryitem" onmouseover='gp(3);'>40k</span> style autogun would be S4, and a shotgun loaded with modified boltgun ammo would be S5?</P>  <P>(tangent)</P>  <P>Actually, shotbolters would be kind of cool...that'd make shotguns on scouts worthwhile!</P>]]></description>
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				<pubDate><![CDATA[Sun, 26 Feb 2006 08:23:24]]> GMT</pubDate>
				<author><![CDATA[ wight_widow]]></author>
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				<title>RE: shotties</title>
				<description><![CDATA[ I guess the argument that is being made is that the shotgun is assault 2 because it's pump action or whatever but I think it's assault 2 to represent scatter shot hitting mutiple enemies which would explain why its S3 (at least at 12") <span class="glossaryitem" onmouseover='gp(50);'>GW</span> wanted to simplify the shotgun as it used to use a small blast template (with which you could theoretically hit 2 models)<br>  <span class="glossaryitem" onmouseover='gp(17);'>BTW</span> in Necromunda you could buy bolt shells for shotguns; it made them S4 and extended their range but made them more likely to run out of ammo/jam (ammo roll of 6+). They were also less accurate than a bolter at long range. ]]></description>
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				<pubDate><![CDATA[Sun, 26 Feb 2006 20:07:05]]> GMT</pubDate>
				<author><![CDATA[ Gothicfuture]]></author>
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				<title>Re:shotties</title>
				<description><![CDATA[ I think that the shotguns should be strength:3* <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:- assault 1. use the flamer template for the spread of the shot. within 5 inches of the target, strength counts as 4 and AP6. use line of sight of the model firing the shotgun to see who it hits. only the models of which the firing model can see 50% or more of can be hit (use your best judgment for 50% or not). make this cost 2 points more than the original upgrade.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 9 Jun 2009 00:51:22]]> GMT</pubDate>
				<author><![CDATA[ neotom1118]]></author>
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				<title>shotties</title>
				<description><![CDATA[ I'd say use the following profile:<br /> range 12" strength 3 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> - assault 1<br /> Special Rule: "hail of buckshot"<br /> Cover saves taken against shotguns are reduced by 1. In addition, any wound caused by a shotgun is allocated as normal, then multiplied by D3, forcing one model to take multiple armor saves from one wound. <br /> For example: 9 <span class="glossaryitem" onmouseover='gp(69);'>IG</span> Veterans fire shotguns into a unit. 6 hit against a toughness 4 target and 2 wound. Each of those two are allocated to two seperate models within the unit. Then each is multiplied by d3 resulting in one model having to roll 3 armor saves and another 2<br /> <br /> Ok, so it's poorly worded. But, it accurately represents the effects of an individual being hit by a shower of pellets, each potentially finding a gap in whatever protection said individual may have.]]></description>
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				<pubDate><![CDATA[Tue, 9 Jun 2009 02:07:00]]> GMT</pubDate>
				<author><![CDATA[ themandudeperson]]></author>
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				<title>shotties</title>
				<description><![CDATA[ I think they should be rending at half range to represent the force of the shotgun just blasting off both Armour and limb, head etc. Think about it, a shotgun can basically tear through metal at close enough range.<br /> <br /> <br /> <br /> <br /> <br /> -Orkishly]]></description>
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				<pubDate><![CDATA[Thu, 11 Jun 2009 04:47:42]]> GMT</pubDate>
				<author><![CDATA[ orkishlyorkish]]></author>
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				<title>shotties</title>
				<description><![CDATA[ So can small missiles, but bolters aren't rending.]]></description>
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				<pubDate><![CDATA[Thu, 11 Jun 2009 05:37:26]]> GMT</pubDate>
				<author><![CDATA[ Orkeosaurus]]></author>
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				<title>shotties</title>
				<description><![CDATA[ Yes but do small missiles send 12 pressurized shells into the enemies face? An actual shotgun would blast off the enemies head.]]></description>
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				<pubDate><![CDATA[Thu, 11 Jun 2009 05:40:32]]> GMT</pubDate>
				<author><![CDATA[ orkishlyorkish]]></author>
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				<title>shotties</title>
				<description><![CDATA[ So would a bolter. Because it's a missile that explodes inside your body. In fact, I'm pretty sure lasguns explode when they hit you too. Everything in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> is dangerous as hell, that's why shotguns are so weak by comparison.<br /> <br /> Why would you give shotguns an ability that makes them one of the better armor piercing weapons in the game when shotguns are one of the worst weapons there are when it comes to piercing armor in real life. Bolter rounds are armor piercing shells, they still can't get through a lot of the stuff people are equipped with. Are you trying to tell be a shotgun is going to get through armor better than a bolter? Or better than an autocannon? Come on. Genestealers have diamond-tipped flaws, Harlequins have mono-filament wires, shotguns aren't even in the same league.<br /> <br /> Also, saying that all shotguns should be S4 is silly. Lasgun? S3. Chainsword? S3 unless it's also wielded by a super-soldier. In a wartrukk when it gets blown up by a railgun? S3 hit. S3 is powerful.<br /> <br /> Plus, does a shotgun work so well when it's poor ability to pierce material means it's not going through an alien's thick skin and super-dense musculature? Not every target of the weapon is going to be another T3 human. There are going to be quite a few targets that actual bullets are going to be better against.<br /> <br /> S4 does make more sense for space marine shotguns; I'll bet a space marine can accurately fire a far more powerful weapon than a guardsman can, and space marines are important enough to warrant more expensive ammo and weapon designs as well. Plus, of course, space marine shotguns are competing with bolters, so from both a game and fluff standpoint they need to be comparable.<br /> <br /> Shotguns for both space marines and guard are a viable Assault 2 alternative to their respective rapid fire weapons, and they serve their purpose well.]]></description>
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				<pubDate><![CDATA[Thu, 11 Jun 2009 06:07:57]]> GMT</pubDate>
				<author><![CDATA[ Orkeosaurus]]></author>
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				<title>shotties</title>
				<description><![CDATA[ Still why wouldn't a shotgun be able to penetrate flak armour? they should be S3 AP5!<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> ..or AP6]]></description>
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				<pubDate><![CDATA[Thu, 11 Jun 2009 09:30:42]]> GMT</pubDate>
				<author><![CDATA[ colonel584]]></author>
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				<title>shotties</title>
				<description><![CDATA[ Shotguns go threw less armor then modern assault rifles, and while they do have more stopping power, they're ability to actualy put down a target isn't much higher then an assault rifle.  The primary advantage of a shotgun is that it's easier to use (and more avaliable).<br /> <br /> Shotguns get a lot of good press in Movies, but <span class="glossaryitem" onmouseover='gp(281);'>IRL</span> arn't nearly as effective.  There's a reason why SWAT uses MP5s instead of Shotguns for building invasions.  Shotguns can't do the damage a bolter can, nor cut threw the armor (they can be stopped 5 pizza boxes) a rifle can. (unless using a slug, in which case you'd never get the number of shots of you could with a rifle)<br /> <br /> I think foil7102 my have had the best idea, having shotguns grant a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> bonus makes more sence then them being effective ranged weapons.]]></description>
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				<pubDate><![CDATA[Thu, 11 Jun 2009 17:49:07]]> GMT</pubDate>
				<author><![CDATA[ Mars.Techpriest]]></author>
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				<title>shotties</title>
				<description><![CDATA[ No opinions on the rules I suggested? Most of the issues addressed seem to be that an <span class="glossaryitem" onmouseover='gp(69);'>IG</span> couldn't handle a strength 4 shotgun and that the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> value shouldn't be nearly as good as some are wanting. Neither of which are an issue in my suggestion.]]></description>
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				<pubDate><![CDATA[Fri, 12 Jun 2009 20:40:55]]> GMT</pubDate>
				<author><![CDATA[ themandudeperson]]></author>
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				<title>shotties</title>
				<description><![CDATA[ I think the multiple wounds thing is needlessly complicated, especially since things like flamers don't have that rule (and they could potentially get into a lot more gaps than a shotgun), and once again shotguns have a poor ability to go through armor in real life.<br /> <br /> The ability to reduce cover saves is interesting. It does fit in with the close quarters/storming buildings use that shotguns generally have. <span class="glossaryitem" onmouseover='gp(50);'>GW</span> seems to dislike modifiers though.]]></description>
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				<pubDate><![CDATA[Fri, 12 Jun 2009 21:17:34]]> GMT</pubDate>
				<author><![CDATA[ Orkeosaurus]]></author>
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				<title>shotties</title>
				<description><![CDATA[ Yeah <span class="glossaryitem" onmouseover='gp(50);'>GW</span> does perfer all or nothing weapons - though they do have cover modifiers like the spymask, stealth <span class="glossaryitem" onmouseover='gp(136);'>USR</span> or marklights.  Assault 1 <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 3 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> -, -1 cover could work nicely as well.<br /> <br /> I agree that they multi-wound rule is unnessisarly complcated, particularly in a unit of 6-10 shotguns.]]></description>
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				<pubDate><![CDATA[Fri, 12 Jun 2009 21:28:48]]> GMT</pubDate>
				<author><![CDATA[ Mars.Techpriest]]></author>
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				<title>shotties</title>
				<description><![CDATA[ Perhaps the additional benefit of Shotguns counting as frag grenades and an extra close combat weapon would be of some remedial value. Though they may be no more effective than a sub-machine gun at clearing a room, most opponents will dive for cover or just get down at the booming of 00 shot shell whizzing through the air. They make for pretty effective close quarters weapons too.<br /> <br /> Just my two cents.<br /> <br /> CK]]></description>
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				<pubDate><![CDATA[Sat, 13 Jun 2009 03:18:38]]> GMT</pubDate>
				<author><![CDATA[ Corpsman_of_Krieg]]></author>
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				<title>shotties</title>
				<description><![CDATA[ What about a shotgun that fired little cylinders of monofilament wire? <img src="/s/i/a/c614b4720f1b7225b0523f616ac30b2f.gif" border="0"><br /> <br /> But seriously, you'd think the common shotgun of the future could fire something comparable to bolt shells. They obviously lost the <span class="glossaryitem" onmouseover='gp(179);'>STC</span> for sabot ammunition.]]></description>
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				<pubDate><![CDATA[Sat, 13 Jun 2009 07:37:11]]> GMT</pubDate>
				<author><![CDATA[ Arctik_Firangi]]></author>
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				<title>shotties</title>
				<description><![CDATA[ <blockquote><div><cite>Orkeosaurus wrote:</cite>I think the multiple wounds thing is needlessly complicated, especially since things like flamers don't have that rule (and they could potentially get into a lot more gaps than a shotgun), and once again shotguns have a poor ability to go through armor in real life.<br /> <br /> The ability to reduce cover saves is interesting. It does fit in with the close quarters/storming buildings use that shotguns generally have. <span class="glossaryitem" onmouseover='gp(50);'>GW</span> seems to dislike modifiers though.</div></blockquote><br /> <br /> <blockquote><div><cite>Mars.Techpriest wrote:</cite>Yeah <span class="glossaryitem" onmouseover='gp(50);'>GW</span> does perfer all or nothing weapons - though they do have cover modifiers like the spymask, stealth <span class="glossaryitem" onmouseover='gp(136);'>USR</span> or marklights.  Assault 1 <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 3 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> -, -1 cover could work nicely as well.<br /> <br /> I agree that they multi-wound rule is unnessisarly complcated, particularly in a unit of 6-10 shotguns.</div></blockquote><br /> <br /> Ok, so the -1 to cover was a good idea, but the multi-wounds isn't. I can deal with that.. what if the multi-wound portion was resolved at a different stage of the shooting phase? Say, before wound allocation? Then it'd be no more troublesome to resolve than ork lootas are. With the shotgun it'd be 4 separate rolls: 1- to hit 2- to wound 3- d3 multiplier 4- to save and with lootas it's 4 separate rolls: 1- d3 multiplier 2- to hit 3- to wound 4- to save and would kinda in a way represent the same effect.]]></description>
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				<pubDate><![CDATA[Sat, 13 Jun 2009 17:06:39]]> GMT</pubDate>
				<author><![CDATA[ themandudeperson]]></author>
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				<title>shotties</title>
				<description><![CDATA[ I return to the point that shotguns don't really kill any better then assault rifles.  I think Assault 2 works just fine for them.]]></description>
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				<pubDate><![CDATA[Tue, 16 Jun 2009 00:53:04]]> GMT</pubDate>
				<author><![CDATA[ Mars.Techpriest]]></author>
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				<title>shotties</title>
				<description><![CDATA[ <blockquote><div><cite>Mars.Techpriest wrote:</cite>Shotguns go threw less armor then modern assault rifles, and while they do have more stopping power, they're ability to actualy put down a target isn't much higher then an assault rifle.  The primary advantage of a shotgun is that it's easier to use (and more avaliable).<br /> <br /> Shotguns get a lot of good press in Movies, but <span class="glossaryitem" onmouseover='gp(281);'>IRL</span> arn't nearly as effective.  There's a reason why SWAT uses MP5s instead of Shotguns for building invasions.  Shotguns can't do the damage a bolter can, nor cut threw the armor (they can be stopped 5 pizza boxes) a rifle can. (unless using a slug, in which case you'd never get the number of shots of you could with a rifle)<br /> <br /> I think foil7102 my have had the best idea, having shotguns grant a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> bonus makes more sence then them being effective ranged weapons.</div></blockquote><br /> <br /> Um, I hate to disagree but as a military man I would be doing myself an injustice if I did not correct your statement.<br /> <br /> Shotguns are extremly lethal in close quarters. That is their main attribute. SWAT has civilian law to contend with, and economy of force to deal with. So I would never reference civilian forces in a conversation of lethality.<br /> <br /> Now if you want a real life source then look no further then the US military! Heres where I come in. Ever heard of the masterkey? Its a attachment for the M4 carbine and M16 currently in use in both wars.<br /> <br /> Its the second one down<br /> <a href="http://www.knightarmco.com/m203_12ga.html" target="_blank" rel="nofollow">http://www.knightarmco.com/m203_12ga.html</a><br /> <br /> Having trained with it first hand, I can tell you its unparalled in close quarters, breaching and clearing. The idea being that an unarmored target partially grazed will be dazed at least. Having even 3 small pellets enter your body will cause most people to go into shock. The main expect here is the "combat shock" I'd descibe it as that split second when you get hit by something and you wonder how bad your hurt or if your gonna die.<br /> <br /> So lets say I bust down a door with my standard M4, I got a hodgie armed and waiting, we both exchange fire, he will go down but he will get a couple shots off. With a shotgun I have a much higher chance of scoring some kind of hit which will stun him and then myself or my breaching buddy puts one in his head. Often times the first strike no matter how small is all you need. Thats why the shotgun is what is it is.<br /> <br /> Also ( for a matter of fact, and a matter of conversation) weve actually invented the bolter and guess what? Its a type of shotgun. You are probably confused so I'll let future weapons explain for me. You have to watch the whole video to understand where I'm coming from.<br /> <br /> Let me introduce the <span class="glossaryitem" onmouseover='gp(805);'>AA</span>-12<br /> <a href="http://www.youtube.com/watch?v=p4ebtj1jR7c" target="_blank" rel="nofollow">http://www.youtube.com/watch?v=p4ebtj1jR7c</a><br /> <br /> Oh and if you want my opinion in regards to rules. Shotguns should never have <span class="glossaryitem" onmouseover='gp(6);'>AP</span>, hence while they are making a come back, hodgies dont wear armor. I think they need some sort of special rule to set them apart. The idea of frag grenades is on the right path, except it does not make sense. Grenades make people get out of cover, shotguns make you go INTO cover.<br /> <br /> My idea (and you can change the numbers however you prefer) would be to have them <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5 <span class="glossaryitem" onmouseover='gp(6);'>ap</span>- 12 inch range but they recieve -1 <span class="glossaryitem" onmouseover='gp(123);'>str</span> for every 1inch from the guardsman so like I said play with the numbers and give them a minimum <span class="glossaryitem" onmouseover='gp(123);'>str</span>. So like they can be <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5 if you are within like an inch but can be as little as <span class="glossaryitem" onmouseover='gp(123);'>str</span> 2 maybe. I base this off a little quick ignorant math but if your standard rifle effective range is 24' then a shotgun shooting at 12 would be almost ineffectual. Compare an m16 to a lasgun and a shotgun to a <span class="glossaryitem" onmouseover='gp(3);'>40k</span> one, were talking a shotgun firing 300 at yds counting as <span class="glossaryitem" onmouseover='gp(123);'>str</span> 2 which has a 33% of crippling a human(t3), that sounds about right on.]]></description>
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				<pubDate><![CDATA[Fri, 19 Jun 2009 17:27:25]]> GMT</pubDate>
				<author><![CDATA[ archite666]]></author>
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				<title>shotties</title>
				<description><![CDATA[ <blockquote><div><cite>archite666 wrote:</cite><br /> <br /> <br /> Let me introduce the <span class="glossaryitem" onmouseover='gp(805);'>AA</span>-12<br /> <a href="http://www.youtube.com/watch?v=p4ebtj1jR7c" target="_blank" rel="nofollow">http://www.youtube.com/watch?v=p4ebtj1jR7c</a><br /> </div></blockquote><br /> <br /> Zog me... all that dakka...<br /> <br /> ...its bootiful.]]></description>
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				<pubDate><![CDATA[Fri, 19 Jun 2009 18:06:18]]> GMT</pubDate>
				<author><![CDATA[ Milquetoast Thug]]></author>
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				<title>shotties</title>
				<description><![CDATA[ I seed the point to 666.  (And yes, technicaly, the Bolter is a type of Shotgun)<br /> <br /> Your changing modifiers are probibly the most acurate repersentation of a shotguns potential.  However it's horrificly complcated for a unit of 10 Veteran fireing in to a staggered unit while not in formation.  Particularly as you fire at the 'unit' not an individual model.  <br /> <br /> In the end, your math acutaly averages around <span class="glossaryitem" onmouseover='gp(123);'>str</span> 3 <span class="glossaryitem" onmouseover='gp(6);'>Ap</span> -.  Which is what they are now.<br /> <br /> I think a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> advantage is most logical, as <span class="glossaryitem" onmouseover='gp(19);'>CC</span> does also repersent shooting with in 5-10 feet aswell.  Perhaps counts as a 2 handed close combat weapon that strikes at <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4?<br /> <br /> (remember, <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4 is about the same as being hit by a burst from the machine gun on top of a hummer)]]></description>
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				<pubDate><![CDATA[Fri, 19 Jun 2009 20:00:06]]> GMT</pubDate>
				<author><![CDATA[ Mars.Techpriest]]></author>
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				<title>shotties</title>
				<description><![CDATA[ <blockquote><div><cite>Mars.Techpriest wrote:</cite>I seed the point to 666.  (And yes, technicaly, the Bolter is a type of Shotgun)<br /> <br /> Your changing modifiers are probibly the most acurate repersentation of a shotguns potential.  However it's horrificly complcated for a unit of 10 Veteran fireing in to a staggered unit while not in formation.  Particularly as you fire at the 'unit' not an individual model.  <br /> <br /> In the end, your math acutaly averages around <span class="glossaryitem" onmouseover='gp(123);'>str</span> 3 <span class="glossaryitem" onmouseover='gp(6);'>Ap</span> -.  Which is what they are now.<br /> <br /> I think a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> advantage is most logical, as <span class="glossaryitem" onmouseover='gp(19);'>CC</span> does also repersent shooting with in 5-10 feet aswell.  Perhaps counts as a 2 handed close combat weapon that strikes at <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4?<br /> <br /> (remember, <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4 is about the same as being hit by a burst from the machine gun on top of a hummer)</div></blockquote><br /> <br /> Yes I was gonna say that though my example might work its horrible complicated. Yes striking at <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4 would be nasty.]]></description>
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				<pubDate><![CDATA[Fri, 19 Jun 2009 21:31:21]]> GMT</pubDate>
				<author><![CDATA[ archite666]]></author>
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				<title>shotties</title>
				<description><![CDATA[ that video was not a shotgun, nor a bolter, it was clearly a frag/krak missile launcher <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 19 Jun 2009 21:56:19]]> GMT</pubDate>
				<author><![CDATA[ SonofTerra]]></author>
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				<title>shotties</title>
				<description><![CDATA[ Maybe if it gave the enemy a -2 Initiative modifier in Assault if charging would be more effective. <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>, it represents the enemy being stunned/shocked by the sudden force brought to bear from the wall of pellets flying at them.<br /> <br /> My thoughts behind the Frag Grenades would be that it keeps the Guardsmen swinging at Initiative 3, not Initiative 1 as would normally be the case when charging into cover without Frags.<br /> <br /> CK]]></description>
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				<pubDate><![CDATA[Fri, 19 Jun 2009 21:57:04]]> GMT</pubDate>
				<author><![CDATA[ Corpsman_of_Krieg]]></author>
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				<title>shotties</title>
				<description><![CDATA[ The problem with giving it close combat bonuses is that it's already better in close combat; you can charge with it.<br /> <br /> Rapid fire weapons can't do that, that's the whole reason you equip anyone with shotguns in the first place. Assault 2 is the reason for shotguns being a close quarters weapon.]]></description>
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				<pubDate><![CDATA[Fri, 19 Jun 2009 21:59:14]]> GMT</pubDate>
				<author><![CDATA[ Orkeosaurus]]></author>
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				<title>shotties</title>
				<description><![CDATA[ dude just let shotguns use flame templates to represent the spread of pellets and hit the first row of models under the template or something]]></description>
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				<pubDate><![CDATA[Fri, 19 Jun 2009 22:09:07]]> GMT</pubDate>
				<author><![CDATA[ scifi112233]]></author>
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				<title>shotties</title>
				<description><![CDATA[ How's about this for an <span class="glossaryitem" onmouseover='gp(69);'>IG</span> shotgun:<br /> Shotgun<br /> Special Rule: "hail of buckshot"<br /> Cover saves taken against shotguns are reduced by 1.<br /> A Shotgun may fire with one of the following profiles:<br /> Range 18" Strength 2 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-Assault d3<br /> Range 12" Strength 3 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- Assault d3<br /> Range 6" Strength 4 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- Assault d3<br /> <br /> A Space Marine shotgun would be identical just +1 strength across the board to represent the more powerful ammunition they would likely use.]]></description>
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				<pubDate><![CDATA[Wed, 24 Jun 2009 20:51:38]]> GMT</pubDate>
				<author><![CDATA[ themandudeperson]]></author>
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				<title>shotties</title>
				<description><![CDATA[ I direct your attention back to the 'that's to complicted' discussion.<br /> Orkasorus has a point, a shotgun really is balanced as an assault option replacment for the Lasgun.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 24 Jun 2009 22:00:00]]> GMT</pubDate>
				<author><![CDATA[ Mars.Techpriest]]></author>
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				<title>shotties</title>
				<description><![CDATA[ <blockquote><div><cite>Mars.Techpriest wrote:</cite>I direct your attention back to the 'that's to complicted' discussion.<br /> Orkasorus has a point, a shotgun really is balanced as an assault option replacment for the Lasgun.<br /> </div></blockquote><br /> <br /> How's that more complicated than Sternguard or Deathwatch special ammunition rules? Or Space Marine Whirlwind alternative fire modes? Or the Imperial Guard's new Orders? Or the Tyranid's weapon profiles that are totally dependent on the creature's profile, which is can be modified by upgrading them with bio-morphs? Or Necron's We'll Be Back rule? Or Ork Mob Rule allowing them to replace their leadership with the number of models within their unit up to 10 and 11+ making them fearless? Or Lootas' random number of shots? Some things in the game need to made a whee bit more complicated to be realistic and/or flavorful<br /> <br /> With what I suggested, you could easily resolve a large unit of shotgun-armed models. Say you have 10 Imperial Guard Veterans with shotguns dismount a Chimera in front of an Ork Mob in 4+ cover. In the shooting phase, measure range from the rear most Veteran and select the most powerful profile within range. We'll say the farthest model is 11" away, so the midranged shot is selected. Then, like Ork Lootas a d3 is rolled and applied to all 10 Veterans. Then, we'll say a 3 is rolled, so 30 shots are resolved against the Orks. Roughly 20 shots hit, then approx. 6-7 wound. Wounds are allocated by the Ork player and due to the "Hail of Buckshot" is reduced to a 5+ save, which is still better than the Orks' 6+ armor save so maybe 4 Orks are killed.<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 27 Jun 2009 03:12:48]]> GMT</pubDate>
				<author><![CDATA[ themandudeperson]]></author>
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				<title>Re:shotties</title>
				<description><![CDATA[ It is more complicated and its also unnecessary. Lootas and sternguard need to have variable ammo and rate of fire because that is what makes them unique. They are specialist units that can do something remarkable. Notice how both sternguard and lootas only do a single thing that is different to the norm,rather than the two things you are suggesting. Having to check the range, chose firing mode and then roll for random shots (which doesnt make much sense) for many units in an army would quickyl become tedious and slow the game down significantly.]]></description>
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				<pubDate><![CDATA[Mon, 29 Jun 2009 17:14:37]]> GMT</pubDate>
				<author><![CDATA[ Regwon]]></author>
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				<title>shotties</title>
				<description><![CDATA[ Your example of how to do it also doesn't follow the actual rules for the game.  You'd have to mesure from each model to the closest model in the unit your targeting, determine it's range, seperate the different ranges, roll all the variable number of shots with one die for each model in that bracket, then roll to hit and wound with each bracket, re-combine and apply the wounds.<br /> <br /> It's also not realistic or particularly flavorful, and makes the shotguns far more powerful then Lasguns, which they really shouldn't be.]]></description>
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				<pubDate><![CDATA[Mon, 29 Jun 2009 19:44:58]]> GMT</pubDate>
				<author><![CDATA[ Mars.Techpriest]]></author>
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