Shadowrun

Shadowrun Play => Rules and such => Topic started by: Stainless Steel Devil Rat on <02-09-18/1351:16>

Title: Burst Fire Shotgun Shot
Post by: Stainless Steel Devil Rat on <02-09-18/1351:16>
Lots of shotguns have burst firing capability.

Shotguns can also use shot (flechette) ammo with choke.

Are the target's dice penalties for both choke shot and burst fire stacked together?  Seems like they should since nothing appears to say they don't stack, am I missing something?   Granted, given how good armor is in the 6th World you'd just likely be wasting a lot of time vs any kind of armor, but if you had an unarmored target, can you get him to -14 dice on the dodge? :D
Title: Re: Burst Fire Shotgun Shot
Post by: UnLimiTeD on <02-09-18/1354:12>
Yes, they should stack just fine. A wide choke setting with burst or automatic fire is indeed very hard to dodge. Though it also has limited range, relatively low damage, and bad AP, but at least 'accuracy' is good. ;)
Title: Re: Burst Fire Shotgun Shot
Post by: Stainless Steel Devil Rat on <02-09-18/1357:35>
Yes, they should stack just fine. A wide choke setting with burst or automatic fire is indeed very hard to dodge. Though it also has limited range, relatively low damage, and bad AP, but at least 'accuracy' is good. ;)

I'm imagining it'd be useful against a cloud of Noizquitos :D
Title: Re: Burst Fire Shotgun Shot
Post by: UnLimiTeD on <02-09-18/1458:25>
Have you contemplated grenades?
Title: Re: Burst Fire Shotgun Shot
Post by: Stainless Steel Devil Rat on <02-09-18/1640:56>
Not on targets in the same room as my PC, I haven't :)

Although funny you mention that... at my SRM table I'm apparently unique in thinking that targets are denied any dodge test for AoE attacks.  So having lots of minus dice to a dodge pool could end up being superior to a -2 dice penalty that the errata has unfortunately still not corrected on pg 190.
Title: Re: Burst Fire Shotgun Shot
Post by: UnLimiTeD on <02-10-18/0529:00>
Well, against drones, try a hacker. But yes, a low damage shotgun could help there.
Title: Re: Burst Fire Shotgun Shot
Post by: legionof1 on <02-11-18/2234:01>
Snip
Although funny you mention that... at my SRM table I'm apparently unique in thinking that targets are denied any dodge test for AoE attacks.  So having lots of minus dice to a dodge pool could end up being superior to a -2 dice penalty that the errata has unfortunately still not corrected on pg 190.

Your interpretation is 95% the truth in practice. You do get a dodge test, IF the aoe is targeting a character directly. However with it being a mere threshold 3 to target a specific location most aoe attacks just get fired near the target. Which would you rather try, flat threshold 3 or an opposed test with -2 to defender?

A quirk of the rules to be certain, and would have been much easier to condense as something like "There are no defense tests vs Aoe attacks, instead the attacker selects a aim point and must meet threshold 3 or else scatter." 
Title: Re: Burst Fire Shotgun Shot
Post by: Stainless Steel Devil Rat on <02-12-18/1322:09>
Snip
Although funny you mention that... at my SRM table I'm apparently unique in thinking that targets are denied any dodge test for AoE attacks.  So having lots of minus dice to a dodge pool could end up being superior to a -2 dice penalty that the errata has unfortunately still not corrected on pg 190.

Your interpretation is 95% the truth in practice. You do get a dodge test, IF the aoe is targeting a character directly. However with it being a mere threshold 3 to target a specific location most aoe attacks just get fired near the target. Which would you rather try, flat threshold 3 or an opposed test with -2 to defender?

A quirk of the rules to be certain, and would have been much easier to condense as something like "There are no defense tests vs Aoe attacks, instead the attacker selects a aim point and must meet threshold 3 or else scatter."

I dunno.  If one were to ignore TPTB's clarifications about intent and look only at RAW, one might argue that -2 dice to a test you don't get to make in the first place could be represented by the target rolling negative two dice.  What's a negative die tho? one where each of the defender's hits counts as a negative hit that helps the attacker? :D
Title: Re: Burst Fire Shotgun Shot
Post by: legionof1 on <02-13-18/2144:23>
oh for sure RAW is illogical nonsense in this case. Far from the only example in this edition.

There is plenty of ways you could improve/condense the language of the system in hindsight, without changing the gameplay results. 
Title: Re: Burst Fire Shotgun Shot
Post by: JoeNapalm on <02-20-18/1056:50>
oh for sure RAW is illogical nonsense in this case. Far from the only example in this edition.

Only *this* edition...?

-Jn-
Title: Re: Burst Fire Shotgun Shot
Post by: Sterling on <02-25-18/0521:25>
Yes, they should stack just fine. A wide choke setting with burst or automatic fire is indeed very hard to dodge. Though it also has limited range, relatively low damage, and bad AP, but at least 'accuracy' is good. ;)
Perfect for dealing with feral ghouls.
Title: Re: Burst Fire Shotgun Shot
Post by: Mirikon on <02-25-18/0854:14>
Yes, they should stack just fine. A wide choke setting with burst or automatic fire is indeed very hard to dodge. Though it also has limited range, relatively low damage, and bad AP, but at least 'accuracy' is good. ;)
Perfect for dealing with feral ghouls.
I've always found that a grenade launcher on BF or FA was a better way to deal with groups of feral ghouls. Especially in enclosed spaces. Also works well on bugs. Chunky Salsa > ITNW.
Title: Re: Burst Fire Shotgun Shot
Post by: Marcus on <02-25-18/1932:46>
Yes, they should stack just fine. A wide choke setting with burst or automatic fire is indeed very hard to dodge. Though it also has limited range, relatively low damage, and bad AP, but at least 'accuracy' is good. ;)
Perfect for dealing with feral ghouls.
I've always found that a grenade launcher on BF or FA was a better way to deal with groups of feral ghouls. Especially in enclosed spaces. Also works well on bugs. Chunky Salsa > ITNW.

If you can't find the ears you can't collect the bounty! Stop wasting my new yen!!!
Title: Re: Burst Fire Shotgun Shot
Post by: Mirikon on <02-25-18/2256:20>
Yes, they should stack just fine. A wide choke setting with burst or automatic fire is indeed very hard to dodge. Though it also has limited range, relatively low damage, and bad AP, but at least 'accuracy' is good. ;)
Perfect for dealing with feral ghouls.
I've always found that a grenade launcher on BF or FA was a better way to deal with groups of feral ghouls. Especially in enclosed spaces. Also works well on bugs. Chunky Salsa > ITNW.
If you can't find the ears you can't collect the bounty! Stop wasting my new yen!!!
If you're dealing with groups of feral ghouls or ANYTHING involving bugs, you've moved into the area where survival > bounty.
Title: Re: Burst Fire Shotgun Shot
Post by: PiXeL01 on <02-25-18/2311:33>
Sorry
Can’t
Hear you
Over
The noise
Of my
Gun
And
The screams
Of the Dying
Title: Re: Burst Fire Shotgun Shot
Post by: Marcus on <02-26-18/0035:17>
Yes, they should stack just fine. A wide choke setting with burst or automatic fire is indeed very hard to dodge. Though it also has limited range, relatively low damage, and bad AP, but at least 'accuracy' is good. ;)
Perfect for dealing with feral ghouls.
I've always found that a grenade launcher on BF or FA was a better way to deal with groups of feral ghouls. Especially in enclosed spaces. Also works well on bugs. Chunky Salsa > ITNW.
If you can't find the ears you can't collect the bounty! Stop wasting my new yen!!!
If you're dealing with groups of feral ghouls or ANYTHING involving bugs, you've moved into the area where survival > bounty.

I don't know what you have heard, but let remind you. Ain't no rest for the wicked. Money don't grow on trees. Those bullets you shoot'en ain't free.
There is always time for the Bounties. Always.