Your spas comes equipped with smartlink2 and folding stock (recoil 1) for the bargain of a 1000 nuyen, it has Street index of 2 but security corps are making legal purchases so 1000 nuyen it is, that gas vent 4 is another 1000,underbarrel weight is 50 nuyen. A level 3 armsdealer contact for a security company would install this mods for 1200 nuyen. That would be 3250 nuyen for this weapon is a security company would buy it, I imagine prices would go down if purchased in large quantities... If a runner would buy it's depends on the contacts he has but anyware between 6000 and 15000. Expensive but not "out there". Its a good tool for those runs when going loud is necessary and allowed
If you layer an armor jacket (5/3) and a secure long coat (4/2) the following happens
You have quickness of 9 or higher: nothing
You have a quickness of 8: all quickness related tests including dodging and shooting are at +1TN
You have a quickness of 7: all quickness related tests including dodging are at +2TN, - 1combat pool, -2 movement
You have a quickness of 6: all quickness related tests including dodging are at +3TN, - 1combat pool, -3 movement
You have a quickness of 5: all quickness related tests including dodging are at +4TN, - 2combat pool -4 movement
no runner worth his salt has a quickness lower than 5
It takes a quickness of minimum 9 to rock that clothing combined and not be hindered by it, if that's your definition of a runner worth his salt your table has only prime runner street sams and adepts no other character type would have those stats.
Mind you if a runner would be wearing this his damage resistance against slugswould be 13-7 =6 and against flechette 12-8=4 (I made a mistake in the previous post) if you adjust the shotspread judiciously (free action because the weapon is smartlinked)
Shot= flechette: Page 117 core rule book: The shotguns described in the Street Gear section (beginning
on p. 277) fire slug rounds. Characters can load them with shot rounds, but shot rounds have little effect against Twentyfirst-
century body armor . To determine the damage done by shot rounds, apply the flechette ammunition rules to the
Damage Code indicated for the weapon.
Of course you should use cover that's sound advice against any weapon not just a spass with flechette and shoot first always helps as well , however when its pointed at you better make a of a dodge roll like its nobodys business because base TN for the first shot starts at TN6 the second at TN7 and if you are a decker with quickness of 5 wearing an armor jacket and a secure long coat you lost 2 combat pool and the TN to dodge starts at TN 10 for the first burst, the second burst at TN11 (if you somehow didn't take damage from the first base deadly that is).
You see imho it doesn't make any difference if his damage resistance is 4 instead of 6 you don't have 8+ body dice and combat pool to stage down base deadly dame coming to you twice
TLDR: flechette + burst fire makes dodge an exercise in futility and only street sams and adepts with both equally high body and quickness can armor up themselves that there is a downside to flechette on high powered shotguns
Tip: a rapid transit line heavy jumpsuit (2/4) layers a lot better with a jacket armor to avoid those penalties and it makes your impact armor rating go up spectacularly to face psychos with shotguns that fire flechette... You will still need high body to stage down a base deadly to nothing at TN 2 or 3 twice in a IN but now you have a fighting chance because dodging wont work...