Shotguns and Flechettes

Updated:  2010-12-20

Search:

This free script provided by JavaScript Kit


House Rules

Home

House Rules

Rules & Errata

 
 
 
 
 

Some weapons, primarily shotguns and grenade launchers, can fire rounds that consist of many smaller antipersonnel projectiles that spread out in flight to increase the chance of hitting. Such rounds fired by shotguns are called buckshot. Those fired by grenade launchers and some heavy guns are called flechette (or sometimes "beehive," for their distinctive sound), and consist of many small darts.

Shotguns may fire either slugs or buckshot rounds. Slugs are fired in the same way as any other small arms fire using the ratings provided with the weapon. If the shotgun fires buckshot, however, the rules below apply.

Buckshot and flechettes behave as follows.

At short range, they are treated as normal single-shot weapons with their listed short-range damage, as the pattern of buckshot or flechettes has not yet spread out.

At medium and long range, each shot is treated as a multi-round burst using the automatic fire rule, including the reduction of dice rolled for hits for recoil and range. Most shotgun and flechette shots are rolled as 10-round "bursts," but three- and five-round "bursts" are also possible. The number of dice rolled for the shot is indicated parenthetically with the weapon's ROF. For example, SS (10) is a single shot weapon firing a 10-dice burst, while SA (5) would be a semiautomatic weapon rolling five dice per shot. Each rolled hit does damage as indicated in the damage column.

Some shotguns or flechette-firing weapons are capable of automatic fire. The listed burst size of the weapon is the number of multi-dice "bursts" of buckshot or flechettes that are actually fired. At short range the player rolls a number of standard direct fire tasks (as modified by recoil) equal to the burst size, with each hit doing the indicated short range damage. At medium or long range use the range rule from automatic fire to calculate the number of dice rolled for hits based on the appropriate burst size (i.e., subtracting one die per range band from a three-round burst, two dice from a five-round burst, etc.). This shows the number of multi dice bursts to be rolled for at that range. Each of these bursts must also have its number of hit dice reduced for range and recoil.

For example, an automatic grenade launcher firing a five-round burst of flechette, each rolling 10 dice (listed in the ROF column as "5 (10)") would roll five dice for hits at short range. At medium range, there would be only three flechette bursts to roll for (because a five-round burst loses two rounds per range band), and each of these 10-round bursts would be reduced to seven dice rolled for damage (because 10-round bursts are reduced by three dice per range band). At long range, there would only be one flechette burst left (the five-round burst has lost two more rounds for the next range band), and that burst would be further reduced to only four dice rolled for hits. For simplicity, this example did not include the effects of recoil, which would further reduce the number of dice.

Buckshot and flechette differ in that flechette darts are more aerodynamically shaped, and therefore have better range performance. Buckshot can fire out to only medium range (no effect at long or extreme), while flechette can fire out to long range (no effect at extreme). Flechettes also often have better penetration performance. Penetration for both buckshot and flechettes is listing in the penetration rating column of the House Rules Performance section of each weapon page.

Bursting Flechette Rounds: The above rules apply to flechettes that are fired shotgun-style from small arms. Larger weapons, rockets, and missiles fire bursting flechette warheads which are fired as single warheads but which explode at a certain distance. The flechettes fly outward in an advancing cone from the exploding warhead, then stabilize to form a wide cylinder or disk of flechettes travelling along the path on which the round was fired.

Bursting flechette rounds can be recognized in the weapons listings because they are rated with a danger zone of a certain width in meters × a certain length. This danger zone is the round's primary danger zone, the secondary danger zone has the same width and length, and begins at the end of the first danger zone (along the path of flight). Within these danger zones, whose width is centered on the line along which the round was fired, all targets roll as if they were within the primary (if in primary danger zone) or secondary (if in secondary danger zone) burst radius of an artillery shell. Each flechette hit in the primary danger zone does 2D6 points of damage with a penetration rating of 1, each hit in the secondary danger zone does 1D6 points of damage with penetration rating of Nil.

When firing a bursting flechette round, the firing character or crew must make a normal direct fire to-hit roll using the appropriate skill (depending on whether the weapon is a large-bore gun, rocket or missile launcher, etc.), and incorporating all normal modifiers. Success indicates that the warhead bursts so that the selected target is exactly at the midpoint of the primary danger zone, in length and width. If it misses, roll 1D10. 1 indicates that the round burst high, firing over the target (no damage), 2 indicates a low burst, firing into the ground (no damage), 3-4 indicates that the round burst off to the left, 5-6 burst off to the right, 7-8 burst short (farther in front of the target), and 9-10 burst long (farther beyond the target). Roll 1D10 for the number of meters left, right, long, or short, using the aim point to measure from (multiply number of meters by 5 if catastrophic failure was rolled). Once the danger zones are established, roll normally for any targets that may be in the deviated danger zones.

The centerline of the danger zones is always the line drawn directly from the firing unit to the adjusted burst point.

Bursting flechette rounds may only be fired as direct fire, never as indirect fire.

Shotgun and Small Arms Flechette Danger Zone: Small arms flechette rounds (i.e., non-bursting flechette rounds) and shotguns firing buckshot have danger zones like those described in the Automatic Fire rules, except that shotguns and small arms flechettes do not create a danger zone at short range, because they are treated as single shots at this range: Either they hit their target or they don't. Large caliber flechettes do create a danger space at short range.

Type of Round Maximum Range Danger Zone Begins
Shotgun Buckshot Medium Medium
Small Arms Flechette Long Medium

As with the automatic fire danger zone, dice that do not hit their targets are rolled against other targets in the danger zone and against other targets that move through the danger zone during the turn.