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Old 07-19-2015, 11:48 AM   #3
weby
 
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Default Re: Ultra Tech setting with shotgun, handling range and armor

Quote:
Originally Posted by Ulzgoroth View Post
Note: You are likely to break a Star Wars setting if you use Ultratech projectile weapons without extreme GM control.

You Are Warned.
Yeah, UT firearms are kind of overpowered compared to anything seen in star wars...

Quote:
You should definitely ignore those 'not available for gauss and rail guns' clauses in reference to the Gauss shotguns, which quite obviously do not already use AP ammo. (If you can't get that approved, perhaps you should use a rifle instead of a shotgun.)

That said, the classic anti-armor load for UT shotguns is the HEMP warhead from page 155. Takes DR 210 to stop it.
Yes, unless you use the over penetration rules, that DR 50 stormtrooper is taking 64 points on damage on torso hits and is kind of out from combat and most likely very dead..

Quote:
Lowering the 1/2d range would require lowering the muzzle velocity of the weapon, and thus the damage. Note that this is allowed with no modification: p141 says that for EM guns "Ammunition velocity can also be varied, exactly as for a liquid-propellant slugthrower", and low velocity mode for an LP slugthrower halves range...but also damage, so that may not be helpful.
Yes, the close range=1 shot is a problem with shotguns when firing against low armored targets and shotshells, so just make sure you have armor on and fire something with fragments on autofire at the ground.. all those 15 shells ARE going somewhere.. with likely several being fairly close to the target(and anyone close to them like their friends), the +4 for hitting a ground square certainly helps in getting close.. and against any actually armored foes you need to hit them with something heavier than shotshell anyway...

Overall I would carry a LOT of hemp ammo.. and for even less Star Wars feel homing ammo is always good.. :)
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range, ranged modifier, shotgun, ultra tech, weapon


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