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		<title>Scatterguns - Revision history</title>
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			<title>Terl obar:&amp;#32;Created page with '&lt;div style=&quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&quot;&gt; Top:Star Frontiersman main page  | Up: Star Frontiersman Issue 4 main index | Up: Equipment m…'</title>
			<link>http://starfrontiers.info/wiki/index.php?title=Scatterguns&amp;diff=403&amp;oldid=prev</link>
			<description>&lt;p&gt;Created page with &amp;#39;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt; Top:&lt;a href=&quot;/wiki/index.php/Star_Frontiersman&quot; title=&quot;Star Frontiersman&quot;&gt;Star Frontiersman&lt;/a&gt; main page  | Up: &lt;a href=&quot;/wiki/index.php/Star_Frontiersman_Issue_4&quot; title=&quot;Star Frontiersman Issue 4&quot;&gt;Star Frontiersman Issue 4&lt;/a&gt; main index | Up: &lt;a href=&quot;/wiki/index.php/Equipment&quot; title=&quot;Equipment&quot;&gt;Equipment&lt;/a&gt; m…&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 4]] main index&lt;br /&gt;
| Up: [[Equipment]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by [[M. Jason Parent]]&lt;br /&gt;
&lt;br /&gt;
It’s believed that both vrusk and humans brought scatterguns&lt;br /&gt;
to the frontier, but every race is known to use them&lt;br /&gt;
now. In fact, the scattergun is such an appealing design&lt;br /&gt;
that some other weapons have been modified to work in a&lt;br /&gt;
manner similar to the conventional ballistic scattergun&lt;br /&gt;
(such as the Humma Rafflur M-4).&lt;br /&gt;
&lt;br /&gt;
Scatterguns are at heart a very simple projectile weapon,&lt;br /&gt;
similar in design to autorifles. However, instead of firing a&lt;br /&gt;
single slug from each casing, a scattergun fires a cluster&lt;br /&gt;
of 8 to 12 pieces of ‘shot’ or ‘flechettes’. Humans called&lt;br /&gt;
their modern scatterguns shotguns, but the general term&lt;br /&gt;
of scattergun is used in most instances on the Frontier for&lt;br /&gt;
these weapons, particularly for the military automatic&lt;br /&gt;
scatterguns.&lt;br /&gt;
&lt;br /&gt;
Scatterguns are popular hunting weapons because they&lt;br /&gt;
provide somewhat better accuracy than a typical projectile&lt;br /&gt;
firearm because of the number of projectiles launched at&lt;br /&gt;
the target. In military roles, they are seen as antipersonnel&lt;br /&gt;
support weapons, typically used by lower-tech&lt;br /&gt;
militaries and in house-to-house fighting environments&lt;br /&gt;
where the shorter range and increased effective rate of&lt;br /&gt;
fire can be a double benefit. Skeinsuits and Inertia&lt;br /&gt;
Screens absorb half the damage from scatterguns. There&lt;br /&gt;
are three base models of scatterguns seen on the Frontier.&lt;br /&gt;
&lt;br /&gt;
==Pump Action Scattergun==&lt;br /&gt;
{| align=&amp;quot;right&amp;quot; style=&amp;quot;width:300px; border:thin black solid; margin:0 0 0 5px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:VruskPumpActionShotgun.png|300px]]&lt;br /&gt;
|- style=&amp;quot;background:#eeeeee;&amp;quot;&lt;br /&gt;
|'''Pump Action Scattergun'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Cost: 200Cr&amp;lt;br /&amp;gt;&lt;br /&gt;
Weight: 3 kg&amp;lt;br /&amp;gt;&lt;br /&gt;
Damage: 2d10&amp;lt;br /&amp;gt;&lt;br /&gt;
Ammo: 5 shots&amp;lt;br /&amp;gt;&lt;br /&gt;
Rate: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Defense: Inertia&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5/15/40/75/150&amp;lt;br /&amp;gt;&lt;br /&gt;
Ammo Cost: 10Cr (20 loose Shotshells)&amp;lt;br /&amp;gt;&lt;br /&gt;
Skill: Projectile Weapons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The most common civilian model is the pump action scattergun.&lt;br /&gt;
This model does not automatically load a round&lt;br /&gt;
into the chamber after a round has been fired, but instead&lt;br /&gt;
requires that the user ‘pump’ the weapon (slide the fore-&lt;br /&gt;
grip back and then forward again) to load another round&lt;br /&gt;
into the chamber.&lt;br /&gt;
&lt;br /&gt;
Pump action scatterguns do not use a conventional magazine,&lt;br /&gt;
but instead hold their rounds internally. Because of&lt;br /&gt;
this, the weapon must be reloaded manually instead of&lt;br /&gt;
changing magazines. A character can load up to half his&lt;br /&gt;
Initiative Modifier worth of rounds into a scattergun in one&lt;br /&gt;
round. These scatterguns are typically used as personal&lt;br /&gt;
defense weapons by frontier settlers, and as hunting firearms.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Autoloading Scattergun==&lt;br /&gt;
{| align=&amp;quot;right&amp;quot; style=&amp;quot;width:300px; border:thin black solid; margin:0 0 0 5px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AutoloadingShotgun.png|300px]]&lt;br /&gt;
|- style=&amp;quot;background:#eeeeee;&amp;quot;&lt;br /&gt;
|'''Autoloading Scattergun'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Cost: 400Cr&amp;lt;br /&amp;gt;&lt;br /&gt;
Weight: 4 kg&amp;lt;br /&amp;gt;&lt;br /&gt;
Damage: 2d10&amp;lt;br /&amp;gt;&lt;br /&gt;
Ammo: 10 shots&amp;lt;br /&amp;gt;&lt;br /&gt;
Rate: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Defense: Inertia&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5/15/40/75/150&amp;lt;br /&amp;gt;&lt;br /&gt;
Ammo Cost: 10Cr (10-shot Scattergun Shotclip)&amp;lt;br /&amp;gt;&lt;br /&gt;
Skill: Projectile Weapons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An upgrade in usability from the pump action system is a&lt;br /&gt;
scattergun that automatically loads the next round into&lt;br /&gt;
the chamber after each shot. These scatterguns are typically&lt;br /&gt;
used as longarms by police, security and military&lt;br /&gt;
forces, although some are also used for hunting and home&lt;br /&gt;
defense.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assault Scattergun==&lt;br /&gt;
{| align=&amp;quot;right&amp;quot; style=&amp;quot;width:300px; border:thin black solid; margin:0 0 0 5px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AssaultShotgun.png|300px]]&lt;br /&gt;
|- style=&amp;quot;background:#eeeeee;&amp;quot;&lt;br /&gt;
|'''Assault Scattergun'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Cost: 600Cr&amp;lt;br /&amp;gt;&lt;br /&gt;
Weight: 5 kg&amp;lt;br /&amp;gt;&lt;br /&gt;
Damage: 2d10/5d10&amp;lt;br /&amp;gt;&lt;br /&gt;
Ammo: 10 shots (2 bursts)&amp;lt;br /&amp;gt;&lt;br /&gt;
Rate: 3(1)&amp;lt;br /&amp;gt;&lt;br /&gt;
Defense: Inertia&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5/15/40/75/150&amp;lt;br /&amp;gt;&lt;br /&gt;
Ammo Cost: 10Cr (10-shot Scattergun Shotclip)&amp;lt;br /&amp;gt;&lt;br /&gt;
Skill: Projectile Weapons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The assault scattergun is the merger of the technologies&lt;br /&gt;
of an autorifle with the design of a scattergun. Although&lt;br /&gt;
able to operate as an autoloading scattergun, the assault&lt;br /&gt;
scattergun can also fire bursts of shots, spreading projectiles&lt;br /&gt;
over a large area and shredding any soft cover in the&lt;br /&gt;
area. Assault scatterguns are only usually seen in the&lt;br /&gt;
hands of military forces and some raiders and pirates.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scattergun Ammunition==&lt;br /&gt;
A box of 10 scattergun rounds, loose for manually loading&lt;br /&gt;
into pump action scatterguns. The rounds are interchangeable&lt;br /&gt;
with autoloading and assault scatterguns, but&lt;br /&gt;
do not include a magazine.&lt;br /&gt;
&lt;br /&gt;
===Scattergun Shotclip===&lt;br /&gt;
A shotclip is a plastic, spring-loaded rack of 10 scattergun&lt;br /&gt;
rounds. Because scatterguns fire a cluster of small pieces&lt;br /&gt;
of shot or flechettes, attacking with a scattergun is very&lt;br /&gt;
similar to using a burst attack with an autoweapon. Each&lt;br /&gt;
‘shot’ from a scattergun contains 10 projectiles. A shot&lt;br /&gt;
can be aimed at up to five adjacent characters in an area&lt;br /&gt;
up to 5 meters wide, or at just one character. Only one&lt;br /&gt;
die roll is needed to hit all the characters aimed at. Because&lt;br /&gt;
of the number of projectiles fired, the shooter gains&lt;br /&gt;
a +10 bonus on the hit chance. If the shot is aimed at one&lt;br /&gt;
character it causes 2d10 points of damage. If it is aimed&lt;br /&gt;
at more than one character, it causes 2d10 points of&lt;br /&gt;
damage plus 1d10 for each additional target. These points&lt;br /&gt;
are divided as evenly as possible among all the targets.&lt;br /&gt;
Any leftover points of damage are lost.&lt;br /&gt;
&lt;br /&gt;
''EXAMPLE: Dai Hulad, the yazirian gangster, fires his scattergun at a group of four Star Law Vice officers charging toward him. All four are hit, so the player rolls 5d10 for damage (2d10 for the first target, +3d10 for three additional targets). The result is 29 points of damage. These are divided evenly among the officers, resulting in 7 points of damage to each. The extra damage point is lost.''&lt;br /&gt;
&lt;br /&gt;
'''Area of Effect.''' Assault Scatterguns are even more effective&lt;br /&gt;
against groups – being able to fire up to five shots at&lt;br /&gt;
a time, similar to the burst attack of an autoweapon. Each&lt;br /&gt;
burst from an assault scattergun contains 5 shots, or 50&lt;br /&gt;
projectiles. A scattergun burst can be aimed at up to ten&lt;br /&gt;
adjacent characters in an area up to twenty meters wide,&lt;br /&gt;
or at just one character. Only one die roll is needed to hit&lt;br /&gt;
all the characters aimed at. Because of the number of projectiles&lt;br /&gt;
fired, the shooter gains a +20 bonus on the hit&lt;br /&gt;
chance, and any benefits of soft cover are lost. If the&lt;br /&gt;
burst is aimed at one character it causes 5d10 points of&lt;br /&gt;
damage. If it is aimed at more than one character, it&lt;br /&gt;
causes 5d10 points of damage plus 2d10 for every additional&lt;br /&gt;
target. These points are divided as evenly as&lt;br /&gt;
possible among all the targets. Any leftover points of&lt;br /&gt;
damage are lost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 57%;&lt;br /&gt;
 padding: 0 5px; margin:0 0 0 5px;&amp;quot;&amp;gt;&lt;br /&gt;
BEHIND THE SCENES - The math behind the shot and burst&lt;br /&gt;
mechanics is based on those of the burst fire weapons from&lt;br /&gt;
the Alpha Dawn set. A shotgun will fire roughly 10 pieces of&lt;br /&gt;
‘shot’ with every attack, therefore being basically as effective&lt;br /&gt;
as an autoweapon. However, these individual shots are&lt;br /&gt;
less potent than a regular bullet, and they cannot be aimed&lt;br /&gt;
into a spray as effectively as an autoweapon can be, thus&lt;br /&gt;
reducing both the base damage and the maximum number&lt;br /&gt;
of targets as well as the fire zone of the weapon. On the&lt;br /&gt;
other hand, the automatic scattergun’s numbers are almost&lt;br /&gt;
identical to those of an autoweapon burst. Assault shotguns&lt;br /&gt;
generally have a much lower rate of fire than a typical&lt;br /&gt;
assault weapon, so we reduced the number of shots in a&lt;br /&gt;
burst from 10 to 5, thus halving the normal bonuses for firing&lt;br /&gt;
a burst.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</description>
			<pubDate>Sun, 14 Mar 2010 03:34:05 GMT</pubDate>			<dc:creator>Terl obar</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Scatterguns</comments>		</item>
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