So you can sleep at night...
.22 WMR #12 shotshell.
Damage is 1d-5(0.2) pi-
Range is 6/127
RoF is n277 (+8 to hit from the Savage!)
Note that damage... You need to roll a 6 to do a point of damage. DR 0 things get DR 1, so that point is nullified on anything. pi- halving the damage that penetrates is just icing on the cake.
Your only chance for doing any damage at all is under the Flexible Armor and Blunt Trauma rules on p. B379.
Let's assume a skill of 14 in Guns/TL8 (Shotgun) and we aimed on turn.
At three yards we're -1. +8 for the number of pellets. +5 for Acc. That's 14+5+8-1 for 26 net.
I roll a 10 to hit. With Rcl 1, that means 17 pellets hit. On average that's still 0 points of damage, but if we get 10 sixes in there we do a WHOLE POINT!
Teeny shot sucks.
.22 WMR #12 shotshell.
Damage is 1d-5(0.2) pi-
Range is 6/127
RoF is n277 (+8 to hit from the Savage!)
Note that damage... You need to roll a 6 to do a point of damage. DR 0 things get DR 1, so that point is nullified on anything. pi- halving the damage that penetrates is just icing on the cake.
Your only chance for doing any damage at all is under the Flexible Armor and Blunt Trauma rules on p. B379.
Let's assume a skill of 14 in Guns/TL8 (Shotgun) and we aimed on turn.
At three yards we're -1. +8 for the number of pellets. +5 for Acc. That's 14+5+8-1 for 26 net.
I roll a 10 to hit. With Rcl 1, that means 17 pellets hit. On average that's still 0 points of damage, but if we get 10 sixes in there we do a WHOLE POINT!
Teeny shot sucks.