all types of shotgun compatible loads
Armor-Piercing Saboted (APS) Shotgun Slug: +2 to Acc for shotguns equipped with rifle sights (optional; +$50), DMG 5d+1(2). LC 1. 1/2D ×5, Max ×7, cost ×5.
Note: This round fires a sub-caliber saboted tungsten dart. Damage that penetrates is not halved because of the large caliber. The dart will punch right through normal brick walls, cars, heavy doors, and similar covers.
Beanbag: 1/2D ×1/2, Max ×¼, Acc -2, cost ×2. Shots a flexible but tough bag filled with 1.4 ounces of small pellets. The bag will not rupture or penetrate if striking a human body. Damage is 4d crushing. No other damage modifiers. LC5.
Note: Used for subduing rather than killing. The round is too weak to operate the CAWS and the SPAS has to use the single shot repeater function.
Dragon: Shots phosphorous powder, creating a two hex wide, six hex long flame. DMG 4d; roll independently to hit for each target in flame area. LC2, cost ×2.
Note: Very effective against Vampires or swarms of vermin, in close-quarters combat with multiple opponents, and maybe for intimidation purposes. The round is too weak to operate the CAWS and the SPAS has to use the single shot repeater function.
Explosive: 1/2D ×2, Max ×4, -2 to skill, LC0, cost ×2. Bullet damage is reduced to 3d-1. Double the bullet damage that penetrates. Apply the total damage to DR, not each die separately. Double the DR of anything hit. Explosive damage, in addition to bullet damage, is 1d. If the bullet hits (undoubled) DR3+ it will explode on the surface for double explosive damage, otherwise it will explode internally, buried in tissue, for fife times explosive damage.
Note: These rounds fire big solid single bullets, filled with a high explosive. They where invented to destroy hinges and locks. If exposed to fire they will explode on a 6 or less, doing only explosive damage; roll for each second the round is in the fire.
Flashbang: Max 55, LC2, cost ×2. Produces laud bang and visible flash. Anyone accidentally in contact with the exploding round takes 2d damage.
Note: This is a diversionary device, not a stun grenade. It is intended to provide aerial distraction and divert attention for some seconds, nothing more. It will explode after flying 50 to 55 yards.
Flechette: Changes damage type to Imp. and reduces 1/2D by -10y, cost ×2. Cannot penetrate DR3+ except non-rigid armor like Kevlar. Non-rigid armor provides only PD1, DR2. LC1, cost ×2. Each die of damage is rolled individually and applied separately vs. armor, as per the shotgun rules p. B119. Available from 1952 on.
Note: For use against targets wearing non-rigid body armor.
Hollow Point (HP) Shotgun Slug: +1 to DR of any target. 1/2D ×3, Max ×5, -2 to skill. Apply the total damage to DR, not each die separately. Double the DR of anything hit; damage that penetrates is tripled. LC4, cost ×1.5.
Note: Use with single shot repeater, revolver-type feed, or removable drum magazine only. These rounds fire big solid single bullets. Devastating to unarmored targets.
Rifled Shotgun Slug: +2 to Acc for shotguns equipped with rifle sights (optional; +$50), 1/2D ×3, Max ×5, LC4. Double the damage that penetrates. Apply the total damage to DR, not each die separately.
Note: These rounds fire big solid single bullets (p. HT76).
Shotgun Slug: 1/2D ×3, Max ×5, LC4. Double the damage that penetrates. Apply the total damage to DR, not each die separately.
Note: Rifled shotgun slugs are more accurate if used in shotguns equipped with rifle sights.
Shot Shell: LC5, +1 to skill , maximum Acc is 5. Each die of damage is rolled individually and applied separately vs. armor, as per the shotgun rules p. B119. When firing shot load at a range of one yard or less treat the shot as one normal bullet and roll only once for damage (p. HT17).
Note: The usual standard rounds for shotguns. This is 00 Buckshot for use in combat and on big game. At very close range of one yard or less it is good for to blowing out most hinges and locks.
(shotgun instead of m203)