I thought I'd take an automatic shotgun from RoB onto my next mission. Perhaps sub-par when compared to the bolter, but more lead for the Eldar to try to get out of the way of.
Oh dear. There is a monster amongst us.
Firstly, I'm not sure that it deserves the 'reliable' title. Pump action shotguns are reliable. Fully-automatic combat shotguns are the very essence of unreliability. But that's a real world concern... onto the mad, mad mechanics...
I assume that the Scatter rules are grossly wrong and misprinted. Shotgun pellets seem to expand rapidly from the barrel at point blank range, and then the spread contracts again somewhere before short range, as by RAW they only deliver additional strikes at PB range. WTF?
I assume that this is a misprint and that the Scatter effect kicks in at Short range rather than Point Blank (because otherwise shotgun spread would be about 20 yards wide, whereas a shotgun blast from 2 yards away has barely spread beyond twice the bore's diameter!).
I'll also assume that the extra hits aren't confined only to PB range, but also to Short and Long range? Is that correct? It seems logical. Although obviously they suck at penetration at long range, which is fair enough.
Next up, the disaster of multiple hits.
Each DoS giving an additional hit, and each 2 DoS giving an additional hit... logically for each and every one of the 5 shots fired. So to save time at the table, I sat down and started working it all out in advance. Here's what we get:
DOS 1 2 3 4 5 6 7 8 9 10 11 12
Strikes 1 2 4 6 9 11 14 16 19 21 25 30
That's right: A maths-induced headache. It all gets a bit out of hand if you get a great roll. Granted 12 DoS isn't likely to happen, but with good modifiers and a lucky dice roll, it can. And at that point, the assault cannon is 1/3 as effective as the autoshotgun at gunning down masses of squishies.
Is this (roughly) right? It's combining autofire rules with the scatter rules.
Granted, the shotgun is a poor choice against armoured foes, but this swathe of destruction makes automatic shotguns far more deadly in the hands of a decent marine than the humble Godwyn.
Alternatively, do we simply only give 'scatter' to the first shot? That results in:
DOS 1 2 3 4 5 6 7 8 9 10 11 12
Strikes 1 2 4 5 7 7 8 8 9 9 10 10
Which is much more sensible, but hardly intuitive, as only the first shot is working as a shotgun. You might as well just load up one shot in 5 as shot and the rest as slugs.
Looking at the errata today, I notice that the auto shotgun has gained an extra point of damage over its conventional version. A typo? Which is correct?
I also notice the bolter nerf and decrease in RoF for the HB. Which only further highlights the utter grimness of the automatic shotgun further.
Am I doing it right, and if not, how are the mechanics supposed to work? Besides issues of balance, there's the fact that I don't want to roll for damage 30 frikkin' times. Has anyone got a decent solution?
I'm tempted just to throw the scatter rules out the window and come up with a better mechanic. Simply giving the autoSG the Storm quality instead of Scatter when fired automatically simplifies things, and keeps it more in line with the new, slower-firing bolt guns, for instance.
Another solution would be to handle the autoSG's autofire abstractly, using the normal shotgun stat-line when firing single shots, disallowing semi-auto, and giving abstracted full auto stats. Perhaps by increasing the base damage at the cost of the scatter quality or similar?
How about removing the scatter quality when firing full auto and instead giving it the tearing quality?
Ideas?
Remember that any solution needs to mesh with the exotic ammunition types.
