[New Weapon] Arbitrator Special

By DarkArbitor, in Dark Heresy House Rules

Arb Special(Gun); Basic(SP); 30m; S/-/-; 1D10 + 4 I; Pen 0; Clip 8(x2); 3Full for both 1.5 for single; Scatter, Special; 7kg; Scarce(Non Arb)/Average (Arb)

The AS functions like a Pump action Shotgun with the addition of a second barrel and ammo chamber that can be changed to as a free action by rotating the barrel. This wide barrel allows for shock plates to be installed on either side so it can be used as a melee weapon while in close quarters.

Arb Special(Shock Maul); Melee(Shock); 1D10 I; Shocking, Unbalanced

When an Arb gets this issued to him it contains 8 Shotgun Shells in one chamber and in the other it contains 7 Concussion Shells and 1 Riot Shell loaded into the first slot (last to be fired)

Concussion Shell

Damage becomes D10 +0 I; Pen 4

@Can only be shot in single shot modes(concussive blast of first shot would derail any subsequent shots)

@ -3 Crit Dmg

@ RF adds to DoF not Dmg (aka RF dealing 23dmg actually deals 3 dmg and Gives 2 DoF on toughness test)

@when shot target has to take a toughness test at -5 per dmg taken

@ on a failed toughness test or a passed toughness test with less Dos then Dof from RF the target takes 1 Fatigue + 1 fatigue for each DoF the target had

@ Average(for Arb)/ Scarce (Non Arb)

Riot Shell

Same as Concussion shell with the added effect of a Photon Flash Granade

@rare (for Arb)/ Not Gunna Happen (Non Arb)

Questions and Comments welcome

I haven't been able to gather enough players over the summer to really test this out so if anyone has their acolytes dealing with arbites and would like to test this out for me or maybe any sugestions on how to make it better/worse/balanced