[GZG] [SG] PA & Shotguns

2 posts ยท Oct 3 2005 to Oct 4 2005

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Mon, 3 Oct 2005 19:31:09 -0400

Subject: [GZG] [SG] PA & Shotguns

To reply to what Ryan said, some of which I agree with, some of which I do
not.

It is very likely in the near future (say 20 years), we'll have
manufactured man-portable
ballistic armour that will render conventional rounds, even improved ones,
night on to useless vs. the covered areas. That's just the way that modern
armours
are going - getting
lighter and stronger faster than the rounds are gaining penetration.

Now, some encouraging work has been done with flechettes (I'm not talking
about from shotguns, in this instance, but from purpose built extremely high
velocity weapons), which can, if designed correctly, give a combination of
armour penetration and then deformation of the flechette leading to a very
long and tumbling wound channel. This might be the
generation of small arms 2-3 cycles down the road, if we haven't
switched to laser or gauss or something. But I think anything of that sort is
further out.

Nowadays, even shotgun slugs won't successfully take on modern
man-portable body armour.
They might sting, but they aren't doing much worse than maybe cracking a rib
at best. And saboted slugs? I've heard this bandied about a number of times,
but have yet to see an implementation that is worthwhile, halfway because most
shotguns can't handle the same chamber pressures as a rifle. If I can fire a
saboted slug from a rifle, I can probably get greater zing out of an actual
rifle with the same projectile. But see the above issue about conventional
ammunition versus armour, period. That covers slugs of all varieties.

You make a good point about body armour coverage. I'm not saying you *can't*
wound a guy without full armour, but it gets harder to do as his armour
protection goes up. And if you
might wound him a few times and his five-shot plasma rifle or his one
shot AP disposable GL punches you PA to hell and gone, then wounding him isn't
much consolation.

The reality is that shotguns have some flexibility due to the ability to load
shotgun flechette, buckshot, birdshot, slug, sabots, stingball, dragonsbreath,
explosive, beanbag, and chemical sorts of rounds. But if the logic says an 8
gauge shotgun
is good, a 30-40mm
grenade cannister round is just as good and an AGL has probably most of the
same advantages with larger payloads (which, if you have to go HEAP or HEDP is
probably a good thing).

You can take your saboted slug, but for the same weight of weapon and ammo,
I'll have far more of the same caliber of round in my caseless AR. The AR will
also be more controllable generally than the shotgun.

And shotgun kick, if you are in zero G, will be a non-starter. There
will be times you *aren't* maglocked down, and that's when it will be a
problem.

And I don't know what your 'verse is like, but in the notional time frames of
the actual GZGverse, you'd rarely get a boarding action launched when the
marines won't be fully broken out and in their defensive positions. DamCon and
Engineering crews will be hardsuited as well. And even the navy will be in
tough, ballistically resistant vacc suits. In 5 or 10 or 15 or 20 minute
turns, you just won't be able to board an enemy combat vessel fast enough to
gain the kind of surprise you suggest.
Space is big - talk to
Douglas Adams. YMMV, but that's my observation.

So, you'll be going in against other guys in PA and some guys in heavily
ballistically protected military vacc suits. Expect shotguns to be less than
fully effective against the latter and useless against the former.

For game balance, Jon has made PA pretty brittle. The whole point of most
armoured vehicles is the ability to sustain anything up to a.50 BMG. If your
PA can't wander through normal AR, shotgun, grenade fragment, and SAW fire,
then it is a pretty poor design for the real world. If you treated PA as
armour level 1, you'd probably have a more realistic model of the combat
augmentation systems we'll see in play on Earth in the next 30 years. So,
assuming for a moment that I step into a more realistic world and say that the
PA can walk through most small arms fire, which would really be its purpose,
then suddenly you start needing plasma guns, RPGs, heavy lasers, EMP mines,
microwave guns, and all sorts of fun stuff like that to take out PA. So this
is what PA carry, because other PA will be your worst enemy. In the GZGverse,
where a light pistol can (argh) take out PA, then any weapon will do, just
have lots of them and throw lots of dice. The heavy armour will inevitably
fail.

If you like shotguns, use them. Imagine their sabots can penetrate layered
hardened composite armour with built in destructible layers if you want,
without it having detrimental effects on the shotgun firing them. I don't
think that's going to be how it is, or how military tech of the moment
suggests it will be, but it is a game to be made your own, so fill your boots.

My PA will be carrying ARs with recoil compensation, GLs and plasma guns. Or
automatic laser rifles with said GLs and plasma guns. Shotguns we'll bring
some along (just like the Flamers) for special occasions, but it won't be
attacking other hostile military shipping by boarding. Maybe for boarding
merchies or raiding ground bases.

Have fun with it though.:)

From: Roger Books <books@m...>

Date: Tue, 4 Oct 2005 10:34:22 -0400

Subject: Re: [GZG] [SG] PA & Shotguns

_______________________________________________
Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lIn a SG close
assault the best defense a non-PA trooper can have
is a shotgun. Due to the way die shifts work PA with a shotgun would pretty
much negate this. My question is am I using a cheesey loophle in the rules or
is this a reasonable thing to do.

Roger Books

> On 10/3/05, Thomas Barclay <kaladorn@magma.ca> wrote: