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Shotguns

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Shotguns   The average Shotgun has the following stats   Weapon Skill: Shoulder Arms
Single Shot Damage: 5d6
Standard Magazine: 4 (Slug)
Rate of Fire: 1
Hands Required: 2
Attachment Slots: 3
Concealable: No
Special Fire Mode: Shotgun Shells
  A Poor Quality weapon will jam on a Critical Fumble on their Attack Checks
An Excellent Quality weapon will have a +1 to its Attack Checks
An Exotic weapon is considered to be Standard Quality, with 0 starting Attachment Slots, and is incompatible with Non-Basic Ammunition unless otherwise noted. A Borg weapon is a weapon that is so powerful, it will harm anyone who fires it without musculoskeletal enhancements.   A non exotic weapon that starts with preinstalled Attachments can have those Attachments removed to free up that slot, but that Attachment can only be reattached to a weapon of the same weapon category. An exotic weapon cannot have its attachments removed.     Unless otherwise stated, they use the following Range Table

Slugs

Range 0-6m 7-12m 13-25m 26-50m 51-100m 101-200m
DV 13 15 20 25 30 35
 

Shells

In addition to Slugs, Shotguns can also fire Shotgun Shells. You can't make an Aimed Shot with a Shotgun Shell. When you fire a Shotgun Shell, you make 1 Ranged Attack vs. a DV13. If successful, everyone in a 10m, 40 degree cone takes 3d6 damage. Individuals who can dodge bullets can still attempt to dodge this attack.    

Shotguns

Weapon Description Slots Price
Arasaka Rapid Assault While it may be less than Arasaka's usual quality, it's still better than most on the market. 3 500 eb
Budget Arms Carnage It may be typical Budget Arms quality, but it packs a significantly larger punch. 0 100 eb
Constitutional Arms Hurricane Assault Weapon A heavy rapid fire shotgun with a very long reload. 0 5,000 eb
Faisal's Dead or Alive Shotgun with an underbarrel net launcher. Popular among bounty hunters. 0 500 eb
Faisal's OnlyChance Literally just a tube with a trigger, preloaded with 4 shells. 3 10/50 eb
Georgia Arms Matchmaker Slamfire shotgun with only space for a single shell. Not designed for long battles, but dirt cheap. 0 20 eb
GunMart Bubba Buster A scary sounding shotgun that has serious durability issues. 0 50 eb
GunMart Home Defender A GunMart shotgun, up to their usual quality level. 3 100 eb
Hades Multipurpose Assault Shotgun MetaCorp's autoshotty with an extreme capacity that can mix and select multiple ammo types. 0 5,000 eb
Kang Tao L-69 Zhuo Precise, 8 barrelled shotgun that fires gyrojet ammo. 0 1,000 eb
KTech TechHammer A shotgun capable of firing smart micromissiles. 0 1,000 eb
Midnight Arms Beast Shotgun With 40 rounds in the mag, it'll never run out of ammo, but firing the damn thing isn't for organics. 0 1,000 eb
Militech Bulldog While they did have to downgrade the Bulldog, it's still better than anything else on the market. 3 1,000 eb
Militech Crusher One-handed shotgun designed for short range combat. 3 1,000 eb
Militech Crusher (circa 2049) An updated Crusher for an Updated era. Packs more of a punch, and more ammo. 3 1,000 eb
Militech Mastiff A shotgun with a low calibre SMG mounted on top. 0 1,000 eb
Mustang Arms Deathstalker Shotgun with a poison stinger mounted on the front. 2 600 eb
Nomad Air Cannon Air shotgun made to fire liquids. Good for cleaning driveways, or spraying acid. 0 1,000 eb
Rostovic Ulicni Unistitelj Triple barrel electromagnetic shotgun capable of firing scrap metal. 0 1,000 eb
SlamDance ElectroMag A shotgun with the unique ability to convert slugs into shells or vice versa. 2 500 eb
Tommyknocker An overengineered shotgun with a handcannon mounted to the rear, for the showboating blowhard. 1 1,000 eb
   

Arasaka Rapid Assault:

As the 4th Corporate War dragged on and resources grew limited, Arasaka was forced to reengineer its Rapid Assault Shotgun to save on costs. The newer model issued to field troops cut down on the rate of fire, making the name a lie. It was still better than something by GunMart, though   A Standard Quality Shotgun    

Budget Arms Carnage:

There are weapons that are subtle, weapons that are elegant, and weapons capable of hitting their targets with surgical precision. Budget Arms' Carnage posesses none of those qualities. It's designers followed one simple rule: Bigger is better. The result? The Carnage is massive, deals ridiculous amounts of damage and has a recoil that could pop your shoulder right out of its socket.   A Poor Quality Borg Shotgun with a Power Rebuild. It holds 5 rounds. When fired by a user without BODY 10 or hgiher, they suffer the Torn Muscle Critical Injury.    

Constitution Arms Hurricane Assault Weapon:

A heavy duty, rapid fire shotgun capable of shattering the arm of anyone who fires it without the appropriate equipment.   An Exotic Borg Shotgun capable of firing at ROF 2. Its drum holds 16 shots. Reloading this weapon requires two Actions, and thus can only be done over the course of two turns. Attempting to fire this shotgun without BODY 11 or higher will result in the Broken Arm critical injury, unless it is mounted.    

Faisal's Dead or Alive:

Originally a custom job by renowned Tech Faisal Farah for a bounty hunter who wanted an easier way to land their quarry, this pump-action shotgun includes an integrated net launcher capable of firing up to two nets before needing a reload. The nets are durable and a pain in the ass to get out of once they make impact because of a barbed hooking system that locks into place after it wraps around a target.   The Dead or Alive is a Poor Quality Exotic Shotgun with an integrated Poor Quality Net Launcher that cannot be removed. The net launcher holds two nets in its magazine, and fires at 1 ROF using the Shoulder Arms Skill and the Shotgun Slug Range table, except that it cannot hit a target further than 25m away.   On a hit, the net grapples the target. Only one net can grapple a target at a time. While grappled by the net, the target cannot use their Move Action. The target in the net can't make use of a weapon that requires two hands, and takes a -2 to all physical Actions for as long as they remain in the net. The net has 15 HP and is destroyed beyond repair when it reaches 0 HP. Firing a ranged weapon in to a deployed net from outside of it will equally damage the net and the target grappled by it. Escaping the net requires a DV13 Contortionist Check, which can only be attempted by the target inside the net, or a DV13 Brawling check that can be attempted by anyone. Succeeding at either of these checks destroys the net beyond repaid. Replacement nets are 50 eb each.    

Georgia Arms Matchmaker:

The Georgia Arms Matchmaker is a simple slam-fire shotgun designed by dissidents who needed arms to use against SovOil. The Matchmaker isn't a great weapon since it is made entirely out of common plumbing supplies. The gun is not designed for long battles, and ideally, is meant only for one quick kill so the user can acquire the gun of the former SovOil operative they just decommissioned.   The Matchmaker is a Poor Quality Exotic Shotgun with only 1 shot in its magazine. Despite being an Exotic Weapon, it can still load Non-Basic Ammunition.    

GunMart Bubba Buster:

GunMart markets the Bubba Buster as the only shotgun you'll ever need for those "close encounters." The Bubba Buster is a simple shotgun, but its extra loud pump-action is enough to make anyone pause -- even in 2045, nothing says "Oh Fuck!" like hearing a shell racked into the Bubba Buster. The downside to the Buster is, of course, the fact that it's made by GunMart, and has serious duravility issues. But as GunMart salespeople will try to tell you, the Bubba Buster only needs to shoot once or twice to be worth its price. Letting the gun cool for a minute after the first two shots is recommended to avoid overheating.   The Bubba Buster is a Poor Quality Exotic Shotgun. Despite being an Exotic Weapon, it can still load Non-Basic Ammunition. If it fires three times in 1 minute (20 rounds in combat), the barrel will warp and the weapon will destroy itself.    

GunMart Home Defender:

This is a shotgun from GunMart, so you're probably better off leaving it behind if the zombie apocalpyse comes. Nine times out of ten, the gun shoots fine. The tenth time is when it jams, and the zombies swarm you.   A Poor Quality Shotgun.    

Hades Multipurpose Assault Shotgun:

MetaCorp designed the Hades Multipurpose Assault Shotgun to fill the role of five weapons. Why carry a whole arsenal when the Hades is all you need to stop a charging vehicle, clear the enemy at range, and sweep a building, all in one package? The shotgun is fed from a specially designed drum and has been vented, reinforced, and combined with internal compensators to eliminate as much as possible. While not readily available on the open market, MetaCorp has been selling the Hades through back channels. Most find their way to paramilitary units and high paying clients. Why play with small fish when you can lay waste to your enemies?  
MetaCorp's Hades is my first choice in urban pacification and corporate engagements. This little gem helps me blow the engines on armoured vehicles, clear the guards before they raise the alarm, and get all up close and personal as I sweep the building to clear hostiles. All this without even having to change my gun or magazine.   -Paladin
  The Hades is an Exotic Shotgun with 16 shots in its magazine. It can still load Non-Basic Ammunition despite being an Exotic Weapon. Unlike other weapons, you can load the Hades with a mix of other five different kinds of shotgun ammunition and select which you want to fire with every shot using innovative thumb controls situated on the weapon's stock.    

Kang Tau L-69 Zhuo:

Shotguns aren't exactly known for their finesse: While undoubtedly powerful, they often suffer from clunkiness and imprecision. That is, except for the L-69 Zhuo by Kang Tao. Just like the others weapons manufactured by the Chinese Corp, the L-69 Zhuo comes back with top-of-the-line electronics. The ultra-sensitive radar scans the area for you, identifying targets all on its own. Every one of its eight below-barrel magazines is always ready and waiting to tear someone to shreds.   An Exotic Shotgun with a Smart Rebuild. It holds 32 rounds, and can only be loaded with Improved Smart Shotgun Shell Ammunition. When firing this weapon, 8 shells are expended with each Attack Check. Without 8 shells loaded, the weapon will not fire as a safety feature. Due to the massive amount of ammunition expended for a shot, the L-69 Zhuo deals 4d6 instead of the 3d6 damage typical for shotgun shells.      

KTech TechHammer:

The TechHammer by KTech is a multipurpose assault shotgun capable of levelling multiple targets or dropping a larger one with a single pull of the trigger. Designed for frontline engagements, the TechHammer comes with a firing stabilizer that keeps the shotgun from kicking, and has two firing settings: Standard and Special. The standard setting is what you'd expect from a shotgun. The special setting is for firing Smart Rockets. A laser targeting system replaces the standard sights, allowing for a Smart Rocket painting as needed. Nothing scarier than a pair of Smart Rockets homing in on you, courtesy of the TechHammer.   KTech has released the TechHammer on a limited basis only to its military clients, but it still managed to find its way, first into the Night Markets of Neo-Soviet Russia, and later into Night Markets in Europe. It has only recently been seen on the streets of Night City.   The TechHammer is either an Exotic Shotgun or an Exotic Rocket Launcher depending on what ammunition it is loaded with. Its unique bottom-fed internal magazine can hold either 4 Shotgun Slugs or Shells, or 2 Smart Rockets. It is incapable of holding any other variety of rocket ammunition. It is fired with the Shoulder Arms Skill when acting as a shotgun, and the Heavy Weapons Skill when firing smart rockets. The weapon's laser targeting system allows the weapon to fire Smart Rockets without requiring Targeting Scope Cyberware.    

Midnight Arms Beast Shotgun:

Designed for sheer terror out of rugged polymer with a titanium framework, the Beast always comes in all black and chrome. The ammo box holds 40 shots that auto-feed into the shotgun. Pressure-release valves hiss with every shot, keeping the Beast just barely pointing in the right direction when fired. Due to its extreme weight, the stock slams into the shooter's shoulder with each pull of the trigger, which is typically fine, provided they were strong enough to lift the weapon in the first place. Otherwise, it's going to send someone straight to the hospital.   The Beast is an Exotic Shotgun with 40 rounds in its magazine. Despite being an Exotic Weapon, it can still load Non-Basic Ammunition. Firing this weapon without suffering the Broken Arm Critical Injury requires BODY 10 or higher unless it is mounted.   Reloading this weapon requires 2 Actions, and thus can only be done over the course of 2 Turns.    

Militech Bulldog:

Whichever Corp was supplying parts for auto-shotguns must have died early during the 4th Corporate WWar, because Militech downgraded their famed Bulldog much like Arasaka did their Rapid Shot. Still, while the Bulldogs you'll likely find today don't fire as rapidly as the older models, their accuracy is nothing to sneeze at.   An Excellent Quality Shotgun.    

Militech Crusher:

This pistol-sized shotgun was developed during the second Central American Conflict for close combat and roomsweeping duties. Since then, the Crusher's whippet silhouette and box magazine have cemented themselves as an iconic piece of gun culture -- one that won't be going out of style anytime soon.   The MIlitech Crusher is an Exotic Shotgun with a 6-shot capacity that can only fire Shotgun Shell Ammunition. It uses the Handgun skill instead of the Shoulder Arms Skill when making Attack Checks, and can be fired with one hand.    

Militech Crusher (circa 2049):

The very sight of the Militech Crusher is enough to bring a tear to any gun lover's eye. This powerful shotgun, designed for short-range combat, was first created in the year 2020 and soon became one of the period's most iconic weapons. The version just now hitting the Night Markets has seen some updates from the original, but its distinctive look remains the same,   The MIlitech Crusher (circa 2049) is an Exotic Shotgun with a Power Rebuild and a 12-shot capacity that can only fire Shotgun Shell Ammunition. It uses the Handgun skill instead of the Shoulder Arms Skill when making Attack Checks, and can be fired with one hand.    

Militech Mastiff:

The Militech Mastiff was designed to punch holes in doors to help breach, and the follow up with a burst of bullets. Each Mastiff comes with an instruction video showing how useful the shotgun is as some bastard decked out in far too much gear shoots hinges off doors and goes wild inside a room, dumping their whole clip. The top section of the mastiff is a submachine gun while the lower is a pump-action shotgun with a bottom feed chamber. The clip for the SMG fits between the trigger of the SMG and that of the shotgun. Because the Mastiff is primarily sold to police departments, thousands have leaked into Night Markets thanks to widespread corruption.   This weapon is an Exotic Combination Shotgun and Two-Handed SMG. The Shotgun has three shots in its magazine. Both modes of the weapon fire from separate magazines and each must be reloaded using a separate Action. It cannot be Concealed, and cannot be installed in a Popup Mount.    

Mustang Arms Deathstalker:

Troops often use shotguns to deal maximum damage at a close range, so Mustang Arms added a "poison stinger" to the Deathstalker to allow for more variety when choosing how to kill a target.   A Standard Quality Shotgun, preinstalled with an Airhypo Bayonet    

Nomad Air Cannon:

My cousin makes these, actually! We mostly use them for scaring away animals but they also work real well to soften up an over-armoured static, or clean them off your newly sealed driveway.   -Woodchipper
  A liquid launching air cannon. Mechanically, it acts as an Exotic Shotgun with a 1 shot capacity that fires using the Shotgun Shell alternate firing mode except instead of dealing damage it coats any target the spread hits in the liquid fired. Typically loaded with water or paint. However, if loaded with Acid, all armour worn by any coated target is reduced by 1 SP. One shot of acid costs 10 eb.   Theoretically, the weapon can also be loaded with either Poison or Biotoxin. Loading the weapon with either requires 3 vials per shot. Any target coated must make a Resist Torture/Drugs Skill Check as if hit by poison or biotoxin ammunition    

Rostovic Ulicni Unistitel (Aka The Street Destroyer):

The Rostovic Ulicni Unistitelj was originally designed to be a triple-barel shotgun enhanced by a magnetic rail stabilization system but it didn't take users long to realize that they could dump scrap metal down the barrel to get more bang for their buck. The Rostovic Ulicni Unistitelj originated in Neo-Soviet Russia, where it was commissioned by SovOil to help them deal with eco-terrorists hitting their installations.   The idea of cramming scrap metal down the barrel came from a SovOil security officer looking to make a mess of a prisoner sentenced to death. The officer dumped old coins down the barrel and pulled the trigger, activating the magnetic rail system. The end result was the coils launching out first, shredding the prisoner before the pellets even left the gun. From then, the practice seeped out into the general population, with gangs carrying around bags of scrap metal to dump into their Ulicni during firefights.   A Poor Quality Exotic Shotgun with three shots. It is only capable of loading Shotgun Shells. As an Action, the wielder can shove a handful of metal options into all three barrels.   If the barrels are filled with metal objects, the weapon's next fired Shotgun Shell deals 4d6 damage instead and clears all three barrels of metal objects.    

Rostovic Ulicni Unistitel (Aka The Street Destroyer):

The Rostovic Ulicni Unistitelj was originally designed to be a triple-barel shotgun enhanced by a magnetic rail stabilization system but it didn't take users long to realize that they could dump scrap metal down the barrel to get more bang for their buck. The Rostovic Ulicni Unistitelj originated in Neo-Soviet Russia, where it was commissioned by SovOil to help them deal with eco-terrorists hitting their installations.   The idea of cramming scrap metal down the barrel came from a SovOil security officer looking to make a mess of a prisoner sentenced to death. The officer dumped old coins down the barrel and pulled the trigger, activating the magnetic rail system. The end result was the coils launching out first, shredding the prisoner before the pellets even left the gun. From then, the practice seeped out into the general population, with gangs carrying around bags of scrap metal to dump into their Ulicni during firefights.   A Poor Quality Exotic Shotgun with three shots. It is only capable of loading Shotgun Shells. As an Action, the wielder can shove a handful of metal options into all three barrels.   If the barrels are filled with metal objects, the weapon's next fired Shotgun Shell deals 4d6 damage instead and clears all three barrels of metal objects.    

SlamDance ElectroMag

Using magnets to solve an age old problem, the ElectroMag can compress or draw apart the metal shot inside the loaded ammunition, allowing the user to choose between shells and slugs on the fly.   A Standard Quality Shotgun that fires specially made Magnetic Incendiary or Magnetic Basic Shotgun Shell Ammunition. This ammunition must be purchased specifically for the weapon and costs the same as its non-magnetic counterparts. Each time the user makes an Attack Check with the ElectroMag, they choose if the ammunition acts as a Shotgun Slug or a Shotgun Shell.    

Tommyknocker:

The Centurion Essentials Tommyknocker is the guilty pleasure firearm of the rich. It is incredibly impractical but there is always some wanker who wants to look badass and thinks this "pistol" will do the job. The Tommyknocker is an oversized handgun paired with an underslung shotgun. The pistol is a standard CE design and reliable. it even includes a top rail for add-ons. Although adding more onto this gun just looks ridiculous, this doesn't stop some users from throwing on some oversized scope. The shotgun has a super short pump done up in fancy black rubber with an under-clip built into the shotgun handle big enough for three shots. The pump is prone to stick, something the CE denies and is quick to blame on user error. Additionally, unless the person firing the Tommyknocker has a muscular grip on the gun with both hands, the weapon is likely to fly out of the user's hand when fired.   The Tommyknocker is an Exotic Combination Very Heavy Pistol and Poor Quality Shotgun. The pistol has 8 shots in its magazine while the shotgun has only 2 shots in it's magazine. Both modes of the weapon fire from separate magazines. Unless you have a BODY 10 or higher, or are holding the weapon in two hands, the Tommyknocker flies out of your hand 6m in a direction of the GM's choosing after it is fired. The weapon has one attachment slot which can only be used to attach a scope compatible with both a Very Heavy Pistol, and a Shotgun. This weapon is the size of a two-handed shotgun, and cannot be concealed by any means, or installed into popup cyberware.