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Scatterletto TL12 Shotgun HEAP rocket

samuelvss

SOC-14 1K
Scatterletto TL12, Cr 3,000, [Law Level 0-: against Imperial and Zhodani, and most any local laws!]
This is a round of High Explosive ammunition fitting down the bore of a shotgun; it is unguided, a single shot, high recoil, short range, and packs massive combination shaped-charge / squash-head punch designed to rip through personal armor. Its basic function is to turn a shotgun into a muzzle-loading short range rocket launcher capable of defeating combat armor and battledress at short or even medium (CT) ranges. It masses 1.5 kg and are 450 mm in length. An individual round will cost Cr3,000, and comes in a sealed plastic tube. There are 5,520 in a 1m^3 “little cube,” costing MCr 11, and massing 8,400 kg.; a cube is loaded with 460 bandoleers of 12, each massing 18.1 kg, and costing Cr 35,000.
These are a hot item in every sense of the word. They are difficult to find, but worth their weight in gold, almost, to revolutionaries, insurgents, pirates, thugs and the low-lifes who supply them with illegal arms. They are available at 10+ on 2D6, minus level of streetwise (or minus level of Liaison over 2 or Admin over 3), plus law level, +1 for Imperial or Zhodani world, +1 for each base in system, + number of TLs below 12, cumulative; +1 for 10 or more rounds sought; +2 for 100 or more. A character rolling 6 below the needed throw will have been informed upon , and a roll of 8 below will have been arrested with substantial evidence compiled (i.e., tapes, etc).
Thus in an unusually favorable situation, a character with Streetwise 1 and Admin 4 seeking 12 Scatterlettos on a non-Imperial, non-Zhodani, TL11 world with Law Level 0 would need an 11+ on 2D6, after all mods: he can use Streetwise or Admin, either one of which gives him a -1; no mods for law level, or bases; +1 for 1 TL below TL12; +1 for seeking more than 10 (but less than 100).
In an even more favorable example, a character with Streetwise-3 seeking 8 Scatterlettos on an Imperial, TL13 world with Law Level 0 would need an 8+ on 2D6, after all mods: he uses Streetwise for a -3; no mods for law level, or bases; +1 for Imperial world; no mods for TL; and no mods for number sought.
Just looking in anything but close to ideal circumstances can be a real blunder. An average character (Streetwise-1) seeking a Scatterletto on a fairly average world (TL11 Imperial, law level 5, would need to roll an impossible 16+ to find one, and would be implicated in any roll below 11, arrested on any roll below 9.
The actual price for more than 10 Scatterlettos may be rolled on the CT trading tables, as firearms; to sell them, however, a “availability” roll must be made to find a buyer, once weekly, with the same modifiers, with the exception that Trader can be subtracted in addition to any other mods; the same results for failure apply.
To fire, the Scatterletto may be fired only at short or medium range, using rifle, combat rifle, or carbine skill; it can also be fired using Shotgun minus 2; it hits as a carbine against cloth at these ranges, and does 6D damage, on any combat armored target. Against cloth or below, it hits as a carbine against unarmored, doing 4D damage. One round must be spent reloading each Scatterletto during which the shooter is not considered evading. Only one round may be fired in a round before reloading, except for a double-barreled shotgun, which can fire once for two rounds in succession. It renders the shotgun barrel unusable until fired, or dismantled (9+ per 2 combat rounds, requiring the transport tube, Mecahnical and Dex. apply).
The tactical importance is to give the most humbly armed (shotguns are about the least restricted firearm) and give them a shot at knocking out the most well-armed trooper in a close-in scrape. In an insurgency, the insurgent does not need to have anything like shooter-to-shooter parity; he must have the ability to make the government bleed, no matter how unmatched the encounters. The name comes from the making of a “stiletto,” in the archaic meaning of a dagger intended to defeat heavy plate armor, out of a shotgun, or “scattergun.” It is often just pronounced “scaletto.” The concept is important: one using a stiletto against an armored knight would have to be extremely close, with the knight dismounted, and either completely surprised or at some extreme disadvantage. It is a narrow window, but it is there.
 
Curious about some of the tech part of this Shotgun round.

You say muzzle loading:
How does it stay in the barrel?
Is it able to be loaded in a shotgun with screw in chokes?
Can it be loaded in a shotgun with Full choke?

What keeps the round tight against the back of the barrel so that the striker can hit it to fire it?



Wouldn't this neat and interesting round work better in a break open type shotgun?

At almost 18 inches in length that is quite an object to stuff down a barrel easily.

Any type of recoil on firing this protectile?
Any type of lasting damage done to the shotgun or it's barrel after each shot?

Any type of backblast to the firer as the 'rocket' leaves the barrel? (since you are looking directly down the barrel and into the rockets exhaust)

Dave Chase
 
Handwavium ballistics 101

It would work better in a break-open. They kick like a mule. Indeed, for the beefy-enough fellow who can re-acquire a target rather than bending over and saying "damn, that hurt!" the double barrel is at a distinct advantage here. As most shotgun around are not break open, the "rim" of the round is constituted by spring loaded claws. In an auto or pump, once it's down the barrel, it's only coming out really fast, or really slow. It is really awkward to load, and planing to do so in combat requires the same desperation as firing a shotgun at someone in battle dress. The better plan is a quick ambush followed by a well-thought-out retreat into deep cover where pursuit is not practical.

These are RAP. There is enough powder to push the round out the barrel and smartly to 10m or so where a small (did I say small) rocket pushes it out a little farther. Backblast is minimal from this distance, but the firer (who's desperate and pretty close to dead anyway) better be wearing eye protection, and is hopefully not firing from the prone over gravel....
This is, though, a fairly slow round; faster than a 40mm grenade from a 203, and slower than a shotgun slug, terminal. At launch, it's closer to the 203.

I presumed some sort of sacrificial obturation mechanism that would work with most chokes.
 
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I would modify the round some and make it a breech loading one for break-breech shotguns. You would then have one or two rounds loaded depending on the shotgun model. The round would have a short all brass / metal cartridge to which the HEAP round is attached by a small shear pin on its base. The cartridge is fully enclosed and has small venturii at the front that allow the gas to escape slowly. This would also allow a softer squash head to be used.
The round is fin stabilized, fairly large and, designed for shotguns with little or no choke on the barrel (eg., straight barrel types). The whole round might be about 15 cm long.

Firing is much easier with this sort of hi-low pressure round. Since the gas escapes slowly and the round accelerates more slowly as a result the kick on the firer is much lower giving more accuracy. A longer barreled shotgun is prefered for use with the round as it gives more time for the gas to work on accelerating it before it leaves the barrel.

Being fin stabilized means more accuracy in flight. By addition of a modified micrometer peep sight this round could be fired accurately to about 100 meters, maybe a bit more. As the round does not rely on velocity to work this is perfectly acceptable even if the trajectory is something of a steep arc.

An alternative to this that would be a bit more hi-tech is an APGM adapter kit for your non-choke break block shotgun. This would consist of variously, a optical guidance kit, fire and forget kit, or several similar variants depending on manufacturer and tech level.
The round is a centerfire guided missile that loads like a conventional shotgun shell. Again, it might be 10 to 15 cm in length. You load it and it interacts with the guidance package to detect and guide itself to the target. At low tech levels it might use a wire guidance system to simplify flight signals with the wire reeling out from the missile. When you go to reload the wire is easily cut and released.
At higher techs it could be laser or radio guided but, subject to potential jamming.
Firing might be two stage. A small charge to get it out the barrel and say 5 meters from the gun and then the motor ignites and takes over.

This would be sort of a bazooka or anti-"tank" missile in a shotgun... A not so rich man's anti-"tank" weapon. Better than unguided but not as good as a purpose built system.

For those wanting such weapons they simply buy a shotgun with interchangable barrels: One with choke, one for modified choke, one that is straight no choke, etc.
 
I would modify the round some and make it a breech loading one for break-breech shotguns. You would then have one or two rounds loaded depending on the shotgun model. The round would have a short all brass / metal cartridge to which the HEAP round is attached by a small shear pin on its base. The cartridge is fully enclosed and has small venturii at the front that allow the gas to escape slowly. This would also allow a softer squash head to be used.
The round is fin stabilized, fairly large and, designed for shotguns with little or no choke on the barrel (eg., straight barrel types). The whole round might be about 15 cm long.

Firing is much easier with this sort of hi-low pressure round. Since the gas escapes slowly and the round accelerates more slowly as a result the kick on the firer is much lower giving more accuracy. A longer barreled shotgun is prefered for use with the round as it gives more time for the gas to work on accelerating it before it leaves the barrel.

Being fin stabilized means more accuracy in flight. By addition of a modified micrometer peep sight this round could be fired accurately to about 100 meters, maybe a bit more. As the round does not rely on velocity to work this is perfectly acceptable even if the trajectory is something of a steep arc.

I would essentially agree with almost all this, except that it is designed to work in either break-open or not, because there are more of these. It is obviously quicker in the break-open configuration. 15 cm, though, does not give enough material, though; 45cm is about 18", or about the most you're going to fit in a shotgun barrel. I was thinking that the hi-low pressure is just enough to push it out to where the RAP takes over.

I disagree that high recoil affects accuracy; it plays the devil with markmanship, but the round is clear of the barrel before recoil is more than beginning. Think about the recoil/accuarcy of the Barrett. I avoided some of the the higher tech controls because these are deep black market items. There is neither training, nor range time. Neither manuals nor crew drills.

I am also a big believer in rifle grenades, though, which address a lot of your suggestions on moving this toward an AT role. GL's are great, but rifle grenades allow a wonderful time on target: All 33 members of the platoon give the objective 1 round, fired on the platoon leader's mark, before the support element opended up and the assault element sprinted in. I concieved that a lot of the higher TL RAM rifle grenades would in fact be available in terminally self-guiding, synched to the electronic sight of the owning rifle prior to firing, allowing everyman to have an AT weapon in TL overmatch situations.
 
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A low tech (I guess you could probably find purpose manufactured ones too) version of this would be the cut shell.

While it would have no more range than a regular shotgun round it would have some useful properties against some targets.

A cut shell is made from a regular shotgun shell by almost cutting the outer plastic case all the way around. You do this just about where the base of the sabot behind the shot is.
When fired the shell leaves the barrel like a slug round would. But, at the receiving end nasty things happen. The shell has penetration much like a slug, if just a bit less. Upon penetrating it will open up and scatter the shot inside into the target like a shrapnel round.

Against someone in say cloth armor or other light protective armor the cut shell could be a nasty surprise.
 
The shell has penetration much like a slug, if just a bit less.
Sounds about right!

Against someone in say cloth armor or other light protective armor the cut shell could be a nasty surprise.
A slug against cloth is basically ineffective. That CT alows a shotgun to hit against cloth at all is (IMNSHO) attributable to the lack of total coverage and the scattering of shot to hit head, neck, hands and feet. Realistically, a slug if anything is a wash, less likely to hit these areas, but possibly breaking a rib on a good day.

A cut shell is like a homemade Glaser for a shotgun: less dissipation from passing through air (external ballistics), but minimal penetration / maximum energy transfer. In a normal shotgun shell, you pretty much already have that energy transfer, though you wouldn't have it with a 9 mm hardball; a 9 mm hardball will give you decent short range external ballistics (compared to a scattergun) but crappy terminal ballistics, punching a hole and moving on through. The Glaser keeps (and the cut round creates) this decent short range external ballistics, while creating energy-dumping, under-penetating, kill-em-before-they-hit-the-floor, terminal ballistics (which the cut round keeps from the normal shot, but improves somewhat by just retaining a bit more energy to dump).
 
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