DESIGN WORKSHOP: Arbites Shotgun Edition
Hi everybody,
The Adeptus Arbites minidex is coming along swimmingly and should be going into playtest next week. There are a couple of sticky issues left and because I’m a big believer in “measure twice, cut once” I thought it would be best to get some feedback from you all first.
We have been having some heated conversations regarding Arbites wargear, and in particular the Arbites Combat Shotgun. Let me lay out some fluff descriptions, and some design goals. Your job is to throw on your thinking caps and design a way out of this problem.
Arbitrator Combat Shotgun Fluff:
“The combat shotgun is a simple shotgun with a number of adaptations that allow it to fire a special ammunition type available only to Enforcers. In addition to the standard solid and scatter rounds fired by ordinary shotguns, the combat shotguns used by the Enforcers can fire‘Executioner’ adamantium-tipped armour piercing rounds, that are designed to seek out and destroy the toughest targets. This sophisticated shell has a tiny robot brain that locks onto the target’s energy pattern and seeks it out with unerring accuracy. This variety of ammunition types makes the combat shotgun a uniquely flexible weapon.”
Design goals:
-This weapon must be the single most emblematic piece of equipment of the Arbites.
-It should be unique, without equivalent in any other army.
-It should have two modes of fire: Standard shotgun rounds (don’t bother differentiating between solid and scatter rounds), and Executioner rounds.
-The decision-making process between using these 2 options should be one of the primary challenges and skills an Arbitrator player must master.
-Both round types must stand up to the fluff.
-The shotgun in whole should be equivalent (a zero-point swapout) option to a bolter.
~Now design that weapon’s profile my readers…DESIGN!!!! (and justify your designs and explain your reasoning and concepts). I have a couple of ideas, but want to hear from you first.