d20 Modern doesn't actually treat shotguns mechanically any different from any other firearm. The most common shotgun homebrews either treat it as a cone or line attack (don't do this; it's very unrealistic), or replace the range increment penalty to attack rolls with a range increment penalty to damage rolls.Originally Posted by Ashtagon View Post
Beehive Strike: Your arrow magically splits into several shafts in mid-flight. This can only be used with non-magical arrows; magical arrows lose their enchantment if fired using this strike. This should be resolved using the same basic mechanics as a modern shotgun.
What mechanic is that?
d20 Modern's autofire rule is spend 10 shots and a full round action, pick a 10x10 ft area (or 5x20 if you have a specialist feat) and make an attack roll against AC 10. if you hit, everyone in the area must make a DC 15 Reflex save, or take the weapon's normal damage. I don't like this version of autofire, since is makes it easier to hit someone wearing armour.Originally Posted by Ashtagon View Post
Covering Fire Strike: You fire a large number of arrows over an area. This should be resolved using the suppression fire rules from d20 Modern (similar rules are in the squad shooting rules from Heroes of Battle, and the automatic rifle in the DMG).
Suppressing fire sounds good. What are the rules for this? I don't have d20 modern.
Here is a modified version of Traveller T20's autofire rule. Spend a variable number of shots (dependent on the weapon for real guns; up to your initiator level multiplied by two for the initiator strike) and a full round action, pick a 90-degree cone out to a single range increment of your weapon. Discard half the shots spent and make one attack against each enemy in the area, up to the number of shots left. If you have any shots left over, until the start of your next turn, each time an enemy enters the area covered you may make an attack roll against that enemy.
And I thought of one more...
Blot out the Sun (Strike): Your arrow acts as a dispel magic effect against any spell or magical effect with the light descriptor that is centred on the target that is hit. Your initiator level is treated as a caster level for the purposes of this effect.