Monster Hunter International
Kel-Tec KSG, 12 Gauge Shotgun
Kel-Tec KSG, 12 Gauge Shotgun, Bull-Pup
The Kel-Tec KSG is a compact, bull-pup style, pump-action shotgun in 12 gauge. It is unique amongst shotguns in that it is the first full-fledged bull-pup, designed from the ground up to be a bull-pup, and is not the result of converting another weapon via a kit. It is also unique in that it has TWO tubular magazines, which are each accessed via a selection lever, instead of only one.
The KSG, (Kel-Tec Shotgun) ejects the spent shell downwards, thus, like the RFB, sidesteps issues related to right and left-handed shooters.
|Weapon Name||Damage||Accuracy||Range||Weight||Rate of Fire||Capacity||Minimum Strength vs. Recoil||Bulk||Recoil||Cost||Tech Level|
|Kel-Tec KSG, 12 Gauge||4D||4||50/150||6.9||3~||6+6+1 / 7+7+1||9||-3||1||$880.00||7|
The GURPS basis of comparison is the Remington 870. As with the Kel-Tec RFB, the KSG has superior ergonomics, making carriage easier, and a low bore axis, adding to control. The two capacity listings are dependent upon the length of shells used. The 6+ listing assumes the use of 3" magnum shells, while the 7+ listing assumes 2 3/4" shells.
A shotgun’s usefulness in a given situation is highly dependent upon the type of ammo used. One skilled in combat with the shotgun knows how to select the correct type of ammunition for the situation at hand. In essence a heavy hitting rifle is to a sledgehammer as a shotgun is to a Swiss-Army knife. That said, the above chart does not reflect the wide variety of ammunition types that are available. I am going to assume that the information from the book will assume a “heavy” bird shot, such as turkey shot, (TT or TTT). I will also assume a cylinder choke, ie. no choke. I will lay out modification to the above data based on shot-shell type. Unless specified otherwise, damage reduction counts double vs shotgun shells.
00 Buck, (Double-Ought-Buck):
Since the pellets will each be individually heavier, add 1D+2 to damage. Since the spread will not be anywhere near as dense, subtract 2 from accuracy. Damage reduction is normal vs 00 buck.
The pellets will be individually heavier, but not to the extent of the 00. Add 1D to damage. The spread won’t be as dense as turkey shot, but not to the extent of the 00. Subtract 1 from accuracy.
Dove Shot. This means from #9 1/2 to #6 shot:
The pellets will be individually lighter, but not to a great extreme. Subtract 1D from damage. The spread will be more dense, though. Add 1 to accuracy.
A slug is essentially a large chunk of lead. It may or may not be bullet-shaped. It may or may not have a copper jacket. It may or may not be a sabot round. It may or may not have a hollow point. They hit heavily, but do not penetrate vehicle armor as well as other things unless specifically designed to do so, and do not fly as accurately. In all cases, subtract 3 from accuracy. Add 2D+2 to damage, or 3D to damage if the slug is hollow-pointed, or only +2 damage if the slug is armor-piercing. Damage reduction counts normally if the slug is not hollow-pointed. There are also specially designed slug varieties that are more like individual over-sized flechettes than slugs, and are used to disable engine blocks. In this case, damage resistance counts half.
Flechette (flesh-ett) rounds consist of a bundle of fin-stabilized needle-darts which fly together as a group when fired from a shotgun. Depending on their construction, (some have steel or tungsten penetration tips,) flechettes are effective against light-duty vehicle armor, and most body armor. In comparison to other types of shotgun shells, flechettes are also extremely stable and fly much greater distances. (This depends extremely on how well they are loaded and packaged within the shell, as well as the design and construction of the flechettes themselves.) When certain types of flechette rounds were recently tested by the US army, they were regularly making 8" to 10" spreads at targets about 200 yards away! (This is essentially double a shotgun’s maximum effective range.) Subtract 2 from damage. Add 1 to accuracy. The shotgun’s 1/2 distance is 150 yards, and it’s maximum distance is 400 yards for this ammo. Damage reduction counts half value versus flechettes.
Breaching rounds do not actually have shot (pellets) int the traditional sense. Instead, the shell is loaded with powdered zinc. These rounds are used for forced entry (or possibly an anti-material role if one got creative,) by shooting a locking mechanism at a few inches shy of point-blank range. Breaching rounds have no other real purpose.
Dragon’s Breath rounds do not expel projectiles in the same sense as normal shells. Instead, they produce a quick, momentary burst of an incendiary effect similar to a flame thrower by expelling a blast of tiny burning zirconium pellets. The purpose is to catch combustibles on fire. It is necessary to target said combustibles as if they were an otherwise hostile enemy. These shells are limited to about 20 yards, but can be readily used to light easily flammable materials at a distance. If used against a target, they deal 2D fire damage instead of normal damage.