With the advent of personal energy shields, combat shotguns have embraced a new role as short-range weapons, capable of delivering vast amounts of damage in a single blast.
To improve your effectiveness with Shotguns, you can spend Talent Points on the 'Shotgun Training' skill under 'Combat Talents'.
Description - Popular among raiders and mercenary groups, the Scimitar's relatively low power is ideal for boarding action on ships, where the close quarters allow for the shotgun to be deadly, without risking critical damage to the surrounding hull.
Damage - 1d10 Combat
Heat - 2
Range - 2m
Cost - 3000
Bonus - N/A
Description - Using a proprietary projectile shape and tight grouping, the Eviscerator stands out at longer ranges than most shotguns, allowing it to excel in a wider variety of environments.
Damage - 1d12 Combat
Heat - 2
Range - 4m
Cost - 5500
Bonus - N/A
Description - Named for the Reegar family to honour their long history of military service, this Quarian design emits a short-range electrical current, capable of draining shields and frying even the most well-shielded of electronics.
Damage - 1d12 Tech
Heat - 3
Range - 3m
Cost - 8500
Bonus - This weapon always deals maximum damage (12) against Shields and Mechs.
Description - Favouring versatility, this Asari design of shotgun sacrifices firepower for a heat capacity and range that outperforms even some assault rifles.
Damage - 1d8 Combat
Heat - 4
Range - 6m
Cost - 11,000
Bonus - N/A
Description - With more weight than even a typical grenade launcher, this Krogan weapon hits just as hard as one, if you have the strength to control it.
Damage - 2d12 Combat
Heat - 1
Range - 2m
Cost - 14,000
Bonus - This weapon requires a Body attribute of 4 or higher to equip. If you successfully push back an opponent with this weapon (Rank 5 - Shotgun Training required), they are also knocked Prone.
Description - There is some debate among weapon researchers as to whether this recovered Geth design constitutes a 'shotgun' given its plasma-based projectiles. Many consider the point moot since acquiring a functional model seems to be all but impossible given the Geth protocol of implementing self-sabotage modules.
Damage - 1d12 Tech
Heat - 4
Range - 6m
Cost - 15,000
Bonus - Before attacking with this weapon, you may choose to spend your bonus action to charge up the shot. If you do so, the attack consumes 1 additional heat, but adds 1d12 to the damage roll, and 2m to the effective range.
Description - Accurate and deadly, the Crusader is often favoured by Spec Ops teams, who alternate covering fire to mitigate the weapon's low heat capacity.
Damage - 2d10 Combat
Heat - 2
Range - 5m
Cost - 16,500
Bonus - N/A
Description - Designed from the ground up for crowd control, the Piranha is a semi-automatic shotgun that does not compromise on damage or heat capacity.
Damage - 2d10 Combat
Heat - 4
Range - 4m
Cost - 20,000
Bonus - On a successful hit with this weapon, you may spend a Bonus Action to make a second attack against the same target.