KFD6 Wiki
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Range and Damage depends on ammo used;
Shotshell: 7 damage per Pellet, roll 4D6 to see how many pellets hit on medium or close range, divide that by 3 to see how many hit on long range.
Buckshot: 12 damage per pellet, roll 3D6 to see how many pellets hit on medium or close range, divide that by 3 to see how many hit on long range.
Custom Shotshells loaded with whatever sharpnel is found. After such shell is crafted by player roll a 3+D6 to see how much damage each pellet does after pellets hit a specimen. Number of pellets is 6+TEC+D6/2 (roll the number up to the closest multiplier of 6).
Players can re-roll two times to replace their bad number of pellets to hit for the above shells.
Sabot Rounds: Does 10x2D6 damage, weapon is considered to have Long Range Efficeny.
Explosive Slug: Does 5xD6 damage on hit, one turn later it explodes for 5x2D6 damage with a small area of effect for 2xD6 of splash damage for the Emperor.
Shotguns reload only three shells per turn. If player is reloading an empty shotgun, must pump once to feed the shell before shooting. Pumping takes one turn.


Benelli M3 Super 90

  • Difficulty: 2 FIR 3 STR (pump action takes one turn, so this weapon can only shoot once in two turns)
  • Magazine: 8
  • SBS: 1500
  • Availability: Police, Enthusiasts

Remington 870

  • Difficulty: 2 FIR 2 STR (pump action takes one turn, so this weapon can only shoot once in two turns)
  • Magazine: 6
  • SBS: 1500
  • Availability: Enthusiasts

Benelli M4 Super 90

  • Difficulty: 3 FIR 4 STR (this weapon is semi auto, no need to pump after shooting, but still have to pump once after reloading an empty one.)
  • Magazine: 6
  • SBS: 1500
  • Availability: Police, Enthusiasts

AA-12

  • Difficulty: 3 FIR 4 STR (this weapon has full auto and semi auto mode, players with this weapon cannot reroll)
  • Magazine: 10 (this weapon is fed by a magazine reloads as if it is an assault rifle)
  • SBS: 700
  • Availability: Military
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