Beans, in comments, mentions that 10 yards is more suitable for 16 and 20 gauge.
Does moving from 75 to 30 feet change things enough in GURPS you'd consider leaving the 12ga in the safe?
Givens: DX 10, 2 points into Guns/TL8 (Shotgun) = skill of 11.
Acc 3.
Firing 2 shots.
12ga RoF of 18 so +4 to hit.
16ga RoF of 24 so +4 to hit.
20ga RoF of 36 so +5 to hit.
10 yards gives -4 to hit.
After aiming we get an 14 to hit with 12ga and 16ga and 15 to hit with 20ga.
On average, the 12 and 16 will score 5 hits each and 20 will land 6 hits.
5 hits of 1d+1 pi from a 12ga gives 10-35 damage, average of 22.5.
5 hits of 1d+1(0.5) pi- from a 16ga gives 2-15 damage, average of 8.75.
6 hits of 1d(0.5) pi- from a 20ga gives 0-15 damage, average of 7.5.
7 points of damage is nothing to sneeze at, but it's not a one stop shot on the average 10 HP mook.
This is also illustrative of why round lead balls fell out of favor. Bullet shaped bullets have more mass for the same diameter. Not so easy to get them pointed in the right direction in a shotgun though...
I should also emphasize that shotguns are kind of broken in GURPS, especially as the shot size gets smaller. Everything but 12ga 00 buck is calculated from some other stat.
1d-5(0.2) pi- is the least possible amount of damage a pellet can do, and that starts as soon as you hit small shot.
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