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Traveller Non-Energy Weapons


tancred

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I have revised the document I posted earlier, and removed the obsolete version.

Here is a revised list of Traveller guns, including only "canon" weapons from the LBBs.

 

TravellerHERO Gun List

 

Cost Equipment END
Gauss Guns
1) 4mm Gauss Pistol: (Total: 83 Active Cost, 26 Real Cost) Killing Attack - Ranged 2 1/2d6, 15 Charges (+0), +1 STUN Multiplier (+1/4), Armor Piercing x1 (+1/2) (70 Active Points); OAF (-1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4), Beam (-1/4) (Real Cost: 20) plus +2 OCV with Ranged Combat (10 Active Points); OAF (-1) (Real Cost: 5) plus +1 vs. Range (3 Active Points); OAF (-1) (Real Cost: 1) [15]
2) 4mm Gauss Rifle: (Total: 164 Active Cost, 44 Real Cost) Killing Attack - Ranged 3 1/2d6, +1 STUN Multiplier (+1/4), 50 Charges (+1/2), Armor Piercing x1 (+1/2), Autofire (5 shots; +1/2) (151 Active Points); OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4) (Real Cost: 38) plus +2 OCV with Ranged Combat (10 Active Points); OAF (-1) (Real Cost: 5) plus +1 vs. Range (3 Active Points); OAF (-1) (Real Cost: 1) [50]
Handguns
1) Revolver: Killing Attack - Ranged 1d6+1 (20 Active Points); STR Minimum 7 (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), 6 Charges (-3/4), Real Weapon (-1/4), Beam (-1/4) [6]
2) Body Pistol: (Total: 20 Active Cost, 7 Real Cost) Killing Attack - Ranged 1d6 (15 Active Points); STR Minimum 6 (STR Min. Cannot Add/Subtract Damage; -1), IAF (-1/2), 7 Charges (-1/2), Side Effects (-1 vs. Range Modifier), Side Effect occurs automatically whenever Power is used (-1/2), Real Weapon (-1/4), Beam (-1/4) (Real Cost: 4) plus +1 OCV with Ranged Combat (5 Active Points); IAF (-1/2) (Real Cost: 3) [7]
3) Auto Pistol: Killing Attack - Ranged 1d6+1, 15 Charges (+0) (20 Active Points); STR Minimum 7 (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), Real Weapon (-1/4), Beam (-1/4) [15]
Snub Pistol: Multipower, 30-point reserve, (30 Active Points); all slots OAF (-1), STR Minimum 6 (STR Min. Cannot Add/Subtract Damage; -1), 6 Charges (-3/4), Real Weapon (-1/4), Beam (-1/4)
u 1) Standard Rounds: Killing Attack - Ranged 1d6 (15 Active Points) 0
u 2) Armor-Piercing Rounds: Killing Attack - Ranged 1d6, Armor Piercing x1 (+1/2) (22 Active Points) 0
u 3) HE Rounds: Energy Blast 3d6, Explosion (+1/2) (22 Active Points) 0
u 4) Gas Rounds: Energy Blast 2d6, Area Of Effect (One Hex; +1/2), No Normal Defense ((Self-Contained Breathing); +1) (25 Active Points) 0
u 5) Tranq: Energy Blast 3d6, No Normal Defense ((Resistant DEF >2); +1) (30 Active Points) 0
Machineguns
1) Submachinegun: (Total: 50 Active Cost, 16 Real Cost) Killing Attack - Ranged 1d6+1, 40 Charges (+1/2), Autofire (5 shots; +1/2) (40 Active Points); OAF (-1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4), Beam (-1/4) (Real Cost: 11) plus +2 OCV with Ranged Combat (10 Active Points); OAF (-1) (Real Cost: 5) [40]
2) Light Machinegun: (Total: 105 Active Cost, 23 Real Cost) Killing Attack - Ranged 2d6, +1 STUN Multiplier (+1/4), 200 Charges (+1), Autofire (10 shots; +1) (97 Active Points); OAF Bulky (-1 1/2), STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4) (Real Cost: 20) plus +1 OCV with Ranged Combat (5 Active Points); OAF Bulky (-1 1/2) (Real Cost: 2) plus +1 vs. Range (3 Active Points); OAF Bulky (-1 1/2) (Real Cost: 1) [200]
Rifles
1) Accelerator Rifle: (Total: 53 Active Cost, 19 Real Cost) Killing Attack - Ranged 2d6, 15 Charges (+0), Autofire (5 shots; +1/2) (45 Active Points); STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 11) plus +1 OCV with Ranged Combat (Real Cost: 5) plus +1 vs. Range (Real Cost: 3) [15]
2) Assault Rifle: (Total: 73 Active Cost, 21 Real Cost) Killing Attack - Ranged 2d6, 30 Charges (+1/4), +1 STUN Multiplier (+1/4), Autofire (5 shots; +1/2) (60 Active Points); OAF (-1), STR Minimum 14 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4) (Real Cost: 15) plus +2 OCV with Ranged Combat (10 Active Points); OAF (-1) (Real Cost: 5) plus +1 vs. Range (3 Active Points); OAF (-1) (Real Cost: 1) [30]
3) Automatic Rifle: (Total: 63 Active Cost, 16 Real Cost) Killing Attack - Ranged 2d6, +1 STUN Multiplier (+1/4), Autofire (5 shots; +1/2) (52 Active Points); OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), 5 Charges (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4) (Real Cost: 11) plus +1 OCV with Ranged Combat (5 Active Points); OAF (-1) (Real Cost: 2) plus +2 vs. Range (6 Active Points); OAF (-1) (Real Cost: 3) [5]
4) Carbine: (Total: 30 Active Cost, 8 Real Cost) Killing Attack - Ranged 1 1/2d6 (25 Active Points); OAF (-1), STR Minimum 11 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), 10 Charges (-1/4), Beam (-1/4) (Real Cost: 6) plus +1 OCV with Ranged Combat (5 Active Points); OAF (-1) (Real Cost: 2) [10]
5) Rifle: (Total: 48 Active Cost, 13 Real Cost) Killing Attack - Ranged 2d6, +1 STUN Multiplier (+1/4) (37 Active Points); OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), 5 Charges (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4) (Real Cost: 8) plus +1 OCV with Ranged Combat (5 Active Points); OAF (-1) (Real Cost: 2) plus +2 vs. Range (6 Active Points); OAF (-1) (Real Cost: 3) [5]
Advanced Combat Rifle (ACR): Multipower, 79-point reserve, all slots 20 Charges (+1/4) (99 Active Points); all slots OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4)
u 1) Discarding Sabot Rounds: Killing Attack - Ranged 2d6, +1 STUN Multiplier (+1/4), Autofire (5 shots; +1/2), Armor Piercing x1 (+1/2) (67 Active Points); STR Minimum 13 (-1/2), Beam (-1/4) 0
u 2) Flechette Rounds: Killing Attack - Ranged 3d6, +1 STUN Multiplier (+1/4), Autofire (5 shots; +1/2) (79 Active Points); STR Minimum 13 (-1/2), Reduced Penetration (-1/4), Beam (-1/4) 0
u 3) Smoke Rounds: Darkness to Sight Group 5" radius, 20 Continuing Charges lasting 1 Minute each (+0) (50 Active Points); STR Minimum 13 (-1/2), Beam (-1/4) [20 cc]
Advanced Combat Rifle (ACR) Sights: (Total: 11 Active Cost, 5 Real Cost) +1 OCV with Ranged Combat (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) plus +2 vs. Range (6 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 3) 0
4 cm RAM Grenade Launcher: Multipower, 52-point reserve, all slots 20 Charges (+1/4) (65 Active Points); all slots OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4)
u 1) Fragmentation: Killing Attack - Ranged 2d6+1, Explosion (+1/4) (44 Active Points) 0
u 2) Concussion: Energy Blast 7d6, Explosion (+1/4) (44 Active Points) 0
u 3) Smoke: Darkness to Sight Group 5" radius, 20 Continuing Charges lasting 1 Minute each (+0) (50 Active Points) [20 cc]
u 4) Gas: Energy Blast 4d6, Explosion (+1/4), No Normal Defense ((Self-Contained Breathing); +1) (45 Active Points) 0
u 5) Flechette: Killing Attack - Ranged 2d6+1, Explosion (+1/2) (52 Active Points); Reduced Penetration (-1/4) 0
4 cm RAM Grenade Launcher Sights: (Total: 11 Active Cost, 5 Real Cost) +1 OCV with Ranged Combat (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) plus +2 vs. Range (6 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 3) 0
Grenades
1) Fragmentation: Killing Attack - Ranged 2d6+1, Explosion (+1/2) (52 Active Points); 1 Charge (-2), OAF (-1), Real Weapon (-1/4), Beam (-1/4), Range Based On Strength (-1/4) [1]
2) Concussion: Energy Blast 7d6, Explosion (+1/2) (52 Active Points); 1 Charge (-2), OAF (-1), Beam (-1/4), Real Weapon (-1/4), Range Based On Strength (-1/4) [1]
3) Smoke: Darkness to Sight Group 5" radius (50 Active Points); OAF (-1), 1 Continuing Charge lasting 5 Minutes (-3/4), Real Weapon (-1/4), Beam (-1/4), Range Based On Strength (-1/4) [1 cc]
4) Gas: Energy Blast 4d6, Explosion (+1/2), No Normal Defense ((Self-Contained Breathing); +1) (50 Active Points); 1 Charge (-2), OAF (-1), Real Weapon (-1/4), Beam (-1/4), Range Based On Strength (-1/4) [1]
5) Flash: Sight and Hearing Groups Flash 4d6, Area Of Effect (4" Radius; +1 1/4) (45 Active Points); 1 Charge (-2), OAF (-1), Real Weapon (-1/4), Beam (-1/4), Range Based On Strength (-1/4) [1]
6) Flechette: Killing Attack - Ranged 3d6, Explosion (+1/2) (67 Active Points); 1 Charge (-2), OAF (-1), Real Weapon (-1/4), Beam (-1/4), Range Based On Strength (-1/4), Reduced Penetration (-1/4) [1]
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Re: Traveller Non-Energy Weapons

 

this works well, we should add in the weapons from Striker that arent on the table

 

2cm Light Assault Gun

13 Light Assault Gun: Multipower, 52-point reserve, (52 Active Points); all slots OAF Bulky (-1 1/2), Custom Modifier (STR Minimum 14; -1/2), Custom Modifier (Two Handed Weapon; -1/2), Custom Modifier (Real Weapon; -1/4), 4 clips of 6 Charges (-1/4) [Notes: Standard load is 2 HE, 1 HEAP, 1 Flechette, but can mix as needed, Squad Support Weapon, normally bipod equipped, about comparable to a BAR in size and weight ]

1u 1) Flechette Round: RKA 2d6, Area Of Effect Nonselective (7" Cone; +3/4) (52 Active Points); OAF Bulky (-1 1/2), No Range (-1/2), Custom Modifier (STR Minimum 14; -1/2), Custom Modifier (Two Handed Weapon; -1/2), Reduced Penetration (-1/4), Custom Modifier (Real Weapon; -1/4)

1u 2) HE Round: RKA 2d6, Explosion (+1/2) (45 Active Points); OAF Bulky (-1 1/2), Custom Modifier (STR Minimum 14; -1/2), Custom Modifier (Two Handed Weapon; -1/2), Custom Modifier (Real Weapon; -1/4)

1u 3) HEAP Round: RKA 2d6, +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2) (52 Active Points); OAF Bulky (-1 1/2), Custom Modifier (STR Minimum 14; -1/2), Custom Modifier (Two Handed Weapon; -1/2), Custom Modifier (Real Weapon; -1/4)

Powers Cost: 16

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Re: Traveller Non-Energy Weapons

 

Very nice, thank you. Here's the HD file with the LAG added.

 

Just FYI, STR Minimum 14 works out to a -1 Limitation (because you can check the "STR Min. Cannot Add/Subtract Damage" box, for an additional -½).

This makes the final cost 14, rather than 16.

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Re: Traveller Non-Energy Weapons

 

thanks for catching that one Tancred, I was writing on the fly and goofed

 

as far as the stats for the LAG

there from Striker, and I extrapolated the damage from there

 

the HE round does the same damage as an assault rifle[3 PEN], so I just used your damage listed for an Assault Rifle, the HEAP round did twice that, and I treated the Flechette round as a shotgun effect.

 

its not perfect, but its close enough for government work

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Re: Traveller Non-Energy Weapons

 

I think you're completely right. This will be truly useful to both Traveller and Hero fans, and maybe even help sell a few books.

 

Speaking of which, I like the way you did the package deals, and I'm not going to create prefabs for them. The way you wrote them up, anyone who wants them can get the Star Hero HD pack and quickly make the appropriate changes.

 

We also should be sure to refer those wanting more equipment to the Spacer's Toolkit.

I need to haul out my copy of Striker, and see if there are any more weapons we should add from there.

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Re: Traveller Non-Energy Weapons

 

one thing thats always surprised me was the Terran Empires dependence on energy weapons for its troops

 

1. energy weapons dont have the logistics chain that slugthrowers have, but require less maintenance, and in a pinch slugthrower ammo should be easier to fabricate especially for gauss weapons

 

2. slugthrowers have more flexibility in that you can load tranq or such rounds in a slugthrower, its a bit hard to do that with your plasma rifle

 

you would think that colonial and garrison troops might see more common use of gauss or other slugthrower weapons.

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Re: Traveller Non-Energy Weapons

 

I think you're completely right. This will be truly useful to both Traveller and Hero fans, and maybe even help sell a few books.

 

Speaking of which, I like the way you did the package deals, and I'm not going to create prefabs for them. The way you wrote them up, anyone who wants them can get the Star Hero HD pack and quickly make the appropriate changes.

 

We also should be sure to refer those wanting more equipment to the Spacer's Toolkit.

 

Which is what we want. :)

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Re: Traveller Non-Energy Weapons

 

That has always bugged me too. Energy weapons HAVE to be more difficult/expensive to make, as well as requiring more maintenance than any possible slugthrower, even gauss weapons.

The not-having-to-transport-ammo argument has some merit, but THAT much?

 

Another thing that really bugs me is the lack of continuity between Alien Wars, Spacer's Toolkit, and Terran Empires.

The early laser weapons listed in STK and TE are far LESS capable than those used in Alien Wars. (Some of the early TE lasers have Activation Rolls, for example.)

 

I wanted to run a game set in the very beginning of the TE era, and bought Alien Wars to figure out what would still be around technology-wise. The lack of consistency between the two settings is intensely annoying.

Don't get me wrong, I really like the background and settings, but the drop in continuity just irks me.

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Re: Traveller Non-Energy Weapons

 

one thing thats always surprised me was the Terran Empires dependence on energy weapons for its troops

 

1. energy weapons dont have the logistics chain that slugthrowers have, but require less maintenance, and in a pinch slugthrower ammo should be easier to fabricate especially for gauss weapons

 

2. slugthrowers have more flexibility in that you can load tranq or such rounds in a slugthrower, its a bit hard to do that with your plasma rifle

 

you would think that colonial and garrison troops might see more common use of gauss or other slugthrower weapons.

 

I think the idea is that as long as you've got a power generator, recharging isn't a problem, unlike running out of ammo for a slugthrower.

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Re: Traveller Non-Energy Weapons

 

truem but at what TL can a field maintenance shop be used to crank out gauss rifle slugs, DS would be another matter probably, I would think that a units maintenance shop would have some way of fabricating gauss ammo

 

Traveller doesnt use caseless ammo for gauss weapons, so how long is the logistics chain gauss ammo for small arms?

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