Field Catalogue - are there plans for a 202X update?

My group had me use the designer to make one of the guys a KelTec KSG dual tube selectable shotgun. The player was happy with the results.
Never used it again.
 
It's both interesting, and disappointing.

Like Schrodinger's Cat.
I'd be happy with something that starts out with a description of what mercs do and what the various kinds are, including what kinds of equipment, vehicles and ships they're likely to have.
 
We do have an actual real life example, for a large scale deployment.

Smaller ones around Africa.

It really does tend to come down to cost benefit, trying to leverage experience, and usually better equipment.

At the other end of the stick, you may end up holding it, and various inducements to get you to sign on, and an employer not too keen to pay out that success bonus.

If it gets attritional and long enough, equipment becomes cheaper, but maybe also reliable, since you know what works.

Everyone will try to get advanced combat rifles, assault rifles being a rather desperate measure, which did come up in a description of a mercenary outfit in GURPS.
 
In Frederik Forsyth's Day of the Jackal, the main protagonist commissions a master gunsmith to build him a special suppressed sniper rifle of extreme slimness with a small supply of mercury-tipped explosive bullets. Anatomy of a plot | Wikipedia. Loved this idea and would buy the FC if it allowed players to dream up similar, and if the FC feedback was not so negative from the MgT user community.
 
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I'd be happy with something that starts out with a description of what mercs do and what the various kinds are, including what kinds of equipment, vehicles and ships they're likely to have.
The Specialty Forces book kind of has that. It talks about what different types of unit specializations (anti air, anti armor, special forces, etc) are and what gear a merc unit need to have to truthfully apply that label to themselves.
 
The Specialty Forces book kind of has that. It talks about what different types of unit specializations (anti air, anti armor, special forces, etc) are and what gear a merc unit need to have to truthfully apply that label to themselves.
Is this book useful for running Traveller, or it is only support for Mercenary spinoff?
 
Yeah, Specialty Forces is really the only thing from the Mercenary line that I ever reference. It's not like essential or anything, but it has interesting info, as Limpin Legin says.
 
(Apologies for the necroposting)

I recently bought the Field Catalogue and I am very disappointed the weapon design rules just don't work.

I spent quite a lot of the last few days trying to design a "heritage" Sword Worlds hunting rifle (TL9, decorated as a family heirloom, primarily around 8.5mm ball, but with APDS and sub-calibre DS "lite" rounds too), and have failed to get anything I felt was realistic. I then tried to design a TL 7+ (ie about now bleeding edge) .300-ish hunting rifle, and couldn't create anything with a realistic range and performance.

So. I think for my Sword World artefact I'm gonna give up on the FC and just right some stat blocks for it and its range of ammunition.
 
8.5mm calibre bullet is hardly "hunting" calibre ammunition. According to the FC, 8.5mm would be a Battle Rifle. But if you look at the classic Remington Model 700 rifle, it can take 6mm - 8.6mm bullets, so you might be okay.

"Range" in FC is effective distance for that damage to be effective. "Range" for actual real weapons is total distance where the bullet falls out of propulsion.
 
(Apologies for the necroposting)

I recently bought the Field Catalogue and I am very disappointed the weapon design rules just don't work.

I spent quite a lot of the last few days trying to design a "heritage" Sword Worlds hunting rifle (TL9, decorated as a family heirloom, primarily around 8.5mm ball, but with APDS and sub-calibre DS "lite" rounds too), and have failed to get anything I felt was realistic. I then tried to design a TL 7+ (ie about now bleeding edge) .300-ish hunting rifle, and couldn't create anything with a realistic range and performance.

So. I think for my Sword World artefact I'm gonna give up on the FC and just right some stat blocks for it and its range of ammunition.
The design rules there are crap. It seriously needs an update.
 
8.5mm calibre bullet is hardly "hunting" calibre ammunition.
Depends what you are hunting! A .338 Win Mag with a 220 grain ball would be good for big elk or grizzly bear at long ranges (say 400-500m). And have you seen the Iron Bears they have on Enos - I reckon they'd need an APDS/SLAP tungsten penetrator.


On trying to reproduce a current firearm, have I misunderstood the ranges, then? Is there a good reference case of a current rifle mapped to the rules in the FC? That would be good to correct myself.
 
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punt_gun_color.jpg


Duck season.
 
Weapon
. Roger Rabbit Repeating Rifle
Technological level
. five
Range
. two hundred fifty metres
Damage
. three dice
Kilogrammes
. 1.28
Cost
. one hundred twenty two and a half starbux
Magazine
. fifteen
Magazine cost
. seven and a half starbux
Quickdraw
. four
Traits
. physical signature (normal)
. lever action
 
Recoil = number of damage dice + weapon's Auto Rate score + 'mass' modifier

If the Recoil total is less or equal to the users Gun Combat skill, then the weapon is fully under control.

Otherwise, add a negative DM to the weapon attack equal to the difference (Recoil - Gun Combat skill).
 
Recoil = number of damage dice + weapon's Auto Rate score + 'mass' modifier

If the Recoil total is less or equal to the users Gun Combat skill, then the weapon is fully under control.

Otherwise, add a negative DM to the weapon attack equal to the difference (Recoil - Gun Combat skill).
Which is quite different to what pp32-33 of the FC say
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