Gauss Weapons

Melbourne Accords

Banded Mongoose
I''m impressed by the treatment of weapons in the Equipment chapter. The tables are clean and accessible. The inclusion of short range for each weapon is particularly welcome. I'm also pleased that recoil has been removed from the game.

At the moment, I've been looking at slug throwers (pp. 118-120) and have only two suggestions:

The gauss pistol should include the trait of Auto 4. This is an iconic sidearm and it should continue to fire multiple rounds.

The gauss rifle is listed as Auto 4, yet the ACR is Auto 6 (as per the current Core Rulebook, p. 99). To my mind the gauss rifle should be increased to Auto 6 (or the ACR should be reduced to Auto 4). Classic Traveller describes the gauss rifle as 'the ultimate development of the slug thrower' (CT Book 4: Mercenary, p. 36). It should not be outclassed in full autofire by the TL10 ACR.

The AP trait for each of these weapons is appropriate.
 
Melbourne Accords said:
The gauss pistol should include the trait of Auto 4. This is an iconic sidearm and it should continue to fire multiple rounds.
For tradition sake, it should.

Melbourne Accords said:
The gauss rifle is listed as Auto 4, yet the ACR is Auto 6 (as per the original Core Rulebook, p. 99). [snip] It should not be outclassed in full autofire by the TL10 ACR.
The Gauss Rifle having AP, a die more in damage, and a larger magazine does not seem like it is being out classed even with the slightly low cycle rate. Now if they up the Gauss Rifle to 6 would not bother me, but I would still take it over the ACR with the Auto 4 any day.
 
Gauss Pistol
Interestingly, the gauss pistol was the most popular nomination on the 'Perfect PC sidearm' poll (Citizens of the Imperium). It appears that players in my groups are not the only people who like this weapon. It would be great to see Auto 4 restored.

Gauss Rifle
An iconic weapon, the gauss rifle sees a great deal of use as the standard infantry weapon at TL13 and above. I agree that it currently outperforms the ACR in terms of range and damage, but the Auto score of the gauss rifle should not be lower than the TL10 weapon. A higher Auto score offers an additional tactical option to players.

I thought that I would review the gauss rifle in previous editions. Here is what I found:

Classic Traveller (Book 4 Mercenary)(1978): The gauss rifle is capable of 10-round bursts (p. 37). This is superior to the ACR (p. 36). As I mentioned previously, the gauss rifle is described as 'the ultimate development of the slug thrower'.

Classic Traveller (Striker Rule Book 3: Equipment)(1981): The gauss rifle and the ACR engaged the same number of targets (2), but the gauss rifle receives a higher autofire DM (+3 rather than +2 at Effective range).

MegaTraveller (1987): The gauss rifle can fire 10-round bursts (these can engage three targets adjacent to the primary target). The ACR is only capable of 4-round bursts (these can engage two targets adjacent to the primary target).

TNE (1993): The RoF of the gauss rifle was 5/10. The RoF of the ACR was only 5 (p. 354).

T4 (Emperor's Arsenal)(1997): The ACR, Gauss-13 was capable of single shot, burst, autofire and RF modes (p. 86). The TL10 ACR, RF-10 was a rapid fire weapon (p.64). Incidentally, the ACR-11 was not a full autofire weapon.

GURPS Traveller (1998): The RoF of the gauss rifle was 20. The RoF of the ACR was 10 (p. 114).

T20 (2002): The RoF of the gauss rifle was 1/4/10. The RoF of the ACR was 1/4 (p. 200).

On the basis of this research, there is a case for listing the gauss rifle as Auto 6 and the ACR as Auto 4. Nevertheless, I'd be happy with simply making the gauss rifle Auto 6.
 
I agree on the auto fire rate for the Gauss rifle should be the same or higher than the ACR.

However, I liked the auto fire mechanic in MgT 1st ed where the auto rating was a pool of dice and you could arrange them as you liked vs the 2nd ed version of "you get half the rating attacks".
 
Melbourne Accords said:
On the basis of this research, there is a case for listing the gauss rifle as Auto 6 and the ACR as Auto 4. Nevertheless, I'd be happy with simply making the gauss rifle Auto 6.
I don't think anyone is arguing it would be nice if they did up the auto to 6 on the Gauss Rifle. I was questioning your statement that the ACR outclassed the Gauss Rifle based only on the auto rate. The Gauss Rifle is great weapon right now as it is listed and is better than the ACR. But as I said above, it would be nice if they did raise the auto to 6. 8)
 
Melbourne Accords said:
The gauss pistol should include the trait of Auto 4. This is an iconic sidearm and it should continue to fire multiple rounds.

Why?

Or the Classical Gauss Pistol was around the same weight as a Autopistol had a 15 rd magazine and could fire a 3 round burst.....

My general opinion is that it is overpowered in MgT, need to mass more for starters, then choose AP3, Auto4 or 3d damage, even with just 2 of the three it's pushing the ceiling.
 
The Journal of the Travellers' Aid Society (Issue 13) stated that the gauss pistol was capable of semiautomatic or 4-round burst fire. Its unloaded weight was 650 grams (850 grams loaded). MegaTraveller (Imperial Encyclopedia 1987) listed its loaded weight as 600 grams (800 grams loaded). Again, the pistol was capable of a 4-round burst. TNE (1993) lists its RoF as 3. It's weight was 600 grams (820 loaded). In T4 (Emperor's Arsenal, 1997), the gauss pistol was capable of single shot, burst fire, automatic and RF automatic modes. Its mass was 2.4 kg (1.0 kg reloads). In GT, its RoF was 8 (Wt 1.65). On this basis, the case for Auto 4 is compelling.

I support an increase in its weight. My key recommendation to Mongoose is to list this popular sidearm as Auto 4.
 
mlooney said:
However, I liked the auto fire mechanic in MgT 1st ed where the auto rating was a pool of dice and you could arrange them as you liked vs the 2nd ed version of "you get half the rating attacks".

I liked that too.

Though it made it possible to pick dice to get maximum effect and thus penetrate thick armor. And with effect 6 being a crit at vehicle scale, they probably wanted to keep auto fire from becoming a near guaranteed crit delivery system.
 
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