OGL modern weapons

T.L.

Mongoose


OGL stats for modern submachine guns. Enjoy!

http://www.300hippeis.com/MGP_Traveller/Si_Vis_Pacem_Para_Bellum-OGL-MGP_Traveller-1.pdf
 
Wow that was just what I was looking for. Submachine guns. They make mention of them in the little black book and yet failed to have any... So I signed up to post a question about that and what should I find?! This little gem. Thank you very much!

Now after all that I hope you don't mind if I ask if you could possibly add an item or two for your list? Particularly the AKS-74U, and the Steyr AUG-9.

Just something to consider maybe! Thanks a lot again!

Ciao
Sim
 
Great work and an enormous contribution to gaming in general and to our community in particular!

The only two issues I have with it is that according to the TMB p.4 most post-WWII stuff should be TL7 (though strangely enough CT says that its SMG is TL5 and gives the Uzi as an example); and I'd change the country name of all weapons made in Russia after 1993 from "USSR" to "Russia" (due to the collapse of the former).

EDIT: Hmmm... Most SMGs in your list do 3d6 damage rather than 3d6-3 (which most Traveller pistols use) even though both use pistol rounds. Is this intentional?

Also, do you intend to do more weapon supplements in the future?
 
Gruffty the Hiver said:
Golan2072 said:
EDIT: Hmmm... Most SMGs in your list do 3d6 damage rather than 3d6-3 (which most Traveller pistols use) even though both use pistol rounds. Is this intentional?
CT Book 1 (2ed) said:
SMG 3D damage
...so the damage is actually in line with CT (upon which MGT is based).
On the other hand, in CT almost all slug-throwing small-arms had 3D damage (except for the shotgun and some Mercenary weapons), while MGT has differential damage...
 
Golan2072 said:
Gruffty the Hiver said:
Golan2072 said:
EDIT: Hmmm... Most SMGs in your list do 3d6 damage rather than 3d6-3 (which most Traveller pistols use) even though both use pistol rounds. Is this intentional?
CT Book 1 (2ed) said:
SMG 3D damage
...so the damage is actually in line with CT (upon which MGT is based).
On the other hand, in CT almost all slug-throwing small-arms had 3D damage (except for the shotgun and some Mercenary weapons), while MGT has differential damage...
Personally I would stick with 3D damage for a SMG... :)
 
Nice stuff.

The Kalashnikof and the FAMA are both assault rifles I suppose, that explaining why not mentionned in your document? I hope you make a comparable assault rifles document.

On a side note, I am not sure SMGs are the most efficient in a spaceship... that many bullets, bouncing all over the place... :wink:
 
zanwot said:
On a side note, I am not sure SMGs are the most efficient in a spaceship... that many bullets, bouncing all over the place... :wink:

It depends on which end of the barrel you're facing. *grin*
 
Actually the AKS-74U is a carbine with a folding stock. It is only about 19" long when folded. In short (pun not intended) I figured that as there is no "Slug Thrower Carbine" that calling it an "SMG" would do fine. Some of my players like to add in that real world weapons aspect.

Thanks again!

Ciao
 
Gruffty the Hiver said:
Golan2072 said:
Gruffty the Hiver said:
...so the damage is actually in line with CT (upon which MGT is based).
On the other hand, in CT almost all slug-throwing small-arms had 3D damage (except for the shotgun and some Mercenary weapons), while MGT has differential damage...
Personally I would stick with 3D damage for a SMG... :)
I think, lacking other justification or information, I am going to reduce the SMG back down to match the handguns.

On another note, some of the rules offered are interesting.

Daniel
 
There is some RW justification for more power in the SMGs. A number of armys issued SMG only ammo that was more powerful than that issued for pistols. There is some arguement over how widespread this was.

Certainly there is no technical reason not to as SMGs are almost always stronger made than pistols. Ther problem is when you load a hot round in your pistol.
 
On a related note, in the US Army you could load the same 40mm grenade in a M-79, or aa M-5 Auto grenade launchercarried on chopper gunships. the problem was that the M-79 only had a range of about 300 meters, where as the M-5 could go out to about 900 M.

I have been told that the tube falure in the M-79 was both spectacular, and often fatal. It for sure always made me check what I was loading into my M-203.
 
zozotroll said:
There is some RW justification for more power in the SMGs. A number of armys issued SMG only ammo that was more powerful than that issued for pistols. There is some arguement over how widespread this was.

Certainly there is no technical reason not to as SMGs are almost always stronger made than pistols.
Depends on the SMG. Many use the 9mm parabellum rounds that are traditional pistol rounds; some may even exchange loaded clips with pistols (like Uzis and Glocks). Of course. other versions might use their own specialist ammo. So it should be done on a case by case basis.

SMGs described in this document as using pistol rounds should cause 3d6-3 damage for the sake of uniformity with the TMB; SMGs using more powerful rounds might cause higher damage.
 
Thanks for your comments, glad you liked it ;) Here is an updated version (1.2), with more guns and weapons:

http://www.300hippeis.com/MGP_Traveller/Si_Vis_Pacem_Para_Bellum-OGL-MGP_Traveller-1.pdf


Simon said:
Now after all that I hope you don't mind if I ask if you could possibly add an item or two for your list? Particularly the AKS-74U, and the Steyr AUG-9.
Just added ;)

Golan2072 said:
Most SMGs in your list do 3d6 damage rather than 3d6-3 (which most Traveller pistols use) even though both use pistol rounds. Is this intentional?
Yes, it is intentional. I've added an explanation in the updated PDF. You can also keep 3d6-3 and use the other stats and rules in my doc.

Gruffty the Hiver said:
so the damage is actually in line with CT (upon which MGT is based).
I've never read an older version of Traveller but it's cool if it suits your game. I've used an alternative (and OGL) scale for damage. Everything's in the updated PDF.

zanwot said:
On a side note, I am not sure SMGs are the most efficient in a spaceship... that many bullets, bouncing all over the place... :wink:
The science fiction comment was inspired by movies like Aliens, and ships with a thicker hull: a shootout might be more like a close quarter fight. I agree, in a real flying plane or a space shuttle, it's not a good idea at all :) See the optional rules about Penetration (p.10 in the updated version, and p.8 in the older one).


EDIT: The doc is now in v1.3: there was an error p.6, Range for the AKS-74U is "Pistol".
 
Thanks for adding those in! It all looks great, and we will be using your list for our campaign.

Also I believe on page 11 you spelled Melee wrong "Melle"

Thanks again!
 
Thanks Simon, and have fun.

There was another error p.7: “Each burst uses 3 rounds instead of the Auto rating.” concerns the HK MP5, not the Mac-10. It has been corrected in the last version (1.4).

By the way, when a 3-round burst is not mentioned in the description, the weapon does not have the option of a short burst. So, the shooter must control the burst in full-auto, with the trigger. The burst uses a number of rounds equal to the Auto rating in the case in point.
 
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