Ship's Locker: Out of the Closet

SNUB PISTOL Handgun

Weapon — TL — Range— Damage — Kg ——— Cost — Magazine—Magazine Cost — Quickdraw — Traits

Snub Pistol - 5 — 1/4/8/16m — 3D-3 —— 0.77 — Cr168.4375 —— 6 ————— Cr12.00 ——— +12 ——— Penetration -2, Inaccurate -2, Physical Signature (high)
 
Not having the Merc box set, I’m curious how Quickdraw and Penetration affect gameplay. Are these unit level stats or PC level? What benefit does one get for Quickdraw+12? Presumably an initiative bonus but?… +12?
 
I'm working out the quirks of the combat system.

My take would be an improvement on first strike or initiative: handgun basic four, short barrel plus six, stockless plus two.

Which in a spacecraft corridor, at about four metres, may actually be decisive.

Penetration might actually be more important, since I'd be less inclined to aim centre mass, and more to jamming it into the opponent's face.
 
UNIFIED SPACE INDUSTRIES SHIPMATE ARMAMENT SYSTEM

Magazine
Capacity - Cost
14 Cr35
20 Cr50

All variants normally use the same 20-round magazines, which cost Cr10 plus ammunition cost if bought singly. A 30-round extended magazine is
available for Cr15. It extends beyond the base of the magazine well and makes the weapon impossible to holster if in handgun configuration.



The ammunition in question is snub.

All examples seem to agree on two starbux per default snub round.
 
Snubbed: Ammunition


Type/technological level - cost multiplier (credits); traits; comments


(Default) ball/5 - x1 (2.00); 3D-3; kinda expensive

Armour piecing/4 - x2 (4.00); 3D-3, Penetration +1;

Armour piecing (Advanced)/7 - not applicable

Distraction/5 -x4 (8.00); Endurance check against distraction; flash bang

Enhanced Wounding/5 - x2 (4.00); 3D+3, Penetration -2, Damage +2 per dice; possibly illegal

Explosive/6 - x6 (12.00); 5D-3, Penetration -1, Damage +1D, Damage +1D per 3 full dice of damage, Physical Signature +1; no blast, probably illegal

Flechette/7 - x1 (2.00); 3D3-3, Range maximum 10m, Damage reduced to D3s, Accurate +4 within 5m; bundle of small, lightweight plastic flakes, seems useful

Gas/7) - x6 (12.00); 1D, Gas effects 3x3x3m volume;

High Explosive Armour Piercing/8 - x10 (20.00); 3D-3, Penetration +2, Physical Signature +1; seems expensive for effect

Incendiary/6 - x6 (12.00); 3D-, Incendiary, subsequent round plus fifty percent additional damage without armour mitigation;

Low-Penetration/6 - x1 (2.00); 3D3-3, Penetration adjustable -1 to -4;

Pellet/3 - x1 (2.00); 3D-3, Spread (barrel length), Penetration -Spread; Knockdown possibility,

Smart/10 - not applicable
 
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Snubbed: Ammunition

1. Come to think of it, if you're shooting a High Explosive round at something within four metres, maybe it's a good thing there's no blast effect.

2. Technological level eleven laser pistol weighs in at a kilogramme and total cost with power pack is six kilostarbux with three dice plus three and a hundred shots at thirty metres.

3. Technological level nine variant is two kilogrammes at three dice, effective range twenty metres; cost three kilostarbux.

4. That's fifteen hundred snub ball bullets.

5. If the target is wearing substantial armour, the best option seems to be going for the knockdown effect with high explosive, and then sticking a knife into him.

6. The snub revolver does allow you to (pre)select which type of bullet you want to use by moving the cylinder.

7. A derringer, with likely one or two barrels, would allow you to prepare which bullet is suitable for the situation, if you have the time and space.

8. Pistols can have extended magazines, but you're stuck with whatever is within them, and what sequence.

9. Burst fire could have high explosive armour piercing, explosive, incendiary.
 
Snubbed: Role About The Barrel

1. Minimal gives you three half dice minus three at five metres, which really isn't worth it.

2. Enhanced wounding would be 3D+3 (6-12), penetration minus two.

3. Gas being the other viable option.

4. Hard to say if half dice would define as full, so high explosive would be out.

5. Pellet would give you a potential knockdown, with penetration minus six.

6. Since the optimal use would be less than ten metres, not much point in anything larger than assault length.

7. Even at rifle, range 10/40/80/160 metres would be compromised by quickdraw penalty.

8. If long range shot is required, take along an accelerator weapon system.

9. I did think that if you had a very long barrel, you could market the snub rifle as Blowpipe.
 
Snubbed: Role About The Barrel

A. You could do it, but it's a question whether the cost would be worth it, especially to compensate for the inherent inaccuracy of minus two.

B. A quarter increase to range equals 12.5/50/100/200 metres.

C. Advanced projectile weapon 15.625/62.5/125/250 metres.

D. Accurized lowers inaccuracy to minus one at beyond twenty five metres.

E. Install a guidance system, and load smart rounds, for beyond hundred metres.

F. High quality would neutralize inaccuracy beyond a hundred metres.
 
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Snubbed: Role About The Barrel

G. Minimal gives you quickdraw plus eight.

H. You could specifically modify a weapon for quickdraw optimization at an additional twenty percent premium for a bonus of plus two, and a plus one of attack rolls under twenty five metres, but penalty of minus one over that.

I. A lot of modifications are sort of positioned to optimize performance at under twenty five metres.

J. So it would seem logical to modify a (or your) combat style (or Way of the Space Serpent) to take advantage of that.

K. And at close combat, speed and accuracy might matter more than actual effect.
 
Snubbed: Role About The Barrel

L. The way I see it, you have about three basic types of snub based weapon systems.

M. A civilian variant, for security aboard spacecraft and low gravity worlds, likely pistols with short or handgun length barrels.

N. A military variant, for security, but more importantly, spacecraft boarding combat, likely assault weapons, with assault length barrels.

O. Specialized and customized variants, for specific purposes and/or individuals with specific requests and tastes.

P. Other than that, I personally view most examples as being easily available and disposable.
 
Weapon: Snub Derringer
Type: Handgun

Component ————— Cost - Weight - Other Factors
Receiver Type: Handgun - Cr175 - 0.8kg - Quickdraw 4
Ammunition Type: Low Recoil Special Purpose — Base Damage: 3D-3
Ammunition Cost: Cr200 per 100 rounds
Base Range: 40m
Base Ammunition Capacity: 10 rounds
Base Capacity Variation -20%
Signature: Physical (normal)
Inaccurate -2
Penetration -1

Mechanism: Repeater — -50% — none — Base Ammunition Capacity -50%
Fixed Magazine: — -10% — -10%
Modified Ammunition Capacity: -50% - -25% - -25%
Accessory: 1x Complete Extra Barrel — +10% - +10%
Receiver Totals ———— Cr64.96875 - 0.594kg
Barrel: Short ———— Cr6.496875 - 0.0594kg - Range -10%, Penetration -1, Quickdraw +6, Physical Signature +1
Accessory; 1x Complete Short Extra Barrel — Cr6.496875 - 0.0297kg — Quickdraw -1
Stock: Stockless ——— Cr0 - 0.0kg — Quickdraw +2, Inaccurate (25m) -2
Totals ——————— Cr77.9625 - 0.6831kg
 
SNUB DERRINGER Handgun

Weapon —————— TL — Range— Damage — Kg ——— Cost — Magazine—Magazine Cost — Quickdraw — Traits

Snub Derringer ———— 5 — 1/4/8/16m — 3D-3 — 0.6831 — Cr77.9625 —— 2 ————— Cr4.00 ——— +11 ——— Penetration -2, Inaccurate -2, Physical Signature (high)
 
Snubbed: Derringer

1. Personally, I think my version of the snub revolver offers affordability and adaptability.

2. Fixed magazine just means that the cylinder is harder to dissemble/remove from the frame.

3. Having said that, the snub derringer seems about one tenth lighter and cheaper.

4. Break open and half the magazine capacity probably allows it to fairly easily reload.

5. If it weren't for the cost of the ammunition, I'd say perfect vermin gun.

6. You could have the barrels minimal, but you'd have the effect for just two extra quickdraw (and a slightly cheaper and lighter gun).

7. I'm not sure if the five metre effective range cap really is intended for ammunition whose modified effective range falls below five metres, or even sixty metres in the case of heavy handgun.

8. Probably a more practical substitute for the shot pistol; you could always load pellet or flechette ammunition.

9. Or incendiary, and use it as a flare gun.
 
Can You Really Pull a Grenade Pin with Your Teeth and Do Soldiers Ever "Cook" Grenades?




1. Cook.

2. Strike the pose.

3. Sing the song of your people.

4. Hard bounce.

5. Two seconds.

6. Great confidence in quality control.

7. Bent pins.

8. Humping the bush with loose grenades.

9. Milking the grenade.

A. Assume the position.

B. Not necessarily fatal.
 
Improvised Weapons of WW2 | Anti-Tank Chats #8 | The Tank Museum

Historian Stuart Wheeler is back with another Anti-Tank Chat. In this episode, he looks at the development and use of improvised, thrown and placed infantry anti-tank weapons, available to British and Commonwealth forces in World War II.

00:00 | Intro
00:30 | Petrol Bombs
03:28 | The Molotov Cocktail
08:52 | S.I.P
09:53 | No.73 Grenade
10:57 | The Sticky Bomb
15:51 | Hawkins Grenade




1. Underarm throw, gravity sucks the liquid downwards.

2. Sticky bombs.

3. Wideish sphere.

4. Deform on impact

5. Impregnated sock.

6. Hemisphere fall away covering.

7. Overarm throw.

8. Morale panic.
 
Weapon: Snub Pistol
Type: Handgun

Component ————— Cost - Weight - Other Factors
Receiver Type: Handgun - Cr175 - 0.8kg - Quickdraw 4
Ammunition Type: Low Recoil Special Purpose — Base Damage: 3D-3
Ammunition Cost: Cr200 per 100 rounds
Base Range: 40m
Base Ammunition Capacity: 10 rounds
Base Capacity Variation -20%
Signature: Physical (normal)
Inaccurate -2
Penetration -1

Mechanism: Burst Capable — +10% — none — Automatic 2
Modified Ammunition Capacity: -25% - -12.5% - -12.5%
Receiver Totals ———— Cr168.4375 - 0.7kg
Barrel: Short ———— Cr16.84375 - 0.07kg - Range -10%, penetration -1, Quickdraw +6, Physical Signature +1
Stock: Stockless ——— Cr0 - 0.0kg — Quickdraw +2, Inaccurate (25m) -2
Totals ——————— Cr185.28125 - 0.77kg
 
Weapon: Snub Pistol
Type: Handgun

Component ————— Cost - Weight - Other Factors
Receiver Type: Handgun - Cr175 - 0.8kg - Quickdraw 4
Ammunition Type: Low Recoil Special Purpose — Base Damage: 3D-3
Ammunition Cost: Cr200 per 100 rounds
Base Range: 40m
Base Ammunition Capacity: 10 rounds
Base Capacity Variation -20%
Signature: Physical (normal)
Inaccurate -2
Penetration -1

Mechanism: Burst Capable — +10% — none — Automatic 2
Receiver Totals ———— Cr192.50 - 0.8kg
Barrel: Short ———— Cr19.25 - 0.08kg - Range -10%, penetration -1, Quickdraw +6, Physical Signature +1
Stock: Stockless ——— Cr0 - 0.0kg — Quickdraw +2, Inaccurate (25m) -2
Totals ——————— Cr211.75 - 0.88kg
 
They probably sell snub pistols openly at gun shops in every starport, so the cheapest option seems buying the default listed variant from them, at one hundred fifty starbux, and I'll assume a six round loaded magazine for ten starbux.
 
China's Balloon: One Question NO ONE Is Asking!

I was writing a script for a video when all the crazy news about the Chinese "Spy" balloon broke. And it got me thinking, what if all the news and outrage and bipartisanship, is missing what's really going on here? Why Balloons, and what does it all mean? Well if you've been thinking about this too... let's dive into it! China's Balloon: One Question NO ONE Is Asking!

Chapters
00:00 Introduction
00:51 What We Know
01:40 How They Work
03:46 Power Onboard
04:43 Other Uses
05:21 Heights
05:47 Maneuverability
06:50 Why Balloons?
07:45 Bullet-Proof?
08:53 The Cost Problem
12:35 China's True Intent?




1. If you aren't in a hurry, cheaper than a plane or an air/raft.

2. Cheap low altitude satellite or communications node.

3. Apparently, solar panelling for a regenerative power plant.

4. Also, platform for weapon systems, specifically missiles and bombs.
 
Weapon: Snub Pistol
Type: Handgun

Component ————— Cost - Weight - Other Factors
Receiver Type: Handgun - Cr175 - 0.8kg - Quickdraw 4
Ammunition Type: Low Recoil Special Purpose — Base Damage: 3D-3
Ammunition Cost: Cr200 per 100 rounds
Base Range: 40m
Base Ammunition Capacity: 10 rounds
Base Capacity Variation -20%
Signature: Physical (normal)
Inaccurate -2
Penetration -1

Mechanism: Burst Capable —————— +10% — none — Automatic 2
High Capacity: +50% ———————— +50% — +25% — Ammunition Capacity +50%
Modified Ammunition Capacity: +50% — +50% — +25% — Ammunition Capacity +50%
Receiver Totals ———— Cr433.125 - 1.25kg
Barrel: Short ———— Cr43.3125 - 0.125kg - Range -10%, penetration -1, Quickdraw +6, Physical Signature +1
Stock: Stockless ——— Cr0 - 0.0kg — Quickdraw +2, Inaccurate (25m) -2
Totals ——————— Cr476.4375 - 1.375kg
 
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