Ship's Locker: Out of the Closet

Snub versus Rocket versus Conventional

Q. Handgun recoil two, snub ammunition recoil two, total four.

R. Derringer standard snub ammunition recoil three, no effect.

S. Assault weapon recoil four, snub ammunition recoil two, total six.

T. Full automatic snub submachine gun, recoil six, no effect.

U. Standing in the airlock with a snub submachine gun means you mean business, while a pistol should have at least burst fire.
 
Snub versus Rocket versus Conventional

V. Which brings us to the snub revolver.

W. The pistol could have an extended magazine.

X. It's an interesting question whether six rounds is enough.

Y. Or five, if you don't increase capacity.

Z. Or just have a derringer with nominally four.
 
Snub Derringer

1. It seems that a derringer needs a repeater mechanism.

2. Ammunition capacity is reduced by twenty percent, like heavy handgun.

3. Damage potential equivalent to medium handgun.

4. Range same as light handgun.

5. Base inaccuracy of minus two, base penetration minus one.

6. Physical signature is normal, and you have the zero gravity trait.

7. Minimum barrel drops damage potential from three dice minus three, to three half dice minus three; effective range five metres; physical signature is plus two levels, total very high; penetration minus two, total minus three; cost freebie; weightless.

8. Short barrel range four metres; physical signature is plus one level, so high; penetration minus one, total minus two; cost ten percent of receiver; weight ten percent of receiver.

9. On reflection, snub derringer may not be as attractive as first supposed
 
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Snub versus Rocket versus Conventional

1. Medium handgun ammunition is supposedly between nine to ten millimetres.

2. Heavy eleven to twelve millimetres.

3. Snub ammunition is a short ten millimetres.

4. In theory, slight modification should allow them to be used in heavy handgun revolver.

5. Maybe, medium handgun revolvers.

6. Pistols would likely need a larger case, though the same amount of gunpowder.

7. Snub Weapons are typically chambered for a short 10mm cartridge not compatible with other weapons.

8. I sort of recall that snub weapons use smoothbore barrels, however long or short they are.

9. Which would explain the inaccuracy.
 
Snub versus Rocket versus Conventional

A. So I guess that snub bullets don't spin.

B. Whereas rocket propelled have spin imparted, thus only one point of inaccuracy.

C. I was wondering if you could stuff a snub bullet into an archaic weapon, and have that minimum recoil effect.

D. Slow moving, large mass, bullet.

E. Pistol two dice minus three, twenty metre range; archaic smoothbore three dice minus three, forty metre range; both penetration minus two.

F. Logic and movies indicate considerable recoil.
 
Snub Derringer

A. A weapon can have multiple barrels, which can be achieved in different ways. For this reason multi-barrel configuration is not always considered a receiver feature.

B. A multi-barrel configuration can either be complete or partial.

C. Complete barrels include a breech, and sometimes a firing mechanism as well. If so, all barrels can be discharged simultaneously at the same
target or fired independently. This is commonest with double-barrelled shotguns and similar weapons.


D. A complete multi-barrel weapon adds 10% to the cost and weight of the receiver per extra barrel. Each barrel is bought for its normal cost but each barrel after the first adds only half its normal weight. Each additional barrel reduces Quickdraw by -1.

E. Partial multi-barrel weapons have a firing chamber for each barrel but share a firing mechanism. This may be aligned with each barrel in turn, for example with a rotating firing pin, or the barrels may be aligned in turn in the manner of a ‘pepperbox’ pistol.

F. This configuration is unusual but used in a few specialist weapons. Partial multi-barrel configuration does not add to the cost and weight of the receiver, but each additional barrel must be purchased
 
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Snub Derringer

G. Partial multi barrel seems optimized with minimal barrels, since the receiver doesn't incur added weight or cost, and minimal barrels cost and weigh nothing, relatively.

H. Complete multi barrel adds ten percent to weight and cost of the receiver, per extra barrel, but the extra barrels are half the weight.

I. Each extra barrel for the complete variant is minus one to quickdraw, so that's a consideration in what's the supposed use of the weapon.

J. Simultaneous discharge would, presumably, add to recoil, complete damage dice, rather than just one extra recoil point.

K. Complete variant with four short barrels would have minus three to quickdraw, thirty percent cost and weight added to receiver, barrels cost forty percent and weigh twenty five percent of receiver.
 
Fixed Magazine

1. Revolver cylinders are inherently fixed.

2. In theory, so are single shot receivers.

3. Tubular magazines are detachable, but could be affixed.

4. Likewise a box magazine.

5. However, it shouldn't be too hard to convert them back to detachable.

6. Each minor action allows the user to get D3 rounds into the weapon, and in many cases it can be fired as soon as there is any ammunition at all.

7. Average two, and might be faster if practiced.

8. If using a reload-assistance device such as a stripper clip, en-bloc clip or speedloader, 2 minor actions are sufficient to place the contents of the loading device into the weapon.

9. Should be more than four rounds to make it worthwhile.
 
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Snub Revolver

1. Handgun receiver, one hundred seventy five starbux, eight hundred grammes, quickdraw four; ten round base capacity.

2. Ammunition snub, three dice minus three, twenty percent capacity deficit so eight rounds, one and a half starbux, forty metre base range; traits, inaccurate minus two, zero gravity, penetration minus one, normal physical signature. Or two starbux per round, I have to figure it out.

3. Repeater mechanism, fifty percent discount, halved ammunition capacity four rounds.

4. Modified ammunition plus fifty percent, six rounds, twenty percent increased weight, fifty percent increased cost. High capacity fifty percent, fifty percent increased cost, twenty five percent increased weight. Costs are the same, modified weighs less.

5. Short barrel, ten percent receiver cost, ten percent receiver weight, range modification ninety percent, physical signature plus one, penetration minus one, quickdraw plus six.

6. Stockless, quickdraw plus two; twenty five metres minus two THAC0.

7. So it looks like the actual cost seems two starbux per round, so not something to plink with.

8. I suspect that twenty percent ammunition capacity deficit modification tends to be overlooked.

9. Let's not forget fixed magazine, at ten percent reduction in cost and weight.
 
Weapon: Snub Revolver
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%
Modified Ammunition Capacity: +50% - +50% - +25%
Receiver Totals ———— Cr131.25 - 1.0kg
Barrel: Short ———— Cr13.125 - 0.1kg - Range -10%, penetration -1, Quickdraw +6, Physical Signature +1
Stock: Stockless ——— Cr0 - 0.0kg — Quickdraw +2, Inaccurate (25m) -2
Totals ——————— Cr144.375 - 1.1kg
 
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Weapon: Snub Revolver
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%
Modified Ammunition Capacity: +50% - +50% - +25%
Fixed Magazine: — -10% — -10%
Receiver Totals ———— Cr118.125 - 0.9kg
Barrel: Short ———— Cr11.8125 - 0.1kg - Range -10%, penetration -1, Quickdraw +6, Physical Signature +1
Stock: Stockless ——— Cr0 - 0.0kg — Quickdraw +2, Inaccurate (25m) -2
Totals ——————— Cr129.9375 - 0.99kg
 
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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: Semi-Automatic — none — none
Modified Ammunition Capacity: -25% - -12.5% - -12.5%
Receiver Totals ———— Cr153.125 - 0.7kg
Barrel: Short ———— Cr15.3125 - 0.07kg - Range -10%, penetration -1, Quickdraw +6, Physical Signature +1
Stock: Stockless ——— Cr0 - 0.0kg — Quickdraw +2, Inaccurate (25m) -2
Totals ——————— Cr168.4375 - 0.77kg
 
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Snubbed: Field Experience versus Core Competence

Snub Pistol, technological level eight, range five metres, damage three dice minus three, negligible weight (less than half a kilogramme), zero gravity trait.

Weight, obviously.

Cost at one hundred fifty starbux within ballpark.

No mention of inaccuracy.

Range probably not an issue, until it is.

Technological level eight does not appear to have relevance to performance or manufacture.

The real discrepancy appears to be the cost of ammunition, which even within the Field Guide the editor or the writer didn't seem to decide or correct whether it was two or one and a half starbux per round; Core appears to be ten starbux for six rounds.
 


Primary use for a snub handgun would seem to be either as a backup, or an ambush weapon.

Because, if it's wielded by the opposition, you can either make a run for it, or jump aside, if beyond five (or four metres).

Or if there happens to be more of you than of him, than the odds aren't on his side.
 
Weapon: Lunar Night Snub Revolver
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%
Receiver Totals ———— Cr78.75 - 0.72kg
Barrel: Short ———— Cr7.875 - 0.72kg - Range -10%, penetration -1, Quickdraw +6, Physical Signature +1
Stock: Stockless ——— Cr0 - 0.0kg — Quickdraw +2, Inaccurate (25m) -2
Totals ——————— Cr86.625 - 0.792kg
 
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1. Ours is likely 5.56×45mm NATO.

2. Also, three millenia to improve the product.

3. Slightly longer grip.

4. Switched (temporarily) to Fanta since it was on sale; disappointed.
 
Snubbed: Niche

1. Preference has to be for rocket guns.

2. And if you could afford it and pull it off under any particular jurisdiction, laser pistols.

3. The problem for rocket guns is that ten metre buffer zone.

4. Used primarily by people operating in environments where low or micro gravity conditions are expected.

5. And grannies, who appreciate low recoil.

6. Base effective range is forty metres.

7. Short barrel four metres, handgun barrel eight minutes, assault barrel twenty metres.

8. Doesn't seem much point in trying to increase the effective range beyond twenty five metres.

9. Since stockless penalizes accuracy beyond this point, plus inherent inaccuracy minus two.
 
Snubbed: Niche

A. So it's obvious that you can't get quite the expected default result from the design sequence in Field Guide.

B. Though I think the real issue is the cost of ammunition, which unless I'm missing something, requiring a shorter case, should be as cheap or cheaper than default handgun ammunition.

C. And going by The Expanse, you could magnetically clamp your boots to the deck to deal with recoil from normal slug throwers.

D. I don't recall the original snub pistol having inaccuracy; short range yes, being a feature.

E. Overcoming that inaccuracy would be compensated by filling the space between gun and target with lots of lead.

F. Going by the Field Guide, recreating the revolver variant doesn't bring much benefit, maximum bang for buck is leaving it with a four round cylinder.
 
LUNAR NIGHT SNUB REVOLVER Handgun

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

Lunar Night Snub Revolver - 5 — 1/4/8/16m — 3D-3 —— 0.792 — Cr86.625 —— 4 ————— Cr8.00 ——— +12 ——— Penetration -2, Inaccurate -2, Physical Signature (high)
 
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The Weird Ways Games Use Calibers - Loadout

While Call of Duty 4’s iconic Barrett anti-materiel rifle and the loud, flashy Desert Eagle are both 50 caliber, when it comes to firing them in our games, they’re very different. With the help of Keeper of Firearms & Artillery, Jonathan Ferguson, we’ve come to the Royal Armouries museum in the UK to find out what caliber means, and what it tells us about the virtual firearms we’re carrying into multiplayer arenas.

In this episode of Loadout, Dave Jewitt visits the Royal Armouries to talk to Keeper of Firearms & Artillery Jonathan Ferguson to chat about how games tackle the topic of calibers - the big, the small, and the weird.




Extrapolating into niched expectations.
 
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