Some Gun mods for discussion/comment

DCAnsell

Mongoose
Gun Notes

Just a few of the house rules I've been thinking of adding to my (MTU) Trav game. The basic goal was to give a bit more variety, and add a few fiddly bits so that people can personalize their guns a little. Ideally without making the list of weapons the game provides irrelevant. The stuff is by no means original, and will almost certainly be changed once I get my hands on Central Supply Catalogue. That said, here we go:

General rules: A weapon can be modified from the standard models shown on the weapon lists in a variety of ways. All modifications are cumulative and additive, unless otherwise specified.

(Exception: Weapon and ammo weights will not increase more then 100%, Costs can increase indefinitely)

Heavy(or Magnum, Big-Bore, etc): Adds 50% to weight of slug weapon, ammo load, and cost of both weapon and ammo load. Adds 1d6 to weapon damage rating. Available one tech level after introduction of 'base' weapon. Increases base recoil rating by 1.

High Energy: Effectively Heavy for laser weapons (or other small arms grade energy weapon). Adds 50% to weight of energy weapon and cost. Doubles power consumption. Adds 1d6 to weapon damage rating. Available one tech level after introduction of 'base' weapon.

Assault(Or Spec Ops, Combat, etc): Adds 50% to weight of slug weapon, doubles weight of ammo load, and doubles cost of both weapon and ammo load. Reduces base recoil rating by 1. Gives weapon Autofire 4 capability. Ammo capacity is doubled. Available two tech levels after
introduction of 'base' weapon, Min TL 6.

High Velocity: Adds 50% to weight of slug weapon, ammo load, and doubles cost of both weapon and ammo load. Increases base recoil rating by 1. Adds +1 to weapon damage, +1 DM accuracy. Available two techs after introduction of 'base' weapon, Min TL 8

Tight Beam: Effectively High Velocity for laser weapons (or other small arms grade energy weapon). Adds 50% to weight of energy weapon and doubles cost. Adds +1 to weapon damage, +1 DM accuracy. Available two techs after introduction of 'base' weapon, Min TL 10
 
Rikki Tikki Traveller said:
I assume you mean +1 PER DICE for the High Velocity/Tight Beam Damage DM?

Just making sure I understand what you are doing.

It sounds good to me.

I actually did mean just +1, for the damage, though I was very tempted to make it +1 per 2d6 base damage.
The reason I didn't was that I wanted to avoid going the way of Gurps where you end up with a need to either convert additions back into dice, or have weapons doing things like 3d6+6 damage, which probably isn't game breaking (or at least not not any more then stock, since most of the light armors become fairly irrelevant compared to weapons damage anyway,) but does skew things a bit.
 
DCAnsell said:
Gun Notes

Just a few of the house rules I've been thinking of adding to my (MTU) Trav game. The basic goal was to give a bit more variety, and add a few fiddly bits so that people can personalize their guns a little. Ideally without making the list of weapons the game provides irrelevant.

Part of the problem there is the Weapons list is largely irrelevant. There is no internal scale as large chunks of the weapons were left behind in the conversion form the earlier addition.


DCAnsell said:
The stuff is by no means original, and will almost certainly be changed once I get my hands on Central Supply Catalogue.

I actually have some hope there, Martin has a handle on things military, which hopefully will rectify the biggest issue with the Mongoose Edition of Traveller.

DCAnsell said:
That said, here we go:

General rules: A weapon can be modified from the standard models shown on the weapon lists in a variety of ways. All modifications are cumulative and additive, unless otherwise specified.

(Exception: Weapon and ammo weights will not increase more then 100%, Costs can increase indefinitely)

Heavy(or Magnum, Big-Bore, etc): Adds 50% to weight of slug weapon, ammo load, and cost of both weapon and ammo load. Adds 1d6 to weapon damage rating. Available one tech level after introduction of 'base' weapon. Increases base recoil rating by 1.

High Energy: Effectively Heavy for laser weapons (or other small arms grade energy weapon). Adds 50% to weight of energy weapon and cost. Doubles power consumption. Adds 1d6 to weapon damage rating. Available one tech level after introduction of 'base' weapon.

Assault(Or Spec Ops, Combat, etc): Adds 50% to weight of slug weapon, doubles weight of ammo load, and doubles cost of both weapon and ammo load. Reduces base recoil rating by 1. Gives weapon Autofire 4 capability. Ammo capacity is doubled. Available two tech levels after
introduction of 'base' weapon, Min TL 6.

High Velocity: Adds 50% to weight of slug weapon, ammo load, and doubles cost of both weapon and ammo load. Increases base recoil rating by 1. Adds +1 to weapon damage, +1 DM accuracy. Available two techs after introduction of 'base' weapon, Min TL 8

Tight Beam: Effectively High Velocity for laser weapons (or other small arms grade energy weapon). Adds 50% to weight of energy weapon and doubles cost. Adds +1 to weapon damage, +1 DM accuracy. Available two techs after introduction of 'base' weapon, Min TL 10

Looks good for where you started from....

My dice based ideas where to reset the damage numbers

Hand weapons => 1 die
Pistols => 2 dice
SMGs/Carbines => 3 dice
Rifles => 4 dice
And So on...
Using Funny sided dice within each class to provide variation of damage within the general range....

I am also considering ditching the range table each weapon will have its own range ratings, i.e. like the AHL and Striker. Each weapon will have it's own effective (+0), long (-2) and extreme ranges (-4).

Those are just a few of the Ideas I have been kicking around...
 
Infojunky said:
Looks good for where you started from....

My dice based ideas where to reset the damage numbers

Hand weapons => 1 die
Pistols => 2 dice
SMGs/Carbines => 3 dice
Rifles => 4 dice
And So on...
Using Funny sided dice within each class to provide variation of damage within the general range....

I am also considering ditching the range table each weapon will have its own range ratings, i.e. like the AHL and Striker. Each weapon will have it's own effective (+0), long (-2) and extreme ranges (-4).

Those are just a few of the Ideas I have been kicking around...

Not bad...I do miss Megatraveller, which of course was derived from AHL/Striker, in that regard. I felt it made a very clean system.

Maybe I'll have to get the MT CD from Far Future, and start tinkering a bit, if Central Supply Catalogue leaves me grumpy, lol.

Still, though, given the authorship, I'm quite optimistic about the book.
 
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