msprange said:
Well, we have had an awful lot of comments on our proposed changes to shooting weapons in Traveller, and have spent some time compiling everything.
We now have a new weapons playtest document for you chaps (and chapettes!) to look through, which you can download here;
http://www.mongoosepublishing.com/pdf/travshooting2.doc
As before, we are looking for all comments, especially on the weapons themselves - is there anything you would like to see changed, from Range to Damage to Cost, on any weapon?
My comments on the proposed 2nd edition.
"Energy Shortarm, Slug Shortarm"
Let's use "sidearm" instead, and avoid making up new firearm terminology - it sounds a bit silly.
"Invisibeam" lasers. I don't know why this is TL12 or what is it supposed to represent. A typical laser carbine or laser rifle would likely fire a beam that is invisible anyway, as infrared beams are the easier ones to generate at lower TLs. Suggest dropping this category.
The KM Errors
In several weapon descriptions "km" is used in a header in a way that looks like it is a typo for mm:
"15 km hypervelocity" "175 km heavy gun" "5 km light hypervelocity cannon"
"75 km area denial mortar" "75 km cannon" - I think these are all intended to be mm.
The DD Issue
This is obviously controversial. For material intended for compatibility with classic Traveller the method I prefer is to refer to the classic traveller Striker data. This specifies that a FGMP-14/15 could penetrate 20 cm of hard steel, approximately equivalent to the frontal armor of a 1950s-era tank, but about 1/4 as good as the frontal armor of a modern M1 Abrams (40-50 cm hard steel).! According to GDW's Striker, the FGMP-14 could barely penetrate a TL9 G-carrier's side armor and was completely hopeless at damaging something like the Imperial Marine grav APC. These used the fusion Y gun, which were over 50 times bigger than the FGMP-14!
To match the capabilities of Classic Traveller the appropriate damage of the FGMP-sized weapons should be about enough to punch through the front armor of a TL7 tank. That is, between the TL7 75mm cannon, perhaps 8d (AP 15) but less than the TL 8 120mm cannon (10d AP 20) at most.
Another way of looking at this is they should be approximately equal to the TL8 disposal rocket launchers - their advantage is they can fire continuously, of course, rather than one shot and you're out. Again, this matches the damage they had in Classic Traveller. The PGMP weapons should be somewhat less powerful, about the same as a TL7 rocket launcher, e.g., about 6d (AP 15) or perhaps 6d AP 10.
- The anti-material rifle seems overpowered and higher TL than it should it. What is it?
- Some of the other weapons seem kind of strange. For example, the 9 lbr. gun at TL3 is awfully effective for a small Age of Sail pirate cannon. It should be about 9d or 10d with no AP at all. These things often had trouble penetrating a sailing ship.
- the plasma A/B/C-guns should be about 2x as powerful as the higher TL man-portable FGMPs to match Mercenary and Striker, NOT weaker. Remember, these things are tank-sized weapons weighing a half ton or more compared to the 10 kg FGMPs. (Just like a TL3 age of sail cannon that weighs 500 kg is more deadly than a TL7 sniper rifle! size and mass counts as well, and the A-guns are BIG).