Weapons Question

A quick note on recoil in zero-G.

Unless you are useing hollywood recoil levels, most slugthrowers are not going to do much more than push a little bit. Anything that kicked hard enough to throw the firer around would also break his shoulder.

As for long bursts, again that is mostly hollywood, or poorly trained people. In the US Army you train very little on sustained auto-fire. Rapid aimed fire is more of what they stress. Considering that basic physics are not going to change, it will most likely be the same in the future.
 
AKAramis said:
Then again, I'm likely to take the weapons list and scrap it, and use a variant of striker.

I have been contemplating this also, and extending it to starships as well, to preserve a unified damage mechanic.
 
Infojunky said:
AKAramis said:
Then again, I'm likely to take the weapons list and scrap it, and use a variant of striker.

I have been contemplating this also, and extending it to starships as well, to preserve a unified damage mechanic.

I, myself, loved the unified damage mechanic of MegaTraveller.

It's an easy retrofit...

But MT made some errors on the conversion.

I'm thinking MoTrav To Hit, effect is added to Striker/MT Pen, AV is subtracted, result is points per CT damage die.
 
I'd forgotten about the Russian underwater assault rifle. Are you sure the useful range was that much? I seem to recall it as considerably less but my memory ain't what it used to be.

EDIT - I love google and wiki :)

http://en.wikipedia.org/wiki/APS_Underwater_Assault_Rifle

As for recoil in zero-g, it doesn't take much to put you into a tumble if not braced. Just that little bit of push will be enough in zero-g unlike when standing on terra-firma (or even AG-firma). I'm not talking about the ridiculous modern (post '50s or so) Hollywood "kick" which is patently absurd. On that we agree.

In fact recoil is pretty much a non-issue for personal firearms fired under normal gravity. Even in zero-G recoil will only be an issue if not braced.
 
I agree that a free floating body probably will tumble, but unless you keep shooting, it will be slow. I am not sure how often that will come up though, as I dont see much need for space infantry.

Now boarding actions are a different story, but I bet that stopping tumbleing will be taught in the military at the same time they teach you to load the rifle.

In a game sure lasers make cool space weapons. I am not at all sure they will ever be a practical alternative to slugthrowers.
 
Yeah, I was not paying attention to what I was writing in my original comment on slug throwers and water. I should know better,

In anycase, while you can fire a slug thrower underwater, you typically only get a couple of shots before the water starts to negatively affect the weapon (depending on the design).

In the case of the accelerator rifle, gyrojet ammo typically ignites after leaving the barrel. Of course, those that were produced in the 1960s were adversly affected by humidity and never developed beyond the mk.I stage of design.
 
Infojunky said:
AKAramis said:
I, myself, loved the unified damage mechanic of MegaTraveller..

Which one? MT used different mechanics for vehicles and starships.....

The unified damage mechanic ignore the High Guard chapter... character/vehicle/mass combat rules. I use a hybrid of mayday and vehicle combat for MegaTraveller.
 
AKAramis said:
Infojunky said:
AKAramis said:
I, myself, loved the unified damage mechanic of MegaTraveller..

Which one? MT used different mechanics for vehicles and starships.....

The unified damage mechanic ignore the High Guard chapter... character/vehicle/mass combat rules. I use a hybrid of mayday and vehicle combat for MegaTraveller.

Cool, I suspected some thing like that.
 
Infojunky said:
Talon Brightmane said:
In the case of the accelerator rifle, gyrojet ammo typically ignites after leaving the barrel.

Er? No, rounds swim their way out so to speak.

That comment was based the book description that states the round leaves with minimum velocity then accelerates.
 
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