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Fuel held in backpack. Weights decrease by 1kg per TL up to TL10. Ammo price is for a refill of its tank. Note that the fuel tank can explode if it takes enough damage; the chance and effects of this should be derived from the Mishap Table. |
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Used on some pre-stellar (TL6+) worlds in danger from high-tech forces; the harpoon can penetrate combat armour. |
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Everything inside the danger space of this grenade is covered in paint. This does no damage but will mark everything until it can be removed. |
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Uses the same ammunition, but not the same clip, as a 9mm autopistol or SMG. Is slightly less accurate due to the autofire mechanism. |
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These are basically the same as Snub Pistol rounds, but with timers and contact detonation rather than propellant. HE, HEAP and Gas (including smoke) types exist, all with effects as for the equivalent Snub Pistol rounds. Available commercially at Law Level 4 or less, for home protection, but also for ground clearance (removing tree stumps and so on); at higher law levels restricted to the police and military. Usually sold in packs of 10. |
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A more advanced version of the SMG, it fires 4 bullets per pull of the trigger Ammo types and effects are as for a Snub Pistol; bullets are interchangeable with a snub pistol, though magazines are not. Note that I came up with this before Challenge magazine published its version of the Snub SMG |
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As a normal automatic pistol version of a snub pistol but with a selector switch between the two clips, so the user can choose what to fire without changing clips. Uses the same clips as a normal snub pistol, and can use just a single clip at once. |
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Basically a handgun, not unlike a snub pistol, that uses ARL clips and ammunition |
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Basically a SMG, not unlike a snub SMG, that uses ARL ammunition, though in a larger clip. Only fires 4-round bursts. |
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A more advanced version of the SMG, it fires 4 or 10 rounds per pull of the trigger. It uses the same ammunition types as a gauss pistol or rifle. |
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Everything inside the danger space of this grenade takes no damage but is immobilised by air-permeable sticky fibres. These can only be removed by a special solvent or by a Strength-based task against a Formidable difficulty. |
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Combines a Gauss Rifle and ARL into a single weapon; takes two separate clips of standard Gauss Rifle and ARL types. Both barrels can be fired simultaneously at the same targets with recoil etc. being summed; however, if autofire is used both hit only the first and second targets; Gauss Rifle only hits third. Volume and weight are that of heaviest individual weapon plus half that of other weapon(s). The idea behind this weapon is that for less than the cost, weight and volume of a plasma or fusion gun it is possible to get a weapon that is almost as dangerous and far more versatile than them. |
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A microwave beamer pistol that attacks robots in a similar way to a neural pistol does a human, using electromagnetic pulse effects. Damage: If Pen is greater than or equal to the armour of the target then at TL 14 damage is based on the sucess level of the attack. At TL 15+ damage is selectable. On an exceptional sucess the brain of the robot is completely disrupted and must be manually reset. On a normal sucess implement a 2D mishap; on a marginal sucess implement a 3D mishap (Electronic Circuit Protection reduces these rolls by 1D). Handle mishaps as follows:
Uses Laser Weapons skill. Nearly all of the microwave power is at freqeuncies that are not absorbed by organic matter or water. This weapon was created after an episode of my Traveller game in which robots the player characters had bought performed all the plot-related action in that session, and I decided it was time to do something about it... |
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Combines a Laser Rifle, Gauss Rifle and ARL into a single weapon; takes a standard laser rifle battery pack plus two separate clips of standard Gauss Rifle and ARL types. Has inbuilt gyrostabilisation and an electronic sight equivalent to PRIS binoculars. All 3 barrels can be fired simultaneously at the same targets with recoil etc. being summed; however, if autofire is used all 3 hit only the first target; Gauss Rifle and ARL hit second and Gauss Rifle only hits third. Can also fire normal RAM grenades. Volume and weight are that of heaviest individual weapon plus half that of other weapon(s). The idea behind this weapon is that for less than the cost, weight and volume of a plasma or fusion gun it is possible to get a weapon that is almost as dangerous and far more versatile than them. |
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A higher technology version of the standard integral laser pistol. It is rechargable. |
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Used with Energy Weapons skill In an emergency can be used as a zero-G manoeuvring thruster, if the user has zero-G skill |
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A higher-tech version of the plasma rifle that is capable of automatic fire. |
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Used with Disintegrator Weapons skill Disintegrators work on a principle of quantum randomisation, using control of quantum probability (as implied by nuclear dampers and meson screens) to randomise the position in space of all particles in a target volume. Due to the nature of the disintegration effect, on an aimed shot user can shoot through obstacles and only hit the target |
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Used with Energy Weapons skill In an emergency can be used as a zero-G manoeuvring thruster, if the user has zero-G skill |
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Attaches to MAW-13 or MAW-15 |
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Chain mail is armour consisting of small metal rings linked together in a pattern to form a mesh. Mail armour provides a highly effective defence against the weapons of the Medieval Period and equivalent. On most worlds as technology develops it is rendered obsolete by plate armour and then later by the increasing power and availability of firearms. |
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Low-technology armour such as that used by medieval knights on Earth, it is made from large metal plates, worn on the chest and sometimes the entire body. On most worlds as technology develops it is rendered obsolete by the increasing power and availability of firearms. |
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Available at TL13+, for ten times the cost of normal Snub Pistol rounds, and in general only to the military, each of these bullets fires a cloud of tiny memory plastic darts. Although these darts are seriously retarded in air (giving them a maximum range of Short), when they hit something solid these darts will reshape themselves into something not unlike a sea urchin. If they lodge in the cracks in the joints of Battle Dress, Combat Armour or a Hostile Environment Vacc Suit when doing so they will, on an exceptional success (a pinpoint hit), jam the joint, reducing the wearers Dex as follows:
Hit | Dex Reduction |
+2 | -1 |
+4 | -2 |
+8 | -4 |
This reduction occurs at a rate of 1 per round until the total is reached. The effects of multiple shots stack with one another. If Dex reaches zero then the wearer of the armour is immobilised, though they can still talk and so on.
Darts can be removed with chemicals that affect memory plastic, or a thorough overhaul of the armour.
Darts will not penetrate any sort of armour, or even un-armoured clothing. However if they his bare flesh they will do damage as if with a Pen 0 hit, that is, 1 point on a +2 success, 2 points on a +4 success and 4 points on a +8 success.
Snub pistol rounds available at TL12 that are tailored to disable robots. These can be bought for ten times the cost of normal snub pistol rounds. They send an electrical pulse - an EMP effect at random frequencies, voltages and so on - through the target. These are as follows:
Weapon | Ammo Notes |
Rounds | Pen/ Atten |
Damage | Max Range |
AF Targets |
Danger Space |
Signature | Recoil | Difficulty As |
Snub Pistol | Anti-Robot | As Snub Pistol | 6/- | 1 | As Snub Pistol | - | - | As Snub Pistol | As Snub Pistol | Handgun |
In addition to this, when they hit a robot, regardless of its armour they scramble its internal circuitry for a number of rounds equal to the amount to-hit roll was made by. During this time it cannot move or act. If the robot was moving when it was hit then it falls over until it recovers. After this robot readjusts/reboots itself and begins to act normally again. If a marginal success is made the robot cannot act for the rest of the round, but will be fine the next round. Electronic circuit protection halves the damage and time the robot cannot act, rounding fractions down, to a minimum op the rest of the current round.
These rounds were created after an episode of my Traveller game in which robots the player characters had bought performed all the plot-related action in that session, and I decided it was time to do something about it...
Illumination rounds with an illumination radius of 10m at TL9, increasing by 2.5m per TL above that, are available for snub pistols at normal cost. All of these rounds delay the onset of illumination so that the firer is just outside the radius of illumination.
Vehicle Laser and Maser Communicators, and Ladar sensors, are quite powerful. Long-range communicators, in particular, can send a narrow beam across an entire star system and have it received and understood at its destination. As such it is not unreasonable to assume that they could be used as weapons. For game purposes they can do damage as per a laser rifle of the same TL.
Difficulty is as the Fire Control of the TL, +1 level of difficulty as they are not designed as weapons.
Attn is given by the number of range bands they can cover divided by 3, rounding up, so Attn = 2 for Distant/Very Distant, 3 for Regional/Continental, 4 for Extreme Orbit/Interplanetary, 5 for System.
As for communicators, Vehicle Active EMS or Radar sensors are quite powerful, with long-range system being able to pick up targets out to Far Orbit range. Thus it is again not unreasonable to assume that they could be used as weapons. For game purposes they inflict damage as Pen/Attn = 4/1, with a danger space of 10, tripled per range band over Short.
Difficulty is as the Fire Control of the TL, +1 level of difficulty as they are not designed as weapons.
Damage is determined by sensor range and is 1 for Short, 2 for Very Distant, 3 for Regional, 4 for Continental, 5 for Planetary, 6 for Far Orbit.
Foils are usable in zero-G with no penalty; that is they do not suffer the +1 difficultly penalty other melee weapons suffer in zero-G.
Non-hardpoint weapons on starships can be made concealable for double weight, volume and cost.
All handguns and rifles at TL11+ are made of crystalliron and so are one third the weight and volume of their TL10- counterparts, though of course the length of a rifle barrel and so on would be unaltered. While the shells of melee weapons become made of very strong but light material at TL11+, becoming almost unbreakable and un-bluntable in the process, they retain a core of normal metal to maintain their inertia, as well as mass, volume and price, of their lower TL counterparts.
High explosive starship missiles are considered HEAP warheads. They have the following statistics:
Weapon | Ammo Notes |
Rounds | Pen/ Atten |
Damage | Max Range |
AF Targets |
Danger Space |
Signature | Recoil | Difficulty As |
TL8 Starship Missile | HE | 1 | 70/- | 500 | Extreme Orbit | - | 30 | High | Low | Gunnery |
TL13 Starship Missile | HE | 1 | 85/- | 500 | Extreme Orbit | - | 40 | High | Low | Gunnery |
Note that the listed signature value is for when the missile explodes; signature is Low when they are launched.
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Copyright © Tony Jones, 2008.
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