• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.

Andramada Guns

I've been wondering on how to make the weapons for the show Starship Andramada fit into Classic Traveller. Some of the weapons are: a triple barlled Guass gun a normal Guass gun and my faverite the force lance. Thank you for any help
.
 
The force lance is going to give you some problems if you use Traveller type tech. The extension staff and shock capabilities are simple enough, but being able to fire a huge supply of effector drones, or plasma bursts is a bit dicey. Granted that the effectors are supposed to be microscopic... but I just can't see them being able to pack enough whallop for macroscopic objects without some serious change in the tech.

So, If you're modeling them in Traveller terms, I would consider the weapon to be a hardened laser carbine or rifle, with stun/shock wand capability. (OK, a REALLY hardened laser, considering that you're going to be bashing people with it.) Stats would be as follows:

Force Lance MK I: TL-15 hardened laser/melee weapon. Cost: Cr10,000. Availability: Cat-5.

Compact mode:
baton, 2.5kg, 1d6 damage (bludgeoning). 45cm in length, 3cm in diameter.

Shock baton, uses one "shot" to deliver an electric stun charge (Fort save, DC20 or incapacitated for 3d6 turns, save takes 1d6 extra stamina damage only.) In any case, only the tip caps are charged and the user must take care not to shock him/herself when in use.

laser carbine: 3d8 damage, range 45m

Staff mode: 3cm diameter at middle, 1.5cm diameter at distal ends, with tips flaring back out to 3cm for the last 5cm.

weighted quarterstaff:
2.0m in length, mass unchanged. 1d6 damage, but with reach and considered to be a double weapon.

shock mode, as per above.

laser mode increased in range, but with no change in damage. Range is now 60m due to increased focal length.

Capacitor charge holds 20 shots. One shot will power the laser once, or one electric shock to the baton. Recharge and re-arming is per standard laser carbine, except for the lack of an external power supply. Force lances have a side mounted port which will accept power feed from the standard laser power packs. Users will often carry beltpacks for field recharges when on maneuvers.

The force lance can be set to register its user's bio-metrics and will deliver one charge per turn to an unregistered user until the capacitor is discharged or the user puts down the weapon.

Force Lance Mk II:

Same as Mk I, except can uprate the damage upon command to perform as a laser rifle. Uses an extra charge for laser mode.
 
Originally posted by James642:
I thought force lances were guass guns ( :confused: ).
They are, sorta. IIRC, the force lance can discharge plasma from one end, and effector drones from the other. It just made more sense to me (from a Traveller viewpoint) to suggest the laser instead.

As I said, the effector drones (smart microscopic bullets) used on the show are just plain too small to work for the force lance with the huge yield that they seem to have without a significant shift in the tech.

If you are going to run an Andromeda campaign (with all the Tech that it implies), you could just modify my comments by claiming that the staff has enough effectors in its ammo supply to produce a 20 shot magazine and keep the stats. Or you could generate a whole new set of stats to suit your fancy. If you dig around, I'm sure that there are valid stats for the thing somewhere.
 
Re: hardened lasers

I always figured that lasers became more robust as tech level increased. If they're pretty fragile at TL8 or 9 or whatever, they should be crowbar-tough at TL 14 or 15. After all, the makers have presumably had hundreds or thousands of years to improve quality, right?
 
Back
Top