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Classic Traveller Referee Screen Sheets

Based on your post, they will be using 9mm Rimmed cartridges, which would approximate the .38 Smith and Wesson, or possibly the .357 Magnum.

Revolver (1000 grams loaded; Cr155; TL 4): An older variety of handgun, the revolver fires 9mm bullets with characteristics similar to those fired by the automatic pistol, but not interchangeable with them. No magazine is used: six cartridges are inserted into the revolver individually. Reloading takes two combat rounds, or one combat round if the individual foregoes the benefit of evasion.

Length: 200mm (some versions may be shorter or longer). Weight, unloaded: 900 grams (weight of six cartridges: 100 grams). Base price: Cr150 (six cartridges cost Cr5).

When it comes to weapons, I tend to be a stickler for detail. My apologies.
 
Based on your post, they will be using 9mm Rimmed cartridges, which would approximate the .38 Smith and Wesson, or possibly the .357 Magnum.



When it comes to weapons, I tend to be a stickler for detail. My apologies.

Probably the .357 load. That's the chambering I've seen shotshells for.

After all the .38 is 9.65mm. (But also the lower energy shell.)
 
When it comes to weapons, I tend to be a stickler for detail. My apologies.

Dude! No need to apologize! We're all interested in different things, we all focus our RPG experiences in different ways.

The significance of the rounds as described in Book 1 is that some cartridges can be traded between weapons and some can't. That's significant in issues of load out, one PC running out of ammo and being able to grab some from a companion or not, a companion falling and leaving ammo behind, and so on.

On p. 43 of the 1981 edition of the rules, anyone who is interested in such matters can find the following:
ANTIQUE EQUIVALENTS
Most of the gun weapons described above are based on weapons available in the 1980s. While technology will certainly progress in the centuries that come, it will also remain a fact that one of the surest ways to injure or kill an adversary is to subject him or her to a large dose of kinetic energy; the simplest way to deliver that energy to someone is with bullet impact. The guns noted below are used as the basis for the weapons described, although some changes have been made in weight and power. Individuals interested in more information on the capabilities and parameters of the weapons can use this information as a springboard.

Body Pistol: Equivalent to the Walther PPK .380 or the OMC .380 Back-up.
Automatic Pistol: Equivalent to the Smith & Wesson Model 59 9mm or the
Auto-Mag .44 Magnum.
Revolver: Equivalent to the Smith & Wesson Model 66 .357 Magnum.
Carbine: Equivalent to the Ruger 5.56mm Mini-14 or the Armalite 5.56mm Ar-180.
Rifle: Equivalent to the Springfield 7.62mm MI4 Rifle or the Belgian FN FAL 7.62mm Rifle.
Automatic Rifle: Equivalent to the full automatic versions of the rifles mentioned above. The belt-fed automatic rifle is equivalent to the Russian DShK in rifle caliber.
Shotgun: Equivalent to the Remington MI 100.
Submachinegun: Equivalent to the British Sterling 9mm L2A1, or the Israeli
9mm UZI.

Some weapons such as the laser rifle and laser carbine are not currently available.

Referees may feel free to create other weapons to suit the needs and desires of
their own campaigns.

For me, that will be enough info.
 
Are the 9mm cartridges rimmed, or are you having your players use half-moon clips, like the .45 revolvers using the .45 ACP cartridge had to use in World War 1? So many of them were made that the cartridge makers came out with the .45 Auto-Rim cartridges for them.

I imagine they're the ones from the white boxes that have "9mm cartridges" on them.
 
The PCs will be using 9mm cartridges in their revolvers. I have no idea what kind they are. All I know is this, from Traveller Book 1, Character and Combat

wow. when you say you stick to lbb1-3, you're not kidding are you.
 
Dude! No need to apologize! We're all interested in different things, we all focus our RPG experiences in different ways.

The significance of the rounds as described in Book 1 is that some cartridges can be traded between weapons and some can't. That's significant in issues of load out, one PC running out of ammo and being able to grab some from a companion or not, a companion falling and leaving ammo behind, and so on.

On p. 43 of the 1981 edition of the rules, anyone who is interested in such matters can find the following:


For me, that will be enough info.

I should have taken a look at the rules. I am going back to the 1977 version myself, with some tweaks from latter versions. The Traveller Book does have Watercraft skills, which, being a naval historian and frustrated naval officer (I had to go Army because of eyesight), I like playing around in water. I just dug out my Sea Power II rules to use with all of my Axis and Allies ships and planes.

I am trying to work up a set of naval skills and ship building system for ships up to the present.
 
Probably the .357 load. That's the chambering I've seen shotshells for.

After all the .38 is 9.65mm. (But also the lower energy shell.)

The actual caliber of the .38 Special is .357, same as the Magnum. That is why you can shoot .38 Special rounds in the .357. The .357 cartridge is slightly longer than the .38 Special so it cannot be chambered in a .38 Special weapon. Properly placed, either will kill you just as dead.

One advantage to a revolver over a semi-automatic is the ability to load a wider range of bullet weights and types without having to worry about having the load safely and successfully operate the action.
 
I'm working off index cards nowadays, any form has to fit on that.

Hmm, maybe it would be worth working up a printable template and print over the index cards.
 
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