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CT Generic Weapons

Most weapons in CT (all in LBB 1-4) are generic weapons. By that, I mean, the stats are given for an assault rifle and not an M-16 or AK-47.

In supplements and adventures, there are examples of specific weapons, and later Traveller editions show weapons of a specific type.

What I'd like to see more of are specific weapons. And, to differentiate the weapons from the generic ones, the weapon stats can be slightly altered. We've got plenty of weapon stats to play with--to make a weapon different but not overpowered for its class.

For example, Aramanx in the Aramis subsector of the Spinward Marches is TL 6, balkanized, and on the edge of war. Well, maybe one of those countries on Aramanx (especially the one secretly backed by Sternmetal) makes a superb sniper rifle. Take a regular rifle, add a scope, and then give the weapon a +1 DM Long, and Very Long range.

Viola, you've got a TL 6 Lovrenyian-made sniper rifle with stats (scope included):

Close: -4
Short: +1
Medium: 0
Long: +4
Very Long: +2



The Lanaxians, on Aramanx, on the other hand, are known for their small unit tactics and have developed an smg using a slightly bigger slug than normal, giving the weapon a bit more stopping power, but with increased recoil.

Damage for this weapon is: 3D + skill damage. Req. DEX 8 or -3; Adv. DEX 10 for +2.



In campaigns, GMs can make certain weapons manufacturers, countries, worlds, or races known for specific types of weapons and equipment.

For example, weapons from Aramanx may become known as the best slug throwers in the subsector (due to the conflict brewing on that world).

This can even effect trade--where weapons from Aramanx command a higher price than the generic weapon of that type.


Just...thoughts for spicing up a campaign.
 
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