Supplement Four
SOC-14 5K
Note: My original idea was to include all T5 Fix ideas from myself and others in one thread, but in the light of a new morning, I see that there are so many issues and so much discussion that a thread like that would become unmanageable for a T5 Ref to navigate. So, I think it more appropriate that each Fix topic have its own thread. All are welcome to comment or post alternative ideas.
- AMMUNITION -
Problem: T5 doesn't track the use of ammunition. In the game, a character is always assumed to have enough ammo for the type of shot he is making. Thus, characters are allowed to fire so often that they could theoretically fire more ammunition than the character could possibly carry.
Solution: Every attack task is made with one die designated as the ammo die. This die will indicate if/when the character has emptied his weapon.
The Ammo Die: The Ref will assign a number (1-6) to the weapon based on the size of the weapon's magazine. When this number, or less, appears on the ammo die, the character has spent a magazine firing the weapon. AD=6 (6 on the ammo die) means that a magazine is emptied every time the weapon is fired (as with a single shot Derringer).
When assigning the AD number, the Ref should also consider that T5 uses an abstract combat round. Thus, during a round, a character could pull the trigger on this weapon several times. One attack does not mean necessarily mean that the weapon was operated only once. An attack throw can represent a single shot or multiple pulls of the trigger.
It is assumed that characters will conserve ammo as best they can, and thus, for many weapons, AD=1 is appropriate. This means that a character will empty his weapon when the ammo die lands on a 1 (regardless of whether the attack succeeded or not--bullets are still spent missing the target).
If burst fire is used, then increase the weapon's AD code by +1. If Full automatic fire is used, then increase AD by +2. See page 256 for a description of Burst and Fully Automatic fire.
Thus, with many weapons a roll on the ammo die means:
1 = Replace Magazine
2 = Replace Magazine if Burst Fire used.
3 = Replace Magazine if Full Fire used.
4 = Magazine not emptied.
5 = Magazine not emptied.
6 = Magazine not emptied.
Weapons with large magazine capacity are typically capable of Burst or Full Fire only. With a large capacity weapon that is capable of Single Fire, the Ref may assign the AD=0 code, which means, as long as the character fires the weapon in Single Fire mode, he will not have to replace the magazine during the combat. The rule for Burst Fire (+1 AD) and Full Fire (+2 AD) are used, though.
Optional Rule: Multiple Magazines.
Since we are dealing with an abstract combat round that can be fairly long in length (averages one minute), a character could only fire his weapon once, or he could fire the weapon multiple times, then reload the weapon, then fire the weapon some more, reload again, and fire some more. Conceiveably, a character could burn through several magazines in a single combat round. This optional rule accounts for those occurences.
When ever the ammo die both indicates a magazine is emptied and that die is matched by one or more dice on the attack throw, then a magazine is used for each matching dice.
For example, consider an automatic pistol rated at AD=1. Single Fire is used, and on the attack throw, the result is 1ad, 1 with a "1" on the ammo die. This means 2 magazines have been used up that combat round.
Weapon Ammo Capacity: Weapons in T5 are not listed with magazne capacity as with other editions of Traveller. Turn to page 248. There, you will see some example magazines for various weapons. Using the examples as a baseline, the Ref extrapolates and determines the magazine size of any weapon. Using this information, the Ref can then determine the weapon's AD code.
Examples
Rifle pictured on page 241 uses a 30 round magazine. See example E on page 248.
The TL 12 Gauss Rifle pictured on page 246 uses a 100 round magazine. See example R on page 248.
The ImP-6 shown on page 244 is also known as a "staple gun". It uses a 200 round magazine. See example S on page 248.
The TL 11 Precision Hunting Carbine shown on page 245 uses a 200 round magazine. See example L on page 248.
Some weapons with listed magazine size are shown on page 236.
Note: Many weapons can be fitted with different size magazines. On page 248, a 10 round, 20 round, and two 30 round magazines are pictured for the 8mm Battle Rifle. A weapon's AD code can change depending on the size of the magazine used.
Magazine Weight: As with magazine capacity, the Ref will determine the weight of a weapon's magazine (used when calculating character load) by extrapolation and comparison of the images on page 248. I will give you a couple of benchmarks below. Studious Refs may notate each of the page 248 examples with actual mass in kg.
Page 248 Benchmarks
Example A = 1/1
Example D = 2/1
Example H = 3/1
Example N = 2/1
Example P = 1/1
Example Q = 1/2
Magazines per kg. Example A means that 1 magazine weighs approximately 1 kg. Example H means that 3 magazines weigh about 1 kg. Example Q means that 1 magazine weighs about 2 kgs.
Note that the magazine in the weapon is not counted. Its mass is considered in the mass of the weapon. When figuring magazine weight, only consider the number of extra magazine the character is carrying.
Special Note For Some Single Shot Weapons: Some weapons will not need an AD code. For example, it will be easy to keep track of how many 4cm grenades are fired from the underbarrel of an ACR. Some shoulder fired missiles are single use weapons. The Ref will decide which weapons fall into this category.
Weapon LongName and AD Code: Once the Ref decides on an AD code for a weapon, record it in the weapon's LongName for further game reference. The AD Code becomes part of the weapon's description. Also list the weapon's magazine capacity. See page the description of a weapon's LongName on page 242.
- AMMUNITION -
Problem: T5 doesn't track the use of ammunition. In the game, a character is always assumed to have enough ammo for the type of shot he is making. Thus, characters are allowed to fire so often that they could theoretically fire more ammunition than the character could possibly carry.
Solution: Every attack task is made with one die designated as the ammo die. This die will indicate if/when the character has emptied his weapon.
The Ammo Die: The Ref will assign a number (1-6) to the weapon based on the size of the weapon's magazine. When this number, or less, appears on the ammo die, the character has spent a magazine firing the weapon. AD=6 (6 on the ammo die) means that a magazine is emptied every time the weapon is fired (as with a single shot Derringer).
When assigning the AD number, the Ref should also consider that T5 uses an abstract combat round. Thus, during a round, a character could pull the trigger on this weapon several times. One attack does not mean necessarily mean that the weapon was operated only once. An attack throw can represent a single shot or multiple pulls of the trigger.
It is assumed that characters will conserve ammo as best they can, and thus, for many weapons, AD=1 is appropriate. This means that a character will empty his weapon when the ammo die lands on a 1 (regardless of whether the attack succeeded or not--bullets are still spent missing the target).
If burst fire is used, then increase the weapon's AD code by +1. If Full automatic fire is used, then increase AD by +2. See page 256 for a description of Burst and Fully Automatic fire.
Thus, with many weapons a roll on the ammo die means:
1 = Replace Magazine
2 = Replace Magazine if Burst Fire used.
3 = Replace Magazine if Full Fire used.
4 = Magazine not emptied.
5 = Magazine not emptied.
6 = Magazine not emptied.
Weapons with large magazine capacity are typically capable of Burst or Full Fire only. With a large capacity weapon that is capable of Single Fire, the Ref may assign the AD=0 code, which means, as long as the character fires the weapon in Single Fire mode, he will not have to replace the magazine during the combat. The rule for Burst Fire (+1 AD) and Full Fire (+2 AD) are used, though.
Optional Rule: Multiple Magazines.
Since we are dealing with an abstract combat round that can be fairly long in length (averages one minute), a character could only fire his weapon once, or he could fire the weapon multiple times, then reload the weapon, then fire the weapon some more, reload again, and fire some more. Conceiveably, a character could burn through several magazines in a single combat round. This optional rule accounts for those occurences.
When ever the ammo die both indicates a magazine is emptied and that die is matched by one or more dice on the attack throw, then a magazine is used for each matching dice.
For example, consider an automatic pistol rated at AD=1. Single Fire is used, and on the attack throw, the result is 1ad, 1 with a "1" on the ammo die. This means 2 magazines have been used up that combat round.
Weapon Ammo Capacity: Weapons in T5 are not listed with magazne capacity as with other editions of Traveller. Turn to page 248. There, you will see some example magazines for various weapons. Using the examples as a baseline, the Ref extrapolates and determines the magazine size of any weapon. Using this information, the Ref can then determine the weapon's AD code.
Examples
Rifle pictured on page 241 uses a 30 round magazine. See example E on page 248.
The TL 12 Gauss Rifle pictured on page 246 uses a 100 round magazine. See example R on page 248.
The ImP-6 shown on page 244 is also known as a "staple gun". It uses a 200 round magazine. See example S on page 248.
The TL 11 Precision Hunting Carbine shown on page 245 uses a 200 round magazine. See example L on page 248.
Some weapons with listed magazine size are shown on page 236.
Note: Many weapons can be fitted with different size magazines. On page 248, a 10 round, 20 round, and two 30 round magazines are pictured for the 8mm Battle Rifle. A weapon's AD code can change depending on the size of the magazine used.
Magazine Weight: As with magazine capacity, the Ref will determine the weight of a weapon's magazine (used when calculating character load) by extrapolation and comparison of the images on page 248. I will give you a couple of benchmarks below. Studious Refs may notate each of the page 248 examples with actual mass in kg.
Page 248 Benchmarks
Example A = 1/1
Example D = 2/1
Example H = 3/1
Example N = 2/1
Example P = 1/1
Example Q = 1/2
Magazines per kg. Example A means that 1 magazine weighs approximately 1 kg. Example H means that 3 magazines weigh about 1 kg. Example Q means that 1 magazine weighs about 2 kgs.
Note that the magazine in the weapon is not counted. Its mass is considered in the mass of the weapon. When figuring magazine weight, only consider the number of extra magazine the character is carrying.
Special Note For Some Single Shot Weapons: Some weapons will not need an AD code. For example, it will be easy to keep track of how many 4cm grenades are fired from the underbarrel of an ACR. Some shoulder fired missiles are single use weapons. The Ref will decide which weapons fall into this category.
Weapon LongName and AD Code: Once the Ref decides on an AD code for a weapon, record it in the weapon's LongName for further game reference. The AD Code becomes part of the weapon's description. Also list the weapon's magazine capacity. See page the description of a weapon's LongName on page 242.