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Musings on the humble ACR

There was an article in JTAS to militarise the accelerator rifle, and it became a standard weapon in MegaTraveller - the ARL: assault rocket launcher :)

T4's Emperor's Arsenal introduced snub smgs and the like - I have a memory of a MT article in Challenge that did the same thing.

What is really missing is the fusion of ACR, ARL and snub ammunition.
 
Taken from Freelance Traveller

Gauss Light Assault Gun-13:
An enlarged Gauss rifle intended to be carried by troops in Battle Dress, with twice the muzzle velocity and four times the weight. Primarily used at TL13-14 as an inexpensive rifle for Battle Dress; also used by non-powered troops as a replacement for the LAG-10.

My concept from May of last year;

http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=37695

I'm writing this response because to me it seems like weaponry for characters in Traveller goes from being lethal yet low powered in the form of assault rifles and laser carbines, to suddenly hyper-armored soldiers carrying around unlicensed miniaturized nuclear reactors in ungodly weapons.

It seems like there's many tech-steps missing from M16/M4 or AKs to Gauss and PGMPs/FGMPs.
 
Felt recoil is more affected by impulse - one of the advantages of the gauss rifle is you can accelerate the projectile along the entire length of the barrel rather than with an instantaneous explosive kick.

Since the original publication of FF&S, I have always taken the ACR to be a weapon that fires ETC (electrothermal-chemical) propelled rounds, that essentially do the same thing by electrical ignition of an expanding/continuously reacting chemical/plasma, generating much higher muzzle velocities without a significant increase in the instantaneous impulse "kickback".

This makes the weapon distinctive as well as more effective as a higher TL conventional slug-thrower.
 
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Mike It really appears we arguing at cross purposes here, in that you are arguing the singular listed item the Gauss Rifle is introduced at TL12. Which I don't disagree with you about.

The point I am making that there is definitely the possibility of electromagnetic propulsive devices available at earlier tech levels that have performance characteristics similar to the ACR. What I am not saying that Electromagnets are the sole solution in this broad class of weapons, but an additional option.

Traveller TL's are partially defined by energy density of storage medium...
transcribed from Striker Bk 4:
TLStoragePrice
81.25325
92.25375
103525
113.5675
124850
13103000
14155000
152510000
Storage is in MW⋅s/kg of battery.

Current real world high end runs 100 W⋅h/kg to 150 W⋅h/kg (depending upon a range of factors)...1 W⋅h/kg = 3.6 KW⋅s/kg
So 100 W⋅h/kg = 0.36 MW⋅s/kg

Tessla is pushing past those numbers - I've seen refs to 250 W⋅h/kg, and they are aiming for 1 KW⋅h/kg of charge. (1 KW⋅h/kg is 3.6 MW⋅h/kg) - TL 11.

In certain applications, capacitance banks have already exceeded that, but only on large scales and VERY short terms.

(The TL8 numbers are probably capacitance banks, not batteries, a subtle but important difference, as capacitance banks are designed for high load short use)

Note that Tesla currently has around 250 W⋅h/kg or 0.9 MW⋅S/kg – we're not even TL 8 yet for batteries – and that the effective penetration is mathematically derived - a useful no-backpack GR is about TL12 simply for energy issues, and because the defined energy needs true room temp superconductors.

https://electrek.co/2016/11/02/tesl...energy-density-cell-world-cheapest-elon-musk/
http://www.allaboutbatteries.com/Battery-Energy.html
 
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How many of y'all use all of the rules for zero-G combat presented in Book 4?

Both the Snub Pistol and the Accelerator Rifle are much scarier under those rules. One uses the best DM from Short or Medium range for all long range fire.

As for the Assault Rocket Launcher I always loved the weapon. Honestly I tend to use the GURPS Gyroc weapons as the model for it.
 
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