• 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.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Question: What is the 'pull' on a weapon's trigger?

Anton

SOC-11
Hi,

One of my player's has managed to get his character psionically trained and has the Telekinesis sphere.

As I can foresee (I'm psionic too!) likely events, I'm wondering - what is the "pull" on the trigger of various types of gun - pistol, shotgun, SMG, etc.? I.e., would he be able to use his telekinesis to flick off the safety and pull a trigger?

I'm assuming IMTU that things like laser pistols and laser carbines are really just switches and effectively have no pull. Would a gauss rifle have one, though?

Cheers,

Anton
 
All switches (including the mechanical switches called "triggers") have some resistance to prevent accidental initiation. So weapon triggers will be in the range of 5-20 Newtons. The same as the "weight" of a 0.5-2 Kg pull.
(Less than 0.5 Kg is a hair trigger, more than 2 Kg is unworkably stiff)
 
Ave trigger pull is about 2lbs with 3lbs being firm.

Some go as high as 5lbs but that really makes it a hard pull.

Less than 1lb though you will be accidently setting off the weapon with bumps, brush and possibly high winds.

Dave
 
The trigger pull can also depend on whether or not the weapon is cocked depending on the action. For example, if a Walther P99 isn't cocked, the trigger pull is long and hard. After being fired (or cocked), the trigger pull is fairly short and light.

Ron
 
Reminds me of the Zhodani weapons I created once with psionic safety switches -- you could only disengage the safety and fire the weapon if you had TK ability. Drove my players crazy when they found them in the middle of a Zhodani base, then tried to use them to fight their way out.
file_23.gif
 
DaveChase and I agre, except that I used metric.

As Ron points out a double action trigger is much heavier, IIRC 5-10 lb (2.5-4.5 Kg).

Andrew, the only problem with ejecting the magazine is that there is a round up the spout and some weapons don't have magazine safeties.
 
Originally posted by Andrew Boulton:
My standard TK trick is to press the magazine release switch...
[QUOTE}Originally posted by Paraquat Johnson:
Reminds me of the Zhodani weapons I created once with psionic safety switches -- you could only disengage the safety and fire the weapon if you had TK ability. Drove my players crazy when they found them in the middle of a Zhodani base, then tried to use them to fight their way out.[/QUOTE]

Andrew and Paraquat, you are both eveil, evil men. I like :)

Thanks to everyone who answered,

Anton
 
Andrew, the only problem with ejecting the magazine is that there is a round up the spout and some weapons don't have magazine safeties.
True, but he'd better make that single shot count...

The surprise of the mag falling out and bouncing off his foot usually gives me the initiative.

I usually combine it with flicking the safety on. Of course, if it's a gauss weapon then ejecting the mag also ejects the battery.

If I'm feeling really evil, I just squeeze his carotid artery.
 
Hello.
Or if you're truely evil and it's a player character, break a blood vessel in the brain that controls the motor function for the gun side of the body, This will stop him shooting and will totaly demoralize the players, when they escape and return to the ship/civilization the damage can be repaired easily, With only a hatred of psionic's remaining.
Bye.
 
Originally posted by Uncle Bob:
All switches (including the mechanical switches called "triggers") have some resistance to prevent accidental initiation. So weapon triggers will be in the range of 5-20 Newtons. The same as the "weight" of a 0.5-2 Kg pull.
(Less than 0.5 Kg is a hair trigger, more than 2 Kg is unworkably stiff)
It will depend on the trigger. Some spread the pull over a distance. Consider that the typical revolver has a total pull weight of 8-12 lbs - that's well into your 'unworkably stiff' range and yet most revolvers are quite workable.

Older, open bolt SMGs often have an even heavier trigger. Many military rifles are in the order of 5-10 pounds (The HK G-3 can be dropped from a height of 10 meters with the safety off and not fire)

Come to think of it, the only weapons with a 0.5 to 3kg trigger are typically commercial hunting or target rifles. And now, thanks to our litiginous society, most of them have a pull in excess of 5 lbs.

The stock Glock automatic has a trigger pull regulated at 5.5 lbs (2.5kg) The NY State Police trigger is 8, and the NYC trigger is 12 (designed to duplicate the pull of the older S&W Mod 10 revolvers).

I think it would be more correct to say that the typical trigger puls is anywhere from 5-10 lbs (2.3-4.5kg)
 
Originally posted by Zutroi:
Don't worry about him pulling triggers. Worry about him pulling PINS
Considering how much force it takes to pull the pin on a grenade (tip: don't try this with your teeth), it would be far easier for a psionic to just pinch off your carotid arteries.
 
Psionic carotic artery choke? Shades of Darth Vader, isn't it? Trigger pull varies depending on weapon, the average double action semi auto pistol runs between 8 and 15 pounds, depending on make & model. AR's like the M16 are lighter than that, 5 to 7 pounds.
 
Originally posted by Zutroi:
Don't worry about him pulling triggers. Worry about him pulling PINS
file_23.gif
Oh, c'mon... I've been roleplaying for years! I still remember chargen sessions in 1st-ed Paranoia, where when a player went "Woo-hoo!" you just knew that s/he had rolled 'Telekinesis' as their Secret Mutant Power
file_23.gif


Suffice it to say the only time that the party will be running into enemies armed with grenades is when I want them to have a quick victory in order to find a clue or somesuch
toast.gif


Cheers,

Anton
 
If I was that TK I'd carry round a few 500g blocks of C4, plus a few spare detonators.

Whack - block of C4 and then trip the det next round. Or if there are explosives about then just the detonators will do.

Tim
 
Allowing psi is one thing, but allowing TKers to do "anything" with it is inviting the munchkins to take over. Think of Darth Vader as being the most powerful psi ever in a 20,000 year milieu where only 1 in several million have any psi powers.

A good way to moderate psi powers is to picture them as some unusual task. For example, TKing an object should be comparable to trying to balancing it on a jet of water. You don't have a "grip" on it, you're just pushing it with a force of limited control.

Go ahead, try to pinch that guy's carotid. He feels an odd pressure against his neck, but it isn't concentrated in a small area or like pressure from a hard object. He can disturb the PC's "aim" or "contact" by moving, covering the area with his hand, etc. Pressing hard enough to diminish bloodflow would be more likely to topple the target unless constrained (in a pilot's chair, held against a wall by another character).
 
Originally posted by Straybow:
A good way to moderate psi powers is to picture them as some unusual task. For example, TKing an object should be comparable to trying to balancing it on a jet of water. You don't have a "grip" on it, you're just pushing it with a force of limited control.

Go ahead, try to pinch that guy's carotid. He feels an odd pressure against his neck, but it isn't concentrated in a small area or like pressure from a hard object. He can disturb the PC's "aim" or "contact" by moving, covering the area with his hand, etc. Pressing hard enough to diminish bloodflow would be more likely to topple the target unless constrained (in a pilot's chair, held against a wall by another character).
Personally, I like this model. I've always though psionics were too powerful. IMTU, a TK who can pick up a shiot glass is 'powerful'.

IYTU, it seems you can't pinch someone's carotid, but you could psionically 'kick them in the bollocks'
 
Back
Top