• 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.

CT Only: Rule of thumb for new weapons

jaz0nj4ckal

SOC-12
Folks:
This post is two parts.

I) Is there a rule of them that someone should use when creating new weapons or modifying weapons stats?

II) I wanted to build the HK MP7; however, I am currently just taking the stats for the submachine gun. It is wise or should I even worry about making new stats for weapons I want to seed my campaign with? Or should I just skin the MP7 to use the standard weapon stats?

Thank you
 
The CT gun stats are very much about summing up a lot of factors and making each weapon unique.

That being said, general classes of weapons would probably stay about the same.

The original CT description says the base SMG is modeled on the Sterling L2A1 or the Uzi. So, 9mm ammo, a LOT of it firing downstream.

Hmm, looking up the MP7, that's really tough to model by CT rules, cause 'to-hit' and penetration is wrapped up in one DM. Striker could handle this nuance better.

Hmm, reviewing the CT stats, SMG is in almost all ways better then Carbine, which is what that MP7 round is more like. That's the autofire baked in, again not exactly nuanced.

So I guess I would consider giving the MP7 basic SMG mods, a +1 against Mesh and Cloth and Carbine DMs at Long and Very Long range.

Almost would rather have a 2D damage and better armor pen sort of mix, theory being that round probably isn't like 9mm hollowpoint and it's not the first bullet that takes the target down it's the third one, but CT just ain't built that way.
 
Last edited:
Check out the "From The Management" section of JTAS #2. Loren takes you through on how to use existing rules to build new weapons. In the article, he builds a laser pistol.

Great read.
 
Sorry was away for work -

Thank you all for your posts and suggestions. I will look into JTAS #2, and review and play test what "Kilemall" provided.

thank you
 
Folks:
This post is two parts.

I) Is there a rule of them that someone should use when creating new weapons or modifying weapons stats?

II) I wanted to build the HK MP7; however, I am currently just taking the stats for the submachine gun. It is wise or should I even worry about making new stats for weapons I want to seed my campaign with? Or should I just skin the MP7 to use the standard weapon stats?

Thank you
It depends. When I used CT/Striker a lot, it was quite easy to come up with new weapon stats, and amongst other things a 'Tactical Pistol' (much the same as what you've described) is one of the things I came up with. There was much more as I was young and keen at the time. Now I'm older and wiser from having done a lot of Traveller house rules, designed other systems and sci-fi/space opera adaptations of other systems such as FATE.

Here are a few musings:

You probably don't need more than a dozen or two personal weapons in your whole game2 - perhaps more if you include hand-to-hand weapons or if larger support weapons are relevant to your campaign. If you design 100 subtle variations of different weapons you will wind up with ones that are just undifferentiated or slightly inferior versions of some preferred equivalent - and nobody will ever use them.

However, Rule of Cool still applies. If your players are inclined to gear-headedness you can do some items or variations for depth or flavour; an example of this might be a counter-sniper variant of an ACR that lacked the grenade launcher but worked better at range. OTOH, this sort of thing is a bit pointless unless it has some discernable effect on game mechanics. Whether you bother is really a function of whether your group is into that sort of thing. I've done this on plenty of occasions. Sometimes it gets used and sometimes it doesn't.

Think of the game balance. Building a weapon that is 'like a Gauss Rifle but awesomer'1 is counterproductive as a Gauss Rifle is already verging on overpowered in most versions of Traveller.

Think of the niches. What capabilities do you want in-game, for example:
  • Small, concealable handgun (e.g. body pistol)
  • Powerful handgun (e.g. magnum revolver)
  • Mainstream combat rifle (e.g. ACR or Gauss Rifle)
  • High penetration (e.g. laser rifle)
  • Everyman weapon (e.g. shotgun)
. . . and so forth. Think what you do and don't want, and the game balance issues. Decide on your preferred technologies and background and build stuff to fit these capabilities.3

1Yes, guilty as charged; I did an extended magazine variant that was even more overpowered. It lived on as a support weapon but got withdrawn. The same balance problem applies to snub submachineguns unless you nerf the effects of the HEAP round somehow.

2I've done a few games and campaign settings that were deliberately much more pulpy than the OTU, and I found that even with several parallel technologies - blasters, lasers, gauss guns, rocket guns, slug throwers etc - there are really only a dozen or two niches and it becomes difficult to think of reasons for many more different things to actually exist. In my experience this process tends to run out of steam at around 15-20 different types of firearms and a dozen or so hand to hand weapons. You can add more for colour but they tend to wind up being much the same as some other weapon.

3For example in some settings (e.g. Star Wars or Star Trek) blasters, phasers or some other technology is the mainstream rather than slug throwers as in the OTU. I've done settings like this on more than one occasions.
 
Last edited:
I'd look to see whether there was any significant contribution made by a new weapon. There are a lot of modern variations on, "throwing many light-caliber bullets down range in hopes of killing someone." They all do pretty much the same thing: they throw many light-caliber bullets down range in hopes of killing someone. The key real-world differences seem to be non-game characteristics such as how rugged something is in the field, how sensitive to fouling, how well or cheaply engineered, or some other such consideration. I don't think a civilization that has been playing with firearms for longer than we humans here have been playing with the wheel is going to have much doubt about what the ideal characteristics are in a given firearm, so I don't think we need to go after those characteristics in most cases.

On the other hand, there are "balance" characteristics that could be played with. SMG has a nice modifier but goes through its clip pretty quick. Maybe you want something with a lower rate of fire, sacrifice on the modifier a bit in order to make your ammo last longer. There could be a place for such a variant, provided it was different enough and useful enough.

Or, maybe you want something the game doesn't have, something historical or something that really stands out, like a .44 (11 mm) auto-mag, or a TL 5 anti-tank rifle (basically an LAG for the lower tech, with a bit less punch) or a machine pistol. (Think of an auto-pistol with a full automatic setting. Clever idea, but they went through their clip with dismaying speed and weren't as easy to control as the heavier SMG.)

Only real rule of thumb, other than it being reasonable, is that it be both different enough and useful enough that a society that had been using firearms for several thousand years might want to use it.
 
Have you looked at T5's GunMaker? You can make lots of weapon variations pretty easily with those rules. Especially if you use my iOS app. :)
 
Back
Top