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Small Arm Weapon List

jaz0nj4ckal

SOC-12
Folks:
I am looking for a list of small arm weapon. More specifically, I am looking for stats on weapons through the ages. Example: 1851 Colt Navy, Colt 1911 .45 ACP, M3 Grease Gun, Uzi, etc….

Is there a list for weapons of this type? I believe Mongoose Publishing has a list of weapons in the Supply Catalog; however, does Classic Traveller have something of the sort?




Thanks.
JJ
 
Folks:
I am looking for a list of small arm weapon. More specifically, I am looking for stats on weapons through the ages. Example: 1851 Colt Navy, Colt 1911 .45 ACP, M3 Grease Gun, Uzi, etc….

Is there a list for weapons of this type? I believe Mongoose Publishing has a list of weapons in the Supply Catalog; however, does Classic Traveller have something of the sort?

Thanks.
JJ

To the best of my knowledge, a list like that does not exist. I have probably pretty much a complete coverage in my personal library, if you have specific ones that you are looking for. I am working up a list of World War 2 and Korean War equipment for a supplement to Attack Squadron: Roswell, which will likely be of help when I get it done.
 
I think the closest you might come would be the equipment list in Striker, but it won't have "ancient" equivalents, I'm pretty certain.
 
I believe there are occasional references to modern firearms as they relate to Traveller arms, but I know of no definitive tables.
 
Folks:
I am looking for a list of small arm weapon. More specifically, I am looking for stats on weapons through the ages. Example: 1851 Colt Navy, Colt 1911 .45 ACP, M3 Grease Gun, Uzi, etc….

Is there a list for weapons of this type? I believe Mongoose Publishing has a list of weapons in the Supply Catalog; however, does Classic Traveller have something of the sort?




Thanks.
JJ
btrc's More Guns.
 
btrc's More Guns.

Hi Aramis,
Does that have stats for Classic Traveller? My main issue is getting the +/- against armor types and the +/- for ranges. I have a number of resources for small arms; however, what I lack is a clear cut way to transfer the information to Classic Traveller.

Thank you for the help
 
To the best of my knowledge, a list like that does not exist. I have probably pretty much a complete coverage in my personal library, if you have specific ones that you are looking for. I am working up a list of World War 2 and Korean War equipment for a supplement to Attack Squadron: Roswell, which will likely be of help when I get it done.

Currently I am looking for weapons from WW2, and Korea. I am drafting a world that is 1940-1959. I vision: , M1 Rifles, M2 Carbines, M3 Grease guns, STG44, Lee Enfield rifles, FN49, FAL, etc.

Thanks for the help
 
Folks:
...I am looking for stats on weapons through the ages. Example: 1851 Colt Navy, Colt 1911 .45 ACP, M3 Grease Gun, Uzi, etc….
I seem to recall a massive spreadsheet off the webs - but I'll have to do some more searching.

However, the section under Special Considerations and Antique Equivalents basically covers this. It should be a no brainer to come up with Base Weight, Ammo Weight, Rds/Clip and Length - just Google the weapon or use a 'small list' like http://en.wikipedia.org/wiki/List_of_firearms - and Google calc the metric conversions ;). For prices, just use or extrapolate from the 'equivalent' weapon from the Weapons and Equipment table. Bear in mind, given the discrete nature of D6 and the abstract combat mechanics, weapons are stat'ed generically. Note how damage for Body Pistols to SMGs, excepting Shotgun, are stated at 3D, despite some marked differences in ammo and munition velocity...

To be more 'precise', you might want to tweak some combat related DMs on the Weapons Table, Weapons Matrix, or Range Matrix, but, again the ranges available with D6 are rather limited for such 'simulation' parameters.

From examples:
1851 Colt Navy = Percussion Revolver, sans replaceable cylinder. [Base Weight = 1190 (42 oz); Ammo Weight = 5 (80 grains); Rds/Clip = 6 (IIRC); Length = 356 (14 in); Everything else = Revolver]

Colt 1911 = Body Pistol (~ semi-auto like Walther PPK)
M3 Grease Gun = Submachinegun.
Uzi = Submachinegun (is defined as the equivalent of an Israeli 9mm UZI).
 
I seem to recall a massive spreadsheet off the webs - but I'll have to do some more searching.

However, the section under Special Considerations and Antique Equivalents basically covers this. It should be a no brainer to come up with Base Weight, Ammo Weight, Rds/Clip and Length - just Google the weapon or use a 'small list' like http://en.wikipedia.org/wiki/List_of_firearms - and Google calc the metric conversions ;). For prices, just use or extrapolate from the 'equivalent' weapon from the Weapons and Equipment table. Bear in mind, given the discrete nature of D6 and the abstract combat mechanics, weapons are stat'ed generically. Note how damage for Body Pistols to SMGs, excepting Shotgun, are stated at 3D, despite some marked differences in ammo and munition velocity...

To be more 'precise', you might want to tweak some combat related DMs on the Weapons Table, Weapons Matrix, or Range Matrix, but, again the ranges available with D6 are rather limited for such 'simulation' parameters.

From examples:
1851 Colt Navy = Percussion Revolver, sans replaceable cylinder. [Base Weight = 1190 (42 oz); Ammo Weight = 5 (80 grains); Rds/Clip = 6 (IIRC); Length = 356 (14 in); Everything else = Revolver]

Colt 1911 = Body Pistol (~ semi-auto like Walther PPK)
M3 Grease Gun = Submachinegun.
Uzi = Submachinegun (is defined as the equivalent of an Israeli 9mm UZI).

Hi BytePro:
Thank you for your help. So, you are saying, "keep everything" pretty generic across the board when it comes to small arms, and only add touches of details? I was trying to build an entire list of weapons with all the +/- for armor and range; however, I never thought about keeping everything pretty standard with every weapon.

One thing, if all small arms are generic and stats are standard across the board – then there is no risk having players do the old “min/max” with weapons. OFF TOPIC – I know in other systems I had to keep a solid eye on the ammo my players used, since they min/max the weapons they carried.

Thanks for the insight and suggestions.
 
Hi Aramis,
Does that have stats for Classic Traveller? My main issue is getting the +/- against armor types and the +/- for ranges. I have a number of resources for small arms; however, what I lack is a clear cut way to transfer the information to Classic Traveller.

Thank you for the help

No. But it does for MT and TNE.

If you use Striker or AHL, then use the MT stats, and if Damage is >4, +1 wound shift.
 
You might want to look at this post I made awhile back:

http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=19453

It covers adding high tech options to existing CT weapons and might be helpful if you want to introduce some variety into the CT weapons list (without having to create new tables).

One thing you can do to easily add some variety is add some of the following options:

Cheap -- Gun is cheaply made. Cost -50%. On a natural "2" the gun jams. A character can try each turn to clear the jam -- 8+ (no DMs). If the weapon is not meticulously cleaned after a firefight, a jam occurs on a 2 or 3.

Inaccurate -- Gun is -1 to hit at medium range and further. Cost -25%.

Accurate -- Cost +50%. Gun is +1 to hit at medium range and further.

Short barrel -- no cost adjustment. Gun has shorter barrel, giving it +1 at close and short ranges; -1 at all other ranges.

Rugged -- Cost +100%. Weapon will almost never jam no matter how poorly it is maintained. Any time a malfunction would normally occur, a rugged weapon will work on a roll of 6+ on 2D.

Custom fitted-- Designed to fit YOU. +1 to hit if you fire it; -1 if anyone else fires it. Cost +300%.

Light -- weighs the same, but magazine has 50% more rounds. Cost +100%.

High powered -- Weapon can fire high powered ammo. Cost +200%. Ammo does +1 point per damage die. If firer STR is 8 or less, no to hit modifier (+1 vs all armor, but -1 at all ranges due to recoil). If firer STR is 9+, +1 to hit. High powered ammo is 3x the cost of regular a,mo. If fired in a regular gun, gun jams on a natural to hit roll of 4 or less. Use jam rules above. EDIT -- I'd also increase the gun's weight by 20%, to reflect heavier barrel and receiver.

You can add multiple features; just total the cost adjustments. Cheap and Rugged may not be combined. An ak-47 might be a Cheap assault rifle or carbine (unless you believe the legends about its reliability). An HK-91 would probably be a Rugged autorifle. An M-16 would be a Light assault rifle or carbine.
 
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Another way to add variety to CT weaponry without creating new tables is to subdivide weapons into specific makes and ammunition types. You can get carried away with this, of course, but this could intriduce some hassle for the players.

For instance, there could be numerous makes of Carbine. They all behave the same in the game, but parts are not interchangeable. So the barrel on an Instellarms C-22 will not fit the RugerKoch Mini-51.

You could also have several standard Carbine ammunition types. For instance:

7x34mm
9x40mm
5.5x40mm

All of these behave the same in the game, but a Carbine designed to fire one type of ammo can't fire any other type of ammo.
 
tbeard1999: Very cool suggestions! (Snagged!)

jaz0nj4ckal:
Glad to help - I think the 'generic' idea is what was intended.

The basic CT combat mechanics (no knowledge re: Striker) are pretty abstract - so most differentiation is in the description of the weapon and in the story telling of its effects. Rdns/clip is probably the most distinguishing, though sometimes a weapon would be slightly more and less effective at different armor/ranges - and I certainly wouldn't rule such out, especially in your setting. I used to list the full stats of the 'equivalent class' and underneath put any deviations on my 'weapons cards'. Made it easy to compare weapons and keep things 'balanced'. Players would just transfer the modified stats to their equipment list.

Given your setting, it would probably be fun to add mechanics to distinguish differences between say an M1 Carbine vs a Thompson vs an M50 in terms of jamming, repair, and such (ala tbeard1999).

BTW: http://en.wikipedia.org/wiki/List_of_World_War_II_firearms
 
The only 'Official' data that I know of for Classic Traveller is from The Traveller Book:

ANTIQUE EQUIVALENTS

Body Pistol :
Walther PPK .380.
OMC Back-up .380.

Automatic Pistol :
S&W Model 59 9mm.
Auto-Mag .44 Magnum.

Revolver:
S&W M66 .357 Magnum.
Colt Python .357 Magnum.

Carbine:
Ruger Mini-14 5.56mm.
Armalite AR-180 5.56mm.

Rifle:
[/B] Springfield MI4 7.62mm.
Belgian FN FAL 7.62mm.

Automatic Rifle:
Rifles in heavy barrel, full-automatic versions.

Shotgun:
Remington MI 100 12 guage.

Submachinegun:
UZI 9mm.
Sterling L2A1 9mm.

Which at least gives you some fixed data points for reference.
 
Currently I am looking for weapons from WW2, and Korea. I am drafting a world that is 1940-1959. I vision: , M1 Rifles, M2 Carbines, M3 Grease guns, STG44, Lee Enfield rifles, FN49, FAL, etc.

Thanks for the help

What you might want to think about is basing your damage on the ammunition fired, and then have a variety of weapons using that or similar ammo. For pistol, you would have the 9mm and the .45 ACP round, and that would cover submachine guns too. With rifles and carbines you would have a bit wider range, but not excessive.

Now, sporting rifles would be a bit more involved, as you cartridge range is quite a bit larger. For older weapons, say before 1900, you would need several possible tables.
 
@tbeard1999
I really like your ideas in post #11. I never thought about doing something like this. A friend showed me the Supply Catalog from Mongoose Publishing, and I was trying to reproduce what I saw in the book; however, I found it difficult.

I like your method better then what I was drafting.

In addition, what would you do with ammo? I read your post that you supplied the link to. Would you just keep AP ammo a +1, +2 to hit armor and a -1, -2 to damage?

thanks.
 
@tbeard1999
I really like your ideas in post #11. I never thought about doing something like this. A friend showed me the Supply Catalog from Mongoose Publishing, and I was trying to reproduce what I saw in the book; however, I found it difficult.

I like your method better then what I was drafting.

In addition, what would you do with ammo? I read your post that you supplied the link to. Would you just keep AP ammo a +1, +2 to hit armor and a -1, -2 to damage?

thanks.

Thanks for the kind words.

Given that CT's combat system is highly sensitive to modifiers, I think I'd treat AP ammo in a more nuanced way than I suggested before. I'd give it a +1 against mesh, cloth or combat armor only. Other armors are treated as no armor. I would not reduce damage; I don't think that there's a good argument for that. I would make AP ammo very expensive (4x normal cost) and illegal at law level 4+.
 
I suppose that we should also allow for some customization of armor types.

Armor Variations (available for Jack, Mesh, Cloth and Combat)

Cheap -- all weapons get +1 against it (add this to the normal armor modifier, so a revolver shooting at cheap cloth would be +1-3 or -2.) Cost -30%.

Excellent -- all weapons get -1 against it. Cost +300%.

Rigid -- Available for cloth, mesh and jack. Contains rigid plates. All weapons get-1 against it; cost +100%; weight +50%.

Tailored -- armor is custom fitted for you. Treat it as weighing 25% less when you wear it. Others treat it as weighing 25% more. Cost +200%.

Low Profile -- cannot be combined with Excellent. Available for cloth, mesh and jack. This is Excellent class armor that is very unobtrusive. Can be worn under normal clothes and no one will notice. Acts as normal armor. Cost +400%.

Light armor -- all weapons are +1 against it. Weighs 50% less.

Note that better types of armor will be far less common than cheap and standard quality.
 
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Another idea is to give weapons flaws. Some ideas:

--weapon cannot easily be fitted with a scope due to clumsy design. If a scope is fitted, it gets only half the normal bonus and the weapon is -1 at medium range due to interference with regular sights. See original Ruger Mini-14 for an example of a carbine that has that limit.

--weapon cannot be fitted with a bayonet or grenade launcher.

--weapon uses proprietary mounting system for accessories.

--magazines are hard to insert. When changing magazines make a 2D roll of 6+ to successfully change magazines. If you fail, you fail to insert magazine correctly and must try again next round.

--Gun requires special propellants or it can foul. Special ammo is 2-4 times cost and may not be available. Normal ammo can be used, but gun will act as a cheap gun when firing that ammo.

--Gun is poorly sealed against sand. In desert type environs, the gun is treated as Cheap. If it is also a cheap gun, it jams on a natural 2 or 3.

--Gun is poorly treated to withstand corrosion. After (say) 1-6 weeks in a humid environment, the gun is treated as Cheap. If it is also a cheap gun, it jams on a natural 2 or 3.

The presence of these flaws may not reduce the price of the weapon, unless the flaws are widely known. In that case, the price will drop 10-20%.
 
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