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Stat that Submachinegun

Blue Ghost

SOC-14 5K
Knight
Okay, continued from the superflashlight thread, I was really intrigued by the new design of that Kriss SMG. Largely because it seemed to use some of the then 1970's speculative recoil compensation technology.

How would this weapon manifest itself in the Traveller milieu?

Link; http://www.kriss-tdi.com/content/view/14/8/
 
I would treat it (in Megatraveller) as an SMG with a free, built-in Gyrostabilizer upgrade.

In Classic I would treat it as an SMG with a bonus to hit.

In both cases it would be lighter and smaller than a standard SMG.

The balance of mechanical forces on that weapon reminds me of the Italian pistol by Mateba. It's a revolver that throws the force onto the middle of the hand for greater accuracy. It does this by positioning the firing chamber in a lower-than-usual position, much like the Kriss, but it isn't nearly as fancy from a mechanical engineering perspective.
 
That makes sense.

When I was all geared up to do a Traveller mod for CSS I came across a Kriss skin/model, and it looked very futuristic (Traveller like). I thought I might mod its characteristics to reflect its accuracy in the game.
 
Can't we just assume that the Kriss is a natural product of TL advancement and simply built the weapon using those standards for weight and effectiveness? It's not like it's mechanical configuration and materials put it way out of line with other SMGs in game terms.

In a game like Shadowrun, Cyberpunk or Ninjas and Superspies, I can see giving the Kriss some major edge over weapons of a different design. But for Traveller, where advances like superdense and molecular-precision construction still have relatively minor effects on weapon effectiveness, I don't see the Kriss as worthy of a significant game bonus.
 
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Can't we just assume that the Kriss is a natural product of TL advancement and simply built the weapon using those standards for weight and effectiveness? It's not like it's mechanical configuration and materials put it way out of line with other SMGs in game terms.

In a game like Shadowrun, Cyberpunk or Ninjas and Superspies, I can see giving the Kriss some major edge over weapons of a different design. But for Traveller, where advances like superdense and molecular-precision construction still have relatively minor effects on weapon effectiveness, I don't see the Kriss as worthy of a significant game bonus.

If I was porting this gun over to Cyberpunk, I would consider it to have +1 accuracy & Standard relibility, with a 30 round magazine, doing 2D6+2 damage per round, though it's dependence on cased ammo, would make it cost wise a poor choice...
(In Cyberpunk, cased ammo is x3 cost of caseless ammo)
(Note: I just had a look at the Cyberpunk weapons book Blackhand's Street Weapons, & would consider the Kriss, statwise at least, the equivalent of the Militech 10 SMG....
Militech 10 SMG stats - SMG +1 J E 2D6+2 30 20 ST 200m Cost = €455).
 
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The KRISS smg doesn't represent any improvement recoil-wise over much simpler open bolt SMGs that were the standard prior to the MP-5. It's more marketing over substance.

Think open bolt pistol caliber SMGs have much recoil in the first place? Here's my 14 year old daughter shooting my PAWS ZX-5 SMG. (I'm the fat guy)

http://guntech.com/misc/smg.mov
 
Just to be devil's advocate here for a second, I believe the PAWS chambers 9mm. KRISS fires .45 calibre. I wonder if an open-bolt SMG firing .45 would be as forgiving...

Nevertheless, I stand by my previous statement. As far as Traveller is concerned, the KRISS is just an SMG.
 
Just to be devil's advocate here for a second, I believe the PAWS chambers 9mm. KRISS fires .45 calibre. I wonder if an open-bolt SMG firing .45 would be as forgiving...

Like the classic Tommy Gun? I don't think there'd be much difference. But I suspect Tod to know for sure :)

Nevertheless, I stand by my previous statement. As far as Traveller is concerned, the KRISS is just an SMG.

I can agree, and since you brought up the .45, would the Tommy Gun be just an SMG as well?
 
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