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Tactical Weapons Kit

ChalkLine

SOC-11
This is a suite of add ons to make personal weaponry more capable in small unit combat. It includes;

- Multispectrum tactical spotlight.
A small, intense narrow beam spotlight. A ring on the outer lense allows the filters to change the beam from IR though the visible spectrum to UV.
Effects: Enhances IR viewing, eliminates some target minuses.

- Rapid Aquisition Laser Spot
A narrow laser that illuminates targets at close range. This allows for rapid aquisition at short ranges in difficult vision conditions. The frequency of the laser depends apon the vision equipment used to view it; ruby lasers are used with the naked eye, x-ray lasers are used with special targetting optics and so on.
Effects: Posititive modifiers to aquisition speed and shot at short distances.

- IFF Warning system.
This is a transponder unit that identifies when the weapon is pointed at a unit carrying a or consisting of a unit emitting a friendly IFF signal. This signal may be an audible, visual or other alarm or may render the weapon temporarily safe until the weapon is no longer aiming at the IFF.
Effects: Eliminates negative modifiers in confused firefights.

- Electronic Sight.
A ruggedised version of the electronic sight in the kit list. This usually has the same vision capabilities as the electronic binocular equivalent of the tech level it is bought at. Higher tech level sights will display their read outs on a HUD in the soldier's helmet.
 
nice, Cyberpunk 2020 offers many items too, and most fit within the Traveller paradigm without being too over-the-top.

what's your opinion on a type of IFF for the firer ? I've seen "recognition rings" on TV that prevent the weapon from being fired by anyone but the ring's wearer. some game systems offer a "sensor grip" that tells who's gripping the weapon, but that seems far-fetched to me.

anyway, keep it up.
 
Ahh! I've been caught out. I'm a keen Cyberpunk2020 player, and I use it to run 2300ad as a campaign extension.

Given the common useage of snub pistols, carbines and shotguns in ship's lockers, I can see them being linked to crewmember IDs as a safety and security exercise.
 
Ahh! I've been caught out. I'm a keen Cyberpunk2020 player, and I use it to run 2300ad as a campaign extension.

Given the common useage of snub pistols, carbines and shotguns in ship's lockers, I can see them being linked to crewmember IDs as a safety and security exercise.

no more like I'm just coming on to the setting :p

I bought CP2020 a while back, but never really got into it. I finally pulled it out last year and found that despite it not being the prettiest RPG book I own, it's a pretty good system and writing. I've recently acquired "Listen Up You Primitive Screwheads" (LUYPS) and "Chrome Book I" and downloaded "Solo of Fortune" off the web.

LUYPS referred to playing CT at least once, so I knew it couldn't be all that bad. ;)

anyway I'm enjoying your postings so keep it up.

FYI -- JTAS #22 offers computer implants if you want to add in the occaisional Smart Gun or computer interface implant.
 
One of the ideas from universes with some Cyberpunk Elements, including 2300A D and 2320, that I have adopted to Traveller is the implanted RFID-style chip. Very short range it serves as a permanent ID-card. The ships computer can scan this card and open hatches etc. based on programmed guidelines.

The one thing from 2300AD I generally adopt to most SciFi games is the implanted sub-coutanous radio. Very short range (around 1km max) and allowing for sub-vocalisation it's not true cyberware. Again quite useful in ships, capabel of connecting to a mobile phone system.

And it solves the "TNG problem", the question of "How do you use the Counselers Com if yours is broken and she is semi-concious? And keep your vital parts intact if she wakes up during the process?"
 
One of the ideas from universes with some Cyberpunk Elements, including 2300A D and 2320, that I have adopted to Traveller is the implanted RFID-style chip. Very short range it serves as a permanent ID-card. The ships computer can scan this card and open hatches etc. based on programmed guidelines.

The one thing from 2300AD I generally adopt to most SciFi games is the implanted sub-coutanous radio. Very short range (around 1km max) and allowing for sub-vocalisation it's not true cyberware. Again quite useful in ships, capabel of connecting to a mobile phone system.

And it solves the "TNG problem", the question of "How do you use the Counselers Com if yours is broken and she is semi-concious? And keep your vital parts intact if she wakes up during the process?"

yeah, nice. I use the "pet implant" which is a low RF and you pass your hand over the scanner on the doorway to get access (or haul the unconscious body of the crewman up to it :rofl:) sorry, bad joke.

I've toyed with clip on tags for starports too (these have a life span of 24 hours tops) to keep track of travellers or to assist them, as they make their way thru checkpoints. "Sorry, you're going the wrong way" of course that might be the plan :)

Same with Facial Recognition for the tarmac security. Cams can locate non-employees and then the overseer can determine if they're violating some protocol or something or just see off loved-ones.

I think the Traveller-Wiki offers "Comm-dots" which is similar with your tiny comm implants. http://traveller.wikia.com/wiki/Commdot

I know GURPS offers mastoid implants with similar ranges.

Hope I didn't derail this thread too far.
 
yeah, nice. I use the "pet implant" which is a low RF and you pass your hand over the scanner on the doorway to get access (or haul the unconscious body of the crewman up to it :rofl:) sorry, bad joke.

I've toyed with clip on tags for starports too (these have a life span of 24 hours tops) to keep track of travellers or to assist them, as they make their way thru checkpoints. "Sorry, you're going the wrong way" of course that might be the plan :)

Same with Facial Recognition for the tarmac security. Cams can locate non-employees and then the overseer can determine if they're violating some protocol or something or just see off loved-ones.

I think the Traveller-Wiki offers "Comm-dots" which is similar with your tiny comm implants. http://traveller.wikia.com/wiki/Commdot

I know GURPS offers mastoid implants with similar ranges.

Hope I didn't derail this thread too far.

The CommDots could be used as a "enabling ring" for owner/crew only weapons, they are basically Travellers version of BlueTooth systems ;)

And hauling a knocke out crewman around is a lot better than the "Demolition Man"/"Simon Phoenix" method of Scanner duping.

Mellow greetings citizen.
 
The CommDots could be used as a "enabling ring" for owner/crew only weapons, they are basically Travellers version of BlueTooth systems ;)

And hauling a knocke out crewman around is a lot better than the "Demolition Man"/"Simon Phoenix" method of Scanner duping.

Mellow greetings citizen.

:rofl:

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So what are the Regs?

What are the standards for Travellers and Cybernetics in the 3rd Imperium generally?

Our own TL 8 Planet Earth (Old Terra) is getting close to augmenting humaniti very soon, and in fact there are student and some profs doing the augment thing right now. While, peeps may think that is weird, look around at all the electronics being used right this minute. (It's OK, I'll wait...*waits*) See what I mean?

So, taking that and the Long Night in to account, the Imperium should be at the TL and Social Level to have augmented/implanted Citizens. Does it, or have the Accords and robophobia caused a severe back lash at cybernetics as it did for AI and Psionics?

Curious.
 
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