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CT Only: "The Miv" TL 9 B4-9v Machine Pistol

More reliable than inertial, use a laser ignition as part of the firing system; it avoids accidental triggering from drops/slams, too.
 
But laser or electrothermal (plasma) ignition fires off the round in the chamber, so we are back to having more recoil and no reason for the gauss rifle launcher for initial velocity.

Maybe the gauss coils can loft the round (since that's kind of what we want to reduce recoil to as close to zero as possible) out the barrel and then as soon as it leaves the muzzle the laser is triggered to fire the igniter on the rear of the rocket round? That eliminates the accelerometer.

Is that where you were going? It sounds complicated but a low power laser would also mean you could fire this thing with a decent ROF and little chance of a malfunction unless the laser failed or the feed jammed from a stovepipe or similar. No moving parts, no real heat or carbon build up. Basically the "gun" is just a coil gun barrel with a magazine feeding rounds up into the magnetic field.

In fact, if a side feed port is added to the receiver you could skip the magazine if you run out and just feed single shots in one at a time, ala Krag Jorgenson rifles, or use that to slip specialty rounds like less lethal, while still keeping a magazine of lethal rounds in the gun ready to go. Or vice versa: gas rounds in the magazine for crowd control, and if someone with a weapon pops up in the crowd, slip a live round into the gun through side ramp. A door on the side feed keeps out dust and bugs.

There would be some muzzle flip more than perceived recoil, but only on burst fire. And that's what zero-g combat skill is for. You could halve the character's skill in that for automatic fire to reflect the muzzle climb. On single shots the skill would be at full level.

Interesting.
 
BTW: I wouldn't make the melee weapons lighter. The increased speed and strength of the BD, including the weight behind the blow from the suit (you always put your weight into it unless you are using something like a rapier) will amplify the penetration and damage a lot and be the reason for the increase. If you make the weapon lighter, instead of heavier, then you not only give up much of the potential for the kinetic energy transfer into the target but also make it easier to break regardless of the material.

I would make the weapon, say a cutlass-y thing, denser for strength, and with the balance having more weight towards the tip than otherwise. This will increase the impact speed and energy. It wouldn't be easy to use with such an awkward balance unless you were in powered armor, but that adds to the mystique, too. Think of it being thicker, heavier, and with power-boosted strength behind it backed up with the mass of a guy in BD to block incoming strikes, too. As well as chop through barriers.


Hmm, perhaps I didn't make myself clear.


The BD weapons would definitely be heavy beefier versions of current form factors, heavy to pick up and certainly not practical for non-augmented or short of STR D+ fighters. I'm certainly counting on a combination of higher tech more cohesive edge AND kinetics for better performance against modern armor.



The lighter stuff is relative, they would be the same weight and form factor but made of the more advanced material. As such they shouldn't have that much more destructive potential, more a higher pen, and a brittleness when impacting similar or better high tech armor material should be in the cards (say break on a natural 2).


Still is a point to that non-BD improved weapons, as the BD will almost certainly convey STR advantage to even low STR characters, non-BD equipped characters can wield them as per normal, and if you forego the extra pen and just make them really lighter you should be able to allow a lower DM disadvantage.


So three potential classes of 'upgrades'- BD class, improved standard, and lighter weapons.
 
This must be how the Vilani develop weapons. :rofl:




I think the Vilani would make it a parlor game or send such thought games out as their year's contribution to 'research'- activity that justifies funding without risking actual tech level improvement.


Damn Terrans read it and would actually TRY it. The uncivilized heathens.
 
When I used Striker back in the day I redid the armor stats to fill out the TL's left out (15+) and increased the values of BD and Combat across the TL's from the time they show up to TL-15. BD was always a better armor but neither would keep out a high energy weapon. Striker's pretty unforgiving with the HE/laser/High Energy boosts damage level rule.

I did the same for the CT combat rules to better reflect how BD and combat ought to provide better protection against kinetic weapons than it has in the basic rules. At least I figure it ought to protect against any small arms of at least one TL less than the one the armor comes out at. Protect doesn't always mean stop though, but it should mean a better chance of survival if hit. Might not be much, but better than just looking at the tables and saying anyone hit dies this turn.

TL-15 BD is rated at 25 for example, and TL-13 BD is 15. Combat is 10 at TL-10 and tops out at 18 at TL-15.

For CT the armor DM is increased by TL. So for TL-15 BD the DM is +6. It helps increase the chance of avoiding the Gauss Rifle buzzsaw as well as energy weapons, but not so much that the wearer doesn't need to keep his head down. He isn't a tank.

I also increased the spread on the wounding tables for Striker. For PC's the results are varied levels of dice damage. It provided more granularity to the damage model more suitable to role-playing. For generic NPC's I use the regular Lt/Hvy/Death tables so it is fast playing.

NPC's that are effectively my PC's use the the first table for the same role-playing reasons as PC's.

If you want the tables I have to look over and see if there is anything you can use I'll post them.




As far as this is concerned, probably better we take this up in my Striker thread- you can see what I've been up to, and you can present your system as an alternative for me and others to consider.
 
But laser or electrothermal (plasma) ignition fires off the round in the chamber, so we are back to having more recoil and no reason for the gauss rifle launcher for initial velocity.
.

Ignites it in, not fires off in. Ignition has a delay time to get up to working pressure - a time during which the gauss component is kicking it out.

Any non-gyrojet is going to have recoil. Cannot be avoided. The trick is minimizing that recoil. In fact, the laser can be timed and focused for ignition at exit, even.

Ideally, the rocket begins to thrust just past the barrel.

Keep in mind: a rocket at ignition is not at full thrust; in fact, the delay is often significant, a major problem for Gyrojets.
 
Ignites it in, not fires off in. Ignition has a delay time to get up to working pressure - a time during which the gauss component is kicking it out.

Any non-gyrojet is going to have recoil. Cannot be avoided. The trick is minimizing that recoil. In fact, the laser can be timed and focused for ignition at exit, even.

Ideally, the rocket begins to thrust just past the barrel.

Keep in mind: a rocket at ignition is not at full thrust; in fact, the delay is often significant, a major problem for Gyrojets.

I agree, but I thought the idea was to make the gauss coils the initial launching system and the gyro was for once it left the barrel - thereby getting a low initial impulse for recoil control and rapid fire while still retaining the velocity of a rocket assist round with explosive warheads?

Besides, I might not have clear: my intent was that as soon as it cleared the barrel the laser igniter firing from (and inline to) the "bolt" firing pin would ignite the propellant. The round is already spin-stabilized by the barrel coils, so the rocket impulse can be used more for the forward velocity and less for spinning the round, like with the usual gyro-jet. Some would still be desirable, but not as much since it would be a waste.

The round also has significant forward velocity when it leaves the barrel, too; so long as it is around 400-500fps with spin it will be fine for accuracy while the solid rocket works up to full boost. In fact, the 'danger space' that the accelerator rifle has to overcome before the round is moving fast enough to do damage would be overcome to some degree, especially with explosive rounds like HEP (squash head would be better than HEAT I think).

I agree, nothing can avoid some recoil in some form but I think as clunky as this idea is, short of a gravitic drive for a small arms round (15mm maybe?) this thing we've come up with might be as good as it gets? I dunno, it's just fun spit-balling it!
 
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