@Spaceresearcher
Dude, you are really clogging up what I had hoped (and stated in the OP) would be a clean, easy thread for Marc and the T5-powers-that-be to read.
I don't have any problem discussing the thread items with you. I just wish you had started your discussion in another thread in order to keep this one clean.
Oh well. The plans of mice and men, huh?
My apologies if I've polluted your thread. I was just trying to highlight that the serious problems you are having are not had by all, so perhaps it's the layout that's unfamiliar to you. I myself am getting used to it but it is different to other versions.
So....you don't have a problem with someone going full auto and still moving in the round, but you're OK with someone not being able to pop off a single shot and move in the round....
Hmmm....
What are you talking about? There are 3 modes of firing. Aimed, Auto and Snap. There is no reason why you can't fire a single shot weapon in snapfire mode, with the obvious implication that it will only be a single round fired or an agreed amount of rounds, depending on the duration of the round.
Aimed Fire is simply stating that in order to aim, you must be stationary, or stationary in a moving vehicle. Auto fire involves multiple operations of the weapon but for a single shot pistol for example would be like a police movie shoot out, where the officer empties a clip in the general direction but doesn't really hit the target unless there lucky.
What line is confusing you?
You cannot move and fire in the same round unless your weapon is capable of burst fire or is fully automatic. See page 214.
??? Where does it state this?? You can move and fire, just that your shot will not be aimed(less likely to hit the target).
Hmm. OK. Let's look at some GunMaker outputs provided on page 240.
Can you tell me how much ammo the P-5 (top line) has?
How many rounds can the weapon be used if the character only has one magazine?
Is it six rounds? 17 rounds?
The detail on the amount of rounds as stated on P248 is stated as not delving into the process in great depth(probably to make way for a detailed equipment book to come out later). There is however some examples on that page, shown via pictures. For all intents and purposes, using that picture I would select either of options: F=10 rounds,M=32 rounds(could be a moded pistol) or P=6 rounds. Obviously the calibre would only of a low mm but this is irrelevant as the range and effect for the P-5 is shown on page 252.
I think where your coming from is having those samples in more table like form and simply adding in the amount of rounds that fit in a standard clip. The entire gunmaker chapter however, is open ended in this way as it's a creation tool. Eg, open ended. Fair enough, it wouldn't have taken a lot to include some sample magazine sizes and examples for those sample weapons, but again, it's referee dependent so as long as player and referee agree at the start it shouldn't really be a major issue.
It looks like a sample equipment book is required.
Or...how about the Re-4 (second weapon on page 240). Since it's a revolver, is that a 6 round weapon?
Or, it is like the Revolver-8 pictured on page 236 that uses a cylinder that holds 36 rounds?
Again as it's a 'gunmaker' that's up to the creator going by these rules but allowed/governed by the referee.
In other words, it needs House Ruling because T5 ignores this aspect that should be in the game.
It's not ignoring house rules, it's simply providing a framework to create your own weapons. The issue seems to be a desire for classic Traveller weapons to be clearly laid out. Having said that, the weapons could vary from world to world anyway. The point is a standard and I see what you mean. It allows for ease of integration without double checking everyones weapons to make sure someone doesn't have a custom pistol with 3 clips, each of 100 rounds or something rediculous.
Here's another question for you. If a PC uses the ACR-10, from page 240 again, then why would he ever use SnapFire?
Won't he always use AutoFire?