By the way, Ty Beard's new combat system looks quite interesting as well:
http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=17031
http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=17031
Worse for realism? It is not possible by the rules? I don't think you know them so well, of course a scoped rifle is possible by the rules. The point is that you wrote how the GR breaks the curve, but it doesn't really, because the positive DM's are unrealized.It may be standard, but it's not possible by the rules. Nor do I think it makes much sene to just add DMs from scopes and autofire together. But anyway, I don't know what kind of point you think you're making here. Yes, other weapons produce nearly the same ridiculous results as the GR. That does not make the system better. It makes it worse.
You forgot to take into account the GR's three to-hit rolls against a single target.
Let's not kid ourselves here, though: This discussion is not leading anywhere. You, for reasons entirely baffling to me, think that LBB1 is a playable system, represents the TU well and realistically models a firefight. This opinion was quite obviously not shared by the designers of AHL/STRIKER (and all other Traveller combat systems I know of.) I happen to follow their reasoning rather than yours.
Rifle, yes. Carbine, yes. Autorifle, no. The rules (TTB) specifically mention rifles and carbines being able to accept scopes, but not automatic rifles.Worse for realism? It is not possible by the rules? I don't think you know them so well, of course a scoped rifle is possible by the rules.
For four-round bursts, this is correct. However: "Gauss rifles firing ten round bursts receive three chances of a hit on the designated target." - Mercenary, p.31f.No, only two, on automatic.
Your feeling is wrong. In any case: Please be so kind and refrain from assuming that my disagreement with you on this matter is rooted in ignorance. I would not have responded to your last post because as I said I don't see this discussion leading anywhere - but I really don't like the "you just don't understand it" routine, and so against my own better judgment I did respond after all. I still don't see any good reason to continue this particular sub-thread, and I don't think it serves the topic as a whole, so I'd suggest to drop this discussion. You have your opinion of the LBB1 system, and I have a different one.I bought both AHL/Striker new, neither are role-playing systems, which LBB1 is and with Bk4 is very adaptable. However, if you like them it is fine, but don't misrepresent the LBB1/Bk4 system; from your statements, I feel you did not understand or use it correctly.
Rifle, yes. Carbine, yes. Autorifle, no. The rules (TTB) specifically mention rifles and carbines being able to accept scopes, but not automatic rifles.
For four-round bursts, this is correct. However: "Gauss rifles firing ten round bursts receive three chances of a hit on the designated target." - Mercenary, p.31f.
Your feeling is wrong. In any case: Please be so kind and refrain from assuming that my disagreement with you on this matter is rooted in ignorance. I would not have responded to your last post because as I said I don't see this discussion leading anywhere - but I really don't like the "you just don't understand it" routine, and so against my own better judgment I did respond after all. I still don't see any good reason to continue this particular sub-thread, and I don't think it serves the topic as a whole, so I'd suggest to drop this discussion. You have your opinion of the LBB1 system, and I have a different one.
Just a question from someone not trained in weapon use and whose knowledge about the matter is mostly theoretic.
In varios places, the GR is quoted as a primary sniper weapon (mostly at its appearence, as after that is use is more widespread. Are there many sniper weapons with automatic capability in today's RW?
Or we should assume at those TLs (12-13) where it is mostly a sniper weapon it has not automatic capability, and this capability appears latter (and may be retrofitted for those for TL 12-13) with its widespread use?
Just a question from someone not trained in weapon use and whose knowledge about the matter is mostly theoretic.
In varios places, the GR is quoted as a primary sniper weapon (mostly at its appearence, as after that is use is more widespread. Are there many sniper weapons with automatic capability in today's RW?
Or we should assume at those TLs (12-13) where it is mostly a sniper weapon it has not automatic capability, and this capability appears latter (and may be retrofitted for those for TL 12-13) with its widespread use?
In addition, the closed breech of a bolt-action type firearm allows for the round to be more safely chambered in larger calibers and with higher powder charges, giving the projectile itself a higher velocity,
Let's not kid ourselves here, though: This discussion is not leading anywhere. You, for reasons entirely baffling to me, think that LBB1 is a playable system, represents the TU well and realistically models a firefight. This opinion was quite obviously not shared by the designers of AHL/STRIKER (and all other Traveller combat systems I know of.) I happen to follow their reasoning rather than yours.
As the GR is not a firearm, but a mini mass driver, the weapon has no recoil and super high muzzle velocities with very small projectiles.
Nope. AHL was designed by "Frank Alan Chadwick and Marc W. Miller". Says so right in it. Look it up.2) LBB1, Mayday & AHL have the same designer Marc Miller. Striker is Frank Chadwick. In the same way, Bk2 and Bk5-79 and Bk5-81 have the same designer... all Marc.
Nope. AHL was designed by "Frank Alan Chadwick and Marc W. Miller". Says so right in it. Look it up.
P.S.: I just can't help correcting false information, but I'm not otherwise continuing this discussion.
Wrong. The weapon will have at least half as much kick as a chemically propelled round throwing the same mass the same speed... as the same equal and opposite reaction generates the recoil. Why "at least half"? Blanks still kick... and up to half of the powder energy is lost after the bulet leaves the barrel, rather than transferred to the bullet. With certain short barreled designs, even more.
I always preferred striker to Bk 1. See, I detest having to use a big table in play. Let alone two separate ones per each attack as is the case with Bk 1.
Now, knowing that the striker damage table essentially is 3 positions, it could be expanded better to be dice damage...
8-11 are 3d
12-15 are 6D
16+ are dead...
So, what I did was smooth it out
08 1D
09 2D
10 3D
11 4D
12 5D
13 6D
14 7D
15 8D
16 9D
etc...
And then used the damage modifier as a bonus per die.
It improved things for compatibility, and made the game run much faster for me. Yes, damage was 2d+Pen-AV-7=DiceDamage
Quick and painless.
If I were to use it now, I'd use The amount (2d6+Pen-AV-X)*(CT Damage Dice), no capping.
Can you expand on this? What's "X"? And am I missing something? "CT Damage Dice"?
Thanks
Wrong. The weapon will have at least half as much kick as a chemically propelled round throwing the same mass the same speed... as the same equal and opposite reaction generates the recoil. Why "at least half"? Blanks still kick... and up to half of the powder energy is lost after the bulet leaves the barrel, rather than transferred to the bullet. With certain short barreled designs, even more.