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-   -   Mustering-out Guns (http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=39318)

robject August 14th, 2018 09:55 AM

Mustering-out Guns
 
What are the most common weapons your characters get on mustering out?

Ours tend to be garden-variety, although we've dressed them up with brand names and, occasionally, quirks. But otherwise the list is similar to:

ACR
Accelerator Pistol
Accelerator Rifle
Assault Rifle
Autopistol
Body Pistol
Carbine
Gauss Gun
Gauss Pistol
Laser Carbine
Laser Pistol
Laser Rifle
Revolver
Rifle
SMG
Shotgun of course
Snub Pistol


And for blades I have:

Cutlass, Imperial Marine
Dagger, Imperial Navy
Knife
Machete
Monodagger
Short Sword
Space Axe
Trench Knife
Vibro-Blade

mike wightman August 14th, 2018 10:06 AM

Handguns - autopistol, revolver, snub pistol, accelerator pistol
smg/PDW
shotgun - double barrel, pump action, semi-auto
Rifle - carbine/assault rifle, rifle, autorifle, accelerator rifle

I use the T5 makers to add features and quirks to the guns.

Kilgs August 14th, 2018 10:40 AM

In most games I've played, folks are always dying for gauss weapons especially the pistol. Seems to be a Scout favorite.

Quint August 14th, 2018 01:23 PM

In the current game one person (former Army Doctor) left with a Gauss Pistol, and another (a Hacker/Rogue) has an Intelligent Autopistol, and the one other person (Law Enforcement) has an old service-issue Autopistol and a backup BodyPistol - nobody else had mustered weapons. The other characters had... a basic Autopistol (the Journalist/Rogue) and a monodagger and revolver (the Noble/Rogue) that they got pre-game start as their normal equipment. The Bureaucrat had no weapons at all to start, but in the last session blew 15KCr on a 5mm Target Autopistol with every crazy scope and attachment he could get on it. He looks like an idiot carrying it around, but the player likes that idea and is playing it up.

D.

The Pakkrat September 4th, 2018 06:50 AM

It's gotta be the Shotgun. With a wide variety of lethal and non-lethal ammunition types, supplemental systems like Gyroscopic stabilization (for those semi-automatics), laser sights, grenade launcher attachments, folding stocks, and intelligent or secure weapon; the shotgun has, I feel, a wider spectrum of use. The weapon can be shortened to hide in a leather bandoleer so as to appear peaceful. But nothing is scarier than hearing that pump-slide action when a new shell is chambered. Intimidation versus portability is a factor in deciding what weapon to muster out with.

The drawback to this preference is use in zero-g or freefall. Shotguns kick and they can put a user clear across the cargo hold in zero-g maneuvers. Thus, it is recommended that a user of a Shotgun learn Zero-G and put a foot or two on a wall or floor before squeezing the trigger.

Shotguns can be pieces of art. Stained and tooled leather bandoleers, bands of shotgun shells, art-carved stocks and handles, wicked mottos on the casing and intimidating attachments make the weapon a statement of personality rather than a tool.

The variety of ammunition allows for further consideration of the situation. The weapon then doesn't just kill. It can open doors, drop a thug with a anti-riot round, blow out a barrier with a frangible, stop a beast with minor wounds, see use in a true hunt for survival, and of course kill another sophont.

From the antiques Armory on Dhillourr (Gzaefueg 1413), this is the Pakkrat.

Ulsyus September 4th, 2018 08:55 AM

Quote:

Originally Posted by Kilgs (Post 591003)
In most games I've played, folks are always dying for gauss weapons especially the pistol. Seems to be a Scout favorite.

Yeah, my lot tended towards them, esp the ex-Marines after we used GunMaker to provide a 20mm hand weapon (if they were strong enough, otherwise it was used a bit like a SMG or carbine) with AP and HE rounds

sabredog September 4th, 2018 09:17 AM

Oddly enough they tend to be shotguns and SMG's. I have a revolver based on the RSh-12 from Russia that is the current favorite among Marines (who are issued them) and mercenaries, so that gets picked a lot.

Mainly, I limit it to either whatever kind of small arm the PC's service uses routinely (other than P/FGMP's), or the weapon the player character has specialized in during chargen. It makes sense that the PC would do it that way since those would be the likely way he/she had experience with the gun.

My Scouts use a lot of shotguns (though mainly the auto-fire capable types) and SMG's because they both work so well in confined spaces like tiny ships, are easy to maintain, and low tech enough you can get parts nearly anywhere the locals know how to work steel. Marines have gauss rifles and the above mentioned revolver for garrison duty and only bring out the high energy guns in actual wartime. Armies depend on local TL, though nobody has ever played a PC that came form a pike and musket sort of culture yet. Navies likes shiny lasers and snub pistols, and the Merchants are pretty much personal preference.

And it isn't often the player sticks with what he chooses once loose among the Walmarts Of Tomorrow.

sabredog September 4th, 2018 09:22 AM

Quote:

Originally Posted by The Pakkrat (Post 592204)

The variety of ammunition allows for further consideration of the situation. The weapon then doesn't just kill. It can open doors, drop a thug with a anti-riot round, blow out a barrier with a frangible, stop a beast with minor wounds, see use in a true hunt for survival, and of course kill another sophont.

From the antiques Armory on Dhillourr (Gzaefueg 1413), this is the Pakkrat.

Yes, see that's the biggest reason I have the Scouts in the year 2466 using shotguns: they do anything and can be made and maintained anywhere. Scouts are all about survival so a gun that can be used to hunt anything that flies, runs, and crawls is a must. I have available as survival kit loads shells like stun rounds (like the ones TASER makes for the shotgun), signal flares, fishing rounds (fires a barbed low-velocity sabot cluster with line attached), explosive rounds, demolition rounds, even noisemaker rounds that whistle for signalling. The list is endless.

AnotherDilbert September 4th, 2018 09:53 AM

For space-based characters (Navy, Marine, Scout, etc) I tend to go for recoilless laser weapons that are actually usable in space.

Planet-bound characters might use slug-throwers, appropriate for the local TL.

Kilgs September 4th, 2018 04:29 PM

Quote:

Originally Posted by sabredog (Post 592224)
Yes, see that's the biggest reason I have the Scouts in the year 2466 using shotguns: they do anything and can be made and maintained anywhere. Scouts are all about survival so a gun that can be used to hunt anything that flies, runs, and crawls is a must. I have available as survival kit loads shells like stun rounds (like the ones TASER makes for the shotgun), signal flares, fishing rounds (fires a barbed low-velocity sabot cluster with line attached), explosive rounds, demolition rounds, even noisemaker rounds that whistle for signalling. The list is endless.

Valid points. Taking notes.


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