It's little things like this that make me think that the plasma rifle (not PGMP) should be TL13 instead of TL16.The PGMP14 and the FGMP 15 feature gravitic recoil reduction. In CT and other versions they could be used without battledress, there is even a CT adventure where Imperial spooks hide them under loose clothing and severely spoil the evening of some street thugs, the Argon Gambit...
"If the party persists in their investigation, they will be ambushed by the thugs listed above. All of the thugs are this time armed with auto pistols, and will have surprise. After the first round of gunfire, however, a bright flash of light will literally burn them from behind. The two men who burned them will show themselves briefly to check the bodies, and then leave. These unknown protectors are armed with FGMP-15s.
Referee's Note: The FGMP-15 is a Fusion Gun, Man-Portable, Tech Level 15; the weapon is described in Book 5, Mercenary. Its function and operation are not necessary to this adventure. The players should be informed, however, that the weapon is a fabulously expensive, extremely powerful energy weapon virtually unavailable outside of Imperial service.
Irrelevant ideas such as snatching the FGMP-15 from the protectors, or following them, should be discouraged and should not be successful."
It's little things like this that make me think that the plasma rifle (not PGMP) should be TL13 instead of TL16.
You do appreciate how spectacularly terrible The F/PGMP weapons are, right?It's little things like this that make me think that the plasma rifle (not PGMP) should be TL13 instead of TL16.
The trick in the day was to make use of that huge volume - in AD&D1/2 the spell's volume conformed to the available space, so if the ceiling was only 10' high it spread out accordingly. So you had 33.5 thousand cubic feet of fire, and those kobold warrens people used to go on about - well if they were 5-foot square in cross-section (and that's generous - GMs liked to make them very cramped for human-sized PCs), the explosion would fill 1240 liner feet of tunnels. Bye-bye warren.You do appreciate how spectacularly terrible The F/PGMP weapons are, right?
It's like the D&D Fireball spell.
It looks great on paper, at a glance, but actually using it -- well, that's something else entirely. (40 feet in diameter? Really? Light that sucker off, and there goes the Prancing Pony -- all of it.)
Or combat armour if you've got one of the gravitic compensated models.Imagine running around just tossing White Phosphorus grenades every which way. Only, now add some real, actual, explosive penetrating power to the grenade. Perhaps a shaped charge WP grenade.These things punch holes AND light things on fire.
While, yea, perhaps, a person can wield and fire such a weapon without BD at higher tech levels, you really, really, don't want to.
It's like using a flamethrower in your living room.
"Collateral damage" is the default, not the exception.
You wear BD while using these in order to survive simply using them.
Or for boarding actions where you don't care about the ship, which probably suits Imperial Marine attitudes just fine - go on the attack, leave nothing standing.Imagine a fire fight (perhaps I should say FIRE fight) in a random forest. Every hit or miss lights another tree or bush on fire. (Save, perhaps, in a jungle). Imagine hitting a tree with one of these, the energy breaks the thing open and lights the tree sap on fire, with all its sticky goodness flinging on everything. Then, of course, the wind kicks up. A small infantry engagement lights up a fire that burns down 200,000 acres. "Oops"
You can barely use these things outside. You certainly can't use them inside, not with any subtlety to be sure. At least RAM grenades are HEAP, and less tendency to light everything on fire.
Energy weapons are designed for attacking BD troops, notably outdoors, preferably surrounded by concrete.
If you use the Striker or MegaTraveller stats, TL-13 lasers have plenty of performance while leaving a niche (mass-murder of under-armoured cannon-fodder) for the gauss rifle.I never felt like I needed that, I just wanted the laser weapons to be less clunky - so I waved away the battery packs after a level, and introduced various bits of tech that tweaked them and/or beefed them up to something that felt significantly more effective than a slug-thrower.
Beam-splitter - increases ROF / creates a "burst" effect
Hi-Intensity Beams - increased damage and penetration
Adaptative tuning - negates degrades usefulness of reflec and/or aerosols
Maser capability (short range) - generally used for anti-tech rather than anti-personel
etc.
Using the weapon design rules in Striker, if you go smaller, it is possible to design some pretty horrific hand weapon plasma and fusion guns. At TL15, you can make a battery powered Rapid Pulse Fusion Pistol (less than a kg), with the damage of a gauss rifle and a ROF greater than a chaingun (16 targets a round). It seems there is a reason why slugthrowers are only produced up to TL12.It's little things like this that make me think that the plasma rifle (not PGMP) should be TL13 instead of TL16.
Holy smoke! I’d like to see the design of that one.Using the weapon design rules in Striker, if you go smaller, it is possible to design some pretty horrific hand weapon plasma and fusion guns. At TL15, you can make a battery powered Rapid Pulse Fusion Pistol (less than a kg), with the damage of a gauss rifle and a ROF greater than a chaingun (16 targets a round). It seems there is a reason why slugthrowers are only produced up to TL12.
I wouldn't mind a man portable pulse lasers weapon, myself. And I agree.I never felt like I needed that, I just wanted the laser weapons to be less clunky - so I waved away the battery packs after a level, and introduced various bits of tech that tweaked them and/or beefed them up to something that felt significantly more effective than a slug-thrower.
Beam-splitter - increases ROF / creates a "burst" effect
Hi-Intensity Beams - increased damage and penetration
Adaptative tuning - negates degrades usefulness of reflec and/or aerosols
Maser capability (short range) - generally used for anti-tech rather than anti-personel
etc
D.
I actually picture something that emits a much smaller pulse, eventually to become something like the weapons in Babylon 5.You do appreciate how spectacularly terrible The F/PGMP weapons are, right?
It's like the D&D Fireball spell.
It looks great on paper, at a glance, but actually using it -- well, that's something else entirely. (40 feet in diameter? Really? Light that sucker off, and there goes the Prancing Pony -- all of it.)
Imagine running around just tossing White Phosphorus grenades every which way. Only, now add some real, actual, explosive penetrating power to the grenade. Perhaps a shaped charge WP grenade.These things punch holes AND light things on fire.
While, yea, perhaps, a person can wield and fire such a weapon without BD at higher tech levels, you really, really, don't want to.
It's like using a flamethrower in your living room.
"Collateral damage" is the default, not the exception.
You wear BD while using these in order to survive simply using them.
Imagine a fire fight (perhaps I should say FIRE fight) in a random forest. Every hit or miss lights another tree or bush on fire. (Save, perhaps, in a jungle). Imagine hitting a tree with one of these, the energy breaks the thing open and lights the tree sap on fire, with all its sticky goodness flinging on everything. Then, of course, the wind kicks up. A small infantry engagement lights up a fire that burns down 200,000 acres. "Oops"
You can barely use these things outside. You certainly can't use them inside, not with any subtlety to be sure. At least RAM grenades are HEAP, and less tendency to light everything on fire.
Energy weapons are designed for attacking BD troops, notably outdoors, preferably surrounded by concrete.
Woah, don't blow up on us!Hear me out: Fusion Grenades.
You do appreciate how spectacularly terrible The F/PGMP weapons are, right?
I actually picture something that emits a much smaller pulse, eventually to become something like the weapons in Babylon 5.
So something that is usable against BD, but doesn't destroy the nearest terrain
I don't mind it being "battery" or energy cell powered instead of firearm like cartridges, but otherwise yes.Yes THIS.
The PGMP is more in the role of an Infantry Support Weapon. A much lower powered Plasma Weapon (call it a "blaster" or PPG) that is in the 5D-6D range would work well - Smallarm size.
Have it be cartridge based and flash-heat a small metal spheroid from its magazine up to plasma temperature as part of the cartridge function in conjunction with the firing chamber.
Woah, don't blow up on us!![]()