The military rifle I found the easiest to make snap shots with was the M16A1 with no bells and whistles. Light and handy, and it fitted me just right, so no time wasted getting the sights lined up.I think the +1 DM for using a Laser Sight is a fair bonus in terms of game mechanics. As others pointed out, there's myriad variables and factors involved in making an accurate shot. And laser and red-dot sights are mostly intended for CQB. Now, I will say, based on my own experience in Afghanistan, hitting a moving target even at 25m using a weapon that's kitted out with the latest bells and whistles is a bit tricky in combat.
FirearmHave you ever shot a gun, or even a crossbow, with a laser sight in real life?
Yes - you have to account for wind and bullet drop.Is there any real "aim" to it? Or are you just looking for a red dot?
Not nearly that high. Maybe +2 or +3.I would think that "red dot" would override any aiming you did. It does the aiming for you.
Then, someone with no training can shoot it.
So, should a laser sight give you a +6 or a +10 to your Gun Combat task roll?
I have used a M68 Close Combat Optic "Red Dot" sight on the M4 Carbine in a lovely little garden spot in 2003, 2004, 2005. The AN/PAQ is a combination visible laser, IR laser, and IR flashlight or torch for the Brits. The squad leader had one to designate targets. The squad leader would use the pressure switch taped to the forward stock and shine the laser onto a target the whole squad is going to fire upon such as an enemy machinegun. The visible laser is a nice deterrent to civilians to stop or stay out of an area. Shine a laser on one and they know a rifle is aimed at them personally and this is not confusing.Have you ever shot a gun, or even a crossbow, with a laser sight in real life?
Is there any real "aim" to it? Or are you just looking for a red dot?
I would think that "red dot" would override any aiming you did. It does the aiming for you.
Then, someone with no training can shoot it.
So, should a laser sight give you a +6 or a +10 to your Gun Combat task roll?
The largest change between TL4 and TL7/8 firearms is the ammo rather than the gun. They've done more tricks with special rounds, hot loads, teflon, etc, that were not yet possible at the end of TL4. The big advance for TL4 was black powder to modern propellant, which itself was a huge change for ammo. Sort of. What actually happened, as I understand it, was the ammunition itself shrunk so that modern propellant performance was about the same as black powder performance, and the big change was lighter ammo that you could carry a lot more of and get (roughly) the performance you were used to.... After all, we are still selling rifles and pistols at TL 7/8 that aren't horribly different than TL 4 - and where you could easily train people up and down in that range.
The largest change between TL4 and TL7/8 firearms is the ammo rather than the gun. They've done more tricks with special rounds, hot loads, teflon, etc, that were not yet possible at the end of TL4. The big advance for TL4 was black powder to modern propellant, which itself was a huge change for ammo. Sort of. What actually happened, as I understand it, was the ammunition itself shrunk so that modern propellant performance was about the same as black powder performance, and the big change was lighter ammo that you could carry a lot more of and get (roughly) the performance you were used to.
It does make you wonder what happens to firearms, and ammo of course, to keep them relevant in TL15. In MgT1, modern ammo types like DSAP in a TL5 rifle can hurt people in anything short of Battle Dress (and can hurt them even in BD with a good roll). Ironically, the higher TL Advanced Combat Rifle family get a reduced benefit from DSAP ammo, so your best bet is to get that TL5 Garand out of your great (x137) grandpa's closet and put some higher TL ammo in it. Not your ideal combat choice, but it's only a whisker less effective than the TL10 accelerated sniper rifle.
Traveller, as a game, seems not to be written by infantry weapons experts (a conclusion I reach based on the omission from the Central Supply Catalog of items I would expect to see), so there's a lot of issues with bringing in RL items and expectations, but I would be wildly happy to see some sort of guide that is curated by subject matter experts as the knowledgable folks here have chimed in about modern optics. I would like to see how things play out in the game at that point.
That's very good to know, and suggests this will be a more comprehensive book than others have been. The volume of comments on scopes and scope-ish things in this thread point to a wealth of possibilities for players.Miller was a vet, Dougherty who did the merc gun design rule book writes gun books. CT may not be aging well with the add on scopes and such but the system definitely treats guns as having very individual handling characteristics.
Janitor, I'm very familiar with him - played Morrow back in 1st edition days. Yes, Kevin did probably some of the earliest RPG work on bringing actual firearms knowledge to games.Diveguy and Badenov, I refer you to works by Kevin Dockery. One of the original authors of the Morrow Project and a non fiction writer on firearms too.
Badenov, this gets to the root question of any RPG setting - how "real" do you want certain things, and how much of that should be "recognizable" in the modern world? For Traveller look at the countless threads on spaceship mechanics, FTL, anti-gravity, stellar systems, and so on... Fantasy is every debate between feudalism, magic structures, religious sects, and so on. And - there's no wrong answer! Find what you and your group love (at least is my motto).The largest change between TL4 and TL7/8 firearms is the ammo rather than the gun. They've done more tricks with special rounds, hot loads, teflon, etc, that were not yet possible at the end of TL4. The big advance for TL4 was black powder to modern propellant, which itself was a huge change for ammo. Sort of. What actually happened, as I understand it, was the ammunition itself shrunk so that modern propellant performance was about the same as black powder performance, and the big change was lighter ammo that you could carry a lot more of and get (roughly) the performance you were used to.
It does make you wonder what happens to firearms, and ammo of course, to keep them relevant in TL15. In MgT1, modern ammo types like DSAP in a TL5 rifle can hurt people in anything short of Battle Dress (and can hurt them even in BD with a good roll). Ironically, the higher TL Advanced Combat Rifle family get a reduced benefit from DSAP ammo, so your best bet is to get that TL5 Garand out of your great (x137) grandpa's closet and put some higher TL ammo in it. Not your ideal combat choice, but it's only a whisker less effective than the TL10 accelerated sniper rifle.
Traveller, as a game, seems not to be written by infantry weapons experts (a conclusion I reach based on the omission from the Central Supply Catalog of items I would expect to see), so there's a lot of issues with bringing in RL items and expectations, but I would be wildly happy to see some sort of guide that is curated by subject matter experts as the knowledgable folks here have chimed in about modern optics. I would like to see how things play out in the game at that point.
So, the problem is Traveller attempts to be very realistic in so many areas of rules, and so I expect things to be realistic broadly across the ruleset. So when I see glaring conflicts of things that I am familiar with, it makes it very hard to suspend disbelief and just play the game.Badenov, this gets to the root question of any RPG setting - how "real" do you want certain things, and how much of that should be "recognizable" in the modern world? For Traveller look at the countless threads on spaceship mechanics, FTL, anti-gravity, stellar systems, and so on... Fantasy is every debate between feudalism, magic structures, religious sects, and so on. And - there's no wrong answer! Find what you and your group love (at least is my motto).
As I've said in other posts, there was a time I would nerd out over the minutia of small arms and enhancements. "The ABC Brand optic has the 2 MOA dot which is vastly superior to the 4 MOA, I should get a bonus!" - and all the other bs. Now? It's great flavor text for your characters, but in most cases I don't sweat the mechanic impacts to the game. Partly because it's just a rabbit hole of crazy - partly from real world stuff of seeing the range of weapons and training in the real world, and the quirks of Murphy. As you said, just because it's a TL 5 SMLE running .303, doesn't mean I want to be downrange when things get spicy.
A M2 browning is over 120lbs with tripod, cradle, ammunition, or any optics. A M82 Barret is approximately 30lbs. There is quite a variety of ammunition available.So, the problem is Traveller attempts to be very realistic in so many areas of rules, and so I expect things to be realistic broadly across the ruleset. So when I see glaring conflicts of things that I am familiar with, it makes it very hard to suspend disbelief and just play the game.
The MgT1 central supply catalog contains a TL10 item called Accelerated Sniper Rifle, which does a base 5d6 damage per hit. There is, at TL6, a heavy machinegun that does 5d6 also. Given the text entry for the machinegun, this is probably something very like a Browning M2, and that would imply that the Accelerated Sniper Rifle is something like a Barrett or similar, which uses the same ammunition. But TL6 is slightly late for a Browning M2, which showed up at the very leading edge of TL5, and TL10 is 2-3 whole tech levels late for the Barrett, which exists today.
So, if I am playing an adventurer on a TL8 planet, should I be able to buy a 5d6 rifle?
This doesn't answer my question, though. Do I get to find this item on a TL8 planet? I'm not nearly as wrapped up in the secondary stats, like mass, but TL off by 2-3 is kind of a big deal to me.A M2 browning is over 120lbs with tripod, cradle, ammunition, or any optics. A M82 Barret is approximately 30lbs. There is quite a variety of ammunition available.
I would presume a sniper rifle is 12lbs or less, the cartridge is smaller, and you can carry more of them. The essence of tech level progression.
This doesn't answer my question, though. Do I get to find this item on a TL8 planet? I'm not nearly as wrapped up in the secondary stats, like mass, but TL off by 2-3 is kind of a big deal to me.
That's very good to know, and suggests this will be a more comprehensive book than others have been. The volume of comments on scopes and scope-ish things in this thread point to a wealth of possibilities for players.
So, the problem is Traveller attempts to be very realistic in so many areas of rules, and so I expect things to be realistic broadly across the ruleset. So when I see glaring conflicts of things that I am familiar with, it makes it very hard to suspend disbelief and just play the game.
The MgT1 central supply catalog contains a TL10 item called Accelerated Sniper Rifle, which does a base 5d6 damage per hit. There is, at TL6, a heavy machinegun that does 5d6 also. Given the text entry for the machinegun, this is probably something very like a Browning M2, and that would imply that the Accelerated Sniper Rifle is something like a Barrett or similar, which uses the same ammunition. But TL6 is slightly late for a Browning M2, which showed up at the very leading edge of TL5, and TL10 is 2-3 whole tech levels late for the Barrett, which exists today.
So, if I am playing an adventurer on a TL8 planet, should I be able to buy a 5d6 rifle?
'Smokeless' vs gunpowder (now called 'black powder' to distinguish it from smokeless) was a huge advance in many ways. It make far less smoke. It fouled far less, and the fouling was easier to remove and less corrosive (though the primers were still corrosive until after WWII, and sometimes not even then). It had a higher energy density and, once some kinks in manufacture were worked out, was more stable and safer. It had a much more useful pressure curve.The largest change between TL4 and TL7/8 firearms is the ammo rather than the gun. They've done more tricks with special rounds, hot loads, teflon, etc, that were not yet possible at the end of TL4. The big advance for TL4 was black powder to modern propellant, which itself was a huge change for ammo. Sort of. What actually happened, as I understand it, was the ammunition itself shrunk so that modern propellant performance was about the same as black powder performance, and the big change was lighter ammo that you could carry a lot more of and get (roughly) the performance you were used to.
And the problem with earlier versions (CT through to T4) is that they are old now, and the past 30 years has seen a huge improvement in optics and in the ability to match powder loads to (short) barrel lengths (that started back in the 60s, but mainly for civilian use in magnums, and thus it was about slow powders to get maximum use from heavy bullets in long barrels). Gun design rules, such as those in FF&S, should have a TL modifier to the ideal barrel length for a given bore and energy to reflect the latter.It does make you wonder what happens to firearms, and ammo of course, to keep them relevant in TL15. In MgT1, modern ammo types like DSAP in a TL5 rifle can hurt people in anything short of Battle Dress (and can hurt them even in BD with a good roll). Ironically, the higher TL Advanced Combat Rifle family get a reduced benefit from DSAP ammo, so your best bet is to get that TL5 Garand out of your great (x137) grandpa's closet and put some higher TL ammo in it. Not your ideal combat choice, but it's only a whisker less effective than the TL10 accelerated sniper rifle.
Traveller, as a game, seems not to be written by infantry weapons experts (a conclusion I reach based on the omission from the Central Supply Catalog of items I would expect to see), so there's a lot of issues with bringing in RL items and expectations, but I would be wildly happy to see some sort of guide that is curated by subject matter experts as the knowledgable folks here have chimed in about modern optics. I would like to see how things play out in the game at that point.