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Some interesting TL7 personal & squad weapons

My first reaction was: if the bullets are in the barrel, how do you reload the weapon quickly once the initial set of bullets have been fired. A long cylindrical container of bullets seems more tricky to handle than the equivalent number stacked in the conventional way.
 
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The question is where do you get the ammunition to feed the thing? A million rounds would be a seriously large amount of ammunition and weight.....
 
I think I might try to stat some of these. :devil:

http://www.youtube.com/watch?v=H3d3l4fw8_4

I posted these before...the Six-Shot is modeled after a more modest form of the Metal Storm handgun. I left out the goofy (IMHO) idea of twp barrels with lethal loads and one with non-lethal since that sounds like asking for trouble in a high stress combat situation. And since I didn't want it to replace all the other guns in the game smaller than a rifle as a super weapon (and for "marketing reasons" within MTU where these get sold out of vending machines on one world) I also kept it down to one round per barrel.

The reason for the damage being as it is is because I use the original CT damage stats when I run CT combat instead of Striker.



The Polymer ONE-SHOT™ TL-8

A different kind of body pistol, the One-Shot (2 shots actually) is a polymer framed handgun 15cm long and weighing 200grams. The twin barrels are both polymer with thin steel liners and rotate along a central post to bring one barrel at a time in line with the striker. The sealed barrels each contain one 9mm round that does not eject when fired. Both rounds are semi-jacketed hollow point.

The trigger is locked in place by a thin plastic tab which the user breaks during the first trigger pull. The round is fired and then the user rotates the second barrel into place manually. The second barrel locks into place to prevent misalignment by use of a simple pin that pops into a hole in the frame. The rounds are actually part of the barrel sleeve itself, so the weapon can't be reused. They are caseless rounds molded into and sealed in the barrel at the factory and fired by the impact of the striker pin on the embedded primer.

Because the barrels are sealed the shelf life is effectively unlimited, though the manufacturer only guarantees the effectiveness of the rounds for one year after purchase. The guns are completely recyclable and when you return it to the store can get a 20% discount on the next one purchased.

The One-Shot™ comes blister-packed and in many colors and has also been marketed in special limited edition collecting lines, such as sport teams, celebrity and fashion designer styling’s.

Price is only 250Cr. at any major sporting goods store, or in the sporting goods section of major department stores.

ONE-SHOT™ - It’s there when you need it!

…another quality firearm by Sternmetal GmbH

Now available for vending machines and starport self-serve kiosks!
Contact your local Sternmetal GmbH factor for franchise information and a fully interactive brochure that explains this incredible profit-making opportunity!



For weapon stats, other than the differences in length, weight, and number of shots per round, the One-Shot is treated as a body pistol. The One-Shot has a damage roll of 3D6-5. Rotating the barrel takes one combat round.

The Original One-Shot was a single barrel disposable polymer gun that used a shotgun round for ammo. That model was phased out because there was a consumer demand for a second round capability due to a lack of skill among the demographic that uses the weapon: mainly those people who feel they need either an “emergency” gun to keep in their glovebox or pocket when in the bad side of town, and those who just need a weapon in a hurry because they left theirs at home for some reason. Considering that the weapon is sold out of vending machines as well as over the counter one can imagine the sort of place these designs found a market in.

The Six-Shot is a more robust weapon that uses an electronic firing system combined with a non-rotating, ceramic six barrel “magazine” to produce a future take on the old pepperbox pistol. The six barrels are mounted around the battery and fully sealed against the elements. The magazine is snapped onto the grip and trigger group and can then be fired one barrel at a time or all six barrels at once when a stud is pressed on the back of the battery cylinder. Changing magazines takes one combat round.

The Six-Shot is made of the same materials as a body pistol and is consequently undetectable by most weapons detection devices, but, it is closer in size to an autopistol and therefore not as easily concealed as a body pistol.

For Range and Armor DM’s the Six-Shot uses the same ones as a 9mm Autopistol. Damage is 3D6-3 per barrel fired. The barrels may be fired one at a time, or however many unfired barrels are left can be fired simultaneously. When firing more than one barrel at a time there is a -1DM applied for every 2 barrels fired to represent the decrease in handling quality since there is no recoil absorbing mechanic (like a slide) to the weapon. For example, firing all six barrels would incur a -3DM.

The Six-Shot weighs 800 gm loaded, each magazine weighing 300 gm. The length is 175mm. Price is 300Cr. for the grip/trigger group and 15Cr. per magazine.


One-ShotFamily.jpg
 
The problem is to reload the barrels you have to ship them back to the factory. And you have a changing point of aim and impact force due to the rounds being superimposed in the barrel so that the effective barrel length changes with each shot from a given barrel,
 
And you have a changing point of aim and impact force due to the rounds being superimposed in the barrel so that the effective barrel length changes with each shot from a given barrel,

Only for long range shots. Short, no problemo. Pistol shoot out distance, they will hit one on top another...
 
The problem is to reload the barrels you have to ship them back to the factory. And you have a changing point of aim and impact force due to the rounds being superimposed in the barrel so that the effective barrel length changes with each shot from a given barrel,

Yeah, you have to send the barrel/magazines back for reloading....but how many people reload their own pistol ammo anyway? Just buy more magazines....the guass rifle has a pre-loaded magazine and I think the ACR does too.

And these are designed to be more of a hold-out gun of last resort anyway peculiar to the world they are made on. I mean, you can buy them (and extra "mags") out of vending machines if you leave the confines of the starport. Neither is the kind of gun the military or police would favor - but for civilians looking for a reliable handgun and don't expect to find themselves in a full-on firefight (in which case you violated ALL the rules of gunfighting) with just a handgun.

And, yes, while the effective barrel length changes, the difference in so minor as to not matter. The average real life gunfight is only around 3-10 feet in range and at that distance getting the rounds downrange doesn't require much more than about a 2" barrel for accuracy. Like the Baby Glocks. But, yes, they are lousy at longer ranges and that is worked into determining the range DM for the weapon.

As for the point of aim and impact changing...in RL with these kinds of weapons - not mine since I modded them for play balance - fire bursts from the pistol of 3 rounds so fast that it sounds like a single shot. The grouping at realistic pistol ranges and from a bench rest looks like each round only slightly enlarges the first round's hole.

This is possible even with a normal pistol when firing "controlled-pairs"...double taps to the average nonshooter - because you train yourself to move the trigger to reset only as far as it needs to instead of all the way out. That way the two shots are so quick the group at even 15' can be less than 1". Its not hard at all - handguns (even the big ones) don't act like they do in the movies so if you are properly trained - and I'm one of the weapons trainers at my agency - you can learn to handle even a .45 like a 9mm and pop out two rounds so fast they almost hit the target at the same and be back on target for a follow-up if needed. It depends some on what size gun you're comfortable with and your style (I prefer 3-4 9mm rounds on the target in a tight group at 15' in the same amount of time as most guys get 2 from a .45 in a slightly larger group for example - plus I like the higher capacity in case of multiple threats) but practice makes perfect.

For my designs I added the -DM for firing the multiple rounds for, again, reasons of play balance. If a player wants to fire them all off at once and has the skill to overcome it, great, but I hope he has cover to hide behind for reloading if there's more than one threat.
 
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