Temporary Weapons for Playtest
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Stan Shinn
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Temporary Weapons for Playtest
I'd love to be able to start taking the game for a spin even after having only a couple of chapters. After getting Chapters 1 and 2, the only essential thing (assuming you can just avoid or hand-wave space combat) that I think is missing are weapons. For the rest, you can just consult the Traveller core rules.
Here's a stab at some workable Phasers, at least until such time as we get the Equipment catalog chapter.
First off, here's the weapon's I'll be emulating (ignoring tech level and costs for now):
LASER PISTOL. Range: 20m, Damage: 3D, Weight: 3kg, Magazine: 100, Traits: Zero-G
LASER CARBINE. Range: 150m, Damage: 4D, Weight: 4kg, Magazine: 50, Traits: Zero-G
LASER RIFLE. Range: 200m, Damage: 5D, Weight: 8kg, Magazine: 100, Traits: Zero-G
Here's a stab at some workable Phasers, at least until such time as we get the Equipment catalog chapter.
First off, here's the weapon's I'll be emulating (ignoring tech level and costs for now):
LASER PISTOL. Range: 20m, Damage: 3D, Weight: 3kg, Magazine: 100, Traits: Zero-G
LASER CARBINE. Range: 150m, Damage: 4D, Weight: 4kg, Magazine: 50, Traits: Zero-G
LASER RIFLE. Range: 200m, Damage: 5D, Weight: 8kg, Magazine: 100, Traits: Zero-G
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Stan Shinn
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With that background, here are my proposed stats for Phasers. You can use these stats for Disruptors as well (treating Disruptors as just Phasers with another name).
Weapons:
PHASER, TYPE I. Range: 20m, Damage: 3D, Weight: 1kg, Magazine: 50, Traits: Heat, Overload, Stun, Zero-G
PHASER, TYPE II. Range: 150m, Damage: 4D, Weight: 2kg, Magazine: 100, Traits: Heat, Overload, Stun, Zero-G
PHASER RIFLE. Range: 200m, Damage: 5D, Weight: 5kg, Magazine: 150, Traits: Heat, Overload, Stun, Zero-G
New Traits:
Heat: Use this weapon to weld metals and heat rocks.
Overload: This device can be set to overload and explode after a specific time. Does 8D damage with a Blast 9 radius (roll a DM-0 Athletics (Dexterity) check; on a success you take only half damage).
Weapons:
PHASER, TYPE I. Range: 20m, Damage: 3D, Weight: 1kg, Magazine: 50, Traits: Heat, Overload, Stun, Zero-G
PHASER, TYPE II. Range: 150m, Damage: 4D, Weight: 2kg, Magazine: 100, Traits: Heat, Overload, Stun, Zero-G
PHASER RIFLE. Range: 200m, Damage: 5D, Weight: 5kg, Magazine: 150, Traits: Heat, Overload, Stun, Zero-G
New Traits:
Heat: Use this weapon to weld metals and heat rocks.
Overload: This device can be set to overload and explode after a specific time. Does 8D damage with a Blast 9 radius (roll a DM-0 Athletics (Dexterity) check; on a success you take only half damage).
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Stan Shinn
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Although, thinking things over a bit, lasers and high-end Traveller weapons assume you're usually using armor. If we assume we'll be like the TV shows and you really almost never see any sort of armor, that means on average, any hit of any kind will likely kill you, and there would be no differences between the weapons since even a Type I phase will one-shot kill you.
To keep combat deadly but not slightly more survivable, and to differentiate between heroes (more survivable, with hit points being more the D&D 1e notion of luck than actual damage) and 'red shirts', I'd do two things.
Reduced Damage Weapons:
PHASER, TYPE I. Range: 20m, Damage: 2D, Weight: 1kg, Magazine: 50, Traits: Heat, Overload, Stun, Zero-G
PHASER, TYPE II. Range: 150m, Damage: 3D, Weight: 2kg, Magazine: 100, Traits: Heat, Overload, Stun, Zero-G
PHASER RIFLE. Range: 200m, Damage: 4D, Weight: 5kg, Magazine: 150, Traits: Heat, Overload, Stun, Zero-G
If you think of characteristic points as hit points, the average PC has 14 hit points till their unconscious, and 21 point till they are dead. Plus you deal Effect damage on top of weapon damage. Assuming an average Effect of 3, the average effective damage of the revised weapons above would be:
PHASER, TYPE I. 10 hit points of damage vs. 14 point average HP character.
PHASER, TYPE II. 13.5 points of damage vs. 14 point average HP character.
PHASER RIFLE. 17 points of damage vs. 14 point average HP character.
Minion Rules:
Have a notion of 'Minions' or 'Minor NPCs' that have reduced hit points (yes, I know Traveller calls them characteristics). Something like this:
Minor NPC Rank 1: 1 Hit Points
Minor NPC Rank 2: 5 Hit Points
Minor NPC Rank 3: 10 Hit Points
With the above, you'd also be making extensive use of cover, going prone, etc. to evade hits.
To keep combat deadly but not slightly more survivable, and to differentiate between heroes (more survivable, with hit points being more the D&D 1e notion of luck than actual damage) and 'red shirts', I'd do two things.
Reduced Damage Weapons:
PHASER, TYPE I. Range: 20m, Damage: 2D, Weight: 1kg, Magazine: 50, Traits: Heat, Overload, Stun, Zero-G
PHASER, TYPE II. Range: 150m, Damage: 3D, Weight: 2kg, Magazine: 100, Traits: Heat, Overload, Stun, Zero-G
PHASER RIFLE. Range: 200m, Damage: 4D, Weight: 5kg, Magazine: 150, Traits: Heat, Overload, Stun, Zero-G
If you think of characteristic points as hit points, the average PC has 14 hit points till their unconscious, and 21 point till they are dead. Plus you deal Effect damage on top of weapon damage. Assuming an average Effect of 3, the average effective damage of the revised weapons above would be:
PHASER, TYPE I. 10 hit points of damage vs. 14 point average HP character.
PHASER, TYPE II. 13.5 points of damage vs. 14 point average HP character.
PHASER RIFLE. 17 points of damage vs. 14 point average HP character.
Minion Rules:
Have a notion of 'Minions' or 'Minor NPCs' that have reduced hit points (yes, I know Traveller calls them characteristics). Something like this:
Minor NPC Rank 1: 1 Hit Points
Minor NPC Rank 2: 5 Hit Points
Minor NPC Rank 3: 10 Hit Points
With the above, you'd also be making extensive use of cover, going prone, etc. to evade hits.
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Stan Shinn
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Here are my updated proposed weapon stats, revised to consider the approach of the 'Disruptor' stats published in the ADB newsletter here: http://www.federationcommander.com/News ... ruptor.pdf
Note my comments on magazine size and using the term 'auto' at the end.
Phasers:
PHASER, TYPE I. TL: 10, Range: 20m, Damage: 3D, Weight: 0.5kg, Magazine: 50, Traits: AP2, Heat, Overload, Stun, Zero-G
PHASER, TYPE II. TL: 10, Range: 300m, Damage: 4D, Weight: 1kg, Magazine: 50, Traits: AP3, Auto 3, Heat, Overload, Stun, Zero-G
PHASER RIFLE. TL: 10, Range: 1000m, Damage: 5D, Weight: 5kg, Magazine: 150, Traits: AP5, Auto 3, Heat, Overload, Stun, Zero-G
Disruptors:
DISRUPTOR, HOLDOUT. TL: 10, Range: 20m, Damage: 2D, Weight: 0.05kg, Magazine: 10, Traits: AP2, Reload 2, Stun, Zero-G
DISRUPTOR, PISTOL. TL: 10, Range: 300m, Damage: 4D, Weight: 1kg, Magazine: 50, Traits: AP3, Auto 3, Zero-G
DISRUPTOR, RIFLE. TL: 10, Range: 1000m, Damage: 5D, Weight: 5kg, Magazine: 150, Traits: AP5, Auto 3, Zero-G
New Traits:
Heat: Use this weapon to weld metals and heat rocks.
Overload: This device can be set to overload and explode after a specific time. Does 8D damage with a Blast 9 radius (roll a DM-0 Athletics (Dexterity) check; on a success you take only half damage).
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COMMENTS
Pistol Magazine Size -- I reduced magazines on the pistols to 50 instead of 100. This is for two reasons. (1) I think that if you're adding the 'Auto' trait, players will default to 'Auto 3' for almost all shots. With a mag of 100, you could do 'Auto 3' 11 times in a row. I think with a magazine capacity of 50, you're more apt to do some thinking about conserving energy and not go full-auto all the time. (2) Reducing it to 50 would also be consistent with how Traveller laser pistols are handled -- a laser pistol in travel with a 100 magazine comes with a belt- or wrist-mounted power pack, which Prime Directive phasers would lack.
'Auto' -- I get why it's called 'auto', but I wonder if it should be called 'wide beam' or something more setting appropriate, since phasers and disrupters don't have the concept of automatic or semiautomatic features in the way that slug throwers do?
Note my comments on magazine size and using the term 'auto' at the end.
Phasers:
PHASER, TYPE I. TL: 10, Range: 20m, Damage: 3D, Weight: 0.5kg, Magazine: 50, Traits: AP2, Heat, Overload, Stun, Zero-G
PHASER, TYPE II. TL: 10, Range: 300m, Damage: 4D, Weight: 1kg, Magazine: 50, Traits: AP3, Auto 3, Heat, Overload, Stun, Zero-G
PHASER RIFLE. TL: 10, Range: 1000m, Damage: 5D, Weight: 5kg, Magazine: 150, Traits: AP5, Auto 3, Heat, Overload, Stun, Zero-G
Disruptors:
DISRUPTOR, HOLDOUT. TL: 10, Range: 20m, Damage: 2D, Weight: 0.05kg, Magazine: 10, Traits: AP2, Reload 2, Stun, Zero-G
DISRUPTOR, PISTOL. TL: 10, Range: 300m, Damage: 4D, Weight: 1kg, Magazine: 50, Traits: AP3, Auto 3, Zero-G
DISRUPTOR, RIFLE. TL: 10, Range: 1000m, Damage: 5D, Weight: 5kg, Magazine: 150, Traits: AP5, Auto 3, Zero-G
New Traits:
Heat: Use this weapon to weld metals and heat rocks.
Overload: This device can be set to overload and explode after a specific time. Does 8D damage with a Blast 9 radius (roll a DM-0 Athletics (Dexterity) check; on a success you take only half damage).
------------------
COMMENTS
Pistol Magazine Size -- I reduced magazines on the pistols to 50 instead of 100. This is for two reasons. (1) I think that if you're adding the 'Auto' trait, players will default to 'Auto 3' for almost all shots. With a mag of 100, you could do 'Auto 3' 11 times in a row. I think with a magazine capacity of 50, you're more apt to do some thinking about conserving energy and not go full-auto all the time. (2) Reducing it to 50 would also be consistent with how Traveller laser pistols are handled -- a laser pistol in travel with a 100 magazine comes with a belt- or wrist-mounted power pack, which Prime Directive phasers would lack.
'Auto' -- I get why it's called 'auto', but I wonder if it should be called 'wide beam' or something more setting appropriate, since phasers and disrupters don't have the concept of automatic or semiautomatic features in the way that slug throwers do?
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Albiegamer
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- kehrer1701
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Albiegamer
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I went over Stan's inputs on Phasers (the Disruptor playtest was released Oct 21) as I was working on Ch 7 and prepping another Playtest Freebie for the ADB Newsletter.
Here is the process we (I) use for the conversion:
- Stats for range, damage, etc. have to be as close to those defined in GPD as possible (a rule followed for writing d20PD and d20M)
- Write the stats in MGT terms following the format and rules for dealing damage, to hit, etc as closely as possible.
- Avoid adding new damage types and such to the existing MGT list.
TPD has to have that "Traveller" game play feel for the Traveller fans wanting to try role-playing in the SFU, yet the setting feel the same for all the current SFU fans.
Read the two PDFs I've linked below and see what you think.
al B.
You can get the Phaser PDF here at http://www.starfleetgames.com/federatio ... Phaser.pdf
The Disruptor playtest can be found at http://www.starfleetgames.com/federatio ... ruptor.pdf
Here is the process we (I) use for the conversion:
- Stats for range, damage, etc. have to be as close to those defined in GPD as possible (a rule followed for writing d20PD and d20M)
- Write the stats in MGT terms following the format and rules for dealing damage, to hit, etc as closely as possible.
- Avoid adding new damage types and such to the existing MGT list.
TPD has to have that "Traveller" game play feel for the Traveller fans wanting to try role-playing in the SFU, yet the setting feel the same for all the current SFU fans.
Read the two PDFs I've linked below and see what you think.
al B.
You can get the Phaser PDF here at http://www.starfleetgames.com/federatio ... Phaser.pdf
The Disruptor playtest can be found at http://www.starfleetgames.com/federatio ... ruptor.pdf
AL B.
International GameMaster since 1982, Professional Game Demonstrator since 1998.
Lead Writer, Traveller Prime Directive
International GameMaster since 1982, Professional Game Demonstrator since 1998.
Lead Writer, Traveller Prime Directive
- kehrer1701
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Albiegamer
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Recieved the following in email:
First, remember that we are writing our own core rulebook, and we will have a huge variety of weapons all balanced against each other for the way the Star Fleet universe works. The MGT core book will not be needed for rules or weapon/equipment stats.
Now, a Phaser or disrupter aren't the same as a 'laser pistol' even though I know I've said go ahead and use the MGT laser pistol until I have the equipment finished.
But to answer your question-
Here are ranges of the MGT weapons:
Body pistol is 5m
Auto pistol is 10m
Revolver (TL4) is 10m
Laser pistol (TL9) is 20m
Laser pistol (TL11) is 30m.
Note:
- No 'stun' damage settings,
- They are only 'kill' with one level of damage
- No AP quality
- Their ranges are much shorter
Phaser 1 is 50m (Stun/Kill 1D max)
Phaser 2 is 200m (Stun/Kill 2D max, plus Disintegrate with AP)
Phaser 3 is 500m (stun/Kill 3D max).
- Much greater range
- Multiple Stun (depending on Phaser type)
- Multiple Kill settings (depending on Phaser type)
- Multiple Disintegrate setting with AP (depending on Phaser type)
- Can be set to Overload (area affective damage)
- Much larger number of 'shots' per reload/magazine.
The trade out is greater range and flexibility in quantity/type of damage done compared to the MGT weapons.
As for Disruptors, the description states the holdout is equal to a Derringer (small concealable pistol with very short range of 20m, 2d damage), which would basically be the MGT 'Snub Pistol' which has a range of 5m, 3d-3 thus a little more damage and one-quarter the range.
Thank you for the feedback, nicely done analysis. I am also posting your email and this reply to the forums.Why are the damage ratings for both the phasers and disruptors so low? Comparing the trusty Phaser-II to a number of sidearms in the Traveller Core Rulebook is, well ... embarrassing to Star Fleet.
Autopistol (TL6) and a revolver (TL5) do 3D-3 damage. A body pistol (TL8) does 2D damage. A laser pistol does 3D (TL9) or 3D+3 (TL11) damage.
Yes, a phaser is more than a killing weapon. A stunner does 2D damage at TL8 and it just gets better after that.
Suggestion 1 Double the damage for both phaser and disruptor weapons.
Suggestion 2 My preference. Double disruptor damage. Change phasers to 2D damage for Phaser-I, 4D damage for Phaser-II, and 6D damage for a Phaser-III. Replace the chart with the following (or something similar):
Phasers have three damage type settings (stun, kill, disintegrate) and multiple power settings. The user can adjust the setting so the weapon does 1 point of damage, 1/2D, 1D, 2D, and so on up to the maximum power setting of the weapon. Power consumption is equal to the number of dice of damage (minimum 1). Phasers set to kill have AP2 at all power levels. Phasers set to disintegrate are Destructive Weapons (p.74) and would multiply their damage (and power usage) by 10.
First, remember that we are writing our own core rulebook, and we will have a huge variety of weapons all balanced against each other for the way the Star Fleet universe works. The MGT core book will not be needed for rules or weapon/equipment stats.
Now, a Phaser or disrupter aren't the same as a 'laser pistol' even though I know I've said go ahead and use the MGT laser pistol until I have the equipment finished.
But to answer your question-
Here are ranges of the MGT weapons:
Body pistol is 5m
Auto pistol is 10m
Revolver (TL4) is 10m
Laser pistol (TL9) is 20m
Laser pistol (TL11) is 30m.
Note:
- No 'stun' damage settings,
- They are only 'kill' with one level of damage
- No AP quality
- Their ranges are much shorter
Phaser 1 is 50m (Stun/Kill 1D max)
Phaser 2 is 200m (Stun/Kill 2D max, plus Disintegrate with AP)
Phaser 3 is 500m (stun/Kill 3D max).
- Much greater range
- Multiple Stun (depending on Phaser type)
- Multiple Kill settings (depending on Phaser type)
- Multiple Disintegrate setting with AP (depending on Phaser type)
- Can be set to Overload (area affective damage)
- Much larger number of 'shots' per reload/magazine.
The trade out is greater range and flexibility in quantity/type of damage done compared to the MGT weapons.
As for Disruptors, the description states the holdout is equal to a Derringer (small concealable pistol with very short range of 20m, 2d damage), which would basically be the MGT 'Snub Pistol' which has a range of 5m, 3d-3 thus a little more damage and one-quarter the range.
AL B.
International GameMaster since 1982, Professional Game Demonstrator since 1998.
Lead Writer, Traveller Prime Directive
International GameMaster since 1982, Professional Game Demonstrator since 1998.
Lead Writer, Traveller Prime Directive
- kehrer1701
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I agree with callouts. We tested in game last night.
Phasers:
I do like the rules for overload as well.
On heating objects, I'm not sure that should be the same as stun.
Stun + Human body = incapacitated
Stun + Object = Heated up?
I would think a higher setting would be used to heat up the molecules of an object. Maybe just needs a callout of higher setting to heat up an object. If you heat it up to much, you might disintegrate it.
Phasers:
I do like the rules for overload as well.
On heating objects, I'm not sure that should be the same as stun.
Stun + Human body = incapacitated
Stun + Object = Heated up?
I would think a higher setting would be used to heat up the molecules of an object. Maybe just needs a callout of higher setting to heat up an object. If you heat it up to much, you might disintegrate it.
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Albiegamer
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Thank you for the feedback, I'm evaluating the heating up an object.kehrer1701 wrote:I agree with callouts. We tested in game last night.
Phasers:
I do like the rules for overload as well.
On heating objects, I'm not sure that should be the same as stun.
Stun + Human body = incapacitated
Stun + Object = Heated up?
I would think a higher setting would be used to heat up the molecules of an object. Maybe just needs a callout of higher setting to heat up an object. If you heat it up to much, you might disintegrate it.
Each attack on the Stun setting is one shot from the magazine. I'm thinking that for heating an object we need to clarify how many 'rounds/shots' it takes to heat that rock up, like say 10 shots worth of energy (instead of one).
Thoughts? Ideas?
AL B.
International GameMaster since 1982, Professional Game Demonstrator since 1998.
Lead Writer, Traveller Prime Directive
International GameMaster since 1982, Professional Game Demonstrator since 1998.
Lead Writer, Traveller Prime Directive
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LimeyDragon
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- kehrer1701
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- kehrer1701
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I just watched a TNG episode that had Geordi trapped on a stormy planet down in a hole he couldn't climb out of. He then dug a small trench in the clay, added some ore elements, and then I heard 2x beeps on the phaser which then resulted in a beam hot enough to melt the ore into spikes, once cooled.
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Albiegamer
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