Goods/Weapons

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13mm Double Barrel Big Game Rifle

13mm Double Barrel Big Game Rifle
Imperial Sunburst-Sun-IISS-Traveller.gif
Hunting Weapon
Group: Ranged Weapon
Tech Level TBD
Size TBD
Weight TBD
Cost TBD
Ammo TBD
Manufacturer TBD
TBD

No information or synopsis yet available.

Maintenance This article is missing source reference/s. At least one reference, citation, or author if non-canon should be listed for most articles.
  • The Travellers' Digest 20
 

14.5mm Crunch Gun

14.5mm Crunch Gun
Imperial Sunburst-Sun-IISS-Traveller.gif
Crunch Gun
Group: Ranged Weapon
Tech Level 5
Size TBD
Weight TBD
Cost TBD
Ammo 14.5mm ammunition
Manufacturer Unknown
Semiautomatic Anti-armor Rifle

The Crunch Gun is one of the firearms accomplishments of Milieu 1190, an archaic firearm that is still capable of threatening higher technology troops and armor.

It is a TL-5 14.5 x 146.7 millimeter semiautomatic anti-armor rifle. It has better range than any of the RCES higher-tech weapons, and enough damage to hurt troops in high-tech armor. It’s a good weapon for pre-stellar worlds to resist the RCES and cause them a good bit of pain.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

17mm Paint Pellet Gun

17mm Paint Pellet Gun
Imperial Sunburst-Sun-IISS-Traveller.gif
TBD
Group: Small Arms
Tech Level 4
Size 4.0 liters
Weight 3.0 kg
Cost Cr100
Ammo 17mm gel
Manufacturer Various
TBD

The Paint Pellet Gun is a compressed gas weapon which fires large caliber (12mm-17mm) gel capsules at a velocity of 100m/s. These capsules are filled with paint or, at higher TLs, more noxious payload. Compressed gas weapons are a TL–4 invention, requiring strong pumping between shots. By TL–6 the materials science enables construction of small, light weight tanks of compressed gas for repeat firings.

At TL–7, consistent manufacturing of gel capsules filled with paint allows the development of the first paint guns. First sources for the guns vary between a livestock marking tool, an alternative "safe" weapon often used by military units for training, or in "war games" for bored or overly aggressive civilians.

The real value of the Paint Gun becomes apparent when the gelcaps which hold in the paint become dependable enough to hold more hazardous substances than paint. At TL-9, materials engineers create a material which can hold biologicals (both bacterial and viral), some chemicals, and strong tranquilizers.

Typical biologicals include both fast and slow-acting immune deficiency viruses, dysentery-causing bacteria, and meningitis-causing bacteria. Typical chemicals include tranquilizers, nerve poisons, psychoactives, and even powerful versions of "truth" drug.

The paint gun is often used in combat support roles, such as infiltration missions designed to cause unrest or disrupt essential rear-echelon services. It is also sometimes used in political missions, such as assassination or otherwise rendering political figures and command structures ineffective.

Paint pellet guns come in two styles, a light weight pistol (0.75 kg) which fires 6-8 single shots and an automatic fire carbine with a larger air tank and a magazine capacity of 100 shots.

Smallwikipedialogo.png This page uses content from Wikipedia. The original article was at Paintball_marker. The list of authors can be seen in the page history. The text of Wikipedia is available under the Commons Attribution-ShareAlike 3.0 Unported License.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

4mm Gauss Pistol

4mm Gauss Pistol
Imperial Sunburst-Sun-IISS-Traveller.gif
Gauss Weapon
Group: Ranged Weapon
Tech Level TBD
Size TBD
Weight TBD
Cost TBD
Ammo TBD
Manufacturer TBD
TBD

No information or synopsis yet available.

Maintenance This article is missing source reference/s. At least one reference, citation, or author if non-canon should be listed for most articles.
  • JTAS-13
 

5mm Revolver

5mm Revolver
Imperial Sunburst-Sun-IISS-Traveller.gif
Handgun
Group: Pistol, Slug
Tech Level 5
Size 0.1 liters
Weight 0.3 kg
Cost Cr100
Ammo 5mm Bullets
Manufacturer Instellarms
TBD

Placeholder

Maintenance This article is missing source reference/s. At least one reference, citation, or author if non-canon should be listed for most articles.
 

7mm Auto Rifle

7mm Auto Rifle
Imperial Sunburst-Sun-IISS-Traveller.gif
Assault Rifle
Group: Ranged Weapon
Tech Level TBD
Size TBD
Weight TBD
Cost TBD
Ammo 7mm
Manufacturer TBD
TBD

The 7mm Auto Rifle is restricted by most worlds in the Spinward Marches because of its automatic firing capability. During combat, the weapon must be reloaded frequently because the ammunition clip holds only 20 rounds.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

7mm Rotary Gun

7mm Rotary Gun
Imperial Sunburst-Sun-IISS-Traveller.gif
Machine Gun
Group: Ranged Weapon
Tech Level TBD
Size TBD
Weight TBD
Cost TBD
Ammo TBD
Manufacturer TBD
TBD

No information or synopsis yet available.

Maintenance This article is missing source reference/s. At least one reference, citation, or author if non-canon should be listed for most articles.
  • Challenge 75
 

8mm Assault Cannon

8mm Assault Cannon
Imperial Sunburst-Sun-IISS-Traveller.gif
8mm Assault Cannon
Group: Gauss Weapon
Tech Level TL-11
Size 168.0 cm long
Weight 12.0 kg unloaded
Cost Cr12,000
Ammo 8mm needles
Manufacturer Various
Electronic sight. Laser sight. Gryoscopic compensator. Harness-mounted.

An Assault Cannon is a gauss-operated support weapon.

The assault cannon fires an 8.0 mm, 20.0 gram projectile at a rate of 1,200.0 mps, with a practical rate of fire of four rounds per second. Like all Gauss weapon, it makes a loud popping noise when fired, around 120.0 db.

The weapon is fed by an ammunition cassette, which contains sixty rounds. The weapon also requires a coolant cylinder and power pack. Each power pack will fire four hundred rounds and each coolant cylinder will also cool the weapon for four hundred rounds before becoming exhausted. The weapon fires four round bursts. Assault cannons are fully man-portable. Each ammunition cassette weighs 4.0 kg.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

9mm Bolt Action Rifle

9mm Bolt Action Rifle
Imperial Sunburst-Sun-IISS-Traveller.gif
Rifle
Group: Ranged Weapon
Tech Level TBD
Size TBD
Weight TBD
Cost TBD
Ammo TBD
Manufacturer TBD
TBD

No information or synopsis yet available.

Maintenance This article is missing source reference/s. At least one reference, citation, or author if non-canon should be listed for most articles.
  • The Travellers' Digest 20
 

A-PAWS

A spinal mount, the Anti-Particle Accelerator Weapon System, or A-PAWS, is massive in size, cost and energy requirements. Though technically minded sophonts have been researching antimatter for millennia, we have yet to field a missile or provide power through its use, but near the end of tech level 15 this new weapon systems has been designed, though not constructed.

Description (Specifications)[edit]

The reason no polity has not made our latest and greatest dreadnought mounting A-PAWS may be due to its cost? Its mass? Or, even, its tremendous energy drain it will demand? One cannot say, though the technical achievements in its mere design are tremendous.

To successfully mount and fire the A-PAWS, an extremely massive amount of energy will be used in the formation and storage of antimatter. Heavier equipment will be called for by the weapon systems to handle the increased power drain. This severely hampers the ways A-PAWS may be used in arming vessels, and also supplies a plausible reason for their absence from naval architects design systems until now.

Though technically feasible, building an antimatter weapon at earlier tech levels would have lead to such a massive ground-based weapon that there would be no way to aim it, and the thought of constructing a naval vessel carrying this weapon is far beyond the scope of naval designers and engineers due to the expense in both monetary and energy requirements. Not to mention, the size of the vessel would rival that of a small moon.

Once those three issues are lessened to the point where designers can begin developing systems and vessels armed with A-PAWS, there is, of course, the issue of where this weapon system can be fired from. One cannot fire the A-PAWS when in an atmosphere of any type. Being near an atmosphere or within an interstellar or interplanetary gas or dust cloud would cause the same violent end. Firing an antimatter-based weapon through any form of matter — be it solid, liquid or gaseous — would react as the beam left the vacuum of the weapon's muzzle. In other words, a suicidal error!

History & Background (Dossier)[edit]

Thus, A-PAWS are only going to be used in ship-to-ship combat and orbital bombardment, once the starships leave the shipyards. Though limited in its usefulness, when A-PAWS hits its target, disregarding black globes, the target is vaporized. Black globes, of course, absorb the damage up to its capacitors maximum charge.

Planetary bombardment results in the equivalent of a large thermonuclear explosion at the point of impact. The atmosphere that the bolt of antimatter passed through, being vaporized to pure energy, would crack like thousands of lightning bolts. To fully strike at the planet, one must over come the atmosphere that surrounds it by stripping it away with each shot. Though, once the atmosphere has been removed, with continual bombardment, the planet itself may be reduced to the beginning of an asteroid belt.

With this form of devastation in the shape of a spinal mount, other fleets will mark the A-PAWS-armed vessel as a "Priority One!" target.

This weapon system is a form of nuclear warhead, as well.

References & Contributors (Sources)[edit]

Author's Note: This was pulled from an article in Journal of the Travellers Aid Society No. 20, though worded in a way that this weapon system was not canon per se, but left in the hands of the referee to add to his Traveller universe at his own discretion. I have marked this as canon, though, since it did come from a canon source.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

AS-2B1 "Warhammer" Assault Shotgun

AS-2B1 Assault Shotgun
Imperial Sunburst-Sun-IISS-Traveller.gif
"Warhammer" Assault Shotgun
Group: Shotgun, Slug
Tech Level 12
Size 91.24cm long
Weight 7.75 kg loaded
Cost Cr1,830.97
Ammo 18mm Pellets, Tranq Pellets, Slug, HEAP Slug, Flechette and HEAP Flechette.
Manufacturer Aurora Enterprises
Bullpup stock, optic sight, laser sight, gyroscopic compensator, muzzle brake.

The AS-2B1 "Warhammer" Assault Shotgun is used by Terran Republic Marine infantry and Naval Security personnel during boarding actions and other close quarter combat situations. Developed during the Terran Civil War as a stop gap close support weapon for the Eastern Coalition forces, it is still sometimes referred to as "The Poor Man's Plasma Gun." Because of its weight, it is usually carried with a shoulder strap, though it has a surprisingly low recoil for such a powerful weapon. The AS-2 is generally expensive and difficult to obtain outside of military service

A civilian version, known as the Aurora Model 201, is available to the general public for significantly less. The Model 201 lacks the laser sight and fires in semi-auto mode only, but is otherwise identical to the AS-2.

A variety of rounds have been developed for the AS-2, including pellet, tranq pellet, slug, HEAP slug, flechette, and HEAP flachette (which contains eight high explosive armor piercing darts each). Slug, pellet, and flechette rounds are widely available on the civilian market, while HEAP slug and tranq pellet are rather more difficult to obtain. HEAP flechette rounds, because of their damage potential, are banned on most worlds in the Republic, and are usually only available at ten times the listed price from the black market.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Accelerator Rifle

Generic Accelerator Rifle
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Accelerator Rifle
Group: Ranged Weapon
Tech Level 9
Size 800.0 mm
Weight 2,500.0 grams
Cost Cr900
Ammo 6mm bullet, x15 rounds
Manufacturer Various
Generic Accelerator Rifle

The Accelerator Rifle (3,000.0 grams loaded; Cr900; TL-9) is a weapon specifically designed for Zero-G combat

Description (Specifications)[edit]

"Accelerator Rifle:" Designed specifically for Zero-G combat, the accelerator rifle fires a 6.0 mm, 5.0 gram bullet at an initial muzzle velocity of 100 to 150 meters per second which upon leaving the barrel is accelerated by a secondary propelling charge to velocities of 700 to 800 meters per second. Normally the rifle fires bursts of three rounds per pull of the trigger, but may be adjusted to fire single rounds after any firing. A fifteen round magazine is inserted in the bottom of the weapon in front of the trigger guard, and reloading takes less than a minute. [1]

Weapon Characteristics[edit]

Length: 800.0 mm. Weight, unloaded: 2,500.0 grams (loaded magazine weighs 500.0 grams). Base price: Cr900 (loaded magazine costs Cr25). Tech level 9. [2]

History & Background (Dossier)[edit]

As sophonts venture out of their gravity well into space, generally by the TL:7-9 epoch, they discover that conventional KEW weaponry does not function well in a vacuum environment. Lubricants tend to freeze and lose function, atmospheric air is often needed for mechanical moving parts, and many other problems are encountered. [3]

Several solutions to Zero-G combat include:

Selected Weapon Models[edit]

  1. TL-9 Accelerator Rifle
  2. TL-10 Accelerator Rifle
  3. TL-11 Accelerator Rifle
  4. TL-12 Accelerator Rifle

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 36.
  2. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 36.
  3. An unpublished factoid written by Maksim-Smelchak
  4. An unpublished factoid written by Maksim-Smelchak
 

Advanced Combat Rifle

Generic Advanced Combat Rifle
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Advanced Combat Rifle
Group: Ranged Weapon
Tech Level 10
Size 750.0 mm
Weight 3,500.0 grams
Cost Cr1,000
Ammo 9mm bullet, 6mm DS slug, 40mm Grenade
Manufacturer Various
Generic Advanced Combat Rifle

The Advanced Combat Rifle (4,000.0 grams loaded; Cr1,000; TL-10) is an advanced slugthrower and one of the most flexible and available firearms available to militaries.

Description (Specifications)[edit]

"Advanced Combat Rifle:" A progressive development of the assault rifle, the advanced combat rifle (ACR) fires either a 9mm, 5.0 gram high explosive (HE) bullet at 900 meters per second, or a 9/6mm, 3.0 gram discarding sabot (DS) slug at 1,200 meters per second. A magazine containing twenty rounds is inserted into the underside of the weapon behind the pistol grip. Reloading takes just a few seconds, during which the firer is treated as evading. The weapon may fired either automatically or semi-automatically (…as with the assault rifle). [1]

Standard equipment includes an electronic battlefield sight, incorporating both light amplification and passive IR, visual magnification, and a laser rangefinder which may also be used as a target painting device. The weapon is also gyroscopically stabilized during firing. A sling is provided, and the muzzle of the rifle includes an integral flash suppressor and adaptor for launching a 40mm RAM shoot-through grenade. [2]

Weapon Characteristics[edit]

Length, exclusive of grenade: 750.0 mm. Weight, unloaded: 3,500.0 grams (loaded magazine weighs 500.0 grams). Base price: Cr1,000 (loaded HE Magazine Cr20, Loaded DS magazine Cr25). Note, due to the high per round cost, solid slug ammunition is often manufactured locally, at a base price of Cr15 per magazine. When firing slug ammunition, use the range modifiers of The ACR and the target modifiers and damage levels of the assault rifle. Extreme range: 1,000.0 meters. Tech level 10. [3]

History & Background (Dossier)[edit]

Advanced Combat Rifles come of age in the TL:10-12 epoch and are never really considered obsolete as they remain useful well into the TL:13-15 epoch. The weapon is preceded by the Rifle, Automatic Rifle, and Assault Rifle. By TL:13-15, Plasma Weaponry and Gaus Rifles tend to predominate. [4]

Selected Advanced Combat Rifle Models[edit]

  1. TL-10 Advanced Combat Rifle
  2. TL-11 Advanced Combat Rifle
  3. TL-12 Advanced Combat Rifle

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 35-36.
  2. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 35-36.
  3. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 35-36.
  4. An unpublished factoid written by Maksim-Smelchak
 

Advanced Laser

Advanced Laser
Imperial Sunburst-Sun-IISS-Traveller.gif
Laser Weapon
Group: Ranged Weapon
Tech Level TBD
Size TBD
Weight TBD
Cost TBD
Ammo TBD
Manufacturer TBD
TBD

No information or synopsis yet available.

Maintenance This article is missing source reference/s. At least one reference, citation, or author if non-canon should be listed for most articles.
  • Challenge 66
 

Aerogel Launcher

Aerogel Launcher
Imperial Sunburst-Sun-IISS-Traveller.gif
TBD
Group: TBD
Tech Level 12
Size TBD
Weight TBD
Cost Cr100
Ammo TBD
Manufacturer SchwartzCo
TBD

An Aerogel Launcher is a device built as a toy for children. It's a very low powered Semi-automatic Gauss Rifle firing 10.0 cm diameter 20.0 g blobs of plasteel aerogel. Range is between 10.0 meters and 20.0 meters.

The aerogel blobs are usually brightly colored, even luminescent. In addition to colors, the ammunition comes in either solid surface or sticky. Solid surface blobs will bounce around like balls upon impact, making for fun games afterwards. The sticky blobs are coated with a very mild adhesive.

The outer casing of the launcher varies by manufacturer from a brightly colored plastic to an almost exact replica of the Imperial Army standard issue FGMP.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Akhaeh

The Akhaeh is a boomerang-like weapon with sharpened edge. Usually carried on a belt sheath, it functions precisely as a boomerang. A thrown Akhaeh which misses the target may return to the target.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Aloi

The most widespread of all aloi, this is literally a false dewclaw . The blade, from six to 10cm long, mounts on the palm of the hand to enable a human to simulate traditional Aslan combat. To be effective, the wielder must use strokes similar to those used by racial Aslan. These devices are unnatural to humans, and are no match for Aslan who can manipulate their living claws with dexterity unmatchable by aloi. Because of this deficiency, blade weapons more suited to the human hand are used in many places.


Maintenance This article is a stub or placeholder. Please expand this article to include further basic detail: who, what, where, etc.
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This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Ammunition

No information or synopsis yet available.
  • Placeholder
  • Bullets, cartridges, etc.

Description / Specifications[edit]

No information yet available.

History & Background / Dossier[edit]

No information yet available.

References & Contributors / Sources[edit]

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Archaic Firearm

Archaic Firearms: Many very early period, typically epoch TL:1-3, guns remain available in interstellar societies and, travellers granted free choice might still want to purchase and train with them. [1]

Description (Specifications)[edit]

Firearms are available at lower tech levels in less developed forms. Adventurers on primitive worlds may encounter them, and may conceivably be required to use them. [2]

Selected Archaic Firearm Types[edit]

  1. Flintlock Musket [3]
  2. Hand Cannon [4]
  3. Muzzle-loading Pistol [5]
  4. Percussion Revolver [6]
  5. Percussion Rifle [7]
  6. Smoothbore Flintlock Musket

History & Background (Dossier)[edit]

All these weapons require that the owner also carry gunpowder and properly sized lead balls; percussion weapons also require a supply of percussion caps. [8]

References & contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 42.
  2. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 42.
  3. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 43.
  4. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 43.
  5. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 43.
  6. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 43.
  7. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 43.
  8. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 43.
 

Archaic Missile Weapon

Archaic Missile Weapon
Imperial Sunburst-Sun-IISS-Traveller.gif
TBD
Group: Ranged Weapon
Tech Level TBD
Size TBD
Weight TBD
Cost TBD
Ammo TBD
Manufacturer TBD
TBD

No information or synopsis yet available. JTAS-11

 

Artillery

Artillery are typically very large weapons with capabilities to project much higher levels of damage over much farther distances when compared to most infantry weapons such as Smallarms, Light Weapons, and Heavy Weapons.
  • While not all artillery is indirect in nature, most is. The advantages of firing artillery over, around, or even through defenses is enormous.
  • Artillery uses all known weapon types:
  1. DEW
  2. GUW
  3. KEW

Description (Specifications)[edit]

Artillery weapons are one of the heaviest arms of ground forces.

  • Artillery weapons requiring a direct Line of Sight (LOS) are much more limited in scope.
  • All artillery is dependent on good intelligence to know where to target. Artillery not supported by effective sensor nets is near useless.
  • Once larger self-propelled vehicles are perfected to a minimal degree, typically in the TL:4-6 epoch, self-propelled artillery becomes an important arm of ground forces.
  • Once aircraft grow out of their initial frail forms typically in the TL:4-6 epoch, air support or the flying artillery, become a vital part of combined combat arms.

Indirect Fire vs. Direct Fire[edit]

TBD

  • LOS

Indirect Fire vs. Direct Fire[edit]

Missions and indications, COACC.

  • Anti-aircraft (flyers & smallcraft)
  • Anti-bunker (fortifications)
  • Anti-material (softskins & supplies)
  • Anti-personnel (infantry)
  • Anti-planet (world destruction)
  • Anti-ship (nautical)
  • Anti-star (star)
  • Anti-starship (vacuum)
  • Anti-tank (armored vehicles)

Gun Fire vs. Rocket Fire[edit]

Guns vs. Rockets

  • Tube Artillery (Guns)
  • Remote MRL (Rockets)

Selected Artillery by Role[edit]

  1. Strategic Artillery
  2. Tactical Artillery AKA Field Artillery

Selected Artillery by Type[edit]

  1. Energy Artillery
    1. Laser Guns
    2. Maser Guns
  2. High Energy Artillery
    1. Fusion Guns (DEW)
      1. X Gun
      2. Y Gun
      3. Z Gun
    2. Meson Accelerator AKA Meson Ace. (DEW)
    3. Plasma Guns (DEW)
      1. A Gun
      2. B Gun
      3. C Gun
  3. Missile Artillery (GUW)
    1. Strategic Missile (GUW)
      1. Conventional Missile Artillery
      2. Unconventional Missile Artillery
    2. Tactical Missile (GUW)
      1. Conventional Missile Artillery
      2. Unconventional Missile Artillery
  4. Munitions (Ammunition)
    1. Cluster Bomblet Munition
    2. Discarding Sabot Munition
    3. Flechette Munition
  5. Rocket Artillery (KEW)
    1. Multiple Rocket Launcher AKA MRL
      1. Multiple Rocket Launcher, Light AKA Lt MRL
      2. Multiple Rocket Launcher, Medium AKA MRL
      3. Multiple Rocket Launcher, Heavy AKA Hvy MRL
      4. Multiple Rocket Launcher, Remote AKA Remote MRL
  6. Tube Artillery (KEW)
    1. Howitzer (KEW)
      1. Howitzer, Light AKA Lt Howitzer
      2. Howitzer, Field
      3. Howitzer, Medium AKA Med Howitzer
      4. Howitzer, Heavy AKA Hvy Howitzer
    2. Mass Driver gun AKA MDG (KEW)
      1. Mass Driver, Light AKA Lt Mass Driver
      2. Mass Driver, Medium AKA Med Mass Driver
      3. Mass Driver, Heavy AKA Hvy Mass Driver
    3. Mortar (KEW)
      1. Mortar, Light AKA Lt Mortar
      2. Mortar, Medium AKA Md Mortar
      3. Mortar, Heavy AKA Hvy Mortar
      4. Mortar, Very Heavy AKA Very Hvy Mortar

History & Background (Dossier)[edit]

TBD

Field Artillery vs. Fixed Artillery[edit]

TBD

Fire Direction Technology[edit]

Fire direction aids.

Counterbattery Technology[edit]

Counterybattery devices.

Anti Aircraft Artillery (AAA)[edit]

TBD

Artillery Point Defense[edit]

TBD

High Energy Artillery[edit]

TBD

Mass Driver Artillery[edit]

TBD

Meson Artillery[edit]

TBD

COACC[edit]

TBD

References & contributors (Sources)[edit]

62px-Information icon.svg.png This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Assault Rifle

Generic Assault Rifle
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Assault Rifle
Group: Ranged Weapon
Tech Level 7
Size 850.0 mm
Weight 3,000.0 grams
Cost Cr300
Ammo 6mm bullet, x30 rounds
Manufacturer Various
Generic Assault Rifle

The Assault Rifle (3,330.0 grams loaded; Cr300; TL-7) is a highly effective assault weapon that outperforms its predecessors by a considerable margin.

Description (Specifications)[edit]

"Assault Rifle:" A lighter and less expensive military version of the automatic rifle, the assault rifle fires a 6mm, 5.0 gram bullet at velocities of 900 meters per second. A magazine containing thirty rounds is inserted into the underside of the assault rifle, ahead of the trigger guard. Reloading takes several seconds, during which the firer is treated as evading. The weapon may either be fired automatically (four rounds per pull of the trigger] or semi-automatically (one round per pull of the trigger). The fire setting may be changed after actively firing. [1]

The assault rifle has an integral carrying grip/sight, and is generally provided with a sling as well. Belt fed versions are generally not available, and special sights may not be attached without considerable modification of the basic design for most models. [2]

Weapon Characteristics[edit]

Length: 850.0 mm. Weight, unloaded: 3,000.0 grams (loaded magazine weighs 330.0 grams). Base price: Cr300 (loaded Magazine: Cr20). Tech level 7. [3]

History & Background (Dossier)[edit]

Assault Rifles come of age in the TL:7-9 epoch and tend to remain in wide use throughout Charted Space due to ease of manufacture and price. It is a progressive development of the Automatic Pistol to Machine Pistol to Submachinegun to Automatic Rifle to the Assault Rifle. The weapon tends to be superceded by the ACR by forces that can afford them. By TL:13-15, Plasma Weaponry and Gaus Rifles tend to dominate the battlefield. [4]

Selected Assault Rifle Models[edit]

  1. TL-7 Assault Rifle
  2. TL-8 Assault Rifle
  3. TL-9 Assault Rifle

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 35.
  2. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 35.
  3. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 35.
  4. An unpublished factoid written by Maksim-Smelchak
 

Assault Rocket Launcher

Assault Rocket Launcher
Imperial Sunburst-Sun-IISS-Traveller.gif
Rocket Weapon
Group: Ranged Weapon
Tech Level TBD
Size TBD
Weight TBD
Cost TBD
Ammo TBD
Manufacturer TBD
TBD

No information or synopsis yet available.

Maintenance This article is missing source reference/s. At least one reference, citation, or author if non-canon should be listed for most articles.
  • JTAS-17

|S3= Imperial Encyclopedia

 

Auto-Cannon

Generic Auto-Cannon
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Auto-Cannon
Group: Ranged Weapon
Tech Level 8
Size 1,500.0 mm
Weight 1,000.0 kilograms (towed)
Cost Cr10,000 (towed)
Ammo 20mm bullet, x200 round drum
Manufacturer Various
Generic Auto-Cannon

The Auto-Cannon or Automatic Cannon (1,100.0 grams loaded; Cr10,000 (towed); TL-8) is a linkless feed, fully automatic weapon firing rounds larger than even Heavy Machineguns. [1]

  • It is a KEW Light Weapon often used for anti-material and anti-aircraft duties.

Description (Specifications)[edit]

"Auto-Cannon:" A linkless feed, fully automatic weapon, the auto-cannon fires a 100.0 gram round at velocities of 1,200.0 meters per second with a practical rate of fire of 200 rounds per minute. Ammunition is provided in 200 round drums, two of which may be attached to the weapon at any one time. Two different ammunition types may be used, one in each drum, and drum selection may be changed anytime after active firing. Replacing an empty ammunition drum requires more than a minute. If a loader is present, this may be done while the weapon is being fired from the other drum. Ammunition provided includes HE, and 20/9 mm discarding sabot. Every tenth round in an HE drum is an incendiary round. The weapon fires ten round bursts, up to five of which may be fired in under a minute. Bursts may be directed at different targets within the weapon's arc of fire. [2]

The weapon is available in three different configurations: turreted, towed, and pintel mount. The turreted version has a 180° arc of fire while the other versions have a 90° arc of fire. Turreted and pintel mounted weapons must be mounted on vehicles, while the towed version is provided with a cruciform platform for firing emplaced. [3]

Weapon Characteristics[edit]

Length: 1,500.0 mm. Weight, unloaded: 400.0 kilograms (turret), 300.0 kilograms (pintle mount), 1,000.0 kilograms (towed). (200 round drum, 100 kilograms). Base price: Cr12,000 (turret), Cr10,000 (towed), Cr7,500 (pintle mount). (200 round drum, Cr1,000). Extreme range: 2,000.0 meters (…except pintle mount, 1,000.0 meters). Tech level 8.

History & Background (Dossier)[edit]

The first autocannons were simply upsized machineguns. Earlier cannons were less succesfful and were often used as wall guns on fortresses. As aircraft developed, the autocannon became an ideal weapon for smaller aircraft to use to shoot down larger aircraft. As the technology for internal mechanisms improves and becomes more reliable, more sophisticated, faster-firing autocannons become possible. Multi-barrel rotary cannons are also an offshoot of autocannon technology. A variety of feed mechanisms have been devised for such weapons from drums to belts to chain-linked ammunition and more. The weapons remain in active service in a number of roles until the advent of gauss and energy weapons, which supplant them once perfected. [5]

Auto-cannon begins development around TL-6 as the automatic fire version of a small breachloading cannon. By TL-8 they are filling a role between the 10mm-15mm Heavy Machine Guns and the larger artillery peices. These autocannon are used in a variety of roles, from helicopter and fighter armament, to APC armament and anti-aircraft guns. By TL-10 they have been largely supplanted by Gauss Weapons, laser weapons and later by rapid-pulse plasma or fusion guns.

Selected Auto-Cannon Models[edit]

  1. TL-4 Wall Gun
  2. TL-5 Wall Gun
  3. TL-6 Auto-Cannon
  4. TL-7 Auto-Cannon
  5. TL-8 Auto-Cannon
  6. TL-9 Auto-Cannon
  7. TL-10 Auto-Cannon
  8. TL-11 Auto-Cannon
  9. TL-12 Auto-Cannon

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. An unpublished factoid written by Maksim-Smelchak
  2. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 38.
  3. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 38.
  4. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 38.
  5. An unpublished factoid written by Maksim-Smelchak
 

Auto-Grenade Launcher

Generic Auto-Grenade Launcher
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Auto-Grenade Launcher
Group: Ranged Weapon
Tech Level 7
Size 900.0 mm
Weight 6,000.0 gms
Cost Cr1,400
Ammo 40mm grenade, x16 round drum
Manufacturer Various
Generic Auto-Grenade Launcher

An Auto-Grenade Launcher (6,000.0 grams loaded; Cr1,400; TL-7) is essentially an upgrading of the early grenade launcher for vehicular use, the auto grenade launcher fires 40mm grenades at a practical rate of fire of 100 rounds per minute. [1]

Description (Specifications)[edit]

"Auto-Grenade Launcher:" The weapon is available in two primary configurations:

  1. Pintel Mount
  2. Turret Mount

The turret mount version is fed from a 200 round ammunition bay, while the pintel mount is fed from a 16 round drum. Reloading of the ammunition bay requires fifteen to twenty minutes. Replacement of an empty drum requires several minutes if only a single gunner is manning the weapon, and less time if a loader is present.

Each pull of the trigger fires a four round burst, up to six of which may be fired per firing (subject to ammunition supply). Each burst may be targeted on a separate target within the firing arc of the weapon. Pintle Mounts have a firing arc of 90 degrees; turrets have an arc of 180 degrees. Auto grenade launchers fire only HE Grenades with the firing advantages of RAM grenade causing heavy damage. Fire beyond 500 meters is not possible. [2]

Weapon Characteristics[edit]

Length: 900.0 mm. Weight, unloaded: 6,000.0 grams (each 40mm grenade weighs 200.0 grams; sixteen-round drum weighs 3,500.0 grams). Base price: Cr1,400 (crate of 20 grenades for the ammunition bay, Cr100. Sixteen-round drum Cr85).

History & Background (Dossier)[edit]

Explosive weapons are developed as early as the TL:1-3 epoch. In the Terran tradition, some of the earliest wielders of such explosives were known as grenadiers, as in soldiers employing grenades or explosive bombs. Specialized grenadiers were often known as sappers. Some ingenious explosive weapons have been invented by primitive TL:1-3 civilizations including napalm-like pyrotechnics.

By the industrial epoch of TL:4-6, hand grenades have grown common, but suffer from the limitations of being thrown by a sophont’s manipulatory limbs. Rifle Grenades typically appear as one of the solutions to range limitations with early hand grenades.

Typically by the TL:7-9 epoch, sophonts have begun to work around the limitations of thrown weapons by using kinetic projectors or special launchers for such weapons. Grenade Launchers are some of these solutions to firing grenades at farther ranges. [4]

Selected Auto-Grenade Launcher Models[edit]

  1. TL-5 Rifle Grenade
  2. TL-7 Auto-Grenade Launcher

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 40.
  2. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 40.
  3. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 40.
  4. An unpublished factoid written by Maksim-Smelchak
 

Auto-Sentry

Auto-Sentry
Imperial Sunburst-Sun-IISS-Traveller.gif
Group: Heavy Weapon
Tech Level 12
Size 122.25 cm long
Weight 14 kg unloaded
Cost Cr120,000
Ammo 8mm explosive
Manufacturer Various

An Auto-Sentry is a robotic weapon system, designed as a static-defence array, the auto-sentry is a tripod-mounted assault cannon, linked to a computerised target recognition system and sensor suite. In use, the auto-sentry is set up in position and its targeting parameters are set. The system can track up to 12 individual targets at a time and fire on them when they reach a certain range or position. Auto-sentries can recognise friendly troops, animals and inanimate objects and refrain from firing on them, however this is not perfect (5% failure rate). For this reason, most military units prefer to use a simple radio safety beacon, worn by each soldier. Auto-sentries are generally used to mount guard on corridors, stairwells, doorways, ravines, creeks, streets, and other defensive gaps which need constant observation. The auto-sentry fires 8mm rounds at 1200mps. It uses twin ammunition hoppers, which hold 500 rounds each. Auto-sentries weigh 100kg and cost CR120000.

Explosive rounds are standard with this weapon.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Automatic Rifle

The-Traveller-Book-pg-41-1982-K-Siembieda 18-June-2018a.png
Generic Automatic Rifle
Auto-Rifle-WH-Keith-Starter-Trav-Pg-24 20-July-2018a.jpg
Generic Automatic Rifle
Group: Ranged Weapon
Tech Level 6
Size 1,000mm
Weight 5,500 grams
Cost Cr1,000
Ammo 6mm bullet, x30 rounds
Manufacturer Various
Generic Automatic Rifle

An Automatic Rifle (5,500 grams loaded; Cr1,020; TL-6) is a highly refined and tuned version of the rifle, capable of full automatic fire as well as semi-automatic shots. [1]

Description (Specifications)[edit]

Normally, the automatic rifle fires in bursts of four bullets for each pull of the trigger. It may be switched to semi-automatic fire after a firing burst, in which case it is treated as a rifle until switched back. Ammunition and magazines are identical to those used for the rifle. The automatic rifle is equipped with a sling (which allows the weapon to be slung from the shoulder while carried in the ready to fire position), a bipod, and a muzzle brake to steady the gun while firing. [2]

Some versions of the automatic rifle are available which use 100 round belts of ammunition (...not usable in rifles, however). Such belts cost the equivalent of six loaded magazines and weigh 2,500 grams. Reloading with a new belt requires several minutes. [3]

Weapon Characteristics[edit]

Length: 1,000mm. Weight, unloaded: 5,000 grams (loaded magazine: 500 grams). Base price: Cr1,000. [4]

History & Background (Dossier)[edit]

The “Automatic Rifle” is a natural development of rifle technology, which gradually developed the ability to project more bullets downrange at the enemy going through single shot (…usually bolt action) to semi-automatic and now automatic capabilities. Few autorifles use fully automatic fire for any but supporting troops and the average infantryman uses small bursts (…often three-bullet bursts) rather than wasteful and often inaccurate automatic fire barrages. [5]

Auto Rifles come of age in the TL:4-6 epoch and are never really considered obsolete as they remain useful well into the TL:13-15 epoch. However, the weapon tends to be superceded by the Assault Rifle and the ACR. By TL:13-15, Plasma Weaponry and Gaus Rifles tend to predominate. [6]

Selected Automatic Rifle Models[edit]

  1. TL-4 Auto Rifle
  2. TL-5 Auto Rifle
  3. TL-6 Auto Rifle
    1. 7mm Auto Rifle
  4. TL-7 Auto Rifle
  5. TL-8 Auto Rifle
  6. TL-9 Auto Rifle
  7. TL-10 Auto Rifle
  8. TL-11 Auto Rifle
  9. TL-12 Auto Rifle
  10. TL-13 Auto Rifle
  11. TL-14 Auto Rifle
  12. TL-15 Auto Rifle

References & contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 39.
  2. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 39.
  3. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 39.
  4. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 39.
  5. An unpublished factoid written by Maksim-Smelchak
  6. An unpublished factoid written by Maksim-Smelchak
 

Automatic Snub Pistol

Automatic Snub Pistol
Imperial Sunburst-Sun-IISS-Traveller.gif
TBD
Group: Snub Pistol
Tech Level TBD
Size TBD
Weight TBD
Cost TBD
Ammo TBD
Manufacturer TBD
TBD

No information or synopsis yet available.

Maintenance This article is missing source reference/s. At least one reference, citation, or author if non-canon should be listed for most articles.
  • The Travellers' Digest 17
 

Autopistol

The-Traveller-Book-pg-40-top-1982-K-Siembieda 18-June-2018a.png
Generic Automatic Pistol
Auto-Pistol-WH-Keith-Starter-Trav-Pg-24 20-July-2018a.jpg
Generic Automatic Pistol
Group: Ranged Weapon
Tech Level 5
Size 175.0 mm
Weight 750.0 gm
Cost Cr200
Ammo 9mm bullet, x15 rounds
Manufacturer Various
Generic Automatic Pistol

An Automatic Pistol (1,000 grams loaded; Cr210; TL-5) is the basic repeating handgun, firing 9mm caliber bullets (each weighing approximately 10 grams) at velocities from 400 to 500 meters per second. [1]

Description (Specifications)[edit]

A magazine containing 15 cartridges fits into the handle of the pistol, and one cartridge is fired for each pull of the trigger. Automatic pistol ammunition is interchangeable with submachinegun ammunition (although magazines are not). Preloaded pistol magazines may be inserted into an empty pistol, requiring a small amount of time for this reloading procedure to occur. [2]

Weapon Characteristics[edit]

Length: 175mm. Weight, unloaded: 750 grams (loaded magazine weighs 250 grams). Base price: Cr200 (loaded magazine: Cr10). [3]

History & Background (Dossier)[edit]

The Auto Pistol is the most commonly used automatic weapon. It fires bullets at 400 to 500 meters per second. The weapon is fitted with a magazine that can hold up to fifteen rounds of ammunition. A favorite among ex-military travellers, the auto pistol is small, inexpensive and quite effective against opponents not protected by armor.

Auto Pistols come of age in the TL:4-6 epoch and are never really considered obsolete as they remain useful well into the TL:13-15 epoch. However, few models are issued to soldiery by the TL:10-12 epoch, as military personnel strongly tend to prefer Gaus Pistols and Laser Pistols. [4]

Selected Automatic Pistol Models[edit]

  1. TL-4 Early Automatic Pistol
  2. TL-5 Automatic Pistol
  3. TL-6 Automatic Pistol
  4. TL-7 Automatic Pistol
  5. TL-8 Automatic Pistol
  6. TL-9 Automatic Pistol
  7. TL-10 Automatic Pistol
  8. TL-11 Automatic Pistol
  9. TL-12 Automatic Pistol
  10. TL-13 Automatic Pistol
  11. TL-14 Automatic Pistol
  12. TL-15 Automatic Pistol

References & contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  2. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 38.
  3. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 38.
  4. An unpublished factoid written by Maksim-Smelchak
 

Autoshotgun

Autoshotgun
Imperial Sunburst-Sun-IISS-Traveller.gif
TBD
Group: KEW Weapon
Tech Level TBD
Size TBD
Weight TBD
Cost TBD
Ammo TBD
Manufacturer TBD
TBD

No information or synopsis yet available.

Maintenance This article is missing source reference/s. At least one reference, citation, or author if non-canon should be listed for most articles.
  • The Travellers' Digest 15

|S3= Imperial Encyclopedia

 

Bayonet

Generic Bayonet
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Bayonet
Group: Melee Weapon
Tech Level 3
Size 1,600.0 mm length
Weight 250.0 grams
Cost Cr10
Ammo None
Manufacturer Various
Generic Bayonet

A Bayonet (250 grams; Cr10; TL-3) is a knife-like weapon similar to a dagger or blade attached to the end of a long arm. [1]

The-Traveller-Book-pg-39-1982-K-Siembieda 11-June-2018a.jpg

Description (Specifications)[edit]

When not attached to a rifle, a bayonet is treated as a dagger (or blade), carried in a belt scabbard, and requires dagger (or blade) training for use to advantage. When attached to the muzzle of a rifle (only, not carbine or auto rifle), it transforms the gun into a polearm, and increases the length of the arm by 200.0 mm. [2]

Weapon Characteristics[edit]

Length: 1,600mm. Weight: 250.0 grams. Base Price: Cr10.

History & Background (Dossier)[edit]

A bayonet is really not much more than a short blade attached to a pole-like firearm. The dagger essentially transforms the firearm into a functional spear. Earlier models typically interfere with the functioning of the firearm, but are later solved allowing for the efficient functioning of the weapon as both a firearm and a melee weapon. [3]

Selected Bayonet Types[edit]

  1. TL-3 Bayonet

References & contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37-38.
  2. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37-38.
  3. An unpublished factoid written by Maksim-Smelchak
 

Black Powder Firearm

Black Powder Firearm
Imperial Sunburst-Sun-IISS-Traveller.gif
TBD
Group: TBD
Tech Level TBD
Size TBD
Weight TBD
Cost TBD
Ammo TBD
Manufacturer Various
TBD

No information or synopsis yet available.


Maintenance This article is a stub or placeholder. Please expand this article to include further basic detail: who, what, where, etc.
62px-Information icon.svg.png This article is incomplete meaning it lacks important features, structure, or content. More work needs to be done to make this a good article. This is step 4. in the article refinement process.

Challenge 74

 

Black Powder Revolver

Black Powder Revolver
Imperial Sunburst-Sun-IISS-Traveller.gif
Handgun
Group: Ranged Weapon
Tech Level TBD
Size TBD
Weight TBD
Cost TBD
Ammo TBD
Manufacturer TBD
TBD

No information or synopsis yet available.

Maintenance This article is missing source reference/s. At least one reference, citation, or author if non-canon should be listed for most articles.
  • Challenge 64
 

Blade

Generic Blade
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Blade
Group: Melee Weapon
Tech Level 3
Size 300.0 mm length
Weight 350.0 grams
Cost Cr50
Ammo None
Manufacturer Various
Generic Blade

A Blade (350 grams; Cr50; TL-3) is a hybrid knife weapon.

The-Traveller-Book-pg-38-1982-K-Siembieda 11-June-2018a.jpg

Description (Specifications)[edit]

It has a heavy, flat two-edged blade nearly 300mm in length, and a semi-basket handguard. Because of the bulk of the hand guard, it is generally carried in a belt scabbard. [1]

A blade can be a variety of smaller, edged weapons including the ubiquitous kitchen knife. [2]

Weapon Characteristics[edit]

Length: 300mm. Weight: 350.0 grams. Base Price: Cr50.

History & Background (Dossier)[edit]

The earliest knives tend to fashioned from animal horns or bones should a world possess both a sophont and sophisticated animal life or equivalent creatures. Other sophonts construct knives from volcanic substances including obsidian. During the TL:1-3 epoch, sophonts generally transition from organic materials to various kinds of shaped and smelted metals. [3]

Weapon Manufacture[edit]

The TL-3 blade represented in this AAB article is a relatively sophisticated knife forged by a blacksmith in a smithy of hard iron and perhaps even sophisticated alloys such as hardened steel. The TL-3 blade is not yet a factory manufactured item in the industrial sense. It is still hand forged. [4]

Selected Blade Types[edit]

  1. TL-3 Blade
  2. TL-4 Kitchen Knife
  3. TL-7 Survival Knife

References & contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  2. An unpublished factoid written by Maksim-Smelchak
  3. An unpublished factoid written by Maksim-Smelchak
  4. An unpublished factoid written by Maksim-Smelchak
 

Blade Weapon

A Blade Weapon is a weapon with a cutting edge and often a stabbing point as well. [1]
  • Such weapons primarily inflict slashing and impaling damage.

Description (Specifications)[edit]

Blade Weapons: The following edged weapons cover the range of blades which are available. Blade weapons are effective only at close and short range. [2]

Selected Blade Weapons[edit]

  1. Blade [3]
  2. Broadsword [4]
  3. Cutlass [5]
  4. Dagger [6]
  5. Foil [7]
  6. Sword [8]

Selected Blade Accessories[edit]

  1. Baldric
  2. Belt Sheath
  3. Boot Sheath
  4. Scabbard [9]
  5. Sling

History & Background (Dossier)[edit]

Blade weapons are among the first tools that most sophonts develop once technology and tools are acquired. Some sophonts naturally possess horns, claws, or other bodily weapons that are the equivalent of blade weapons. The Aslan, for instance, possess dewclaws that are every bit as dangerous as the typical constructed blade. [10]

References & contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. An unpublished factoid written by Maksim-Smelchak
  2. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  3. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  4. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  5. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  6. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  7. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  8. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  9. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 42.
  10. An unpublished factoid written by Maksim-Smelchak
 

Block Charge

Block Charge
Imperial Sunburst-Sun-IISS-Traveller.gif
TBD
Group: Grenade
Tech Level 11
Size 0.03 liters
Weight 30.0 gm
Cost Cr2,500
Ammo Single use
Manufacturer TBD
TBD

The Block Charge is a small brick of specially coated carbon. When anything breaks the seal on the carbon it explodes in 120 seconds. The brick weighs 30.0 grams and isn't suitable for throwing.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Blunderbuss

Blunderbuss
Imperial Sunburst-Sun-IISS-Traveller.gif
TBD
Group: TBD
Tech Level 3
Size TBD
Weight 3.0 kg
Cost Cr165 / Ammo Cr1
Ammo Ball
Manufacturer Various
TBD

A Blunderbuss is a stubby flintlock weapon with a flared muzzle (to speed loading, according to some experts), designed for close-range use. Primitive surface navies issue blunderbusses to boarding parties, but otherwise the weapon is of limited military utility. In civilian hands, blunderbusses are popular for close-in defensive applications. Shot is the most common loading for blunderbusses, because of the devastating short range damage, rivaling that of many more modern weapons.

The weapon can be fitted with an optional spring bayonet, This bayonet is kept folded against the side or top of the barrel when not in use, and is released by a thumb-operated latch when the firer desires. When released, the bayonet flips forward into position and locks into place, ready for use.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Body Pistol

The-Traveller-Book-pg-40-top-1982-K-Siembieda 18-June-2018a.png
Generic Body Pistol
Body-Pistol-WH-Keith-Starter-Trav-Pg-20 03-July-2018a.jpg
Handgun
Group: Ranged Weapon
Tech Level 7
Size 100mm
Weight 300 grams
Cost Cr500
Ammo 9mm bullet, 6 rounds
Manufacturer Various
Generic Body Pistol

A Body Pistol (300 grams loaded; Cr520; TL-7) is a small, non-metallic semiautomatic pistol designed to evade detection by most weapon detectors. [1]

Description (Specifications)[edit]

It fires 5.0 gram projectiles at a velocity of 500 to 600 meters per second. A magazine containing six cartridges is inserted into the pistol handle; one cartridge is fired for each pull of the trigger. Pre-loaded magazines may be inserted into the pistol when it is empty, taking a small amount of time to do so. Body pistol ammunition is generally not interchangeable with the ammunition for any other types of guns. [2]

Weapon Characteristics[edit]

Length: 100mm. Weight, unloaded: 250 grams (a loaded magazine weighs 50 grams). Base price: Cr500 (one loaded magazine: Cr20). [3]

History & Background (Dossier)[edit]

The Body Pistol is often smuggled into high tech level worlds. The pistol is small and easy to conceal. Designed to evade detection devices at starports, it is constructed of non-metallic material. The magazine holds six rounds and is typically loaded into the pistol's handle.

Body Pistols come of age in the TL:7-9 epoch and are never really considered obsolete as they remain useful well into the TL:13-15 epoch. However, the weapon tends to be superceded by the Laser Pistol and Gaus Pistol as they become increasingly miniaturized. [4]

Selected Body Pistol Models[edit]

  1. TL-4 Derringer
  2. TL-5 Early Body Pistol
  3. TL-6 Body Pistol
  4. TL-7 Body Pistol
  5. TL-8 Body Pistol
  6. TL-9 Body Pistol
  7. TL-10 Body Pistol
  8. TL-11 Body Pistol
  9. TL-12 Body Pistol
  10. TL-13 Body Pistol
  11. TL-14 Body Pistol
  12. TL-15 Body Pistol

References & contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  2. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  3. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 38.
  4. An unpublished factoid written by Maksim-Smelchak
 

Bottle

Generic Bottle
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Bottle
Group: Melee Weapon
Tech Level 1
Size 250.0 mm length
Weight 250.0 grams
Cost Cr5
Ammo None
Manufacturer Various
Generic Bottle

A Bottle is a common example of an improvised item that can be used in melee combat. [1]

Description (Specifications)[edit]

Bottles are typically made of glass and possess adequate heft to inflict blunt damage. Since alcoholic libations are typically imbibed in star town taverns, a bottle is among the most commonly encountered improvised weapons among spacers. [2]

Weapon Characteristics[edit]

Length: 250mm. Weight: 250 grams. Base Price: Cr5.

History & Background (Dossier)[edit]

While bottles are typically shaped in an ergonomic fashion for the typical humanoid sophont hands, several species are known to intentionally make beverage containers not suitable for improvised combat. [3]

  • Hivers, for instance, prefer to drink from bulbs that are easily manipulable by tentacles.
  • Both Vargr and Aslan prefer bowls, drinking horns, or drinking containers shaped very differently from human norms.
  • And many species are known to drink in microgravity environments where a pressurized drinking bulb is far more handy than the typical human glass.

References & contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  2. An unpublished factoid written by Maksim-Smelchak
  3. An unpublished factoid written by Maksim-Smelchak
 

Brawling Weapon

Brawling Weapons: Brawling generally involves found weapons which are already at the site of the battle. Brawling weapons are effective only at close and short range. [1]

Description (Specifications)[edit]

Such weapons are classified as clubs, cost nothing, and generally weigh from 500.0 grams to 3.0 kilograms. Pistols may be used as clubs when brawling. Bottles may also be used as clubs. Once they break, they become broken bottles, which act like a dagger. Animals are equipped with their own natural weapons. [2]

Selected Brawling Weapons[edit]

  1. Brawling Weapons [3]
    1. Bottle [4]
    2. Broken Bottle [5]
    3. Club [6]
    4. Cudgel [7]
    5. Fist

History & Background (Dossier)[edit]

Creatures, or animals, are often born with a powerful set of naturally evolved weapons such as claws, horns, teeth, tails, etc. But sophonts often evolve to emphasize greater intelligence to the minimalization or exclusion of natural weapons and armor.

However, even an unarmed and unarmored sophont like a human being, still possesses a considerable number of basic weapons in the form of fists, feet, and martial arts. A melee combat involving brawling weapons can be dangerous with improvised weapons or even unarmed combat. [8]

References & contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  2. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  3. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  4. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  5. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  6. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  7. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  8. An unpublished factoid written by Maksim-Smelchak
 

Breachloading Cannon

Breachloading Cannon
Imperial Sunburst-Sun-IISS-Traveller.gif
Artillery Weapon
Group: Ranged Weapon
Tech Level TBD
Size TBD
Weight TBD
Cost TBD
Ammo TBD
Manufacturer TBD
TBD

No information or synopsis yet available.

Maintenance This article is missing source reference/s. At least one reference, citation, or author if non-canon should be listed for most articles.
 

Broadsword

Generic Broadsword
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Broadsword
Group: Melee Weapon
Tech Level 2
Size 1,200.0 mm length
Weight 2,500.0 grams
Cost Cr300
Ammo None
Manufacturer Various
Generic Broadsword

The Broadsword (2,500 grams; Cr300; TL-2) is the largest of the sword weapons.

  • It is also called the two-handed sword because it requires both hands to swing. [1]
The-Traveller-Book-pg-38-1982-K-Siembieda 11-June-2018a.jpg

Description (Specifications)[edit]

The blade is extremely heavy, two-edged, and about 1,000 to 1,200mm in length. The hilt is relatively simple, generally a cross-piece only, with little basketwork or protection. When carried, the broadsword is typically worn in a metal scabbard attached to the belt; less frequently, the scabbard is worn on the back, and the broadsword is drawn over the shoulder. [2]

Weapon Characteristics[edit]

Length: 1,200mm. Weight: 2,500.0 grams. Base Price: Cr300.

History & Background (Dossier)[edit]

As sophont civilizations develop early material technologies, the broadsword is a natural development of edged weapons. Typically, sophonts learn how to construct the knife or dagger, progress to the sword, which culminates in the broad sword or rapier.

When the first Archaic Firearms are developed, edged weapons remain useful, but by the time of modern firearms around the TL:4-6 epoch, older melee weapons tend to be relegated to being back-up weapons. [3]

Selected Broadsword Types[edit]

  1. TL-2 Broadsword

References & contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  2. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  3. An unpublished factoid written by Maksim-Smelchak
 

Broken Bottle

Generic Broken Bottle
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Broken Bottle
Group: Melee Weapon
Tech Level 1
Size 240.0 mm length
Weight 240.0 grams
Cost Cr5
Ammo None
Manufacturer Various
Generic Broken Bottle

A Broken Bottle is a common example of an improvised item that can be used in melee combat. [1]

Description (Specifications)[edit]

While bottles are typically made of glass and possess adequate heft to inflict blunt damage, a broken bottle can also inflict slashing and cutting damage from sharp, ragged edges. Since alcoholic libations are typically imbibed in star town taverns, a broken bottle is among the most commonly encountered improvised weapons among spacers. [2]

Weapon Characteristics[edit]

Length: 240mm. Weight: 240 grams. Base Price: Cr5.

History & Background (Dossier)[edit]

While bottles are typically shaped in an ergonomic fashion for the typical humanoid sophont hands, several species are known to intentionally make beverage containers not suitable for improvised combat.

  • Hivers, for instance, prefer to drink from bulbs that are easily manipulable by tentacles.
  • Both Vargr and Aslan prefer bowls, drinking horns, or drinking containers shaped very differently from human norms.
  • And many species are known to drink in microgravity environments where a pressurized drinking bulb is far more handy than the typical human glass. [3]

High Technology Bottles[edit]

Bottles manufactured at higher technology levels are often constructed using safety glass, plastics, polymers, or other substances which do not readily break or shatter leaving a sharp, useful cutting edge. [4]

References & contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  2. An unpublished factoid written by Maksim-Smelchak
  3. An unpublished factoid written by Maksim-Smelchak
  4. An unpublished factoid written by Maksim-Smelchak
 

Burst Widget

Burst Widget
Imperial Sunburst-Sun-IISS-Traveller.gif
TBD
Group: Grenade
Tech Level TL-10
Size 0.5 liters
Weight 0.5 kg
Cost Cr1,000
Ammo 1 use
Manufacturer TBD
TBD

A Burst Widget is a small, single use, device with one charge.

The Burst widget shoots a binary explosive fluid that explodes 60 seconds after being exposed to the air. The range on the widget is very short since the liquid is thick. It's actually a combination of several chemicals in the pistol, so the fluid will not explode if the weapon is crushed. Voice-activated, the widget cannot be used by others unless its voice pattern is tuned to a new voice.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

CP-003 Pistol

CP-003 Pistol
Imperial Sunburst-Sun-IISS-Traveller.gif
cP003 snub pistol
Group: Ranged Weapon
Tech Level 11
Size TBD
Weight 0.7 kg
Cost Cr610
Ammo 10mm Caseless
Manufacturer Various
TBD

The CP-003 Pistol is a standard pistol design from the Sylean Federation, and continues to be manufactured throughout the Third Imperium.

The cP003 is a typical version of a snub gun, a large bore, low velocity pistol firing small shaped charges instead of solid projectiles. These have greatly increased penetrating power with the penalty of reduced magazine capacity and increased cost. They are extremely effective against light body armor, and while most military body armor incorporates ceramic or ablative fibers to slow down the HEAP effect, the transmitted concussion is still enough to cause serious injury.

The cP003 fires a low powered, caseless large caliber round from a 10 or 20 round magazine. The weapon is capable of single-shot, burst fire or full-automatic fire. It comes with a dual mode laser sight for targeting. The weapon is manufactured from a standard composite, but is bulker than most pistols.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

CPR

The CPR (Chemically Propelled Round), a progressive development of the rifle, is a great improvement of earlier weapons firing multi-part rounds. A CPR round containts all necessary propellants and weapons necessary for combat, unlike earlier weapons which often required several pieces (For example: propellant, explosive, etc.). CPR round typically consist of a primer, propellants, a reusable jacket, and a bullet.

CPR Rifles are an early step towards the manufacture of the ACR (Advanced Combat Rifle).

The development of Binary Propellant Rounds (BPR) or Electro Thermal Chemical (ETC) propellants generally succeed CPR technology. RAM weapons (Gyrojets or Rocket Guns) are also a common successor to CPR weapons.

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Maintenance This article is missing source reference/s. At least one reference, citation, or author if non-canon should be listed for most articles.
 

CR898 Advanced Combat Rifle

CR898 Advanced Combat Rifle
Imperial Sunburst-Sun-IISS-Traveller.gif
TBD
Group: Ranged Weapon
Tech Level 11
Size TBD
Weight 5.1 kg
Cost Cr2,500
Ammo 7mm Caseless
Manufacturer Various
TBD

The CR898 Advanced Combat Rifle is a conventional assault rifle issued to light infantry units. It uses standard 7mm caseless ammunition, with a discarding sabot covering a 4.5mm tungsten/iridium core for optimum penetration. The cR898 comes with mounting brackets for Imperial standard sighting aids and under-barrel attachments, and its range reflects the addition of a basic heads-up display. Normal mode of fire is semi-auto, with a three round burst available as an option. The rifle magazine hold 100 rounds.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Cable Knife

Cable Knife
Imperial Sunburst-Sun-IISS-Traveller.gif
TBD
Group: TBD
Tech Level 13
Size 1.5 litres, folded
Weight 450.0 g
Cost Cr400
Ammo TBD
Manufacturer Various
TBD

A Cable Knife is a spectacular example of memory mesh technology, the cable knife consists of a 250.0 mm long knife, with a small guard and a hooked blade, the whole being constructed from one piece of metal or ceramic. The knife is attached to a 5.0 m length of memory cable, which terminates in a knuckleduster-shaped handguard. In use, the cable knife can be used as a knife and the cable can be used to entangle an opponent. However, since the cable can be snapped into rigidity at a squeeze of the trigger which is located in the handguard, the cable knife can be used as a kind of flexible spear.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Carbine

The-Traveller-Book-pg-41-1982-K-Siembieda 18-June-2018a.png
Generic Carbine
Carbine-WH-Keith-Starter-Trav-Pg-20 20-July-2018a.jpg
Generic Carbine
Group: Ranged Weapon
Tech Level 5
Size 750mm
Weight 3,125 grams
Cost Cr200
Ammo 6mm bullet, x30 rounds
Manufacturer Various
Generic Carbine

A Carbine (3,125 grams loaded; Cr210; TL-5) is a short type of rifle firing a small caliber round (a 6mm bullet, weighing 5 grams, at a velocity of 900 meters per second). [1]

Description (Specifications)[edit]

A magazine containing ten rounds is inserted into the underside of the carbine, ahead of the trigger guard, and one round is fired with each pull of the trigger. Replacement of empty magazines takes a small amount of time and can be reloaded under fire. Carbine ammunition is not interchangeable with any other type of ammunition. In essence, a carbine is a short rifle, firing a cartridge of smaller, lighter caliber. A sling usually allows the carbine to be carried on the shoulder, out of the way. [2]

Weapon Characteristics[edit]

Length: 750mm. Weight, unloaded: 3,000 grams (loaded magazine weighs 125 grams). Base price: Cr200 (loaded magazine: Cr10). [3]

History & Background (Dossier)[edit]

The first carbines were a development of TL:4-6 firearms technology to make it possible for a mounted cavalryman, usually mounted on a riding beast, to accurately fire a long arm. Conventional long arms were too difficult for this purpose, so they were shortened to make them easier to wield. Thus, the carbine was born. [4]

Auto Rifles come of age in the TL:4-6 epoch and never become obsolete, remaininguseful well into the TL:13-15 epoch. However, the weapon tends to be superseded by the Automatic Rifle, Assault Rifle, and the ACR. By TL:13-15, Plasma Weaponry and Gaus Rifles tend to predominate. [5]

.

Selected Carbine Models[edit]

  1. TL-4 Early Carbine
  2. TL-5 Carbine
  3. TL-6 Carbine
  4. TL-7 Carbine
  5. TL-8 Carbine
  6. TL-9 Carbine
  7. TL-10 Carbine
  8. TL-11 Carbine
  9. TL-12 Carbine
  10. TL-13 Carbine
  11. TL-14 Carbine
  12. TL-15 Carbine

References & Contributors (Sources)[edit]

62px-Information icon.svg.png This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37-38.
  2. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37-38.
  3. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 38-39.
  4. An unpublished factoid written by Maksim-Smelchak
  5. An unpublished factoid written by Maksim-Smelchak
 

Claw-Glove

Claw-Glove
Imperial Sunburst-Sun-IISS-Traveller.gif
Melee Weapon
Group: Melee Weapon
Tech Level TBD
Size TBD
Weight TBD
Cost TBD
Ammo TBD
Manufacturer TBD
TBD

No information or synopsis yet available.

Maintenance This article is missing source reference/s. At least one reference, citation, or author if non-canon should be listed for most articles.
  • Challenge-40
 

Cleaning Kit

Cleaning Kit
Imperial Sunburst-Sun-IISS-Traveller.gif
Cleaning Kit
Type Firearm Accessory
Tech Level TL–TBD
Size TBD liters
Weight TBD kg
Cost Cr?
Manufacturer Various
Cleaning Kit

No information or synopsis yet available.

Description (Specifications)[edit]

No information yet available.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

62px-Information icon.svg.png This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Club

Generic Club
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Club
Group: Melee Weapon
Tech Level 0
Size 1,200.0 mm length
Weight 1,200.0 grams
Cost Cr5
Ammo None
Manufacturer Various
Generic Club

A Club is a solid striking weapon doing blunt damage. [1]

Description (Specifications)[edit]

Clubs are typically solid lengths of stick or bone that can be used in close combat. Clubs can be constructed with a specific function, or be gathered as improvised weapons, such as a chair leg. [2]

Weapon Characteristics[edit]

Length: 1,200mm. Weight: 1,200 grams. Base Price: Cr5.

Club vs. Cudgel[edit]

Functionally, the two words have considerable overlap in meaning and are often used as synonyms for one another. However, there are historic and etymological differences:

  • Cudgels are often much shorter than clubs and typically possess a weighted striking head.
  • Clubs are hefty sticks or poles, often longer than cudgels and often not possessing a weighted head. [3]

History & Background (Dossier)[edit]

Clubs and cudgels are often among the first melee weapons used by TL-0 Proto-Sophonts. They are easily found in most environments as plant or animal byproducts. Even many TL’s into the future, they are still effective weapons in close combat. [4]

Selected Club Types[edit]

  1. TBD

References & contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  2. An unpublished factoid written by Maksim-Smelchak
  3. An unpublished factoid written by Maksim-Smelchak
  4. An unpublished factoid written by Maksim-Smelchak
 

Cudgel

Generic Cudgel
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Cudgel
Group: Melee Weapon
Tech Level 0
Size 1,000.0 mm length
Weight 1,000.0 grams
Cost Cr10
Ammo None
Manufacturer Various
Generic Cudgel

A Cudgel (1,000 grams; Cr10; TL-0) is a basic stick used as a weapon. [1]

The-Traveller-Book-pg-39-1982-K-Siembieda 11-June-2018a.jpg

Description (Specifications)[edit]

They are easily obtained from standing trees or through the use of an unloaded long gun such as a rifle or carbine (laser weapons are often too delicate to be used as cudgels).

Specifically weaponized cudgels are often known as “Maces” or “Morning Stars.” [2]

Weapon Characteristics[edit]

Length: 1,000 to 2,000mm. Weight: 1,000 to 2,000 grams. Base Price: Cr10. [3]

Club vs. Cudgel[edit]

Functionally, the two words have considerable overlap in meaning and are often used as synonyms for one another. However, there are historic and etymological differences:

  • Cudgels are often much shorter than clubs and typically possess a weighted striking head.
  • Clubs are hefty sticks or poles, often longer than cudgels and often not possessing a weighted head. [4]

History & Background (Dossier)[edit]

Clubs and cudgels are often among the first melee weapons used by TL-0 Proto-Sophonts. They are easily found in most environments as plant or animal byproducts. Even many TL’s into the future, they are still effective weapons in close combat. [5]

Selected Cudgel Types[edit]

  1. TL-0 Cudgel

References & contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 38.
  2. An unpublished factoid written by Maksim-Smelchak
  3. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 38.
  4. An unpublished factoid written by Maksim-Smelchak
  5. An unpublished factoid written by Maksim-Smelchak
 

Cutlass

Generic Cutlass
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Cutlass
Group: Melee Weapon
Tech Level 3
Size 900.0 mm length
Weight 1,250.0 grams
Cost Cr100
Ammo None
Manufacturer Various
Generic Cutlass

A Cutlass (1,250 grams; Cr100; TL-3) is a heavy, flat-bladed, single-edged weapon often featuring a full basket hilt to protect the hand. [1]

The-Traveller-Book-pg-38-1982-K-Siembieda 11-June-2018a.jpg

Description (Specifications)[edit]

The cutlass is the standard shipboard blade weapon and is usually kept in brackets on the bulkhead near important locations; when worn, a belt scabbard is typically used. Blade length varies from 600 to 900mm. [2]

Weapon Characteristics[edit]

Length: 900mm. Weight: 1,250.0 grams. Base Price: Cr100.

History & Background (Dossier)[edit]

The cutlass is a specialized form of a sword, specifically constructed to be used in close quarters combat, such as aboard a sailing ship. Cutlasses are traditionally heavy, one-edged hacking weapons with a slight point for stabbing. However, many variants exist with a wide variety of characteristics. [3]

Weapon Manufacture[edit]

The TL-3 cutlass represented in this AAB article is a sophisticated and specialized edge weapon forged of hard iron and perhaps even sophisticated alloys such as hardened steel. [4]

Imperial Marine Usage[edit]

The cutlass was adapted by the Imperial Marines and is still used by in starship combat. All marines receive at least a rudimentary training in the cutlass. Modern TL-15 Cutlasses are made of sophisticated materials and serve both full-fledged combat functions as well as honorary ritual ones. [5]

Selected Cutlass Types[edit]

  1. TL-3 Cutlass
  2. TL-15 Cutlass

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  2. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  3. An unpublished factoid written by Maksim-Smelchak
  4. An unpublished factoid written by Maksim-Smelchak
  5. An unpublished factoid written by Maksim-Smelchak
 

Dagger

Generic Dagger
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Dagger
Group: Melee Weapon
Tech Level 1
Size 200.0 mm length
Weight 250.0 grams
Cost Cr10
Ammo None
Manufacturer Various
Generic Dagger

A Dagger (250 grams; Cr10; TL-1) is a small knife weapon with a flat, two-edged blade approximately 200mm in length. [1]

The-Traveller-Book-pg-38-1982-K-Siembieda 11-June-2018a.jpg

Description (Specifications)[edit]

Daggers are usually carried in a Belt Sheath, and less frequently are concealed in a Boot Sheath or strapped to the forearm. Daggers are usually the last weapon of defense, and worn constantly. Each weighs 250 grams; that weight, however, does not count against the weight load of the character as the weapon is worn constantly and comfortably. [2]

Weapon Characteristics[edit]

Length: 200mm. Weight: 250.0 grams. Base Price: Cr10.

History & Background (Dossier)[edit]

The earliest knives tend to fashioned from animal horns or bones should a world possess both a sophont and sophisticated animal life or equivalent creatures. Other sophonts construct knives from volcanic substances including obsidian. During the TL:1-3 epoch, sophonts generally transition from organic materials to various kinds of shaped and smelted metals. [3]

Weapon Manufacture[edit]

The TL-1 dagger represented in this AAB article is a relatively unsophisticated knife forged by a blacksmith in a smithy of softer metals although harder irons may be used and more sophisticated alloys are generally beyond the reach of the typical TL-1 society. [4]

Selected Dagger Types[edit]

  1. TL-1 Dagger

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  2. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  3. An unpublished factoid written by Maksim-Smelchak
  4. An unpublished factoid written by Maksim-Smelchak
 

Deep Site Meson Weapon

Deep Site Meson Weapons are one of the most common defenses deployed as part of Planetary Aerospace Defense networks. As a result of their ability to fire through normal matter, Meson Accelerators are a favorite weapon of planetary defense forces throughout charted space. By burying a large meson weapon and support facilities deep below the surface, and connecting it via secure links to sensor sites scattered all over the planet, it creates a weapon which is virtually immune to counter-attack. In addition to being very difficult to detect, only another meson weapon can attack them, and a planetary meson gun is generally bigger than anything a starship can mount.

Please see the following AAB articles for more information:

Description (Specifications)[edit]

Deep site meson weapons have two weak points:

  1. The sensor network used to aim the weapon is vulnerable on the surface. While having multiple sites can reduce the vulnerability, a determined planetary bombardment will render the site blind.
  2. Second is the neutrino signature of the fusion power plant which powers the weapon. Large scale meson accelerators require large amounts of power, and the usual source is one or more fusion reactors. It is standard Imperial Navy tactical doctrine to target fusion power sources as a way of silencing these weapons.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

62px-Information icon.svg.png This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Disintegrator Weapon

Disintegrator Weapons or simply Disintegrators disrupt the strong molecular attraction that holds matter together, causing an object’s

molecules to fly apart. Available at very high Tech Levels.

Under research at TL-15, they become available at TL-16. they are an extension of the manipulation of forces employed in nuclear damper systems, weaponized.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Displacer Grenade

Displacer Grenade
Imperial Sunburst-Sun-IISS-Traveller.gif
Nonlethal Weapon
Group: Grenade
Tech Level TL-15
Size 0.5 liters
Weight 0.5 kg
Cost Cr30,000
Ammo Single use
Manufacturer TBD
TBD

A Displacer Grenade generates a very strong electric and magnetic pulse, disabling all electronic and electrical devices in a ten meter radius. There is no physical damage to objects in the blast radius.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Early Grenade Launcher

Generic Early Grenade Launcher
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Early Grenade Launcher
Group: Ranged Weapon
Tech Level 7
Size 750.0 mm
Weight 3,000.0 grams
Cost Cr200
Ammo 40mm grenade, x1 round
Manufacturer Various
Generic Early Grenade Launcher

An Early Grenade Launcher (3,000.00 grams loaded; Cr200; TL-7) functions on a high/low pressure propulsion system and it fires a 40mm grenade to ranges of 500 yards. [1]

Description (Specifications)[edit]

"Early Grenade Launcher:" The early grenade launcher resembles a break-open shotgun, carrying only one round in the weapon. Reloading requires about a minute, during which a skilled operator can still evade enemy fire. Early grenade launchers fire only HE rounds, using the semi-automatic fire benefits of the RAM grenade causing significant damage. They are incapable of reaching to extreme range (i.e. beyond 500 meters). [2]

Weapon Characteristics[edit]

Length: 750.0 mm. Weight, unloaded: 3,000.0 grams (40mm grenade weighs 200 grams). Base price: Cr200 (10 round grenade bandolier costs Cr50). Tech level 7. [3]

"Note:" At tech level 6, 7, and 8 a variety of specialized anti-tank grenades and rocket launchers are also in use, ranging from one-shot disposable grenade launchers to tube launched rockets. [4]

History & Background (Dossier)[edit]

Explosive weapons are developed as early as the TL:1-3 epoch. In the Terran tradition, some of the earliest wielders of such explosives were known as grenadiers, as in soldiers employing grenades or explosive bombs. Specialized grenadiers were often known as sappers. Some ingenious explosive weapons have been invented by primitive TL:1-3 civilizations including napalm-like pyrotechnics.

By the industrial epoch of TL:4-6, hand grenades have grown common, but suffer from the limitations of being thrown by a sophont’s manipulatory limbs. Rifle Grenades typically appear as one of the solutions to range limitations with early hand grenades.

Typically by the TL:7-9 epoch, sophonts have begun to work around the limitations of thrown weapons by using kinetic projectors or special launchers for such weapons. Grenade Launchers are some of these solutions to firing grenades at farther ranges. [5]

Selected Early Grenade Launcher Models[edit]

  1. TL-6 Early Grenade Launcher
  2. TL-7 Early Grenade Launcher
  3. TL-7 One-shot Disposable Grenade Launcher [6]
  4. TL-8 Early Grenade Launcher

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 40.
  2. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 40.
  3. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 40.
  4. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 40.
  5. An unpublished factoid written by Maksim-Smelchak
  6. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 40.
 

Electromagnetic Pulse

Electromagnetic Pulse AKA (Electro Magnetic Pulse) AKA EMP.
  • weapon

Description (Specifications)[edit]

No information yet available.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

62px-Information icon.svg.png This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Electronic Sight

Electronic Sight
Imperial Sunburst-Sun-IISS-Traveller.gif
Electronic Sight
Type Firearm Accessory
Tech Level TL–TBD
Size TBD liters
Weight TBD kg
Cost Cr?
Manufacturer Various
Electronic Sight

No information or synopsis yet available.

Description (Specifications)[edit]

No information yet available.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

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Electroshock Weapon

Electroshock Weapons is a weapon technology that uses electricity to incapacitate or inflict pain on the victim. These types of weapons are widely used by police forces and private citizens for their ability to deter or capture criminals in a non-lethal manner. Because they are non-lethal, they tend to be relatively unrestricted.

Weapon types[edit]

Shock weapons[edit]

These are designed to inflict pain and thereby control the victim. They are generally invented around TL–4 concurrent with the development of batteries capable of holding enough charge to provide a useful working time.

Incapacitation weapons[edit]

A development of the shock weapons, the incapacitation systems use knowledge of the human (or other Races) neuromuscular systems to deliver an electrical pulse designed to disrupt it. The worst effects of the incapacitation last only as long as the electricity is being applied, with most people recovering with in a few minutes. Some experimental designs are produced at TL–6 but most commercial development of these weapons occurs at TL–7.

Stun weapons[edit]

A further development of the incapacitation weapon, where the electrical pulse is specifically designed to completely disrupt the entire neural network of the victim producing complete incapacitation and unconsciousness. This effect is achieved by using a high frequency electricity pulse rather than a single current pulse. Commercial production of these systems is a TL–9 item.

Delivery systems[edit]

Because electroshock weapons rely upon an electrical pulse, the delivery systems must be able to send the pulse to a victim, these devices are hand-held or short ranged.

Shock Baton[edit]

One of the earliest designs for a electroshock weapon. It consists of a set of batteries in a 30cm-50cm case, an handle and a pair of electrodes at the other end. The system works by applying the two electrodes to the victim.

Shock Belt or Shock Collar[edit]

This system is used for controlling prisoners. The electroshock system is contained within a belt or collar which is strapped onto the person. There is a remote control system to activate the belt or collar.

Stun Pistol[edit]

This is a personal defense weapon, consisting of a pair of barbed darts propelled by compressed gas and each connected to the pistol by a thin wire. The range on the weapon is short (5m - 10m).

Shock Rounds[edit]

These are a 18mm (or larger) round fired from a grenade launcher or low-powered slug-thrower weapon. The shell has a complete contact activated electroshock system. This type of round usually has a range of 100m or so.

Electrolaser[edit]

This weapon relies upon a laser to create two parallel conductive paths though an atmosphere. The electroshock charge is then fired through these conductive paths. This kind of weapon has a modest range (20m or so). Electrolasers are a TL–10 development.

Limitations[edit]

Because electroshock weapons rely upon high voltage electricity, they are capable of making sparks. Indeed, many devices are capable of producing an electrical arc as an intimidation display. In some atmospheres, these electrical arcs can be a serious concern as a source of fire or explosions. These devices may be restricted or banned for this reason.

Thick clothing and some armor (like Jack Armour) may protect against primitive electroshock devices, generally the more advanced weapons are not stopped by most armors. It is possible to construct armor to include a grounding system against these kinds of weapons.

Maintenance This article is missing source reference/s. At least one reference, citation, or author if non-canon should be listed for most articles.
 

FGMP-14

Generic FGMP-14
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic FGMP-14
Group: Ranged Weapon
Tech Level 14
Size 900.0 mm
Weight 1,000.0 grams (10,000.0 grams loaded)
Cost Cr100,000
Ammo Power Pack, high capacity
Manufacturer Various
Generic FGMP-14

The FGMP-14 (10,000 grams loaded; Cr100,000; TL-14) is a cutting edge TL-14 martial technology weapon.

Description (Specifications)[edit]

"Fusion Gun, Man Portable-14 (FGMP-14):" Similar in design and function to the PGMP-13, the FGMP-14 differs only in that it contains the plasma slightly longer until a fusion reaction begins to take place. The weapon is somewhat more powerful than a plasma gun, and may only be used by individuals wearing battle dress. [1]

Weapon Characteristics[edit]

Length: 900.0 mm. Weight of weapon: 1,000.0 grams. Weight of power pack: 9,000.0 grams. Base price: Cr100,000 (extra power packs: Cr65,000; Refueling: Cr50). Tech level: 14. Extreme range: 1,500.0 meters. [2]

History & Background (Dossier)[edit]

As sophont civilizations gain greater and greater mastery over volatiles and high energy physics, more capable weapons are developed. Typically very early energy weapons are developed in the TL:7-9 epoch including fuel-air explosives and very large nuclear weapons, which vastly outclass the atomic weapons of the TL:4-6 epoch.

By TL:10-12, Plasma Weaponry becomes viable and supplements lasers, particle beams, and other energy weapons. By the end of the epoch, the advanced PGMP-12 appears, which is extremely advanced for its time. Plasma weaponry continues to be refined and developed.

By the TL:13-15 epoch, the first fusion weapons begin to debut, which can project greater damage than the earlier plasma weapons. The FGMP series in increasingly refined as it goes from a bulky battle dress-only form down to sophont-wielded rifle-like form. As the materials technology and miniaturization improves, future fusion pistols will undoubtedly become viable. [3]

Selected FGMP Models[edit]

  1. TL-14 FGMP or FGMP-14
  2. TL-15 FGMP or FGMP-15
  3. TL-16 FGMP or FGMP-16

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 37.
  2. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 37.
  3. An unpublished factoid written by Maksim-Smelchak
 

FGMP-15

Generic FGMP-15
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic FGMP-15
Group: Ranged Weapon
Tech Level 15
Size 800.0 mm
Weight  : 1,000 grams (3,000 grams loaded)
Cost Cr400,000
Ammo Power Pack, high capacity
Manufacturer Various
Generic FGMP-15

The FGMP-15 (3,000 grams loaded; Cr400,000; TL-15) is the premier energy weapon used within Charted Space.

  • It is a DEW Light Weapon that projects fusion-enacted plasma inflicting kinetic and heat damage.

Description (Specifications)[edit]

"FGMP-15:" Incorporating a gravitic field generator similar to that used on the PGMP-14, with a weapon system similar to that of the FGMP-14, the FGMP-15 is the most powerful man-carried direct fire weapon used within Charted Space. [1]

Weapon Characteristics[edit]

Length: 800.0 mm. Weight of weapon: 1,000 grams (50 grams with field generator on). Weight of power pack: 2,000 grams (110 grams with field generator on). Base price: Cr400,000 (extra power pack: Cr300,000; Refueling: Cr70). Tech level 15. Extreme range: 1,500.0 meters. [2]

History & Background (Dossier)[edit]

As sophont civilizations gain greater and greater mastery over volatiles and high energy physics, more capable weapons are developed. Typically very early energy weapons are developed in the TL:7-9 epoch including fuel-air explosives and very large nuclear weapons, which vastly outclass the atomic weapons of the TL:4-6 epoch.

By TL:10-12, Plasma Weaponry becomes viable and supplements lasers, particle beams, and other energy weapons. By the end of the epoch, the advanced PGMP-12 appears, which is extremely advanced for its time. Plasma weaponry continues to be refined and developed.

By the TL:13-15 epoch, the first fusion weapons begin to debut, which can project greater damage than the earlier plasma weapons. The FGMP series in increasingly refined as it goes from a bulky battle dress-only form down to sophont-wielded rifle-like form. As the materials technology and miniaturization improves, future fusion pistols will undoubtedly become viable. [3]

Selected FGMP Models[edit]

  1. TL-14 FGMP or FGMP-14
  2. TL-15 FGMP or FGMP-15
  3. TL-16 FGMP or FGMP-16

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 37.
  2. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 37.
  3. An unpublished factoid written by Maksim-Smelchak
 

FGMP-16

FGMP-16
Imperial Sunburst-Sun-IISS-Traveller.gif
Fusion Weapon
Group: Ranged Weapon
Tech Level TBD
Size TBD
Weight TBD
Cost TBD
Ammo TBD
Manufacturer TBD
TBD

No information or synopsis yet available.

Maintenance This article is missing source reference/s. At least one reference, citation, or author if non-canon should be listed for most articles.
  • The Travellers' Digest 12

|S3= Imperial Encyclopedia

 

Fierah

The Fierah is an Aslan weapon, the name is frequently translated as thong. It is a strip of flexible material (originally hide, now frequently plastic) approximately 1.5 meters in length. It is frequently worn as a sash or belt. The fierah can be used in a variety of ways; looped, it can be used to snare or throttle an opponent; it can also be used as a sling, or the loose strands at each end can be tied around weights to form an inprovised flail or bolo.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Firearm

Firearms are any Ranged Weapons used with intent to inflict damage or harm to living creatures, sophonts, vehicles, ships, structures, systems, or other targets.

Description (Specifications)[edit]

Guns: The following guns are generally available (but note especially that local planetary law levels may restrict the possession, use, or importation of some or all of these guns). Pistols are effective at all but the longest ranges; other guns are effective at all ranges. [1]

Selected Firearm Types[edit]

DEW Firearms[edit]

  1. DEW Smallarms
    1. Fusion Rifle
    2. Laser Carbine [2]
    3. Laser Pistol
    4. Laser Rifle [3]
  1. DEW Light Weapons
    1. FGMP
      1. FGMP-14
      2. FGMP-15
    2. PGMP
      1. PGMP-12
      2. PGMP-13
      3. PGMP-14
  1. DEW Heavy Weapons
    1. Plasma Bazooka

KEW Firearms[edit]

  1. KEW Smallarms
    1. Accelerator Rifle
    2. Advanced Combat Rifle
    3. Automatic Pistol [4]
    4. Automatic Rifle [5]
      1. Assault Rifle
    5. Body Pistol [6]
    6. Carbine [7]
    7. Gaus Pistol
    8. Gaus Rifle
    9. Revolver [8]
      1. Magnum Revolver
    10. Rifle [9]
      1. Heavy Rifle
    11. Shotgun [10]
      1. Assault Shotgun
      2. Autoshotgun
    12. Snub Pistol
    13. Submachinegun AKA SMG [11]
  1. KEW Light Weapons
    1. Light Assault Gun AKA LAG
    2. Light Machine Gun AKA LMG
    3. LRF Gaus Gun AKA Light Rapid Fire Gauss Gun
  1. KEW Heavy Weapons
    1. Auto-Cannon
    2. Auto-Grenade Launcher
    3. Early Grenade Launcher
    4. Heavy Machine Gun AKA HMG
    5. Medium Machine Gun AKA MMG
    6. RAM Grenade Auto-Launcher
    7. Rocket Assisted Multipurpose Grenade Launcher
    8. Rocket Launcher
    9. VRF Gaus Gun AKA Very Rapid Fire Gauss Gun

History & Background (Dossier)[edit]

The term “Firearms” at one time only meant projectile weapons or slugthrowers. Those terms are often now associated with the acronym KEW, meaning Kinetic Energy Weapon. [12]

Around the TL:7-9 epoch, Energy Weapons or DEW (Directed Energy Weapons), also known as Beam Weapons or Projected Energy Weapons become a significant part of the battlefield. They start as rangefinders and target designators and eventually become a significant weapon for armored vehicles (AFVs), fighting ships, and even as infantry smallarms as the technology is miniaturized. [13]

At that point, the term Firearms is expanded to include three primary types:

  1. DEW (Directed Energy Weapons)
  2. GUW (Guided Weapons)
  3. KEW (Kinetic Energy Weapons)

Excluded Weapons (Non-firearms)[edit]

So, the modern meaning of the term “Firearms” in 1105 IC encompasses all complex, contemporary ranged weapons used by individual or crews of sophonts on foot.

The term excludes:

  1. Archaic Ranged Weapons
  2. Melee Weapons
  3. Artillery

References & contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 38.
  2. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 40.
  3. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 40.
  4. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  5. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 39.
  6. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  7. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37-38.
  8. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  9. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 39.
  10. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 39.
  11. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 39-40.
  12. An unpublished factoid written by Maksim-Smelchak
  13. An unpublished factoid written by Maksim-Smelchak
 

Firearm Accessory

Accessories: The following special accessories are generally available for the various weapons. [1]

Description (Specifications)[edit]

A very wide variety of accessories exist for weaponry, including a variety of means of making a firearm more ergonomic, portable, more accurate, quieter firing, or a variety of other benefits.

Selected Firearms Accessories[edit]

DEW Accessories:

  1. Backpack Battery
  2. Heavy-duty Cable
  3. Power Pack

KEW Accessories: [2]

  1. Cleaning Kit [3]
  2. Cylindrical Magazine
  3. Magazine
  4. Muzzle Brake
  5. Silencer [4]
  6. Stripper Clip

Firearm Carriers & Ergonomics

  1. Bipod
  2. Folding Stock [5]
  3. Gunbelt [6]
  4. Holster [7]
    1. Ankle Holster [8]
    2. Hip Holster [9]
    3. Shoulder Holster [10]
  5. Magazine Carrier [11]
  6. Shoulder Stock [12]
  7. Shoulder Sling
  8. Tripod

Firearm Sensors

  1. Electronic Sight [13]
  2. Iron Sights
  3. Telescopic Sight [14]

History & Background (Dossier)[edit]

Firearm accessories make a weapon more effective and have been designed for ironmongery since the beginning of technology.

References & contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 40.
  2. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 40.
  3. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 42.
  4. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 40.
  5. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 41.
  6. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 42.
  7. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 42.
  8. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 42.
  9. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 42.
  10. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 42.
  11. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 42.
  12. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 41.
  13. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 40.
  14. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 40.
 

Fist

Generic Fist
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Fist
Group: Melee Weapon
Tech Level 0
Size 150.0 mm length
Weight 1,500.0 grams
Cost 0 (free)
Ammo None
Manufacturer (Evolution)
Generic Fist

A Fist and other limbs are used in Martial Arts as dangerous weapons. [1]

Description (Specifications)[edit]

While many humanoid sophonts possess a body plan very similar to human beings, others are radically different, and very non-humanoid in form and orientation. Regardless, nearly all sophonts have developed multiple forms of armed and unarmed Martial Arts.

Most of these Martial Arts emphasize unarmed combat using manipulators, peds, and other bodily limbs and extensions. [2]

Weapon Characteristics[edit]

Length: 150mm. Weight: 1,500 grams. Base Price: (Free).

History & Background (Dossier)[edit]

Creatures, or animals, are often born with a powerful set of naturally evolved weapons such as claws, horns, teeth, tails, etc. But sophonts often evolve to emphasize greater intelligence to the minimalization or exclusion of natural weapons and armor.

However, even an unarmed and unarmored sophont like a human being, still possesses a considerable number of basic weapons in the form of fists, feet, and martial arts. A melee combat involving brawling weapons can be dangerous with improvised weapons or even unarmed combat. [3]

References & contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. An unpublished factoid written by Maksim-Smelchak
  2. An unpublished factoid written by Maksim-Smelchak
  3. An unpublished factoid written by Maksim-Smelchak
 

Flasher

Flasher
Imperial Sunburst-Sun-IISS-Traveller.gif
TBD
Group: TBD
Tech Level 7
Size TBD
Weight 3.0 kg
Cost Cr800
Ammo Multiple use
Manufacturer Various
TBD
Flashers are a largely discontinued weapons technology that disabled humans by exploiting the hardwired nerve pathways in some genetic groups of Humaniti.

A high intensity flash lamp was pulsed in a computer-generated rhythm, and focused by a small parabolic mirror. Many people looking in the direction of the weapon would be overcome by dizziness or nausea, which would pass almost immediately once the exposure stopped. Common use of the weapon was to deploy them in large numbers for crowd control. Certain segments of any population would be tolerant of the effect, but certain ethnic gene pools could be targeted with a specific frequency that affected them more, with numerous recorded uses by repressive governments against ethnic minorities. Expansion of the human gene pool through interstellar travel during the Second Imperium homogenized most populations to the point that flashers can no longer have the severely debilitating effects on select populations that have been historically recorded.

Flashers have a cone of effect 5.0 m wide per 10.0 m of range. The flasher is capable of rendering a person unconscious. The battery pack is good for about 30 minutes of continuous use and can be recharged. The hand-held version weighs 3.0 kg and costs Cr800.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Flintlock

A Flintlock is the general term for any firearm based on the flintlock mechanism.
  • Flintlocks are considered archaic and were one of the earliest firearms.
  • They are a slug thrower based upon gunpowder technology.

Description / Specifications[edit]

The flintlock mechanism produces sparks when a piece of flint, held in the jaws of a spring-loaded hammer or "cock" strikes the hardened steel face of the "frizzen", knocking the frizzen forward to uncover a small pan of gunpowder beneath the frizzen. The resulting spark ignites the powder in the pan and this flame is transferred through a small hole to ignite the main powder charge inside the barrel. Under damp or rainy conditions, the gunpowder in the pan could get wet and the gun would be unable to fire.

Because of the time needed to reload (the fastest experts could reload a smooth-bore muzzle-loading musket in about fifteen seconds), these weapons were sometimes produced with two, three, four or more barrels; however, multiple-barreled weapons were never very popular. The designs tended to be expensive to make and failure-prone. It was frequently cost-effective and more reliable to simply carry multiple single-shot weapons instead.

History & Background / Dossier[edit]

Introduced about TL-3, the flintlock rapidly replaced earlier firearm-ignition technologies, such as the matchlock and wheel lock mechanisms. It continues to be in common use for over until mid TL-4 replaced by percussion cap and, later, cartridge-based systems. While technologically obsolete, flintlock firearms have enjoyed a renaissance among black powder shooting enthusiasts and many fine flintlock rifles and pistols are still being made today.

References & Contributors / Sources[edit]

Smallwikipedialogo.png This page uses content from Wikipedia. The original article was at Flintlock. The list of authors can be seen in the page history. The text of Wikipedia is available under the Commons Attribution-ShareAlike 3.0 Unported License.
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This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Flintlock Musket

Generic Flintlock Musket
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Flintlock Musket
Group: Ranged Weapon
Tech Level 3
Size 1,500mm
Weight 4,000 grams
Cost Cr600
Ammo 14mm Ball & powder
Manufacturer Various
Archaic Firearm

A Flintlock Musket (4,000 grams, TL-3) is a long smoothbore weapon relying on sparks struck from a flint to ignite the powder and explosively propel a ball-shaped projectile. [1]

Description (Specifications)[edit]

It requires a small amount of time to reload during which time the firer may not evade, and when fired. it may misfire. If a misfire occurs, the weapon will not fire, but the firer may attempt to fire it after clearing it. The musket fires as a carbine, but may not fire at very long range compared to more modern weapons. [2]

History & Background (Dossier)[edit]

All these weapons require that the owner also carry gunpowder and properly sized lead balls; percussion weapons also require a supply of percussion caps. [3]

Flintlock muskets come of age in the TL:1-3 epoch and are considered obsolete before the end of the epoch. Flintlock muskets tend to be replaced by Percussion Rifles, which in turn lead to modern Carbines and Rifles. [4]

Selected Flintlock Musket Models[edit]

  1. TL-3 Flintlock Musket

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 43.
  2. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 43.
  3. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 43.
  4. An unpublished factoid written by Maksim-Smelchak
 

Foil

Generic Foil or Rapier
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Foil or Rapier
Group: Melee Weapon
Tech Level 3
Size 800.0 mm length
Weight 500.0 grams
Cost Cr100
Ammo None
Manufacturer Various
Generic Foil or Rapier

The Foil (500 grams; Cr100; TL-3), also known as the rapier, is a light, sword-like weapon. [1]

  • It is particularly known for stabbing or impaling damage although edged variants exist capable of inflicting slashing or cutting damage.
The-Traveller-Book-pg-38-1982-K-Siembieda 11-June-2018a.jpg

Description (Specifications)[edit]

Because of the bulk of the handguard, it is generally carried in a belt scabbard. It has a pointed, edged blade 800mm in length, and a basket or cup hilt to protect the hand. Foils are typically worn in scabbards attached to the belt. [2]

Weapon Characteristics[edit]

Length: 800mm. Weight: 500.0 grams. Base Price: Cr100.

History & Background (Dossier)[edit]

As sophont civilizations develop early material technologies, the broadsword is a natural development of edged weapons. Typically, sophonts learn how to construct the knife or dagger, progress to the sword, which culminates in the broad sword or rapier.

When the first Archaic Firearms are developed, edged weapons remain useful, but by the time of modern firearms around the TL:4-6 epoch, older melee weapons tend to be relegated to being back-up weapons. [3]

Selected Foil & Rapier Types[edit]

  1. TL-3 Foil
  2. TL-3 Rapier

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  2. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  3. An unpublished factoid written by Maksim-Smelchak
 

Folding Stock

Folding Stock
Imperial Sunburst-Sun-IISS-Traveller.gif
Folding Stock
Type Firearm Accessory
Tech Level TL–TBD
Size TBD liters
Weight TBD kg
Cost Cr?
Manufacturer Various
Folding Stock

No information or synopsis yet available.

Description (Specifications)[edit]

No information yet available.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

62px-Information icon.svg.png This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Foldsword

Foldsword
Type Weapon
Tech Level TL–13
Size 250mm
Weight 250g
Cost Cr15,000

A weapon used by a number of martial art styles around the Imperium, the foldsword is a most spectacular example of electrically active polymer technology. The weapon resembles a slim electric torch when deactivated, with two toggles and a trigger stud. In place of a torch's lens and reflector, the foldsword has a slotted metal or ceramic disc. The slot is filled with a smooth flat plastic surface. In use, a blade of memory polymer extends from this surface. This blade is slightly curved, single-edged and ends in a chisel tip. This blade is edged with particles of crystallised carbon, only 1 micron across, making the foldsword extremely sharp. To use the foldsword, the On toggle can be activated and the blade will extend within 30 seconds, however it is more usual to activate the Standby toggle first, This keeps the weapon's blade in a semi-liquid state within the housing and enables the blade to be extended within 3 seconds by depressing the trigger stud. Foldswords are rare and hard to obtain for non-members of the martial arts schools which use them; if one can be found it will be very costly. The foldsword features an internal rechargeable battery, which has a life of 24 hours of continuous standby or 250 activations and deactivations. This weapon weighs 250g and is 250mm long when deactivated, 800mm long when activated.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Force Multiplier

Force multiplier
Type Weapon
Tech Level TL–8
Size 100ml
Weight 100g
Cost Cr50

Force multipliers, often called FM's are flat, blunt polymer, ceramic or occasionally, metal self-defence weapons, designed for striking, probing into pressure points, applying joint locks and attacking nerve bundles. They are often designed to be carried discretely and to be invisible to metal detectors and MMBR; this is why they are usually constructed from polymer or ceramic, not metal. Force multipliers come in various shapes and are often given fanciful names by their manufactures; ‘Predator’, ‘Stinger’ or ‘Talon’, for example. All of these FMs feature blunt ends, both rounded and square, for striking, probing nerve bundles and attacking pressure points and blunt, serrated edges, for tearing into skin. The FM can be concealed in a small pocket. It is around 130mm long.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Forum:Template:InfoboxWeapon

Forums: Index > Watercooler > Goods/Weapons


Notes (2008)[edit]

Not knowing how to set/edit a new Infobox Template, and seeing how we are creating equipment as a project this month, I was wondering if one of you wiki-gods could make it.

Thanx Rycharde 23:59, 6 March 2008 (UTC)

I'm not a gun nut, so what would be important data items to include in the infobox? Name, image, image caption, manufacturer, cost, weight, and TL are standard items. Should there be anything else? Tjoneslo 00:29, 7 March 2008 (UTC)
Ammo type(s) and size. Footnotes of course. Other than that I am pulling up blanks (pun intended). I'm not a weapon nut either. Rycharde 02:01, 7 March 2008 (UTC)
5mm Revolver
{{{image}}}
{{{caption}}}
Group: Pistol, Slug
Tech Level 5
Size 0.1
Weight 0.3
Cost 100
Ammo 5mm Bullets
Manufacturer Instellarms
How about ammo weight, ammo capacity, concealment, volume, recoil? Dcorrin 14:58, 7 March 2008 (UTC)
is this the final version? Rycharde 18:11, 7 March 2008 (UTC)
No, I am seeking feedback. This is a first attempt. I personally think we should drop size and replace it with concealment, add ammo capacity, and possibly a zero-g flag. Dcorrin 19:24, 7 March 2008 (UTC)
Gotcha. I have a couple of instances out there. Search for "gauss" and "warhammer". I'll update them after you complete the template. I do agree with the additions you've mentioned, and possibly more, though I'm not one to give ideas on this. Far from a weapons-guru. Rycharde 22:49, 8 March 2008 (UTC)

Notes (2018)[edit]

The group parameter seems to be a random collection of entries. I recommend using the weapons groups as presented in the T5 Rules:
- Tjoneslo (talk) 12:14, 14 January 2018 (EST)

Sounds very reasonable.

- Maksim-Smelchak (talk) 16:22, 14 January 2018 (EST)
 

Fusion Weapon

Fusion Weapons are a type of High-Energy Weapon that fires a stream of hydrogen plasma at fusion temperatures.

Description / Specifications[edit]

Fusion weapons channel out heated plasma at higher temperatures than plasma weaponry, heating the energy projectile to fusion temperatures.

FGMP (Fusion Gun-Man Portable)[edit]

The FGMP-14 is similar in design and function to the PGMP-13. The FGMP-14 differs only in that it contains the plasma slightly longer until a fusion reaction begins to take place The weapon is somewhat more powerful than a plasma gun, and it may only be used by individuals wearing Battle Dress.

  • The FGMP-15 incorporates a gravity field generator similar to that used on the PGMP-14 and a weapon system similar to that of the FGMP-14.
  • The FGMP-16 is an advanced, lighter-weight version of the FGMP-15 with all of its features.

Fusion Rifle[edit]

The Fusion Rifle is a highly advanced, very portable version of the earlier FGMP weapons. Fusion rifles are projected to become available somewhere at or beyond TL-17. Such technological guesswork is all conjecture.

History & Background / Dossier[edit]

No information yet available.

References & Contributors / Sources[edit]

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G-1A2 Gauss Battle Rifle

G-1A2 GBR

Group: Group: Rifle, Slug
Tech Level TL12
Size 71.2 cm long
Weight 4.99 kg loaded
Cost Cr1,250.86
Ammo 5.3mm Darts
Manufacturer Steyr-Koch
More exotic rounds were developed but have since dropped out of production. Bullpup stock, shock absorbing stock, optic sight, bayonet lug, grenade adapter, gyroscopic compensator.

The G-1A2 is the standard gauss rifle of the Terran Republic Marines and Army. The original G-1 was first carried by Eastern Coalition forces during the Terran Civil War. The current version was adopted just before the Lagash Campaign. Because of the need to streamline logistical support, only one kind of ammunition is procured by the military for the G-1A2, that being the 5.3 x 26.5mm gauss dart type. More exotic rounds (HE, HEAP, etc.) have been manufactured by commercial vendors for previous versions of the weapon, but they only yielded slight increases in performance, sold poorly, and were eventually dropped from production. Throughout its service, the G-1 has proven to be a reliable and effective weapon. A civilian version of the G-1A2, known as the "Model 11A2" is also available. The Model 11A2 is virtually identical to its military cousin externally, though it lacks grenade adaptor and bayonet lug, and fires in semi-automatic mode only.

See also Gauss Weapons.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

G-8A2 Gauss Carbine

G-8A2 Gauss Carbine

Group: Carbine, Slug
Tech Level 12
Size 51.42 cm long
Weight 3.53 kg loaded
Cost Cr1,026.96
Ammo 5.3mm Darts
Manufacturer Steyr-Koch
Bullpup stock, shock absorbing stock, optic sight, gyroscopic compensator.

The G-8A2 is essentially a stripped down version of G-1A2, and uses the same ammunition. It is issued to vehicle crews in both the Terran Republic Marines and Army, and has been adopted by Naval Security forces as their standard gauss rifle.

See also Gauss Weapons

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

GS-7 Gauss Sniper Rifle

GS-7 Gauss Sniper Rifle

Group: Rifle, Slug
Tech Level 12
Size 148.43cm long
Weight 23.02 kg loaded
Cost Cr4,439.29
Ammo 5.3mm Darts
Manufacturer Tarantino Limited
Recoil is reduced by using bipod. Electronic sight. Laser sight. Gryoscopic compensator. Shock absorbing stock.

The GS-7 was developed in response to a Marine and Army request for a quality, high caliber dedicated sniper rifle with extremely low recoil. A small quantity of these weapons were eventually purchased and sent to troops on Lagash for battlefield testing. They proved so effective, the Terran Republic Defense Ministry recently ordered a large quantity of GS-7s for distribution to sniper teams throughout the armed forces. A unique feature of this weapon is the special discarding sabot ammunition developed for it. DS rounds are generally not produced for gauss weapons because they are rather difficult to manufacture. The GS-7 is not currently available on the civilian market, though it has been reported that several them were recently sold at Barnard on the black market.

See also Gauss Weapons.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

GSR-5 Gauss Sniper System

GSR-5 Gauss Sniper System
{{{image}}}
{{{caption}}}
Group: Rifle, Slug
Tech Level TTL12
Size 115 cm long
Weight 7.1 kg loaded
Cost Cr4,000
Ammo {{{ammo}}}
Manufacturer Mactaggart Small Arms

The GSR-5 system is a long-barreled, high-velocity, ultra-high-end precision system intended for elite, dedicated marksmen.

Design[edit]

The system includes:

  • A highly-tuned match-grade Mactaggart GR4 receiver and capacitor-control unit
  • A tuned, match-grade Mactaggart zero-bias barrel, which imparts no rifling on the projectiles.
  • A high-velocity (1,650m/s), non-rifled, fin-stabilized 5.15mm discarding-sabot dart. These darts are designed for flawless long-range performance - and are essentially custom-made, and cost 10x the price of regular rifled darts.
  • A ceramic barrel shroud that both insulates the barrel from extremes of heat and cold, and shields the barrel's heat from thermal imaging sensors.
  • A bipod
  • A full-adjustable stock
  • A tunable trigger mechanism.
  • An accessory-mounting rail allowing the fitting of telescopic, thermal, and/or laser sights. Unlike many gauss sniper rifles, the inertial computer is a modular accessory attached to the weapons's internal data bus via an accessory rail imposed into the inside of the weapon's buttstock.

The darts are fed from an eight round detachable rotary magazine which shields each dart in its own integral cradle until it's fed into the system by a non-mechanical magnetic lift, to prevent damage to the fins and sabots. Unlike most Gauss Rifle magazines, the GSR-5 magazines are not intended to be semi-disposable; they are quite expensive.

The weapon fires single shots only.

Users[edit]

The primary market is Caledonian special operations forces and intelligence. Other military and mercenary units, and indivduals with interest in long-range precision marksmanship, also purchase the GSR-5.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Gaus Pistol

Gaus Pistol
Imperial Sunburst-Sun-IISS-Traveller.gif
Gaus Weapon
Group: Ranged Weapon
Tech Level TBD
Size TBD
Weight TBD
Cost TBD
Ammo TBD
Manufacturer TBD
TBD

No information or synopsis yet available.

  • Something to do with firearms.

Description / Specifications[edit]

No information yet available.

History & Background / Dossier[edit]

No information yet available.

References & Contributors / Sources[edit]

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Gaus Rifle

Generic Gaus Rifle
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Gaus Rifle
Group: Ranged Weapon
Tech Level 12
Size 750.0 mm
Weight 3,500.0 grams
Cost Cr1,500
Ammo 4mm needle bullet, x40 rounds, 40mm grenade
Manufacturer Various
Generic Gaus Rifle

The Gaus Rifle (3,900.0 grams loaded; Cr1,500; TL-12) is the ultimate development of the tried and true slug thrower.

Description (Specifications)[edit]

"Gauss Rifle:" The ultimate development of the slug thrower, the gauss rifle generates an electromagnetic field along the length of the barrel which accelerates a 4mm, 4 gram needle bullet to velocities of 1500 meters per second. The round itself consists of a dense armor piercing core surrounded by a softer metal covering, 11111ending in a hollow point, giving the round both high stopping power and a good armor piercing capability. Flight along the barrel is nearly frictionless, with spin stabilization imparted through magnetic bias. A forty round magazine is attached behind the pistol grip, and each pull of the trigger fires one, four, or ten rounds. The firing setting may be changed after firing. [1]

Standard equipment on the gauss rifle includes a battlefield sight similar to that used on the ACR, a RAM grenade adapter, gyrostabilization, and a sling. Reloading by replacement of an empty magazine or RAM grenade takes several seconds, during which the player is considered to be evading. Power is provided by a disposable power pack included in each magazine. [2]

Weapon Characteristics[edit]

Length, exclusive of grenade: 750.0 mm. Weight, unloaded: 3,500.0 grams (loaded magazines weigh 400.0 grams). Base price: Cr1,500 (40 round magazine and battery pack: Cr30). Tech level: 12. Extreme range: 1,260.0 meters. [3]

History & Background (Dossier)[edit]

Gauss Weaponry, also known as Mass Driver Weapons are another solution, but also involve expense and technological sophistication problems beyond many sophont civilizations. [4]

Selected Gaus Rifle Models[edit]

  1. TL-12 Gaus Rifle
  2. TL-13 Gaus Rifle
  3. TL-14 Gaus Rifle
  4. TL-15 Gaus Rifle

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 36.
  2. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 36.
  3. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 36.
  4. An unpublished factoid written by Maksim-Smelchak
 

Gauss Pistol

Gauss Pistol
Imperial Sunburst-Sun-IISS-Traveller.gif
Gauss Weapon
Group: TBD
Tech Level TBD
Size TBD
Weight TBD
Cost TBD
Ammo TBD
Manufacturer TBD
TBD

No information or synopsis yet available.

Maintenance This article is missing source reference/s. At least one reference, citation, or author if non-canon should be listed for most articles.
  • The Travellers' Digest 11

|S3= Imperial Encyclopedia

 

Gauss Rifle

Gauss Rifle
Imperial Sunburst-Sun-IISS-Traveller.gif
Gauss Weapon
Group: TBD
Tech Level TBD
Size TBD
Weight TBD
Cost TBD
Ammo TBD
Manufacturer TBD
TBD

No information or synopsis yet available.

Maintenance This article is missing source reference/s. At least one reference, citation, or author if non-canon should be listed for most articles.
  • The Travellers' Digest 11

|S3= Imperial Encyclopedia

 

Gauss Weapon

Gauss Weapons employ electromagnetics to propel projectiles down target.
  • They are KEW weapons.

Description / Specifications[edit]

No information yet available.

Gauss Rifle[edit]

The ultimate development of the slug thrower, the gauss rifle generates an electromagnetic field along the length of the barrel, which accelerates a 4mm. 4-gram needle bullet to velocities of 1500 meters per second. The round itself consists of a dense armor-piercing core surrounded by a softer metal covering that ends in a hollow point; this combination gives the round both high stopping power and a good armor-piercing capability. Flight along the barrel is nearly frictionless, for spin stabilization is imparted in this weapon through magnetic bias.

A 40-round magazine is attached behind the pistol grip, and each pull of the trigger fires one, four, or 10 rounds. The firing setting may be changed at the end of each combat round.

Standard equipment on the gauss rifle includes a battlefield sight similar to that used on the ACR, a RAM grenade adapter, gyrostabilization, and a sling. Reloading by replacement of an empty magazine or RAM grenade takes one combat round, during which the player is considered to be evading. Power is provided by a disposable power pack included in each magazine

Gauss Pistol[edit]

The gauss pistol is a popular weapon because of its silence and its deadliness. The gauss pistol is based on the same principle as the gauss rifle and the VRF gauss gun: an electromagnetic field accelerates the needle bullet down the barrel while a bias in the field imparts spin.

The gauss pistol may fire either single-round shots or four shot bursts. The pistol uses the same 4mm ammunition as the gauss rifle; however, the magazines are not interchangeable.

VRF Gauss Gun[edit]

A cryogenically cooled rapid fire support weapon, the VRF Gauss Gun fires a 4 mm, 4 gram needle bullet to velocities of 4500 meters per second with an effective rate of fire of 4000 rounds per minute. Firing operation is similar to that of a gauss rifle. The weapon fires 100 round bursts. The weapon is only available in the turreted configuration, and requires special modifications to the vehicle carrying it. The turret gives a 180 degree arc of fire, although a more sophisticated turret provides a 360 degree of fire.

Ammunition is provided in 1000 round hoppers, which are loaded directly into the weapon's ammunition bay. The ammunition bay of a VRF gauss gun vehicle will generally hold up to 30,000 rounds although this will vary somewhat with vehicle size.

See also P-35 "Cobra" 5.5mm Gauss Pistol, G-1A2 Gauss Battle Rifle, G-8A2 Gauss Carbine, LMG-45B1 "Saw" Gauss Squad Assault Weapon, GS-7 Gauss Sniper Rifle

History & Background / Dossier[edit]

No information yet available.

References & Contributors / Sources[edit]

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This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Grapnel Gun

Grapnel Gun
Grapnel Gun.png
Type Survival gear
Tech Level TL–8
Size 6.0 liters
Weight 10.0 kg
Cost Cr100
Manufacturer Various
Grapnel Gun

Group:
Tech Level 8-15
Size 6.0 liters
Weight 10.0 kg
Cost Cr 200-2000
Ammo 1 grapnel with "rope"
Manufacturer Various

A Grapnel Gun is a device which hurls a projectile attached to some sort of rope or line. This line can be used to pull an object closer, to climb a vertical surface in a gravity well, or to move safely and under control toward an object in zero-G. The effectiveness of this device depends on how securely the projectile can be anchored to the target.

A sharp, carbon-alloy projectile is used at TL–8 to TL–13. The head of the projectile embeds itself in the target and immediately releases four perpendicular barbs to hold it in place. Removing the head is a matter of twisting a locking collar to retract the barbs and pulling the head from the surface. This type of projectile uses either a powder or chemical charge with a rope or cable line.

At TL–14, new developments in molecular bonding allow creation of an improved projectile. The projectile head is a polymer/circuitry combination which fastens to any surface. Using a compact, low-voltage power source creates a subatomic electrical bond with the surface it strikes; it, in effect, becomes a part of the target surface. The power level control is at the opposite end of the I braided graphite fiber line and must be I set to the proper output for the target surface. Subatomic forces vary with the structure of the atom, and thus different materials require different power level settings. Due to the lighter weight of this projectile and line, the gun is a gauss-type ideal for zero-G use. Therefore, it is highly desired by asteroid mining companies.

If used as a makeshift weapon it can do a little damage at a very short range, and may knock down the target by the grapnel and its trailing rope

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Gravitron Spike

Gravitron Spike
Imperial Sunburst-Sun-IISS-Traveller.gif
TBD
Group: Grenade
Tech Level TL-17
Size 1.0 meter
Weight 1.0 kg
Cost Cr40,000
Ammo Single use
Manufacturer TBD
TBD

A Gravitron Spike is a gravity control technology weapon, which generates a brief but intense gravity pulse which flattens anything in a three meter area.

The spike is a one meter long spike. There is a timer for activation. The spike can not be thrown, it must be placed upright to function correctly.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Gunbelt

Gunbelt
Imperial Sunburst-Sun-IISS-Traveller.gif
Gunbelt
Type Firearm Accessory
Tech Level TL–TBD
Size TBD liters
Weight TBD kg
Cost Cr?
Manufacturer Various
Gunbelt

No information or synopsis yet available.

Description (Specifications)[edit]

No information yet available.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

62px-Information icon.svg.png This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Halbred

Generic Halbred
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Halbred
Group: Melee Weapon
Tech Level 2
Size 2,500.0 mm length
Weight 2,500.0 grams
Cost Cr75
Ammo None
Manufacturer Various
Generic Halbred

A Halbred (2,500 grams; Cr75; TL-2) is quite an elaborate polearm featuring a pointed, bladed tip. [1]

  • This melee weapon most typically inflicts cutting and stabbing traumas.
The-Traveller-Book-pg-39-1982-K-Siembieda 11-June-2018a.jpg

Description (Specifications)[edit]

This weapon may be considered to be a combination between a battle ax and a spear. Length: 2,500mm. [2]

Weapon Characteristics[edit]

Length: 2,500.0 mm length. Weight: 2,500.00 grams. Base Price: Cr75.

History & Background (Dossier)[edit]

Polearms are among the earliest found weapons, often sticks longer than the typical club, but still effective at dealing blunt traumas. While TL-0 polarms are found objects, by TL-1 most sophonts have learned how to attach various stabbing, cutting, or pummeling heads to the weapon enhancing its usefulness. There is a great variety of types of heads attached to polearms, often each with a different kind of name. Many polearms are simply repurposed farming implements. [3]

Selected Halbred Types[edit]

  1. TL-2 Halbred

References & contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 38.
  2. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 38.
  3. An unpublished factoid written by Maksim-Smelchak
 

Hand Cannon

Generic Hand Cannon
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Hand Cannon
Group: Ranged Weapon
Tech Level 2
Size 2,000 mm
Weight 5,000 grams
Cost Cr300
Ammo 28mm Ball & powder
Manufacturer Various
Archaic Firearm

A Hand Cannon (5,000 grams; TL-2) is literally a small, hand-held, muzzle-loading cannon. [1]

Description (Specifications)[edit]

It can take several minutes to load with powder and a ball, and is fired by holding a flame to the touchhole. It fires as body pistol, but may not fire at close range. [2]

History & Background (Dossier)[edit]

All these weapons require that the owner also carry gunpowder and properly sized lead balls; percussion weapons also require a supply of percussion caps. [3]

Hand cannons come of age in the TL:1-3 epoch and are considered obsolete before the end of the epoch. Hand cannons are eventually superceded by Flintlock Muskets and alter Percussion Rifles. [4]

Selected Hand Cannon Models[edit]

  1. TL-2 Hand Cannon

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 43.
  2. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 43.
  3. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 43.
  4. An unpublished factoid written by Maksim-Smelchak
 

Hand Grenade

Generic Hand Grenade
Grenades-Dav-R-Deitrick-Starter-Trav-Pg-Cvr 20-July-2018a.jpg
Generic Hand Grenades hanging on a utility belt
Group: Ranged Weapon
Tech Level 5
Size 120.0 mm
Weight 1.0 kg
Cost Cr10
Ammo x1 grenade (single use)
Manufacturer Various
Generic Hand Grenade

The Hand Grenade (1,000.0 grams; Cr10; TL-5) is a thrown weapon used against bunkers, large concentrations of infantry, or targets not significantly threatened by battle rifles.

Description (Specifications)[edit]

"Hand Grenades:" The modern hand grenade appears at tech level 5 and is generally available thereafter. Hand grenades may only be used against targets at medium range. A grenade may be thrown several times a minute, during which the thrower is treated as evading. A grenade thrower may elect not to evade, in which case the thrower is more exposed and vulnerable to enemy fire. No specific weapon skill is required to use grenades, although a good dexterity and significant limb strength help. All grenades are thrown at single targets and higher technology grenades generally use more capable explosives that do more damage. [1]

Weapon Characteristics[edit]

Length: 120.0 mm. Weight: 1.0 kg. Base price: Cr10. [2]

  • All grenades weigh about 1.0 kilograms and cost Cr200 for a case of twenty. In addition to assault grenades, a variety of smoke grenades are available for signalling and obscuration, and specialized grenades (gas, anti-tank, etc.) are sometimes used as well. [3]

Selected Grenade Variants[edit]

History & Background (Dossier)[edit]

Explosive weapons are developed as early as the TL:1-3 epoch. In the Terran tradition, some of the earliest wielders of such explosives were known as grenadiers, as in soldiers employing grenades or explosive bombs. Specialized grenadiers were often known as sappers. Some ingenious explosive weapons have been invented by primitive TL:1-3 civilizations including napalm-like pyrotechnics.

By the industrial epoch of TL:4-6, hand grenades have grown common, but suffer from the limitations of being thrown by a sophont’s manipulatory limbs. Rifle Grenades typically appear as one of the solutions to range limitations with early hand grenades.

Typically by the TL:7-9 epoch, sophonts have begun to work around the limitations of thrown weapons by using kinetic projectors or special launchers for such weapons. Grenade Launchers are some of these solutions to firing grenades at farther ranges. [4]

Selected Grenade Models[edit]

  1. TL-4 Early Hand Grenade
  2. TL-5 Hand Grenade
  3. TL-6 Hand Grenade
  4. TL-7 Hand Grenade
  5. TL-8 Hand Grenade
  6. TL-9 Hand Grenade
  7. TL-10 Hand Grenade
  8. TL-11 Hand Grenade
  9. TL-12 Hand Grenade

References & contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 40.
  2. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 38.
  3. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 40.
  4. An unpublished factoid written by Maksim-Smelchak
 

Hazer

Hazer
{{{image}}}
{{{caption}}}
Group: Non-lethal
Tech Level 9
Size TBD
Weight 3.5kg
Cost Cr700
Ammo TBD
Manufacturer TBD
Hazers are sonic disruption weapons, broadcasting an especially annoying frequency combination at extraordinarily high volume.

They do no damage per se, but just make it extremely uncomfortable to linger in an area, more so than a typical siren or fire alarm. The sound projector is largely directional, but the user of the weapon must wear ear protection or suffer much the same effect as the targets. At point blank range, a hazer is capable of shattering crystal, breaking glass, and damaging delicate mechanical parts.

  • Most people exposed to the Hazer are forced to move away from the source, usually covering their ears. Full hearing protection or sealed suits is more resistant. Normally, users will purchase an electronic filter to allow somewhat normal hearing while filtering out the hazer frequencies. The belt mounted battery pack is good for five minutes continuous use and can be recharged from any contemporary vehicle or domestic power source.

These kinds of weapons arose from a need for non-lethal crowd control.

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Heavy Machine Gun

Heavy Machine Gun
Imperial Sunburst-Sun-IISS-Traveller.gif
Machine Gun
Group: Ranged Weapon
Tech Level TBD
Size TBD
Weight TBD
Cost TBD
Ammo TBD
Manufacturer TBD
HMG

No information or synopsis yet available.

Maintenance This article is missing source reference/s. At least one reference, citation, or author if non-canon should be listed for most articles.
 

High Energy Weapon

A High-Energy Weapon emits a high amount of energy in Megawatts or Joules and comes in two main types: Plasma Weapons and Fusion Weapons.

Description / Specifications[edit]

High-energy weapons fire beams of super-heated plasma at their targets and cause damage by their intense heat and kinetic energy. All high-energy weapons require a power source.

History & Background / Dossier[edit]

No information yet available.

References & Contributors / Sources[edit]

62px-Information icon.svg.png This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Holster

Holster
Imperial Sunburst-Sun-IISS-Traveller.gif
Holster
Type Firearm Accessory
Tech Level TL–TBD
Size TBD liters
Weight TBD kg
Cost Cr?
Manufacturer Various
Holster

No information or synopsis yet available.

Description (Specifications)[edit]

No information yet available.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

62px-Information icon.svg.png This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Hornet

Hornet
Hornet.png
Group:
Tech Level
Size last finger bone
Weight
Cost
Ammo 2 doses
Hornet is the trade name for a fingertip implant. The implant is similar to implanted blades but differs in that it consists of replacing the first bone of a finger with a cylinder equipped with an extendable hypodermic needle. The device is constructed entirely of organic materials and is virtually undetectable, except by thorough investigation of the fingers with advanced medical scanners. The hornet links into the character's nervous system, and enables him to extend and retract the needle at will, as well as control the injection of the poison stored in the cylinder (it is good for two doses)

The needle is not strong enough to penetrate armor, but will go through normal clothing. It does no damage, except for the effect of the poison in the cylinder. The effect depends on what type of poison is used. It can be refilled by a syringe.


References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

II Enri Auto Pistol

Imperial Issue Enri Auto Pistol

Group: Pistol
Tech Level 12
Size
Weight
Cost Cr100
Ammo 20 round magazine, Cr2
Manufacturer Angler's Cost

A reconstruction of the Imperial Marines standard issue sidearm built as a toy. The magazine hold 9mm 'cartridges' to fire soft plastic projectiles at 50m/s. There's a 1mm 'ridge' welded into the side of the chamber that prevents real ammo from being loaded (the plastic deforms around it).

Includes a low-power laser-tag system built under the barrel.

It comes with a manual, a computer-aided-training program, and a cleaning kit.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

II Enri Gauss Rifle

Imperial Issue Enri Gauss Rifle
{{{image}}}
{{{caption}}}
Group: Gauss Rifle
Tech Level 12
Size
Weight
Cost cr100
Ammo 40 round magazine
Manufacturer Angler's Cost

A modified Gauss weapon designed as a child's toy. One of the Angler's Cost original designs. The feed uses either 'real' Gauss rifle magazines, or from a special magazine that comes with it that has a rib down the side to prevent it from being inserted in a normal rifle. The special magazine feeds a 4mm plastic cylinder with a 1mm iron ball bearing in the center. Muzzle velocity is a whopping 100m/s.

The modified smart-scope no longer has the classified 'soldier finder' software that tries to defeat camouflage by recognizing human (and Vargr) shapes and highlighting them... but all the non-classified portions of that code are there, along with a modification to lock out the firing mechanism when its pointed at what the scope thinks might be a sophont. When fired at another person, the toy dumps a projectile at 2m/s , and uses the scope's target designator to send a low-power 'laser tag' pulse, which will be detected by other II Enri toys and cause appropriate effects.

If 'real' Gauss ammo is used, the heavier projectile only makes it to 50m/s, so damage to targets is minimal.

If a special 'parental consent' code is entered, the weapon and be tuned up to 400m/s, allowing kids to hunt small game with them on worlds where such things are permitted. It comes with a manual, a computer-aided-training program, and a cleaning kit. The safety and magazine release mimic the Imperial Marine's standards. Loaded 40 round magazines of plastic rounds are Cr2.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Ion Charge

Ion Charge
Imperial Sunburst-Sun-IISS-Traveller.gif
TBD
Group: Grenade
Tech Level 13
Size 0.3 liter
Weight 0.3kg
Cost Cr3,500
Ammo Single use
Manufacturer TBD
TBD

An Ion Charge is a device that explodes in ion charges, doing low penetration radiation damage to all creatures in a few meters range.

The weapon is dtored in a steel case and is a fragile bulb of glass attached to a throwing unit. Weighing 300.0 grams, its saucer shape enables accurate manual projection up to a hundred meters.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Jacent Towed 4.5 cm Mortar

Serving with the Jacent Resistance Forces, these weapons are license built as the least expensive self directed artillery option available.

Jacent Towed 4.5 cm Mortar (TECH LEVEL A)[edit]

Built on Jacent (FH 2331) (world) this 4.5cm mortar is carriage mounted and can be towed behind a Jacent Deluxe Amphibious Scout Car. They operate in sections with one scout pulling the mortar and a second vehicle pulling a wagon load of 450 more rounds of ammo. These six soldiers dismount and form the mortar crew. It has a ROF 22.5, its indirect fire accuracy is +1 up to 2.25km and -3 up to 4.5km. It has a +1 signature when it fires. It takes 4.5 turns to set up for indirect fire missions. Rounds mass 1.5kg each and there is storage for 450 rounds of HE or smoke on the gun carriage which is included in the purchase price. It can conduct 20 fire missions on that ammo load. It has TL A indirect fire control and requires a full crew of 4 and has a minimal crew of 2. It can serve as its own TL 5 fire direction center and there fore does not require a working communication link to a higher chain of command. Independent operators can rapidly set these up, conduct a fire mission and evacuate before counter battery fire missions arrive. They are ideal for fighting in cramped urban environments in and around civilians. Its high rate of fire allows it to blanket an area. On the open battlefield, their performance is less spectacular.

Volume: 1.10625 m3
Mass: 1.10625 tons
Price: 118,607.5
Rounds available include:
HE 10/1/2 Cr. 4.5
Smoke 1cmx1cm Cr. 4.5
Chemical 1cmx1cm 4 turns Cr. 9
Illum 40cm Cr. 9
Chaff 40cm Cr. 9
HEAP 24 Cr. 6.75

Description / Specifications[edit]

No information yet available.

History & Background / Dossier[edit]

No information yet available.

References & Contributors / Sources[edit]

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This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Jump Damper

A Jump Damper is a theoretical field projection device used to stop a Jump Drive from initiating a jump.

Please refer to the following AAB library data for more information:

While it is known that gravity fields cause disruptions in the field generated by the jump drive, gravity is not strong enough to stop the field from forming. A theoretical artificial gravity generator producing an effect of several thousand G may prevent a jump initiation, but would also destroy the ship.

Description / Specifications[edit]

No information yet available.

History & Background / Dossier[edit]

No information yet available.

References & Contributors / Sources[edit]

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Jump Projector

Jump projectors induce a jump field around the target causing it to misjump.

Please refer to the following AAB library data for more information:


Description (Specifications)[edit]

They are available at very high tech levels (TL21+) in the form of spinal mounts. Jump projectors are also called Jumpspace Projectors and Focused Gravity Weapons.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

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L-18A5 Gauss Rifle

L-18A5 Gauss Rifle
{{{image}}}
{{{caption}}}
Group: Group: Rifle, Slug
Tech Level TL-12
Size 65.5 cm long
Weight 4.2 kg loaded
Cost Cr1,550.86
Ammo 4.5mm Darts (35 round magazines)
Manufacturer Stafford Works
U.

The Stafford L-18A5 Gauss Rifle uses a lighter caliber with higher muzzle velocity than the contemporary and comparable G1, in Imperial service. This enables the piece to be shorter, lighter and handier in enclosed spaces, while maintaining excellent hitting power. It's the standard infantry weapon of all TL12 troops in the Caledonian military.

Design[edit]

The L-18 series improves on the prior L-15 series designs by adding an onboard inertia computer integrated to the on-board sighting system, using hard-etched "wiring" for all electronics (making the electronics completely weather, water and mud-proof), encased in a molecularly-aligned aluminum receiver housing that doubles as both the weapon's main frame and data bus.

Features[edit]

The piece comes with a folding stock and holographic low-light sights. It can fire in single-shot, three-shot and full-auto modes (although Caledonian troops are painstakingly trained not to fire full-automatic under any but the most dire circumstances).

Variants[edit]

The L-21A2 is a "Marksman" variant. With a longer barrel, higher muzzle velocity, BK-202 LDR-based telescopic sight and customizable (non-folding) stock and bipod, it's designed for long-range precision shooting. Fires single shots only.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

L16A4 Gauss Squad Automatic Weapon

L16A4 Gauss Squad Automatic Weapon
{{{image}}}
{{{caption}}}
Group: Light Machine Gun, Slug
Tech Level TTL12
Size 90 cm long
Weight 12.26 kg loaded
Cost Cr1,650
Ammo {{{ammo}}}
Manufacturer Stafford Works

The L16A4 Gauss Squad Automatic Weapon is the standard Squad Support Weapon in the Caledonian military. With it high muzzle velocity, low recoil and accuracy, it's highly popular with the troops.

Design[edit]

The L16-series GSAW includes a folding stock, bipod, and integrated low-light sight (with optional integrated laser ranging).

Ammunition feed is through a 200 round cassette with integral power supply. A 300 round magazine is also available in limited numbers. The L16 can also use L18 Gauss Rifle 35 round magazines.

One unique feature; the rate of fire is controlled by changing the frequency of discharge for the power capacitors. This means the rate of fire is continuously variable from 15 shots a second down to 1 shot per second (most weapons are dialed in to 8-10 per second)

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

LMG-45B1 "Saw" Gauss Squad Assault Weapon

LMG-45B1 GSAW
{{{image}}}
{{{caption}}}
Group: Light Machine Gun, Slug
Tech Level TTL12
Size 99.82 cm long
Weight 14.26 kg loaded
Cost Cr1,478.25
Ammo 5.3mm Darts
Manufacturer Steyr-Koch

The LMG-45 (known then as the LMG-45A1 Light Gauss Support Weapon) was introduced into the Terran Republic Marines service just prior to the Lagash Campaign, and was intended to be mounted on the LAUV-3s assigned to each light infantry platoon. Battle experience on Lagash proved that the LMG-45 was better placed on the ground within the organization of individual squads. The B1 version, which entered into production just after the war, adds a provision for a detachable bipod (Marines on Lagash frequently improvised such devices), but is otherwise identical to the previous version. Ammunition from this weapon can be used in the G-1A2 gauss rifle and the other members of the 5.3mm gauss weapon family. Both versions can be found in Marine, Army, Naval Security, and mercenary units throughout the Republic.

See also Gauss Weapons.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Laser

Challenge 71


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Laser Carbine

Generic Laser Carbine
Las-Carbine-WH-Keith-Starter-Trav-Pg-12 20-July-2018a.jpg
Laser Weapon
Group: Ranged Weapon
Tech Level 8
Size 800mm
Weight 8,000 grams
Cost Cr2,500
Ammo x50 shots
Manufacturer Various
Generic Laser Carbine

A Laser Carbine (8,000 grams, including power pack; Cr3,500; TL-8) is a lightweight version of the laser rifle, firing high energy bolts using current from a backpack battery/power pack. [1]

The-Traveller-Book-pg-42-1982-K-Siembieda 18-June-2018a.png

Description (Specifications)[edit]

The laser carbine fires a 2mm beam of energy, aimed by integrated optic sights. The power pack is capable of producing 50 shots before it requires recharging. Recharging requires at least eight hours connected to a high energy source. The laser carbine is connected to the power pack by a heavy-duty cable. [2]

Weapon Characteristics[edit]

Length: 800mm. Weight of carbine: 5,000 grams. Weight of power pack: 3,000 grams. Base price: Cr2,500 (extra power pack: Cr1,000). Cost of recharge, at commercial rates: Cr200. [3]

History & Background (Dossier)[edit]

Around the TL:7-9 epoch, Energy Weapons or DEW (Directed Energy Weapons), also known as Beam Weapons or Projected Energy Weapons become a significant part of the battlefield. They start as rangefinders and target designators and eventually become a significant weapon for armored vehicles (AFVs), fighting ships, and even as infantry smallarms as the technology is miniaturized. [4]

Laser Carbines come of age in the TL:7-9 epoch and are never really considered obsolete as they remain useful well into the TL:13-15 epoch. However, they are gradually superceded by Gauss Weaponry and Plasma Weaponry. [5]







.

Selected Laser Carbine Models[edit]

  1. TL-7 Laser Designator
  2. TL-8 Early Laser Carbine
  3. TL-9 Laser Carbine
  4. TL-10 Laser Carbine
  5. TL-11 Laser Carbine
  6. TL-12 Laser Carbine
  7. TL-13 Laser Carbine
  8. TL-14 Laser Carbine
  9. TL-15 Laser Carbine

References & Contributors (Sources)[edit]

62px-Information icon.svg.png This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 40.
  2. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 40.
  3. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 40.
  4. An unpublished factoid written by Maksim-Smelchak
  5. An unpublished factoid written by Maksim-Smelchak
 

Laser Pistol

Laser Pistol
Las-Pistol-Dav-R-Deitrick-Starter-Trav-Pg-11 20-July-2018a.jpg
Laser Pistol, gripped and ready
Group: Ranged Weapon
Tech Level TBD
Size TBD
Weight TBD
Cost TBD
Ammo TBD
Manufacturer TBD
TBD

No information or synopsis yet available.

Description (Specifications)[edit]

No information yet available.

History & Background (Dossier)[edit]

NON CANON: Fantek Personal Defense INC. FPD 20-B

The FPD 20-B is a 20 shot, magazine fed laser pistol which was adopted by the armed forces of the Zhodani Consulate in limited numbers starting in 1082. As the first weapons entered front line service problems developed fairly soon. Initially the training officers welcomed it but when the program went beyond the “train the trainer” phase and into actual service the troops began having issues.

The FPD 20-B is heavier than most pistols causing almost universal rejection by commandos who prefer each piece of kit to be as light as possible. The weapon is semi automatic only which is a reduction of firepower compared to the gauss pistol. The bore is 2cm which is the same as a the rifle, the recoil created issues for small statured persons who have problems with firing the weapons accurately.

Within five years, all had been sent back to the armory, and transferred to the Sword World military. This was part of the Zhodani military assistance program which is a common strategy of diplomacy between the two nations.

The SW military embraced the weapons and have even turned out numerous licensed copies.

Selected Laser Pistol Models[edit]

  1. TL-7 Laser Scope
  2. TL-8 Early Laser Pistol
  3. TL-9 Laser Pistol
  4. TL-10 Laser Pistol
  5. TL-11 Laser Pistol
  6. TL-12 Laser Pistol
  7. TL-13 Laser Pistol
  8. TL-14 Laser Pistol
  9. TL-15 Laser Pistol

References & Contributors (Sources)[edit]

62px-Information icon.svg.png This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Laser Rifle

The-Traveller-Book-pg-42-1982-K-Siembieda 18-June-2018a.png
Generic Laser Rifle
Las-Rifle-WH-Keith-Starter-Trav-Pg-25 20-July-2018a.jpg
Laser Rifle with Power Pack
Group: Ranged Weapon
Tech Level 9
Size 1,000mm
Weight 6,000 grams
Cost Cr3,500
Ammo 100 shots
Manufacturer Various
Generic Laser Rifle

A Laser Rifle (10.0 kilograms, including power pack; Cr5,000; TL-9) is the standard energy weapon, firing energy bolts in the same manner as the laser carbine. [1]

Description (Specifications)[edit]

Heavier than the laser carbine, the laser rifle is also capable of longer sustained action and is somewhat sturdier. The power pack can provide 100 shots before recharging. As in the laser carbine, the laser rifle is connected to the power pack by a heavy-duty cable. Power packs are not interchangeable between the two weapons, however. [2]

Weapon Characteristics[edit]

Length: 1,000mm. Weight of rifle: 6,000 grams. Weight of power pack: 4,000 grams. Base price: Cr3,500 (extra power packs: Cr1,500). Cost of recharge, at commercial rates: Cr300. [3]

History & Background (Dossier)[edit]

Around the TL:7-9 epoch, Energy Weapons or DEW (Directed Energy Weapons), also known as Beam Weapons or Projected Energy Weapons become a significant part of the battlefield. They start as rangefinders and target designators and eventually become a significant weapon for armored vehicles (AFVs), fighting ships, and even as infantry smallarms as the technology is miniaturized. [4]

Laser Rifles come of age in the TL:7-9 epoch and are never really considered obsolete as they remain useful well into the TL:13-15 epoch. However, they are gradually superceded by Gauss Weaponry and Plasma Weaponry. [5]





.

Selected Laser Rifle Models[edit]

  1. TL-7 Laser Designator
  2. TL-8 Early Laser Rifle
  3. TL-9 Laser Rifle
  4. TL-10 Laser Rifle
  5. TL-11 Laser Rifle
  6. TL-12 Laser Rifle
  7. TL-13 Laser Rifle
  8. TL-14 Laser Rifle
  9. TL-15 Laser Rifle

References & Contributors (Sources)[edit]

62px-Information icon.svg.png This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 40.
  2. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 40.
  3. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 40.
  4. An unpublished factoid written by Maksim-Smelchak
  5. An unpublished factoid written by Maksim-Smelchak
 

Laser Weapon

Laser weapons fire concentrated beams of energy at their targets and cause damage by their intense light and heat. All laser weapons require a power source either built into the weapon directly or carried in a separate pack.

(At tech level 17, laser weapons are powered from internal matter-antimatter pods ) Laser weapons below Tech Level 13 use visible light so they can be seen by observers, while higher tech versions use invisible X-ray beams.

LR-900 a basic Instellarms design the L-900 series laser weapons are a TL9 design, the numbers after the 9 denote modifications.
LC-900 a basic Instellarms design the L-900 series laser weapons are a TL9 design, the numbers after the 9 denote modifications.

Laser Pistol[edit]

A pistol which functions much the same as a laser carbine or laser rifle but which has lighter weight and a much handier length. It still requires its own model of power pack (a laser carbine or laser rifle power pack cannot be used).

Laser Carbine[edit]

A lightweight version of the laser rifle, which fires high energy bolts using current from a backpack battery/power pack. The laser carbine fires a 2mm beam of energy aimed by integrated optic sights. The laser carbine is connected to the power pack by a heavy duty cable.

Austech LR1.

Laser Rifle[edit]

The standard high energy weapon, which fires high energy bolts in the same manner as the laser carbine. Heavier than the laser carbine, the laser rifle is also capable of longer sustained action and is constructed somewhat more sturdily. The power pack can provide 100 shots before recharging. As in the laser carbine, the laser rifle is connected to the power pack by a heavy duty cable. Power packs are not interchangeable between the two weapons.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Lawless Hypo Gun

HypoGun

Group: Pistol
Tech Level 8
Size 110mm x 30mm
Weight 300g
Cost Cr625
Ammo Cr25/Magazine
Manufacturer Llewellyn-Norris

The Lawless Hypo Gun is named for its designer, Henry Lawless. The Hypo gun fires a 1mm x 10mm needle at high velocity with a burst of compressed gas. Each magazine holds 25 darts, and the the gas canister holds enough gas for 50 shots. The darts are designed to inject liquids upon contact with a body and the needle itself dissolves harmlessly in water or bodies. Needles with various strength anesthetizing compounds are generally available. It is almost completely silent, and made of no metal parts.

The weapon is unlawful for possession at Law level 3 or greater due to its undetectability.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Light Air Defense Missile

Generic Light Air Defense Missile
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Light Air Defense Missile
Group: Ranged Weapon
Tech Level 8
Size 925.0 mm
Weight 25,000.0 grams
Cost Cr20,000 to Cr1,000,000
Ammo x1 missile (single shot)
Manufacturer Various
Generic Light Air Defense Missile

The Light Air Defense Missile (25,000.0 grams loaded; Cr10,000 to Cr1,000,000; TL-8) is a progressive development of earlier missiles, miniaturized for use by a single sophont user against flyers.

  • It is a GUW weapon and is available in a variety of models, forms, and mountings. [1]

Description (Specifications)[edit]

"Light Air Defense Missiles:" Disposable one shot surface to air missiles (SAM) are available at tech level 8 and above. Each weighs between 10.0 and 25.0 kilograms. The base price for the tech level 8 missile is Cr20,000 and can range up to Cr1,000,000 at higher tech levels. Even the best of the missiles has only a moderate lethality against aircraft of its own tech level, but is generally very lethal against more primitive aircraft. (Generally, but not always. A tech 8 heat seeking missile is virtually worthless against a tech 6 piston powered aircraft). [2]

Weapon Characteristics[edit]

Length: 925.0 mm. Weight: 25,000.0 grams. Base price: Cr20,000 to Cr20,000. [3]

History & Background (Dossier)[edit]

As the arms race for combat aircraft heats up from the TL:4-6 epoch forward, an entire variety of antiaircraft defenses are invented from early fast-firing AA guns to later GUW (guided weapons) including the Light Air Defense Missile. The earliest models are very limited with simpler guidance sensors and a limited ability to engage aircraft, generally only at low altitudes and from the rear. Within a few generations of development, the MANPAD (Man Portable Air Defense weapon) has considerably more capability and has all-aspect target acquisition up to several kilometers. Even the advanced point defense energy weapons of the TL:13-15 epoch can be overwhelmed by significant numbers of Light Air Defense Missiles. [4]

Selected Weapon Models[edit]

  1. TL-7 Antiaircraft Rocket
  2. TL-8 Light Air Defense Missile
  3. TL-9 Light Air Defense Missile
  4. TL-10 Light Air Defense Missile
  5. TL-11 Light Air Defense Missile
  6. TL-12 Light Air Defense Missile
  7. TL-13 Light Air Defense Missile
  8. TL-14 Light Air Defense Missile
  9. TL-15 Light Air Defense Missile

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. An unpublished factoid written by Maksim-Smelchak
  2. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 41.
  3. An unpublished factoid written by Maksim-Smelchak
  4. An unpublished factoid written by Maksim-Smelchak
 

Light Assault Gun

Generic Light Assault Gun
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Light Assault Gun
Group: Ranged Weapon
Tech Level 8
Size 900.0 mm
Weight 4,000.0 grams
Cost Cr600
Ammo 20mm bullet, 5 rounds
Manufacturer Various
Generic Light Assault Gun

The Light Assault Gun (4,500.0 grams loaded; Cr600; TL-8) is a very large, heavy caliber weapon generally used for antimaterial missions or for piercing heavy personal armors including some forms of Battledress. [1]

Description (Specifications)[edit]

"Light Assault Gun (LAG):" Essentially a heavy rifle, the LAG fires a 20mm, 30.0 gram bullet at velocities of 400 to 500 meters per second. A magazine containing five rounds is inserted into the underside of the weapon, ahead of the trigger guard. Reloading takes about a minute (less for a skilled operator), during which the firer is treated as evading. One round is fired per pull of the trigger. Ammunition includes HE, flechette, and 20/9 mm discarding sabot rounds. The LAG is provided with a sling to assist carrying. Due to the weight and recoil of the weapon, individuals without considerable strength will suffer in accuracy when firing the LAG. Individuals in battledress will make good use of the strength enhancement features of such suits when using these weapons. [2]

Weapon Characteristics[edit]

Length: 900.0 mm. Weight, unloaded: 4,000.0 grams (loaded magazine weighs 500.0 grams). Base price: Cr600 (loaded magazine: Cr20). Tech level 8. [3]

History & Background (Dossier)[edit]

The heritage of the LAG can be found amongst most sophont species if heavy game rifles used by creature hunters on Safari. These were very large heavy rifles using very large ammunition, generally considered light cannon ammunition. When armored vehicles first appear, the first anti-tank rifles are developed, which can generally defeat the unhardened, sheet steel armors of the age.

However, the stronger capabilities of more advanced armors generally make the LAG obsolete as an antitank weapon. Various kinds of rockets and GUW ordinance (guided missiles) do the job better, so the weapon is relegated to an antimaterial role. As personal armor and power armor is further miniaturized and strengthened, the weapon comes back into its own. Further manufacturing and material science advances keep it a viable choice well into the TL:10-12 epoch. Various less technoloigically advanced or poorer forces are still known to employ LAG’s against Battledress, light mecha, and even air/rafts. By the TL:10-12 epoch, it has largely been replaced by gauss and high energy weaponry. [4]

Selected Light Assault Gun Models[edit]

  1. TL-4 Elephant Gun
  2. TL-5 Antitank Rifle
  3. TL-6 Antitank Rifle
  4. TL-7 Early Light Assault Gun
  5. TL-8 Light Assault Gun
  6. TL-9 Light Assault Gun
  7. TL-10 Light Assault Gun
  8. TL-11 Light Assault Gun
  9. TL-12 Light Assault Gun

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. An unpublished factoid written by Maksim-Smelchak
  2. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 37.
  3. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 37.
  4. An unpublished factoid written by Maksim-Smelchak
 

Light Machine Gun

Generic Light Machine Gun
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Light Machine Gun
Group: Ranged Weapon
Tech Level 6
Size 1,100.0 mm
Weight 5,500.0 grams
Cost Cr1,200
Ammo 6mm bullet, x100-round belts
Manufacturer Various
Generic Light Machine Gun

The Light Machine Gun (11,500.0 grams loaded on tripod; Cr1,200; TL-6) is typically used as a squad-based support weapon. [1]

Description (Specifications)[edit]

"Light Machine Gun (LMG):" A heavier belt fed version of the automatic rifle, the LMG fires a 6mm, 5.0 gram bullet at velocities of 900 meters per second with a practical rate of fire of 200 rounds per minute (50-round bursts several times a minute). Ammunition is provided in 100-round belts. Reloading requires a minute or more if the weapon is manned by a single sophont, and significantly less than a minute if a loader is present. If a loader is present, he may link two 100-round belts to form a 200-round belt on the spot. This may not generally be done ahead of time as each belt is carried in its own ammo box. Linked 200-round belts are often provided ahead of time if the weapon is emplaced in a defensive fieldwork or is vehicle-mounted. [3]

Each pull of the trigger fires a 10-round burst, up to five of which may be fired every couple of seconds. Each burst may be directed at a different target, provided all are within a 45° degree firing arc. If more than two bursts are fired every few seconds, there is a chance that the LMG will overheat and jam. Jams require clearing before the weapon can fire again. The LMG is provided with a bipod, and generally must be fired while prone with the bipod extended, although the weapon can also be fired from any convenient rest (bunker embrasure, log, etc). Tripods may be purchased, use of which allows the weapon to fire at targets at extreme range and extends the weapon's arc of fire to 90° degrees. [4]

Weapon Characteristics[edit]

Length: 1,100.0 mm. Weight, Unloaded: 5,500.0 grams (100-round belt: 2,500.0 grams; tripod mount: 3,500.0 grams). Base price: Cr1,200 (100-round belt Cr120, tripod Cr250). Extreme range (when tripod mounted): 1,000.0 meters. Tech level 6.

  • (Note: at tech level 5, a more primitive version of the machinegun becomes available. This version is water cooled, weighs 6,000.0 grams without tripod, must be used with a tripod, may only fire up to four bursts a minute, and may jam if more than one burst is fired a minute.) [5]

History & Background (Dossier)[edit]

The first machineguns were a progressive development of semiautomatic and automatic ironmongery. Earlier machineguns were less succesful, with many mechanical jams, and were often used as wall guns on fortresses. As aircraft developed, the machinegun was the first choice for an effective weapon used in air to air combat. [6]

As the technology for internal mechanisms improves and becomes more reliable, more sophisticated, faster-firing machineguns become possible. Multi-barrel rotary guns are also an offshoot of machine gun technology. A variety of feed mechanisms have been devised for such weapons from drums to belts to chain-linked ammunition and more. The weapons remain in active service in a number of roles until the advent of gauss and energy weapons, which supplant them once perfected. [7]

Selected Light Machine Gun Models[edit]

  1. TL-4 Wall Gun
  2. TL-5 Light Machine Gun
  3. TL-6 Light Machine Gun
  4. TL-7 Light Machine Gun
  5. TL-8 Light Machine Gun
  6. TL-9 Light Machine Gun
  7. TL-10 Light Machine Gun
  8. TL-11 Light Machine Gun
  9. TL-12 Light Machine Gun

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. An unpublished factoid written by Maksim-Smelchak
  2. An unpublished factoid written by Maksim-Smelchak
  3. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 38.
  4. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 39.
  5. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 39.
  6. An unpublished factoid written by Maksim-Smelchak
  7. An unpublished factoid written by Maksim-Smelchak
 

Lightning Bolt

Lighting Bolt
Type Weapon
Tech Level TL–12
Size 1080 liters
Weight 710kg
Cost Cr6035

A Lightning bolt is a Virus fighting weapon, designed to send a massive power surge through a computer network. This is a device of last resort because it does irreparable damage to all electronic system wired into the network. The Lighting bolt is not always completely successful at destroying computer systems, as more sophisticated and technologically advanced computer systems and networks have surge suppression equipment designed to stop an accidental power surge from destroying the system. In addition, many Viruses knowing their vulnerability to accidental or deliberate power surges and EMP, update their systems to be more resistant to this kind of attack.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Machete

Machete
Imperial Sunburst-Sun-IISS-Traveller.gif
TBD
Type Survival Gear
Tech Level TL–4
Size 2.0 liters
Weight 1.0 kg
Cost Cr50
Manufacturer Various
TBD

A Machete is a utility blade used in cutting vegetation to clear a path, campsite, etc. It is a mediocre weapon.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Magazine Carrier

Magazine Carrier
Imperial Sunburst-Sun-IISS-Traveller.gif
Magazine Carrier
Type Firearm Accessory
Tech Level TL–TBD
Size TBD liters
Weight TBD kg
Cost Cr?
Manufacturer Various
Magazine Carrier

No information or synopsis yet available.

Description (Specifications)[edit]

No information yet available.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

62px-Information icon.svg.png This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Magnum Revolver

Magnum Revolver
Revolver.jpg
Group: Slug Pistol
Tech Level 5
Size
Weight 1 kg
Cost Cr300
Ammo 9mm slug

The 9 mm Magnum Revolver fires a large shell and has a high penetration factor. One round is fired with each pull of the trigger. The pistol holds six rounds which are always purchased in a group and not separately. The magnum revolver can be found on many lower tech level worlds.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Mass Driver

A Mass Driver Gun or weapons system (also known as a Rail Gun) is an electromagnetic-propelled slug-thrower. Available beginning at TL-8 for ground action as artillery or a Vehicle-mounted Weapon.

Non-canon: At higher TLs there were bay and spinal mounted versions in development. Most navies were not impressed with the outcome, though a few vessels are so mounted for orbital bombardment.

Description / Specifications[edit]

No information yet available.

History & Background / Dossier[edit]

No information yet available.

References & Contributors / Sources[edit]

62px-Information icon.svg.png This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Melee Weapon

Melee Weapons are mostly used at very close ranges, what are called hand-to-hand ranges, and include blades, brawling weapons, and polearms. [1]
  • They most often cause blunt damage, piercing damage, or cutting damage.

Melee Weapons

  1. Blade Weapons [2]
  2. Brawling Weapons [3]
  3. Polearms [4]

Description (Specifications)[edit]

Melee weapons are still valued even thousands upon thousands of years after the rise of civilization for most sophont species and the development of ranged weapon technologies. They are still efficient killing weapons with many advantages over ranged weapons such as silent use, reliability, and other advantages. Most fighting men keep a melee weapon handy in case one’s ranged weapon fails. [5]

Selected Melee Weapons[edit]

Selected Blade Weapons[edit]

  1. Blade Weapons [6]
    1. Blade [7]
    2. Broadsword [8]
    3. Cutlass [9]
    4. Dagger [10]
    5. Foil [11]
    6. Sword [12]

Selected Brawling Weapons[edit]

  1. Brawling Weapons [13]
    1. Bottle [14]
    2. Broken Bottle [15]
    3. Club [16]
    4. Cudgel [17]
    5. Fist

Selected Polearm Weapons[edit]

  1. Polearms [18]
    1. Bayonet [19]
    2. Halbred [20]
    3. Pike [21]
    4. Spear [22]

History & Background (Dossier)[edit]

The weapons of the ancient world (TL:1-3) are primarily melee weapons. The first Archaic Ranged Weapons begin to supplement them, but the ancient infantryman generally relies of a melee weapon rather than a ranged one.

By the TL:4-6 epoch, ranged weapons eclipse the melee weapon and melee weapons are relegated to becoming back-up weapons to the rifles of the future. Nevertheless, melee weapons are still popular and fill a number of specialized uses, even on TL-15 worlds. [23]

References & contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. An unpublished factoid written by Maksim-Smelchak
  2. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  3. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  4. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  5. An unpublished factoid written by Maksim-Smelchak
  6. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  7. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  8. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  9. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  10. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  11. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  12. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  13. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  14. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  15. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  16. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  17. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  18. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  19. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  20. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  21. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  22. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  23. An unpublished factoid written by Maksim-Smelchak
 

Meson Accelerator

Meson Accelerator
{{{image}}}
{{{caption}}}
Group: TBD
Tech Level 11
Size TBD
Weight TBD
Cost TBD
Ammo TBD
Manufacturer TBD

The Meson Accelerator is a dual particle accelerator, designed for work with electrons and positrons.


Please see the following AAB articles for more information:

Description (Specifications)[edit]

The collision of an electron and a positron creates a pi neutral meson. Mesons have short half-lives, which can be prolonged to precise duration by accelerating them to relativistic speeds. Mesons do not interact significantly with other particles, and matter is therefore transparent to them. By controlling the velocity of the beam, the mesons may be caused to decay inside a target, producing intense radiation effects.

The Meson Gun is a weaponized version of the Meson Accelerator, producing strong pulses of mesons designed to produce maximum damage effects in a target. Most large modern warships have meson accelerators as their main weaponry.

Because the beam does not interact with rock, there are deep meson sites used for planetary defense. The sites are buried deep into the world's crust, and can defend against attacking ships with impunity. Unfortunately the sensors necessary for targeting and possibly the power source (detectable by neutrino emissions, if nuclear) are not as fortunate.

History & Background (Dossier)[edit]

Contemporary meson weapons were created by Doctor Robert Meson.

The weaponized version of the Meson Accelerator was first developed by the Terran Confederation during the Interstellar Wars. The Vilani named the weapon Gashukubi (Anglic: Gashukubi) (certain death), as they had no defense against it.

References & Contributors[edit]

This article has Metadata
 

Missile

Missiles are guided projectiles designed to impact with or detonate near a target in order to inflict damage on it.
  • Many types of missiles are available to the armed forces of the Imperium and its neighbors.
  • They are GUW classed weapons.

Description (Specifications)[edit]

No information yet available.

Components[edit]

Missiles are made up of three major sub-systems: the launcher, the delivery sub-system, and the warhead.

The launcher is usually little more than a protective rack which holds the missile until launch.

Once fired, the delivery sub-system takes over, steering the missile towards the target. The sub-system is made up of motor, guidance controls, and detonation controls. The motor can be liquid or solid fuel thrusters or a gravitic drive. The guidance can be by operator, radar, or homing (by infrared seeking, mass seeking, neutrino seeking, etc). Detonation is controlled by a trigger: contact, proximity, intelligent, or command.

Warheads[edit]

The warhead falls into two broad categories:

  • Conventional
  • Nuclear.

Conventional Warheads cover standard high-explosive (HE) and focuss on force (high-explosive); these can only cause surface damage.

Nuclear Warheads cover fission, fusion, and enhanced radiation; these missiles cause both surface damage and radiation effects. Note that under the Imperial Rules of War, nuclear missiles are reserved for use by Imperial forces only.

Sizes[edit]

Standard missiles designed for space combat come in two sizes:

  • The larger are designed to be launched from missile bays.
  • The smaller from missile racks. The latter weigh about 50 kg and cost Cr50,000 each.

Such anti-ship missiles may also be converted to planetary surface bombs, or to surveillance drones (mechanical and electrical skill would apply in such cases).

Torpedo[edit]

MK 41 Mod 0 Torpedo


Operation:

The Mk 41 Mod 0 Torpedo is a guided torpedo used by the Imperial Navy. They are large (2M long x 533MM Dia.) and clunky by modern standards. The torpedo has a compartment in the nose which can house a variety of Large nuclear and conventional warheads.

Representative Examples & Classes


This article was excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author. This device is found in use within the Trouble in the Spinward Marches (CT) Play By Email Campaign.

Mk 42 Recon Drone

Operation: The Mk 42 is a recon drone used by the Navy. They are not front line service units. They are large (2M long x 533MM Dia.) and clunky by modern standards. The drone has a compartment in the nose which can house a variety of sensors and cameras. Even though the navy acquired them as recon drones, marine gunners have managed to adapt a wide array of explosive cargo including nukes to fit within the nose compartment turning the drone into a "poor mans torpedo." Apparently drawing inspiration from the Mk 41s.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

62px-Information icon.svg.png This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Mortar

Mortar
Imperial Sunburst-Sun-IISS-Traveller.gif
Artillery Weapon
Group: Ranged Weapon
Tech Level TBD
Size TBD
Weight TBD
Cost TBD
Ammo TBD
Manufacturer TBD
TBD

No information or synopsis yet available.

  • KEW
  • High Trajectory
Maintenance This article is missing source reference/s. At least one reference, citation, or author if non-canon should be listed for most articles.
  • Challenge-34
 

Muzzle-loading Pistol

Generic Muzzle-loading Pistol
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Muzzle-loading Pistol
Group: Ranged Weapon
Tech Level 3
Size 1,200 mm
Weight 1,500 grams
Cost Cr500
Ammo 14mm Ball & powder
Manufacturer Various
Archaic Firearm

A Muzzle-loading Pistol (1,500 grams, TL-3 or 4) is a single-shot pistol, with either a flintlock or percussion firing mechanism. [1]

Description (Specifications)[edit]

It requires a small amount of time to reload during which time the firer may not evade, and when fired, it may misfire. If a misfire occurs, the weapon will not fire, but the firer may attempt to fire it after clearing it. It fires as a body pistol. [2]

History & Background (Dossier)[edit]

All these weapons require that the owner also carry gunpowder and properly sized lead balls; percussion weapons also require a supply of percussion caps. [3]

Muzzle-loading pistols come of age in the TL:1-3 epoch and are considered obsolete before the end of the epoch. Muzzle-loading pistols tend to be replaced by Percussion Revolvers, which in turn lead to modern Revolvers and Automatic Pistols. [4]

Selected Muzzle-loading Pistol Models[edit]

  1. TL-3 Muzzle-loading Pistol

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 43.
  2. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 43.
  3. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 43.
  4. An unpublished factoid written by Maksim-Smelchak
 

Neivher

Neivher
Imperial Sunburst-Sun-IISS-Traveller.gif
TBD
Type Construction Material
Tech Level TL–11
Size Unspecified
Weight 1.0 gram
Cost Cr100
Manufacturer Various
TBD
Neivher is a synthetic substance know for its toughness as it can be fashioned into projectiles with the penetrating power of solid slugs.

Description (Specifications)[edit]

It is valued for its ability to dissolve harmlessly in the human (or other biologic) in five to ten minutes. Often used for tranq or poison in order to penetrate armor.

History & Background (Dossier)[edit]

Originally designed as body armor but its rapid decay when saturated with sweat or other body fluids made it impractical in that role.

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Net Gun

Net Gun
Imperial Sunburst-Sun-IISS-Traveller.gif
TBD
Group: Nonlethal Weapon
Tech Level TL-7
Size TBD
Weight TBD
Cost TBD
Ammo 1 net
Manufacturer TBD
TBD

The Net Gun is a bulky device designed for non-damaging capture of animals or people.

It fires a self-expanding net of cut-resistant fibers out to a maximum range of 15.0 meters. Optionally, the net can have microbarbs or adhesive to make it cling to clothing or fur for enhanced effect.

At TL-10, nets are commonly coated with the same material used in Tranq rounds, in a skin-permeable carrier. In addition to the entrapment effect, this will cause the victim to become more passive or unconscious.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Neural Weapon

A Neural Weapon is an advancement of remote neural activity sensing and psionic helmet technology, these guns remotely disrupt brain activity. Being hit by neural gun fire causes unconsciousness (i.e., a stun), but sometimes it has other random effects instead: disorientation, mind assault, or even death. Neural weapons are available only at very high tech levels. Neural weapon fire can be detected at a distance by individuals with psionic Life Detection ability.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Neutron Charge

Neutron Charge
Imperial Sunburst-Sun-IISS-Traveller.gif
Technological Grenade
Group: Grenade
Tech Level 14
Size 0.2 liters
Weight 0.2 kg
Cost Cr25,000
Ammo Single use
Manufacturer TBD
TBD

The Neutron Charge generates a strong blast of neutron radiation, causing significant damage to living material in a five meter radius, but no damage to solid structures. The charge can be thrown for great distances.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Non-lethal Weapon

JTAS-23
 

One-shot Disposable Grenade Launcher

One-shot Disposable Grenade Launcher
Imperial Sunburst-Sun-IISS-Traveller.gif
One-shot Disposable Grenade Launcher
Group: Ranged Weapon
Tech Level TBD
Size  ?.0 mm
Weight  ?.0 gm
Cost Cr?
Ammo TBD
Manufacturer Various
One-shot Disposable Grenade Launcher

No information or synopsis yet available.

Description / Specifications[edit]

No information yet available.

Weapon Characteristics[edit]

No information yet available.

History & Background / Dossier[edit]

Explosive weapons are developed as early as the TL:1-3 epoch. In the Terran tradition, some of the earliest wielders of such explosives were known as grenadiers, as in soldiers employing grenades or explosive bombs. Specialized grenadiers were often known as sappers. Some ingenious explosive weapons have been invented by primitive TL:1-3 civilizations including napalm-like pyrotechnics.

By the industrial epoch of TL:4-6, hand grenades have grown common, but suffer from the limitations of being thrown by a sophont’s manipulatory limbs. Rifle Grenades typically appear as one of the solutions to range limitations with early hand grenades.

Typically by the TL:7-9 epoch, sophonts have begun to work around the limitations of thrown weapons by using kinetic projectors or special launchers for such weapons. Grenade Launchers are some of these solutions to firing grenades at farther ranges. [1]

Selected Weapon Models[edit]

  1. TBD

References & Contributors / Sources[edit]

62px-Information icon.svg.png This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. An unpublished factoid written by Maksim-Smelchak
 

Onslaught Heavy Infantry Walker

Onslaught

Tech Level 16
Mass 21.13 tons
Cost Mcr1.05
Mode walker/flight
Speed 155kph/400kph
Cargo 0.04kl
Crew 1
Passengers 0
Armament 10.9MJ fusion cannon

The Onslaught Heavy Infantry Walker was the second heavy infantry suit to be debuted by the new Commonwealth military. Where the Breakthrough was designed primarily for traditional infantry roles, the new armor is a heavy assault unit for Marine and Hammerhead boarding units, or a cavalry and screening unit for defending small vacuum worlds, moons and planetoids. In addition to a normal bipedal walker suspension, the suit is fitted with CG lifters and a small HEPlaR unit to effect maneuver in a vacuum or upper atmospheres. These suits are usually only assigned to specialized infantry units that are trained in jump and flight operations. The chassis was later used to create the Overrun Cavalry Walker.

An intergrap 10.9 MJ Fusion Cannon is fitted into a small turret mount on the suits right shoulder, having enough clearance for 360 degree fire. In addition to this stabilized mount, two arms with hands are fitted to permit the carriage and firing of traditional infantry heavy weapons or small arms without penalty. 5 centimeters of Bonded Superdense provides sufficient armor protection against all infantry antitank rockets and antipersonnel mines, and decent protection against laser weapons on civilian spacecraft.


This article has Metadata

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

P-35 "Cobra" 5.5mm Gauss Pistol

P-35 5.5mm Gauss Pistol
{{{image}}}
{{{caption}}}
Group: Pistol, Slug
Tech Level TTL12
Size 33.3cm long
Weight 1.76kg loaded
Cost Cr644.08
Ammo 5.3mm Darts
Manufacturer Steyr-Koch

The P-35 was originally designed to be carried by Terran Republic Marines as a back up to their primary firearm in combat. A rather bulky pistol, the P-35 nevertheless proved so popular that it soon became the standard sidearm of all Marine personnel. It fires the same kind of gauss dart ammunition used by the G-1A2 gauss battle rifle, but cannot use the same clips. Thousands of these weapons have found there way into the civilian market as military surplus.

See also Gauss Weapons.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

P35 Gauss Pistol

P35 Gauss Pistol
{{{image}}}
{{{caption}}}
Group: Pistol, Slug
Tech Level TTL12
Size 18 cm long
Weight 1 kg loaded
Cost Cr950
Ammo {{{ammo}}}
Manufacturer Mackenzie Small Arms

The Mackenzie P35 is a gauss pistol employed by the armed forces of the Principality of Caledon. The weapon also has many export customers.

Design[edit]

The P35 is a double-action automatic Gauss pistol with an advanced ergonomic grip, ambidextrous controls, and an accessory attachment point integrated into its MAK (Molecularly-aligned Ceramic) frame.

It uses a 20 round magazine.

Variants[edit]

The P35 has several current variants.

P35K[edit]

The "short" version - with a shorter barrel, smaller (12 round) magazine, and abbreviated frame (without the accessory lug), for applications where maximum concealment is needed.

P35 C[edit]

A match-grade customized version offered to Caledonian special forces (and status-conscious officers who want to purchase a top-flight pistol for over Cr3,000) and other discerning customers, capable of peerless short-range accuracy.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

PGMP-12

Generic PGMP-12
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic PGMP-12
Group: Ranged Weapon
Tech Level 12
Size 800.0 mm
Weight 6,000.0 grams (9,000.0 grams loaded)
Cost Cr10,000
Ammo Power Pack, high capacity
Manufacturer Various
Generic PGMP-12

The PGMP-12 (1,000 grams loaded; Cr210; TL-5) is a fearsome early generation Plasma Weapon.

  • It is a DEW Light Weapon that projects superheated plasma inflicting kinetic and heat damage.
  • It is known to some as the PGMP-C.

Description (Specifications)[edit]

"Plasma Gun, Man Portable-12 (PGMP-12):" The first light energy weapon (other than lasers), the weapon consists of a power pack carried on the firer's back, the weapon itself, and a flexible power link. The power pack powers a laser ignition system in the weapon itself which heats hydrogen fuel to a plasma state. The plasma is contained in the ignition chamber briefly and then released through a magnetically focused field along the weapon's barrel. The high initial velocity plasma jet is 2.0 cm in diameter but begins to dissipate immediately. Each power pack has sufficient energy to discharge forty plasma bolts before recharging is necessary. Each pull of the trigger discharges one plasma bolt. Because of the considerable recoil, the PGMP-12 may only be fired a few times a minute. Recharging requires four hours connected to a high energy source (such as a ship's power unit).

Weapon Characteristics[edit]

Length: 800.0 mm. Weight of weapon: 6,000.0 grams. Weight of power pack: 3,000.0 grams. Base price: Cr10,000 (extra power packs: Cr2,500, commercial cost to recharge: Cr50). Tech level 12. Extreme Range 750.0 meters.

History & Background (Dossier)[edit]

As sophont civilizations gain greater and greater mastery over volatiles and high energy physics, more capable weapons are developed. Typically very early energy weapons are developed in the TL:7-9 epoch including fuel-air explosives and very large nuclear weapons, which vastly outclass the atomic weapons of the TL:4-6 epoch.

By TL:10-12, Plasma Weaponry becomes viable and supplements lasers, particle beams, and other energy weapons. By the end of the epoch, the advanced PGMP-12 appears, which is extremely advanced for its time. Plasma weaponry continues to be refined and developed.

By the TL:13-15 epoch, the first fusion weapons begin to debut, which can project greater damage than the earlier plasma weapons. The FGMP series in increasingly refined as it goes from a bulky battle dress-only form down to sophont-wielded rifle-like form. As the materials technology and miniaturization improves, future fusion pistols will undoubtedly become viable. [1]

Selected PGMP Models[edit]

  1. TL-12 PGMP or PGMP-12
  2. TL-13 PGMP or PGMP-13
  3. TL-14 PGMP or PGMP-14

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. An unpublished factoid written by Maksim-Smelchak
 

PGMP-13

Generic PGMP-13
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic PGMP-13
Group: Ranged Weapon
Tech Level 13
Size 900.0 mm
Weight 900.0 grams (7,900.0 grams)
Cost Cr65,000
Ammo Power Pack, high capacity
Manufacturer Various
Generic PGMP-13

The PGMP-13 (7,900.0 grams loaded; Cr65,000; TL-13) is a very powerful light weapon used by high tech infantry in Battle Dress.

Description (Specifications)[edit]

"PGMP-13:" A high gain light plasma gun designed exclusively for use with battle dress. Of similar general configuration to the PGMP-12, the PGMP-13 may only be fired by an individual wearing battle dress and only when the firer is stationary and firmly braced in one of several standard firing positions. This allows the suit's normal strength enhancement units to function as a recoil carriage. Instead of a conventional stock, the PGMP-13 has a recoil cylinder terminating in a computer link to the battle dress. The computer link engages when placed in the PGMP socket integral into the battle dress (placed over the upper right or upper left chest/ shoulder). The weapon may not be fired unless the socket is engaged. Engagement projects crosshairs on the faceplate for targeting. The weapon may be fired several times a minute. The power pack is a small fusion reactor with effectively unlimited fuel for combat purposes (but requires periodic refueling and routine maintenance every 24 to 36 hours, depending on the amount of use). [1]

Weapon Characteristics[edit]

Length: 900.0 mm. Weight of weapon: 900.0 grams. Weight of power pack: 7,000.0 grams. Base price: Cr65,000 (extra power packs: Cr50,000; refueling: Cr20). Tech level: 13. Extreme range: 1,000.0 meters. [2]

History & Background (Dossier)[edit]

As sophont civilizations gain greater and greater mastery over volatiles and high energy physics, more capable weapons are developed. Typically very early energy weapons are developed in the TL:7-9 epoch including fuel-air explosives and very large nuclear weapons, which vastly outclass the atomic weapons of the TL:4-6 epoch.

By TL:10-12, Plasma Weaponry becomes viable and supplements lasers, particle beams, and other energy weapons. By the end of the epoch, the advanced PGMP-12 appears, which is extremely advanced for its time. Plasma weaponry continues to be refined and developed.

By the TL:13-15 epoch, the first fusion weapons begin to debut, which can project greater damage than the earlier plasma weapons. The FGMP series in increasingly refined as it goes from a bulky battle dress-only form down to sophont-wielded rifle-like form. As the materials technology and miniaturization improves, future fusion pistols will undoubtedly become viable. [3]

Selected PGMP Models[edit]

  1. TL-12 PGMP or PGMP-12
  2. TL-13 PGMP or PGMP-13
  3. TL-14 PGMP or PGMP-14

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 36-37.
  2. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 36-37.
  3. An unpublished factoid written by Maksim-Smelchak
 

PGMP-14

Generic PGMP-14
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic PGMP-14
Group: Ranged Weapon
Tech Level 14
Size 800.0 mm
Weight 9,000.0 grams
Cost Cr300,000
Ammo Power Pack, high capacity
Manufacturer Various
Generic PGMP-14

The PGMP-14 (190.0 grams loaded; Cr300,000; TL-14) is a developed version of the earlier plasma weapons and can be transported by a conventional rifleman.

  • It is a DEW Light Weapon that projects superheated plasma inflicting kinetic and heat damage.
  • It is known to some as the PGMP-E.

Description (Specifications)[edit]

"PGMP-14:" The final development of the light plasma gun, the PGMP-14 incorporates a gravitic field generator which enables personnel not in powered armor both to carry the weapon and to fire it, since the weapon's computer system automatically biases the field to provide near total recoil compensation. It is otherwise similar to the PGMP-13 in performance. [1]

Weapon Characteristics[edit]

Length: 800.0 mm. Weight of weapon: 9,000.0 grams (50.0 grams with field generator on). Weight of power pack: 1,600.0 grams 190.0 grams with field generator on). Base price: Cr300,000 (extra power pack: Cr250,000; Refueling: Cr50). Tech level: 14. Extreme range: 1,000.0 meters. [2]

History & Background (Dossier)[edit]

As sophont civilizations gain greater and greater mastery over volatiles and high energy physics, more capable weapons are developed. Typically very early energy weapons are developed in the TL:7-9 epoch including fuel-air explosives and very large nuclear weapons, which vastly outclass the atomic weapons of the TL:4-6 epoch.

By TL:10-12, Plasma Weaponry becomes viable and supplements lasers, particle beams, and other energy weapons. By the end of the epoch, the advanced PGMP-12 appears, which is extremely advanced for its time. Plasma weaponry continues to be refined and developed.

By the TL:13-15 epoch, the first fusion weapons begin to debut, which can project greater damage than the earlier plasma weapons. The FGMP series in increasingly refined as it goes from a bulky battle dress-only form down to sophont-wielded rifle-like form. As the materials technology and miniaturization improves, future fusion pistols will undoubtedly become viable. [3]

Selected PGMP Models[edit]

  1. TL-12 PGMP or PGMP-12
  2. TL-13 PGMP or PGMP-13
  3. TL-14 PGMP or PGMP-14

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 37.
  2. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 37.
  3. An unpublished factoid written by Maksim-Smelchak
 

PR903 Rifle

pR903
Type Weapon
Tech Level TL–12
Size
Weight 3.1kg
Cost Cr1,900

The pR903 is a rifle design from the Sylean Federation standard design database. It is a civilian model of the CR898 advanced combat rifle. It lacks the military mounting rails and the burst fire capability.

The pR903 is a medium weight rifle, firing 7mm caseless solid rounds with a semi-automatic action. The internal magazine holds 100 rounds. It comes with only a primitive set of iron sights, though it is capable of mounting more advanced sights.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Parrying Bar

Parrying bar
Type Weapon
Tech Level TL–5
Size 50ml
Weight 300g
Cost Cr80

The Parrying Bar is a rod, constructed from ceramic, metal, polymer, or carbon fibre. The bar is 8mm wide and 300-500mm long. The rod is mounted on a knife-like haft and features one, two or three sharp projecting tongues, set like the hilts of a knife, which point upward, towards the tip of the bar. The tongues can catch and parry weapons or hook into flesh and the rod can be used to strike blows or apply joint locks.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Particle Accelerator

A Particle Accelerator or Particle Beam Cannon is a device for accelerating protons, electrons, neutrons, or atoms to speeds approaching the speed of light. As weapons, the impact of these accelerated particles produces explosions and radiation damage in the target.

Description (Specifications)[edit]

The particle accelerator has been made into a very effective weapon. While some use gravitic acceleration mechanisms, most use powerful electrical and/or magnetic fields to accelerate ions or charged subatomic particles. The same fields that accelerate the particles are used to focus them into concentrated beams, able to attack distant targets.

History & Background (Dossier)[edit]

The earliest particle accelerators were research devices rather than weapons. Particle accelerators, as research devices, existed for many decades before the technology was weaponized.

Representative Classes[edit]

The generic term for any kind of weaponized particle accelerator is a particle accelerator weapon (PAWs). Hits from these particle accelerator weapons (PAWs) produce surface and radiation damage.

There are three br0ad classifications of particle accelerators, two that are weapons and one kind used for research.

C-PAWs[edit]

Charged particle accelerator weapons (C-PAWs) fire charged particles. These propagate well through atmosphere (behaving like an electrical current flowing in one direction), but scatter in vacuum, due to electromagnetic repulsion.

C-PAWs are the ground weapons.

N-PAWs[edit]

Neutral particle accelerator weapons (N-PAWs) fire charged particles through a device (foil screen, gas filter, or high-power laser) which strips off an electron or adds a proton. The resultant beam is neutrally charged. These beams break up rapidly in atmosphere, but perform flawlessly in space.

Other versions of the N-PAWs use a magnetic field to accelerate uncharged neutrons to relativistic velocities. These weapons have similar operational characteristics.

N-PAWs are the space weapons.

R-PADs[edit]

Research particle accelerator devices (R-PADs) are generally curved, while military PAWs are generally straight.

This allows military designs to be less-complicated and more able to withstand battle damage.

A-PAWs[edit]

Antimatter particle accelerator weapons (A-PAWs) fire antimatter particles, generally neutral charged anti-neutrons, at the target. Antimatter has an explosive effect when encountering normal matter. This limits A-PAWs to space weapons. A-PAWs are considered experimental weapons at TL–15 and consume huge quantities of power in operation.

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Percussion Revolver

Generic Percussion Revolver
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Percussion Revolver
Group: Ranged Weapon
Tech Level 4
Size 1,200 mm
Weight 1,000 grams
Cost Cr500
Ammo 14mm Ball, cap & powder
Manufacturer Various
Archaic Firearm

A Percussion Revolver (1,000 grams, TL-4) is a six-shot revolver, with each chamber individually loaded with powder, ball, and a percussion cap. [1]

Description (Specifications)[edit]

The gun requires some time to reload and care must be taken or misfires can occur. The cylinder may alternately be detached and another, previously loaded cylinder may be put on in a short amount of time (cylinder weight: 300 grams). It fires as a revolver. [2]

History & Background (Dossier)[edit]

All these weapons require that the owner also carry gunpowder and properly sized lead balls; percussion weapons also require a supply of percussion caps. [3]

Percussion revolvers come of age in the TL:4-6 epoch and are considered obsolete before the end of the epoch. [4]

Selected Percussion Revolver Models[edit]

  1. TL-4 Percussion Revolver

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 43.
  2. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 43.
  3. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 43.
  4. An unpublished factoid written by Maksim-Smelchak
 

Percussion Rifle

Generic Percussion Rifle
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Percussion Rifle
Group: Ranged Weapon
Tech Level 4
Size 1,500 mm
Weight 4,000 grams
Cost Cr600
Ammo 14mm Ball, cap & powder
Manufacturer Various
Archaic Firearm

A Percussion Rifle (4,000 grams, TL-4) is a muzzle-loading rifle relying on an explosive cap to ignite the powder. [1]

Description (Specifications)[edit]

It requires a small amount of time to reload during which time the firer may not evade. Loading is the same as for a musket but there is no chance of a misfire. The weapon fires as a rifle. [2]

History & Background (Dossier)[edit]

All these weapons require that the owner also carry gunpowder and properly sized lead balls; percussion weapons also require a supply of percussion caps. [3]

Percussion rifles come of age in the TL:4-6 epoch and are considered obsolete before the end of the epoch. Percussion rifles tend to be replaced by modern Carbines and Rifles. [4]

Selected Percussion Rifle Models[edit]

  1. TL-4 Percussion Rifle

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 43.
  2. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 43.
  3. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 43.
  4. An unpublished factoid written by Maksim-Smelchak
 

Pike

Generic Pike
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Pike
Group: Melee Weapon
Tech Level 1
Size 4,000.0 mm length
Weight 3,000.0 grams
Cost Cr40
Ammo None
Manufacturer Various
Generic Pike

A Pike (3,000 grams; Cr40; TL-1) is a long (3,000 to 4,000mm) polearm with some form of flat blade tip. [1]

  • This melee weapon most typically inflicts cutting and stabbing traumas.
The-Traveller-Book-pg-39-1982-K-Siembieda 11-June-2018a.jpg

Description (Specifications)[edit]

Pikes are often considered a blend of a blade, ax, and spear.

Weapon Characteristics[edit]

Length: 4,000.0 mm length. Weight: 3,000.0 grams. Base Price: Cr40.

History & Background (Dossier)[edit]

Polearms are among the earliest found weapons, often sticks longer than the typical club, but still effective at dealing blunt traumas. While TL-0 polarms are found objects, by TL-1 most sophonts have learned how to attach various stabbing, cutting, or pummeling heads to the weapon enhancing its usefulness. There is a great variety of types of heads attached to polearms, often each with a different kind of name. Many polearms are simply repurposed farming implements. [2]

Selected Pike Types[edit]

  1. TL-1 Pike

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 38.
  2. An unpublished factoid written by Maksim-Smelchak
 

Planetary Aerospace Defense

A Planetary Aerospace Defense (PAD) system is a collection of ground based elements designed to protect a planet (or part of a planet) from a spacebourne attack.

Please see the following AAB articles for related information:


Description (Specifications)[edit]

In general, the systems consist of an Air force, a collection of flight capable vehicles some of which are orbital capable to enagage the enemy. These forces are known as Close Orbit and Airspace Control Command (COACC) or just Aerospace Control Command (ACC).

  • The air forces are supplimented (or in some cases supplanted) by ground based weapons systems, including planetary defense missiles, directed energy weapons, and the highly devastating deep Meson gun site.

History & Background (Dossier)[edit]

In the Third Imperium era PAD was considered the last line of defense, used only if the enemy had defeated the naval forces and system defense boats. During the Hard Times era, where starships became rarer and more difficult to obtain, military strategy moved more toward utilizing the ground based forces for their defense. And once the Collapse had destroyed almost all of the remaining starships, ground based systems were all that were left.

References & Contributors (Sources)[edit]

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Planetary Defense Missile

The Planetary Defense Missile (PDM) was originally designed as a two-stage medium-range air-defense missile, and was constructed to carry a conventional nuclear warhead for use in the upper atmosphere against squadrons of attacking aircraft. In its present incarnation, the PDM uses a salvaged TL-8 nuclear bomb pumped X-ray laser warhead fitted in the place of the conventional warhead, a process that added almost three meters to the length of the missile's second stage, and cut back its range to 221 kilometers.

The range of the solid-fuel engines is not important, as their function is purely to lift the warhead out of the atmosphere and point it in the general direction of the incoming target. Each missile locks on a radar guidance signal reflected off the targetby a ground station (usually, but not always, one connected with the battery that launched the missile).

Once out of the atmosphere, the nuclear-pumped X-ray laser warhead functions exactly like a standard space combat missile.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Plasma Bazooka

9cm Plasma Bazooka
Imperial Sunburst-Sun-IISS-Traveller.gif
TBD
Group: Plasma, Rifle
Tech Level 10
Size 85.0 cm
Weight 43.2 kg
Cost Cr67,500
Ammo 9x32 CPC plasma cartridge
Manufacturer Various
TBD

The Plasma Bazooka is the least sophisticated of the Plasma Weapons, but it does provide a moderately portable antiarmor firepower at much lower tech levels than those at which effective man-portable high-energy weapons become practical.

Description (Specifications)[edit]

Unlike the more sophisticated Plasma Rifles which separate their firing unit from their support hardware, the plasma bazooka comes in one piece, and is fired from the shoulder. It fires an individually loaded chemical plasma cartridge (CPC). The cartridge contains the ignition chamber for the plasma stream and a disposable laser ignition system. Part of the cartridge's great weight (16.2kg) comes from the fact that it must vent a significant amount of energy out the rear of the bazooka in order to negate its recoil. However this creates considerable backblast. All personnel standing within 10 meters directly behind the weapon may be killed, and the weapon may not be fired from inside an enclosure.

The plasma bazooka crew usually consists of two personnel, the bazooka gunner and a loader/ammo carrier. The bazooka team is typically provided with a light vehicle as well.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

62px-Information icon.svg.png This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Plasma Charge

Plasma Charge
Imperial Sunburst-Sun-IISS-Traveller.gif
Technological Grenade
Group: Grenade
Tech Level 13
Size 0.4 liters
Weight 0.4 kg
Cost Cr5,000
Ammo Single use
Manufacturer TBD
TBD

The Plasma Charge generates a strong EM pulse tuned to heat and melt metal objects within ten meters.

This heat damage in turn burns anything in the area. The device is voice-activated and can be attached or thrown for a short distance.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Plasma Rifle

Plasma Rifle
Imperial Sunburst-Sun-IISS-Traveller.gif
Plasma Weapon
Group: Ranged Weapon
Tech Level TBD
Size TBD
Weight TBD
Cost TBD
Ammo TBD
Manufacturer TBD
TBD

No information or synopsis yet available.

Maintenance This article is missing source reference/s. At least one reference, citation, or author if non-canon should be listed for most articles.
 

Plasma Weapon

Plasma Weapons are a type of High-Energy Weapon that fires a stream of hydrogen plasma.

Description / Specifications[edit]

No information yet available.

PGMP (Plasma Gun-Man Portable) =[edit]

The PGMP consists of a power pack carried on the firer’s back, the weapon itself, and a flexible power link. The power pack powers a laser ignition system in the weapon itself which heats hydrogen fuel to a plasma state. The plasma is contained in the ignition chamber briefly and is then released through a magnetically focused field along the weapon’s barrel. The high initial velocity plasma jet is 2 centimeters in diameter, but it begins to dissipate immediately. Each power pack has sufficient energy to discharge 40 plasma bolts before recharging is necessary. Each pull of the trigger discharges one plasma bolt.

PGMP-13 is a high-gain, light plasma gun designed exclusively for use with Battle Dress. Of similar general configuration to the PGMP-12, the PGMP-13 may only be fired by an individual wearing battle dress and only when the firer is stationary and firmly braced in one of several standard firing positions. This condition allows the suit’s normal strength enhance ment units to function as a recoil carriage. Instead of a conventional stock, the PGMP-13 has a recoil cylinder terminating in a computer link to the battle dress. The computer link engages when placed in the PGMP socket integral to the battle dress (placed over the upper right or upper left chest/shoulder). The weapon may not be fired unless the socket is engaged. Engagement projects crosshairs on the faceplate for targetting. The weapon may be fired every combat round. The power pack is a small fusion reactor with effectively unlimited fuel for combat purposes (but it requires periodic refueling and routine maintainance every 2436 hours, depending on amount of use).

PGMP-14 is the final development of the light plasma gun. The PGMP-14 incorporates a gravity field generator which enables personnel not in powered armor to both carry the weapon and to fire it. The weapon’s computer system automatically biases the field to provide near total recoil compensation. It is otherwise similar to the PGMP-13 in performance.

Plasma Rifle[edit]

A highly advanced, very portable version of the earlier PGMP weapons.

Vehicle Weapons[edit]

Vehicle mounted plasma weapons have been standardized into A, B, and C weapons, further divided by TL. These standard weapons have a similiar output and damage capacity, but advanced in technology making the weapons smaller, lighter and cheaper. Some are marked with (R) or (RP) for rapid pulse weapons.

Vehicle-mount Plasma Weapons
Type TL Mass Cost
A-10 TL-10 400.0 kg Cr32,000
A-11 TL-11 200.0 kg Cr26,400
B-11 TL-11 470.0 kg Cr62,800
RA-12 TL-12 80.0 kg Cr22,800
B-12 TL-12 189.0 kg Cr54,000
C-12 TL-12 448.0 kg Cr128,000
RA-13 TL-13 34.0 kg Cr22,800
RB-13 TL-13 81.0 kg Cr54,000
C-13 TL-13 192.0 kg Cr128,000
RA-14 TL-14 20.0 kg Cr16,000
RB-14 TL-14 47.0 kg Cr37,700
RC-14 TL-14 112.0 kg Cr89,700
RA-15 TL-15 14.0 kg Cr16,000
RB-15 TL-15 33.0 kg Cr37,700
RC-15 TL-15 78.0 kg Cr89,700

History & Background / Dossier[edit]

No information yet available.

References & Contributors / Sources[edit]

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This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Pole-arm

Placeholder
  • Melee Weapon


Maintenance This article is a stub or placeholder. Please expand this article to include further basic detail: who, what, where, etc.
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Polearm

Polearms are melee weapons optimized to strike at a farther distance than the typical hand weapon. [1]
  • Polearms are typically optimized with an effective striking distance longer than a sophont’s body length or the reach of a typical hand weapon.
  • They are effective at close and short ranges and typically inflict cutting and stabbing traumas.

Description (Specifications)[edit]

Polearms: The following polearms are generally available. In most cases, they will be in the hands of travelers encountered in the process of an adventure. They are effective at close and short range. [2]

Selected Polearms[edit]

  1. Bayonet [3]
  2. Halbred [4]
  3. Pike [5]
  4. Spear [6]

History & Background (Dossier)[edit]

Polearms are among the earliest found weapons, often sticks longer than the typical club, but still effective at dealing blunt traumas. While TL-0 polarms are found objects, by TL-1 most sophonts have learned how to attach various stabbing, cutting, or pummeling heads to the weapon enhancing its usefulness. There is a great variety of types of heads attached to polearms, often each with a different kind of name. Many polearms are simply repurposed farming implements. [7]

References & contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. An unpublished factoid written by Maksim-Smelchak
  2. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  3. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  4. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  5. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  6. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  7. An unpublished factoid written by Maksim-Smelchak
 

Polymer One-shot Pistol

Polymer One-shot pistol
Type Weapon
Tech Level TL–8
Size 15cm
Weight 200g
Cost Cr250

the Polymer One-shot Pistol is 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 thing 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 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.

Maintenance This article is missing source reference/s. At least one reference, citation, or author if non-canon should be listed for most articles.
 

RAM

A RAM munition is a Rocket Assisted Multi-purpose type of ammunition.

It is progressive development of the Grenade Launcher, the RAM (Rocket Assisted Multi-purpose) grenade launcher fires an assortment of rounds at low velocities (Often less than 900 meters per second).

Many RAM grenade launchers follow the TL-9 tradition of attaching under assault weapons as accessories. They typically carry few rounds and are often single-shot weapons.

Accelerator weaponry often use RAM technology.

RAM grenade launchers are an early step towards the manufacture of viable gyrojet, or rocket-launching weapons. A RAM round is essentially a self-contained self-propelled rocket.

62px-Information icon.svg.png This article is incomplete meaning it lacks important features, structure, or content. More work needs to be done to make this a good article. This is step 4. in the article refinement process.
 

Railbow

Railbow
Type Weapon
Tech Level TL–10
Size 60cm
Weight 2.5kg
Cost Cr300

The Railbow is a mechanical projectile weapon, the railbow uses the potential energy of a powerful, geared spring to propel a 250mm arrow. The railbow is built around a central rail and sheathe, which is usually hollow titanium or some other hard metal, although some models use a ceramic-sheathed polymer rail. It features two handles, one fore, attached to the outer sheathe and one aft, attached to the end of the rail, a sight and a skeleton magazine, both attached to the outer rail. The magazine holds around ten darts and feeds them into the device’s chamber. Although the weapon does not resemble a conventional bow, the weapon is cocked in a way which looks exactly like the action of pulling a bow, hence the weapon's name. Pulling the weapon extends the weapon’s length by around 300mm, cocks the weapons spring and slots a new dart into the chamber. The trigger is a thumb-operated button on the top of the rear handle. When the arrow has been shot, the weapon must be telescoped back together and re-drawn for the next arrow. Railbows are adjustable, for a pull of between 8kg and 60kg and a draw of between 200mm and 400mm. The railbow is a popular target-shooting weapon, used on a number of worlds.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Revolver

Generic Revolver
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Revolver
Group: Ranged Weapon
Tech Level 4
Size 200mm
Weight 900 grams
Cost Cr150
Ammo 9mm bullet, x6 rounds
Manufacturer Various
Generic Revolver

A Revolver (1,000 grams loaded; Cr155; TL-4) is an older variety of handgun. [1]

The-Traveller-Book-pg-40-top-1982-K-Siembieda 18-June-2018a.png

Description (Specifications)[edit]

The revolver fires 9mm bullets with characteristics similar to those fired by the automatic pistol, but not interchangeable with them. No magazine is used: six cartridges are inserted into the revolver individually. Reloading takes a short amount of time, and even a little less time if the loader foregoes the benefit of evasion. [2]

Weapon Characteristics[edit]

Length: 200mm (some versions may be shorter or longer). Weight, unloaded: 900 grams (weight of six cartridges: 100 grams). Base price: Cr150 (six cartridges cost Cr5). [3]

History & Background (Dossier)[edit]

The revolver is a natural development of improved and improving ammunition technology. The Muzzle-loading Pistol leads to the Percussion Revolver, which in turn leads to the contemporary revolver, which is still a potent weapons after more than a thousand years in the field. Many revolvers are more reliable than their Automatic Pistol counterparts. [4]

Revolvers come of age in the TL:4-6 epoch and are never really considered obsolete as they remain useful well into the TL:13-15 epoch. Revolvers grow increasingly sophisticated through the epochsm including great increases in reliability and hitting power during TL:7-9 and TL:10-12. However, few models are issued to soldiery by the TL:10-12 epoch, as military personnel strongly tend to prefer Gaus Pistols and Laser Pistols. Nevertheless, the Magnum Revolver remains popular even in an age of High Energy Weaponry. [5]

Selected Revolver Models[edit]

  1. TL-4 Revolver
  2. TL-5 Magnum Revolver

References & contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  2. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 37.
  3. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 38.
  4. An unpublished factoid written by Maksim-Smelchak
  5. An unpublished factoid written by Maksim-Smelchak
 

Revolver Snub Pistol

Revolver Snub Pistol
Imperial Sunburst-Sun-IISS-Traveller.gif
TBD
Group: Snub Pistol
Tech Level TBD
Size TBD
Weight TBD
Cost TBD
Ammo TBD
Manufacturer TBD
TBD

No information or synopsis yet available.

Maintenance This article is missing source reference/s. At least one reference, citation, or author if non-canon should be listed for most articles.
  • The Travellers' Digest 17
 

Reynspada

Reynspada
Imperial Sunburst-Sun-IISS-Traveller.gif
TBD
Group: Melee Weapon
Tech Level TL-4
Size 2.0 liter
Weight 400.0 grams
Cost 400.0 grams
Ammo Multiple use
Manufacturer Various
TBD

The Reynspada is a stabbing/clubbing weapon from the Sword Worlds.

  • It is also known as the pirate's pick, spacer's spike, belter's buddy, and a number of other names.

It consists of a sharp, super-hardened spike with a brass knuckle handguard. Designed for Zero-G combat for punching holes in soft or hardened vacuum suits, creating loss of air & pressure. Popular as a spacer's offship weapon.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Rifle

Generic Rifle
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Rifle
Group: Ranged Weapon
Tech Level 5
Size 1,000mm
Weight 4,000 grams
Cost Cr200
Ammo 7mm bullet, x30 rounds
Manufacturer Various
Generic Rifle

A Rifle (4,500 grams loaded; Cr220; TL-5) is the standard military arm, firing a 7mm, 10 gram bullet at a velocity of approximately 900 meters per second. [1]

The-Traveller-Book-pg-41-1982-K-Siembieda 18-June-2018a.png

Description (Specifications)[edit]

Longer and heavier than a carbine, it is also more effective. Standard equipment includes provisions for attaching a bayonet and telescopic sights, and a shoulder sling. A twenty-round magazine is attached to the front of the trigger guard, and one round is fired with each pull of the trigger. Replacement of the empty magazine takes a small amount of time. Rifle ammunition may also be used in automatic rifles; rifle and auto rifle magazines are interchangeable, and weigh the same.

Weapon Characteristics[edit]

Length: 1,000mm. Weight, unloaded: 4,000 grams (loaded magazine weighs 500 grams). Base price: Cr200 (loaded magazine: Cr20). [2]

History & Background (Dossier)[edit]

The rifle is a natural development of improved and improving ammunition technology. The Hand Cannon leads to the Flintlock Musket, which led to the Percussion Rifle, which in turn leads to the contemporary rifle, which is still a potent weapons after more than a thousand years in the field. Rifles are still popular for training, hunting, and many other uses, although their usage on the contemporary battlefield of 1105 IC is very limited except on less technologically advanced worlds. [3]

Rifles come of age in the TL:4-6 epoch and are never really considered obsolete as they remain useful well into the TL:13-15 epoch. However, the weapon tends to be superceded by the Automatic Rifle, Assault Rifle, and the ACR. By TL:13-15, Plasma Weaponry and Gaus Rifles tend to predominate. [4]

Selected Rifle Models[edit]

  1. TL-5 Rifle

References & contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 39.
  2. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 39.
  3. An unpublished factoid written by Maksim-Smelchak
  4. An unpublished factoid written by Maksim-Smelchak
 

Rifle Grenade

Rifle Grenade
Rifle-Grenade-Dav-R-Deitrick-Starter-Trav-Pg-26 20-July-2018a.jpg
Rifle Grenade
Group: Ranged Weapon
Tech Level TBD
Size TBD
Weight TBD
Cost TBD
Ammo x1 Rifle Grenade (single use)
Manufacturer TBD
TBD

No information or synopsis yet available.

  • Weapon

Description (Specifications)[edit]

No information yet available.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

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This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Rifled Flintlock Musket

Rifled Flintlock
Type Weapon
Tech Level TL–3
Size 111 cm long
Weight 4.61kg
Cost Cr590 / Cr0.4 per bullet

A flintlock musket uses a spring-loaded flint and steel striker to ignite the main power charge in a gun barrel. The weapon is typical of numerous archaic designs in use on very low Technology level worlds, and in the hands of poorly equipped militias and insurgents on worlds with higher technology levels.

The rifled musket is a slightly more advanced version of the smoothbore flintlock musket, firing a conical bullet down a rifled barrel. The barrel imparts spin on the bullet, allowing for better accuracy and longer range.

This weapon holds one individually loaded round inserted into the muzzle, and requires at least 10 seconds to reload. If prepared paper cartridges are not available, the weapon may be loaded using loose powder and ball, but this takes even longer.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Rifled Musket

Rifled Muskets are a more advanced form of the Smoothbore flintlock musket. Using a rifled barrel and a conical bullet, the rifled musket achieves greater range and damage than the smoothbore version, and the percussion cap ignition system results in fewer misfires. Soldiers using these weapons are able to make use of more modern tactics and need not resort to massed volleys (although the weapons are sometimes used in that fashion).

This weapon holds one individually loaded round inserted in the muzzle, and requires 10 seconds to reload. If prepared paper cartridges are not available, the weapon may be loaded using loose powered and bullet, but this takes longer.

Cost: Cr560, Weight: 4.41kg, Ammunition: Cr0.43 per bullet.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Riot Foam

Riot Foam
Type Weapon
Tech Level TL–7
Size 1.2l
Weight 1kg
Cost Cr30
Riot Foam or slip-slime was initially developed by law enforcers for the quelling of riots, but is now also used extensively in defense systems, combat, and for practical jokes.

Available in 1kg canisters, riot foam is a chemical foam which renders everything it touches almost totally frictionless. Anyone treading on it will automatically fall. They will be unable to walk or fight.

Each canister can spray 20m2 of surface from up to 10m away. The foam lasts until it dries, approximately 20 minutes later.

Riot foam neutralizer is available in 100g spray bottles which hold 10 'shots.' Usually sprayed on boots soles or hands, it is a chemical which lends the sprayed area sufficient friction to overcome the effects of the foam. Unfortunately, this means that when walking on surfaces not coated with riot foam, the user must lift his feet straight up in order to move — no shuffling allowed. Riot foam is TL-7 and costs Cr 30. Foam Neutralizer is also TL-7 and costs Cr25.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Rocket Assisted Grenade Auto-Launcher

Generic RAM Grenade Auto-Launcher
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic RAM Grenade Auto-Launcher
Group: Ranged Weapon
Tech Level 8
Size 900.0 mm
Weight 15,500.0 gm
Cost Cr2,200
Ammo 40mm grenade, x15 rounds
Manufacturer Various
Generic RAM Grenade Auto-Launcher

An RAM Grenade Auto-Launcher (15,500.0 grams loaded; Cr2,200; TL-8) is essentially a modified version of the earlier grenade autolauncher, it is available on a turreted or pintel mount. [1]

Description (Specifications)[edit]

"RAM Grenade Auto-Launcher:" The turreted version is fed by two 150 round ammunition bays, the pintel mount by two 20 round drums. In both cases the two feed systems are generally loaded with different ammunition types, and the gunner may select which ammunition type will be used in each burst. Reloading times are the same for the earlier auto-launcher, as are rates of fire. [2]

Weapon Characteristics[edit]

Length: 900.0 mm. Weight, unloaded: 6,500.0 grams (each 20 round drum of RAM grenades weighs 9,000.0 grams). Base price: Cr2,200 (20 round drums Cr350).

History & Background (Dossier)[edit]

Explosive weapons are developed as early as the TL:1-3 epoch. In the Terran tradition, some of the earliest wielders of such explosives were known as grenadiers, as in soldiers employing grenades or explosive bombs. Specialized grenadiers were often known as sappers. Some ingenious explosive weapons have been invented by primitive TL:1-3 civilizations including napalm-like pyrotechnics.

By the industrial epoch of TL:4-6, hand grenades have grown common, but suffer from the limitations of being thrown by a sophont’s manipulatory limbs. Rifle Grenades typically appear as one of the solutions to range limitations with early hand grenades.

Typically by the TL:7-9 epoch, sophonts have begun to work around the limitations of thrown weapons by using kinetic projectors or special launchers for such weapons. Grenade Launchers are some of these solutions to firing grenades at farther ranges. [4]

Selected RAM Grenade Auto-Launcher Models[edit]

  1. TL-8 RAM Grenade Auto-Launcher
  2. TL-9 RAM Grenade Auto-Launcher

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 40.
  2. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 40.
  3. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 40.
  4. An unpublished factoid written by Maksim-Smelchak
 

Rocket Assisted Multi-purpose Grenade Launcher

Generic Rocket Assisted Multi-purpose Grenade Launcher
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Rocket Assisted Multi-purpose Grenade Launcher
Group: Ranged Weapon
Tech Level 8
Size 900.0 mm
Weight 4,450.0 grams
Cost Cr450
Ammo 40mm grenade, x3 round magazine
Manufacturer Various
Generic Rocket Assisted Multi-purpose Grenade Launcher

An Rocket Assisted Multi-purpose Grenade Launcher (4,450.0 grams loaded; Cr450; TL-8) incorporates rocket assistance to give the round superior range and flat trajectory capability; the RAM grenade is fired both from special launchers and as rifle grenades from the ACR and Gauss Rifle. [1]

Description (Specifications)[edit]

"Rocket Assisted Multi-purpose (RAM) Grenade Launcher:" The RAM grenade launcher fires 40mm RAM grenades at initial velocities of 150 to 200 meters per second, the grenade's booster charge accelerating it to velocities of 500 to 600 meters per second. A three round magazine is inserted in the top of the weapon behind the pistol grip. Each pull of the trigger fires one grenade. Reloading requires one combat round, during which the firer is treated as evading. Rounds available include HE, flechette, and high explosive armor piercing (HEAP). HEAP rounds have follow-up sensors to enable multiple hits. The weapon includes an integral electronic sight with both passive IR and light amplification, as well as a laser painting and range finding devices. A sling is provided to assist carrying. [2]

Weapon Characteristics[edit]

Length: 900.0 mm. Weight, unloaded: 4,000.0 grams (40mm RAM grenades weigh 450.0 grams each three-round clip weighs 1,400.0 grams). Base price: Cr400 (3 round clip or 3 round bandolier of rifle grenades costs Cr50). Extreme range: 1,000.0 meters. Tech level: 8. [3]

"Note:" RAM rifle grenades are similar, although not interchangeable, with ammunition for the grenade launcher. Grenades fired from both rifles and from the launcher use the semi-automatic fire advantages of RAM grenades, and have the additional range advantages. [4]

History & Background (Dossier)[edit]

Explosive weapons are developed as early as the TL:1-3 epoch. In the Terran tradition, some of the earliest wielders of such explosives were known as grenadiers, as in soldiers employing grenades or explosive bombs. Specialized grenadiers were often known as sappers. Some ingenious explosive weapons have been invented by primitive TL:1-3 civilizations including napalm-like pyrotechnics.

By the industrial epoch of TL:4-6, hand grenades have grown common, but suffer from the limitations of being thrown by a sophont’s manipulatory limbs. Rifle Grenades typically appear as one of the solutions to range limitations with early hand grenades.

Typically by the TL:7-9 epoch, sophonts have begun to work around the limitations of thrown weapons by using kinetic projectors or special launchers for such weapons. Grenade Launchers are some of these solutions to firing grenades at farther ranges. [5]

Selected Rocket Assisted Multi-purpose Grenade Launcher Models[edit]

  1. TL-8 Rocket Assisted Multi-purpose Grenade Launcher

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 40.
  2. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 40.
  3. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 40.
  4. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 40.
  5. An unpublished factoid written by Maksim-Smelchak
 

Rocket Launcher

Rocket Launcher
Imperial Sunburst-Sun-IISS-Traveller.gif
Rocket Launcher
Group: Ranged Weapon
Tech Level TBD
Size  ?.0 mm
Weight  ?.0 gm
Cost Cr?
Ammo TBD
Manufacturer Various
Rocket Launcher

No information or synopsis yet available.

Description / Specifications[edit]

No information yet available.

Weapon Characteristics[edit]

No information yet available.

History & Background / Dossier[edit]

Explosive weapons are developed as early as the TL:1-3 epoch. In the Terran tradition, some of the earliest wielders of such explosives were known as grenadiers, as in soldiers employing grenades or explosive bombs. Specialized grenadiers were often known as sappers. Some ingenious explosive weapons have been invented by primitive TL:1-3 civilizations including napalm-like pyrotechnics.

By the industrial epoch of TL:4-6, hand grenades have grown common, but suffer from the limitations of being thrown by a sophont’s manipulatory limbs. Rifle Grenades typically appear as one of the solutions to range limitations with early hand grenades.

Typically by the TL:7-9 epoch, sophonts have begun to work around the limitations of thrown weapons by using kinetic projectors or special launchers for such weapons. Grenade Launchers are some of these solutions to firing grenades at farther ranges. [1]

Selected Weapon Models[edit]

  1. TBD

References & Contributors / Sources[edit]

62px-Information icon.svg.png This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. An unpublished factoid written by Maksim-Smelchak
 

Rocket Pistol

The Rocket Pistol, Designed by Instellarms LIC, is a rare, expensive, and extremely accurate firearm. The pistol itself is simply a launching tube for the projectile, having little bearing on its performance.

The projectile consists of 3 sections --propellant, guidance system, and warhead. The propellant is a liquid fuel rocket propelling the bullet at 50 metres per second. It has 30 seconds worth of fuel and can perform unlimited manoeuvres during this time. The guidance system is an IR sensing tracking package with an initial radio link to the pistol. The warhead is a shaped, high-explosive charge.

The pistol itself consists of the launching barrel, target-painting laser, and a magazine holding three rounds. When the trigger is pulled, the laser denotes the target. The information is then conveyed to the projectile's guidance system. The projectile fires, and tracks its target until it hits.

If the projectile misses its target the first time, it circles back and tries again. It will continue to do this until its fuel is exhausted.

Weight, unloaded: 850g (loaded magazine: 250g). Base Price: Cr1200 (loaded magazine Cr3000). Length 230mm. TL-14

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Scabbard

Scabbard
Imperial Sunburst-Sun-IISS-Traveller.gif
Scabbard
Type Weapon Accessory
Tech Level TL–TBD
Size TBD liters
Weight TBD kg
Cost Cr?
Manufacturer Various
Scabbard

No information or synopsis yet available.

Description (Specifications)[edit]

No information yet available.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

62px-Information icon.svg.png This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Shotgun

Generic Shotgun
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Shotgun
Group: Ranged Weapon
Tech Level 5
Size 1,000mm
Weight 3,750 grams
Cost Cr150
Ammo 18mm shell, x10 rounds
Manufacturer Various
Generic Shotgun

A Shotgun (4,500 grams loaded; Cr160; TL-5) is the basic weapon for maximum, shock effect without regard to accuracy. [1]

The-Traveller-Book-pg-42-1982-K-Siembieda 18-June-2018a.png

Description (Specifications)[edit]

The shotgun has an 18mm diameter barrel and fires shells containing either six 7mm bullets, or one hundred and thirty 3mm pellets. In each case, the projectiles weigh a total of 30 grams. Velocity for the projectiles is about 350 meters per second.

Weapon Characteristics[edit]

A cylindrical magazine containing 10 shells is inserted under the barrel and parallel to it; cartridges are then fed automatically into the shotgun for firing. Reloading consists of replacing the cylindrical magazine and can take up to several minutes. One shot is fired for each pull of the trigger.

Magazines measure approximately 350mm long by 20mm in diameter and can be quite clumsy to carry. Shotguns are equipped with a sling for carrying.

Weapon Characteristics[edit]

Length: 1,000mm. Weight, unloaded: 3,750 grams (loaded magazine: 750 grams). Base price: Cr150 (loaded magazine: Cr10). [2]

History & Background (Dossier)[edit]

The shotgun is one of the earliest firearms developed and still remains very popular for hunters as the shot-filled shell is much more useful than conventional bullets for many kinds of game. Shotguns still pack a wallop especially when using solid slugs or sabot penetrators. A very wide selection of ammunition is available for most shotguns including a variety of shot sizes, flechettes, sold slug, incendiary rounds, kinetic sabot penetrators, expanding bean bags, door openers, carrier rounds, and many other kinds of rounds. [3]

Shotguns are a timeless weapon that come of age in the TL:4-6 epoch and are never really considered obsolete as they remain useful well into the TL:13-15 epoch. However, the weapon tends to be superceded by the Automatic Rifle, Assault Rifle, and the ACR. By TL:13-15, Plasma Weaponry and Gaus Rifles tend to predominate. Even in an era of High Energy Weaponry, shotguns with penetrator slugs are considered formidable weapons. [4]

Selected Shotgun Models[edit]

  1. TL-5 Shotgun
  2. TL-7 Assault Shotgun

References & contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 39.
  2. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 39.
  3. An unpublished factoid written by Maksim-Smelchak
  4. An unpublished factoid written by Maksim-Smelchak
 

Shoulder Stock

Shoulder Stock
Imperial Sunburst-Sun-IISS-Traveller.gif
Shoulder Stock
Type Firearm Accessory
Tech Level TL–TBD
Size TBD liters
Weight TBD kg
Cost Cr?
Manufacturer Various
Shoulder Stock

No information or synopsis yet available.

Description (Specifications)[edit]

No information yet available.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

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This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Silencer

Silencer
Imperial Sunburst-Sun-IISS-Traveller.gif
Silencer
Type Firearm Accessory
Tech Level TL–TBD
Size TBD liters
Weight TBD kg
Cost Cr?
Manufacturer Various
Silencer

No information or synopsis yet available.

Description (Specifications)[edit]

No information yet available.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

62px-Information icon.svg.png This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Smoothbore Flintlock Musket

Generic Smoothbore Flintlock Musket
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Smoothbore Flintlock Musket
Group: Ranged Weapon
Tech Level 3
Size 130.0cm long
Weight 5.19kg
Cost Cr390 / Cr0.4 per shot
Ammo 28mm Ball & powder
Manufacturer Various
Archaic Firearm

A Smoothbore flintlock musket uses a spring-loaded flint and steel striker to ignite the main power charge in a gun barrel.

The weapon is typical of numerous archaic designs in use on very low Technology level worlds, and in the hands of pooly equipped militias and insurgents on worlds with higher technology levels. Because of its short range and poor accuracy, smoothbore muskets are most effective when used by massed bodies of soldiers exchanging volley fire.

This weapon holds one indiviually loaded round inserted into the muzzle, and requires at least 15 seconds to reload. If prepared paper cartridges are not available, the weapon may be loaded using loose powder and ball, but this takes even longer.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Snub Pistol

Generic Snub Pistol
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Snub Pistol
Group: Ranged Weapon
Tech Level 8
Size 100.0 mm
Weight 250.0 grams
Cost Cr150
Ammo 9mm bullet, x15 rounds
Manufacturer Various
Generic Snub Pistol

The Snub Pistol (280.0 grams loaded; Cr150; TL-8) is a small concealable weapon, which inflicts decent damage considering its size.

Description (Specifications)[edit]

"Snub Pistol:" The snub pistol is a low velocity revolver designed for use on shipboard and in a Zero-G environment. It fires 10mm, 7.0 gram bullets at velocities of 100 to 150 meters per second. No magazine is used, six individual cartridges being inserted into the revolver separately. Reloading takes less than a minute, and around a minute if the firer is evading. Standard rounds include a tranquilizer round, gas round, high explosive round, and a high explosive shaped charge round to defeat personal armor. The snub pistol is a standard shipboard security weapon generally loaded with five tranquilizers and one gas round. More expensive pure combat versions of the snub pistol are available, generally in the automatic pistol configuration with extended magazines holding up to twenty rounds. [1]

Weapon Characteristics[edit]

Length: 100.0 mm. Weight, unloaded: 250.0 grams (weight of six cartridges, regardless of type, is 30.0 grams). Base price for revolver: Cr150 (six cartridges, regardless of type, cost Cr10). Combat version costs Cr150. Loaded 20 round magazines weigh 125.0 grams and cost Cr40. Tech level 8. [2]

History & Background (Dossier)[edit]

As sophonts venture out of their gravity well into space, generally by the TL:7-9 epoch, they discover that conventional KEW weaponry does not function well in a vacuum environment. Lubricants tend to freeze and lose function, atmospheric air is often needed for mechanical moving parts, and many other problems are encountered. [3]

Several solutions to Zero-G combat include:

Selected Snub Pistol Models[edit]

  1. TL-8 Snub Pistol
    1. Automatic Snub Pistol
    2. Revolver Snub Pistol

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 36.
  2. Frank Chadwick. Mercenary (Game Designers Workshop, 1978), page/s 36.
  3. An unpublished factoid written by Maksim-Smelchak
  4. An unpublished factoid written by Maksim-Smelchak
 

Spear

Generic Spear
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Spear
Group: Melee Weapon
Tech Level 0
Size 3,000mm length
Weight 2,000.0 grams
Cost Cr10
Ammo None
Manufacturer Various
Generic Spear

A Spear (2,000 grams; Cr10; TL-0) is a long (3,000mm) polearm with a pointed tip, usually of metal. [1]

The-Traveller-Book-pg-39-1982-K-Siembieda 11-June-2018a.jpg

Description (Specifications)[edit]

It is often made by the person who carries the weapon, as the spear is quite inexpensive. [2]

Weapon Characteristics[edit]

Length: 3,000mm length. Weight: 2,000.0 grams. Base Price: Cr10.

History & Background (Dossier)[edit]

Polearms are among the earliest found weapons, often sticks longer than the typical club, but still effective at dealing blunt traumas. While TL-0 polearms are found objects, by TL-1 most sophonts have learned how to attach various stabbing, cutting, or pummeling heads to the weapons enhancing their usefulness. There is a great variety of types of heads attached to polearms, often each with a different kind of name. Many polearms are simply repurposed farming implements. [3]

Selected Spear Types[edit]

  1. TL-0 Spear
  2. TL-1 Spear

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 38.
  2. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 38.
  3. An unpublished factoid written by Maksim-Smelchak
 

Spinal Weapons Mount

A Spinal Mount — also called a spinal weapon or spinal mount weapon — is a fixed-mount, major starship weapons system which provides for attacks of the greatest possible power.

Please refer to the following AAB Library Data for more information:


Description / Specifications[edit]

A number of different kinds of weapons may be built into a spinal mount.

These include:

History & Background / Dossier[edit]

Because a starship's entire structure is built around a spinal mount, hence the name, no starship may have more than one spinal mount.

There is one exception: a so-called "Janus" mount consists of two half-length spinal weapons installed in a single spinal tunnel, one facing fore, one to aft.

References & Contributors / Sources[edit]

62px-Information icon.svg.png This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it.

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Staple Gun

cP859u Staple Gun
Type Weapon
Tech Level TL–11
Size 350ml
Weight 0.9kg
Cost Cr550
0.1kg magainze w/25 rounds

The term "Staple gun" has stuck to the cP859u pistol since its introduction, so much so that official Imperium databases automatically cross-reference the term. The cP859u through x variants are designed as sidearms for non-human Imperium troop who are unable to comfortably handle standard Imperial designs. These species are usually assigned to secondary roles that do not require front-line armament. The cP859 series is designed to allow field modification so that any known species can adapt it to their special manipulative members. Features of note are the extremely large and adjustable hand guard. a trigger assembly that is electrical and can be placed anywhere on the weapon, and a low recoil force so that even smaller or more fragile species can use it without harm.

The staple gun is capable of being adjusted for single shot, burst fire or autofire, or having any of these modes locked out to take species preferences into account.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Sticky Weapon

So called Sticky weapons are a class of non-lethal weapons designed to immobilize or slow opponents by encasing them in a sticky mass of quick setting epoxy. First experiments with the technology begin around TL-8,

Sticky Gun[edit]

The Sticky Gun is a short ranged weapon (maximum 15m) firing a continuous stream of fast-setting epoxy. This hits the victim and adheres, usually binding one or more body part together, immobilizing them with no actual damage. The weapon fires from integral or backpack mounted clips, each containing two chemicals which are mixed the instant of firing. The epoxy can be neutralized and softened by application of a special solvent spray, but the process usually takes at least a minute, and still leaves a sticky mess.

There have been lethal uses for this weapon, if the epoxy is sprayed across the face of victims will cut off visibility and breathing.

Sticky guns have a number of other uses. A single hit will fill holes, clog gun ports, blind cameras, jam locks, cover access plates, anchor ropes or do anything else you could do with a handful of instant-set epoxy. It is also capable of creating a web across a doorway to delay passage, generate a "rope" up to 15 meters long to climb up or across an obstacle or completely encase a small object in a protective armored coating.

Sticky Grenade[edit]

A one-shot epoxy dispenser designed to cover an area with strands of sticky strands. The epoxy is mixed when the priming lever is released and a chemical gas generator forces the mixture through numerous nozzles. The spray covers about a 5m by 5m area.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Submachinegun

The-Traveller-Book-SMG-pg-40-bottom-1982-K-Siembieda 18-June-2018a.png
Generic Submachinegun
SMG-WH-Keith-Starter-Trav-Pg-20 20-July-2018a.jpg
Submachinegun in use under high rates of fire
Group: Ranged Weapon
Tech Level 5
Size 750mm
Weight 3,000 grams
Cost Cr520
Ammo 9mm bullet, x30 rounds
Manufacturer Various
Generic Submachinegun

A Submachinegun (3,000 grams loaded; Cr520; TL-5) is a small automatic weapon designed to fire pistol ammunition. [1]

Description (Specifications)[edit]

Magazines holding up to thirty cartridges are inserted into the weapon forward of the trigger guard or in the pistol grip, depending on the design. The gun fires four rounds per pull of the trigger. Replacement of an empty magazine requires a minute or so.

Weapon Characteristics[edit]

Length: 750mm. Weight: 3,000.0 grams. Base Price: Cr520.

History & Background (Dossier)[edit]

The “Submachinegun” is a development of the Automatic Pistol to fill a role similar to the earlier Carbine. It is a larger pistol-like weapon, designed to project more bullets downrange, more accurately than the typical pistol, which has a shorter barrel. Accuracy for many submachineguns is not great compared to other firearms. They are, however, great for clearing rooms and projecting large amounts of firepower at a short range within confined spaces such as often occurs in urban combat environments. [3]

The Submachinegun or SMG is a timeless weapon that come of age in the TL:4-6 epoch and is never really considered obsolete as they remain useful well into the TL:13-15 epoch. SMGs tend to be an outgrowth of Automatic Pistol technology. However, the weapon tends to be superceded by the Automatic Rifle, Assault Rifle, and the ACR. [4]

Selected Submachinegun Models[edit]

  1. TL-4 Machine Pistol
  2. TL-5 Early Submachinegun
  3. TL-6 Submachinegun
  4. TL-7 Submachinegun
  5. TL-8 Submachinegun
  6. TL-9 Submachinegun
  7. TL-10 Submachinegun
  8. TL-11 Submachinegun
  9. TL-12 Submachinegun
  10. TL-13 Submachinegun
  11. TL-14 Submachinegun
  12. TL-15 Submachinegun

References & contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 39-40.
  2. Marc Miller. Characters and Combat (Game Designers Workshop, 1977), page/s 39-40.
  3. An unpublished factoid written by Maksim-Smelchak
  4. An unpublished factoid written by Maksim-Smelchak
 

Survival Knife

Survival Knife
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Survival Knife
Type Weapon
Tech Level TL–7
Size 0.5 liters
Weight 1.0 kg
Cost Cr40
Manufacturer Various
Generic Survival Knife

A Survival Knife is a large, good-quality knife.

Description (Specifications)[edit]

The handle is hollow and contains fishing line, hooks, a fire-starter, magnetic compass, and wire-saw. It is generally carried in a specialized, belt scabbard.

History & Background (Dossier)[edit]

It is manufactured with good, quality steel and possesses a serrated edge. It is generally issued to or used by hunters, outdoors-sophonts, and military personnel.

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Sword

Generic Sword
Imperial Sunburst-Sun-IISS-Traveller.gif
Generic Sword
Group: Melee Weapon
Tech Level 1
Size 950.0 mm length
Weight 1,000.0 grams
Cost Cr150
Ammo None
Manufacturer Various
Generic Sword

The Sword (1,000 grams; Cr150; TL-1) is the standard long-edged weapon, featuring a flat, two-edged blade. [1]

  • A