Author's Note: The rules presented here are also compatible with MegaTraveller and Striker, and may be compatible with Marc Miller's Traveller (T4).
Author's Note: An edited-down version of this article originally appeared in Challenge 64 and 66. This version was originally posted in 2004, and reprinted in the March/April 2019 issue.
The firearms lists in MegaTraveller and Striker show a distinct evolution of the basic service rifle by Tech Level, from the TL5 bolt-action rifle through the TL6 semi-auto rifle to the TL7 assault rifle to the TL10 ACR and TL12 gauss rifle. Pistols also show a clear evolutionary path from the TL4 revolver through the TL6 autopistol and the TL10 snub pistols to the TL13 gauss pistol; so do grenade launchers, from the original TL7 “blooper” through the various tech levels of RAM grenades.
However, the evolution of other types of small-arms is spotty at best. For example, autofire support weapons are represented by the TL6 automatic rifle and various machineguns and the TL10 VRF Gauss gun (which is more akin to a high-rate-of-fire autocannon than a machinegun). Other types of weapons are known only from single examples, with no data about any precursors or descendants, such as the TL6 submachinegun, shotgun, and heavy machinegun and the TL8 Light Assault Gun.
Also, the introduction of Battle Dress at TL13 allows individuals to carry heavier loads, including weapons able to penetrate other suits of Battle Dress. Under the existing firearms lists, only expensive High Energy Weapons (PGMP- and FGMP-series) are available for issue to such troops.
Another under-represented type is that of civilian firearms with no exact military or paramilitary equivalent. Inexpensive light firearms (equivalent to the .22) are widely used for general recreational shooting (“plinking”) or small-game “pot hunting”; light “camp carbines” using common pistol ammunition serve as general-purpose firearms for backpackers, “ranch rifles” for rural homesteads, or for small-game hunting. These civilian-only weapons are often found on higher law-level worlds which creatively interpret Law Level 3 (banning “weapons of a strictly military nature”) to include civilian firearms which are based on, converted from, or resemble military designs.
The following weapons provide the “missing links” in the evolution of slugthrowers up through TL13, allowing a natural upgrade of military small arms from TLs 6 through 13 and an additional selection of civilian firearms to “beat the Law Level”. Each firearm is described and quantified for Classic Traveller, MegaTraveller, D20 Traveller, and Striker.
Note: These weapons were originally designed and ‘statted up’ under Striker; the conversions to MegaTraveller are very solid, to D20 Traveller pretty solid, and to Classic Traveller somewhat iffy.
5mm Light Autopistol
A very light civilian autopistol chambered for a minimal-power practice round; primarily for recreational shooting (“plinking”) and hunting very small game. Based on a typical .22 autopistol, such as the Browning Buckmark.
9mm Magnum Autopistol
A heavy autopistol chambered for the more powerful 9mm round used in the Magnum Revolver. Also known as an “AutoMag”, it is primarily a police sidearm intended to penetrate ballistic cloth armor. Based on the IMI “Desert Eagle” pistol.
A submachinegun companion to the combat snub pistol, combining automatic fire with the versatility and non-lethal (tranq) capability of the snub pistol. Replaces the SMG at TL10; often used as a “heavy weapon” by ship’s security and a “bailout” personal defense weapon by vehicle crews.
A pistol-styled SMG, the SnMG may mount a silencer and can “tank up” from twenty-round snub pistol magazines as well as its own forty-round magazines; both the ammunition and magazines are interchangeable with those of the combat snub pistol. In all other ways, the SnMG is functionally identical with the TL6 SMG.
5mm “Plinker” Light Rifle
Very light civilian rifle for recreational shooting and very small game. The basic version is TL6, and is based on a typical .22 rifle such as the Ruger 10-22.
5mm Light Automatic Rifle
A higher-tech (TL8) version of the “Plinker”, incorporating a special high-capacity, helical-feed magazine fitted into the top of the weapon. This rifle is based on the Calico M-100 .22 carbine.
Where law level allows light assault weapons, a selective-fire model can be obtained which fires a ten-round burst for each pull of the trigger; these are often used by TL8 and 9 urban police and shipboard security forces in place of the later Snubmachinegun.
9mm Camp Carbine
Light civilian carbine chambered for the 9mm autopistol round; intended as a backpacker’s camp gun. Uses standard autopistol magazines. Based on the Marlin Camp Carbine.
9mm Magnum Carbine
Slightly heavier version of the Camp Carbine using Magnum ammunition in Magnum autopistol magazines.
10mm Snub Carbine
Higher-tech version of the Camp Carbine; uses the auto snub pistol (or Snubmachinegun) magazines. A common civilian rifle at TL10 and above.
13mm Antitank Rifle
The TL6 predecessor of the TL8 Light Assault Gun, the antitank rifle fires the same ammunition as the TL6 heavy machinegun. Its primary use was as a support weapon (fired from its integral bipod) against lightly-armored vehicles or as a heavy sniper rifle; in civilian hands, made a good (if heavy) big-game rifle.
Light Assault Gun-10
Progressive improvement of the TL8 Light Assault Gun, incorporating the electronic sights and stabilization systems of the ACR and gauss rifle. Replaces the LAG at TLs 10; also a good big-game rifle in civilian hands.
Gauss Light Assault Gun-13
An enlarged Gauss rifle intended to be carried by troops in Battle Dress, with twice the muzzle velocity and four times the weight. Primarily used at TL13-14 as an inexpensive rifle for Battle Dress; also used by non-powered troops as a replacement for the LAG-10.
15mm Heavy Machinegun/Advanced Heavy Machinegun (AHMG)
A TL9, 15mm improvement of the TL6, 13mm heavy machinegun. The AHMG is a lower-priced, shorter-range alternative to light autocannon for ground and pintle mounts. The weapon fires in ten-shot bursts, like other machineguns. A dual-feed system allows the weapon to switch between belts of slug and discarding-sabot ammunition; the switchover takes one MegaTraveller combat round.
The AHMG replaces the TL6 HMG at TL9-10 and is often used as an individual weapon (assault rifle-style) by mercenaries who have acquired Battle Dress but not the accompanying (and expensive) high-energy weapons.
7mm or 9mm Light Machinegun-10/Advanced Light Machinegun (ALMG)
An improved, TL10 light machinegun intended as a squad-level support weapon for ACR-armed troops; it is chambered for ACR ammunition, and incorporates the ACR’s sighting and stabilization systems. Though primarily used from its bipod, the ALMG may also be tripod or pintle-mounted. Replaces previous light machineguns at TL10.
The ALMG may “tank up” from the equivalent-caliber ACR magazine; in this case it fires as the equivalent ACR.
7mm or 9mm Gatling-10/Advanced Gatling (AGAT)
TL10, six-barreled heavy machineguns with the same improvements over the original TL6/TL7 Gatlings as the ALMG and AMMG; again, primarily a vehicle-mounted weapon. Replaces earlier Gatlings at TL10; sometimes used by Battle Dress-wearing mercenaries in much the same way as the 15mm AHMG.
4mm Gauss Light Machinegun
A squad-level support weapon replacing earlier light machineguns for gauss rifle-equipped troops; also used as a vehicle-mounted gauss gun where the VRF Gauss gun proves too heavy. Based on a “heavied-up” gauss rifle, the Gauss LMG incorporates a bipod and pintle socket, and mounts a 200-round drum magazine with high-powered integral batteries for slightly-increased range and penetration. Like other machineguns, the weapon fires in ten-shot bursts.
Similar to the ALMG, the Gauss LMG may “tank up” from a gauss rifle magazine; in this case, it fires as a gauss rifle.
Light Rapid Fire (LRF) Gauss Gun
A much lighter TL13 version of the VRF Gauss gun, the LRF Gauss gun replaces earlier heavy machineguns, complementing the heavier VRF Gauss gun. The LRF Gauss gun fires the same ammunition with the same range and penetration as the VRF, but has a much lower rate of fire (equivalent to a Gauss LMG) and feeds from 200-round drum magazines instead of from a hopper. The weapon is intended to be used in a tripod, pintle, or light remote mount instead of the turret required for a VRF Gauss gun. Up to five magazines can be stacked together end-to-end, feeding from one to the next as if they were a single oversized magazine. The weapon fires in ten-shot bursts, like a Gauss LMG.
Grav-assist Harness (as used with LRF Gauss Gun)
At TL14, an LRF Gauss gun can be fitted with a grav-assist harness similar to those used by the PGMP-14 and FGMP-15 and carried by Battle Dress as a “light” support weapon. The grav-assist harness incorporates a minimum-sized Low power L-Grav module (100kg maximum thrust) and enough batteries for 24 hours duration. When activated, the grav module cuts the apparent weight of the weapon and its magazine by 90%, to approximately 8 kilograms.
Following are tables for using these weapons with Classic Traveller, MegaTraveller, D20 Traveller, and Striker. Where similar weapons are combined, e.g. “Light Autopistol (L. Revolver)”, values given in parentheses or brackets indicate where the parenthesized/bracketed weapon differs from the unmarked weapon; if no parenthesized/bracketed value is given, the values for all weapons are the same.
|Classic Traveller Armor Matrix|
|Light Auto Rifle||+3||+3||0||-2||+3||0||-6|
|Camp Carbine||as carbine|
|Antitank Rifle||as LAG/DS|
|AHMG/Slug||as heavy machinegun|
|LRF Gauss Gun||+7||+7||+7||+6||+7||+7||+4|
|Classic Traveller Range Matrix|
|Weapon||Close||Short||Medium||Long||Very Long||Wound Inflicted|
|Light Autopistol (Light Revolver)||+2||+2 (+1)||-5 (-6)||no||no||2D|
|(Magnum Revolver)||as revolver||3D|
|Magnum Autopistol||as auto pistol|
|Snubmachinegun/HE (/HEAP [/Tranq])||No (-4)||+3||-1||-7||no||5D ([variable])|
|Light Rifle (Light Autorifle)||-3||+2 (+1)||-1 (+1)||-4 (-2)||no||2D|
|Camp Carbine||as carbine|
|Snub Carbine/HE (/HEAP [/Tranq])||No (-4)||+1||-4||-6||no||4D ([variable])|
|Antitank Rifle||as LAG/DS||4D|
|LAG-10/DS (/HE [/Flechette])||-8 (-4)||0 (+1)||+2 (+1 [+3])||+2 (0 [+3])||-1 ()||5D (4D [2D])|
|AHMG/Slug (/DS)||no||no||+4||+3 (+4)||+1 (+2)||5D (6D)|
|ALMG/DS (/HE)||no||-6||+4 (+3)||+3 (+2)||+2 (+1)||3D (4D)|
|AGAT/DS (/HE)||no||no||+8 (+7)||+5 (+4)||+2 (+1)||3D (4D)|
|LRF Gauss Gun||no||no||+4||+4||+2||8D|
|MegaTraveller Table I: Personal Slug Throwers|
|Weapon||Ammo Notes||Rds||Pen/Atten||Dmg||Max Range||Autofire Targets||Signature||Recoil|
|Light “Plinker” Rifle||-||10||1/2||3||Long||-||Low||Low/R|
|Light Automatic Rifle||-||100||1/2||3||Long||3||Med||Low/R|
|Magnum Camp Carbine||-||8||3/2||3||VLong||-||Med||Med/R|
|Snub Carbine (10mm)||HE||20||1/-||4||Long||-||Med||Low/R|
|Light Assault Gun-10||HE||10||4/-||4||VLong||-||Med||Hi|
|Gauss Light Assault Gun-13||-||40||14/4||6||Dist||3||Low||Med|
The Light Autopistol, Magnum Autopistol, and Snubmachinegun all use Handgun skill and difficulty. The Light Rifles, Camp Carbines, Snub Carbine, and Antitank Rifle use Rifle skill and difficulty; the Light Assault Guns use Rifle skill and difficulty and are gyrostabilized.
|MegaTraveller Table II: Crew-served Slug Throwers|
|Weapon||Ammo Notes||Rds||Pen/Atten||Dmg||Max Range||Autofire Targets||Signature||Recoil|
|Heavy Machinegun-9 (15mm)||-||100||9/3||4||VLong||2||Hi||Hi|
|Light Machinegun-10 (7mm)||-||100||3/3||3||VLong||2||Hi||Med|
|Light Machinegun-10 (9mm)||-||100||4/3||3||VLong||2||Hi||Med|
|7mm Gatling Gun-10||-||5000||3/3||3||VLong||3||Med/R*||Hi|
|9mm Gatling Gun-10||-||5000||4/3||3||VLong||2||Med/R*||Hi|
|Gauss LMG (4mm)||-||200||8/4||3||Distant||3||Low/R*||Low|
|LRF Gauss Gun (4mm)||-||200||21/4||10||VDist||2||Low||Med|
All these crew-served weapons have difficulty as Rifle; all except the Heavy Machinegun-9 are gyro-stabilized.
|Striker Table III: Individual Weapons - Slug Throwers|
|TL||Weapon||Magazine||Effective||Long||Extreme||Targets||Mass (Weapon/ Ammo)||Price (Weapon/ Ammo)|
|6||5mm Light Autopistol||12||C(0)||1(0)||5(0)||1||500/100||150/5|
|6||5mm Light Rifle||10||5(0)||10(0)||15(0)||1||2500/100||150/5|
|6||9mm Camp Carbine||15||5(1)||10(0)||20(0)||1||3000/250||350/10|
|6||13mm Antitank Rifle||5||35(6)||70(5)||100(3)||1||7500/500||1000/15|
|7||9mm Magnum Autopistol||8||1(3)||4(1)||9(0)||1||1000/400||400/15|
|7||9mm Magnum Carbine||8||10(3)||20(1)||30(0)||1||3500/400||500/15|
|8||5mm Light Auto Rifle||100||5(0)+3||10(0)+2||15(0)+1||2||2500/500||300/50|
|10||10mm Snubmachinegun||40 HE||2(1)+4||4(1)+3||8(1)+1||2||2000/250||350/60|
|10||10mm Snub Carbine||20 HE||10(1)||20(1)||30(1)||1||3000/100||400/30|
|10||20mm LAG-10||10 HE||20(4)||40(4)||60(4)||1||4500/1000||1200/40|
|13||4mm Gauss LAG||40||60(14)+3||120(14)+2||180(7)+1||1/2||14000/1500||6000/150|
The Antitank Rifle and LAG-10 are high-recoil weapons; the LAG’s HE round has a burst size of zero and a fragmentation penetration of 1. The Gauss LAG is not a high-recoil weapon.
|Striker Table IV: Crew-served Weapons - Slug Throwers|
|TL||Weapon||Shots||Effective||Long||Extreme||Targets||Setup||Signature||Mass (Weapon/ Ammo)||Price (Weapon/ Ammo)|
|9||15mm AHMG||100 slugs||50(9)+3||100(6)+2||150(3)+1||4||4||+2||25/15||4000/300
|10||7mm ALMG||100 slugs||35(3)+4||70(2)+3||100(1)+2||2||0||+2||5/2||2500/100|
|10||7mm AGAT||5000 slugs||40(3)+8||80(2)+6||120(1)+3||16||4||+5||80/100||30000/100|
|10||9mm ALMG||100 slugs||35(4)+4||70(3)+3||100(2)+2||2||0||+2||6/2.5||3000/75|
|10||9mm AGAT||5000 slugs||40(4)+8||80(3)+6||120(2)+3||16||0||+5||120/125||35000/3750|
|12||4mm Gauss LMG||200||75(8)+5||150(4)+4||-||8||0||+1||5/2||4500/200|
|13||LRF Gauss Gun||200||150(21)+4||300(19)+3||450(17)+1||8||4||+2||50/20||15000/2000|
|14||Grav Harness for LRF Gauss Gun||-||10||60000|
The number of targets is for a weapon fired from a tripod, vehicle, or other fixed mount. A carried weapon can engage only two targets.
Crew: All the above weapons have a crew of 2 if carried or towed, 1 if vehicle-mounted. All may be used as individual weapons by troops in Battle Dress except the LRF Gauss Gun, which requires a grav harness and is used as a light support weapon.
Type: ALMG and Gauss LMG are infantry weapons; ALMG is a high-recoil infantry weapon; AGAT and LRF Gauss Gun are light crew-served weapons.
Grav Harness for LRF Gauss Gun: With the grav harness, a loaded LRF Gauss Gun weighs about 80 kg. When the gravitic field is on, the apparent weight is cut to 8 kg. The harness has a duration of 24 hours continuous use and a maximum load compensation of 100 kg, enough for an LRF Gauss Gun with two magazines.
|T20 Available Weapons|
|(Light Revolver)||Cr100||6||300g||1||15m||1d6 (x2)||Sm||No||6||50g||Cr3|
|Light Autopistol||Cr150||6||500g||1||20m||1d6 (x2)||Sm||No||12||100g||Cr5|
|(Magnum Revolver)||Cr300||6||1200g||1||30m||1d12 (x2)||Sm||Yes!||6||120g||Cr8|
|Magnum Autopistol||Cr1000||7||400g||1||45m||1d12 (x2)||Sm||Yes!||8||400g||Cr15|
|Light "Plinker" Rifle||Cr150||6||2500g||1||45m||1d6 (x2)||Med||No||12||100g||Cr5|
|Camp Carbine||Cr350||7||3000g||1||45m||1d10 (x2)||Med||Yes||15||250g||Cr10|
|Magnum Camp Carbine||Cr500||7||3500g||1||50m||1d12 (x2)||Med||Yes||8||400g||Cr15|
|Light Auto Rifle||Cr300||8||2500g||1/10||45m||1d6 (x2)||Med||No||100||500g||Cr50|
|Snub Carbine*||Cr400||10||3000g||1||40m||1d10 (x2)||Med||No||20||250g||Cr30|
|(Gatling MG)||KCr15.5||7||100kg||0/100||60m||1d12 (x2)||VLg||Yes!||2500||62kg||Cr3000|
|Gauss LMG||Cr4500||12||5000g||0/10||90m||2d12 (x2)||Med||Yes||200||2000g||Cr200|
|LRF Gauss Gun||KCr15||13||50kg||0/10||180m||as VRFGG||VLg||Yes!||200||20kg||Cr2000|
|13mm Anti-tank Rifle||Cr1000||6||7.5kg||1||75m||1d12+2 (x2)||Lg||Yes!||5||500g||Cr15|
|Gauss LAG||Cr6000||13||14kg||1||120m||3d12 (x2)||Lg||Yes||20||2000g||Cr200|
All weapons in this table are of Type: Piercing