Mark Urbin [email removed] writes:
> So what I'm seeing is that a TL 9 fusion rifle will cut through a suit
> of TL F battle dress like a blowtorch through butter and deliver 9d6 to
> the wearer.
THat's the way I read the rules, too. Any other interpretations make
even less sense.
Speaking of things in T:TNE that just don't make sense, here are a
couple: A TL-9 Laser Rifle does 10d6 of damage to an unarmored target,
but bounces totally (no damage whatsoever) off of ballistic cloth, or
any other type of armor. A TL-13 laser rifle will actually get good
damage through Cloth or TL-10 combat armor, but is completely stymied by
TL-10 battle dress (or better).
If you want to poke holes in battle dress, you best (non high
energy weapon) choices are: a TL-7 9mm rifle (1d6 through TL-10 battle
dress) or a LAG (2d6).
A TL-13 Gauss Pistol is ineffective against TL-8 Ballistic Weave (or
Cloth, or a TL-5 Flak Jacket for that matter); however, a TL-5 9mm
magnum revolver isn't (gets 1d6 through any of those).
Grumble. I *still* prefer the Striker/Azhanti High Lightning/Snapshot.
> I don't know if this made DW's errata list, but last night I noticed some
> errors describing the plasma/fusion weapons. It's the TL F fusion gun that
> has the grav module to counteract the recoil (i.e. no Battle Dress required),
That section is *very* unclear as to what rules apply to which weapons.
I presume (based on Classic Traveller and MegaTraveller definitions)
that the TL-12 and TL-13 "Plasma Rifles" correspond to PGMP-12 and
PGMP-13, respectively (require Battle Dress). THe TL-14 Plasma Rifle
presumable corresponds to PGMP-14 and requires no battle dress. The
"Light Fusion Rifle" probably is an FGMP-14, and requires battle dress,
while the TL-15 "Fusion Rifle" does not.
In any case, you're right: that section is very confusing, and should
probably be in the errata.
[email removed]
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Science-Fiction Adventure
in the Far Future