FF&S Pulse Pistol

By Graham Spearing ·

TML message #7576From bundle 604All messages with this subject

There is nothing like running a game of Traveller to make you actually look at
the rules and design information to see if it works.

I have an 'act first think later', hot shot pilot player character, Cal Morgan,
who wants a high tech pistol with some kick. I gave him a Gauss pistol. On
reflection I thought I would try to design a heavy TL 11 pistol utilising
electro-chemical propulsion; I picked up FF&S and had a go. This produced some
interesting results, and a weapon much more to Cal's tastes. Below are all the
workings for the weapon with design notes, followed by an observation on the
Gauss pistol stats in the upgrade booklet:


TL 11 ECT Magnum 'Pulse Pistol'
(It's not a blaster, but it's the next best thing . . .)

Ammunition Design

Caliber                     10.0 mm
Cartridge Case Length       23.0 mm
Bullet Length               33.0 mm
Bullet Weight               14 grams
Average Muzzle Energy       1879 joules
Bullet Price    Slug        0.28 Cr
                HE          0.56 Cr
                DS          0.56 Cr
                HEAP        0.84 Cr

Weapon Design

Average Barrel Length       10 cm
Actual Barrel Length        11 cm
Barrel Type                 Light
Barrel Weight               0.22 kg
Barrel Cost                 44 Cr

Actual Muzzle Energy        1972 joules
Damage          Slug        3
                HE          5
                DS          3
                HEAP        5

Penetration     Slug        1-Nil
                HE          Nil
                DS          1-2-Nil
                HEAP        2-2-2

Receiver                    Light Self Loading
Rate of Fire                SA - Semi Automatic
Receiver        Length      17 cm
                Weight      1.2395 kg
                Price       447.9 Cr
Stock                       Hollow Pistol Grip
                Length      0 cm
                Weight      0.1 kg
                Price       25 Cr

Weapon Range                32 m
Grip Magazine Capacity      10
Magazine Weight             0.2476 Kg
Magazine Price              52 Cr

Recoil Reduction            Electrothermal Action



Component       Length          Weight      Price (Cr)
- ---------------------------------------------------------

Barrel          11              0.22        44
Receiver        17              1.2395      447.9
Grip                            0.1         25
Magazine                        0.2476      52

Weapon Empty    28 cm           1.8071 kg   568.9 Cr
10 rounds 10x33mm               0.14        2.8 Cr

Weapon Loaded   28 cm           1.9471 kg   571.7 Cr

Bulk        2
Recoil      3

Summary Combat Stats

TL 11 Heavy Pulse Pistol
                                                          Recoil
Weapon                      Rof Dam     Pen      Blk Mag SS  Brst Rng

10mm Pulse Pistol - Slug    SA  3       1-Nil    2   10   3   -   32
10mm Pulse Pistol - DS      SA  3       1-2-Nil  2   10   3   -   38
10mm Pulse Pistol - HE      SA  5       Nil      2   10   3   -   24
10mm Pulse Pistol - HEAP    SA  5       2-2-2    2   10   3   -   24


Design Notes

My first stab at designing using FF&S. A very user friendly product, and soon
got results. If you spot any bad errors let me know.

The major difficulty with this design was keeping the weight down! With such a
high muzzle energy the receiver came in at a hefty 1.2 kg. I fiddled with the
muzzle energy to get it out at under 2001 to preserve the 1-Nil penetration.

Why do weapons with muzzle energy of 2001 to 3000 drop penetration back to
2-Nil????????

The ECT weapon system had battery weight costs for the magazine, but took away
the recoil due to it's firing mechanism.

I found the barrel length and casing length vital to the design, as this
determined the muzzle energy, and thus the receiver characteristics. I rifled
the barrel. Is this ok on a pistol? (I am afraid I don't know anything about
real guns).

The weapon is a heavy sidearm, known as a 'Pulse Pistol' as ECT weapons use an
intense pulse of electrical energy to ignite the working fluid in the round to
a plasma state. ACRs in my campaign are called Pulse Rifles. . .

Having put together my design I looked back at the Gauss pistol in the upgrade
booklet to see how it compared. I just couldn't believe how poor the stats
were. TL 13 weapon with a SS recoil of 5? It can fire bursts, but with a recoil
of 11? A short range of 11 meters?

I applied a quick assumption that the pistol had a Muzzle Velocity of 1500
(FF&S p.102). Without designing the whole system, and using the knowns found in
the upgrade booklet, I reckon the stats for the weapon should look more like
below:

TL 13 Gauss Pistol
                                                 Recoil
Weapon                  Rof Dam  Pen    Blk Mag SS  Brst Rng

4mm Gauss Pistol - Dart  5   2   Nil    1   35   2   6   19
4mm Gauss Pistol - HEAP  5   3   2-2-2  1   35   2   6   14
4mm Gauss Pistol - tranq 5   -1  Nil    1   35   2   5   11

I struggle to get the stats found in the upgrade booklet. Any thoughts anyone?

I am now into session 2 of refereeing DGP's 'Flaming Eye' campaign, using the
wholly superior TNE rule set. I believe the Imperium to be a superior
background, and TNE to be a better set of rules. Right now I have the best of
both worlds.

Happy Travelling

Graham Spearing

Internet:    [email removed]