Rambling thoughts.
My Traveller collection is rather limited: most of GDW CT stuff, Striker, some MegaTrav, and a couple bits from GURPS and Mongoose - in the latter two cases, not including the core rulebooks, which is sometimes a royal pain when trying to interpret the supplement, but such is life when you're prowling the used book stores. Very little from supporting companies, which is also a big headache.
So, I'm confronted with the lack of high tech rapid fire weapons in CT. Not too terribly curious, when you look closely - it's taking more and more power to punch through the armor, so the rapid-fire weapons with the punch to do that tend to be confined to vehicles, since they have the power. Still, there are ways.
The laser carbine at TL8 and the laser rifle at TL9, I basically ignore. Nasty weapons against the unprepared, but reflec is a very effective defense, the more so if you're using Striker rules and layering it under a Combat Environment Suit; a well-equipped professional military force isn't going to be threatened by low tech lasers.
At TL13, the laser carbine has potential. Penetration of 12, best armor at that tech is 10, and I don't think reflec has any effect on x-rays, or else someone needs to explain to me the logic of a silvered material stopping x-rays as well as an inch of steel. At any rate, at TL13 the carbine offers the option of a gatling laser affair - four barrels mounted on an assembly drawing either off the battery (which of course lasts 1/4 as long) or off some other power source, to put out laser fire at a +2. At 17.6 kg - maybe a little less if I give credit for dropping stocks, but then I have to figure the mass of the assembly - it's in the same weight range as the good ol' .50 caliber heavy machine gun. Useful light crew-served weapon. On the other hand, the oddsmaker in me points out that it's statistically no better than two men with single-shot carbines. I could go better with more barrels, get it up to a +4, at the price of becoming heavier and more energy-hungry, and cost becomes an issue: taking out one Cr64,000 weapons position with a RAM grenade is not an appealing balance.
I could do the same with a laser rifle - makes a nasty gatling but at a price that makes losing it hurt.
(The infantry weapons come to mind because they are, watt for watt and kilo for kilo, more efficient than their vehicle-mounted Striker-built counterparts of the same penetration. Closest Striker-built vehicle laser draws much more power and is larger, though that's not really a problem since the vehicles tend to have ample power and space for that kind of antipersonnel arm. However, that makes them impractical for infantry use. Rule of thumb with the Striker lasers is more shots per round requires a bigger gun, ergo the gatling concept.)
Plan B is something like a 25mm autocannon. At Imperial TLs they're about twice the weight of a .50 cal and pack the punch to penetrate the high tech armor - reasonably portable and effective. However, serving a machine that consumes close to 50 kg of ammo per fire phase to achieve +4 is quite an undertaking.
I'm curious about other supplements and rules systems, and how they handle infantry firepower at the high tech levels.
My Traveller collection is rather limited: most of GDW CT stuff, Striker, some MegaTrav, and a couple bits from GURPS and Mongoose - in the latter two cases, not including the core rulebooks, which is sometimes a royal pain when trying to interpret the supplement, but such is life when you're prowling the used book stores. Very little from supporting companies, which is also a big headache.
So, I'm confronted with the lack of high tech rapid fire weapons in CT. Not too terribly curious, when you look closely - it's taking more and more power to punch through the armor, so the rapid-fire weapons with the punch to do that tend to be confined to vehicles, since they have the power. Still, there are ways.
The laser carbine at TL8 and the laser rifle at TL9, I basically ignore. Nasty weapons against the unprepared, but reflec is a very effective defense, the more so if you're using Striker rules and layering it under a Combat Environment Suit; a well-equipped professional military force isn't going to be threatened by low tech lasers.
At TL13, the laser carbine has potential. Penetration of 12, best armor at that tech is 10, and I don't think reflec has any effect on x-rays, or else someone needs to explain to me the logic of a silvered material stopping x-rays as well as an inch of steel. At any rate, at TL13 the carbine offers the option of a gatling laser affair - four barrels mounted on an assembly drawing either off the battery (which of course lasts 1/4 as long) or off some other power source, to put out laser fire at a +2. At 17.6 kg - maybe a little less if I give credit for dropping stocks, but then I have to figure the mass of the assembly - it's in the same weight range as the good ol' .50 caliber heavy machine gun. Useful light crew-served weapon. On the other hand, the oddsmaker in me points out that it's statistically no better than two men with single-shot carbines. I could go better with more barrels, get it up to a +4, at the price of becoming heavier and more energy-hungry, and cost becomes an issue: taking out one Cr64,000 weapons position with a RAM grenade is not an appealing balance.
I could do the same with a laser rifle - makes a nasty gatling but at a price that makes losing it hurt.
(The infantry weapons come to mind because they are, watt for watt and kilo for kilo, more efficient than their vehicle-mounted Striker-built counterparts of the same penetration. Closest Striker-built vehicle laser draws much more power and is larger, though that's not really a problem since the vehicles tend to have ample power and space for that kind of antipersonnel arm. However, that makes them impractical for infantry use. Rule of thumb with the Striker lasers is more shots per round requires a bigger gun, ergo the gatling concept.)
Plan B is something like a 25mm autocannon. At Imperial TLs they're about twice the weight of a .50 cal and pack the punch to penetrate the high tech armor - reasonably portable and effective. However, serving a machine that consumes close to 50 kg of ammo per fire phase to achieve +4 is quite an undertaking.
I'm curious about other supplements and rules systems, and how they handle infantry firepower at the high tech levels.