TEXT: Ironmongery Expanded
  By Omer "Employee #2-4601" Golan
  Preface and Notes
  The first Classic Traveller Little Black Book (LBB1) came with a list of various personal 
  weapons, reflecting the armament used by several classical science fiction from 1960's and 
  early 1970's as well as some of the military technology which was available in 1977 (early-to-
  mid-Tech Level (TL) 7 in Traveller terms). The Mercenary supplement (LBB4) came a few years 
  later, including a section called "Ironmongery", which was a detailed listing of many new military 
  weapons, as well as a TL by TL description of the military technology in use. 
  However, as time went by, our world has moved closer to what Traveller would call Tech Level 
  8 (TL8 for short), several of the weapons presented in these two sources went through 
  additional development; the existence of many more weapons was called for due to gameplay 
  needs, media and sci-fi exposure and actual military use. The purpose of this article is to 
  provide Traveller referees with several such weapons and developments, as well as provide 
  some recommended rule changes and clarifications on this subject. Flamethrowers, as well as 
  their higher tech variants, are also presented, along with rules governing their use. 
  All of the rules and stats presented here are for Classic Traveller. While some of the 
  equipment detailed here have appeared in one or more Traveller products, the version 
  presented here is based solely on extrapolation from the information presented in LBBs 1-8 and 
  is intended to provide players who use only these basic books with several more martial “toys” 
  to play with, as well as provide yet another alternative set of rules.
  Recommended Weapon Rule Changes and Clarifications
  1) Autopistol magazines, and not only the ammunition itself, should be interchangeable with 
  Submachinegun ones (see LBB1 PP.39-40), though each of these two weapons usually 
  uses its own magazine due to size and weight considerations (Autopistol) or due to the need 
  for larger magazine capacity (SMG). Same goes with the Gauss Pistol and the Gauss SMG 
  described below.
  2) From TL7 on, most SMGs have select fire trigger grouping, meaning that they are capable of 
  switching between semi-automatic and full automatic fire at the end of any combat round. 
  These versions of the SMG use the stats shown on the weapon table below instead of the 
  ones on LBB1 PP.46-47. The first DM in each column is used when the SMG is fired semi-
  automatically, and the second is used on full automatic settings.
  3) The Telescopic Sight described in LBB1 P.40 is a typical TL6 specimen; by late TL7, such 
  sights are far less delicate and will rarely be jarred out of alignment anymore. Ignore the 
  Jarring rule and throw for all sights manufactured in TL7 and above.
  4) The Electronic Sight described in LBB1 P.40 should be TL7 rather than TL9; furthermore, 
  any such sight manufactured in late TL7 (or later) should be as reliable as implied for 
  Telescopic Sights in the previous rule.
  5) By late TL7, high-durability and high-performance Silencers (often called "sound 
  suppressors") exist which could be applied to most rifles as well as to SMGs; only Shotguns, 
  Accelerator Rifles and squad-level support weapons (LMG and heavier) cannot be silenced.
  6) By very early TL8, most rifle- and carbine- sized weapons would use standardized adapter 
  "rails" for the purpose of mounting accessories (though, of course, different polities might 
  have different standards); therefore, contrary to what is said on LBB4 P.36, an Assault Rifle 
  will be able to easily mount sights.
  
  7) Shoot-through rifle grenades generally fall out of favor by TL7, when they are usually 
  replaced by underbarrel grenade launchers. It is therefore recommended that you treat the 
  Assault Rifle, ACR and Gauss Rifle described on LBB4 PP.36-37 as having an underbarrel 
  mounting rail rather than a RAM grenade adaptor; an Underbarrel Grenade Launcher, an 
  Underbarrel RAM Grenade Launcher, an Underbarrel Shotgun or an Underbarrel Flashlight 
  (all described below) may be mounted on that rail.
  8) At TL8+, most ranged weapons should incorporate digital ammunition counters, displaying 
  the number of rounds left in the magazine on a small digital sight on the back of the weapon, 
  where it is visible when firing; the counter is powered by a small battery which usually 
  recharges itself from solar energy but may be replaced for Cr1.
  Flame Weapon Rules
  All three flame weapons described below operate in a similar manner – by projecting a stream 
  of flaming liquid towards their target – and therefore use the same set of rules:
  1) Ammunition:
    
   While Flame Weapons use streams of highly flammable liquid (ignited when it 
  leaves the muzzle) they are treated, for gameplay purposes, as if they shoot a single "shot" 
  per round; a Fuel Tank attached to such a weapon holds a specific number of such "shots".
  2) Group Hits by Flame Weapons:
    
   Each "shot" by a Flame Weapon may attack up to three 
  additional individuals adjacent to the original target, provided that they are in a group (herd, 
  pack, band, etc) and are each Human-sized or smaller. In addition, when firing against flying 
  targets (winged animals, flying vehicles) within Close, Short or Medium range, a DM of +2 is 
  allowed.
  3) Hits to Flame Weapon Fuel Tanks:
    
   Flame Weapons are fueled by tanks containing highly 
  flammable liquid; direct hits to these tanks will cause them to implode. However, since Light 
  Flamers and Flame Rifles use small fuel tanks which are attached beneath them rather than 
  on the user's back, they are very unlikely to be hit by shots or swings generally aimed at him; 
  instead, whenever the user is caught in the blast radius of a Shotgun, another Flame 
  Weapon, a Plasma or Fusion weapon or an explosion, roll 11+ for the fuel tank to explode, 
  causing double normal weapon to their user. On the other hand, Flamethrowers are fueled 
  by large, back-mounted fuel tanks; every shot fired at their user might hit them as well. 
  Whenever a Flamethrower's user is hit in combat, roll 10+ for his tanks to explode, causing 
  double normal damage to the user.
  4) Aiming directly at Flame Weapon Fuel Tanks:
    
   Considering the previous rule, the fuel 
  tanks used by Flame Weapons make lucrative targets, and characters may attempt to aim at 
  them directly. Since Light Flamers and Flame Rifles use small fuel tanks which are attached 
  beneath them, these tanks incur a -6 DM to hit. On the other hand, aiming at a 
  Flamethrower's fuel tanks is not very difficult, incurring only a -2 DM to hit. If a shot misses 
  the tank, it may still hit the weapon's bearer; in such a case, roll an attack against him as 
  usual.
  New Weapons and Equipment
  Light Flamer (1,250 grams loaded; Cr525; TL8): A light flame-throwing weapon operating by 
  pumping highly flammable fuel from its small fuel tank, igniting it near the nozzle and projecting 
  a stream of fuel towards the target. The fuel is usually synthetic, though hydrocarbons might be 
  in use on certain worlds. A fuel tank holding sufficient fuel for 4 combat rounds of continued 
  operation is inserted into the weapon forward of the trigger guard. While the weapon fires a 
  continuous stream of flaming fuel, it is considered (for game purposes) as firing one "shot" per 
  round. Replacement of an empty fuel tank requires one combat round. Light Flamer fuel, but not 
  the fuel tank, is interchangeable with that of Flamer Rifles. 
  Length: 250mm, Weight, Unloaded: 1,000 grams (a full fuel tank weights 250 grams). Base 
  price: Cr300 (full fuel tank: Cr20). Tech Level 8.
  Flamer Rifle (4,500 grams loaded; Cr1,750; TL8): A heavy version of the Light Flamer, the 
  Flamer Rifle operates by pumping highly flammable fuel from its small fuel tank, igniting it near 
  
  the nozzle and projecting a stream of fuel towards the target. The fuel is usually synthetic, 
  though hydrocarbons might be in use on certain worlds. A fuel tank holding sufficient fuel for 8 
  combat rounds of continued operation is inserted into the weapon forward of the trigger guard. 
  While the weapon fires a continuous stream of flaming fuel, it is considered (for game purposes) 
  as firing one "shot" per round. Replacement of an empty fuel tank requires one combat round. 
  Flamer Rifle fuel, but not the fuel tank, is interchangeable with that of Light Flamers. Flamer 
  Rifles are equipped with slings to allow ease of carrying.
  Length: 750mm, Weight, Unloaded: 4,000 grams (a full fuel tank weights 500 grams). 
  Base price: Cr1,750 (full fuel tank: Cr40). Tech Level 8.
  Flamethrower (8,000 grams, including fuel tanks; Cr2,250; TL5): A massive flame-throwing 
  weapon, the Flamethrower operates by pumping highly flammable fuel from a pair of back-
  mounted fuel tank, igniting it near the nozzle and projecting a stream of fuel towards the target. 
  At the TL of its introduction, the fuel is made of refined natural hydrocarbons; later versions 
  (TL8+) may use synthetic fuels. Two heavy fuel tanks holding sufficient fuel for 30 combat 
  rounds of continued operation are carried on the user's back. While the weapon fires a 
  continuous stream of flaming fuel, it is considered (for game purposes) as firing one "shot" per 
  round. Replacement of an empty fuel tank requires one combat round. The fuel tanks are 
  connected to the Flamethrower with a flexible heavy-duty hose. Flamethrower fuel is rarely 
  interchangeable with that of other flame weapons.
  Length: 750mm, Weight of Flamethrower: 2,000 grams. Weight of fuel tanks: 6,000 
  grams. Base price: Cr2,250 (extra pair fuel tanks: Cr500). Tech Level 5.
  Gauss Pistol (850 grams loaded; Cr300; TL12): The ultimate development of the slug-throwing 
  pistol, the Gauss Pistol generates an electromagnetic field along the length of the barrel which 
  accelerates a 2mm, 2 gram needle to velocities of 1,000 meters per second. Flying along the 
  barrel is nearly frictionless, with spin stabilization imparted through magnetic bias. 
  A magazine containing 15 rounds (as well as a battery which powers the pistol) fits into the 
  handle of the pistol, and one needle is fired for each pull of the trigger. 
  Gauss Pistol ammunition and magazines are interchangeable with Gauss SMG ammunition, 
  though each of these two weapons usually uses its own magazine due to size and weight 
  considerations (Pistol) or due to the need for larger magazine capacity (SMG). Preloaded 
  Gauss Pistol magazines may be inserted into an empty pistol, requiring one combat round for 
  this reloading procedure to occur, during which the player is considered to be evading.
  Length: 150mm, Weight, Unloaded: 700 grams (a loaded magazine weights 150 grams). 
  Base price: Cr300 (loaded magazine: Cr15). Tech Level 12.
  Gauss Submachinegun (2,000 grams loaded; Cr750; TL12): A small automatic gauss weapon 
  designed to fire gauss pistol ammunition, the Gauss Submachinegun generates an 
  electromagnetic field along the length of the barrel which accelerates a 2mm, 2 gram needle to 
  velocities of 1,000 meters per second. Flying along the barrel is nearly frictionless, with spin 
  stabilization imparted through magnetic bias. 
  A magazine containing 30 rounds (as well as a battery which powers the SMG) is inserted into 
  the weapon forward of the trigger guard, and each pull of the trigger fires either one, four or ten 
  rounds (using the Gauss Rifle's autofire rules). The firing setting may be changed at the end of 
  each combat round.
  Gauss SMG ammunition and magazines are interchangeable with Gauss Pistol ammunition, 
  though each of these two weapons usually uses its own magazine due to size and weight 
  considerations (Pistol) or due to the need for larger magazine capacity (SMG). Reloading by 
  replacement of an empty magazine requires one combat round, during which the player is 
  considered to be evading.
  Standard equipment on a Gauss SMG includes gyrostabilization and a sling.
  Length: 350mm, Weight, Unloaded: 1,650 grams (a loaded magazine weights 350 
  grams). Base price: Cr750 (loaded magazine: Cr30). Tech Level 12.
  
  Gauss Squad Assault Weapon (8,000 grams loaded; Cr6,000; TL11): The first man-portable 
  Gauss weapon, the Gauss Squad assault weapon (SAW) generates an electromagnetic field 
  along the length of the barrel which accelerates a 4mm, 4 gram needle to velocities of 1,500 
  meters per second with a practical rate of fire of 400 rounds per minute (100 rounds per combat 
  round). The round itself consists of a dense armor piercing core surrounded by a softer metal 
  covering, ending in a hollow point, giving the round both high stopping power and good armor 
  piercing capability. Flying along the barrel is nearly frictionless, with spin stabilization imparted 
  through magnetic bias.   
  Ammunition is provided in 200-round belts (though Gauss SAWs produced at TL12+ may use 
  Gauss Rifle magazines). Reloading a belt requires three rounds if the weapon is manned by a 
  single individual, or one round if a loader is present. Loading a magazine takes one round 
  regardless of whether or not a loader is present. If a loader is present, he may link two 200 
  round belts to for a 400 round belt on the spot. This may not be done ahead of time as each belt 
  is carried in its own ammo box. Linked 400 round belts are often provided ahead of time if the 
  weapon is used as part of defensive fieldwork or is vehicle mounted.
  Each pull of the trigger fires a 10 rounds burst, up to ten of which may be fired in any one 
  combat round. Each burst may be directed at a different target, provided that all are within a 45 
  degrees firing arc. 
  The Gauss SAW is provided with a bipod and a sling and is gyro-stabilized; generally speaking, 
  it 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 be fired at extreme range and extends the weapon's arc of fire to 90 
  degrees.
  Length: 1,000mm, Weight, Unloaded: 5,500 grams (200 round belt: 2,500 grams; tripod 
  mount: 3,500 grams). Base price: Cr6,000 (200 round belt Cr180, tripod Cr250). Extreme range 
  (when tripod mounted): 1,000 meters. Tech Level 11.
  Laser Pistol (2,000 grams, including power pack; Cr2,250; TL10): A pistol-sized laser weapon, 
  firing high energy pulses using current from a belt-mounted battery/power-pack. The Laser 
  Pistol fires a 2mm beam of energy, aimed by integrated iron sights. The power pack is capable 
  of producing 20 shots before it requires recharging. Recharging requires at least eight hours 
  connected to a high energy source. The Laser Pistol is connected to the power pack by a heavy 
  duty cable.
  Length: 200mm, Weight of Pistol: 1,250 grams. Weight of power pack: 750 grams. Base 
  price: Cr1,500 (extra power pack: Cr750). Tech Level 12.
  Light Shotgun (3,000 grams loaded; Cr500; TL7): A lighter, smaller version of the Shotgun, the 
  Light Shotgun still possesses devastating power effect against lightly armored, close-ranged 
  targets. The Light Shotgun has a 18mm diameter barrel and fires shells containing either six 
  7mm bullets, or one hundred and thirty 3mm pellets. In each case, the projectile weights a total 
  of 30 grams. Velocity for the projectile is about 300 meters per second. 
  A box magazine containing 5 shells fits into the handle of the Light Shotgun. One shot is fired 
  for each pull of the trigger. Replacing an empty magazine requires one combat round. All 
  shotguns use the same 18mm (12-gauge) rounds, though magazines are rarely 
  interchangeable; a Light Shotgun can only interchange its magazine with an Underbarrel 
  Shotgun.
  Length: 350mm, Weight, Unloaded: 2,500 grams (a loaded magazine weights 500 
  grams). Base price: Cr500 (loaded magazine: Cr5). Tech Level 7.
  Combat Shotgun (5,000 grams loaded, or 6,250 grams with a 20-round cylinder; Cr750; TL7): 
  A heavy, automatic version of the Shotgun used by police and military forces, The Combat 
  Shotgun has a 18mm diameter barrel and fires shells containing either six 7mm bullets, or one 
  hundred and thirty 3mm pellets. In each case, the projectile weights a total of 30 grams. Velocity 
  for the projectile is about 400 meters per second. 
  A box magazine containing 10 shells is inserted in front of the trigger guard. Larger cylindrical 
  magazines, containing 20 shells each, are also available. Either one or four shots are fired for 
  
  each pull of the trigger. Replacing an empty magazine requires one combat round. All shotguns 
  use the same 18mm (12-gauge) rounds, though magazines are rarely interchangeable; a 
  combat shotgun may not exchange magazines with any other shotgun (but may exchange 
  rounds).
  The Combat Shotgun uses the "Group Hits by Shotgun" rule (LBB1 P.42) in both firing modes; 
  when fired semi-automatically, it simply uses the first number in each table column, and when 
  fired fully automatically it uses the second number, and rolls twice to hit against the same target. 
  While it does not use the "Group Hits by Automatic Fire" rule, the Combat Shotgun may attack 5 
  adjacent targets (in addition to the original one) when fired in the fully automatic mode.
  Combat Shotguns are equipped with slings to allow ease of carrying.
  Length: 950mm, Weight, Unloaded: 4,250 grams (a loaded magazine weights 750 grams 
  and a loaded cylindrical magazine weights 2,000 grams). Base price: Cr7500 (loaded 
  magazine: Cr10; loaded cylindrical magazine: Cr25). Tech Level 7.
  Underbarrel Shotgun (1,500 grams loaded; Cr600; TL8): A version of the Light Shotgun 
  adapted for mounting beneath the barrels of rifle-sized weapons (using standard mounting 
  rails). The Underbarrel Shotgun has a 18mm diameter barrel and fires shells containing either 
  six 7mm bullets, or one hundred and thirty 3mm pellets. In each case, the projectile weights a 
  total of 30 grams. Velocity for the projectile is about 300 meters per second. 
  A box magazine containing 5 shells fits into the handle of the Underbarrel Shotgun. One shot is 
  fired for each pull of the trigger. Replacing an empty magazine requires one combat round. All 
  shotguns use the same 18mm (12-gauge) rounds, though magazines are rarely 
  interchangeable; an Underbarrel Shotgun can only interchange its magazine with a Light 
  Shotgun.
  The Underbarrel shotgun uses Light Shotgun stats for combat resolution and could only be 
  used when mounted under a rifle's barrel.
  Weight, Unloaded: 1,000 grams (a loaded magazine weights 500 grams). Base price: 
  Cr600 (loaded magazine: Cr5). Tech Level 8.
  Underbarrel Grenade Launcher (1,700 grams loaded; Cr300; TL7): Functioning on a high/low 
  pressure propulsion system, the Underbarrel Grenade Launcher fires a 40mm grenade to 
  ranges of 500 meters. As its name implies, the Underbarrel Grenade Launcher is designed to 
  be mounted beneath the barrel of a rifle-sized weapon. It is a breach-loading that carries only a 
  single round; reloading requires one combat round, during which the firer is treated as evading. 
  Underbarrel Grenade Launchers fire only HE rounds, using the semi-automatic fire modifiers  of 
  the RAM grenade, but causing only 6D damage. They are incapable of reaching extreme range 
  (i.e. beyond 500 meters). Grenades are interchangeable between standard, underbarrel and 
  automatic launchers.
  Weight, Unloaded: 1,500 grams (a single grenade weights 200 grams). Base price: 
  Cr300 (a single grenade: Cr5). Tech Level 7.
  RAM Underbarrel Grenade Launcher (2,000 grams loaded; Cr300; TL8): Incorporating rocket 
  assistance to give the round superior range and flat trajectory capability, the Underbarrel RAM 
  Grenade Launcher fires a 40mm grenade 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. As 
  its name implies, the Underbarrel RAM Grenade Launcher is designed to be mounted beneath 
  the barrel of a rifle-sized weapon. It is a breach-loading that carries only a single round; 
  reloading requires one combat round, during which the firer is treated as evading. Rounds 
  available include HE, flechette, and high explosive armor piercing (HEAP).  RAM grenades are 
  interchangeable between standard, underbarrel and automatic launchers.
  Weight, Unloaded: 1,600 grams (a single RAM grenade weights 400 grams). Base price: 
  Cr600 (a single RAM grenade: Cr20). Extreme range: 1,000 meters. Tech Level 8.
  Underbarrel Flashlight (300 grams; Cr20; TL7): By early-mid TL7, portable electric torches 
  become light, compact, durable and powerful enough to allow their efficient attachment under 
  the barrel of rifle or SMG sized weapons. The Underbarrel Flashlight lasts 6 hours of continuous 
  
  use, and may be attached to any weapon with underbarrel mounting rails; it could also be easily 
  attached to the barrels of lower TL weapons by the use of duct tape or similar equipment. The 
  Underbarrel Flashlight is powered by a small battery, which may be recharged from any 
  external power source. 
  Weight, without battery: 250 grams (a battery weights 50 grams). Base price: Cr20 (a 
  new battery costs Cr1). 
  Weapon and Equipment Tables
  Item
  Base
  Weight
  Ammo
  Weight
  Rds/
  Clip
  Length
  Overall
  Base 
  Price
  Ammo
  Price
  TL
  Light Flamer
  1,000
  250
  4
  250
  525
  20
  8
  Flamer Rifle
  4,000
  500
  8
  750
  1,750
  40
  8
  Flamethrower
  2,000
  -
  -
  750
  2,250
  -
  5
  Flamethrower Fuel Tanks
  6,000
  -
  30
  -
  500
  100
  5
  Gauss Pistol
  700
  150
  15
  150
  300
  15
  12
  Gauss SMG
  1,650
  350
  30
  350
  750
  30
  12
  Gauss Squad Assault 
  Weapon
  5,500
  2,500
  200
  1,000
  6,000
  180
  11
  Laser Pistol
  1,250
  -
  -
  200
  1,500
  -
  10
  Laser Pistol Power Pack
  750
  -
  20
  -
  750
  100
  10
  Light Shotgun
  2,500
  500
  5
  550
  500
  5
  7
  Combat Shotgun
  4,250
  750/
  2,000
  10/
  20
  950
  750
  10/25
  7
  Underbarrel Shotgun
  1,000
  500
  5
  -
  600
  5
  8
  Underbarrel Grenade 
  Launcher
  1,500
  200
  1
  -
  300
  5
  7
  Underbarrel RAM 
  Grenade Launcher
  1,600
  400
  1
  -
  600
  20
  8
  Underbarrel Flashlight
  250
  50
  6h
  -
  20
  1
  7
  Weapon
  Required
  Dexterity
  Level
  Required
  Dexterity
  DM
  Advantageous
  Dexterity
  Level
  Advantageous
  Dexterity
  DM
  Light Flamer
  7
  -2
  10
  +1
  Flamer Rifle
  6
  -2
  8
  +1
  Flamethrower
  5
  -2
  9
  +1
  Gauss Pistol
  8
  -2
  11
  +2
  Gauss SMG
  7
  -2
  10
  +2
  Gauss SAW
  8
  -2
  11
  +2
  Laser Pistol
  5
  -3
  9
  +2
  Light Shotgun
  5
  -1
  11
  +1
  Combat Shotgun
  5
  -1
  8
  +1
  Weapon Matrix
  Attacker's
  Weapon
  Defender's Armor
  Nothing
  Jack
  Mesh
  Cloth
  Reflec
  Ablat
  Cbt. Armor
  SMG
  +2/+5
  +2/+5
  -2/0
  -4/-3
  +2/+5
  0/+2
  -5/-4
  Light Flamer
  +5
  +2
  +2
  +2
  +2
  +1
  -2
  Flamer Rifle
  +6
  +3
  +3
  +3
  +3
  +1
  -2
  Flamethrower
  +7
  +4
  +4
  +4
  +4
  +2
  0
  Gauss Pistol
  +2
  +2
  +1
  0
  +2
  +2
  -3
  Gauss SMG
  +3/+6
  0/+2
  -1/0
  -3/-2
  +3/+6
  0/+5
  -4/-3
  Gauss SAW
  +7
  +7
  +5
  +5
  +7
  +7
  +1
  Laser Pistol
  +1
  +1
  0
  0
  -8
  -7
  -7
  
  Light 
  Shotgun
  +3
  +3
  -2
  -4
  +3
  0
  -6
  Combat 
  Shotgun
  +5/+8
  +5/+8
  -1/+1
  -3/-2
  +5/+8
  +2/+4
  -5/-4
  Range Matrix
  Attacker's
  Weapon
  Range
  Close
  Short
  Medium
  Long
  Very Long
  Wounds
  Inflicted
  SMG
  0/-4
  +4/+3
  +1/+3
  -8/-6
  -10/-9
  3D
  Light Flamer
  +1
  +2
  -5
  no
  no
  2D
  Flamer Rifle
  -4
  +2
  -3
  no
  No
  3D+3
  Flamethrower
  -4
  +2
  0
  -4
  no
  5D
  Gauss Pistol
  +1
  +2
  -2
  -2
  -6
  4D
  Gauss SMG
  0/-4
  +4/+3
  +3/+5
  -2/0
  -7/-6
  4D
  Gauss SAW
  no
  -6
  +6
  +5
  +2
  4D
  Laser Pistol
  0
  +1
  0
  0
  -1
  3D+2
  Light 
  Shotgun
  -3
  +2
  -1
  no
  no
  4D
  Combat 
  Shotgun
  -8/-10
  +1/0
  +3/+5
  -6/-4
  no
  4D
  Ancient Equivalents
  Many of the weapons in this articled were based, at least partially, on weapons existing on 
  Terra around 2000AD (late TL7/early TL8); in addition, equivalents from that era for some of the 
  weapons shown in LBB4: Mercenary are also given.
  Advanced Combat Rifle (ACR): While this is a TL10 weapon, the 4.7 mm caseless German 
  G11 comes close.
  Assault Rifle: Equivalent to the Russian 7.62x39mm AK-47, the American 5.56x45mm M4, or the 
  German 5.56x45mm G36.
  Combat Shotgun: Equivalent to the German/American 12 Gauge CAWS or the South Korean 
  12 Gauge USAS-12.
  Early Grenade Launcher: Equivalent to the Russian 40mm RPG-7 or to the American 40mm 
  M-79.
  Light Shotgun: Equivalent to the South African 12 Gauge MAG-7.
  LMG: Equivalent to the Belgian 5.56x45mm Minimi or to the Israeli 5.56x45mm Negev.
  SMG (as shown in this article): Equivalent to the German .45ACP UMP, the Austrian 9x19mm 
  Steyr TMP or the Czech 7.65x17mm Skorpion vz.83.
  Underbarrel Grenade Launcher: Equivalent to the American 40x46mm M203.
  Underbarrel Shotgun: Equivalent to the American 12 Gauge XM-26 LSS (Light Shotgun 
  System).
  
SOURCE: textdata/thevault/Traveller/01 - Classic Traveller/Third Party Materials - CT/Homebrew and Houserules/Ironmongery_IMTU (Omer Golan).pdf