TEXT: Ironmongery
  Weapon
  Ammo
  ODF
  Rounds
  Range
  TL
  Notes
  Dagger
  -
  1
  -
  -
  1
  Blade
  -
  2
  -
  -
  3
  Foil
  -
  1
  -
  -
  Cutlass
  -
  2
  -
  -
  3
  Sword
  -
  2
  -
  -
  Broadsword
  -
  3
  -
  -
  2
  Bayonet
  -
  3
  -
  -
  Body Pistol
  BPistol
  3
  6
  Terrible
  7
  Snub Pistol
  HE
  4
  6
  Terrible
  8
  HEAP
  3
  6
  Terrible
  8
  Tranq
  -
  6
  Terrible
  8
  Knockout on scratch or better
  Auto Pistol
  Pistol
  3
  15
  Poor
  5
  Revolver
  Revolver
  3
  6
  Poor
  4
  Carbine
  Carbine
  3
  10
  Fair
  5
  Riﬂe
  Riﬂe
  3
  20
  Good
  5
  Auto Riﬂe
  Riﬂe
  3
  20
  Good
  6
  Shotgun
  Shot
  4
  10
  Fair
  5
  Double ballistic armour
  SMG
  Pistol
  3
  30
  Mediocre
  5
  Assault Riﬂe
  ARiﬂe
  3
  30
  Good
  7
  LAG
  APDS
  4
  5
  Great
  8
  Amour Piercing
  HE
  4
  5
  Great
  8
  Flechette
  5
  5
  Good
  8
  Double ballistic armour
  ACR
  APDS
  3
  20
  Great
  10
  Amour Piercing
  HE
  4
  20
  Great
  10
  Gauss Gun
  Gauss
  4
  40
  Superb
  12
  Amour Piercing
  Laser Carbine
  -
  4
  50
  Great
  8
  Laser Riﬂe
  -
  5
  100
  Superb
  9
  Accel. Riﬂe
  Accel.
  3
  15
  Fair
  9
  Eﬀective only in zero/micro-gee
  RAM Grenade
  HE
  8
  3
  Good
  8
  Min. Range: Poor
  HEAP
  7
  3
  Good
  8
  Min. Range: Poor
  Flechette
  6
  3
  Fair
  8
  Double ballistic armour
  LMG
  ARiﬂe
  3
  100
  Good
  6
  Auto Cannon
  APDS
  6
  200
  Great
  8
  Turret only
  HE
  8
  200
  Great
  8
  PGMP-12
  -
  10
  40
  Superb
  12
  1
  2 damage at Great,
  1
  4 at Superb
  ranges. Must wear Cbt Armour
  PGMP-13/14
  -
  12
  ∞
  Superb
  13/14
  As PGMP-12
  FGMP-14/15
  -
  16
  ∞
  Superb
  14/15
  As PGMP-12
  VRF Gauss Gun
  Gauss
  10
  30000
  Superb
  10
  Turret only,
  1
  2 damage at Superb
  range, Amour Piercing
  Armour piercing:
  1
  2 ballistic armour
  Turret only: must be mounted on vehicle or emplacement
  Armour
  Damage
  Type
  DDF
  Armour
  Damage
  Type
  DDF
  Jacket
  Edged
  1
  Cloth
  Edged
  2
  Piercing
  1
  Ballistic
  3
  Mesh
  Edged
  2
  Reﬂec
  Energy
  6
  Piercing
  2
  Ablative
  Energy
  4
  Ballistic
  1
  Cbt Armour
  All
  5
  
  Skills
  Your skill level is equal to: linkedattribute − 2 + skillpoints
  To default to an attribute, you roll as if you had the skill at your linked attribute level
  −3. With Jack-of-all-Trades, you default to your attribute −2, i.e. as if you had the skill
  at 0, and you can default on any skill.
  Skills marked * cannot default to an attribute.
  Skill
  Attribute
  Skill
  Attribute
  Administration
  Education
  Hunting
  Endurance
  Air/Raft *
  Dexterity
  Instruction *
  Intelligence
  ATV *
  Dexterity
  Interrogation
  Intelligence
  Battle Dress *
  Education
  Leader
  Social Standing
  Blade Combat
  Strength
  Legal
  Education
  Brawling
  Strength
  Liason
  Social Standing
  Bribery
  Social Standing
  Mechanical
  Intelligence
  Broker
  Intelligence
  Medical *
  Education
  Carousing
  Endurance
  Naval Architect *
  Education
  Cbt Engineering *
  Education
  Navigation *
  Intelligence
  Computer
  Intelligence
  Pilot *
  Education
  Communications
  Education
  Recon
  Endurance
  Demolitions
  Intelligence
  Recruiting
  Education
  Electronics
  Education
  Ship’s Boat *
  Dexterity
  Engineering *
  Education
  Ship Tactics *
  Intelligence
  Equestrian
  Endurance
  Steward
  Social Standing
  Fleet Tactics *
  Intelligence
  Streetwise
  Intelligence
  Forgery
  Intelligence
  Survey
  Intelligence
  Forward Observer
  Intelligence
  Survival
  Endurance
  FA Gunnery
  Dexterity
  Tactics
  Intelligence
  Gambling
  Intelligence
  Trader
  Intelligence
  Gravitics *
  Education
  Vehicle *
  Dexterity
  Gun Combat
  Dexterity
  Vacc Suit
  Education
  Gunnery
  Dexterity
  Zero-G Combat
  Dexterity
  Heavy Weapons
  Dexterity
  
SOURCE: textdata/thevault/FUDGE [multi]/Fudge Traveller Weapons in Fudge.pdf