Wargaming in the Third Imperium: Stargrunt II Conversions
Converting Traveller to SGII and TW would seem to be a monumental task. Fortunately a few people have already attempted it with some success, most notably Ken Pick with his Striker Zero articles on Freelance Traveller.
I mainly used Ken's articles, with some notes from an old forum thread about converting SGII to WWII for TL5 stuff. The result, while unfinished, covers most weapons from TL0-15, is somewhat ungainly and took several hours to put together.
The next step is to work on a Tomorrow's War conversion. While I haven't started it yet, I do believe it will be much easier in some respects. TW makes no distinction between different personal weapons, other than to note the general type. A squad could be equipped with, Traditional Slug Throwers (TSTs), Advanced Ballistic Weapons (ABWs), Laser Weapon Systems (LWSs), Gauss Weapon Systems (GWSs) or Energy Weapon Systems (EWSs). The premise being that each of these weapon types if used as the squads main personal weapon, will function in much the same way as any other, TL plays a part but the major factor affecting the weapons effectiveness in combat is the troop quality of the soldiers wielding them.
All support weapons require a stat block to describe them, but most of that stat block is determined by what type of weapon (TST, ABW, LWS, etc.) and whether it is rated as Light, Medium or Heavy. In a squad, support weapons merely add Firepower Die to the squads total, +1 for Light, +2 for Medium and +3 for Heavy Support Weapons. When fielded as a separate Weapons Team, the weapons team will roll slightly more firepower die than the same weapon in a squad, this is due to the difference in roles between the squad based weapon and the weapons team. Vehicle weapons are defined in a similar way.
Basically when converting Traveller weapons to Tomorrow's War, one should be able to simply define a Traveller weapon as belonging to a TW weapon type/role. For example a Zhodani Lift infantry squad might be equipped with Gauss Rifles (GWS) and maybe a PGMP-14 (EWS) as a squad support weapon. Whereas their opposition, the Imperial marines, might be equipped with the PGMP-13 (EWS) as a personal weapon and an FGMP-15 (EWS) as a squad support weapon. The support weapons are the only weapons that need a stat block. In combat on the table top, what counts most is the troop quality which determines what die the squad will roll, D6, D8, D10 or D12. How many are rolled is determined by the squad's manpower (1 die per man) plus any extras for support weapon(s) and then finally add a fire power die for each TL the firing unit is above the target unit, (e.g. A TL13 Imperial Marine unit firing on a TL10 Rebel unit gets an additional +3 Firepower Die).
I mainly used Ken's articles, with some notes from an old forum thread about converting SGII to WWII for TL5 stuff. The result, while unfinished, covers most weapons from TL0-15, is somewhat ungainly and took several hours to put together.
Personal Weapons |
Tech
Level
|
Range
|
Firepower
|
Impact |
Sling |
0
|
0.5
|
D4 | |
Short Bow |
0
|
0.5
|
D4 | |
Long Bow |
1
|
0.5
|
D6 | |
Sporting Crossbow |
1
|
0.5
|
D6 | |
Military Crossbow |
1
|
0.5
|
D8 | |
Repeating Crossbow |
1
|
0.5
|
D4 | |
Archaic Firearms (Hand Cannon) |
2
|
Close
Only
|
0.5
|
D6 |
Archaic Firearms (Matchlock Musket) |
3
|
0.5
|
D10 | |
Archaic Firearms (Flintlock Musket) |
3
|
0.5
|
D10 | |
Archaic Firearms (Muzzle-Loading Pistol) |
3
|
Close
Only
|
0.5
|
D6 |
Archaic Firearms (Percussion Rifle) |
4
|
0.5
|
D8 | |
Archaic Firearms (Percussion Revolver) |
4
|
Close
Only
|
0.5
|
D6 |
Standard Autopistol (9mm Auto Pistol) |
5
|
Close
Only
|
1
|
D4 |
Heavy Autopistol (.45/10mm Auto Pistol) |
5
|
Close
Only
|
1
|
D6 |
Standard Revolver (.38 Revolver) |
5
|
Close
Only
|
1
|
D4 |
Heavy Revolver (.44 Revolver) |
5
|
Close
Only
|
1
|
D6 |
Carbine (M1 Carbine) |
5
|
1
|
D6 | |
Machine Carbine (M2 Carbine) |
5
|
2
|
D6 | |
Hunting Rifle (Bolt Action Rifle) |
5
|
1
|
D10 | |
Shotgun (Pump Action) |
5
|
Close
Only
|
1
|
D10 |
Assault Shotgun (Military Shotgun) |
5
|
Close
Only
|
3
|
D8 |
SMG |
5
|
Close
Only
|
3
|
D8 |
Auto Rifle (BAR, FG42) |
5
|
2
|
D10 | |
Semi-Auto Rifle (SLR, G3) |
6
|
1
|
D10 | |
Auto Rifle (FN, AR) |
6
|
2
|
D10 | |
Assault Rifle (StG44, AK47, M16) |
7
|
2
|
D8 | |
Assault Rifle (with GL) |
7
|
3
|
D8 | |
Light Autopistol (Body Pistol/Snub Pistol) |
8
|
Close
Only
|
1
|
D6 |
Light Revolver (Snub Revolver) |
8
|
Close
Only
|
1
|
D6 |
Laser Carbine |
8
|
2
|
D8 | |
Laser Rifle |
9
|
1
|
D8 | |
Laser Pistol |
10
|
Close
only
|
2
|
D8 |
Advanced Assault Rifle (ACR) |
10
|
2
|
D10 | |
Advanced Assault Rifle (ACR (with GL)) |
10
|
3
|
D10 | |
Gauss Rifle |
12
|
2
|
D12 | |
Gauss Rifle (with GL) |
12
|
3
|
D12 | |
Gauss Pistol |
13
|
Close
Only
|
1
|
D12 |
Advanced Laser Carbine (Blaster Carbine) |
13
|
2
|
D8 | |
Advanced Laser Rifle (Blaster Rifle) |
13
|
2
|
D8 | |
Advanced Laser Pistol (Blaster Pistol) |
13
|
Close
only
|
2
|
D8 |
Sniper Weapons |
Tech
Level
|
Range
|
Firepower
|
Impact |
Conventional Sniper Rifle |
7
|
D10
|
D10 | |
Heavy Anti-Materiel Rifle (LAG) |
8
|
D8
|
D12x2 | |
Laser Sniper Rifle |
9
|
D12
|
D8 | |
Gauss Sniper Rifle |
12
|
D10
|
D12 | |
Advanced Laser Sniper Rifle (Blaster Sniper Rifle) |
13
|
D12
|
D8 | |
Support Weapons |
Tech
Level
|
Range
|
Firepower
|
Impact |
HMG (.50 M2HB) |
5
|
D10
|
D12 | |
MMG (Vickers, .30 Browning) |
5
|
D10
|
D10 | |
LMG (Belt Fed, MG34) |
5
|
D8
|
D10 | |
LMG (Belt Fed, MG42) |
5
|
D10
|
D10 | |
LMG (Magazine Fed, Bren) |
5
|
D6
|
D10 | |
Anti-Tank Rifle (Boys AT-Rifle) |
5
|
D8
|
D12 | |
Early IAVR (Panzerschreck) |
5
|
D10
|
D10* | |
Early RAM-GL (Panzerfaust) |
5
|
D8
|
D12* | |
Early IAVR (PIAT) |
5
|
D8
|
D10* | |
Early IAVR (Bazooka) |
5
|
D10
|
D8* | |
IAVR (Rocket Launcher) |
6
|
D10
|
D12* | |
GPMG (M60) |
6
|
D8
|
D10 | |
SAW (Minimi) |
7
|
D8
|
D10 | |
IAVR (Dsiposable Anti-Vehicle Rocket) |
7
|
D10
|
D12* | |
GL |
7
|
D8
|
D8 | |
Auto-GL |
7
|
D12
|
D8 | |
4cm RAM Grenade |
8
|
D10
|
D10* | |
Auto RAM-GL |
8
|
D12
|
D10* | |
GMS/P |
8
|
D8
|
D12* | |
MLP |
8
|
D8
|
D8* | |
Rotary SAW (Advanced LMG) |
10
|
D10
|
D10 | |
Infantry Plasma Gun (PGMP-12) |
12
|
D6
|
D12* | |
Gauss SAW (Gauss LMG) |
13
|
D10
|
D12 | |
Infanttry Plasma Gun (PGMP-13 and 14) |
13/14
|
D6
|
D12* | |
DFFG/1 (FGMP-14) |
14
|
D10
|
2xD12* | |
IFG/1 (FGMP-15) |
15
|
D12
|
2xD12* | |
Infantry Plasma Gun (Plasma Rifle) |
16
|
D6
|
D12* | |
Vehicle Weapons |
Tech
Level
|
Range
|
Fire
Control
|
Impact |
(MRL) |
6
|
|||
RFAC/1 (CPR Autocannon) |
7
|
D10 | ||
RFAC/2 (CPR Autocannon) |
7
|
2xD10 | ||
HVC/3 (CPR Gun) |
7
|
3xD10 | ||
HVC/4 (CPR Gun) |
7
|
4xD10 | ||
HVC/5 (CPR Gun) |
7
|
5xD10 | ||
GMS/H (Tac Missile) |
7
|
4xD12 | ||
GMS/L (Light Tac Missile) |
8
|
2xD12 | ||
HKP/3 (Improved Hypervelocity CPR Gun) |
9
|
3xD12 | ||
HKP/4 (Improved Hypervelocity CPR Gun) |
9
|
4xD12 | ||
HKP/5 (Improved Hypervelocity CPR Gun) |
9
|
5xD12 | ||
HEL/1 (Laser Weapon) |
9
|
D8 | ||
HEL/2 (Laser Weapon) |
9
|
2xD8 | ||
HEL/3 (Laser Weapon) |
9
|
3xD8 | ||
HEL/4 (Laser Weapon) |
9
|
4xD8 | ||
HEL/5 (Laser Weapon) |
9
|
5xD8 | ||
GAC/2 (VRF Gauss Gun) |
10
|
2xD12 | ||
MDC/3 (Mass Driver Guns) |
10
|
3xD12 | ||
MDC/4 (Mass Driver Guns) |
10
|
4xD12 | ||
MDC/5 (Mass Driver Guns) |
10
|
5xD12 | ||
DFFG/3 (Plasma A Gun) |
10
|
6xD12 | ||
(Remote MRL) |
10
|
|||
DFFG/4 (Plasma B Gun) |
11
|
8xD12 | ||
DFFG/2 (Pulse Popper) |
11
|
4xD12 | ||
(Light MRL) |
11
|
|||
GAC/1 (LRF Gauss Gun) |
12
|
D12 | ||
IFG/3 (Fusion X Gun) |
12
|
6xD12 | ||
DFFG/1 (Vehcile Mounted PGMP) |
12
|
2xD12 | ||
DFFG/5 (Plasma C Gun) |
12
|
10xD12 | ||
IHEL/1 (Improved Lasers) |
13
|
D8 | ||
IHEL/2 (Improved Lasers) |
13
|
2xD8 | ||
IHEL/3 (Improved Lasers) |
13
|
3xD8 | ||
IHEL/4 (Improved Lasers) |
13
|
4xD8 | ||
IHEL/5 (Improved Lasers) |
13
|
5xD8 | ||
IFG/2 (Pulse-Popper) |
13
|
4xD12 | ||
IFG/4 (Fusion Y Gun) |
13
|
8xD12 | ||
IFG/1 (Vehicle Mounted FGMP) |
14
|
2xD12 | ||
IFG/5 (Fusion Z Gun) |
14
|
10xD12 | ||
(Meson Accelerator) |
15
|
|||
PPG (Plasma Rifle) |
16
|
D6
|
D12* | |
Vehicle Component Availability by TL | ||||
Power Plants | ||||
CFE (Internal Combustion Engine) |
5
|
|||
CFE (Improved Internal Combustion Engine) |
6
|
|||
CFE (Gas Turbine) |
7
|
|||
HMT (Advanced Turbines/MHD/Fuel Cells) |
8
|
|||
FGP (Fusion) |
9
|
|||
Mobility Types | ||||
Wheeled |
5
|
|||
Slow Tracked |
5
|
|||
VTOL (Helicopter) |
6
|
|||
Fast Tracked |
8
|
|||
GEV (Hovers/Blowers) |
9
|
|||
Grav |
10
|
|||
Grav-VTOL |
12
|
|||
Max Vehicle Armour | ||||
Size Class -1 |
7
|
|||
Size Class (Composite Armour Introduced) |
8
|
|||
Reactive Armour |
8
|
|||
Ablative Armour Introduced |
9
|
|||
Size Class +1 | ||||
Max Systems Quality | ||||
Basic (D6) |
7
|
|||
Enhanced (D8) (Soldi State Electronics) |
8
|
|||
Superior (D10) |
10
|
|||
Superior +1 (D12) |
13
|
|||
Infantry Kit | ||||
Body Armour Standard Issue |
8
|
|||
ACRs |
10
|
|||
Gauss Rifles |
12
|
|||
Power Amrour |
13
|
|||
Weapon Systems | ||||
Anti-Artillery Systems |
10
|
|||
PDS and ADS Systems can knock down incoming Artillery fire |
10
|
|||
Armour |
TL
|
Armour Die
|
SG II Notes
|
Jack |
1
|
D6
|
|
Mesh |
7
|
D6
|
|
Cloth |
6
|
D6
|
|
Flak Jacket |
7
|
D6
|
|
Combat Env. Suit |
10
|
D6
|
|
Combat Armour |
11
|
D10
|
|
Battledress TL 13 |
13
|
D12
|
Treat as slow PA
|
Battledress TL 14 |
14
|
D12
|
Treat as slow PA
|
Battledress TL 15 |
15
|
D12
|
Treat as fast PA
|
Vacc Suit |
8
|
D6
|
|
Hostile Env. Vacc Suit |
10
|
D8
|
The next step is to work on a Tomorrow's War conversion. While I haven't started it yet, I do believe it will be much easier in some respects. TW makes no distinction between different personal weapons, other than to note the general type. A squad could be equipped with, Traditional Slug Throwers (TSTs), Advanced Ballistic Weapons (ABWs), Laser Weapon Systems (LWSs), Gauss Weapon Systems (GWSs) or Energy Weapon Systems (EWSs). The premise being that each of these weapon types if used as the squads main personal weapon, will function in much the same way as any other, TL plays a part but the major factor affecting the weapons effectiveness in combat is the troop quality of the soldiers wielding them.
All support weapons require a stat block to describe them, but most of that stat block is determined by what type of weapon (TST, ABW, LWS, etc.) and whether it is rated as Light, Medium or Heavy. In a squad, support weapons merely add Firepower Die to the squads total, +1 for Light, +2 for Medium and +3 for Heavy Support Weapons. When fielded as a separate Weapons Team, the weapons team will roll slightly more firepower die than the same weapon in a squad, this is due to the difference in roles between the squad based weapon and the weapons team. Vehicle weapons are defined in a similar way.
Basically when converting Traveller weapons to Tomorrow's War, one should be able to simply define a Traveller weapon as belonging to a TW weapon type/role. For example a Zhodani Lift infantry squad might be equipped with Gauss Rifles (GWS) and maybe a PGMP-14 (EWS) as a squad support weapon. Whereas their opposition, the Imperial marines, might be equipped with the PGMP-13 (EWS) as a personal weapon and an FGMP-15 (EWS) as a squad support weapon. The support weapons are the only weapons that need a stat block. In combat on the table top, what counts most is the troop quality which determines what die the squad will roll, D6, D8, D10 or D12. How many are rolled is determined by the squad's manpower (1 die per man) plus any extras for support weapon(s) and then finally add a fire power die for each TL the firing unit is above the target unit, (e.g. A TL13 Imperial Marine unit firing on a TL10 Rebel unit gets an additional +3 Firepower Die).
Good work, I'll post this to the SGII FB page
ReplyDeleteCool, it's still a work in progress but I think I got most weapons listed.
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