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Traveller is a classic science fiction roleplaying game, originally published by GDW, but also seeing version in GURPS, D20, and currently published by Mongoose Publishing. Traveller was unique in that — back in the day — it had a pretty strong connection to miniatures gaming, including a fairly extensive miniatures line and miniature wargaming rules. It makes sense, then, to use the miniatures in other rule systems, like Stargrunt II.
Weapons and systems used in Traveller differ from those used in Stargrunt II. Although the weapons and equipment may be given the same names, and based on the same futuristic technology, the effects of those weapons can be drastically different in the two game systems. Take the plasma gun, for instance. A Stargrunt II plasma gun has poor firepower, but penetrates through a massive amount of armour. In Traveller, the PGMP (Plasma Gun Man Portable) has the opposite effect: good firepower but poor penetration. (In real life, a plasma gun is about as effective as a "steam gun", but we won't go there...)
There are two methods of converting Traveller to Stargrunt II that takes this contradiction into effect: have the weapons work as they do in Traveller, or have the weapons work as they do in Stargrunt II.
I chose to have the weapons work as they do in Stargrunt II. The reason for this is that I wanted to use my Traveller/Striker figures as a jumping off point for a full conversion into Stargrunt II's universe. I wanted to get used to the way Stargrunt II does things. Secondly, this is the same method I used for converting GW's universe into Stargrunt for my Ork Hill scenario. By this method, the Stargrunt II system becomes the "universal translator."
Thanks to Tom Barclay for his comments on this conversion. I have made changes based on his suggestions. His comments have made the weapons behave more like they did in Traveller without sacrificing the Stargrunt II playability.
The following is a series of weapons from Traveller in Stargrunt II terms.
| Weapon | Impact | |||
| Laser Carbine | D8 | |||
| Laser Rifle | D10 | |||
| Laser Pistol | D6 | |||
| Laser Carbine | D10 | |||
| Laser Rifle | D12 | |||
| Laser Pistol | D8 | |||
| PGMP-12* | D12** | |||
| PGMP-13* | D12** | |||
| PGMP-14 | D12** | |||
| FGMP-14* | D12** | |||
| FGMP-15 | D12** | |||
| ACR | D10 | |||
| Gauss Rifle | D12 | |||
| Gauss Pistol | D12 | |||
| VRF Gauss Gun | ||||
| 4cm RAM GL | D12** | |||
| 4cm RAM Auto GL | D8** |
Traveller also includes various low tech slug throwing weapons. Use the weapon stats given in the Stargrunt II rule book on page 34.
* The weapon is classed as a "high recoil" weapon. Only troops in battledress may use this weapon.
** These are weapons capable of piercing armour. Double their Impact die when used against point targets. They are capable of disabling and destroying armoured vehicles.
The following is a series of weapons from Traveller in Stargrunt II terms.
| Armour | Other Notes | |
| Jack | ||
| Mesh | ||
| Cloth | ||
| Combat Environment Suit | ||
| Combat Armour | ||
| Battledress TL 13 | Treat as slow Power Armour | |
| Battledress TL 14 | Treat as slow Power Armour | |
| Battledress TL 15 | Treat as fast Power Armour | |
| Vacc Suit | ||
| Hostile Environment Vacc Suit |
Battledress in Traveller is allowed to have a chameleon surface, giving it a shifting camouflage capability. This is represented by giving troops equiped with chameleon surfaced armour a die shift upwards in range during combat. Therefore, if the troops are at range band 2 (D6) they would be treated as if they were at range band 3 (D8). Note that this die shift does not apply to impact versus armour rolls.