100% found this document useful (2 votes)
310 views

WOIN & Traveller Conversion Guide

This document provides guidelines for converting weapons stats from the Traveller roleplaying game to the WOIN system, including converting damage dice, range, cost, and availability based on each game's technology levels. It also notes how to handle special Traveller weapon stats like magazines and recoil that are treated differently in WOIN. Armor from Traveller is also summarized with its stats and availability conversions.

Uploaded by

Rich M
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (2 votes)
310 views

WOIN & Traveller Conversion Guide

This document provides guidelines for converting weapons stats from the Traveller roleplaying game to the WOIN system, including converting damage dice, range, cost, and availability based on each game's technology levels. It also notes how to handle special Traveller weapon stats like magazines and recoil that are treated differently in WOIN. Armor from Traveller is also summarized with its stats and availability conversions.

Uploaded by

Rich M
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 12

TRAVELLER

WEAPONS
convenience. Simple cross-reference the
number of dice with the die type to get the
Traveller was one of the earliest roleplaying
WOIN damage.
games, and over the years it has accumulated
Type. Traveller does not used damage types,
a wide range of resources. One of its defining
so these should be assigned manually, but
features is the array of equipment and
should be fairly obvious. Heat and ballistic are
weapons available.
the most common damage types, and cold/
This article presents short, simple conversion
cryo and radiation pop up occasionally.
rules for using Traveller weapons in a futuristic
Range. Traveller uses a scale of weapon types
WOIN game such as N.E.W. The Science Fiction
based on meters. WOIN uses 5’ squares. These
Roleplaying Game. This guide includes notes for
convert as follows.
converting Mongoose’s Traveller from 2008 and
the updated version from 2016.
As a general rule, item costs are the same in Traveller Weapon WOIN (sq)
both systems, and weights in kg are doubled Type
to get lbs. For many equipment items, this is
Thrown 3
all you need; the item description describes its
function. Weapons have more statistics, which Pistol 10
are converted according to the guidelines
below. Rifle 20

Shotgun 6
Statistics
Use the following guidelines to convert a Assault Weapon 15
Traveller weapon to WOIN.
Rocket 30
Damage. Damage is converted using the
standard dice conversion table found on the
WRRD. This is reproduced below for

Dice 1d 2d 3d 4d 5d

d4 1d6-1 1d6+1 2d6 2d6+2 3d6+2

d6 1d6 2d6 3d6 4d6 5d6

d8 1d6+1 2d6+2 4d6 5d6+2 6d6+2

d10 1d6+2 3d6+2 5d6 6d6+4 8d6

d12 2d6 4d6 6d6 8d6 10d6

d20 3d6+2 6d6+4 10d6 13d6+2 16d6+2


Cost. Cost translates directly. No conversion
Traveller (TL) WOIN (AL)
needed.
Size. Traveller does not have a size entry, so 15 High Stellar/ 12
you will need to convert it based on common Jump 6
sense. Pistols are small, rifles are medium,
16+ (TL-3)
heavy weapons are large.
Weight. WOIN uses lbs and Traveller uses kg, 17
so simply double the kg to get lbs.
Availability. The usual genre of Traveller is B, 18
with some exceptions. The Tech Level (TL)
corresponds to the WOIN Advancement Level
(AL) as follows. From TL 9 onwards, AL is Other Stats
simply TL-3. The following stats are used by Traveller but
not in WOIN.
Auto. This entry in Traveller becomes a
Traveller (TL) WOIN (AL) weapon trait in WOIN. Effects are handled via
exploits, instead.
0 Stone Age 0
Magazine. This can be noted for information
1 Bronze Age 1 purposes in WOIN, but ammo is handled
differently. In WOIN you buy 20 shots for the
1-2 Medieval 2 cost of 5% of the weapon cost. There is a
weapon property (“Single”) which indicates
2 Renaissance 3
that a weapon can only be fired once per
3 Industrial Age/ 4 round. This tends to happen with primitive,
19-20c slow to load weapons.
You can use the Traveller magazine figures if
4 early 20c 4 you enjoy tracking ammo.
5 Information 5 Recoil. In Traveller, the recoil is compared to
Age/mid 20c your Strength to see if your initiative is
modified. Melee weapons have a value called
6 Mid-late 20c 5 heft which does the same thing.
In WOIN, take the recoil value and apply it
7 Pre-Stellar/ 6
to INITIATIVE according to the following
Late 20c
table:
8 Pre-Stellar/ 6
fusion/solar
system Recoil INITIATIVE
visitation
0 -
9 Pre-Stellar/ 6
early FTL/ 1 -2
colonized solar
2 -4
system
3 -6
10 Early Stellar/ 7
new star
systems Heavy weapons. Heavy weapons in Traveller
are listed separately to other weapons, and
11 Early Stellar/ 8
Jump 2 include the grenade launcher, RAM, rocket
launcher, PGMP, and FGMP. These simply
12 Average 9 gain the heavy trait in WOIN.
Stellar/Jump 3

13 Average 10
Stellar/Jump 4

14 Average 11
Stellar/Jump 5
Armor Type SOAK Avail Cost Wgt (lb) Special

Ballistic Vest Light 2 6A 500 2

Ceramic Carapace Medium 5 9A 12,000 8

Cloth I Light 3 6A 250 20

Cloth II Light 4 7A 500 10

Cloth III Light 2 9A 750 4

Diplo Vest Light 2 7A 250 0.5

Flak Jacket I Light 2 6A 100 16

Flack Jacket II Light 3 6A 300 18

Flak Shell Medium 4 6A 1,000 16

Jack Light 1 1A 50 2

Mesh Light 1 5A 150 4

Poly Carapace Light 5 7A 10,000 4

Lightweight Poly Carapace Light 6 8A 15,000 4

Advanced Poly Carapace Light 8 10A 35,000 4

Post-Apocalyptic Medium 2 5A 150 6

Protec Suit Light 2 6A 500 2

Tactical Riot Armour Heavy 2 6A 600 12

Ablat Medium 1 (3 laser) 6A 75 4

Conduit-Bleed Heavy 2 (8 plasma) 11B 3,500 16

Dispersion Medium 1 (5 energy) 9B 2,000 6

Fireproof Suit Light 2 energy 6A 50 2

Reflec Light 5 laser 7A 1,500 2

Neural Sheath Light 10 psionics 14B 80,000 4

Boarding Vacc Suit I Heavy 6 8A 18,000 50 Radshield

Boarding Vacc Suit II Heavy 7 9A 24,000 24 Radshield

Ceramic Combat Armour Heavy 6 (9 energy) 10A 300,000 30 Radshield

Combat Armour I Heavy 7 7A 96,000 40 Radshield

Combat Armour II Heavy 9 9A 88,000 32 Radshield

Combat Armour III Heavy 10 11A 160,000 24 Radshield

Combat Environment Suit Medium 4 7A 1,000 4 Radshield

Emergency Hostile Environmental Heavy 2 7A 9,000 40


Suit

Emergency Softsuit Medium - 7A 2,000 20

Explosive Ordnance Disposal Suit Heavy 6 6A 8,000 70

Hostile Environment Vacc Suit I Heavy 4 6A 24,000 44 Radshield

Hostile Environment Vacc Suit II Heavy 5 7A 20,000 26 Radshield

Hostile Environment Vacc Suit III Heavy 6 8A 22,000 26 Radshield

Hostile Environment Vacc Suit IV Heavy 7 10A 40,000 20 Radshield

Hostile Environment Vacc Suit V Heavy 8 11A 60,000 18 Radshield

Pressure Sleeve Light - 7A 600 0.5

Psi-Enhanced Combat Armour Medium 8 (+ PSI score) 13C 500,000 20 Radshield

Rescue Suit Medium 6 9A 25,000 44 Radshield

Vacc Suit I Medium 2 6A 12,000 34 Radshield

Vacc Suit II Medium 4 7A 11,000 20 Radshield

Vacc Suit III Medium 5 9A 20,000 16 Radshield


Powered Armor Type SOAK Avail Cost Wgt (lb) Special

Ceramic Powered Plate Heavy 8 (10 energy) 10B 90,000 70 Radshield,


powered

Grav-Enhanced Powered Heavy 10 12B 120,000 64 Radshield,


Plate powered

Mechanical Carapace I Heavy 4 6A 15,000 60 Radshield,


powered

Mechanical Carapace II Heavy 5 9A 30,000 50 Radshield,


powered

Powered Plate I Heavy 7 7A 50,000 80 Radshield,


powered

Powered Plate II Heavy 9 11A 85,000 60 Radshield,


powered

Mongoose Traveller 2016 like the Central Supply Catalog can provide a
wide range of ready-to-use equipment for
Mongoose released a new version of Traveller
your WOIN game. You will find some of these
in 2016. The following differences apply when
on the next page.

converting weapons to WOIN.
Range. Range is noted in meters. To get a
Weapon Traits
WOIN range in squares, multiply by 0.6. Note
that Traveller rifles include a scope in their The following new weapon traits are used
ranges, so divide by 10 if the range is larger with converted Traveller weapons.
than 50 or so. A scope can be added using the AP X. Armour Penetration allows the
usual WOIN upgrade rules. weapon to ignore the indicated amount of
Damage. Use as shown, less 1d6 (so 3d6+3 is SOAK. Halve the value.
2d6+3). Where two D’s are noted (e.g. 3DD, Blast X. This is the equivalent of WOIN’s
demoting Destructive) this means that the Burst X. Halve the value.
damage is multiplied by 10. Bulky. This is the equivalent of WOIN’s
Other values are converted according to the heavy.
guidelines for the 2008 Traveller version. Books

Battle Dress SOAK Avail Cost Wgt (lb) Special

Artillery Battle Dress I 13 10A 275,000 Radshield, powered

Artillery Battle Dress II 15 11A 320,000 Radshield, powered

Assault Battle Dress I 12 10A 300,000 Radshield, powered

Assault Battle Dress II 14 11A 330,000 Radshield, powered

Battle Dress I 11 10A 200,000 Radshield, powered

Battle Dress II 12 11A 220,000 Radshield, powered

Ceramic Battle Dress I 11 (16 energy) 10A 400,000 Radshield, powered

Ceramic Battle Dress II 13 (18 energy) 11A 440,000 Radshield, powered

Combat Pioneer Battle Dress 12 10A 270,000 Radshield, powered

Command Battle Dress I 12 10A 325,000 Radshield, powered

Command Battle Dress II 14 11A 350,000 Radshield, powered

Logistics Battle Dress I 11 10A 290,000 Radshield, powered

Logistics Battle Dress II 13 11A 320,000 Radshield, powered

Psi-Commando Battle Dress 13 (+ half PSI) 12C 1.2 MCr Radshield, powered

Psi- Enhanced Battle Dress I 11 (+half PSI) 10C 800,000 Radshield, powered

Psi- Enhanced Battle Dress II 13 (+half PSI) 11C 880,000 Radshield, powered

Scout Battle Dress I 10 10B 270,000 Radshield, powered

Scout Battle Dress II 12 11B 300,000 Radshield, powered


Dangerous. This weapon is unstable and
dangerous to use. If triple ones are rolled, it
explodes and inflicts its damage on the owner.
Destructive. Give this trait to weapons
denoted with the DD damage notation. This
multiplies damage by 10. These weapons are
pretty much one-shot kills.
Radiation. Add radiation damage to the
damage type(s).
Scope. Ignore this trait. Scopes are added
separately in WOIN.
Silent. This weapon is silent.
Smart. The weapon should be considered to
have the Seeker upgrade (+2d6, one shot per
round).
Zero-G. Ignore this trait. WOIN’s zero-g
rules are different.

Melee Weapons
This document does not include examples of
converted melee weapons, as the WOIN
system already has a much larger array of
these in books such as Fantasy Equipment.

Armour
Simply halve the protective value of Traveller
2016 armour types (minimum 1).
Note that some Traveller armour contains
radiation protection. This SOAKs radiation
damage at a value of 5% (round down) of the
RAD value indicated; this is so often within 1
point of the actual regular protection, that a
simple radshield trait is used instead, indicating
that the armor’s SOAK applies to radiation.
Remember to double the weight to convert
from kg to lb. You will need to assign type
(light, medium, heavy, powered) manually.
Archaic armours are not listed below, as WOIN
Fantasy Equipment already has far more than
Traveller.

Shields
Traveller contains a range of shields. You will
simply need to decide whether each is small,
medium, or large. Cost, weight, etc. all remain
the same.
Slug Pistols

Slug Pistols Damage Type Range Cost (cr) Size Weight (lb) Availability Special

Antique 1d6 Ballistic 3 100 S 2 4A Single,


Pistol sidearm

Assault Pistol 2d6 Ballistic 6 250 S 2 5A Auto,


sidearm

Autopistol 2d6 Ballistic 6 200 S 2 5A Auto,


sidearm

Body Pistol 1d6 Ballistic 3 500 S 0.5 6A Holdout,


sidearm

Cartridge 3d6 Ballistic 12 300 S 3 6A Sidearm


Pistol

Coach Pistol 3d6 Ballistic 3 200 S 4 4A Shotgun,


dangerous,
sidearm

Duck’s Foot 1d6 Ballistic 3 300 S 4 4A Auto,


Pistol dangerous,
sidearm

Flechette 2d6 Piercing 6 275 S 2 6A Silent,


Pistol sidearm

Gauss Pistol 2d6 Piercing 12 500 S 2 10A Auto,


sidearm

Heavy 3d6 Ballistic 6 400 S 3 5A Revolver,


Revolver heavy,
sidearm

Magrail Pistol 2d6+3 Ballistic 6 750 S 2 11A Auto,


sidearm

Revolver 2d6 Ballistic 6 150 S 2 5A Revolver,


sidearm

Shot Pistol 2d6 Ballistic 2 60 S 1 5A Sidearm

Snub Pistol 2d6 Ballistic 3 150 S 0.5 6A Sidearm

Universal 2d6 Ballistic 6 300 S 2 6A Sidearm,


Autopistol auto

Zip Gun 1d6 Ballistic 3 50 S 0.5 4A Single


Slug Rifles


Slug Rifles Damage Type Range Cost (cr) Size Weight (lb) Availability Special

Accelerator 2d6 Ballistic 15 900 M 4 6A


Rifle

Advanced 2d6 Ballistic 27 1,000 M 6 7A Auto


Combat
Rifle

Air Rifle I 1d6 Ballistic 3 225 M 8 4A Silent, single

Air Rifle II 2d6 Ballistic 4.5 350 M 10 4A Silent, single

Antique Rifle 2d6 Ballistic 15 150 M 12 4A

Assault Rifle 2d6 Ballistic 12 500 M 8 6A Auto

Assault 3d6 Ballistic 3 500 M 10 5A Heavy, auto


Shotgun

Autorifle 2d6 Ballistic 18 750 M 10 5A Auto

Big Game 2d6+3 Ballistic 12 1,250 M 18 5A Heavy


Rifle

Flechette 2d6 Ballistic 12 500 M 6 6A Auto, silent


Submachin
e Gun

Gauss 3d6 Ballistic 36 1,500 M 8 9A Auto


Rifle

Gauss 4d6 Ballistic 60 2,500 M 8 9A


Sniper
Rifle

Heavy 3d6 Ballistic 27 2,000 M 10 7A Auto,


Advanced heavy
Combat
Rifle

Magrail 3d6+3 Ballistic 9 2,500 M 8 11A Auto


Rifle

Rifle 2d6 Ballistic 15 200 M 10 5A

Sawed-off 3d6 Ballistic 10 200 M 4 5A Heavy,


Shotgun shotgun

Shotgun 3d6 Ballistic 30 200 M 8 4A Heavy

Sniper 2d6 Ballistic 30 700 M 10 6A Silent


Rifle

Spear Gun 2d6 Piercing 25 50 M 4 5A Silent

Submachin 2d6 Ballistic 25 400 M 6 5A Auto


e Gun
Energy Pistols


Energy Damage Type Range Cost (cr) Size Weight (lb) Availability Special
Pistols

Gauntlet 2d6 Heat 12 2,500 S 8 7B Sidearm


Laser

Hand 2d6 Heat Cone 3 1,500 S 4 7B Sidearm,


Flamer combust

Laser Pistol 2d6 Heat 12 2,000 S 6 6B Sidearm


I

Laser Pistol 2d6+3 Heat 18 3,000 S 4 8B Sidearm


II

Maser Pistol 2d6+3 Heat 12 25,000 S 6 14B Sidearm,


AP5

Matter 1d6x10 Heat 3 2.5 MCr S 2 15C Sidearm,


Disintegrator destructive
I

Matter 2d6x10 Heat 6 4 MCr S 2 16C Sidearm,


Disintergrato destructive
r II

Personal 3d6+3 Heat 15 6,000 S 6 10B Auto,


Defense sidearm
Laser

Stunner I 1d6 Heat 3 500 S 1 6B Stun,


sidearm

Stunner II 1d6+3 Heat 3 750 S 1 7B Stun,


sidearm

Stunner III 2d6 Heat 6 1,000 S 1 9B Stun,


sidearm
Energy Rifles


Energy Damage Type Range Cost (cr) Size Weight (lb) Availability Special
Rifles

Cryo Rifle 3d6 Cold 6 6,000 M 18 10B Blast 2

Flame Rifle 3d6 Heat Cone 3 2,500 M 16 6B Combust

Heavy Laser 5d6 Heat 72 14,000 M 36 9B


Rifle

Laser 3d6 Heat 9 2,500 M 8 6B


Carbine I

Laser 3d6+3 Heat 12 4,000 M 6 8B


Carbine II

Laser Rifle I 4d6 Heat 12 3,500 M 16 6B

Laser Rifle II 4d6+3 Heat 24 8,000 M 10 8B

Laser Sniper 5d6+3 Heat 36 9,000 M 12 9B


Rifle

Maser Rifle 4d6+3 Heat 18 30,000 M 16 13B AP5

Plasma 1d6x10 Heat 18 100,000 M 12 13B Destructive


Rifle

Solar 1d6x10 Heat 300 200,000 M 8 14C Destructive


Beam Rifle , AP10

Stagger 4d6 Heat 18 10,000 M 12 9B Auto


Laser Rifle
I

Stagger 4d6+3 Heat 21 15,000 M 10 11B Auto


Laser Rifle
II
Heavy Weaponry

Heavy Weaponry Damage Type Range Cost (cr) Size Weight (lb) Availability Special

Anti-Materiel Rifle 4d6 Ballistic 60 3,000 L 30 6A Single,


heavy, AP3

Cryojet 3d6 Cold 6 4,000 L 28 8B Heavy, blast


2

Disposable Plasma Launcher 2d6x10 Heat 18 8,000 L 16 9B Single,


destructive,
smart

FGMP I 2d6x10 Heat/ 27 100,000 M 24 11C Heavy,


Radiation destructive

FGMP II 2d6x10 Heat/ 27 400,000 M 24 12C Heavy,


Radiation destructive

FGMP III 2d6x10 Heat/ 27 0.5 MCr M 30 13C Heavy,


Radiation destructive

Flamethrower I 2d6 Heat Cone 3 800 L 40 4A Combust,


heavy

Flamethrower II 3d6 Heat Cone 3 1,500 L 30 5A Combust,


heavy

Flamethrower III 3d6 Heat Cone 6 2,000 L 20 6A Combust

Grenade Launcher - - 60 400 L 12 6A Heavy

Machinegun 2d6 Ballistic 30 1,500 L 24 5A Auto

PGMP I 1d6x10 Heat 15 20,000 M 20 9B Heavy,


destructive

PGMP II 1d6x10 Heat 27 65,000 M 20 10B Heavy,


destructive

PGMP III 1d6x10 Heat 27 100,000 M 20 11B Heavy,


destructive

Plasma Jet I 1d6x10 Heat 15 16,000 M 20 9B Combust,


heavy,
destructive

Plasma Jet II 1d6x10 Heat 30 80,000 M 20 11B Combust,


heavy,
destructive

RAM Grenade Launcher - - 15 800 M 4 6A Auto,


heavy

Rapid-Fire Machinegun 3d6 Ballistic 30 3,000 M 24 6A Auto

Rocket Launcher I 3d6 Heat 70 2,000 L 16 5A Burst 3

Rocket Launcher II 3d6+3 Heat 90 2,000 L 16 6A Burst 3

Rocket Launcher III 4d6 Heat 120 2,000 L 16 6A Burst 3,


smart

Rocket Launcher IV 4d6+6 Heat 150 2,000 L 16 6A Burst 3,


smart
Artillery


Artillery Damage Type Range Cost (cr) Weight (lb) Availability Special

Demolition Gun 1d6x10 Heat 01.km 30,000 5t 5A Artillery, burst


5, destructive,
AP5

Black Powder Mortar 6d6 Ballistic 0.5km 2000 0.5t 4A Artillery, burst
3

Bombardment Gun 2d6x10 Ballistic 30km 0.5Mcr 220t 5B Artillery, burst


10,
destructive

Heavy Bombardment Gun 3d6x10 Ballistic 40km 0.75MCr 500t 5B Artillery, burst
10,
destructive

Heavy Gun 1d6x10 Ballistic 12km 120,000 12t 6A Artillery, burst


5, destructive,
AP4

Infantry Mortar 2d6 Heat 1km 3,500 24lb 5A Artillery, burst


5

Light Howitzer 8d6 Heat 6km 50,000 2t 5A Artillery, burst


5

Light Gun 8d6 Ballistic 9km 75,000 2t 5A Artillery, burst


5, AP3

Siege Gun 4d6x10 Ballistic 50km 19MCr 1,200t 6B Artillery, burst


25,
destructive,
AP5

Mass Driver 1d6x10 Ballistic 40km 0.5MCr 7t 9C Artillery, burst


5, destructive
Explosives

Explosives Damage Type Range Cost (cr) Weight (lb) Availability Special

Breaching Charge 4d6 Heat - 250 2 6A Blast 1

Complex Chemical Charge 4d6 Heat - 500 2 7A Blast 5, AP 8

Fusion Block 1d6x10 Heat/ - 10,000 2 13A Destructive,


Radiation blast 6

Neutrino Detonator 8d6 Neutron - 50,000 2 14C Only organic


matter, blast
12

Plastic 3d6 Heat - 200 2 5A Blast 5

Pocket Nuke 6d6x10 Heat/ - 250,000 8 9B Destructive,


Radiation blast 500

TDX 4d6 Heat - 1,000 1 9C Horizontal


axis only,
blast 8

You might also like