Okay, As a test (and freebie for the Oct ADB Newsletter) I did a conversion of the Disruptor Holdout and Disruptor Pistol.
I included the GURPS stats at the bottom for easy reference.
COMMENTS: Weapon Conversion test
Moderator: Albiegamer
- Sgt Major Al Beddow
- Lieutenant JG
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COMMENTS: Weapon Conversion test
Ranger Sgt Major AL B.
Deputy Commandant for Ranger Operations
International Game Master
Professional Game Demonstrator since 1998
Deputy Commandant for Ranger Operations
International Game Master
Professional Game Demonstrator since 1998
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MancerBear
- Ensign
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LimeyDragon
- Lieutenant JG
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- Location: Oklahoma City, OK
You reference damage as 2D Burn. There is no Burn rule in Traveller.. (pg 75 MGT2 weapon traits) Closest i can find is Pyrokinesis in which case is does 1d extra damage (pg 201 MGT2). But all of that contradicts this line """Disruptors have only a basic disrupt setting. Unlike phasers, a disruptor cannot be set for overload, nor can it heat inanimate objects."""
Weapon AP is very low.. Unless you are considering all SFU clothing to be Jack or Mesh at best. (pg 94 MGT2). Which only confers a +1 or +2 protection.
Weapon AP is very low.. Unless you are considering all SFU clothing to be Jack or Mesh at best. (pg 94 MGT2). Which only confers a +1 or +2 protection.
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Albiegamer
- Lieutenant JG
- Posts: 71
- Joined: Sun Nov 26, 2006 1:26 pm
The list of weapon properties on MGT CR p 75 is quite short compared to I would say most RPG systems, particularly GURPS - which has 12 defined damage types (plus 'special').
My biggest problem is areas where GURPS has a ton more options than MGT does in a catagory, like Armor and Weapons. I did compare the available armor types between MGT and GURPS - GURPS wins hands down for variety of armors, especially of the same type (like the 'flack vest' - four types two of which have a variation)
In doing some heavy re-examining how MGT handles 'damage', various types of damage get described, but it is just categorized generically, 'damage' so other than radiation and stun there really aren't any damage types to worry about.
One thing to remember when going from GURPS to MGT is the how results are generated.. 3d6 vs 2d6. Modifiers have to be adusted to this smaller scale. In general I go with dividing the GURPS modifier by 3 and rounding up.. so GURPS +1 to +3 is a MGT +1, GURPS +4 to +6 is an MGT +2 and so on.
Unfortunately, armor and weapons are where my little formula doesn't quite work.
The GURPS AP for the Holdout is 2, and pistol is 3, so I've raised each weapon's AR by 1, and removed the "burn" quality.
I've raised each weapon's AP by 1... so Holdout is AP2, and Pistol is AP3. 'Burn' was deleted.
AL
My biggest problem is areas where GURPS has a ton more options than MGT does in a catagory, like Armor and Weapons. I did compare the available armor types between MGT and GURPS - GURPS wins hands down for variety of armors, especially of the same type (like the 'flack vest' - four types two of which have a variation)
In doing some heavy re-examining how MGT handles 'damage', various types of damage get described, but it is just categorized generically, 'damage' so other than radiation and stun there really aren't any damage types to worry about.
One thing to remember when going from GURPS to MGT is the how results are generated.. 3d6 vs 2d6. Modifiers have to be adusted to this smaller scale. In general I go with dividing the GURPS modifier by 3 and rounding up.. so GURPS +1 to +3 is a MGT +1, GURPS +4 to +6 is an MGT +2 and so on.
Unfortunately, armor and weapons are where my little formula doesn't quite work.
The GURPS AP for the Holdout is 2, and pistol is 3, so I've raised each weapon's AR by 1, and removed the "burn" quality.
I've raised each weapon's AP by 1... so Holdout is AP2, and Pistol is AP3. 'Burn' was deleted.
AL