I have long had the idea of using the Tunnels and Trolls rules in an SF environment. My conversion started with a weapons table, which, along with a bit of logic from the GM, is just about all it needs on a basic level.

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1.52 WEAPONS CHARTS

Below are some of the more common variety of weapons that can be found within the Empire. For special rules and explanations see 3.13 - the new weapons glossary. Some weapons are illegal on certain worlds.


Blasters

Blasters use a piercing laser as their damaging force. Adds depend on what type of laser charge you use, which is denoted by the colour of the beam.

Class i: Blasters

Dice + Adds ST req. Dex req. Cost Weight Range
Single Velocity Blaster
8
8
11
80
100
1000 mtrs
Booster Gun
10
8
12
150
120
1 mile
Bolt Blaster
8
10
12
135
130
1000 mtrs
Beam Gun
12
9
10
200
110
500 mtrs
Wide Beam Gun
12
10
10
225
115
400 mtrs
Fizzler
5
6
8
65
80
30 mtrs

Class ii: Blaster Rifles (all require two hands to use)

Short Range Blaster Rifle
14
13
10
170
250
750 mtrs
Long Range Blaster Rifle
17
13
10
200
250
3 miles
Focus Beam Rifle
14
14
8
400
350
500 mtrs
Bolt Rifle
15
12
10
250
210
1 mile
Beam Rifle
16
12
10
275
230
600 mtrs
Vape Gun*
50 + 2
14
17
1000
150
500 mtrs

Accessories for Blasters and Rifle Blasters

Booster
+ 20
-
-
175
30
x2
Incapacitator
- 50
-
-
150
30
-
Manual sight
+5 to SR
-
-
50
20
1 mile
Electronic sight
+15 to SR
-
-
175
40
5 miles
Vaporizer (10 capsules)
-
-
-
300
20
-

Charges (per 50)

Red Laser Charger
+ 25
-
-
50
10
-
Orange Charger
+30
-
-
75
10
-
Yellow Charger
+35
-
-
85
10
-
Green Charger
+40
-
-
100
10
-
Blue Charger
+50
-
-
125
10
-
Purple Charger
+65
-
-
150
10
-
White Charger
+75
-
-
200
10
-

*a Vape Gun is prone to exploding, having a 1 in 20 chance, in which case holder takes damage, anyone within 10 ft takes half.

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Heavy Weapons

Designed to cause as much devastation as possible from a personal armoury, these usually require some form of harness to make them portable.

Class iii: Heavy Weapons

Dice + Adds ST req. Dex req. Cost Weight Range
BFG
30 + 25
16
12
750
400
500mtrs
Photon Gun
25 + 10
12
10
500
200
250mtrs
Rocket Launcher
25
15
9
400
340
500mtrs
Emanator I
20 + 20
15
11
350
225
1 mile
Emanator II
20 + 25
16
11
375
275
1 mile
Impact Cannon
18 + 30
20
8
300
450
2 miles
MF2
25 + 15
16
12
375
340
5 miles

Accessories

BFG Charger (20 charges)
-
-
-
100
25
-
Photon Charger (50 charges)
-
-
-
75
25
-
Rocket (1)
-
-
-
10
50
-
Emanator Charger (100)
-
-
-
50
25
-
Emanator Body Support
+5 to SR
11
-
175
200
-
MF2 Guidance Computer
+15 to SR
-
-
250
90
+2 miles
MF2 Shell Pod (1)
-
-
-
15
10
-

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Blades

All T&T weapons from the rulebook also stand.

Class iv: Blades

Dice + Adds
ST req. Dex req. Cost Weight Range
Light Sabre
6 + 10
7
13
250
25
-
Vibro-Rapier
3 + 10
10
15
125
25
-
Quiver-Shiv
2 + 10
5
10
90
20
15 mtrs

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Old Fashioned Guns

Relics from the twentieth century.

Class v: Old Fashioned Guns

Shots held Dice + Adds ST req. Dex req. Cost Weight Range
Revolver
6
6 + 5
9
11
65
100
1 mile
Shotgun
2
9 + 20
12
12
100
175
1 mile
Machine Gun
100
12 + 10
14
12
150
200
1 mile

Accessories

Bullets (per5)
-
-
-
-
10
1
-
Note: A machine gun fires 5 bullets per round.

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Unusual Weapons

Those weapons that bring an element of fun into combat.

Class vi: Unusual Weapons

Dice + Adds
ST req. Dex req. Cost Weight Range
Flame Thrower
5 + 5
15
8
175
200
20 ft
Chainsaw
6 + 7
13
10
50
100
-
Harpoon Gun
5 + 7
12
10
75
125
30 ft
Disruptor
1+5
8
5
200
75
50 ft

Accessories

Fuel Tank (20 sprays) (2 can be worn)
-
10
-
50
40
-

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1.53 ARMOUR

Anything from the normal T&T Rulebook is also valid, though shields are a rarity. This list contains only the newest armour available.

TYPE Hits taken ST needed Cost Weight

Complete:

Battle Armour*
50
15
1500
1000
Deflector Suit
10 (x2 vs.laser)
7
250
100
Anti-Rad Suit (rad-proof)
7
5
300
70
Kevlar
10
8
100
100
Body Suit
5
3
75
30

Parts:

Environ Helmet
4
2
40
65
Visor
2
1
35
40
Face Mask
1
1
10
25
All-Terrain Boots
4 (2ea.)
1
50
30
Heavy Duty Gloves
4 (2ea.)
1
45
25
Kevlar Vest
5
3
35
25
Knee Pads
2 (1ea.)
1
10
5

Special:

War Tech Armour**
150
10
5000
700

*incorporates 5 hours oxygen supply.

** This is a robotically powered exo-skeleton that has some special abilities. It has inbuilt oxygen supply for 5 hours, rocket motors allowing shallow fight (30 mins worth before repowering is necessary) and has inbuilt rocket launcher (holds 4 rockets) and a Booster Gun attatched to each arm, with quick response reflex system (+2 to SR). It includes a navigation computer and hi-tech robotic unit. If the robotic unit is nullified then it takes a person with ST 45 to move in it. While it is powered it adds +10 to users ST. War Tech armour must be recharged every 2 months (depending on use).

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3.13 WEAPONS GLOSSARY

Beam Gun: Concentrated piercing laser beam that lasts as long as the trigger is pressed.

Beam Rifle: Rifle version of the Beam Gun.

BFG: When fired this builds up a massive nuclear energy stock before ejecting it towards the target.

Bolt Blaster: Instead of a laser 'beam', this fires laser 'bolts' in quick succession.

Bolt Rifle: Rifle version of the Bolt Blaster.

Booster Gun: SVB with in-built enhancer.

Disruptor: This emanates invisible Chaos Rays, confusing the brain patterns of the target, causing disorientation and often nausea. Particularly strong-willed targets can withstand the effects sometimes. It can also be focused against projected missiles (ie: rockets) to nudge them off target - this can depend on the stregnth of both the projectile and it's catalyst.about 8 inches wide.

Emanator: Fires high density fractal beams.

Emanator II: Computerised version of the Emanator.

Fizzler: A light energy gun that fires a ball of hyper-charged electricity.

Focus Beam Rifle: Contains a computer into which the target's range must be entered. When fired, the beam will pass through any solid matter as if it wasn't there, positively charging only when it occupies the target range. A fast moving target will be very difficult to pinpoint!

Impact Cannon: Fires super-charged heavy laser bolts that explode on impact.

Light Sabre: The handle can be activated to provide a self-contained 'laser blade'.

Long Range Blaster: SVB rifle with in-built enhancer.

MF2: Fires metal shells which detonate on impact. Shells contain intense fragmented energy compacts.

Photon Gun: Fires Photon bolts.

Quiver-Shiv: A metal blade dagger that vibrates and generates an intense heat.

Rocket Launcher: Personal missile projector.

Short Range Blaster Rifle: Rifle version of the popular SVB.

Single Velocity Blaster: Basic hand blaster, fires a pencil-thin, high impact laser beam.

Vape Gun: This disintegrates matter, but can be dangerous to use.

Vibro-Rapier: A metal rapier that vibrates to the tune of 1000 times per second.

Wide Beam Gun: This blaster houses a flat, wide nozzle that spreads the beam to


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Tunnels and Trolls created by Ken St. Andre © 1979 Flying Buffalo Inc.

Content & artwork on this page © Garen Ewing 1998