Return-path: Received: from DRYCAS.CLUB.CC.CMU.EDU by DRYCAS.CLUB.CC.CMU.EDU (PMDF V5.0-5 #7763) id <01I0JXKV70RKHXK43C@DRYCAS.CLUB.CC.CMU.EDU> for sw-rpg@DRYCAS.CLUB.CC.CMU.EDU; Sun, 28 Jan 1996 18:25:14 -0400 (EDT) Received: from nic.stolaf.edu by DRYCAS.CLUB.CC.CMU.EDU (PMDF V5.0-5 #7763) id <01I0JXKD23R490MT0M@DRYCAS.CLUB.CC.CMU.EDU> for jae+sw-rpg@DRYCAS.CLUB.CC.CMU.EDU; Sun, 28 Jan 1996 18:24:41 -0400 (EDT) Received: from amcl18.math.stolaf.edu (overbom@amcl18.math.stolaf.edu [130.71.48.19]) by nic.stolaf.edu (8.6.12/8.6.5) with ESMTP id RAA25229 for ; Sun, 28 Jan 1996 17:24:45 -0600 Received: (overbom@localhost) by amcl18.math.stolaf.edu (8.6.12/8.6.5) id RAA19466; Sun, 28 Jan 1996 17:24:41 -0600 Date: Sun, 28 Jan 1996 17:24:36 -0600 (CST) From: Mike Overbo Subject: Starcon Conversion X-Sender: overbom@amcl18.math.stolaf.edu To: jae+sw-rpg@DRYCAS.CLUB.CC.CMU.EDU Errors-to: jae+sw-rpg-errors@DRYCAS.CLUB.CC.CMU.EDU Reply-to: jae+sw-rpg@DRYCAS.CLUB.CC.CMU.EDU Message-id: MIME-version: 1.0 Content-type: TEXT/PLAIN; charset=US-ASCII Content-transfer-encoding: 7BIT Hey, here it is. Sorry that it took so long, but I couldn't find the stat sheet, so I had to do them all over. Doh! Here's how it's done, for those of you that have the game. Crew = number of green pips. Maneuver = average of turning rate & acceleration, # = pips in maneuver code. Space Rating = converted straight from move. Modify if you see fit. Hull code got complicated. I had to decide, based on size and appearance of the ship, whether the ship was capital scale or starfighter scale. I don't have any length listings, so you'll have to deduce it from the scale provided (that's why scale includes heavy, mid, or light. . . in case you want to figure out exactly where one of these ships could fit. Fire Control is always 2d, unless otherwise noted. Fire Arc is always front, unless otherwise noted. I don't want to bother really figuring out weapon range; I don't use exact numbers anyway. I'll provide suggestions / notes for those of you that might care. sc# refers to the weapon range the weapon receives in the game, double refers to my suggestions, usually compared to a standard turbolaser battery or laser cannon. Damage of weapons was kind of sticky, I went through about three systems before I found one that I was satisfied with. I did the conversions, and promptly forgot how I did them. Oh, well. I think it goes along these lines. . . For capital ships, Damage = WR -3, expressed in dice. There is a minimum damage, to keep the realism. For starfighters, I basically did a straight conversion, where damage = WR. For those things listed homing, give them a fire control of 4d. They are autonomous, and don't need a gunner. I didn't do racial conversions, because SC1 doesn't have them. Anyone? I'd love to stick in some mycon NPCs in my game. . . it would certainly keep with the atmosphere. have a nice day! _mcmike_ overbom@stolaf.edu --------------------------------------------------------------------- The Ur-Quan Dreadnought Crew : 45 Scale : heavy capital Consumables : 8 months Hull : 4D+2 Shields : 0D Maneuver Code : 1d+1 Space : 5 Fusion Blaster Damage : 6d Range : sc9, double? Light Autonomous Fighters Each fighter will home in on a selected target, and begin to fire. The damage that they do is dependant on how many starfighters there are. Each starfighter does +2 or 1d damage, SF scale. Range is very short, sc.5. If there were 10 LAFs, the damage would be 6d+2, starfigher scale (assuming the +2 damage model). The Mycon Podship Crew : 20 Scale : mid capital Consumables : 7 months Hull : 2d Shields : 0d Maneuver code : 1d Space : 5 Plasma Launcher The homing plasmoids do a certain amount of damage, depending on how far they have traveled. Maximum range is about sc18-24. Close combat damage is 6d. For every 5 clicks the plasmoid travels, damage decreases 1d. SR is 5-6. They can be destroyed. Crew / Ship Regeneration A podship in poor condition is never seen, save for during battles. If a Podship loses crew, or takes substantial damage, the ship can regenerate itself. This is easily done, but takes 1 week from the consumables. No action save for movement can be taken for the next two rounds, while power systems recharge themselves. The Spathi Discriminator Crew : 30 Scale : light capital Consumables : 1 month Hull : 3d Shields : 0d Maneuver code : 2d+2 Space : 9 Projectile Cannon Damage : 2d Range : sc2. Short to average. B.U.T.T. Missiles Fire Arc : rear Damage : 2d+2 Range : sc5. Homing. The Androsynth Guardian Crew : 30 Scale : light capital Consumables : 4 months Hull : 2d Shields : 0d Maneuver code : 1d+2 Space : 3 Acid Sphere Launcher Damage : 2d per bubble Range : sc5. You figure how a hit is scored, chaos tracking is just a huge-ass headache. The VUX Intruder Crew : 30 Scale : light capital Consumables : 7 months Hull : 3d Shields : 0d Maneuver code : 0d+2 Space : 1 Gigawatt Laser Damage : 6d damage Range : sc4. Less than average. Limpet Parasites Each limpet parasite has a move of 2. They have a maneuverability of 1d. Once they score a hit, they decrease maneuverability by 1 pip, minimum of zero; and decrease move to 1, to a minimum of 1. The Ilwrath Avenger Crew : 25 Scale : light capital Consumables : 4 months Hull : 2d+2 Shields : 0d Maneuver code : 2d+2 Space : 4 Hellfire Spout Damage : 3d+2 Range : sc3. Very short. Optical Cloaking Device. Although listed as only optical, homing missiles will not track it. Go figure. Let's assume that it's a full cloaking device that stops even heat signatures, em radiations, etc., eh? The Umgah Drone Crew : 10 Scale : heavy starfighter Consumables : 6 months Hull : 2d Shields : 0d Maneuver Code : 2d+2 Space : 1 Antimatter Cone Damage : 3d Range : sc2. Very short. Retropropulsion system Ship travels backwards, at an SR of 15, up to 10 moves. retropropulsion system must cool for quite some time before it can be used again. The Chenjesu Broodhome Crew : 40 Scale : heavy capital Consumables : 6 months Hull : 4d Shields : 0d Maneuver Code : 1d Space : 5 Photon Crystal Shard Projector Damage : 6d Range : sc9 Blast Radius : sc4 or so. Blast Damage = 1d. Useful for if the shot is going to miss, but you don't want it to be an absolute loss. D.O.G.I.s Damage : 5d ionization, to weapon and special systems only. Space : 6 Maneuverability : 2d Scale : walker Hull : 2d People must be controlling the DOGIs from within the broodhome; to score a hit, they must come in contact with the enemy hull. The Yehat Terminator Crew : 20 Scale : heavy starfighter Consumables : 5.5 months Hull : 4d Shields : 5d Maneuver Code : 2d Space : 6 Rapid Fire Pulse Cannon Damage : 7d Range : sc5. About x1.5 or so. High Energy Force Shield Provides 5d protection vs. any attack, physical or energy. Lasts for two rounds. Must wait another round before it can be used again. The Mmrnmhrm Transformer Crew : 20 Scale : heavy starfighter Consumables : 4 months Hull : 4d Shields : 0d Slow Form Maneuver Code : 2d+2 Space : 1 Laser Cannon Damage : 6d Range : sc1. very short. Fast Form Maneuver Code : 1d+2 Space : 9 Missile Launcher Damage : 2d Range : sc18? The Missiles are homing. The Ariloulaleelay Skiff Crew : 5 Scale : light starfighter Consumables : 4.5 months Hull : 1d+2 Shields : 0d Maneuver Code : 5d Space : 8 Ventral, Auto-aiming Laser Weapon Damage : 2d Fire Control : 6d. The weapon shoots itself. No gunner is needed. Range : sc1. Very short. Hyperdrive Shunt Used to avoid attacks and obstacles. Has a range of 5 kilometers. Requires 1 week of consumable energy. Don't use it in an asteroid field. The Syreen Penetrator Crew : 15, up to 45 Scale : light capital Consumables : 4.5 months Hull : 3d Shields : 0d Maneuver Code : 3d+1 Space : 6 Particle Beam Stiletto Damage : 2d Range : sc5. x1.5 or so. Hypnotization field This is really tough to deal with -- it sucks crewmembers off the enemy ship, if you're within very short range -- around sc1-3. The closer you are, the more crew it takes. Since in Starcon, Hull strength = crew present, it's pretty hard to deal with. The best that I came up with, is that eventually, there will only be less than a skeleton crew left, and the ship will be a sitting duck. If you want something more concrete than that, go knock yourself out. The Earthling Cruiser Crew : 25 Scale : light capital Consumables : 4 months Hull : 2d+2 Shields : 0d Maneuver Code : 2d+2 Space : 4 Fire-and-forget Nuclear Missiles (MX surplus) Damage : 3d Fire Control : 3d Range : sc9. Double. Point Defense Laser system (SDI surplus) Damage : 1d to any obstacle near the ship. very useful in taking out homing plasmoids, incoming missiles, or light autonomous fighters. The Shofixti Scout Crew : 5 Scale : light starfighter Consumables : 3 months Hull : 1d+2 Shields : 0d Maneuver Code : 3d+2 Space : 7 Mendokusai Energy Dart Damage : 2d Range : sc5. x1.5 Glory Device Damage : 10d/8d/6d/4d/2d/0d Range : 5/4/3/2/1/0 This is a self destruct mechanism. It does proverbial sh#tloads of damage. In the game, 3 of them can take out a Urquan dreadnought, no problem. (just don't get hit). One of them can take out an androsynth guardian.