Here is an update on how things have been going with my Star Wars to Starfire conversion and what I’m planning.
First, since there are so many Star Wars references out there, for consistency, I've decided to base all my ship designs on the stats provided in West End Games'
Star Wars Starship Stats sourcebook.
Second, in selecting the size classes and hull spaces for ships, I've decided to select the Imperial Class Star Destroyer as my point of reference as a 200-hull space MT. All other ships (both smaller and larger) will have their number hull spaces based on this reference point. This is going to eventually result in some things like a Nebulon-B class Frigate actually ending up being a CL in Starfire where hull spaces are concerned.
Third, as far as weapons are concerned, I've selected Star Wars Lasers/Turbolasers/etc. to be represented by Force Beams due to their damage pattern and the fact that lasers in Star Wars do not skip shields. I've also selected Ion Cannons to be represented by Energy Beams, and adding the additional trait that they do not destroy systems per-se, but just disable (ionize) them, and that disabled systems can be repaired to full functionality using the emergency repairs rules. Finally under weapons, as I've looked into concussion missiles and proton torpedoes, there seem to be many types and varying yields on their warheads, I'm considering treating concussion missiles more like R, and treating proton torpedoes like G.
Now on to things I still am working on and considering how to handle. As I've started to build some preliminary ships, since Star Wars ships tend to have so many fighter squadrons and (BFx) and (BLx) are only 1 HTK each compared with an equivalent Classic Starfire squadron bay of (Vx6) being 6 HTK, I'm considering making (BFx) and (BLx) also being 6 HTK since they occupy 6+ HS.
As far as fighters and small craft are concerned, I'm still working on how I want to handle them since there are so many varieties of fighters in Star Wars. As of right now I'm will not be using BASV at all and handling fighters either at the individual fighter level or at the squadron level. I'm also considering using Damon Bradley's published concept from Ian Clarke in his Skymarshal #7 (p. 10) below where there are different types of fighters, general multi-role fighters, interceptors and bombers, each with different characteristics for speed, internal and external weapons loads. This next portion is more tentative but initially I'm considering the following:
My tentative plan is that ship weapons will be able to fire at small craft and damage squadron DP with range and damage on normal weapons tables. Small craft (or squadrons depending on how I structure small craft combat) will engage small craft and ships at ~2x (TBR [to be refined]) range (minimum range of 3) and ~0.5x (TBR) damage on the ship weapons tables for SRW and LRW.
Link to Damon Bradley’s site and Skymarshal:
http://idahobeef.yolasite.com/starfire2.phpStill to do:- Finalize conversion of Fighters/Small Craft - tentatively planning on A-Wing, B-Wing, X-Wing, Y-Wing, TIE Fighter, TIE Interceptor TIE Bomber, Assault Gunboat & Imperial Shutttle
- Initial Ship Conversions - Planned: Corellian Corvette, Nebulon-B Frigate, Dreadnaught, MC80 Mon Calamari Star Cruiser & Imperial-I Class Star Destroyer
- Finalize scale (hex sizes)