Johnny Angel
Explorer
I discovered Peter Fuesz' Warships Excel Sheet at Tequila Starrise, which allows easy creation of starships using the Alternity Warships rules. I've added a sheet that basically converts the results of the ship generation into something usable by modified d20 Future rules, with something of the look of the Blood & Space sheet.
There is more to do on this sheet, and I invite critique. Here are some of the assumptions I have made and other issues:
1) I have observed that in general, the hull points listed for d20 Future ships tend to be equal to the Alternity Warships hull points of the same class of ships times ten. Therefore, in converting I just multiply.
2) I have also observed a rough correlation between the averages of defense dice in Warships and the DR of the same category of armor in d20 Future. I have assigned each armor a DR equal to the average of the defense roll with modifiers times ten. I have included all three categories of damage for when I get around to putting together rules for various armor effects.
3) The movement rate has been fudged by adding the acceleration and the maneuver stats from Warship. This means that bigger ships will need bigger engines to keep up with smaller vehicles, which I like. But this is a kludge, and in any case, feel free to argue with the principle.
4) I have indicated damage only for those weapons which have an equivalent in d20 Future, as I have not managed to come up with even a rough corelation between Alternity damage and d20 damage. If you have any clues here, I'd love to hear about it. A sufficient number comparisons seem to be more than a coincidence that I suspect the d20 damage is also derived from Alternity damage by some formula
5) Range increments are given in meters, assuming a 200m combat grid. Alternity is metric, Star Wars is metric, and by god my soul is metric.
6) Space is given for crew assignments. For my purposes, I find it better to assign actual PCs and NPCs to stations, and let them roll on their skills, rather than mess with this Crew Quality system.
7) The price of the ship is given in Concord Dollars. I haven't worked out the formula to convert numbers of dollars to purchase DC, and these prices go right off the charts in the d20 Modern book. Feel free to enlighten me.
8) I have implemented an ad hoc system of computer system quality with three levels of bonus -- +1, +3 and +5.
9) Weapons picked on the ship generation sheet appear in numbered slots on the d20 sheet. You assign them to gunners on the Weapon Systems sheet by typing the slot number in the first column, and putting the name of the PC or NPC controlling the gun and his or her ranged attack bonus in the 6th and 7th colums respectively. Maybe later I could streamine it with a crew sheet and some of those pull-down menu gadgets.
10) There wasn't a built-in function for choosing missiles, bombs and mines, and I have only added lines in the Weapon Array sheet to enter these by hand.
So far, this is plenty good for my purposes, as I needed to be able to take ship data from Star*Drive modules and make playable d20 Future ships from them -- which at this point means that only scout and escort class ships have been tried out. But I might as well keep improving it. This doesn't deal with BlackFurredBeast's question about determining actual physical dimensions, but you'll note that 1 Warships hull point buys you 24m^3 of cargo space. If we assume that 1m^3 of that is taken up with walls and such trappings, make it 25m^3 per Warships hull point, or per ten d20 Future hull points. You can distribute the three dimensions as you see fit. Indeed, the dimensions listed for the same class of ship seem to be all over the map in Alternity Starships, and my best guess is that it has to do with the dimension of height which is not indicated in the given footprints. Or, you know, they could have been just making it up.
There is more to do on this sheet, and I invite critique. Here are some of the assumptions I have made and other issues:
1) I have observed that in general, the hull points listed for d20 Future ships tend to be equal to the Alternity Warships hull points of the same class of ships times ten. Therefore, in converting I just multiply.
2) I have also observed a rough correlation between the averages of defense dice in Warships and the DR of the same category of armor in d20 Future. I have assigned each armor a DR equal to the average of the defense roll with modifiers times ten. I have included all three categories of damage for when I get around to putting together rules for various armor effects.
3) The movement rate has been fudged by adding the acceleration and the maneuver stats from Warship. This means that bigger ships will need bigger engines to keep up with smaller vehicles, which I like. But this is a kludge, and in any case, feel free to argue with the principle.
4) I have indicated damage only for those weapons which have an equivalent in d20 Future, as I have not managed to come up with even a rough corelation between Alternity damage and d20 damage. If you have any clues here, I'd love to hear about it. A sufficient number comparisons seem to be more than a coincidence that I suspect the d20 damage is also derived from Alternity damage by some formula
5) Range increments are given in meters, assuming a 200m combat grid. Alternity is metric, Star Wars is metric, and by god my soul is metric.
6) Space is given for crew assignments. For my purposes, I find it better to assign actual PCs and NPCs to stations, and let them roll on their skills, rather than mess with this Crew Quality system.
7) The price of the ship is given in Concord Dollars. I haven't worked out the formula to convert numbers of dollars to purchase DC, and these prices go right off the charts in the d20 Modern book. Feel free to enlighten me.
8) I have implemented an ad hoc system of computer system quality with three levels of bonus -- +1, +3 and +5.
9) Weapons picked on the ship generation sheet appear in numbered slots on the d20 sheet. You assign them to gunners on the Weapon Systems sheet by typing the slot number in the first column, and putting the name of the PC or NPC controlling the gun and his or her ranged attack bonus in the 6th and 7th colums respectively. Maybe later I could streamine it with a crew sheet and some of those pull-down menu gadgets.
10) There wasn't a built-in function for choosing missiles, bombs and mines, and I have only added lines in the Weapon Array sheet to enter these by hand.
So far, this is plenty good for my purposes, as I needed to be able to take ship data from Star*Drive modules and make playable d20 Future ships from them -- which at this point means that only scout and escort class ships have been tried out. But I might as well keep improving it. This doesn't deal with BlackFurredBeast's question about determining actual physical dimensions, but you'll note that 1 Warships hull point buys you 24m^3 of cargo space. If we assume that 1m^3 of that is taken up with walls and such trappings, make it 25m^3 per Warships hull point, or per ten d20 Future hull points. You can distribute the three dimensions as you see fit. Indeed, the dimensions listed for the same class of ship seem to be all over the map in Alternity Starships, and my best guess is that it has to do with the dimension of height which is not indicated in the given footprints. Or, you know, they could have been just making it up.