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d20 Future Starship Spreadsheet
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<blockquote data-quote="Johnny Angel" data-source="post: 2330468" data-attributes="member: 13334"><p><strong>Azgulor</strong> wrote:</p><p></p><p></p><p></p><p>I have dumped an Excel sheet of some notes into a web page:</p><p><a href="http://www.ashmead.net/~angel/Star*Forge/d20WarshipsNotes.htm" target="_blank">http://www.ashmead.net/~angel/Star*Forge/d20WarshipsNotes.htm</a></p><p></p><p>Basically, it looks like you can easily convert from Warships to d20 Future at least for hull and armor. Weapons are a bit of an issue, because they don't translate in any way, much less neatly in the way that hull and armor seem to. But if you don't assign any Warships weapon that doesn't appear in the d20 Future book, you don't have to convert. So, that takes care of the majority of the boxes in the d20 Future Starships table:</p><p></p><p>Type: Same as Warships 'Toughness' except that 'small' changes to 'Ultralight.'</p><p>Subtype: Same as Warships' hull type.</p><p></p><p>Assign a PC or NPC as pilot --</p><p>Initiative Modifier: Pilot's dex bonus, plus any bonus you want to assign for the aggregate of the several scanners. I have an idea how to decide that.</p><p>Pilot's Class Bonus: Based on your Pilot.</p><p>Pilot's Dex Modifier: Based on your Pilot.</p><p></p><p>Assign a Gunner and you get --</p><p>Gunner's Attack Bonus:</p><p></p><p>Then you need the Hull Size -- </p><p>Size: For Ultralight, same as d20 stat for a ship with the same name in Warships. The Warships Cutter is probably roughly equivalent to the d20 Future Courier -- Gargantuan.</p><p></p><p>Once you have size, you can derive --</p><p>Defense: Take the modifiers from size and add pilot bonuses.</p><p>Flat-footed Defense: Take Defense and subtract the pilot's dex.</p><p>Autopilot Defense: Take the d20 Future autopilot mod based on size (d20F 110) and add the size modifier to Defense.</p><p>Targeting system bonus: Based on ship size (d20F 110).</p><p>Grapple Modifier: Based on size (d20F 143).</p><p></p><p>Hardness: Take the average die roll of the High Impact rating of the Warships armor and multiply it by ten. See the link above with regard to how nicely that rule works out. You could also split it up -- do the same math for all three Warships armor stats and assign them to d20 Future damage types:</p><p>Low Impact -- Fire</p><p>High Impact -- Ballistic</p><p>Energy -- Energy</p><p></p><p>Hit Dice: Multiply the Warships Hull Points times ten to get hit points. Devide hit points by 20 to get Hit dice. </p><p></p><p>The measurements are still fairly arbitrary --</p><p>Length: The Warships system does not determine this, but there is at least this data -- 24 cubic meters of cargo space costs 1 hull point. If we assume about a cubic meter for the structure needed to support that space, it looks like a hull point comes to a convenient 25 m^3. This gives you a rough idea of the total dimensions of your ship. The sheet that Aussiegamer mentioned also gives some guidelines to go on:</p><p><a href="http://members.cox.net/ironcleaver/Starship_Construction_1.pdf" target="_blank">http://members.cox.net/ironcleaver/Starship_Construction_1.pdf</a></p><p>Weight: Also not determined by the Warships rules, but the sheet I just cited has some guidelines.</p><p></p><p>Restriction: Take the highest restriction of the component parts.</p><p></p><p>The following are determined through the Warships design process:</p><p>Crew: You assign hull points to life support and berthing the number of people you need.</p><p>Passenger Capacity: Again, you buy this with hull points.</p><p>Cargo capacity: Bought with hull points in the Warships system.</p><p>Base Purchase DC: Look up the Warships price for the hull on the DC chart in d20F 145.</p><p></p><p>Now the tricky part --</p><p>Tactical Speed: You can base it just on engines, and adjust for armor, just like in d20 Future, but there ought to be a way to base it on the Warships tactical movement system. I did a quick and dirty conversion by adding the Acceleration stat to the maneuver stat to determine the number of squares you can move.</p><p></p><p><strong>Aussiegamer</strong> wrote:</p><p></p><p></p><p></p><p>Because it's clear that they started with Warships when they set about creating the d20 Future starships system. As I have observed in my notes linked above, d20 Future Hit points appear to be derivable from Warships hull points, and armor value seems also to be scalable from Warships to d20 Future. Much of the equipment has also been translated. </p><p></p><p>I'm just saying that if he's trying to reverse-engineer d20 Future starships, then Warships is a significant data point.</p></blockquote><p></p>
[QUOTE="Johnny Angel, post: 2330468, member: 13334"] [b]Azgulor[/b] wrote: I have dumped an Excel sheet of some notes into a web page: [url]http://www.ashmead.net/~angel/Star*Forge/d20WarshipsNotes.htm[/url] Basically, it looks like you can easily convert from Warships to d20 Future at least for hull and armor. Weapons are a bit of an issue, because they don't translate in any way, much less neatly in the way that hull and armor seem to. But if you don't assign any Warships weapon that doesn't appear in the d20 Future book, you don't have to convert. So, that takes care of the majority of the boxes in the d20 Future Starships table: Type: Same as Warships 'Toughness' except that 'small' changes to 'Ultralight.' Subtype: Same as Warships' hull type. Assign a PC or NPC as pilot -- Initiative Modifier: Pilot's dex bonus, plus any bonus you want to assign for the aggregate of the several scanners. I have an idea how to decide that. Pilot's Class Bonus: Based on your Pilot. Pilot's Dex Modifier: Based on your Pilot. Assign a Gunner and you get -- Gunner's Attack Bonus: Then you need the Hull Size -- Size: For Ultralight, same as d20 stat for a ship with the same name in Warships. The Warships Cutter is probably roughly equivalent to the d20 Future Courier -- Gargantuan. Once you have size, you can derive -- Defense: Take the modifiers from size and add pilot bonuses. Flat-footed Defense: Take Defense and subtract the pilot's dex. Autopilot Defense: Take the d20 Future autopilot mod based on size (d20F 110) and add the size modifier to Defense. Targeting system bonus: Based on ship size (d20F 110). Grapple Modifier: Based on size (d20F 143). Hardness: Take the average die roll of the High Impact rating of the Warships armor and multiply it by ten. See the link above with regard to how nicely that rule works out. You could also split it up -- do the same math for all three Warships armor stats and assign them to d20 Future damage types: Low Impact -- Fire High Impact -- Ballistic Energy -- Energy Hit Dice: Multiply the Warships Hull Points times ten to get hit points. Devide hit points by 20 to get Hit dice. The measurements are still fairly arbitrary -- Length: The Warships system does not determine this, but there is at least this data -- 24 cubic meters of cargo space costs 1 hull point. If we assume about a cubic meter for the structure needed to support that space, it looks like a hull point comes to a convenient 25 m^3. This gives you a rough idea of the total dimensions of your ship. The sheet that Aussiegamer mentioned also gives some guidelines to go on: [url]http://members.cox.net/ironcleaver/Starship_Construction_1.pdf[/url] Weight: Also not determined by the Warships rules, but the sheet I just cited has some guidelines. Restriction: Take the highest restriction of the component parts. The following are determined through the Warships design process: Crew: You assign hull points to life support and berthing the number of people you need. Passenger Capacity: Again, you buy this with hull points. Cargo capacity: Bought with hull points in the Warships system. Base Purchase DC: Look up the Warships price for the hull on the DC chart in d20F 145. Now the tricky part -- Tactical Speed: You can base it just on engines, and adjust for armor, just like in d20 Future, but there ought to be a way to base it on the Warships tactical movement system. I did a quick and dirty conversion by adding the Acceleration stat to the maneuver stat to determine the number of squares you can move. [b]Aussiegamer[/b] wrote: Because it's clear that they started with Warships when they set about creating the d20 Future starships system. As I have observed in my notes linked above, d20 Future Hit points appear to be derivable from Warships hull points, and armor value seems also to be scalable from Warships to d20 Future. Much of the equipment has also been translated. I'm just saying that if he's trying to reverse-engineer d20 Future starships, then Warships is a significant data point. [/QUOTE]
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