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How do you convert D20 Starship Wpns?
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ZzaphodD
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PostPosted: Tue Jun 29, 2010 7:27 pm    Post subject: How do you convert D20 Starship Wpns? Reply with quote

I have a page of D20 Star Wars weapons, but dont know how to convert them.
This is an ordinary Laser Cannon.
Code:

Weapon        Damage Range Special Price Empl. Pts. Starship Class
Laser cannon 4d10x2  Short   -         2,000 6             Starfighter
GG6 gives this the following stats.:
Laser Cannon 2D 25 1500 Starfighter

So 4d10x2 is about 2D, but then what about the below?

Heavy laser cannon 5d10x2 Short - 3,000 8 Starfighter
The converted heavy laser cannon would deal about 2D+2 in damage. This obviously doesnt seem right.

Then we have the 'special' rules, Autofire and Multifire. What are those?
Autoblaster 3d10x2 Short Autofire 2,000 6 Starfighter
Triple Blaster 2d10x2 Short Multifire 1,000 5 Starfighter
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jmanski
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PostPosted: Tue Jun 29, 2010 10:28 pm    Post subject: Reply with quote

Can you give a list of 3-5 or so? I don't have any d20 supplements and it would be easier to see them.
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atgxtg
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PostPosted: Wed Jun 30, 2010 1:21 pm    Post subject: Reply with quote

The 2D laser cannon from Tramp Freighters is something of a one-of.

There is a covnersion table in 1st edtion D20. Basically it is:

1) Read the number of dice the weapon does in D20. That is how many D6 the weapon does in D6.

2) If the weapon has a x2 multiplier is is starfighter scale. If aa x5 multiplier it is capatol ship scale.

For example, an X-Wing's laser cannons do do 6d10x2 damage, so that would be 6D damage, starfighter scale, in D6.


It works out slightly different for walker and speeder scale, but I can get those conersions for you if you want them.
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ZzaphodD
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PostPosted: Wed Jun 30, 2010 3:55 pm    Post subject: Reply with quote

Here is the complete 'laser' list. All are 'starfighter' except the ones with an * who are 'Transport'. Is this a new scale? Also, what is Multifire, Autofire and what about the Emplacement points? I assume that 'Short' range is up to 25. Turbolasers have 'long' so I guess 75. Medium then, 50?

Code:

Lasers                   Damage   Range   Special      Price   Empl.pts

Twin laser cannon   2d10x2   Short   Multfire   1,500   4
Point laser cannon   2d10x2   Short   -   1,000   3
Light laser cannon   3d10x2   Short   -   1,500   4
Laser cannon   4d10x2   Short   -   2,000   6
Heavy laser cannon   5d10x2   Short   -   3,000   8
Assault laser cannon   7d10x2   Short   -   10,000   10
Quad laser cannon*   6d10x2   Short   Autofire   5,000   8
Escort quad laser can*4d10x2   Medium   Autofire   5,000   7
Longshot quad laser*   5d10x2   Long   Autofire   6,000   10


Edit: BTW, crappy 'code' function hehe..
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jmanski
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PostPosted: Wed Jun 30, 2010 6:19 pm    Post subject: Reply with quote

Emplacement points are basically how big they are- a bigger gun takes more emplacement points. Axtgxtg seems correct about the damage.

Autofire and Multifire give multiple shots per round- there are charts for that stuff in D20....
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ZzaphodD
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PostPosted: Wed Jun 30, 2010 6:37 pm    Post subject: Reply with quote

jmanski wrote:
Emplacement points are basically how big they are- a bigger gun takes more emplacement points. Axtgxtg seems correct about the damage.

Autofire and Multifire give multiple shots per round- there are charts for that stuff in D20....


I figured as much regarding the multifire and autofire. Does anyone know how those rules work in D20? How would that translate into D6? How is the Twin laser better than the Point laser?
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jmanski
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PostPosted: Thu Jul 01, 2010 8:03 pm    Post subject: Reply with quote

Theres.... two... on the twin laser..... Laughing

Multifire seems to be the only real difference- I wonder what that means. I may need to research this a little...
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ZzaphodD
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PostPosted: Thu Jul 01, 2010 8:08 pm    Post subject: Reply with quote

jmanski wrote:
Theres.... two... on the twin laser..... Laughing

Multifire seems to be the only real difference- I wonder what that means. I may need to research this a little...


It seems that with multifire you can fire an additional shot at a penalty each round. I can only find autofire rules for character combat, and then it means that the weapons fire at an area.
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ZzaphodD
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PostPosted: Thu Jul 01, 2010 8:14 pm    Post subject: Reply with quote

ZzaphodD wrote:
jmanski wrote:
Theres.... two... on the twin laser..... Laughing

Multifire seems to be the only real difference- I wonder what that means. I may need to research this a little...


It seems that with multifire you can fire an additional shot at a penalty each round. I can only find autofire rules for character combat, and then it means that the weapons fire at an area.


With could translate into an additional D in FC, as fire linked weapons might do.
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Esoomian
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PostPosted: Thu Jul 01, 2010 8:20 pm    Post subject: Reply with quote

I always thought linked weapons did +1D to damage rather than + anything to fire control.

If you're firing two shots from almost the same point along the same vector you're not increasing your chances of hitting by a anything substantial but you should do more damage if you hit.
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jmanski
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PostPosted: Fri Jul 02, 2010 2:53 pm    Post subject: Reply with quote

Mulitfire = 1 extra attack
Autofire = 2 extra attacks

Each suffers a penalty to the attack rolls. So it sounds like you can take a smaller penalty to MAP to hit more targets.
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Praxian
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PostPosted: Fri Jul 02, 2010 3:47 pm    Post subject: Reply with quote

Esoomian wrote:
I always thought linked weapons did +1D to damage rather than + anything to fire control.

If you're firing two shots from almost the same point along the same vector you're not increasing your chances of hitting by a anything substantial but you should do more damage if you hit.


According to RAW, when you Fire-link two weapons, you get a +1D to damage (because of 2 weapons hitting the same "shielded" area) and nothing to Fire Control.
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cheshire
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PostPosted: Fri Jul 02, 2010 4:26 pm    Post subject: Reply with quote

I'm sorry that I've been quiet on this one. I've been really busy as of late. I've got some conversion guidelines concerning range and whatnot, but really it's hard to convert. When you're doing fire rate it really doesn't convert to anything that was ever done in D6.

Really, if you want to do any expansion on what I've already written on my 4shared in the conversion section (as I do have a how-to guide on converting), I would begin with a discursive study. Take weapons stat blocks that are official for both systems. Run a comparison. The more examples, the more solid your conversions will be. However, if I had to take a guess at it, you might find that the weapons don't follow a standard pattern, and thus it would have to be up to the individual doing the conversion to eyeball it, rather than creating a hard and fast rule.

Some things like autofire just don't convert well. WEG never really knew what to do with it, and usually it added to fire control, damage, or both. Make a choice for each individual weapon, and roll with it.

I'll write more if I find some free time somewhere.
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ZzaphodD
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PostPosted: Fri Jul 02, 2010 8:12 pm    Post subject: Reply with quote

Esoomian wrote:
I always thought linked weapons did +1D to damage rather than + anything to fire control.

If you're firing two shots from almost the same point along the same vector you're not increasing your chances of hitting by a anything substantial but you should do more damage if you hit.


Yeah, but thats just for simplicitys sake (or for some other designer reason we do not know). That rule is not even used in the ships stats.

Take the laser cannons from the X-wing and Y-wing for example, the T&B IX4:
"The IX4 laser cannon was manufactured by Taim & Bak, and could be found on Koensayr Y-wing and Incom T-65 X-wing fighters."
http://starwars.wikia.com/wiki/IX4_laser_cannon

Two cannons (Y-wing) results in FC 2D and Dmg 5D. If you add two more guns you should by the 'official' rule get FC 2D and Dmg 7D, but the X-wing ends up with FC 3D and Dmg 6D.

I remember reading the X-wing novel where the pilots could swith between several firing modes. Either the lasers fired all shots at each trigger pull (ie only damage bonus), the lasers fired in pairs of two (bonus to both damage and FC, like the RAW X-wing) or fired separatly four shots in a row for each pull (add only to FC).

If you look at some
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ZzaphodD
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PostPosted: Fri Jul 02, 2010 8:19 pm    Post subject: Reply with quote

jmanski wrote:
Mulitfire = 1 extra attack
Autofire = 2 extra attacks

Each suffers a penalty to the attack rolls. So it sounds like you can take a smaller penalty to MAP to hit more targets.


One idea would be that you only suffer a -1 pip to MAP penalty, or just make it no MAP (ie a free attack) but you get a -1 to hit penalty to all shots from inaccuracy. Might seem like the same thing, but the idea is not to confuse the overall MAP system. The limitation would be that the extra attack (s) must be done against the same target.

Another, IMO, more smooth solution would be to just add it to FC or Dmg. I have an 'Autofire' die for automatic blasters and the like (e-web) that can be added to either damage or as a to-hit bonus. This would easily translate to ships weapons.
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