I've been giving Star Wars conversions a bit of thought. Last thread got hijacked so starting a new one. - Opinions please?
Turbolasers - treat exactly like pulse weaponry - simple straight dice.
Heavy turbolasers - as above but cause double damage
Ion cannon - damage dice are not rolled on a successful hit, but a critical dice is.
On the weapons below, I am happy with the number of dice being rolled, but am wondering whether the ranges are right. Should the standard turbolaser range be higher, say 20? However this puts it on a par with heavy lasers on many ACTA B5 ships but with substantially better arcs. Fighting ACTA ships would put them at a distinct disadvantage, as shields would protect Star Wars ships for a round and ion cannons would cause automatic criticals on their opponents.
The question is what do people think?
Shields are more problematic.
They can be represented in a number of ways:-
A negative modifier to the damage dice.
A number of shield boxes (this is how it was represented in B5W, with a number of boxes able to be regenerated each turn)
A Dodge or stealth type roll.
Scaling - In order to keep star wars battles at a manageable scale each flight in fact represents a squadron.
Example ships
Nebulon B Frigate
Priority Level: Skirmish
Move: 6
Turns: 1/45
Hull: 4
Damage: 18/5
Shields: 12
Crew: 20/5
Craft: 1 X-wing and 1 Y-wing, or 1 Tie fighter and 1 Tie bomber.
Special Rules: Hyperspace, Shield recharge D3
Weapons
Weapon Range Arc AD Special Rules
Turbolaser 15 F 6
Turbolaser 15 P 2
Turbolaser 15 S 2
Laser Cannon 6 F 4 Weak, Anti-fighter
Laser Cannon 6 P 2 Weak, Anti-fighter
Laser Cannon 6 S 2 Weak, Anti-fighter
Carrack Class Light Cruiser
Priority Level: Skirmish
Move: 8
Turns: 2/45
Hull: 5
Damage: 20/5
Shields: 10
Crew: 20/5
Craft: None
Special Rules: Hyperspace, Shield recharge D3
Weapons
Weapon Range Arc AD Special Rules
Turbolaser 15 F 1
Turbolaser 15 P 2
Turbolaser 15 S 2
Turbolaser 15 A 1
Laser Cannon 6 F 3 Weak, Anti-fighter
Laser Cannon 6 P 3 Weak, Anti-fighter
Laser Cannon 6 S 3 Weak, Anti-fighter
Laser Cannon 6 A 3 Weak, Anti-fighter
Corellian Corvette
Priority Level: Patrol
Move: 8
Turns: 2/45
Hull: 4
Damage: 10/3
Shields: 6
Crew: 10/3
Craft: None.
Special Rules: Hyperspace, Shield recharge 1.
Weapons
Weapon Range Arc AD Special Rules
Turbolaser 15 F 2
Turbolaser 15 P 1
Turbolaser 15 S 1
Turbolaser 15 A 1
Rendi Stardrive Dreadnought
Priority Level: Raid
Move: 4
Turns: 1/45
Hull: 5
Damage: 28/6
Shields: 12
Crew: 10/3
Craft: 1 Tie Fighter or 1 X-wing
Special Rules: Hyperspace, Shield recharge 1D3.
Weapons
Weapon Range Arc AD Special Rules
Turbolaser 15 F 2
Turbolaser 15 P 4
Turbolaser 15 S 4
Turbolaser 15 A 1
Mon Calamari MC80 Class Star Cruiser
Priority Level: Battle
Move: 5
Turns: 1/45
Hull: 6
Damage: 70/18
Shields: 30
Crew: 80/20
Craft: 2 X-wing, 2 Y-wing
Special Rules: Hyperspace, Carrier 2, Shield recharge D6
Weapons
Weapon Range Arc AD Special Rules
Turbolaser 15 F 6
Turbolaser 15 P 6
Turbolaser 15 S 6
Turbolaser 15 A 6
Ion Cannon 12 F 3 Ion weapon
Ion Cannon 12 P 3 Ion weapon
Ion Cannon 12 S 3 Ion weapon
Ion Cannon 12 A 3 Ion weapon
Victory Class Star Destroyer
Priority Level: Battle
Move: 5
Turns: 1/45
Hull: 5
Damage: 80/22
Shields: 25
Crew: 88/22
Craft: 2 Tie Fighters
Special Rules: Hyperspace, Shield recharge D3
Weapons
Weapon Range Arc AD Special Rules
Turbolaser 15 F 5 Weak
Turbolaser 15 P 8 Weak
Turbolaser 15 S 8 Weak
Quad Laser 12 F 3
Quad Laser 12 P 3
Concussion 14 B 8 Double Damage
Missiles
Imperial Star Destroyer
Priority Level: War
Move: 4
Turns: 1/45
Hull: 6
Damage: 85/22
Shields: 30
Crew: 100/24
Craft: 3 Tie Fighter, 2 Tie Interceptor, 1 Tie Bomber
Special Rules: Hyperspace, Carrier 2, Shield recharge D6
Weapons
Weapon Range Arc AD Special Rules
Turbolaser 15 F 10
Turbolaser 15 P 10
Turbolaser 15 S 10
Ion Cannon 12 F 4 Ion weapon
Ion Cannon 12 P 3 Ion weapon
Ion Cannon 12 S 3 Ion weapon
Ion Cannon 12 A 2 Ion weapon
Tie Fighter
Priority: Skirmish 5 squadrons/point
Speed: 10
Turns: SM
Hull: 3
Dogfight: +1
Special Rules: Dodge 2+, Fighter
Weapon Range Arc AD Special
Laser Cannon 2 T 2 Weak
Tie Interceptor
Priority: Skirmish 3 squadrons/point
Speed: 12
Turns: SM
Hull: 3
Dogfight: +2
Special Rules: Dodge 2+, Fighter
Weapon Range Arc AD Special
Laser Cannon 2 T 2
Tie Bomber
Priority: Skirmish 4 squadrons/point
Speed: 8
Turns: SM
Hull: 3
Dogfight: -1
Special Rules: Dodge 4+, Fighter
Weapon Range Arc AD Special
Laser Cannon 2 T 2 Weak
Torpedoes 4 T 2 AP
Incom-65 X-wing Fighter
Priority: Skirmish 2 squadrons/point
Speed: 10
Turns: SM
Hull: 4
Dogfight: +2
Special Rules: Dodge 2+, Fighter, Hyperspace
Weapon Range Arc AD Special
Laser Cannon 2 T 2
Y-wing Fighter-Bomber
Priority: Skirmish 3 squadrons/point
Speed: 8
Turns: SM
Hull: 4
Dogfight: +0
Special Rules: Dodge 3+, Fighter
Weapon Range Arc AD Special
Laser Cannon 2 T 2 Weak
Ion Cannon 2 T 1
Torpedoes 4 T 2 AP
Turbolasers - treat exactly like pulse weaponry - simple straight dice.
Heavy turbolasers - as above but cause double damage
Ion cannon - damage dice are not rolled on a successful hit, but a critical dice is.
On the weapons below, I am happy with the number of dice being rolled, but am wondering whether the ranges are right. Should the standard turbolaser range be higher, say 20? However this puts it on a par with heavy lasers on many ACTA B5 ships but with substantially better arcs. Fighting ACTA ships would put them at a distinct disadvantage, as shields would protect Star Wars ships for a round and ion cannons would cause automatic criticals on their opponents.
The question is what do people think?
Shields are more problematic.
They can be represented in a number of ways:-
A negative modifier to the damage dice.
A number of shield boxes (this is how it was represented in B5W, with a number of boxes able to be regenerated each turn)
A Dodge or stealth type roll.
Scaling - In order to keep star wars battles at a manageable scale each flight in fact represents a squadron.
Example ships
Nebulon B Frigate
Priority Level: Skirmish
Move: 6
Turns: 1/45
Hull: 4
Damage: 18/5
Shields: 12
Crew: 20/5
Craft: 1 X-wing and 1 Y-wing, or 1 Tie fighter and 1 Tie bomber.
Special Rules: Hyperspace, Shield recharge D3
Weapons
Weapon Range Arc AD Special Rules
Turbolaser 15 F 6
Turbolaser 15 P 2
Turbolaser 15 S 2
Laser Cannon 6 F 4 Weak, Anti-fighter
Laser Cannon 6 P 2 Weak, Anti-fighter
Laser Cannon 6 S 2 Weak, Anti-fighter
Carrack Class Light Cruiser
Priority Level: Skirmish
Move: 8
Turns: 2/45
Hull: 5
Damage: 20/5
Shields: 10
Crew: 20/5
Craft: None
Special Rules: Hyperspace, Shield recharge D3
Weapons
Weapon Range Arc AD Special Rules
Turbolaser 15 F 1
Turbolaser 15 P 2
Turbolaser 15 S 2
Turbolaser 15 A 1
Laser Cannon 6 F 3 Weak, Anti-fighter
Laser Cannon 6 P 3 Weak, Anti-fighter
Laser Cannon 6 S 3 Weak, Anti-fighter
Laser Cannon 6 A 3 Weak, Anti-fighter
Corellian Corvette
Priority Level: Patrol
Move: 8
Turns: 2/45
Hull: 4
Damage: 10/3
Shields: 6
Crew: 10/3
Craft: None.
Special Rules: Hyperspace, Shield recharge 1.
Weapons
Weapon Range Arc AD Special Rules
Turbolaser 15 F 2
Turbolaser 15 P 1
Turbolaser 15 S 1
Turbolaser 15 A 1
Rendi Stardrive Dreadnought
Priority Level: Raid
Move: 4
Turns: 1/45
Hull: 5
Damage: 28/6
Shields: 12
Crew: 10/3
Craft: 1 Tie Fighter or 1 X-wing
Special Rules: Hyperspace, Shield recharge 1D3.
Weapons
Weapon Range Arc AD Special Rules
Turbolaser 15 F 2
Turbolaser 15 P 4
Turbolaser 15 S 4
Turbolaser 15 A 1
Mon Calamari MC80 Class Star Cruiser
Priority Level: Battle
Move: 5
Turns: 1/45
Hull: 6
Damage: 70/18
Shields: 30
Crew: 80/20
Craft: 2 X-wing, 2 Y-wing
Special Rules: Hyperspace, Carrier 2, Shield recharge D6
Weapons
Weapon Range Arc AD Special Rules
Turbolaser 15 F 6
Turbolaser 15 P 6
Turbolaser 15 S 6
Turbolaser 15 A 6
Ion Cannon 12 F 3 Ion weapon
Ion Cannon 12 P 3 Ion weapon
Ion Cannon 12 S 3 Ion weapon
Ion Cannon 12 A 3 Ion weapon
Victory Class Star Destroyer
Priority Level: Battle
Move: 5
Turns: 1/45
Hull: 5
Damage: 80/22
Shields: 25
Crew: 88/22
Craft: 2 Tie Fighters
Special Rules: Hyperspace, Shield recharge D3
Weapons
Weapon Range Arc AD Special Rules
Turbolaser 15 F 5 Weak
Turbolaser 15 P 8 Weak
Turbolaser 15 S 8 Weak
Quad Laser 12 F 3
Quad Laser 12 P 3
Concussion 14 B 8 Double Damage
Missiles
Imperial Star Destroyer
Priority Level: War
Move: 4
Turns: 1/45
Hull: 6
Damage: 85/22
Shields: 30
Crew: 100/24
Craft: 3 Tie Fighter, 2 Tie Interceptor, 1 Tie Bomber
Special Rules: Hyperspace, Carrier 2, Shield recharge D6
Weapons
Weapon Range Arc AD Special Rules
Turbolaser 15 F 10
Turbolaser 15 P 10
Turbolaser 15 S 10
Ion Cannon 12 F 4 Ion weapon
Ion Cannon 12 P 3 Ion weapon
Ion Cannon 12 S 3 Ion weapon
Ion Cannon 12 A 2 Ion weapon
Tie Fighter
Priority: Skirmish 5 squadrons/point
Speed: 10
Turns: SM
Hull: 3
Dogfight: +1
Special Rules: Dodge 2+, Fighter
Weapon Range Arc AD Special
Laser Cannon 2 T 2 Weak
Tie Interceptor
Priority: Skirmish 3 squadrons/point
Speed: 12
Turns: SM
Hull: 3
Dogfight: +2
Special Rules: Dodge 2+, Fighter
Weapon Range Arc AD Special
Laser Cannon 2 T 2
Tie Bomber
Priority: Skirmish 4 squadrons/point
Speed: 8
Turns: SM
Hull: 3
Dogfight: -1
Special Rules: Dodge 4+, Fighter
Weapon Range Arc AD Special
Laser Cannon 2 T 2 Weak
Torpedoes 4 T 2 AP
Incom-65 X-wing Fighter
Priority: Skirmish 2 squadrons/point
Speed: 10
Turns: SM
Hull: 4
Dogfight: +2
Special Rules: Dodge 2+, Fighter, Hyperspace
Weapon Range Arc AD Special
Laser Cannon 2 T 2
Y-wing Fighter-Bomber
Priority: Skirmish 3 squadrons/point
Speed: 8
Turns: SM
Hull: 4
Dogfight: +0
Special Rules: Dodge 3+, Fighter
Weapon Range Arc AD Special
Laser Cannon 2 T 2 Weak
Ion Cannon 2 T 1
Torpedoes 4 T 2 AP