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Inquisitor1138 Captain


Joined: 28 Nov 2021 Posts: 616 Location: Hoth. Or Ilum...
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Posted: Tue Dec 27, 2022 1:15 am Post subject: |
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CRMcNeill wrote: | Incidentally, the ratio I'm using to generate these stats comes from comparing the stats of the X-Wing in both the WEG system and the old X-Wing Computer game. If you're interested in doing your own, and can find the performance values from the computer game, use the following:MGLT x 0.08 = Space
DPF x 0.12 = Maneuverability in Pips
RU x 0.6 = Hull in Pips
SBD x 0.06 = Shields in Pips
Then divide any Pip values by 3 to get D ratings. Obviously, not everything will divide straight across, so you will have to round up or down as you see fit. |
I applied these to the X7 Deep Space Manufacturing Facility;
https://tiger887.tripod.com/X7Factory.html
Shields 3200 SBD x 0.06 = 192, 192 pips/3 = 64D. Hull 1520 RU x 0.6 = 912 Hull in Pips, 912/3 = 304D.
https://starwars.fandom.com/wiki/Deep_Space_Manufacturing_Facility
Shielding Rated 1920 SBD[1] 1920 x 0.06 = Shields in Pips = 115.2,, 115.2/3 = 38.4D
Hull Rated 1520 RU[1] 1520 RU[1] x 0.6 = 912 Hull in Pips, 912/3 = 304D.
Is/Are there any different conversions for Capital Ships? _________________ Facing all that you fear will free you from yourself.
The Rancor Pit Library
Bounty Hunting is a Complicated Profession... Wouldn't you agree?
Game Mastering is a Complicated Profession... Wouldn't you agree?
Count Dooku: Your swords, please. We don't want to make a mess of things in front of the Chancellor. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16386 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Dec 27, 2022 9:19 am Post subject: |
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Never bothered. Generally, the capital ships in XW:A either already have game stats or aren't interesting to me. I think the one exception was the MC40 (the concept of smaller MonCal ships always interested me), but the image in the game was just hideous. I ended up repurposing the MC40 as this EC Henry creation and using the canon MC40's fluff to fill in some of the details.
On top of that, until I can get my Capital Ship Combat concept fully realized, capital ship and space station stats just aren't as important to the game as balanced starfighter stats. If I were to do a conversion stat of that platform, I'd probably do a simple ratio of Shields and Hull values relative to an ISD or an MC80. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Sutehp Commodore


Joined: 01 Nov 2016 Posts: 1797 Location: Washington, DC (AKA Inside the Beltway)
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Posted: Tue Jan 10, 2023 4:34 pm Post subject: |
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CRMcNeill wrote: | Giving this a bump because I'm wanting to do the stats for the Missile Boat, using the Fractalsponge version. However, I haven't decided whether I'm going to go with Fractal's ordnance numbers (his has just over half of the canon ship's capacity) or the original.
Another problem is that some of the official numbers on this thing are...absurdly high. Its XW:A performance figures are as follows:122 MGLT (426 w/ SLAM)
91 DPF
Hyperdrive Class 6.0
19 RU
120 SBD Using the conversion ratios I posted above, this works out to:Space 10 (34 w/ SLAM)
Maneuverability 3D+2
Hyperdrive Multiplier x6
Shields 6D+2
Hull 3D+2 The three obvious issues are the insanely high Space when using the SLAM (where the only apparent penalty is not being able to use the Medium Laser Cannon), the crazy-powerful Shields, and the extremely slow Hyperdrive.
I'm still mulling over how I want to write this up, but if anyone has thoughts on the matter, feel free to let me know. |
When I didn't see the Missile Boat linked in CRM's main list today, I was curious as to why that was. (I've been absent from The Pit for about a year or two and only just returned.)
I can't speak to the other two issues, but for the TIE Defender's Hyperdrive, the idea of an advanced, top-of-the-line, experimental, and (above all else) Too Awesome To Use starfighter having anything less than a Class 1 Hyperdrive is just ridiculous. Either the "Hyperdrive Class 6.0" is a typo or the video game fluff writers forgot that bigger numbers on hyperdrives make for slower speeds. Or they just wrote something that sounded cool in their own heads ("a Version 6.0 Hyperdrive? That sounds faster than a 5.0! Durrr..."), but is just blatantly out of context for Star Wars. Considering that the video game fluff writers likely had no idea or reason to know how the WEG stats worked, they likely made something up.
Just give it a x1 Main hyperdrive with a x12 backup (like the Assault Gunboat, the Missile Boat's predecessor) and be done with it. If necessary, up the rating on the backup to whatever you feel is more appropriate with the reasoning that a cutting-edge tech starfighter is going to have a decent backup hyperdrive to make certain that it can get back to base if the primary fails. No sense in letting the Rebels get their hands on this technology! _________________ Sutehp's RPG Goodies
Only some of it is for D6 Star Wars.
Just repurchased the X-Wing and Tie Fighter flight sim games. I forgot how much I missed them. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16386 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Jan 11, 2023 2:50 pm Post subject: |
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Good points all around, and thanks for jumpstarting my thoughts on this. I don't have time to do anything with it right now (changing jobs and moving out of my apartment), but here's a rough idea of where I'm leaning:-Space of 10, but jumps to 14 when the SLAM engages.
-It seems awfully silly to me that a ship get that much of a performance boost simply out of shunting the power from one laser cannon, so I'm thinking of switching the SLAM from "Sublight Laser Acceleration Module" to simply "Sub-Light Acceleration Module", then have the SLAM require shunting Auxiliary Power to it to use it.
-I'm also thinking of giving the Missile Boat a more robust Power Transfer system, with some systems (especially Shields) able to take up to 2D of Auxiliary Power. The ship will have 2D of available Auxiliary Power (unlike the 1D for most ships).
-To make full use of the SLAM module, the pilot would have to divert all 2D of Auxiliary Power to the engines and the SLAM module (1D for the SLAM, 1D for All-Out).
-Since the Missile Boat is (obviously) mainly a missile combatant, the laser is somewhat superfluous, so I'm considering dropping the laser in favor of either a heavy blaster or auto-blaster.
-I'm also going to redo the stats for the Fractalsponge Missile Pods on this and the Assault Gunboat. As near as I can tell, the Pods serve as armored box launchers, and the tubes inside are interchangeable, so it can be fitted with tubes of varying sizes; the smaller the tube, the more that can be fit in. This will allow for much larger loadouts of smaller missiles, thus allowing the ship to approach its official loadout capacity. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16386 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16386 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun May 14, 2023 11:38 pm Post subject: |
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Also, taking into account the deleted scene from Solo, I went through and modified my various TIE stats to include the Copilot Droid Brain where it felt appropriate. Basic TIE/ln models don't have it, but anything with a specialty mission or ordnance launch capability is equipped with one. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Whill Dark Lord of the Jedi (Owner/Admin)

Joined: 14 Apr 2008 Posts: 10499 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14314 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon May 15, 2023 1:37 pm Post subject: |
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CRMcNeill wrote: | Also, taking into account the deleted scene from Solo, I went through and modified my various TIE stats to include the Copilot Droid Brain where it felt appropriate. Basic TIE/ln models don't have it, but anything with a specialty mission or ordnance launch capability is equipped with one. |
Do they spam the message "All hail SKynet" when they launch!  _________________ Confucious sayeth, don't wash cat while drunk! |
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Inquisitor1138 Captain


Joined: 28 Nov 2021 Posts: 616 Location: Hoth. Or Ilum...
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Posted: Fri Jan 24, 2025 4:13 am Post subject: BFF-1s & Bad Brain Day |
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CRMcNeill wrote: | Incidentally, the ratio I'm using to generate these stats comes from comparing the stats of the X-Wing in both the WEG system and the old X-Wing Computer game. If you're interested in doing your own, and can find the performance values from the computer game, use the following:MGLT x 0.08 = Space
DPF x 0.12 = Maneuverability in Pips
RU x 0.6 = Hull in Pips
SBD x 0.06 = Shields in Pips
Then divide any Pip values by 3 to get D ratings. Obviously, not everything will divide straight across, so you will have to round up or down as you see fit. |
Am i doing this right?
MGLT 17 MGLT[1] = Space 1.36
Hyperdrive system Equipped[1]
Shielding Rated 200 SBD[1] x 0.17 = 34 pips = 11.333333333333333333333333333333D?
Hull Rated 140 RU[1] x 0.6 = 84 pips = 28D?
i'm not sure what to do with these numbers... _________________ Facing all that you fear will free you from yourself.
The Rancor Pit Library
Bounty Hunting is a Complicated Profession... Wouldn't you agree?
Game Mastering is a Complicated Profession... Wouldn't you agree?
Count Dooku: Your swords, please. We don't want to make a mess of things in front of the Chancellor. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16386 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Jan 24, 2025 9:03 pm Post subject: |
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…what ship are you doing? _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Inquisitor1138 Captain


Joined: 28 Nov 2021 Posts: 616 Location: Hoth. Or Ilum...
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Posted: Fri Jan 24, 2025 9:55 pm Post subject: BFF-1 Bulk Freighter & Class-A cargo containers |
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CRMcNeill wrote: | …what ship are you doing? |
BFF-1 Bulk Freighter & Class-A cargo containers.
i want a good baseline for the stock model, before i even begin thinking about mods.
Class-A cargo container
Rated 120 SBD (shielding)[1] x 0.17 = 20.4 pips = 6.8D or 6D+2 or 7D?
Rated 36 RU (hull)[1] x 0.6 = 21.6 pips = 7.2D or 7D+1? _________________ Facing all that you fear will free you from yourself.
The Rancor Pit Library
Bounty Hunting is a Complicated Profession... Wouldn't you agree?
Game Mastering is a Complicated Profession... Wouldn't you agree?
Count Dooku: Your swords, please. We don't want to make a mess of things in front of the Chancellor. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16386 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Jan 24, 2025 10:19 pm Post subject: |
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At that size, try adjusting for Scale. And round all fractions to the nearest 1/3 and convert to pips. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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FVBonura Commander


Joined: 24 Nov 2005 Posts: 278 Location: Central PA
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Posted: Wed Feb 19, 2025 12:29 am Post subject: |
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I have been reluctant to post on this thread. The problem here is huge. I have been trying to translate X-wing Alliance stats to WEG D6 stats for quite some time using Linear Regression. There is only an agreement of about 32% (R squared about .3165) with the two systems.
I trust everyone here is familiar with the "Relative Speed / Maneuverability Chart" produced for the motion control cameras for "Return of the Jedi". X-wing Alliance is more conformal to the original camerawork specs of ROTJ than the SWRPG. As best as I can deduce, West End Games buffed the Rebel Fighters and nerfed the Imperial Fighters to improve player survivability. I suspect WEG's logic was respawning in a PC game takes seconds, respawning in an RPG can take longer by orders of magnitude so they made the RPG easier. The X-wing series of PC games from 1991-99 has seen thousands of times more playtesting than the SWRPG and the games have made subtle changes from game-to-game, to the ship stats, for game balance. The WEG stats have not changed from 1987 to 1998 save for adding metrics related to Second Edition. It is a terrible shame and it would have been a tall order if the various license holders of Star Wars could have compared notes and coordinated with vigor. Alas...
This leaves us three paths to a solution, each with compromises and tradeoffs.
1. Conform to West End Games and adjust X-wing Alliance metrics to match as best as possible. The tradeoff is ships with no hyperdrive or shields will perform worse than the heavier ships. Also ship performance will not conform to movie footage.
2. Conform to X-wing Alliance and adjust WEG metrics to accommodate to the PC game. This will emulate the effects of heavier ships carrying shield generators and hyperdrives. The tradeoff will be reduced new Rebel Player Character survival.
3. Develop a new system conformal to the "Relative Speed / Maneuverability Chart" trying to emphasize power-to-weight. The tradeoff here is much more work to form a balanced solution, and the issues that will occur with community consensus and adoption.
Once again I defer to the preferences of the community, request wider study, and additional discussion here and in every social community that uses these SWRPG rules. _________________ Star Wars Deckplans Alliance
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16386 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Feb 19, 2025 1:13 am Post subject: |
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I don't think you need to wait for a consensus here to post your work. Generally, when I posted my stat re-writes, I explained my reasoning for any changes, but a lot of it was intuitive in nature. There's nothing stopping you from doing your own posts on a similar mien; in fact, posting stats themselves (with your reasoning explaining why you made any changes) often seems a better conversation starter than simply asking for input. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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FVBonura Commander


Joined: 24 Nov 2005 Posts: 278 Location: Central PA
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Posted: Wed Feb 19, 2025 9:59 am Post subject: |
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I don't know if starting a second X-wing Alliance thread is necessary. My post above outlines the systemic problem. WEG never corrected any of their stats, they copy/pasted them again and again, errors and all. I plan to adopt option 2 for my personal campaign but I would still like to hear what others think because I miss things. You spotted that I mistyped the maneuverability on the TIE Interceptor and that was helpful. _________________ Star Wars Deckplans Alliance
Star Wars Prequel Commentary |
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