One question I get from time to time is "How do I convert ships from Game System XYZ to ICON?" The example I'm using here is the old D6 Star Wars system by West End Games.

Converting ships is a lot more difficult than converting characters. With a character, you have a pretty much universal base line to compare - the Mk. 1 Mod. 0 homo sapiens. You can convert from system 1 to "real world" to system 2. When converting ships between systems and universes, you're operating with two sets of conversions - game mechanics and in-character physics. Luckily, both WEGD6 Star Wars and ICON use relatively simple systems.


The one thing to remember with WEGD6 is that it uses a very simple dice pool system. the number of dice are rolled against a target number. You can have a fractional die (or pip) expressed as a "+x" to the number of whole dice, with the following progression: 0D+1, 0D+2, 1D, 1D+1, 1D+2, 2D, et cetera, although in practice it appears that ships generally have whole dice. The die rolls for ship operations are added to the character's skill rolls, unlike in ICON, but they can be used as a comparative measure.

A WEGD6 Star Wars ship has the following stats:

Item Description
Crew The ship's standard crew complement.
Passengers The number of passenger berths aboard the ship.
Cargo Capacity The amount of cargo space available, in metric tonnes.
Consumables The length of time the ship can go before refueling/reprovisioning.
Hyperdrive Multiplier The ship's FTL speed–most ships have a x1, slow ships have a x2, very fast ships have a x½.
Nav Computer Indicates whether or not the ship has a navigational computer.
Hyperdrive Backups Indicates whether the ship has an emergency backup hyperdrive.
Sublight Speed The ship's sublight speed.
Maneuverability The ship's "agility."
Hull The ship's structural strength and damage capacity.
Weapons
    Fire Control
    Damage
The type of weapon mounted.
The weapon's accuracy.
How much damage the weapon does.
Shields How much damage shields absorb.


Use the following table to convert the stats

WEGD6 Statistic ICON Equivalent Conversion
Crew Crew Use as-is–no conversion required
Passengers Passengers Use as-is–no conversion required
Cargo Capacity not used Use as-is if desired–no conversion required
Consumables not used Use as-is–no conversion required
Hyperdrive Multiplier Warp Drive System Does not convert precisely, as it is a completely different system, but as a rough equivalent, use the following:
x2 = WF 2.0, x1.5 = WF 4.0, x1 = WF 6.0, x½ = WF 9.0
Nav Computer If a ship has no Navigation Computer, all Space Sciences (Astrogation) difficulty numbers are doubled.
Hyperdrive Backups As per WEGD6 rules
Sublight Speed Impulse System This does not convert precisely, but in general, the higher the Die Code, the faster the ship.
Maneuverability - This doesn't really translate–Star Wars is largely a fighter-oriented system, where Star Trek is more oriented towards capital ships.
Hull Resistance This doesn't convert easily–in ICON, a ship's Resistance is based on its size rating.
Weapons
    Fire Control
    Damage
Weapons Systems
Range/Weapons Skill
Damage
The easiest way to convert is to choose the closest ICON weapon.
Convert using the Character Conversion table
The higher the Die Code, the more damage done.
Shields Defensive Systems The higher the Die Code, the better the shields.

Once you've worked out the stats to be converted, fill in the rest of the ICON version stats to fit the original concept. Of course, Star Wars ships have no transportersor other Trek-specific components.


Conversion is really a matter of feel. In many ways, it may simply be easier to only come up with a conversion of the damage a ship can do to another ship and the speed with which the ships move, and run the different ships largely according to their original systems. This can, of course, get a bit hectic.

The other simple solution is to redesign the Star Wars ships from scratch using the ICON stats, comparing the capabilities of the individual ships to their functional equivalents in the Star Trek universe. For instance, in Star Wars a laser is an effective ship-to-ship weapon, but in Star Trek, a laser is completely ineffective against a shielded starship. The solution? Consider that Star Wars lasers (or turbolasers, as they are also called) are functionally equivalent to phasers. Make a proton torpedo equivalent to a photon torpedo (the similar names are not a coincidence–Lucas was influenced to a degree by Star Trek, after all).


Name: Millennium Falcon
Class/Type: YT-1300 Light Freighter (modified)
Commissioning Date: unknown
Hull Characteristics
Size: 3 (27.24m long, 1 deck)
Resistance: 4
Structure: 60
Operations Characteristics
Crew/Passengers: 2/6
[3 pwr/round]
Cargo: 100 metric tonnes
Consumables: 2 months
Computer: 2
[2 pwr/round]
Navigational Computer: yes
Transporters: none
Tractor Beams: none
Propulsion & Power Characteristics
Hyperdrive System: Warp 9.0 equivalent
[18 pwr/round]
Hyperdrive Backup: yes
Sublight Propulsion System: .75/.95c
[7/9 pwr/round]
Power: 100
Sensor Systems
Long-range Sensors: none
Lateral Sensors: +0/1 light-year
[4 pwr/round]
Navigational Sensors: +1
[5 pwr/round]
Cloak: none
Sensor Skill: 3
Weapons Systems
Class 8 Turbolaser
Range: 10/30,000/100,000/300,000
Arc: All (720 degrees)
Accuracy: 5/6/8/11
Damage: 16
Power: [16]
Concussion Missiles
Number: 4
Launchers: 1 fv
Spread: 1
Arc: Forward
Range15/300,000/1,000,000/3,500,000
Accuracy: 4/5/7/10
Damage: 20
Power: [5]
Weapons Skill: 5
Defensive Systems
Deflector Shields
Protection: 48/70
Power: [48]
Notes:
The Millennium Falcon is a modified YT-1300 Light Freighter owned by the smuggler Han Solo, a key figure in the Rebel Alliance, who won it from Lando Calrissian.

I've arbitrarily decided that the Falcon's lasers are the equivalent to the Type VIII phasers mounted on the Peregrine class couriers by the Maquis, and that the concussion missiles are equivalent to photon torpedoes

This page ©2005 Owen E. Oulton