Darkstryder Conversion or other WEG golden oldies

By Davido1000, in Game Masters

ive recently found a treasure trove of weg game including the darkstryder boxset, so i was wondering if anyone had converted it to FFG star wars and if they have, would they be willing to share?

I know a pBp campaign that has a lot of the information converted.

http://www.dailydoserpg.com/index.htm

Tho he did a really weird bash of the fighter combat, using X-wing minis and some real newtonian physics

Currently running a pretty RAW Darkstryder on Roll20. Is teh awesomesauce.

Some of the crew characters were a little tricky because their job, D6 abilities and story function, and FFG equivalents don't always line up the way you expect. Off the top of my head I can think of a gunner that didn't need Gunner or Heavy, and a Pilot that doesn't need any pilot Specs. They all still work fine and do exactly what the original campaign described and expected, but it was kinda weird to hit those kinda characters and have to say "ok....the obvious spec doesn't match the D6 numbers, so what does?"

Edited by Ghostofman

yh that was my main concern with it, aswell as major modifications done to the farstar and how to translate that to a bogstandard correlian corvette

I ran Tatooine Manhunt in the FFG system. It worked fine but, as a gaming product, you can definitely tell it was written for a different era and style of gaming.

yh that was my main concern with it, aswell as major modifications done to the farstar and how to translate that to a bogstandard correlian corvette

The FarStar really isn't that tough, if anything it was pretty easy all things considered because the ship is described in such detail. Almost every function is accounted for, the issues are mentioned constantly, and the bugs predictable. Add in the fact we have both WEG and FFG stats for the baseline and you're in a really good spot.

I took the base Corvette stat block (Both WEG and FFG) and went through the FarStar's description and WEG stats, converting where the WEG stats were different enough to warrant a change.

  • The Sil and handling didn't change because they didn't change in WEG either.
  • I boosted the armor by 1 and the HT by 15. The WEG FarStar is tougher than a standard Corvette, and it's survival is critical to say the least, so you need to it be able to hold up to some of the punishment it's going to see over the course of the campaign.
  • I kicked up the Speed to 4 as the WEG stats had the FarStar able to keep pace with a Y-wing or Z-95. Also allows the FarStar to retreat better.
  • I dropped the SS down by 5 points to represent that the ship isn't really in good shape on a system by system level.
  • I kept the shields the same. The WEG versions shields were the same rating as a baseline vette, so no reason to change the numbers. I ditched the WEG "can only be in 2 arcs at a time" thing since it just plain didn't translate well with how FFG shields work when it comes to moving them around. Besides shields in FFG are much less powerful anyway.
  • I changed the hyperdrive, crew requirement, ect. to match the WEG version almost word for word since FFG didn't really change that any in their system.
  • Sensors are a little strange. In WEG's Passive/Scan mode (similar to FFG's passive mode) the FarStar's sensors were only smidge better. But in Search mode (FFG's Active) it's range is almost double that of a baseline. For that I made the FarStar's FFG sensor range the same, but it now grants a when in Active Mode, and as the GM I just bear in mind the FarStar will typically see opponents first.
  • The weapons I brought in line. I stripped the Medium Turbolasers, replacing them with light ones, and adjusted the fire arcs of the remaining turbolasers to match the FarStar's.
  • The Track and Predict feature on the turbolasers I adjusted since the slow-firing quality messed with it as originally written. The boost Track and Predict gave in WEG was actually the same as the scale offset between a WEG Capital ship and Starfighter. So I changed Track and Predict to allow an Aim maneuver to also allow the weapons to gain the Point Defense function. The end result is (between this and the above) the FarStar is slightly better at engaging starfighter sized threats, and slightly worse at Capital threats, which fits the official campaign requirements pretty well when you look at what the FarStar is expected to do in most battles.

And there's some raw numbers for you. You may want to adjust to meet your vision of course, but at least you aren't starting from scratch now...

Edited by Ghostofman

I did a version of the first adventure in "secrets of the sissar run" which is something I would like to convert to EotE. But i have no publishing skills like some people. Doing the Minos cluster (Galaxy Guide 6 : Tramp frieghters) now. But in the future i would like to do a conversion of "The Isis coordinates" and tie that into onslaught at Arda

yh that was my main concern with it, aswell as major modifications done to the farstar and how to translate that to a bogstandard correlian corvette

The FarStar really isn't that tough, if anything it was pretty easy all things considered because the ship is described in such detail. Almost every function is accounted for, the issues are mentioned constantly, and the bugs predictable. Add in the fact we have both WEG and FFG stats for the baseline and you're in a really good spot.

I took the base Corvette stat block (Both WEG and FFG) and went through the FarStar's description and WEG stats, converting where the WEG stats were different enough to warrant a change.

  • The Sil and handling didn't change because they didn't change in WEG either.
  • I boosted the armor by 1 and the HT by 15. The WEG FarStar is tougher than a standard Corvette, and it's survival is critical to say the least, so you need to it be able to hold up to some of the punishment it's going to see over the course of the campaign.
  • I kicked up the Speed to 4 as the WEG stats had the FarStar able to keep pace with a Y-wing or Z-95. Also allows the FarStar to retreat better.
  • I dropped the SS down by 5 points to represent that the ship isn't really in good shape on a system by system level.
  • I kept the shields the same. The WEG versions shields were the same rating as a baseline vette, so no reason to change the numbers. I ditched the WEG "can only be in 2 arcs at a time" thing since it just plain didn't translate well with how FFG shields work when it comes to moving them around. Besides shields in FFG are much less powerful anyway.
  • I changed the hyperdrive, crew requirement, ect. to match the WEG version almost word for word since FFG didn't really change that any in their system.
  • Sensors are a little strange. In WEG's Passive/Scan mode (similar to FFG's passive mode) the FarStar's sensors were only smidge better. But in Search mode (FFG's Active) it's range is almost double that of a baseline. For that I made the FarStar's FFG sensor range the same, but it now grants a when in Active Mode, and as the GM I just bear in mind the FarStar will typically see opponents first.
  • The weapons I brought in line. I stripped the Medium Turbolasers, replacing them with light ones, and adjusted the fire arcs of the remaining turbolasers to match the FarStar's.
  • The Track and Predict feature on the turbolasers I adjusted since the slow-firing quality messed with it as originally written. The boost Track and Predict gave in WEG was actually the same as the scale offset between a WEG Capital ship and Starfighter. So I changed Track and Predict to allow an Aim maneuver to also allow the weapons to gain the Point Defense function. The end result is (between this and the above) the FarStar is slightly better at engaging starfighter sized threats, and slightly worse at Capital threats, which fits the official campaign requirements pretty well when you look at what the FarStar is expected to do in most battles.

And there's some raw numbers for you. You may want to adjust to meet your vision of course, but at least you aren't starting from scratch now...

Ah, reading through more thoroughly it does go quite indepth about the farstar, my initial worries where from just a quick skim and i wasnt sure how well WEG statblocks translate to FFG ones as ive never played it

Edited by Davido1000

yh that was my main concern with it, aswell as major modifications done to the farstar and how to translate that to a bogstandard correlian corvette

-snip- everything I said

Ah, reading through more thoroughly it does go quite indepth about the farstar, my initial worries where from just a quick skim and i wasnt sure how well WEG statblocks translate to FFG ones

Vehicles and spacecraft are generally pretty easy. Either it already exists, or you can piece together something within reasonable tolerance based on cross-comparing what you do have with what you want.

The characters were far more challenging. After much fussing around I decided to have Command Crew at Knight level (+150XP) the Support Crew at "Padawan Level" (+75XP) and any player generated characters at "Not born yesterday Level" (+20XP).

To do the actual build, since these characters are supposed to be fully playable including the ability to advance, I built them using normal character generation rules rather then attempt some kind of conversion process (they're out there). For that I'd look at the WEG stats, which are entirely skill and ability based, and the character description, and ask myself "What is this character supposed to actually do, really?" Since FFG has characters function dictated by a combination of skills and talents, that's how you can make the oddball mismatches work. If you find yourself looking at a character who's job title is "Computer expert" but the WEG numbers and actual character description say he's really more of a Con-man who knows how to use computers, then building his as a Smuggler:Charmer and just pumping up Computers skill will probably yield more accurate results then trying to make "Slicer" work on a character that really isn't supposed to be a hacker.

My last session this method was brilliant to a level I couldn't believe. One such character made a check in his official area of expertise (that he had plenty of ranks in, but no talents as his actual Spec was something quite different) and rolled no successes.... but something like 8 or 10 Advantage. While everyone was laughing, the controlling player (with full access to the character's bio) was pretty much of the opinion that those results fit the character perfectly.

yh that was my main concern with it, aswell as major modifications done to the farstar and how to translate that to a bogstandard correlian corvette

The FarStar really isn't that tough, if anything it was pretty easy all things considered because the ship is described in such detail. Almost every function is accounted for, the issues are mentioned constantly, and the bugs predictable. Add in the fact we have both WEG and FFG stats for the baseline and you're in a really good spot.

I took the base Corvette stat block (Both WEG and FFG) and went through the FarStar's description and WEG stats, converting where the WEG stats were different enough to warrant a change.

  • The Sil and handling didn't change because they didn't change in WEG either.
  • I boosted the armor by 1 and the HT by 15. The WEG FarStar is tougher than a standard Corvette, and it's survival is critical to say the least, so you need to it be able to hold up to some of the punishment it's going to see over the course of the campaign.
  • I kicked up the Speed to 4 as the WEG stats had the FarStar able to keep pace with a Y-wing or Z-95. Also allows the FarStar to retreat better.
  • I dropped the SS down by 5 points to represent that the ship isn't really in good shape on a system by system level.
  • I kept the shields the same. The WEG versions shields were the same rating as a baseline vette, so no reason to change the numbers. I ditched the WEG "can only be in 2 arcs at a time" thing since it just plain didn't translate well with how FFG shields work when it comes to moving them around. Besides shields in FFG are much less powerful anyway.
  • I changed the hyperdrive, crew requirement, ect. to match the WEG version almost word for word since FFG didn't really change that any in their system.
  • Sensors are a little strange. In WEG's Passive/Scan mode (similar to FFG's passive mode) the FarStar's sensors were only smidge better. But in Search mode (FFG's Active) it's range is almost double that of a baseline. For that I made the FarStar's FFG sensor range the same, but it now grants a when in Active Mode, and as the GM I just bear in mind the FarStar will typically see opponents first.
  • The weapons I brought in line. I stripped the Medium Turbolasers, replacing them with light ones, and adjusted the fire arcs of the remaining turbolasers to match the FarStar's.
  • The Track and Predict feature on the turbolasers I adjusted since the slow-firing quality messed with it as originally written. The boost Track and Predict gave in WEG was actually the same as the scale offset between a WEG Capital ship and Starfighter. So I changed Track and Predict to allow an Aim maneuver to also allow the weapons to gain the Point Defense function. The end result is (between this and the above) the FarStar is slightly better at engaging starfighter sized threats, and slightly worse at Capital threats, which fits the official campaign requirements pretty well when you look at what the FarStar is expected to do in most battles.
And there's some raw numbers for you. You may want to adjust to meet your vision of course, but at least you aren't starting from scratch now...

I'm going to probably keep the medium turbolasers, just so a PC can say "fire the main cannons!". That and with the tweaks I'm making to the story, and the PCs they are making.. my game is heading towards a lot of Rebel officer types, no pilots thus far, so I might tweak your stats a little bit to make it hold up against cap ships a lil better.

I've said before that I'm not doing the "players playing multiple characters" part of the box set (neat concept, but this game is full of folks who've never touched a role-playing game). Which just translates to me having to wear a lot of hats. Your efforts makes me able get this game set up AMD still able to hold a job if you lived near me I'd buy you a beer.

Edited by zypher

Look up in the Age of Rebellion forum a thread about WEG conversion. Has some great modules.

Glad to be of help Zeph. It's been slow going, we're about a third of the way through Shintel Downtime right now (talk about a lesson in improve, the players went the complete opposite direction in the opening act of that one).

If you've got any questions, please ask.

I'm in the process of converting;

Crisis on Cloud City (tying it in to occur after 'Jewel of Yavin')

Graveyard of Alderaan

Mission to Lianna

Strikeforce Shantipole

Starfall

Anyone do or see any conversions to these old WEG modules?

Sarge, I've already converted Strikeforce Shantipole, you can find it and the other modules I've converted here;

WEG Conversions