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Thread: Coversions for Raiders, Renegades and Rogues

  1. #1
    Join Date
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    Coversions for Raiders, Renegades and Rogues

    Hi,

    has someone ever converted the stats for the starship systems presented in raiders, renegades and Rogues?
    Steve Long once wrote that he would cover this with an srm "civillians" but alas it seems he never got to finish this one.
    Im cobbeling a pirate ship together that makes use of a warp destabiliser.
    I thnk this little gadet should takeup some space at least -probably the size of a torpedo launcher.

  2. #2
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    After nobody seems to have done any spacedock conversions for the equipment appearing in raiders rogues and renegades post my own conversions her to sharewith you , probably someone can use them as well.

    I start with the warp destabilizer as it s by far the most spectacular piece the book provides...

    Warp Destabilizer


    SU Cost: 25
    Power: 15/ per use
    Accuracy: 5/6/8/11
    Range: 10/15.000/50.000/150.000

    Pirates, bounty hunters and the Navies of some Interstellar powers use this weapon to prevent their intended Targets (be it a Blockade Runner, a fugitive from the law or a Trading ship) from running away at warp speed.
    The weapon can only be used once a round and is only useful at half the Range of a phaser array. A successful hit upon a ship interferes with the proper functioning of the power transfer conduits connecting the warp engines, thus preventing the target from going to warp speeds (but not from providing power to the ship’s systems). The effect lasts for 1 d 6 x 10 minutes.
    A dramatic Success results in a much stronger effect: 1d 3 hours are added to the erstwhile effect.
    A dramatic failure can produce much more adverse effects than just a near miss. Instead of shutting down the power transfer, the weapon instead sends a power surge thru the conduits that lets the intended target go to warp immediately. In addition to this uncontrolled warp burst there is the possibility that the subspace continuum is severely damaged, as per the warp field effect (Space dock page 34). The exact nature of this effect is up to the narrator, but at least the result of the dramatic failure should prevent the ship using the weapon from attaining warp speed for at least 1 d 3 hours.
    The Warp Destabilizer can ordinarily only be used at impulse speed.
    It is not impossible to use the weapon to force a ship to fall out of warp. But this requires the attacking ship to match speeds exactly before attempting an attack. The accuracy shifts two numbers up. If the attack is successful, the ship falls immediately (and very violently) under warp. The inertial dampers compensate the brunt of the forces that come to bear. But still the target ship sustains 3 d 10 points of structural damage (only SIF and Resistance count against this). This rather violent tactic wreaks havoc with the subspace continuum (roll a d6 on a 1 or 2 the subspace continuum is severely damaged.
    All the risks involving the use of this weapon led to its banishment in the light of the warp field effect. The possession of a warp Destabilizer alone is considered a capital crime in the Federation, the Klingon Empire and the Romulan Star Empire. The Cardassians have so far failed to sign such a treaty, an addition to the treaty that bans the use of Isolytic weapons.


    what do you think?

  3. #3
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    Here is another Conversion for Spacedock.

    Close Range Tractor Beam

    Power: see below
    SU Cost: Class Alpha: 5
    Class Beta: 7
    Class Gamma: 11
    Class Delta: 14
    Used for boarding actions the close range tractor beam (CRTB) has all the features as a standard tractor beam, except it works at close range with a higher efficiency and works at reduced efficiency at longer ranges. At ranges up to 1 Km the power cost is halved, from 1.1 – 10 Km the power cost is normal, at ranges beyond that the power cost doubles.
    SU cost is slightly higher than with the standard models.

  4. #4
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    Well no more ship systems to converse.
    There are two more Systems in RR&R that have already been covered in the basic Spacedock Rules

    Energy sheath (pp. 21-22)
    Ship Holoprojection System (pp. 66-67) which works basically the same way as the Hull Holoemitters. The only difference is that this system can be used while travelling at Warp and impulse speeds and use its sensors while appearing as a starship (but again no shields, weapons or transporters). I suggest the SU Cost to be slightly higher (4 x Size in SU's) Power usage is 20 Power/round when active.

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