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Thread: ICON Prometheus stats

  1. #1
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    ICON Prometheus stats

    Does anyone have a set of stats for the Prometheus class designed for basic ICON or know a web site with them on it. (I admit, I downloaded the SRM and couldn't understand most of it, I like my ship stats simple, as in ICON).

    Any help would be most appreciated.

    I put it on this section because I figured people who knew more about the Spacedock settings might be of some help.
    He's an underprivileged skateboarding cowboy with nothing left to lose. She's a sharp-shooting goth bounty hunter who believes she is the reincarnation of an ancient Egyptian queen. They fight crime!

  2. #2
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    At the end of Spacedock, if you have DLed it, there is a set of guidelines for converting the SD stats to the ICON system. Works fairly well, I've converted a couple of ships so far. If you don't have SD let me know and I'll take a shot at converting for you.

  3. #3
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    I think my DL mustn't have worked completely because my DL stops about 80 pages in (now that I look, not that most of it made any sense to me).

    If you could do a conversion, I would be most grateful.
    He's an underprivileged skateboarding cowboy with nothing left to lose. She's a sharp-shooting goth bounty hunter who believes she is the reincarnation of an ancient Egyptian queen. They fight crime!

  4. #4
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    Isn't there an ICON Prometheus in the Utopia Planitia section of Trekrpg.net?

    Anyone?

    I am at work and don't have the right dns here.

  5. #5
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    AslanC: Nope. Just checked.

    I see what I can get done tonight. I'll have to read over the MVA mode rules to see how they will fit.

  6. #6
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    Any help would be much oblidged.

    I and the brave suckers, sorry players of STAR TREK: FARSCAPE thank you.
    He's an underprivileged skateboarding cowboy with nothing left to lose. She's a sharp-shooting goth bounty hunter who believes she is the reincarnation of an ancient Egyptian queen. They fight crime!

  7. #7
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    Took a test look at the SD stats for the ship, it is one confusing monster. I should have something tonight though.

  8. #8
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    Sorry, tonight sort of blew up in my face. I will try to have the stats for Sunday night.

  9. #9
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    Over to ICON UP we go
    ST: Star Charts Guru
    aka: The MapMaker


    <A HREF="http://users.tpg.com.au/dmsigley/sirsig"><IMG SRC=http://users.tpg.com.au/dmsigley/sirsig/images/Southern_Cross.jpg width="100" height="120"></A>

  10. #10
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    Ok, this class of ship is now officially a nightmare to convert. I have the main ship (when it is in one piece) done, I just have to figure out how the weapons and shields (among other things) are split up between the 3 ships.

    I should have something to post tomorrow (Feb 4).

  11. #11
    My thoughts are that instead of splitting and dividing, simply build a template of the seperate pieces, 1 template that can be used for each segment.

    They may be smaller, but seem equally powerful. To me this implies that there are additional Phaser emmiters and other weapons systems concealed within the frames of the sub-sections... Which in ICON dont really count too much...

    But surely it would be easier to give them the same stats seperated?
    DanG/Darth Gurden
    The Voice of Reason and Sith Lord

    “Putting the FUNK! back into Dysfunctional!”

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    "Ad astrae per scientia" (To the stars through knowledge)

  12. #12
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    FAN Voyager core book.

    Allow me to strongly reccomend that fan-sourcebook for Voyager that some member of this board created and put up for download. He did a great job, and has full stats for the Prometheus in the "Starships" chapter.

    He had an excellent, easy way of handling the "break into three parts" aspect of things, albeit a fuzzy rules-light way. His idea was that when separated, the Prometheus's game stat's did not change, with the exception that each piece was a smaller hull size 4 (making it harder to hit, by the rules already in the core book). In other words, all 3 peices were together abstacted into one game stat which was essentially unchanged. If you wanted to have 3 pieces of the Prometheus fire, it was in game terms equivalent to having the assembled Prometheus fire 3 times.

    I felt this was a suprisingly elegant way of abstracting the separation system. While not perfect, the huge complexeties involved trying to perfectly model things like a wargame would require were not good for running in a RPG. This abstraction kept game balance and resolved things quickly while still giving a significant benefit to this advanced (and probably disproportionately expensive) technology.

    My congratulations to the author of that fine sourcebook, whose name on these boards I believe to be Evan Van Eyk. While I couldn't find his work in the TREKrpg computer core, a short search yielded his web page at

    http://members.tripod.de/EmperorsArm/st/trek1.html

  13. #13
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    Funny that already somebody else promoted my work
    The url is correct. It is in the "Recon Manual" as well as the Voyager Rulebook. Hope you like the stats

    And thanks Diamond for this nice words
    We came in peace, for all mankind - Apollo 11

  14. #14
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    Last night at the second session of STAR TREK: FARSCAPE (or how the frell do you think you're going to get away with calling the ship that?) I turned up and one of the players promptly handed me the Voyager source book off Farrealms.de.

    Thank you to everyone who's tried to get me stats for the elusive Prometheus class.
    He's an underprivileged skateboarding cowboy with nothing left to lose. She's a sharp-shooting goth bounty hunter who believes she is the reincarnation of an ancient Egyptian queen. They fight crime!

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