So you've got your swanky new copy of "Starships" and all those designs you built using the "old" system in the Narrator's Guide but you're afraid that they're now outdated and useless? Oh, don't fret fellow starship designer, instead take solace in these comforting words and conversion notes. Yes, you too can quickly update your designs, eliminating the need to fear mockery from your fellow starship designers about being "old school."
How, you may ask? Easily! Simply select one of the two easy-to-follow paths:
1) The Easy Way
Nothing dramatically changed in the advanced construction rules found in "Starships." In fact, with only a few minutes of your time, you can convert your designs over painlessly. Unfortunately they won't be 100% correct but you'll be able to amaze your friends with your ability to churn out all these new ships so quickly!
The downsides: If your ship is other than Size 4 you're missing out on some new space. Your designs may have paid too much for quantum torpedoes with less of a punch. You won't have some of that new spiffy equipment that may better represent your ship.
To convert your ship, simply alter the component names appropriately and recalculate your penetration values. For each section, here's what maps to what:
Operations & Life Support Systems: All NG systems map over to Starships without changes.
Sensor Systems: All NG systems map over to Starships without changes.
Cloaking Systems: All NG systems map over to Starships without changes.
Impulse Systems: See chart below
Type I to SBA
Type II to SBB
Type IIa to SBC
Type III to SBD
Type IIIa to SBD-a
Type IV to SBE
Type V to RSM
Class 1 to FIA (note Reliability has changed)
Class 2 to FIB (note Reliability has changed)
Class 3 to FIB-2
Class 3A to FIB-3
Class 4 to FIE
Class 4A to FIE-2
Class 4B to FIE-3
Class 5 to FIG
Class 5A to FIG-2
Class 6 to FIG-4
Class 7 to FIG-5
Class 8 to FIG-7
Warp Systems: See chart below
Type I to PB-1
Type II to PB-1 Mod 1
Type III to PB-4
Type IIIa to PB-4 Mod 2
Type IV to PB-8
Type V to PB-16
Type Va to PB-32 Mod 3 (note Warp Speeds have changed)
Type VI to LN-64 Mod 3 (note Warp Speeds and Max Size have changed)
Type VII to LN-72 (note Warp Speeds and Max Size have changed)
Class 1 to LF-2 (note Warp Speeds have changed)
Class 2 to LF-6 (note Warp Speeds have changed)
Class 3 to LF-7X2 (note Warp Speeds have changed)
Class 4 to LF-9X4 (note Warp Speeds and Reliability have changed)
Class 5 to LF-10 (note Warp Speeds have changed)
Class 6 to LF-17 (note Warp Speeds and Max Size have changed)
Class 6.6 to LF-20 (note Warp Speeds and Max Size have changed)
Class 6A to LF-35 (note Warp Speeds and Max Size have changed)
Class 6A2 to LF-41 (note Warp Speeds and Max Size have changed)
Class 7 to LF-44 (note Warp Speeds have changed)
Class 7.2 to LF-45 (note Warp Speeds and Max Size have changed)
Class 7.6 to LF-47 (note Warp Speeds and Max Size have changed)
Class 8 to LF-50 Mod 1 (note Warp Speeds and Max Size have changed)
Beam Weapons: See chart below
Type I to Same
Type II to Same
Type III to Same (note Min Size change)
Type IV to Same
Type V to Same (note Min Size change)
Type VI to Same (note Space and Min Size change)
Type VII to Same
Type VIII to Same
Type IX to Same
Type X to Same (note Min Size change)
Pulse Type I to Type X w/ Pulse Trait
Missile Weapons: See chart below
Type I to Mk 1 IF (note Offense Value change)
Type II to MK 6 DF (note Offense Value and Min Size change)
Type III to Mk 40 DF
Type V to Mk 60 DF
Type VI to Mk 80 DF (note now is a multifunction torpedo launcher; recalculate penetration)
Mark I Quantum to Mk 95 DF (note Min Size change, is also multifunction; recalculate penetration)
Microtorpedo to Mk 25
Deflector Shields: See chart below
Class 1 to PFF 1
Class 2 to PFF 2
Class 2a to PFF 2a
Class 3 to PFF 3
Class 4 to CIDSS-2
Class 5 to CIDSS-3
Class 6 to FSQ (note Space change)
Class 7 to FSR-2
2) The Hard Way
If you're a graduate of the Utopia Planetia Shipyards with a degree in Spaceframe Design Theory then this step is for you. Rookies need not apply! (Actually, we're overstating it; the "hard" way isn't really that hard.)
Essentially, rebuild your design from the spaceframe up using the new systems in "Starships." Since this may be your first time, be on the lookout for the following changes.
a) Space. Unless you ship is a Size 4 (sorry), you get more Space. Bonus!
b) Availability. Every component now has an availability date attached to it. Bummer. You can still buy components not yet "invented" but their costs go up (NG, pg 137). If your ship is an alien ship, make sure to adjust availability dates by the amount shown on Table 1.1 in "Starships."
c) Reliability. There are six new Reliability codes. Learn them. Love them. Use them.
d) New Separation Systems mean more choices.
e) New Propulsion Systems -- one may better represent your vessel.
f) New Beam Weapons for shooting your foes. You can now turn any phaser into a pulse phaser or add new Trait effects.
g) Expanded Missile Weapons. Quantum torpedoes are now gone, instead buy a multifunction torpedo launcher. Now you can fire both photon and quantum torpedoes! (Quantums are now effectively cheaper and have more of a punch.)
h) New Penetration Charts. Make sure to use the right one for your Era!
i) New Defensive Systems, including regenerative shields.
j) Alien systems to choose from. If your ship is non-Federation you have access to nifty-cool tables of even more systems, including Plasma Torpedoes! Woot!
k) New Traits. Pick a Trait to enhance your ship, add a cool effect, or even shift the functionality of individual systems to create your own!
That's it!
This has been a public service announcement of the Advanced Starship Design Bureau, sponsored by Jiffy Space cola!
Don Mappin
NG and Starships Author