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# BFG to RT conversion guidelines

## 9 posts in this topic

From my blog:

Speed: There is a weak correlation between both Speed and Turns in BFG and Speed and
Manoeuvrability in RT. In BFG, ships up to (and including) Light Cruisers are generally fast and have a Turn rate of 90°. In RT, the same ships have a higher Manoeuvrability than the bigger ship types (which have a Turn rate of 45° in BFG). The former typically have a Manoeuvrability bonus between 1.5xSpeed up to 3xSpeed; the latter, slower ships tend have a Manoeuvrability bonus between Speed and 2xSpeed. Very slow ships, such as transports and big battleships, are different altogether and should use the examples from the Speed 15 row as guideline.
Speed (BFG)       Speed/Manoeuvrability (RT)
15                        2 to 4/-20 to -5 (Examples from RT:
2/-20, 3/-10, 4/-5)
20                        4 to 6/+0 to +12
(Examples from RT: 4/+4, 5/+5, 5/+8, 5/+12, 6/+10, 6/+12)
25                        6 to 8/+13 to +20 (Examples from RT: 7/+15, 7/18, 7/+20, 8/+17, 8/+20)
30                        9 to 11/+21 to +30 (Examples from RT: 9/+25, 10/+23, 10/+25, 10/+30, 11/+30)

Detection: Detection has no equivalent in BFG and is therefore harder to estimate. Statistical analysis of existing RT hulls by ship type indicates the following values as baseline (adjust up to 50% up or down):
Grand Cruiser: +10 (+10 is common)
Battlecruiser:   +10 (+10 all the way)
Cruiser:             +12 (+10 is common)
Light Cruiser:    +15 (+15 all the way)
Frigate:              +12 (+15 is common)
Raider:              +15 (+10 is common but +25 is not unhead of)
Transport:         +8 (+5 and +10 are common)
Non-imperial ships should modify the baselines as applicable.

Void Shields: This converts 1:1 from BFG.

Armour: The conversion process of armour is quite straight-forward, although there is some room for interpretation (picking the appropriate value within a given range).
Armour (BFG)       Armour (RT)
4                            12-17
5                            17-22
6                            22-24 (or more)

Hull Integrity: Use the following table as rough guideline. You can always adjust up or down by 5 points or so.
Hits (BFG)        Hull Integrity (RT)
1                       15-35
2                       40
3
45
4                       50
5                       55
6                       60
7                       65
8                       70
9                       80
10                     90
HI per additional Hit beyond that. Or simply use HI = Hitsx10 if Hits > 10.

Morale: Defaults to 100.

Crew Population: Defaults to 100.

Crew Rating: This largely comes down to GM fiat but most imperial ships should be Crack (40). The Gethsemane in Battlefleet Koronus has inexperienced crew and has a Crew Rating of Competent (30). Larger battleships arguably tend to have better crew, so you might want to increase the Crew Rating by one step for most. Non-imperial ships should modify the baseline Crew Rating depending on their background.

Turret Rating: This converts 1:1 from BFG.

Weapon Capacity: Simply add up the weapons for each slot. Consider interpreting batteries with Strength (BFG) > 6 as two seperate batteries.

I will add guidelines for how to convert ship weapons in coming days. As mentioned on my blog, the guidelines have been used in creating the Tau Navy (Kor'vattra, to be precise).

Alex

Edited by ak-73
WeedyGrot likes this

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Maybe we could start a thread in house rules where we convert ship-by-ship putting stats there and an image?
Called "Hulls Depositorum" or something.

What do you think?

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Feel free to take the Tau ships from my blog. I'll do the Tyranids too in the upcoming weeks.

Alex

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It might be worthwhile to do a fan conversion.  In fact, the fan conversion stands a better chance of staying with the original.  FFG doesn't spend much of their budget on corroboration or editing.  I've already edited myself three times in three sentences.  Then again, I've been drinking.

No, Detection has no equivalent, but larger ships should have a better Detection.  Of course, this flies in the face of the Viper and those raiders with +15-25 Detection.  FFG also doesn't allot much to their astrophysics department.

On second thought, I just don't know.  I stick with RAW for the most part, but RAW don't follow those annoying laws of physics and mathematics.  Larger ships should have more armor for less volume and mass as a percentage of the total.  According to BFG escort vessels (everything smaller than a light cruiser) would all have a hull integrity of ~10.  I hate hit points.

Sometime the Rule of Cool just has to stand, even when it's stupid.

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A few of these have been doen already over at Dark Reign, but no set forumla.

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A few of these have been doen already over at Dark Reign, but no set forumla.

A few?  BuckX did all the Imperial ships, all the Chaos ships, and all the Spehhs Mahreenz as I recall.  They all predate BFK, though, so the rules for small craft and torps are wonky.

Cheers,

- V.

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A long time back someone did set up a Void Ship Depository where people could submit their homebrewed ships, which was extremely useful especially for wacky Xenos ideas. Sadly that's gone by the wayside.

I'd very much be in favour of bringing it back though. I can contribute my space hermit crab race with their giant void ships all conveniently shaped like seashells I had lying around.

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Some time ago I took those ships from Dark Reign, and updated them to be balanced and/or reasonable. Or in line with those ships that came up in newer expansions.

When calculating their SP value, I took the following guidelines:

Name  Value  SP

Armour +1   =  +2

Manuv +5 = +2

Hull +3  = +2

Detect +10 = +1

Speed +1 = +2

Turret +1 = +2

Wpn slot starborad/port = +1,5 SP

Dorsal slot = +4 SP

Plus healthy dose of common sense.

I also took necrons from someone. They were very good, they didn't need any tinkering. I only changed their shields to work as normal personal force fields, with rolling separately against every hit.

Edited by Amaimon

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A few?  BuckX did all the Imperial ships, all the Chaos ships, and all the Spehhs Mahreenz as I recall.  They all predate BFK, though, so the rules for small craft and torps are wonky.

Speaking of Attack Crafts, aren't the official stats wonky too? There's practically no difference in Craft Rating? And why don't Eldar Darkstars have a rule that allows that to stay longer out on a sortie? Never mind that for being the most advanced fighters there are, they are really not that much different from a Shark Assault Boat (in Craft Rating).

I mean it's not enough to convert stats from BFG to RT, it's a RPG - you got to add some value... by adding granularity. Why not draw on the fluff texts and put that into RT rules?

Alex