I finally ordered some nef minis. And I wanted to adapt them to the Iron Stars rules because .....I wanted to. I own both sets of rules. I've watched a few Aeronef games and like the models. I just feel the rules are too basic. And a friend let me look at the stats for some of his Russians, and it was enough for me to buy some Austrians -- which should arrive any day now
Anyone who wants to offer some feedback, please do so. I picked two designs as examples of how it could work, because they're listed in the Captain's Handbook, and their pics are on the Brigade site.
The first is the Charlemagne class BC. Stats are available in the Captain's Handbook, and a pic of the mini is online.
Step 1 (Hull to Hull)
I multiply the published Aeronef stats by .6 This puts most light cruisers and destroyers in the “Small Category,” Gunboats in the “Very Small,” published freighters at the TMW size of 12 hulls (“Medium”) and the Charlemagne BC at “Large."
IE – Charlemagne is 28 x .6 = 17 Hull (Large)
Le Brouchet class Frigate is 13 X.6 = 8 (Small)
I trimmed down on hull sizes just to make the game a little faster and more lethal than would be provided by a 1-1 conversion. Aeronef hits all come out of structural integrity, which ain't the case in Iron Stars.
Step 2 (Speed to Thrust)
Multiply the Aeronef value by x.4 and round to the nearest number. Might seem harsh until you release IS has momentum, and the turning allowed by Aeronef is a little gracious, even with the advanced turning options of IS. For example, Charlemagne can Turn 2 hex facings (120 degrees, while in Iron Stars a Large class hull can turn up to 90 degrees). That, plus the fact that the whole momentum rule in IS means you can effectively move double your listed Thrust rating, is why I did that.
Charlemagne has 5 Thrust.
Le Brouchet has has 7 Thrust.
Step 3 (Armor)
Use the default value per size classication.
Charlemagne has an Armor of 3
Le Brouchet has an Armor of 1
Step 4 (Guns)
This was kind of tricky, but I found a website by D. Manley that helped put things kinda/sorta in perspective.
He qualifies Nef guns in basic categories which I've used as a starting point for the conversion.
IS equivalent d4(x1) is worth .5 Nef gun die
IS equivalent d8(x2) or d6(x2) is worth 1 Nef gun die
IS equivalent d12(x3) is worth 2 Nef gun die
Breaking it down further, I decided D12s would be the primaries assigned to large warships, D8s to medium hulls, Frigates and Destroyers would get D6s and anything smaller just plain light guns.
I didn't TRY to do all this at random. The range for weapons in Aeronef is 30 cm (or 12"). Which means that each die has a 1-in-6 chance of causing damage at a distance of 12".
So in my conversion, if the default gun for a BB is d12, and the default armor is 3, then that ship's main weapon has the same odds of causing damage at 12" (6+3+2 =11+ on a d12).
Cruisers, medium in size, would have an armor value of 2 and d8 guns. 4+2+2= 8+ at 12". A 12.5% chance, which ain't far off.
Small destroyers and frigates, with Armor of 1, would get D6s. 3+1+2 = 6+ at 12". Right on.
Now, ya look at the pic of the Charlemagne, and it has two primary turrets with only one barrel apiece, and six secondaries (4 wing mounts and two broadside pieces). That's 10 gun dice. The two leftovers are used to purchase four light guns.
Charlemagne shapes up like this:
17 Hull, 5 Thrust, 3 Armor, 2d12(x3) primaries, 6d6(x2) secondaries, 4d4 (x1) light guns.
Le Brouchet comes up as:
8 Hull, 7 Thrust, 1 Armor, 2d6(x2) primaries -- forward only, no secondaries.
Step 5 (Extra Kit)
Bomb Dice in Nef are divided by 3 and rounded to the closest number to give you their equivalent number of bomb racks in IS.
Charlemagne has 2 bomb dice = 1 bomb rack.
Air Torpedoes have a maximum range of 30cm (12") and roll 5 dice, needing a 6+ to hit. This, to me, makes them equal to Congreve Rockets in most respects. Rockets need a 6+ to hit, and have a range of 12", and are bought in packets of five.
But then, Rockets in IS also have to roll against armor, which means they don't even have a 1-in-6 chance of damaging most targets. So I would suggest Hale Rockets instead.
The French have air torpedoes, and a maximum allotment is allowed in each hull according to size, but none of my friends play the French, and none can tell me if they're considered default kit. The finalized conversion stats below have plenty of room left over for Hales Rockets if that's the case.
Flights of fighters, in my mind, translate just into single FACs. A flight of Nef fighters would convert into 2 IS hull points, which FACs don't have. But Iron Stars FACs enjoy that range rule, which makes them hard to hit.
The base fighter flight stat would be
1 Hull, 10 Thrust, 2 Light Guns or 4 MGs (player's pick)
Bombers would have
1 Hull, 9 Thrust, 1 Bomb Rack
The French allow air torpedoes on their planes, with a 6" max range, which roll 4 dice to try and damage you. I equate this to a D8(X4) torpedo. At about 6", a D8 torp would need a 8+ to damage an armor 3 ship, 4+2+2 = 8. It also just varies stuff.
So a Torpedo Plane Flight
1 Hull, 9 Thrust, 1d8(x4) torpedo
Crew
Individual vessels in Aeronef have crew ratings used in boarding actions. I'd suggest going on a 1-1 basis using packs of IS boarding parties. The ranges for boarding actions aren't that far off between the two rule sets, and in Aeronef, crew casualties can in theory cause you to surrender, which would make it seem that whole aspect of combat is a lot more lethal than it is in IS.
Le Brouchet and Charlemagne each get 2 packs of boarders.
Martian Lightning Guns
In Aeronef they have half the range, but a better chance of causing damage.
So I have them treated as Iron Stars Heat Rays -- reducing armor, but bump them down a die size. So a large Martian hull would have D10 heat ray primaries instead of D12s.
Gas Firers
Straight Poison Gas shells per the IS rules.
Anyway, the finalized stats for the two ships are as follows:
Charlemagne class BC -- 69 points
17 (L/2)
3 Armor
5 Thrust
2d12(x3) primaries
6d6(x2) secondaries
4d4(x1) secondaries
Boarding Parties x10
Bomb Rack x1
Le Brouchet class Torpedo Frigate -- 15 pts
8 (S/1)
1 Armor
7 Thrust
2d6(x2) primaries
Boarding Parties x10
Now, if you run out of room in the ship's hull, drop the damage values of your guns, starting with the primaries and moving back. D12(x3) guns could become D12(x2) instead.
Please, tear this to shreds if you wanna. But I've been puzzling over this for more than a week now and the local reaction has been pretty positive.
Matt</r>