2300AD Conversions

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Last Updated:  2008-05-17

Attributes

The average attribute for 2300AD characters is 10; the average attribute for characters under the House Rules System is six.  Multiply the appropriate 2300AD characteristic by 0.6 and round to the nearest whole number.

2300AD Attribute House Rules Attribute
Size
Strength Strength (STR)
Dexterity Agility (AGI)
Endurance Constitution (CON)
Determination
Intelligence Intelligence (INT)
Eloquence Charisma (CHR)
Education Education (EDU)

Divide the character's Coolness Under Fire by two to get the character's Initiative (INI).

Skills

Determine the appropriate conversion for each 2300AD skill by consulting the table below.  If more than one skill is indicated, the player may elect to break up his skill points among the listed skills, or put them all into a single skill.  To determine the skill level in the House Rules System, subtract one from the 2300AD skill level.

2300AD Skill House Rules Skill
Aircraft Pilot Pilot (Rotary Wing, Fixed Wing, Glider, Interface/Grav)
Anthropology History, Psychology, Research
Appraisal Admin/Legal, Marketing, Streetwise
Astronomy Astrogation, Physics
Bargain Bargain
Biology Biology, Xeno-Biology
Bureaucracy Admin/Legal
Chemistry Chemistry
Combat Rifleman Slug Weapon (cascade), Grenade Launcher, Autogun
Combat Walker Environment Suit
Communications Communications
Computer Computer
Demolitions Combat Engineer
Disguise Disguise
Electronic Electronics
Engineering Construction, Combat Engineer, Excavation
First Aid Medical
Forgery Forgery
Forward Observer Forward Observer
Geology Geology
Ground Vehicle Ground Vehicle (cascade)
Gunner Gunnery
Heavy Weapons Heavy Guns, Energy Artillery, Tac Missile
History History
Hover Vehicle Hovercraft
Hunting Observation, Tracking, Stealth
Imaging Observation
Information Gathering Research, Investigation
Interviewing Interrogation
Leader Leadership
Linguistics Language
LTA Vehicle Pilot (Airship)
Mechanical Mechanic
Medical Medical
Melee Unarmed Martial Arts
P-Suit Environment Suit
Physics Physics
Pilot Astrogation
Prospecting Geology
Psychology Psychology
Reconnaissance Navigation, Ground Tactics, Stealth
Remote Pilot RCV Operations
Riding Riding
Sea Vehicle Large Watercraft, Small Watercraft
Security Systems Intrusion
Sensors Sensors
Ship Drive Engineering Ship's Engineering
Sidearm Slug Pistol
Stealth Stealth
Streetwise Streetwise
Survival Survival
Swim Swimming
Tactics Ground Tactics, Fleet Tactics, Ship Tactics
Theoretical Sciences Any of the Physical Sciences
Thrown Weapon Thrown Weapon
Tracking Tracking
Trader Bargain
Writing Instruction

Stutterwarp

Change references in FF&S stutterwarp design sequence from parsecs/day to light years/day. To determine parsecs/day, divide light years/day by 3.26.

Tasks

Converting tasks is fairly straightforward:

2300AD House Rules
Simple Easy
Routine Average
Difficult Difficult
Formidable Formidable
Impossible Impossible

Tech Levels

In the Star Cruiser Technical Manual, the formula for stutterwarp speed is:

S = Variable × (MW ÷ M)0.33

Where Variable is 14.5 for Old Commercial, 16.05 for Old Military or New Commercial, and 17.5 for New Military.

In FF&S, the formula for stutterwarp speed is:

S = Tlm × (MW ÷ 10D)0.33

Where the Tlm is equal to tech level + 4.

As can be seen, both formulas are identical, and the Variable in Star Cruiser is equal to the Tlm in FF&S. Because of this, we can determine the range of tech levels covered by 2300AD:

2300AD

FF&S

Notes

Old Commercial

Tech Levels 10 and 11

TL 10.5

Old Military/New Commercial

Tech Level 12

TL 12.05

New Military

Tech Levels 13 and 14

TL 13.5

However, 2320AD lists tech levels as follows:

2300AD

FF&S

Old Commercial

Tech Level 10

Old Military/New Commercial

Tech Level 11

New Military

Tech Level 12