Prev: Re: Star Wars Full Thrust Next: Re: hyperspace (was: cloaking device rules)

Savasku Campaign Rules

From: Michael Smit <mcsmit@x...>
Date: Thu, 22 Aug 1996 13:07:20 -0400
Subject: Savasku Campaign Rules

Some explanation:

James Butler asked me to share my rules for campaign Savasku with the
mailing list.
So here they are.  I'm hoping to put the entire thing on my web page at
some point
(all 10 pages of rules plus some other stuff!) but until that time, I'll
explain
some points that will help with deciphering the Savasku rules.

1) Human players start with 4000 points, 5 planets producing 400 points
a campaign
turn and a production facility capable of building 40 mass worth of
ships.	Mass can
be increased, additional planets add to the total resource points
available.
Kra'vak start off with 5000 points, no planets and a mothership (large
merchant)
that can produce 50 mass worth of ships a turn.

2) The map is large, with about 150 possible planets.

3) Each player has a secret mission.  Human players choose between 6
missions and
get 30 bonus points for completing it.	Kra'vak and Savasku have a
choice of 4,
which have two levels of success.  Otherwise, points are scored for
having colonies
and for winning battles.  The first player to 100 points wins the
campaign.

4) I use sensors to aid in patrolling.	When a ship with FTL doesn't
move, it is on
patrol for the campaign turn.  The interdiction space is considered to
be that hex.
But enhanced and superior sensors increase the range at which the
patrolling ship
can intercept interlopers.  Enhanced covers the hexes around the
location, while
superior covers a range of two hexes around the patrolling ship.  Any
fleets passing
through this range are reported to the patrolling ship's player as well
as fleet
composition (5 escorts, 3 cruisers and 2 capitals).  At that point, the
patrolling
ship may choose to intercept along with whatever FTL assets are at its
location.
ECM hides the composition of the intruding fleet.

And here are the rules!

--
Savasku

The Savasku are an ancient race alarmed by the Kra’vak’s violent
actions.  As such,
they are revealing themselves to the human empires and searching for
allies to
eliminate the Kra’vak as a threat once and for all.  Due to the
Savasku’s reliance
on Kra’vak balancing, there may only be one Savasku empire in the
campaign for every
Kra’vak empire.

Savasku Bioships

The following rules for costing Savasku bioships will be used, as there
isn’t
anything to cover them in the More Thrust rules.  Savasku ships must all
pay for
their mass and FTL engines as normal.  In addition, they must pay 20
points for every
power factor a ship has.  Thus a 100 mass Savasku with its 10 power
points would cost
a total of 500 points.

Savasku Growth

Every turn, an undamaged Savasku ship may grow larger.	Each Savasku
ship has a d6
rolled for it.	On a 1 or 2, the Savasku ship gains that many damage
points, while
any other result  indicates no growth.	Should the addition of the
damage points
force another row to be added, then the ship gains a power factor.

Savasku Spawning

Savasku ships are not built, but spawned as larger ships break into
smaller ones
which then can grow.  To do this, they must find a star of the
appropriate type,
which is determined randomly by visiting a system and getting a roll of
6 on a d6.
Once a world is determined to be ideal for spawning, it remains such for
the rest
of the game.  A ship that is spawning may split itself up in however
many fragments
it wishes, but the total number of damage points and power factors must
be conserved.
For example, a 100 mass Savasku ship can be split into one 50 mass
"mother" and five
10 mass "babies", with 5 and 1 power point each.

Savasku Regeneration

If they devote their energies to self-repair, the Savasku can regenerate
damage
taken in battles in the same way as damage control teams can repair
systems on human
ships.	For every power point a Savasku player puts into self-repair
during a turn,
at the end of the turn a d6 is rolled.	On a result of 6, one damage
point is healed.
Should this healed point be in a new row, then a power factor is
restored.  The
maximum number of power points that can be put into self-repair is the
current power
factor at the beginning of a turn.

Savasku Dronepods

Large Savasku craft can create Dronepods in advance and carry them with
them during
movements.  This ability is limited to the larger Savasku vessels only. 
The maximum
number is the power factor of the ship minus 4, so a ship with a power
factor of 6
can carry two dronepods with it into battle.

Savasku Beginning Fleet Size and Disposition

The Savasku have 4000 points to build their initial fleets.  There must
be two
separate fleets, and each one must follow a size ratio of 2 "escorts"
for every
"cruiser" and 2 "cruisers" for every "capital" or "supership".	The two
fleets
beginning points will be determined before play begins, but will be
widely separate.

Savasku Missions

The following are the valid Savasku missions:

* Spawning Beds:  You are searching for ideal locations for your race to
spawn
  further warships for future sorties in this area of space.  You must
find 4
  suitable systems and guard them to win the 40 point bonus, and must
guard 8
  systems for the maximum 70 point bonus.  No other forces may be
present in the
  spawning systems, even allies.

* Reconnaissance:  You must explore and find the major human settlements
in
  preparation for diplomatic contact and organization. To win the minor
bonus
  of 40 points, 75% of all homeworlds must be uncovered.  For the major
bonus
  points, all homeworlds must be found and all wormholes must be
traveled.

* Diplomacy:  You believe that organizing the humans to fight the
Kra’vak with you
  is the only way to defeat the Kra’vak.  To do so, you must have
fleets at half
  of the other homeworlds.  The fleet can be as small as one ship, but
it must be
  tolerated and not destroyed by that particular homeworld.  If another
empire
  attacks and the ambassadorial vessel is destroyed, it does not count
towards
  these bonus conditions.  Having these allies is worth 40 points, but
getting more
  than two of them to agree to attack a Kra’vak fleet together nets the
major bonus
  of 70 points.

* Punitive:  It is your goal to destroy as much of the Kra’vak force in
this sector
  as possible.	 To aid in this quest, your ships may be equipped with
scanners
  that have been enhanced to detect Kra’vak activity occurring within 3
hexes of a
  patrolling ship (this works like a superior sensor, with a range of 3
and that it
  only detects Kra’vak).  As well, you will be forwarded hard
intelligence on the
  activities of the hostile aliens.  By destroying 3000 points worth of
Kra’vak
  warships, you will earn 40 victory points.  If you destroy a
homeclanship, you
  score an impressive victory and earn 70 victory points.

Michael Smit (mcsmit@xmission.com)

Prev: Re: Star Wars Full Thrust Next: Re: hyperspace (was: cloaking device rules)