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Savauka Tech....

From: BJCantwell@a...
Date: Wed, 20 Nov 1996 16:40:00 -0500
Subject: Savauka Tech....

I had a couple of ideas I had lying around for the Savuska as well, so I
thought I'd add to the discussion.

Pods...
I also thought that if the Savuska could grow a fighter, they could grow
a
missile.  These "missile-like" pods all maneuver in a manner similar to
missiles from MT, moving after plots and before ships.	In order to
create a
little more difference between missiles and pods, the pods are slower
(12")
but more maneuverable ( may take two point turn at beginning and
midpoint of
move) than missiles.  Pods have a three turn endurance.  All pods must
be
launched on the turn following their creation unless a support cost is
paid
to maintain them.  The support cost is 2 PP per pod.

Thermal Pod:  8PP to produce.  Effects exactly as a needle missile from
MT.
Swarm Pod:  8PP to produce.  If not intercepted, pod attaches to hull,
cuts
through, and releases swarms of killing organisms.  These are the
equivalent
of three Boarding parties.  If all crew are killed, ship becomes a
floating
hulk.
Gravatic Pod:  8 PP to produce.  If not intercepted, this pod attaches
to the
hull and begins creating gravity waves which makes the ship more
massive,
reducing its maneuverability.  Each pod generates 2d6 "gravity points". 
The
ships thrust is reduced by the ratio of gravity points to ships mass. 
E.g.
 A mass 50 ship with Thrust 4 is hit by a gravatic pod which generates
10
gravity points.  The ships thrust is reduced by 10/50 x4  or  .8  which
rounds to 1.  The ship now has only three effective thrust.  Damage
control
parties may attempt to find and remove the pod using the same procedure
for
repairing a down system.
Scrambler Pod:	8 PP to produce.  If not intercepted, this pod attaches
to
the hull and begins sending out pulses of electromagnetic energy.  At
the
start of each turn the pod is attached, roll d6.  1 = pod burned out,
2-3 =
no effect, 4-5 = threshold check: sytems out on roll of 6, 6 = threshold
check:	systems out on roll of 5-6.  Scrambler pods may be located and
removed by damage control parties.

Gravatic Pulse:  The gravatic pulse operates simliarly to the Savuska's
energy pulse, but is a pulse of focused gravity waves.	The gravatic
pulse
creates localized severe gravatic distortions within the enemy ship and
ignores screens and armor.  The pulse is however more difficult to
control so
has a shorter range.  At range 0-4", 1 PP generates one die.  At 4-8", 2
PP
generate one die, and at 8-12" 4 PP generates one die.	Each die
generates
damage as follows: 1-2 = no damage, 3-4 = 1 point, 5 = 2 points, and 6 =
3
points.

Comments?

Brian


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