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[FT] Sa'Vasku Fleetbook Conversion

From: "Brian Bell" <bkb@b...>
Date: Sun, 11 Jul 1999 21:58:02 -0400
Subject: [FT] Sa'Vasku Fleetbook Conversion

 Sa'Vasku - Fleetbook Conversion by Brian Bell

This is a quick attempt to convert the Sa'Vasku from the Full Thrust 2nd
Edition rules to the Fleetbook/3rd Edition rules.

Power: SaVasku ships generate a tremendous amount of power. However,
this
power varies depending on the individual ship. It will also fluctuate
each
turn.
Before writing orders, each ship rolls a number of dice (d6) equal to
its
Power Factor (PF). 1's provide no power. 2-5's provide 4 power points.
6's
provide 4 power points and are rolled again with the probability of
generating more power.

Use for Power: Power is used to to EVERYTHING for the Sa'Vasku ship.

Movement: Each point of Main Drive costs 1/2 PF (round up). Thruster and
Push points will equal 1/2 of this amount (round up).
Jump Drive: The Sa'Vasku ship must expend PF*4 to travel FTL.

Screens: Level 1 costs PF in power. Level 2 costs 2*PF in power. Note:
There
is no longer Level 3 screens. Each time the screens negate a hit, add 2
to
the Power Points of the Sa'Vasku ship.

Regeneration: The Sa'Vasku may route power into the healing capacity of
the
ship. Each ship has a number of regeneration centers equal to the PF. It
only takes 1 power point to engage a regeneration center. Regeneration
can
be attempted on armor or hull structure boxes (which must be stated
before
the roll). For each regeneration center powered, roll a d6. For
structure
boxes (damage boxes) a roll of 5 restores 1 structure box. A roll of 6
restores structure boxes and allows a re-roll of that die (for more
regeneration).
However armor is easier to regenerate. A roll of 3-4 restores 1 armor
box. A
roll of 5-6 restores 2 armor boxes. A roll of 6 also gets a re-roll for
additional regeneration.
Note that the Sa'Vasku may not use this to exceed the original number of
damage boxes or armor points.

Weapons:

Energy Pulse Weapon: For each 8" (or fraction thereof) range, the Energy
Pulse weapon costs 1 point. Thus, at range of 9", an Energy Pulse would
cost
2 power points. For each attack roll a d6. On a score of 4-6 the target
takes 1 point of damage. Roll for penetrating damage (as you would for a
Class 1 Beam weapon).

Heavy Energy Pulse: For each 8" (or fraction thereof) range, the Heavy
Energy Pulse weapon costs 4 energy points. For each attack roll a d6.
The
attack hits on a 4-6 (screens do not effect this roll). For each hit,
roll
another d6. Damage is equal to the score of the 2nd d6. Screens do not
effect this damage, but armor will absorb upto 1/2 (round down) the
total.

EM Pulse: For each 8" (or fraction thereof) range, the EM Pulse costs 4
energy points. For each attack roll a d6. On a roll of 4-6 the EM Pulse
hits
(screens do effect this roll. For each hit the ship must perform a
threshold
check for each system. This has no effect on other Sa'Vasku ships.

Graviton Pulse: For each 8" (or fraction thereof) range, the Graviton
pulse
cost 4 energy points. For each attack, roll a d6. The attack hits on a
4-6.
The attack only does damage as the Energy Pulse, but will also push or
pull
the targeted ship in a straight line away or toward the Sa'Vasku ship.
The
amount pulled or pushed is determined by a die roll (d6). On a roll of
1-2,
the ship is moved 1"; 3-4 yields 2" movement; and 5-6 yields 3"
movement.
This will not effect the range for this round of fire from this Sa'Vasku
ship. However, any other ships that fire at the moved ship will range
using
the new position. (Thanks Tom McCarthy for the idea of the Graviton
Pulse).

Wave Pulse: A Sa'Vasku ship may generate a wave pulse similar to the
wave of
energy that the Human Wave Gun produces. It is an area effect weapon.
The
wave of energy that is generated lasts only one round. It will cover the
entire front arch of the Sa'Vasku ship out to a range of 36". It
requires
PF*3 power to fire. Damage is equal to 1d6 per PF for 1-12" range. For
the
13-24" range 6's are counted as 1's. In the 25-36" range 5's and 6's are
counted as 1's. Damage is to every unit in the damage cone (except the
firing Sa'Vasku).

PDS: The Sa'Vasku may fire at any ship or missile within an 8" range.
Damage
is the same as an Earth PDS. Power cost is 2 per attack.

Drone Pods: For a cost of 4PF in energy, a ship may generate a cluster
of
drone pods. Drone pods act in all ways like standard fighters. The drone
pods are controlled by the ship that spawned them. This control costs 4
energy points each turn. Drone pods do not have endurance. They expire
when
control is discontinued.

Construction: Sa'Vasku ships are created and costed by mass only. The
cost
of a Sa'Vasku ship is 10 cost per mass.

Toughness: Sa'Vasku ships may be of 5 toughness levels. The tougher a
ship
is, the lower its PF value will be. Toughness	Damages boxes per mass 
PF per
mass
Fragile Mass * .1			Mass * .2
Weak		Mass * .2			Mass * .15
Average Mass * .3			Mass * .1
Strong	Mass * .4			Mass * .08
Super		Mass * .5			Mass * .05
Examples:
Mass	Toughness	Damage Boxes	PF
200	Fragile 20			40
	Weak		40			30
	Average 60			20
	Strong	80			16
	Super		100			10
100	Fragile 10			20
	Weak		20			15
	Average 30			10
	Strong	40			8
	Super		50			5
50	Fragile 5			10
	Weak		10			8
	Average 15			5
	Strong	20			4
	Super		25			3

Structure (damage) boxes are represented on the ship diagram by a number
of
squares equal to the number of damage points that a ship has divided
into 4
rows (as a standard FT ship).

PF points are represented by diamonds arranged into 4 rows (as the
structure
points were), except any extra boxes are added from the bottom up.

Armor: Armor points act just like normal (human) armor. The only
advantage
for Sa'Vasku is that armor is easier to regenerate than damage boxes. A
Sa'Vasku ship may trade 1 structure box for 2 armor boxes at design
time.
Damage Effects: As a Sa'Vasku ship is damaged, it has a chance of
loosing
PF. When the end of the first row of damage boxes is reached, each PF
diamond in the first row is rolled for. On a result of a 5 or 6 the PF
is
damaged. This is repeated for each row of damage boxes. When a PF
diamond is
damaged, the corresponding regeneration center looses power and cannot
function until the PF diamond is restored.

System Shock: If the Core Systems rules are being used, Sa'Vasku ships
may
experience system shock due to massive damage. When the end of a damage
row
is reached, Roll a d 6 for each of the following:

Unconsciousness: On a roll of a 6, then the Sa'Vasku ship has fallen
unconscious for 1d6 turns. Or until healed (roll of 6 by a regeneration
center)

Power Loss: On a roll of a 6, the First (and only first) row of PF are
ALL
damaged. This may be regenerated one at a time by the regeneration
centers).

Critical Condition: This condition must be revresed or the Sa'Vasku ship
will die in 1d6 turns. The condition may be reversed by a regeneration
center (roll of 6 required).

---
Brian Bell
bkb@beol.net
http://members.xoom.com/rlyehable/
---

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