RE: Sa'Vasku for the Fleet Book
From: "Izenberg, Noam" <Noam.Izenberg@j...>
Date: Fri, 15 Oct 1999 09:28:17 -0400
Subject: RE: Sa'Vasku for the Fleet Book
From: "Dean Gundberg" <dean.gundberg@noridian.com>
> The different types of structure for the Sa'Vasku is getting a bit
complex
> for how I envision them. I must have deleted Imre's original post but
here
> are some quick and dirty thoughts of my own.
Dean, I think your simple system is superior. Though I have tweaks (who
doesn't?).
> No armor, just more damage boxes. 15 mass blocks, each giving a
damage
> track row of 5 boxes [00000]. Instead 4 rows of damage moving
horizontal,
> the SV damage track is vertical with rows on top of each other. A
mass 90
> SV would be indicated as:
00000
00000
00000
00000
00000
00000
I'd probably go for rows of 6, but that's a playtest tweak.
> No random power, each row with at least one undamaged box gives the
ship
2?
> power points per turn and 1 storage point.
I'd say 3 points because:
> Power can be used for:
> *Thrust (1 point per thrust for each 2 rows)
With 2 power points/row, an SV could never go faster than 4 thrust w/o
burningstored energy, and would have to be slower than thrust 4 if they
wanted to do anything else without using stored energy. I also still
favor
Kra'Vak movement abilities for SV
> *Beams (as EFSB Heavy Beams - each point of power used is a die
rolled, -1
> per full 6" of range, fire cons equal to # of rows, no emitter system
> needed)
In keeping with the FT2 SV flavor, I'd make 8" range bands, -1 per
_partial_
8" of range.
> *Point Defense (1 point of power, 6" range, roll a d6 and result is #
of
> fighters lost)
> *Screens (4 points per level)
At 3 power points/row, the 90 mass example could have 1 screen level,
travel
at 4 thurst, and fire 2 dice of beams without using stored energy, 2
screens, 4 thrust, and 4 dice using all stored energy (once). Compare
this
to a Manchuria's output, I think that's quite reasonable.
> *FTL (1 point per original # or rows)
> *Regenerate (2 points per box repaired)
I'd say regenerate can be free if boxes remain in a given row. One box
can
be repaired if the die roll is equal to or less than the number of boxes
in
the row. Boxes can otherwise be regenerated for 3 points.
Recharge storage 1:1.
> The power costs are best guess and not tested. This would be a simple
> version so the energy allocation would be minimal but still make them
tough
> and flexible.
I like it. Cost should be onthe order of 45-50 points/15 mass module
From: "ANDREW R APTER" <APTER@prodigy.net>
> Fat in a bioship would be a tightly held field or matter energized to
a
high
> level (a kelate energized to very high quatum level) it would function
like
> reactive armor and have negligable real mass. You might call it a
bioenergy
> field. FFFFF XXXXX P ( F=Fatty armor, X=body, P=Power factor) with or
> without a full load of fat is mass 10 each X being mass 2. And a
total of
> 25 points
This can work, too, with power factors of 2, thrust cost 1 per 30 mass.
I'm
still laening toward Dean's simpler way, though.
Noam