Prev: RE: One question that's plagued me about Full Thrust Next: RE: One question that's plagued me about Full Thrust

RE: Sa'vasku

From: "Haun, Gilles, SSG" <haung@E...>
Date: Sat, 27 Sep 1997 11:19:33 -0400
Subject: RE: Sa'vasku

Jason 

I think you're onto something here.

Gil

>----------
>From:	Jason Berman[SMTP:sigue@one.net.au]
>Sent:	Friday, September 26, 1997 7:41 PM
>To:	Full Thrust Mail Server
>Subject:	Sa'vasku
>
>Enough of Kra'vak talk - they are far approaching the most over exposed
>aliens in the Universe!
>Has anybody tried some serious games using Sa'vasku fleets?  I saw the
>pirate game on the UFTWS which looked like fun [I haven't tried it out
>yet], however I've found Sa'vasku really hard [dare I say boring] to
play.
>
>We have been tossing around some variations on the rules and have come
up
>with something like a cross between Official Sa'vasku and our friendly
>Aliens - we call them grubs and use lots of playdough/plactacine
[however
>you spell it] to represent them - you will quickly see why...
>
>A quick run down of what we have come up with:
>
>1.  Ship point cost = [mass x 0.75] x 10.  Damage Points, PF and PP all
>remain, as do treatment of Beam Attacks, Storing energy, Fighters, FTL,
PDF
>and Thrust.  Classes are Lava, Drone, Warrior and Breeder [Supership
size -
>good for campaigns etc].
>
>2.  Ships can merge with one another to repair lost damage [imagine one
>ship kind of absorbing another, including merging of fighters - however
it
>doesn't work 100% of the time.
>
>3.  A weapon like the human needler that can target systems however if
they
>are hit then the Sa'vasku player can control that item.  In addition it
>continues to spread throughout the ship over the course of the game
until
>Dmg Control parties can kill it.  We call it the INFESTOR CANNON
[pretty
>nasty sounding].
>
>4.  Another weapon option is SPINES which act as low grade railguns. 
>However rather than relying souly on PP's the Sa'vasku vessel can use
>damage points - basically they are shooting bits of themselves at the
>enemy.
>
>5.  Regeneration is possible - One damage point requires a PF worth of
>power point spent.
>
>6.  Rather than shields and armour another defense - that of SPORE
CLOUDS. 
>The filthy slugs release clouds of organic muck into surounding space
>making it difficult to lock on them.  The bigger the ship the harder it
is
>to lock.  Also these can be used in conjunction with the whole fleet -
you
>can have your Drones [Cruisers] screening your Warriors [Capitals]
forcing
>the enemy to chop their way through the easy stuff before they can even
>target the really problems.  Of course there are some limiting factors
but
>that's what makes for a tactically challenging game.
>
>The above seems to work pretty well - I was going to show some people
at
>MOAB, maybe run a short demo game, but I will be recovering from a week
>interstate partying by then.  I'd like to see what ideas/comments
people
>have and next weekend I could mail actual rule details [in house] to
those
>who are interested.  Maybe then we can talk about Kra'vak again [I have
got
>some beauties for those bugs...].
>
>Let the thread start,
>
>Jason Berman
>sigue@one.net.au
>


Prev: RE: One question that's plagued me about Full Thrust Next: RE: One question that's plagued me about Full Thrust