From: Izenberg, Noam <Noam.Izenberg@j...>
Date: Mon, 5 Feb 2001 10:17:55 -0500
Subject: [FT] Devourers
Beth's SV Parasite Pod idea dredged up something I'd worked on a while ago - an alien race with the working name "Devourers" They were originally an afterthought of the Forge World games from a few years back. I'm thinking of them now as a deviant group of semi-autonomous, semi-intelligent SV constructs that got "lost" eons ago, or perhaps a more "primitive" and antagonistic SV relative. They aren't SV per se, though. Devourers take over other ships by consuming and corrupting their systems and crew. They'd be pretty horrific things to come across in deep space. Devourers don't build their own ships, but take over the ships of (any) other races. A Devourer controlled ship can look, move, fire, etc like any other normal ship, until pieces of it break off and crash themselves into their opponents... Hull boxes on Devourer ships are converted to Infectors and launched for attack. Cross off hull boxes from lower right going up a column. Maximum 4 Infectors (1 complete column) can be launched on a single turn. A given row cannot be finished off by Infector conversion. launched Infectors are regrown between scenarios (~20 turns/box). Infectors are launched as SMLs (defenders can use PDS against them) with 24" range - all arcs. 1d6 Infectors per group launched will target ship, before PDS (as SML). Am Infector hit does 2 points damage (Half on armor, if any - On Phalon ships, the second point goes to the next armor level down). If one or both points are on hull, one of the hull boxes is "Consumed" rather than destroyed (picture an anime style spread of biological corruption through the interior spaces of a ship). On each subsequent turn, when the ship under attack ship activates, the amount of new hull consumed = one half the number already consumed (undestroyed) boxes, round up. Devourer ships are 10-30% more expensive than regular ships of the same capabilities - they have not yet been playtested. Crew units in Consumed hull boxes are lost. DamCon Teams can't fight Infectors until second turn. Combat damage will destroy hull boxes in normal order (i.e. Consumed boxes will be destroyed before pristine boxes). Friendly fire can be used to help purge ships of devourer infestations. If a damage row is completed by the infestation roll threshold to see what systems are Consumed by the devourer. Consumed systems can be used by the Devourer player in any legal way -Weapons may fire (assuming Devourer also has a Firecon), Devourer may steer the ship if it takes the engines, or activate FTL...etc. Damage control can neutralize 1 consumed hull box or system per turn (not armor) - neutralized hull boxes are marked off as "destroyed". Systems are marked as damaged and can be repaired by later damage control. Dcon teams fighting the devourers can't do regular Dcon. If all converted hull boxes are neutralized, the Devourer cannot spread. Consumed systems can still be operated by the Devourer. (However, a beam can't fire unless the Devourer has both the weapon and an Firecon. If a consumed row is neutralized, roll to see if any Consumed systems are re-taken, and if they are damaged (this is in addition to regular damage control re-taking systems): 1-2: System are re-taken, undamaged. 3-4: System re-taken, but damaged (can be repaired by damage control) 5:System remains consumed 6: System destroyed, and irrepairable during the scenario. Fully Consumed ships cannot use damage control during the scenario in which they are captured - the Devourer "learns" the ship between scenarios. Fully Consumed ships cannot launch Devourer attacks during the scenario thay are consumed. That capability grows over time between scenarios.