From: Brian Bell <bkb@b...>
Date: Mon, 5 Feb 2001 11:21:34 -0500
Subject: RE: [FT] Nanite Colony (was: Devourers)
I had thought along these lines also. A nanite colony creature. Build ships using Human style Tech. Beams are modified into tractor beams such that they do not inflict damage, but provide conveyance for the nanites. Screens effect the transfer beam as they would Beams (i.e. cut down the number of nanites that infect the ship. Damage is marked off in the normal fashion. But it represents areas of the ship that are infected instead of damage. Crew factors can attempt to disinfect the hull boxes and infected systems as if repairing systems. If the roll is equal to or greater than the normal threshold check number (i.e. 6 for 1st, 5+ for 2nd, etc.) the system is controlled by the nanites. If engines are infected, the nanite player may write movement orders for the ship (if 1st infection write for only 1/2 of MD, round down; ship player writes order to use up to 1/2 MD round up). In order to use a weapon of the infected ship, it must have infected both a weapon and a FCS. Also the infection spreads. For each hull box row infected, one additional hull box is infected at the end of each turn, after DCP attempts are made (this give the DCPs a better chance to keep the infection down, but can result in threshold damage after DCP repairs). If DCP disinfect a ship's hull back past the beginning of a hull row (i.e. the 1st box of the 2nd row of a ship was infected and DCP manages to disinfect 2 hull boxes), the ship does NOT take the threshold check again if the hull boxes are reinfected this game. During a game, newly infected ships cannot be modified to allow them to infect other ships (only the ships that start the game infected). If a ship is abandoned, the infection spreads at double the normal rate. A ship that is completely infected has full control of all ship functions. DCPs may attempt to sabotage their own ship (if it is determined that the infection cannot be stopped). A DCP that rolls a 4+ may damage a ship system; on a roll of a 6+, it may destroy the system. For each additional DCP in the attempt (up to 2 extra), adds 1 to the die roll. If the ship takes damage, it takes damage to the infected hull boxes first. If it takes a threshold check from damage, the threshold check is performed normally. Nanites may make repairs to systems as normal (use the crew factors hull boxes that they control to indicate the number of pseudo-DCPs available to them). In the few play-tests, the Nanite ships should cost about 2x normal. Also, victory points should be varied with the amount of ships that the nanites take over. In other words if the sides start with even points (1:1), and the nanites take over a ship worth 1/5 of the opponent, final victory points should be adjusted (1.2:1). In the couple of play tests, it made for a good deal of fun. Players suddenly have to deal not only with the enemy, but with the odd shot from their own ships. They also have to decide when a ship is too infected and turn on it.