[FT] Sa'Vasku Fleetbook Conversion

3 posts ยท Jul 12 1999 to Jul 13 1999

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).

---

From: Oerjan Ohlson <oerjan.ohlson@t...>

Date: Mon, 12 Jul 1999 08:07:15 +0200

Subject: Re: [FT] Sa'Vasku Fleetbook Conversion

Some comments and questions:

> Brian Bell wrote:

> Power: [...]

Ie, slightly beefed-up in power (avg. 4 PP/PF i/o 3.5). Energy storage?

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

Round up AFTER you've determined how many MD/TP points you want, since
the odd-PF ships otherwise get a lot clumsier than the even-PF ones.
Ie, the MD cost should be

(PF*Thrust/2) (round up),

not

(PF/2 (round up))*Thrust.

> Jump Drive: The Sa'Vasku ship must expend PF*4 to travel FTL.

Ie, one turn's worth of power.

> 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.

Hm... 2 PP sounds a bit too much considering how much energy it costs the SV
ship to fire 1 "beam" die, doesn't it? Still, it would make using screens an
interesting option rather than the fairly poor one it
is in MT :-/

> Regeneration: The Sa'Vasku may route power into the healing capacity

"restores 2 structure boxes", I assume?

> and allows a re-roll of that die (for more regeneration).

Hm. IME, this is *way* too low a cost for regeneration (1.66 - 2.5 PP
per regenerated hull box, depending on whether a "6" regenerates 1 or 2 hull
boxes). I've experimented with a fixed cost of 6 PP per regenerated hull box,
and even that was a bit low for the larger SV ships.

> Weapons:

Why use a different damage table from normal beam weapons? (More complication,
not much flavour added IMO) Do screens defend against this? If so, how?
Maximum range?

> Heavy Energy Pulse: For each 8" (or fraction thereof) range, the

> The attack hits on a 4-6 (screens do not effect this roll). For each

Hm. This indicates that the normal EP is hindered by screens, 'cause otherwise
there'd be no reason to use the HEP (inflicts only about 70% of the average
damage of the EP against unscreened targets).

> EM Pulse: For each 8" (or fraction thereof) range, the EM Pulse costs

It should have IMO, but I'm not sure how.

> Wave Pulse: A Sa'Vasku ship may generate a wave pulse similar to the
For
> the 13-24" range 6's are counted as 1's. In the 25-36" range 5's and

This is much, much, MUCH more effective than the human-style WG (the
area of effect is 6-7 times bigger and the damage reduction with range
is lower). Within its arc and range it also far surpasses the EP and HEP
attacks.

> Drone Pods: For a cost of 4PF in energy, a ship may generate a

> costs 4 energy points each turn. Drone pods do not have endurance.

Interesting.

> Construction: Sa'Vasku ships are created and costed by mass only. The

Given the extreme power of their Wave Pulse and their regenerative
abilities, even this may be too low :-(

> 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

Hm. This means that it takes 1/4 as much energy to accelerate a
Super-tough SV ship of a given Mass as it takes to accelerate a Fragile
one of the same Mass. Sounds a bit odd, no?

If this mechanic is retained, the above table should be re-balanced by
setting the PF multipliers to .3/.15/.1/.075/.06. As it stands now
there's no reason at all to use Super or Fragile hulls while the Strong one
has a slight edge over the Weak and Average; but the points cost don't reflect
any of this since it is based straight off the Mass of the ship.

> Structure (damage) boxes are represented on the ship diagram by a
bottom up.
> Armor: Armor points act just like normal (human) armor. The only
boxes at design time.

Interesting.

> Damage Effects: As a Sa'Vasku ship is damaged, it has a chance of

> each PF diamond in the first row is rolled for. On a result of a 5 or

So you can never lose the PF diamonds in the 2nd, 3rd and 4th rows,
or...?

> When a PF diamond is damaged, the corresponding regeneration center >
looses power and cannot function until the PF diamond is restored.

There's no provision in these rules on how to restore PF diamonds, only armour
and structure boxes.

> System Shock: If the Core Systems rules are being used, Sa'Vasku
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

Can it heal itself while unconscious?

Regards,

From: Brian Bell <bkb@b...>

Date: Mon, 12 Jul 1999 21:22:02 -0400

Subject: RE: [FT] Sa'Vasku Fleetbook Conversion

Thanks Oerjan! You have raised enough issues (and good ones at that), that I
withdraw the draft and will go back to the design stage.

---
Brian Bell bkb@beol.net <mailto:bkb@beol.net>
http://members.xoom.com/rlyehable/ft
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[quoted original message omitted]