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). ---