[FT] Savasku Pods (long)

1 posts ยท May 12 2001

From: Beth Fulton <beth.fulton@m...>

Date: Sat, 12 May 2001 13:40:32 +1000

Subject: Re: [FT] Savasku Pods (long)

G'day guys,

Shawn said (and David said pretty much the same thing):
> We found that the mass cost progression

Don't forget that the SV have to buy massive power generators to get that
range too. Though admittedly they can divert the energy into movement instead,
something the humans can't.

OK using the 9" range bands for the SV you could have an SV megaship that
looked like the following (hopefully my math holds up through this)

TMF: 60 NPV:1997 Biomass: 67 Main Drive FTL Power Generators: 448 (4x112)
Stingers: 4 Spicules: 1 Cortex Node:4

So this gives range-power table of
Range  PP per D6    Dice
0-9             1           448
9-18           2           224
18-27         4           112
27-36         8             56
36-45        16            28
45-54        32            14
54-63        64             7
63-72       128            3
72-81       256            1

In comparison a similar human ship could be TMF: 587 NPV: 2197 Hull: 67 Main
Drive: 1 FTL
Class 7 (1-arc)
Class 6 (1-arc)
2xClass 5 (1-arc)
20xClass 4 (1-arc)
6xClass 3 (1-arc)
50xClass 2 (3-arc)
15xClass 1 (6-arc)
PDS 4xFC

And its range-power table is
Range Dice
0-12          236
12-24        141
24-36         61
36-48         31
48-60          7
60-72          3
72-84          1

OK this doesn't have the same capability for speed as the SV ship, but seeings
as you have equal range you don't need to chase, just sit in place and spin
should do it. So all up you have roughly the same weapons capability (so long
as you can stay out of 9"), same hull, but the human

does cost about 10% more.

If we pick up on the suggestion about restricting the mass which can be used
up in power generators to 30% then you get the following SV and human ships:

SV: TMF: 660 NPV: 1993 Biomass: 200 Carapace: 119 Main Drive FTL Power
Generators:198 (2x50,2x49) Stingers: 4 Spicules: 1 Cortex Node: 2

Range-power table becomes
Range PP per D6 Dice
0-9          1            198
9-18        2             99
18-27      4             49
27-36      8             24
36-45      16           12
45-54      32            6
54-63      64            3
63-72     128           1

Human: TMF: 600 NPV: 2090 Hull: 210 Armour: 14 Main Drive 1 FTL
Class 6 (1-arc)
2xClass 5 (1-arc)
5xClass 4 (1-arc)
8xClass 3 (1-arc)
60xClass 2 (3-arc)
25xClass 1 (6-arc)
PDS 4xFC

Range-power table becomes
Range Dice
0-12      205
12-24     104
24-36      28
36-48      12
48-60       4
60-72        1

So this time round the human only costs 5% more, but it also only has 70% of
the damage soak capability, so not a perfect solution probably.

So there's obviously some discrepancy and whether luck would compensate or not
is up for debate (e.g. SV can lose stuff quick as only 4 stingers and once
power generators start going down they crumple pretty fast and will

find it much harder to repair and fight simultaneously).

Just out of interest for the same 2000 pts you could by about 45 frigates
armed with 4 class 1s or 2 MT missiles or an extended range SMR each... or a
carrier with 28 squadrons of fast fighters.

A problem with "mega-SV" probably still exists, but I reckon its not so
much of an issue even if you only step from 12" to 9" range bands, then again
I haven't tried the ships above out in a game so maybe I'd have a different
story to tell then (will try it out soon hopefully).

Cheers