FT-SV ships

4 posts ยท Feb 2 2001 to Feb 6 2001

From: Bif Smith <bif@b...>

Date: Fri, 2 Feb 2001 18:04:33 -0000

Subject: FT-SV ships

I was reading some of my old comics today, and came across my collection of
dynamo joe comics. My idea is from the microbe aliens (forgot the name) that
connected together to make spaceships, and could consume matter, convert it to
energy, and beam this energy to other ships for power. My idea is for SV ships
to beable to consume a disabled ship, converting it to either energy (say a
ratio of 10 mass to 1 energy point), or biomass (same ratio). Instead
of fighters, there could be a bio-construct that flies onto the hull of
a ship, and rips the ship apart physically. I leave it to others to think up
stats for these ideas, or to shoot them down in flames <G>.

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

Date: Mon, 05 Feb 2001 09:27:07 +1100

Subject: Re: FT-SV ships

G'day,

> My idea is for SV ships to be able to

If you gave them wombs of the right size (along the lines of large bays for
human ships, so 1.5x what they were going to hold) I'd let them already.

> there could be a bio-construct that flies

Well as a start, you could adapt the leech torpedo, so it absorbs hull boxes
per turn instead of doing damage. So how about this:

Parasite Pods These pods are related to the leech pods, but do damage by
absorbing hull mass rather than just mangling it. They require 6 points and 1
biomass to create and they may be fired at any target that falls within the
fire arc of the pod launcher. The range and to hit mechanism is as of the
lance and leech pods. When a parasite pod hits its target it absorbs one
biomass and does one point of damage straight away. On every subsequent turn
it continues this pattern and absorbs one biomass and does one damage. The
parasite pod is

none penetrating and must consume all of the armour before moving on to the
hull. The removal of parasite pods is done in the same way as for leech pods.
A parasite pod may also voluntarily drop off. In the orders phase this is
noted and during movement the pod detaches and sits in space. At this point
any ship that wants access to this collected biomass must come and pick it up.
If the pod has a total mass of 6 or less than normal drone wombs may be used
to pick it up, if it is larger then special large wombs are required. Until it
is picked up it may be attacked by fighters or targeted by defensive fire
(PDS, Class 1 beams, Scatterpacks, Pulsers, Spicules and Interceptor Pods)
within 6". Every hit taken reduces the mass of the pod by
1. A detached pod has a limited self-defence capability. For every 6
mass
it may have EITHER one stinger with an in-built supply of 1 PP OR 1
spicule. Note, if the pods are large enough to have multiple stingers this
does NOT mean that one stinger may lend its PP to another stinger and increase
its range. The stingers on parasite pods are restricted to 1 PP each.

I'm not sure if 6pts for the initial launch is enough given the extra
capabilities out the other end, but maybe the fact it becomes a target itself
balances that out. I also went with one damage and 1 absorbed per

turn as I was thinking of mass conversion issues, but I guess you could switch
to a straight two mass absorbed per turn. That should probably knock up its
cost though as it'll get larger faster and be potentially harder to kill off
at the other end I'd guess. Anyway just a few quick thoughts

Beth

From: Bif Smith <bif@b...>

Date: Mon, 5 Feb 2001 10:49:50 -0000

Subject: Re:FT-SV ships

Beth wrote- (my replies with *)

G'day,

> My idea is for SV ships to be able to

If you gave them wombs of the right size (along the lines of large bays for
human ships, so 1.5x what they were going to hold) I'd let them already.

*
No, I was thinking about a big, tenticalled space ship that goes along
disabling ships, then ripping them into pieces and consuming them. There was
in one of the stories one of the alein ships almost as big as a planet, that
was eating a planet, and they had to use planet smasher nukes (VERY BIG ONES)
to take it out. The above idea would be good for capturing and consuming a
ship without going to the effort of disabling it first (or killing all the
crew, just eat them alive with their ship. I think this quallifies for the
sicko idea of the month? <G>).
*

> there could be a bio-construct that flies

Well as a start, you could adapt the leech torpedo, so it absorbs hull boxes
per turn instead of doing damage. So how about this:

Parasite Pods These pods are related to the leech pods, but do damage by
absorbing hull mass rather than just mangling it. They require 6 points and 1
biomass to create and they may be fired at any target that falls within the
fire arc of the pod launcher. The range and to hit mechanism is as of the
lance and leech pods. When a parasite pod hits its target it absorbs one
biomass and does one point of damage straight away. On every subsequent turn
it continues this pattern and absorbs one biomass and does one damage. The
parasite pod is none penetrating and must consume all of the armour before
moving on to the hull. The removal of parasite pods is done in the same way as
for leech pods. A parasite pod may also voluntarily drop off. In the orders
phase this is noted and during movement the pod detaches and sits in space. At
this point any ship that wants access to this collected biomass must come and
pick it up. If the pod has a total mass of 6 or less than normal drone wombs
may be used to pick it up, if it is larger then special large wombs are
required. Until it is picked up it may be attacked by fighters or targeted by
defensive fire (PDS, Class 1 beams, Scatterpacks, Pulsers, Spicules and
Interceptor Pods) within 6". Every hit taken reduces the mass of the pod by
1. A detached pod has a limited self-defence capability. For every 6
mass
it may have EITHER one stinger with an in-built supply of 1 PP OR 1
spicule. Note, if the pods are large enough to have multiple stingers this
does NOT mean that one stinger may lend its PP to another stinger and increase
its range. The stingers on parasite pods are restricted to 1 PP each.

I'm not sure if 6pts for the initial launch is enough given the extra
capabilities out the other end, but maybe the fact it becomes a target itself
balances that out. I also went with one damage and 1 absorbed per turn as I
was thinking of mass conversion issues, but I guess you could switch to a
straight two mass absorbed per turn. That should probably knock up its cost
though as it'll get larger faster and be potentially harder to kill off at the
other end I'd guess. Anyway just a few quick thoughts

Beth

*
Hmm, I would use a 2 mass consumed off of a tech ship (human/KV) is 1
biomass point, to represent the pod eating metals, plastics, ceramics etc,
and having to digest/separate with ensimes (Wheres the spell checker?)
elements it wants, from what it doesn`t (bits it doesn`t, it craps into
space. 2nd sicko idea, debris field of alien waste biomatter/et s*!t,
what stats for impacts?<G>). Against PH ship, being organic, I would allow 1
mass of ship=1 mass of biomatter.
*

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

Date: Tue, 06 Feb 2001 11:18:23 +1100

Subject: Re:FT-SV ships

G'day bif,

> No, I was thinking about a big,

You don't live with young children do you?;)

What you're asking for could be built from an SV mould I'd guess, but would be
more along the lines of having multiple wobs and then doing a collison roll to
grapple and then consume x hull per womb per turn.

> 2nd sicko idea, debris field of

We told Lachy that if it was off-cuts from tech ship then standard
debris field, if biological it makes a mess but that is that;)

Cheers

Beth