From: Chad Taylor <ct454792@o...>
Date: Tue, 12 Nov 1996 00:05:44 -0500
Subject: Sa'Vasku Brain ships
This is the last type of Sa'Vasku ship that we have developed. It adds the last of the abilities (human type) the we felt they should have as well as some other less standard powers. We haven't come up with a decent name for it yet. The Brain ship (Psyker, Seer, King) This ship fills the function that most human electronic warfare ships fill. It is capable of sensor as well as ecm abilities. In addition it has several other powers that are unknown in earth fleets. The Brain ship follows all of the standard rules for the Sa'Vasku as printed in More Thrust. The Brain ships have none of the non-standard powers as described in other posts. All standard abilities are paid for at there lest price with the exception of the Energy Pulse. The Energy Pulse costs one more point per range band to use (close:2,medium:3,Long:4). In addition to the standard abilities the Brain (someone has to be able to come up with a better name than this) cone perform the following functions. Sensors The Brain ship may act as if it has enhanced or superior sensors. The cost for Enhanced is 5 points and the cost for Superior is 10. All normal rules are followed. ECM The Brain ship can perform sensor jamming. It may use either individual or area effect. To jam sensor attempts on itself (individual) costs the brain ship 5 points of energy, area effect jamming can be provided for 10 points. All normal rules are followed. Bio Stun Pulse The Brain ship is able to generate a form of attack that effects the crew rather than the ship. The Brain ship lashes out with some form of Bio Pulse that is able to stun the crew of the attacked ship. The range of this attack is 12 inches and it costs 20 points to generate, it can be "fired" from any of the two side arcs or the forward arc. The Pulse will hit a ship on a d6 roll of 4+ at ranges 1-4, 5+ at ranges 5-8, and 6+ at ranges 9-12. The effect of a hit is worked out by rolling a d6. On a roll of 1-3 the victim is unable to use it Firecon systems (the bridge was hit), on a roll of 4-6 the victim will be unable to make any course corrections (accelerate/decelerate, turn, jump, etc.) on the following turn (the engineering section was struck). Scan The Brain ship is able to use its sensor abilities to deduce the possible actions of an enemy ship. On a turn the Sa'Vasku player wishes to use this ability he plots his energy usage as normal but does not plot his movement. After the opposing player has plotted his movement, but before he declares it, the Sa'Vasku player may attempt to use this ability. Any opposing ship within 24 inches may be targeted so long as it has been successfully scanned to determine all of its onboard systems (a "5" on the chart on page 6 of MORE THRUST). The Scan will work on a roll of 5+ on d6 and costs 15 points to generate. Each ship that is successfully scanned must reveal its plot orders to the Sa'Vasku player. The Sa'Vasku player then plots his movement as normal after all scan attempts of been resolved. The cost to buy as Brain ship is escort costs 6 pts per mass Cruiser costs 7 pts per mass Capital costs 8 pts per mass That is about it for the Sa'Vasku from us. We have some more stuff we put together for Sa'Vasku Starbases (Nests), but they aren't real firm or playtested yet.