Sa'Vasku Brain ships

1 posts ยท Nov 12 1996

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.