Sa'Vasku power generators

3 posts ยท May 17 2000 to May 18 2000

From: Roger Books <books@m...>

Date: Wed, 17 May 2000 14:51:57 -0400 (EDT)

Subject: Sa'Vasku power generators

I'm answering my own question here.

Sa'Vasku power generators must make threshold checks. Why?

The rules explicitly state you can repair PGs. How does this force threshold
checks?

I am playing Sa'Vasku, my first row of hull goes down and I lose a PG.

I then fix it as per the rules. Suddenly, because they never take thresholds I
never have to worry about that PG going down again.

I just don't see that. Also, the rules do not say they do not take thresholds
so they must.

About the needle gun thing, don't know.

From: Kevin Walker <sage@c...>

Date: Wed, 17 May 2000 14:18:10 -0500

Subject: Re: Sa'Vasku power generators

--- >8 ---  snipped

> I then fix it as per the rules. Suddenly, because they never

True. But the system you may want to power up may have been lost and thus the
denial of use may subsequently still be there. The problem is that the SV
ships can end up with a double jeopardy situation, one in which all that's
needed to disable a capability is for one of of the two needed parts of the
ship to be offline.

It's possible that a ship that's suffered it's third threshold may
repair some/all of it's damaged systems (not likely).  However there
is no way to eliminate these systems short of the destruction of the ship. Not
quite the same thing but there are some parallels.

> I just don't see that. Also, the rules do not say they do not

But it might be alluded to in the Power Generator rules. By automatically
being lost upon the destruction of it's row of biomass one could gather that
this is the way PGs are damaged.

> About the needle gun thing, don't know.

Sa'Vasku have the same vulnerability in regards to systems that can be
damaged. The drives, weapons, and other systems are still there. To allow a
crippling of their ships by specifically going after the power generators may
IMHO weakens the SV ships and skews their current point costs.

Another factor to remember is the KV are automatically loosing a PG on each
threshold. Even if they repair it, the next time a threshold check comes
around a different PG will automatically go. Since the KV still conduct
thresholds checks versus the nodes on their ships they still suffer from the
accumulated damage that they've taken.

There's my two cents/pence/pesos - not that anyone asked.  ;-)

From: Oerjan Ohlson <oerjan.ohlson@t...>

Date: Thu, 18 May 2000 07:02:35 +0200

Subject: Re: Sa'Vasku power generators

> Roger Books wrote:

> I'm answering my own question here.

No.

> The rules explicitly state you can repair PGs. How does this

The intention of the rule which says "...it does not have to be rolled for
during the threshold check" is that you don't need to roll for ANY PGs. You
lose one, and only one, automatically each time you take a threshold check

You're quite correct that it then won't go down again. The problem with
repairing PGs is that they take quite a bit of power to fix (out of
your already-depleted pool) - and if you manage to fix it, you still
have the problem of your *other* systems going down. It isn't quite as
generous as it seems to be on first sight :-/

As for needle beams, I treat the PGs as equivalents to the other races' Core
Systems.

Regards,