From: Michael Smit <mcsmit@v...>
Date: Thu, 22 Aug 1996 13:07:20 -0400
Subject: Savasku Campaign Rules
Some explanation: James Butler asked me to share my rules for campaign Savasku with the mailing list. So here they are. I'm hoping to put the entire thing on my web page at some point (all 10 pages of rules plus some other stuff!) but until that time, I'll explain some points that will help with deciphering the Savasku rules. 1) Human players start with 4000 points, 5 planets producing 400 points a campaign turn and a production facility capable of building 40 mass worth of ships. Mass can be increased, additional planets add to the total resource points available. Kra'vak start off with 5000 points, no planets and a mothership (large merchant) that can produce 50 mass worth of ships a turn. 2) The map is large, with about 150 possible planets. 3) Each player has a secret mission. Human players choose between 6 missions and get 30 bonus points for completing it. Kra'vak and Savasku have a choice of 4, which have two levels of success. Otherwise, points are scored for having colonies and for winning battles. The first player to 100 points wins the campaign. 4) I use sensors to aid in patrolling. When a ship with FTL doesn't move, it is on patrol for the campaign turn. The interdiction space is considered to be that hex. But enhanced and superior sensors increase the range at which the patrolling ship can intercept interlopers. Enhanced covers the hexes around the location, while superior covers a range of two hexes around the patrolling ship. Any fleets passing through this range are reported to the patrolling ship's player as well as fleet composition (5 escorts, 3 cruisers and 2 capitals). At that point, the patrolling ship may choose to intercept along with whatever FTL assets are at its location. ECM hides the composition of the intruding fleet. And here are the rules! -- Savasku The Savasku are an ancient race alarmed by the KraÂvakÂs violent actions. As such, they are revealing themselves to the human empires and searching for allies to eliminate the KraÂvak as a threat once and for all. Due to the SavaskuÂs reliance on KraÂvak balancing, there may only be one Savasku empire in the campaign for every KraÂvak empire. Savasku Bioships The following rules for costing Savasku bioships will be used, as there isnÂt anything to cover them in the More Thrust rules. Savasku ships must all pay for their mass and FTL engines as normal. In addition, they must pay 20 points for every power factor a ship has. Thus a 100 mass Savasku with its 10 power points would cost a total of 500 points. Savasku Growth Every turn, an undamaged Savasku ship may grow larger. Each Savasku ship has a d6 rolled for it. On a 1 or 2, the Savasku ship gains that many damage points, while any other result indicates no growth. Should the addition of the damage points force another row to be added, then the ship gains a power factor. Savasku Spawning Savasku ships are not built, but spawned as larger ships break into smaller ones which then can grow. To do this, they must find a star of the appropriate type, which is determined randomly by visiting a system and getting a roll of 6 on a d6. Once a world is determined to be ideal for spawning, it remains such for the rest of the game. A ship that is spawning may split itself up in however many fragments it wishes, but the total number of damage points and power factors must be conserved. For example, a 100 mass Savasku ship can be split into one 50 mass "mother" and five 10 mass "babies", with 5 and 1 power point each. Savasku Regeneration If they devote their energies to self-repair, the Savasku can regenerate damage taken in battles in the same way as damage control teams can repair systems on human ships. For every power point a Savasku player puts into self-repair during a turn, at the end of the turn a d6 is rolled. On a result of 6, one damage point is healed. Should this healed point be in a new row, then a power factor is restored. The maximum number of power points that can be put into self-repair is the current power factor at the beginning of a turn. Savasku Dronepods Large Savasku craft can create Dronepods in advance and carry them with them during movements. This ability is limited to the larger Savasku vessels only. The maximum number is the power factor of the ship minus 4, so a ship with a power factor of 6 can carry two dronepods with it into battle. Savasku Beginning Fleet Size and Disposition The Savasku have 4000 points to build their initial fleets. There must be two separate fleets, and each one must follow a size ratio of 2 "escorts" for every "cruiser" and 2 "cruisers" for every "capital" or "supership". The two fleets beginning points will be determined before play begins, but will be widely separate. Savasku Missions The following are the valid Savasku missions: * Spawning Beds: You are searching for ideal locations for your race to spawn further warships for future sorties in this area of space. You must find 4 suitable systems and guard them to win the 40 point bonus, and must guard 8 systems for the maximum 70 point bonus. No other forces may be present in the spawning systems, even allies. * Reconnaissance: You must explore and find the major human settlements in preparation for diplomatic contact and organization. To win the minor bonus of 40 points, 75% of all homeworlds must be uncovered. For the major bonus points, all homeworlds must be found and all wormholes must be traveled. * Diplomacy: You believe that organizing the humans to fight the KraÂvak with you is the only way to defeat the KraÂvak. To do so, you must have fleets at half of the other homeworlds. The fleet can be as small as one ship, but it must be tolerated and not destroyed by that particular homeworld. If another empire attacks and the ambassadorial vessel is destroyed, it does not count towards these bonus conditions. Having these allies is worth 40 points, but getting more than two of them to agree to attack a KraÂvak fleet together nets the major bonus of 70 points. * Punitive: It is your goal to destroy as much of the KraÂvak force in this sector as possible. To aid in this quest, your ships may be equipped with scanners that have been enhanced to detect KraÂvak activity occurring within 3 hexes of a patrolling ship (this works like a superior sensor, with a range of 3 and that it only detects KraÂvak). As well, you will be forwarded hard intelligence on the activities of the hostile aliens. By destroying 3000 points worth of KraÂvak warships, you will earn 40 victory points. If you destroy a homeclanship, you score an impressive victory and earn 70 victory points.