Savasku Campaign Rules

3 posts · Aug 22 1996 to Aug 23 1996

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 Kra’vak’s violent actions. As
such, they are revealing themselves to the human empires and searching for
allies to eliminate the Kra’vak as a threat once and for all. Due to the
Savasku’s reliance on Kra’vak balancing, there may only be one Savasku
empire in the campaign for every Kra’vak empire.

Savasku Bioships

The following rules for costing Savasku bioships will be used, as there isn’t
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 Kra’vak with
you is the only way to defeat the Kra’vak. 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 Kra’vak fleet together
nets the major bonus of 70 points.

* Punitive: It is your goal to destroy as much of the Kra’vak force in this
sector as possible. To aid in this quest, your ships may be equipped with
scanners that have been enhanced to detect Kra’vak 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 Kra’vak). As well, you will be forwarded hard
intelligence on the activities of the hostile aliens. By destroying 3000
points worth of Kra’vak warships, you will earn 40 victory points. If you
destroy a homeclanship, you score an impressive victory and earn 70 victory
points.

From: Indy Kochte <kochte@s...>

Date: Fri, 23 Aug 1996 15:31:44 -0400

Subject: Re: Savasku Campaign Rules

> Some explanation:
[...]

This sounds pretty cool; be sure to let us know when you got them all
online. Mebbe we can get someone to run a PBeM campaign game...  ;-) ;-)

> Savasku Growth

I presume that this means after every 5th added damage point, yes? (guessing;
don't have my MT rules onhand at the moment)

Mk

From: RMMDC@j...

Date: Fri, 23 Aug 1996 17:32:22 -0400

Subject: Re: Savasku Campaign Rules

Help!

I accidentally deleted those campaign rules.  Please e-mail
me a copy. I was enjoying what I saw when I scanned through.

Thanks.

Out here.

        -monty