From: BJCantwell@a...
Date: Wed, 20 Nov 1996 16:40:00 -0500
Subject: Savauka Tech....
I had a couple of ideas I had lying around for the Savuska as well, so I thought I'd add to the discussion. Pods... I also thought that if the Savuska could grow a fighter, they could grow a missile. These "missile-like" pods all maneuver in a manner similar to missiles from MT, moving after plots and before ships. In order to create a little more difference between missiles and pods, the pods are slower (12") but more maneuverable ( may take two point turn at beginning and midpoint of move) than missiles. Pods have a three turn endurance. All pods must be launched on the turn following their creation unless a support cost is paid to maintain them. The support cost is 2 PP per pod. Thermal Pod: 8PP to produce. Effects exactly as a needle missile from MT. Swarm Pod: 8PP to produce. If not intercepted, pod attaches to hull, cuts through, and releases swarms of killing organisms. These are the equivalent of three Boarding parties. If all crew are killed, ship becomes a floating hulk. Gravatic Pod: 8 PP to produce. If not intercepted, this pod attaches to the hull and begins creating gravity waves which makes the ship more massive, reducing its maneuverability. Each pod generates 2d6 "gravity points". The ships thrust is reduced by the ratio of gravity points to ships mass. E.g. A mass 50 ship with Thrust 4 is hit by a gravatic pod which generates 10 gravity points. The ships thrust is reduced by 10/50 x4 or .8 which rounds to 1. The ship now has only three effective thrust. Damage control parties may attempt to find and remove the pod using the same procedure for repairing a down system. Scrambler Pod: 8 PP to produce. If not intercepted, this pod attaches to the hull and begins sending out pulses of electromagnetic energy. At the start of each turn the pod is attached, roll d6. 1 = pod burned out, 2-3 = no effect, 4-5 = threshold check: sytems out on roll of 6, 6 = threshold check: systems out on roll of 5-6. Scrambler pods may be located and removed by damage control parties. Gravatic Pulse: The gravatic pulse operates simliarly to the Savuska's energy pulse, but is a pulse of focused gravity waves. The gravatic pulse creates localized severe gravatic distortions within the enemy ship and ignores screens and armor. The pulse is however more difficult to control so has a shorter range. At range 0-4", 1 PP generates one die. At 4-8", 2 PP generate one die, and at 8-12" 4 PP generates one die. Each die generates damage as follows: 1-2 = no damage, 3-4 = 1 point, 5 = 2 points, and 6 = 3 points. Comments? Brian