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TASHKAMI ADVANCED PROTOTYPE BY PAUL BROWN

Historical Fluff:

The Im-Rehsa has been constantly leading the technological edge for the Brakiri, the Tashkami is no exception. The prototype represents the firsts steps into the next generation of Advanced Cruisers. The ship is largely a test bed for new technologies. Mounting Improved Graviton Beams, advanced shields and sensors as well as the new Anti-Gravity Displacers. As any push the envelope to its limits, they are bound to get cut as well. The Prototype is still in the testing stage and as such is full of problems. It is believed that the ship will be ready for standard military service within five years.

Improved Graviton Beams:

Designed to be both better than Graviton Beams yet more accessible than the Gravitic Lance, the improved Beams incorporate a stronger beam which is both more accurate and able to be sustained for longer periods of time. At present however it suffers from misfiring problems and is not suitable for the field of battle.

Anti-Gravity Displacers:

Created on the same principles as the Gravitic Drives, Displacers are used to target objects and to essentially gravitate or push off from them. Scientists first thought of the concept after seeing the Torvalus ship in action during the battle of Corianus 6. The devices are intended to give the ships increased tactical flexibility allowing them to perform unexpected manuevers.

Displacers work by first targeting a vessel or other substantial object (moon, asteroid, planet). Work out the roll to hit as normal, if the weapon hits the firing ship is moved 1d5 hexes in the opposite direction, away from the target. The controller of the ship chooses which hexes it moves into, but all choices must take the ship farther from its target. Should the target be a planetoid, assume the defence rating to be 20.

Minor Sensor Fluctuations:

As Sensor Fluctuations except critical modifier is –1. This modifier does NOT apply to any critical rolls which are the result of damage taken to the sensor icon.

Shield Generator Fluctuations:

Each turn, at the start of the turn, roll for a critical hit on the shield generator with a +1 on the die roll (plus 1 for each additional point of damage already scored to the generator). Such criticals are no permanent, however (regardless of what the listed critical would indicate). No effect caused by this roll lasts for more than the duration of the current turn.