Slaver Crown Artefact
| Cost |
1,000,000
|
| Mass |
30,000
|
| Tech Level |
|
| Duranium |
10,000
|
| Tritanium |
10,000 |
| Molybdenum |
10,000 | |
| Large Weapons |
0 |
| Max Large Size |
0 kt |
| Small Weapons |
0 |
| Point Defense |
0 |
| Super Weapon |
< None > | |
| Max Fuel |
0
|
| Max Ord |
0
|
| Max Repair |
0
|
| Max Cargo |
0
| |
| Engines |
0
|
| Generators |
0
|
| Power Bank |
0
| |
| Armor Limit |
20,000
|
| Shield Limit |
3,000
| |
|
| Crew Size |
20,000 |
| Passengers |
0
| |
| Fighter Bays |
5
|
| Fighter Bay Size |
350
|
| Construction Bay Size |
0
| |
| Max Speed |
0
|
| Max Hyp Jump |
0
|
| Evasive Bonus |
0
|
| Attack Bonus |
0
|
| Warp Drag Factor |
0
|
| Warp Signature |
150
|
| Scan Range |
0
|
| Tractor Beam |
0
|
| Cloak Fuel Burn |
( No Cloak ) | |
|
| Vulnerability To Weapons Fire |
| Parts / Hull |
0
|
| Control Systems |
100
|
| Engines |
100 |
| Hyperdrive |
100 |
| Lifesupport |
100 |
| Critical (Soft Spot) |
0
| |
History:
Aeons ago, the Slavers ruled the galaxy through their telepathic
control / amplification helmets. Though the Slavers died long ago, their
helmets survive, protected by impervious stasis fields. These crowns have
attuned themselves to the new races of the galaxy. Guard yours well, for
if it falls into enemy hands your race is doomed to eternal
servitude!
Special powers:
* Not clonable or reproducible by any
means.
* Indestructible (its game purpose is to be captured by killing crew /
defended at all costs. Its structure is protected by silvery stasis
fields.)
* Cannot be moved
* If it is captured, the race which owns it
immediately converts en masse to the same race as the capturing player. For
example if a Robot captures the Feds' Slaver Crown, all Fed colonists,
ships, bases etc become Robot ones - all over the galaxy - at the end of the
turn. The Fed player is now out of the game and the Robot player is
significantly more powerful.
Effect on gameplay:
* It is normally
scripted thus: at the start of the game, one of these hulls belongs to each
race, at their homeworld.
* All players will strive to capture enemy Crowns
whilst defending their own at all costs.
* Players who look vulnerable to
takeover will find their allies are
uncomfortable at sharing bases, mixing
fleets etc and may turn on them if they look susceptible to imminent
takeover!
I thought of this idea whilst considering ways of getting more
aggression and treachery into VGAP4. It gives players something
different to fight over than the usual minerals and natives, which
sometimes aren't sufficient incentive.
Idea: Paul Honigmann
Artwork:
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