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Re: [FT] Other Kra'Vak wepon systems

From: IronLimper@a...
Date: Sat, 5 Dec 1998 14:33:32 EST
Subject: Re: [FT] Other Kra'Vak wepon systems

In a message dated 98-12-05 09:54:54 EST, you write:

>  Here's a question that no one's asked: What other weapons do the
Kra'Vak 
> have?  As matters currently stand, they have two--the railgun and the 
> scattergun-while humans have more than five--beams, SLMs, submunition 
> packs, pulse torps, needle beams, and a host of "cinematic" weapons. 
In 
> the interest of variety, what else would the KV be armed with?  I
think 
> that we can make at least a few assumptions, although I am certain
that 
> people will dispute them.  But that's part of the fun, isn't it?
> 
> No energy weapons.  I'm not sure why, but that's the pattern that has 
> been set, so we should stick with it.  On the other
hand/claw/whatever, 
> according to the Geohex site, the KV figures are armed with "Power 
> Rifles", and those certainly SOUND like energy weapons.  (See?  Even
*I* 
> am disputing my assumptions!)
> 
> The KV have very good sensors and computer systems.  I know, this goes

> against what a lot of people seem to think, but come on!  If they can 
> actually manage to hit things with Railguns at FT ranges, then they
must 
> have access to superior systems.
 
> Given these assumptions, what can we come up with?
>     Something similar to the MT missiles--a large projectile, which 
> guides itself into the target, inflicting massive damage.  It's a one 
> shot weapon; treat it like a small ship.
>     Nukes.  They just seem appropriate.  Maybe nuclear mines.

I kind of like the idea of guided projectiles tossed by the railguns to
increase accuracy at long ranges. How about this:
(Using the RG Rules in your last post, which I like a lot)

Guided Railgun Round (GRR)
Range: As normal, except both 5's and 6's count for rerolls.
Damage: (Class-2)*d6. Damage is applied to armour first, then structure.
	      [PSP, the sensors, manouver engines and associated fuel
takes up
	      space that would otherwise be filled with Depleted
Balonium.]

The minimum size RG that can fire thse large rounds would be the
Class-3's,
obviously. I don't like the idea of buying these things spaces in the
design
and I don't think it's warrented to pay for them with points. Can anyone
who's
a little better with analyzing thse types of things see if the decrease
in
damage offsets the increased range? 

John, in regards to your RG rules, how would you deal with KV armour?
The list
seems to have agreed on modeling KV armour as in MT (a percentage of
mass
gives 1,2, or possibly 3 levels of protection). What do you all think
about
this:

Kra'Vak Armour System (KVAS)
Mass: 5% of the ships mass per level, maximum 2 levels. (Possibly 3. Any

	  suggestions?)
Points:???? (Haven't the faintest, folks)
Effect: vs. Human Weapons: As human shields of identical level.
	   vs. KV Railguns: Subtract the level of the KVAS from the
number of
to-hit		    
				    dice rolled. (ie a railgun is firing
at a
Level 1 protected 
				    ship. Instead of  4d6 rolled to hit,
3d6
is rolled)
	  vs. Scatterguns: Subtract the level of the armour from the
damage
rolled.  

I'm not wild about the difference in mechanics between the RG and the
SG, but
there isn't a to hit roll to modify on the scatterguns. I kind of like
the
effect on the to-hit roll for the RG's, because it encourages the close
combat, knifefight nature of the Kra'Vak, at least in my opinion. 

Don		


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