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Re: Kh'iff

From: Andy Cowell <andy@c...>
Date: Tue, 03 Apr 2001 18:44:00 -0500
Subject: Re: Kh'iff

In message
<Pine.LNX.3.96.1010404003206.12187A-100000@derk.penguinpowered.com>,
 Derk Groeneveld writes:
> 
> > I'll stick to the game mechanics here-- they're a doglike people. 
You
> > can build whatever background up around that.
> 
> Yup :) Just some fluff, is all.

Fluff is good.	Speaking of fluff, what about their elite caste, the
Poo'dl Kh'iff?	;)

> > > Kh'iff infantry is armed with a long range gauss rifle (read,
regular
> > > gauss assault rifle, FP 2 - unless someone has a better
suggestion), and
> > > supported with automatic grenade launcher (the drum-fed weapon),
and gaus
> s
> > > MG's. Their sniper have a highly accurate gauss sniper rifle.
> > 
> > Seems like dogs have better vision than us.  Perhaps give them a
bonus
> > to hit, maybe only if the target unit moved this turn?
> 
> I'm a bit wary to directly touch the main combat mechanism; I'm not
> entirely sure how big the impact will be. Another thought I had was
giving
> them slightly longer range bands?

That seems about the same-- a quality die shift up is the same as
extending the range bands by 2".  Give them a quality die shift up
when firing at a unit that has already activated this turn and used an
action to move.

> > > - - Close Combat
> > 
> > Well, the first thing is that DOGS SMELL FEAR!  If they're within
> > charge distance of an enemy squad that is Shaken or worse, they have
> > to pass a reaction test (+0, Shaken; +1 Broken; +3 Routed) at the
> > start of their turn OTW they MUST CC that unit.
> 
> Ooo! I _like_ the concept. OTOH< I didn't want to make them into
cliche
> 'they're alien therefore close assault monsters' ;)

I didn't say they were any better at it. ;)

Of course, any time their opponents feint in one direction, all Kh'iff
squads in line of site immediately run in that direction, and must


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