Kh'iff
From: Derk Groeneveld <derk@c...>
Date: Tue, 3 Apr 2001 09:59:30 +0200 (CEST)
Subject: Kh'iff
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On Tue, 3 Apr 2001, Beth Fulton wrote:
> G'day Derk
>
> >P.S. I'm working on some ideas
> >for the Kh'iff from Denizen. Other than the
> >background I'm playing with some
> >ideas for pack mentality and game effects
> >thereof. Anyone care to brainstorm with me, here?
>
> What thoughts have you already had?
G'day Beth (hope I get the accent sort of right, only had one week of
practice ;) )
I'll list some of the ideas I had, below. It's still in the 'random
collection of ideas-stage', so I'm afraid it isn't very well structured.
I see the Kh'iff as a people of poor desert/plains nomads, traditionally
hunters, who drift in large packs across the plains they inhabit. They
have little in the way of advanced technology, except for the gauss
rifles
which prove to be of great help in hunting their tough-hided prey.
They are deeply religious people, who cannot accept the violation of
their
lands for (fill in whatever cause of conflict you like). After their
protests went unheard, they picked up arms to defend what they see as
_theirs_.
- - Pack mentality
The Kh'iff evolved from a canine stock, with very much of a pack-like
social structure. Kh'iff are not great individualists, much preferring
to
do things with their pack.
The effect of this pack mentality is that Kh'iff squads test as one
motivation level lower than normal, when they cannot see any other
Kh'iff
squads (of their own pack/platoon??).
The sole exception to the above rule are their expert huntsmen/stalkers,
(snipers) who found the courage to face danger on their own, and hence
do
not suffer the penalty. However, their 'difference' also caused them to
distance themselves from their birth-packs, and as a result, they cannot
attach to squads.
- - Command structure
Kh'iff lack the advanced communication networks that allow other
nationalities' officers to have such great impact on the fight. Their
communications disadvantage results in a +1 penalty to the leadership
value on all communication attempts. This penalty will never raise the
leadership value above 3. NOTE: This ONLY applies to communication, NOT
to
other tests involving leadership value.
- - Equipment
The Kh'iff wear heavy hide coats, giving them an effective armour of D6
(or would d8 be okay as well? d8 strikes me as a bit excessive, but I'm
curious what other people think?). I'm thinking of giving Kh'iff 8"/d8
movement rate, even in their robes... Although I'd imagine they'd slow
down faster in undergrowth.
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
gauss
MG's. Their sniper have a highly accurate gauss sniper rifle.
- - Senses
Even though the Kh'iff have no technologically advanced sensors, they
take
sensor rolls at a D8 at the first two range bands (due to their highly
developed sense of smell), and on a D6 at longer ranges if in their own
habitat, D4 otherwise.
- - EW
Yeah, rrrrright. However, I'd like the Kh'iff to have some ability to be
sneaky bastards. Any suggestions here?
- - Sneaky movement
Kh'iff suffer one less penalty due to group size, as they are used to
hunting with their fellow squaddies.
- - Close Combat
The Kh'iff are very sensitive to the weight of numbers. I'd like to give
them an extra penalty if outnumbered, and a bonus if outnumbering. Is
this
feasible or does this wreck the system?
Well, that's the ideas I've had so far. I'm curious what you people
think?
So far, I think they have more disadvantages than advantages, but I'm
not
too bothered here, since I prefer to play scenarios anyway.
Cheers,
Derk
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