Re: Kh'iff
From: Beth Fulton <beth.fulton@m...>
Date: Wed, 04 Apr 2001 11:21:01 +1000
Subject: Re: Kh'iff
G'day Derk
>G'day Beth (hope I get the accent
>sort of right, only had one week of
>practice ;) )
Sounds good to me ;)
>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.
Did they develop these weapons themselves or do the "acquire" them?
>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??).
Not a bad idea, though even pack animals don't usually have a problem
being
on their own, they're just ot as successful ;)
>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.
They could also just be juveniles yet to find a pace of their own or
exiled
old leaders, if so they could probably join a squad, but the squad would
need to take a reaction test each turn to see if they were allowed to
stay.
>Kh'iff lack the advanced communication
>networks that allow other nationalities'
>officers to have such great impact on the fight.
That's fine, but they should probably also get a slightly longer range
"no
comms required range", both for game balance and because they probably
have
better senses and long range communication abilities.
>NOTE: This ONLY applies to communication,
>NOT to other tests involving leadership value.
I'd probably actually modify all leadership tests a little, if you don't
mind a little book-keeping. I'd give all leaders a -1 to their role, but
if
they fail 3 times in a row (probably needs to be played a bit to get the
number right) then the leader is challenged and the squad spends a turn
sorting out whether the leader remains as is or changes (I'd just use a
standard leader replacement role here, if you get a "no shift in
quality"
result then the old leader held firm, otherwise there's a new leader
with
the appropriate new quality). If the old leader is given the boot, then
he
either has to leave, or the squad has to take a reaction test to keep
him
around.
>The Kh'iff wear heavy hide coats,
>giving them an effective armour of D6
I'd probably stick with D6.
>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.
Sounds sensible.
>- - 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?
Sounds OK to me. Maybe they have to take a reaction test NOT to attack a
panicked unit. Maybe they could be rated as causing fear? There's also
the
possibility that if they see a friendly squad go in then they'll stand a
higher chance of joining the close combat too (in which case I wouldn't
give them too much of an extra boost for greater numbers).
Cheers
Beth
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Elizabeth Fulton
c/o CSIRO Division of Marine Research
GPO Box 1538
HOBART
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