Re: Kh'iff
From: "F.P. Groeneveld" <derk@c...>
Date: Wed, 4 Apr 2001 09:01:08 +0200 (CEST)
Subject: Re: Kh'iff
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On Wed, 4 Apr 2001, Beth Fulton wrote:
> G'day Derk
>
> >G'day Beth (hope I get the accent
> >sort of right, only had one week of
> >practice ;) )
>
> Sounds good to me ;)
Whew ;) I have to visit your country again, sometime. Spent only a week
in
Perth, and have a serious 'want to go back and see more' ache ;) Did get
to see and photograph humpbacks though, which was absolutely great. Oh,
and got to beat Ozzies around the head with a sword ;)
> >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?
Acquiring, I'd imagine. Sort of a 'first things first' thing ;)
> >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 ;)
Whoops. I think I woke up a biologist? ;) I was mainly thinking that,
under stress situations, they'd look to their pack for support?
> >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.
Mmm. What did you think of the 'takes up one action of outcast and
leader,
if within x inches' suggestion, made earlier?
> >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.
Yes, I like this suggestion. 9 inches sound fair? Or should it be more
to
your mind?
> >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.
Mmm. Sounds like fun, but also sounds like it could be a good bit of
work.
Something else I was thinking about; maybe a deceased leader should
result
in two suppression markers instead of one, as the pack sorts out who's
the
boss now?
> >The Kh'iff wear heavy hide coats,
> >giving them an effective armour of D6
>
> I'd probably stick with D6.
I think we all pretty much seem to agree on this, then.
> >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.
Do you think an extra table for dealing with terrain types is called
for? (What is difficult terrain, what is rough terrain, etc, for them?)
> >- - 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).
Hmmm. I didn't want to make them close combat monsters, too much. Seems
too easy to give this to anything that looks alien. On the other hand, a
case CAN be made for it.
I like the 'have to charge a panicked/shaken/broken unit' - test.
As for the 'seeing another cquad go in', I'm more leaning towards
tweaking
the weight of numbers, here.
Cheers,
Derk
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