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Fw: Alien PA

From: "Laserlight" <laserlight@q...>
Date: Tue, 28 Aug 2001 07:23:18 -0400
Subject: Fw: Alien PA


----- Original Message -----
From: clourenco <clourenco@snet.net>
To: <gzg-l@csua.berkeley.edu>
Sent: Tuesday, March 13, 2001 9:17 AM
Subject: Re: Alien PA

> In last yeasr Kra'Vak human mega event Tom and I used the following
rules
> for KV PA which is actually not really PA but Kra'Vak from the
"predator"
> caste. We used Nic's (Eurekas)  KV PA figs (Which are basically
predators):
>  (This is an excerpt from the variants created for the event.
(Mostly Tom's
> work IIRC).
>
> The Kra'Vak
>
> The Kra'Vak are the "boogey-men" of the Human expansion into space
in the
> late 2100's. They are alien, they are very well developed
technically, and
> they are apparently hostile to Humanity as far as is yet known. This
> situation leads to the Xeno War, a conflict that eventually becomes
a test
> of the Human Will-to-Life. This war contains many battles large and
small
> that will be fought against these alien foes. And so rules shall be
required
> for the games in which one wishes to use them.
> Movement
> Kra-Vak (Hunter Caste): 8" unencumbered, 6" encumbered (SG2)
>     10" unencumbered, 6" encumbered (FMASkirmish)
> Kra-Vak (Predator Caste): 10" unencumbered, 8" encumbered (SG2)
>     12" unencumbered, 8" encumbered (FMASkirmish)
>
> Burst Movement: A Kra-Vak may attempt Burst Movement. Burst Movement
is like
> a Combat Movement on Steroids. Utilizing Burst Movement, the Kra'Vak
> movement is 3dX rather than 2dX. (3d10 for Predator Cast, 3d8 for
Hunter
> Caste in SG2 , and 3d12 and 3d10 in FMA Skirmish). After executing
Burst
> Movement, at the end of the movement the Kra-Vak unit (SG2) or
figure (FMA
> Skirmish) must roll a reaction test at +2 to avoid winding. If it is
winded,
> place one suppression on the unit. This style of movement may be
used to
> enter close combat. But if the winding check fails before contact is
made,
> the unit is suppressed and the CC is aborted. If the Kra-Vak unit
arrives at
> the enemy position in one movement, the winding check is performed
between
> the first and second rounds of close-combat. If the winding check is
a
> failure, the KV lose all doubling (extra dice that is) benefits (see
KV
> Close Combat Rules) in future rounds of Close Combat. This
collectively
> gives them a brutal charge and first combat round.... but they might
tire
> out. In the squad sense, it also represents the disorganization
inherent in
> their intense lightning-fast style of Close Combat.
>
> Troop Quality
> Kra'Vak troop quality varies as much as human troop quality does.
There are
> untrained (immature spawnlings), poorly trained or green (adolescent
> spawnlings), regular (blooded hunters), veterans (experienced
hunters) and
> elite (champions). There are also various castes of Kra'Vak which
will tend
> to result in various quality levels.
>
> Kra'Vak (Hunter Caste):
> Qualities tend to be green to orange in this caste. Sometimes you
will get
> red quality (elite), but rarely. Blue (regular) or veteran (orange)
are the
> most common. Green (green) means new hunters out for first blooding.
Yellow
> (almost never seen, inexperienced) would mean spawnlings.
>
> Kra'Vak (Predator Caste):
> Qualties don't range as widely in the Predator Caste. These are (in
a sense)
> super-Kra'Vak. They are the product of active genetic tampering by
Kra'Vak
> technicians and bioscientists. The most common Predator Caste
experience
> level is Orange (veteran). Blues are newly minted Predators, with
little
> actual time in the field. Red (not particularly uncommon, elite)
hunters are
> experienced Predator Champions. The greatest Predator Champion ever
was
> reputed to be of a Hero quality level (d20, black), but this may be
just a
> legend.
>
> Leadership and Motivation levels tend to be 1's and 2's. 3's tend to
be
> either very new at their job (and they'd best improve swiftly!) or
quite old
> and perhaps beginning to slip.
> Kra'Vak Wound Resolution
> The Kra'Vak have a far more redundant system of organs than the
human, and
> they have a far stronger endoskeleton to protect those organs.
Additionally,
> their adrenal system allows them to function even when they should
be dead.
>
> Accordingly, the Kra'Vak have special wound resolution rules. To
kill a Kra'
> Vak outright, your impact roll must triple the armour roll. Wounding
is
> achieved by beating the armour roll.
>
> Kra'Vak that are not helped by a medic spend one round in a "white
skull"
> untreated-casualty state. Then, during the end-phase of the
following turn,
> they resolve similarly to powered armour. Roll a d6 for the Kra'Vak.
On a 1,
> he dies outright. On a 2-4, he is wounded, on a 5 or 6, he recovers
enough
> to re-enter the fight the next round (he may die later from wounds,
but his
> body's letting him function for the good of his Broodmates for now).
>
> This resolution applies for CC casualties as well.
>
> A Kra'Vak that re-enters the fight like this (from being wounded)
must make
> a Frenzy Check at +2. (See Close Combat Rules).
>  Armament
>
> Kra-Vak (Hunter Caste):
>
> Railgun, Rifle
> KV: hissing Sliver ("Hissing Sliver")
> Human: "Nailer"
> FP 2, Impact D12 (SG2), Range Mod 1.0 (FMASkirmish)
> The Nailer , as most human troops name the standard infantry arm of
the Kra'
> Vak forces, is an advanced railgun. It is unknown whether the
original name
> for this gun was a result of its nail-like projectiles, or of the
fact that
> it "Nailed" many humans in early conflicts - despite any intervening
body
> armour. It fires needles about 6.5mm in diameter at VERY high muzzle
> velocities and with very little deviation - and this is accomplished
in a
> way which accounts for the odd appearance. Unlike most conventional
Gauss
> rifles, the Nailer does not use EM acceleration to accelerate the
metalic
> needle.  This design uses focused gravitational force (or so we
think) so
> the long barrell of a Human Gauss rifle is not required - but
> correspondingly the gravitic focusing system is bulkier and leads to
a
> short, bulky looking (and fairly heavy) infantry long-arm.  It holds
a
> magazine of 81 rounds of 6.5mm AP. It has a pronounced kick-back,
especially
> on burst fire, but it is believed the Kra'Vak physiology does not
find this
> as problematic as we Humans would. And the weapon can punch through
the side
> armour of lighter standard personnel transports with a lucky shot.
What it
> does to standard human body armour doesn't bear thinking about.
> ---- Warrant Officer Tycho Andresi, SOC Armourer, HM 14th SOD, His
Majesty's
> Orbital Base "Britannia" (Sol III)
>
>
> Railgun, Rifle (Suppressed)
> KV: silent Sliver ("Silent Sliver")
> Human: "Spitter"
> FP 2, Impact D10 (SG2), Range Mod 0.9 (FMASkirmish)
> The Spitter  is a modified version of the basic Kra'Vak railgun.
Unlike the
> standard nailer, which has a pronounced crack when fired (caused by
the
> rapid accleration of the round through the Mach barrier), the
Spitter
> chooses to sacrifice some penetration for a lower intensity
grav-pulse and
> effective noise suppresion. The result is a smaller grav spike (and
it is
> suspected additional shielding makes this even less detectable) and
a much
> reduced sound signature. It fires needles about 6.5mm in diameter at
high
> muzzle velocities and though with less impact than its sibling, the
Nailer.
> It is accurate over approximately the same ranges.  It is fairly
bulky,
> weighing in at around 10 kilograms, about 2 kg heavier than the
basic
> nailer.  It holds a magazine of 81 rounds of 6.5mm AP. It fires
burst or
> full auto as it uses a similar action to the Nailer. It is the
Kra'Vak
> equivalent of a silenced assault weapon.  You probably won't here a
shooter
> equipped with one of these until too late.
> ---- Warrant Officer Tycho Andresi, SOC Armourer, HM 14th SOD, His
Majesty's
> Orbital Base "Britannia" (Sol III)
>
> Railgun, Sniper Rifle (Suppressed)
> KV: long talon ("Long Talon")
> Human: "Spiker"
> FP 1d10, Impact 2D6* (SG2), 1d8 Smartgun die (Enhanced), Range Mod
2.0
> (FMASkirmish)
> The Spiker  is a modified version of the basic Kra'Vak railgun.
Unlike the
> standard nailer, which has a pronounced crack when fired (caused by
the
> rapid accleration of the round through the Mach barrier) and a
measurable if
> brief high intensity grav-pulse, the Spiker has a longer barrell and
> accelerates the outgoing round to a higher final velocity but over a
longer
> distance. The result is a smaller grav spike (and it is suspected
additional
> shielding makes this even less detectable) and a much reduced sound
> signature. It fires needles about 6.5mm in diameter at VERY high
muzzle
> velocities and with even less deviation than its sibling, the
Nailer. It is
> accurate over significantly longer ranges. It is fairly bulky,
weighing in
> at around 14 kilograms..  It holds a magazine of 81 rounds of 6.5mm
AP. It
> does not fire burst fire or fully automatic - only single shot or
> semi-automatic. It is the Kra'Vak equivalent of a sniper rifle.
However,
> studies of the weapon indicate a sophisticated guidance package
integrated
> into the multi-spectral sighting system and into the rounds fired by
the
> weapon themselves. With their self-guiding nature, the weapon is
thought to
> be accurate to over 800m in the hands of a trained Kra'Vak marksman.
And, of
> course, the weapon has the same punch as a Shrieker, so most things
it hits
> will expire in a suitably grisly fashion.  On the upside, if the
shooter
> doesn't happen to possess the special ammunition, we believe
performance
> benefits associated with the self-guidance component of the system
are
> completely negated. If you run into one of these, you probalby won't
realize
> it until somebody is dead.
> ---- Warrant Officer Tycho Andresi, SOC Armourer, HM 14th SOD, His
Majesty's
> Orbital Base "Britannia" (Sol III)
>
>
>
> Railgun, Support
> KV: screaming Sliver ("Screaming Sliver")
> Human: "Shrieker"
> FP D10, Impact 2D6* (SG2), Range Mod 1.4 (FMASkirmish)
> The Shrieker is the name given to the standard squad support weapon
so far
> employed by the Kra'Vak. It is a larger, more powerful version of
the
> grav-powered Nailer. Whereas the rounds from the Nailer hiss and
snap when
> going through the air, the rounds from the Shrieker litterally
scream
> through the air. It fires the same 6.5mm needles, but at an even
HIGHER
> velocity than the Nailer.  And it feeds from a cassette system with
a 243
> round capacity. The Shrieker can easily punch through human body
armour like
> it is not there, and makes a fair mess of even powered armour or
light
> vehicle armours. It kicks like an angry mule on Steroids, but
apparently the
> Kra'Vak strong endoskeleton and muscle system find this only a
moderate or
> negligible disability. If anyone happens to find themself in a
situation
> where their only option is to fire one of these, I' d suggest a
sandbag
> bracing and a high-tolerance for pain. Fire one standing up, even
using a
> rest, and you'll end up on your back probably with a busted
shoulder.
> ---- Warrant Officer Tycho Andresi, SOC Armourer, HM 14th SOD, His
Majesty's
> Orbital Base "Britannia" (Sol III)
>
> Launcher, Guided Missile, Personal
> KV: crushing fist ("Crushing Fist")
> Human: "Thor's Hammer"
> Guidance D8, Impact 2D8* (SG2)
> The Kra'Vak GMS Launcher, coined as Thor's Hammer, is another
horrifying
> application of gravitic control.  In this case, we're talking about
the
> application of gravitic technology to the propulsion of a
self-guiding
> projectile. Unlike a conventional GMS which is about half or one
third
> warhead (probably HEAP, HESH, or HEKP), the balance fuel (with some
little
> allowance for guidance), the Kra'Vak GMS projectile relies on
velocity
> rather than any explosive for armour penetration and is about 2/3rds
the
> size of the human projectile, but has little propellant. Small fins,
small
> jets with venturis, and an on-board terminal guidance package help
to vector
> in this missile - which would otherwise be a dumb projectile like a
> Recoiless Rifle round.  It is launched under a very brief
acceleration in
> the order of more than 100 gravities, generated by the systems grav
> generator. If you thought the Shrieker was heavy, this beast will
tax even
> Powered Armour to carry. It weighs in at nearly 50 kgs. It can hold
up to
> three projectiles, and can be reloaded in a short period of time ,we
> believe,  by a qualified loader. The guidance system aboard the
projectile
> is really very advanced, but the high velocity of the projectile
actually
> inhibits the operation (the projectile has a very short flight time
and
> hence a very minimal chance for on-board guidance to effect the
trajectory).
> Thus the end result is a system compatible with most good quality
human
> systems. However, the round hits noticeably harder than comparable
> human-portable GMS systems. On a lucky hit, it could even penetrate
the side
> armour on many lighter MBTs.
> ---- Warrant Officer Tycho Andresi, SOC Armourer, HM 14th SOD, His
Majesty's
> Orbital Base "Britannia" (Sol III)
>
> Kra-Vak (Predator Caste):
>
> Launcher, Plasma, Shoulder-mounted
> KV: fire talon ("Fire Talon")
> Human: "Plasma Spitter"
> FP D6, Impact D12* (SG2)
> a trap may be avoided by cunning, or braved by fire.
>
> A trap may be braved by cunning, or braved by fire.
> ----	K'thrr'th, Predator Caste Hunter-Champion
>
> Vibro-Glaive
> KV: death hymn ("Death's Hymn")
> Human: "Can-Opener"
> Close Combat Weapon (SG2)
> Note: Kra'Vak  Close Combat rules covered later.
> roar in joy, for the hunt ends when death sings.
>
> Roar for Joy, for the Hunt is over when Death sings!
> ---- T'hm'sss, Predator Caste Hunter-Champion
> Both Castes:
> Grav-Grenade
> KV: reaper fist ("Reaper's Fist")
> Human: "Cracker"
> Hand Grenade 16/4, 0.2 Range Mod (FMASkirmish), factored into close
assault
> in SG2
> when his foes are smashed under the fist of the reaper, the hunter
rejoices.
> When his Foes are smashed under the Fist of the Reaper, the Hunter
Rejoices!
> ---- R'b'rt, Predator Caste Hunter
>
>
>
>
>
> ----- Original Message -----
> From: Eli Arndt <emu2020@wattosjunkyard.com>
> To: <gzg-l@csua.berkeley.edu>
> Sent: Tuesday, March 13, 2001 2:48 PM
> Subject: Alien PA
>
>
> > Hello all,
> >
> > With the recent talk of PAs and my having received my 100 Club
order for
> several, I have been wondering something.
> >
> > Do the aliens in the Tuffleyverse use PA and what does it look
like?  And
> if so, do we want to meet it?
> >
> > Think of KV PAs.  The idea seems frightening.
> >
> > Eli
> >
> >
> >
> > ------------------------------------------------------------
> > Get Your Free Star Wars Email at http://www.wattosjunkyard.com
> >
> >
> >


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