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RE: Brian's KV

From: "Bell, Brian K (Contractor)" <Brian.Bell@d...>
Date: Thu, 18 Apr 2002 08:36:09 -0400
Subject: RE: Brian's KV

-----Original Message-----
From: Tomb [mailto:tomb@dreammechanics.com]
Sent: Wednesday, April 17, 2002 19:01
To: gzg-l@csua.berkeley.edu
Subject: Brian's KV

1) In SG2, I gave KV grav rifles d12* impact. Even KV infantry menace
light armoured vehicles. The weapons are gravitic-based needlers
(gravguns). Humans don't like meeting my Kra'Vak on a 1:1 basis most of
the time.... (those vets of Grey Day and A Change of Orders may well
have some perspective on this....). 

2) I agree with Brian re: Juve/Warrior division. The Juve's are separate
precisely because they are more impulsive and more driven by their
biochemistry. The older (and wiser and less numerous) KV are the only
ones trusted with the heavier weapons (SAW/GMS/etc).

3) Brian, the 25mm guys have GMS/P. 
 
[Bri] True. This is probably what I was calling the Anti-Armor weapon.
In 15mm it could be a GMS/P or a long rod penetrating weapons HKP/P.
I have not seen a good picture of the snout of the KV w/ GMS in 25mm
to see if it has missile tips or a hole for the missile tube. Agian,
this is a backstory/fluff call.

4) KV TO&E is probably arranged on a per-clan basis (with a fair
corellation between clans). So differences such as no GMS/P are easily
explicable. 

[Bri] True. And thank you.

5) I don't agree with Brian re: weaker Juve rifles. Why? Logistics for
one, but more importantly the older KV are _still_ threatened by the
weapons he has specified, so I'm not sure the reduction is that
meaningful. (YMMV!)

[Bri] Thanks for your input! I may need to change this.


6) I think Shaken or Broken are good places to check for Ro'Kah. Though
I think if you go into Ro'Kah, perhaps its a bit like a last stand
roll.... maybe you don't make any more morale checks until you come out
of Ro'Kah (if you live that long).

[Bri] I had the KV test each round to see if Ro'Kah wore off. I should
modify this such that they test only when not in close combat. I should
also apply a modifier each round to make it easier to come out of
Ro'Kah.
I was also thinking of giving the Sia'Na the ability to "calm" 2 units
as 1 action. This would work in a similar way to a leader transfer
action


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