[FT] Other Kra'Vak wepon systems

6 posts ยท Dec 5 1998 to Dec 7 1998

From: John C <john1x@h...>

Date: Sat, 05 Dec 1998 06:52:06 PST

Subject: [FT] Other Kra'Vak wepon systems

Here's a question that no one's asked: What other weapons do the Kra'Vak

have?  As matters currently stand, they have two--the railgun and the
scattergun-while humans have more than five--beams, SLMs, submunition
packs, pulse torps, needle beams, and a host of "cinematic" weapons. In

the interest of variety, what else would the KV be armed with? I think that we
can make at least a few assumptions, although I am certain that people will
dispute them. But that's part of the fun, isn't it?

No energy weapons. I'm not sure why, but that's the pattern that has
been set, so we should stick with it.  On the other hand/claw/whatever,
according to the Geohex site, the KV figures are armed with "Power Rifles",
and those certainly SOUND like energy weapons. (See? Even *I*

am disputing my assumptions!)

The KV have very good sensors and computer systems. I know, this goes against
what a lot of people seem to think, but come on! If they can actually manage
to hit things with Railguns at FT ranges, then they must

have access to superior systems.

Given these assumptions, what can we come up with?
    Something similar to the MT missiles--a large projectile, which
guides itself into the target, inflicting massive damage. It's a one shot
weapon; treat it like a small ship. Nukes. They just seem appropriate. Maybe
nuclear mines.

Any other ideas?

From: Steven Arrowsmith <arrowjr@u...>

Date: Sat, 5 Dec 1998 10:51:06 -0500 (EST)

Subject: Re: [FT] Other Kra'Vak wepon systems

> On Sat, 5 Dec 1998, John C wrote:

> Here's a question that no one's asked: What other weapons do the
In
> the interest of variety, what else would the KV be armed with? I

Ok Heres One - Scatterpacks - Major Shotguns:
Kra'Vak verison of the SMR.
Mass 4  points 12  single-shot, two arc.

Range damage

0 - 6"       4d6
6 - 12"      3d6
12 - 18"     2d6
18 - 24"     1d6

No 'To-Hit' roll, these are area effect, and will hit anything, in there
arc and range..

All hit are applied to armour, if armour is gone, its applied to hull boxes.

From: IronLimper@a...

Date: Sat, 5 Dec 1998 14:33:32 EST

Subject: Re: [FT] Other Kra'Vak wepon systems

In a message dated 98-12-05 09:54:54 EST, you write:

> Here's a question that no one's asked: What other weapons do the
In
> the interest of variety, what else would the KV be armed with? I

> against what a lot of people seem to think, but come on! If they can

> Given these assumptions, what can we come up with?

I kind of like the idea of guided projectiles tossed by the railguns to
increase accuracy at long ranges. How about this: (Using the RG Rules in your
last post, which I like a lot)

Guided Railgun Round (GRR) Range: As normal, except both 5's and 6's count for
rerolls.
Damage: (Class-2)*d6. Damage is applied to armour first, then structure.
	      [PSP, the sensors, manouver engines and associated fuel
takes up space that would otherwise be filled with Depleted Balonium.]

The minimum size RG that can fire thse large rounds would be the
Class-3's,
obviously. I don't like the idea of buying these things spaces in the design
and I don't think it's warrented to pay for them with points. Can anyone who's
a little better with analyzing thse types of things see if the decrease in
damage offsets the increased range?

John, in regards to your RG rules, how would you deal with KV armour? The list
seems to have agreed on modeling KV armour as in MT (a percentage of mass
gives 1,2, or possibly 3 levels of protection). What do you all think about
this:

Kra'Vak Armour System (KVAS) Mass: 5% of the ships mass per level, maximum 2
levels. (Possibly 3. Any

suggestions?) Points:???? (Haven't the faintest, folks) Effect: vs. Human
Weapons: As human shields of identical level. vs. KV Railguns: Subtract the
level of the KVAS from the number of
to-hit
dice rolled. (ie a railgun is firing at a Level 1 protected ship. Instead of
4d6 rolled to hit, 3d6 is rolled) vs. Scatterguns: Subtract the level of the
armour from the damage rolled.

I'm not wild about the difference in mechanics between the RG and the SG, but
there isn't a to hit roll to modify on the scatterguns. I kind of like the
effect on the to-hit roll for the RG's, because it encourages the close
combat, knifefight nature of the Kra'Vak, at least in my opinion.

Don

From: John C <john1x@h...>

Date: Sat, 05 Dec 1998 12:34:34 PST

Subject: Re: [FT] Other Kra'Vak wepon systems

[With a snip-snip here, and a snip-snip there....)

> I kind of like the idea of guided projectiles tossed by the railguns to

Well, I will be damned.  I never thought of increasing the re-roll
numbers in order to increase the range! Simple, effective, simple...excuse me
for a moment, would you? I need to go bang my head against the wall. *Wham*
*Wham* There, that's better.

> Damage: (Class-2)*d6. Damage is applied to armour first, then

in
> damage offsets the increased range?

I don't have the math for it myself, being mathematically challenged, but it
seems to have at least a rough balance to it.

> John, in regards to your RG rules, how would you deal with KV armour?
Personally? Apparently by forgetting about it. This is what happens when I try
to express coherant thoughts after 6 hours of sleep.

The list
> seems to have agreed on modeling KV armour as in MT (a percentage of
Any
> suggestions?)

I'm really not sure. The easy way to go is to make KV armor lighter and

more expensive than normal human armor, but that seems like the easy way

out. The idea that most appeals to me is simply subtracting the level of the
armor from each die of damage, but that wouldn't work against beam attacks.
Or, rather, it would work waaaay too well.

I would like a mechanic that functions the same, regardless of what weapons
are being used. How about this...just as a thought. I'm not sure how well it
would work in practice.

KV armor functions as you defined it about vs. KV railguns--each level
reduces the effective range by 1d6 (PSB: the longer range gives the targeted
ship more time to orient itself so that the shot glances off the armored bits.
I know, I know...sounds shaky to me, too.)

Against Beam weapons, the effect is similar; each level of armor reduces

the beam range by 6". This forces the humans to fight at KV ranges. The PSB is
a little more solid here, I think.

Maybe the combination would work, after all. Railgun (and Scattergun)
damage is at -1 per die/level of armor against KV armor, and Beam shots
have their range reduces by 6"/level.

And, on a related note, I would have ALL scattergun damage applied to human
armor, assuming there is any less, before anything reaches the hull. It's a
cloud of (relatively) light shot, and it seems somehow right.

From: IronLimper@a...

Date: Sun, 6 Dec 1998 16:44:03 EST

Subject: Re: [FT] Other Kra'Vak wepon systems

In a message dated 98-12-05 15:41:56 EST, you write:

> I kind of like the idea of guided projectiles tossed by the railguns

> Well, I will be damned. I never thought of increasing the re-roll

> against the wall.

Certainly. ::waits a moment:: Feeling better?  :-)

> Damage: (Class-2)*d6. Damage is applied to armour first, then

[[snip]]

> John, in regards to your RG rules, how would you deal with KV armour?

> of the armor from each die of damage, but that wouldn't work against

To be honest, I'm not too keen on the MT idea either. The way the Kra'vak
armour is described there seems like a combination of armour (of the human
variety) and extremely well thought out subdivision and reduncy which could be
reflected in FB terms by cheaper armour and/or hull toughness. ::shrug::
The list likes the MT concept better and it does work to encourage KV players
to keep the range short, which adds flavor to the KV fleet.

> I would like a mechanic that functions the same, regardless of what

Me too, but I'm not sure how.

> KV armor functions as you defined it about vs. KV railguns--each level

> reduces the effective range by 1d6 (PSB: the longer range gives the

I see the PSB as being more along the lines of the ships are so tough, it
takes better aim to hit anything vulnerable and you can't do that at very long
ranges.

> Against Beam weapons, the effect is similar; each level of armor

To be honest I'm not to keen on this, because it eliminates the differences
between the fleets and forces the humans to fight too much on the KV terms.
Lemme think about this a bit more.

> Maybe the combination would work, after all. Railgun (and Scattergun)

> damage is at -1 per die/level of armor against KV armor, and Beam

Oh yeah. Actually I thought about that a little while after I sent my last
post. It does seem very much like a "scraper" type of weapon, doesn't it? Due
to the light mass of the projectiles I'm almost tempted to let shields be
effective against the scatterguns, but that would add yet another mechanic so
I think we'd probably best leave well enough alone.

From: Tim Jones <Tim.Jones@S...>

Date: Mon, 7 Dec 1998 08:37:49 -0000

Subject: RE: [FT] Other Kra'Vak wepon systems

> Guided Railgun Round (GRR)

AKA a photon torpedo, in trek these are fired from big coil guns
and then their guidance/sustainer motors kick in.

> Kra'Vak Armour System (KVAS)

There is already a proposed Intergral Armor system very much like this you
just can't find it in all the posts.