Kra'Vak 'mines' updated, Meteor Swarms (long)

1 posts · Jan 13 2001

From: Charles Taylor <charles.taylor@c...>

Date: Sat, 13 Jan 2001 20:27:15 GMT

Subject: Kra'Vak 'mines' updated, Meteor Swarms (long)

Here is an expansion to my earlier idea of a 'debris field' based Kra'Vak mine
layer system.

First, I suggest a revision to the rules on meteor swarms and debris in
general (More Thrust, page 9). This adds the concept of 'density'.

Each meteor swarm will have a density value of 1 or more, representing the
number of meteors per unit volume of space.

When a ship flys through a meteor swarm, roll a number of dice equal to
the density of the swarm, on each dice a roll of 1-3 indicates no hits,
a roll of 4 or 5 indicates 1 hit, and a roll of 6 indicates 2 hits, as
an option, 6's can be re-rolled.

Each hit does one damage point for every _full_ 6 mu of velocity of the
ship, counted in a similar manner to a MKP hit, ie. the first damage point is
taken of armour, while the remainder penetrates through to hull (or the next
shell layer for phalons). Screens, Reflex fields, and Vapour shrouds have no
effect.

An old-style MT debris field is one of about density 4 under this
system.

If using the 'Battle Debris' rules (also MT, p.9), how about this variation:

The initial debris cloud is 2 mu diameter, and has a density equal to the MASS
of the exploded ship divided by 25. Each turn after that the cloud increases
in diameter by another 2 mu, and its density drops by 1, until it is less than
1, where it disperses.

If you want to try and calculate relative velocities for determining
damage from moving meteor swarms and debris fields, feel free :-)

Ok, now the Kra'Vak technology.

Fragmentation Cloud dispenser (FCD) (revised)

This is a one-shot weapon that is mounted in the ships Aft (A) fire
arc. It will create an expanding cloud of debris behind the launching ship,
fired with sufficient velocity to counteract the ships current forward
velocity. It is fired during the 'Launch Ordnance' phase, when a marker is
placed just behind the launching ship. In the first turn, the debris cloud has
a diameter of 2 mu, and a density of 3. On each following turn, the cloud will
expand in diameter by 2 mu, and its density will drop by 1, until the density
reaches 0, at which point the cloud has dispersed.

The FCD has a MASS of 1 and a COST of 5 (values subject to revision)

Symbol:Â An MKP pack facing aft with the Hexagon filled in black
-or- An MKP pack facing backward with the Hexagon replaced with a
scattergun symbol.

Gravitic Shepherd Buoy.

This is basically a small gravity generator that is designed to 'shepherd'
meteor swarms and keep then in controlled positions. It is
one of several KV automatic area-denial weapons.

These buoys can either be pre-laid as part of meteor swarm based
'minefields', or can be deployed from a minelayer ship in conjunction with a
FCD (see above). If a Grav Buoy is deployed at the same time that a FCD is
used, then the controlling player may choose to have the debris
cloud of the FCD stop dispersing at a pre-set density (and diameter)
value, creating a 'permanent' debris field. The grav buoy is placed in the
centre of the debris field.

MASS 1, plus 1 per Grav Buoy carried in the magazine. COST = MASS x5

Symbol: like the minelayer symbol, but with the 'mines' represented by
miniature advanced drive symbols (squashed hexagons). The number of grav buoys
need not be 3.

Grav Buoys can be 'mineswept' fairly easily, if the sweeping vessels
move slow enough - however, the KV often seed their 'minefields' with
additional surprised - mines based on MKP technology, automatic defence
platforms, even ambushes by hidden strike groups - after the enemy have
slowed down :-)

Well, any thoughts, comments, suggestions, etc?