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. ÂFragmentation 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. ÂGravitic 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?