Howdy guys...
I've been forced to think on the Kra'Vak, their technology, weapons and
organization quite a bit lately seeing that I'm writing this Röt Hafen thing.
information about them is pretty sparse. A page in More Thrust, karla's
Kidnap. a very few posts here on the list (John Leary and Chad's posts have
been appreciated)
I've always been more of a "Bug" type of guy when it comes to my Aliens. I
like the monolithic, indecipherable alieness of Heinlen's Bugs, Steakley's
Ants, Weber's Arachnid Omnovoracity (The cannibal thing was a nice touch)
Anyway, so far in my story everything has been told from the human
prospective. makes things easy. But I'd like to delve into Kra'Vak thinking a
bit more.
A few observations...(jump in if I screw up here)
The Kra'Vak operate on a clan system based on familial units. They've been
coming up from somewhere in the Galactic core. No one knows hold old their
race is, where their home planets are or even where they have bases.
Apparently it is possible to either decipher their communications or interpret
their language based on some of the intel that's been leaked to us. (Unlike
say the Omnovoracity where we fought a whole war and never figured out
anything at all about how they communicate or what their motivations are).
There's no telling so much how big a "Clan" is. Though each clan's ground
forces are small in number. They are a hunter race. They're clan structure
leads to much strife within clans and they are as apt to fight each other as
they are apt to fight each other as aliens.
It would seem that this kind of cultural would have several inherent drawbacks
to prosecuting major wars. First off, the Clan system seems quite fragmented,
what with all the interclan squabbling going on. This also dampens important
things such as intelligence collection and dissemination as well as
technological research and the sharing of ideas. It gets in the way of
coordinating large military forces. But if these are potential problems the
Kra'Vak still seem to be doing quite well for themselves (heck they got
themselves recognized on GZGs who's who of space faring races.)
I think that the Kra'Vak are in part experts at reverse engineering. (Just a
hunch) They have been spreading through the galaxy, an aggressive race taking
whatever they can but moving on. Perhaps they've been able to incorporate
advanced technologies from captured alien equipment or subjugated races.
perhaps their industries operate on robotic or slave workers.
OR
The Kra'Vak are not just Clan oriented but also a Caste culture. There may be
other types of Kra'Vak here to for unseen due to the limited exposure with
humans. This would explain the technological advancement, industrial
powerbase, etc etc. Perhaps some Clans are comprise solely or Warrior Castes
and some of worker Caste and they form parasitical alliances to each's mutual
benefit.
Those of you who play Kra'Vak. What's been going n in your minds re: these
issues? Thanks...
This actually made me think of Zahn's Troftt Demesnes (sp?).
The humans get into a war with a very large alien empire, only to later
discover the aliens are normally divided into clans and prone to internal
bickering. The reason the humans don't see this is because:
a) humanity is a huge threat and of a genocidal mindset, so the aliens are
willing to co-operate
b) culturally, two Troftt who see each other visually can pick up cues
(tattoos?) that indicate the pecking order, so chain of command is relatively
clear, even across clans
The Troftt weren't aggressively expanding, but there was at least an
acknowledgement that a fractured community could band together and be
effective, but needed non-human mechanisms for it to work.
> Los wrote:
Apparently it is
> possible to either decipher their communications or interpret their
(Just a
> hunch) They have been spreading through the galaxy, an aggressive race
these
> issues? Thanks...
Los,
My (self-appointed) Clan is the Kra'vak_D'rk. I like James
Moores notes/background on his web site. (J. Moore Online: Full Thrust)
I have placed the D'rk as a subclan of one of the major clans listed. (Which
one? I have not yet decided.)
Notes on the D'rk: 1) They are a second or third line clan bucking for
promotion. 2) They are (somewhat) heritics as they are interested in alien
techonology. (A very bad thing!) 3) They do not have political pull to get the
full compliment of weapons that a ship class would normally carry. (I.E.
Escorts mostly mount class one, Cruisers class two, and Capitals class three
(but in more limited numbers than a normal kra'Vak ship.) 4) Ships are often
acquired thru salvage and repair of battle
damaged ships of other clans. (Mostly thru the low prestige
job of escorting convoys for pay.) (This allows me to build some interesting
ships of truly unusual shapes.) 5) Clan policy does not allow the firing of
more than 2 scatterguns on single enemy ship. (per turn)
Comments?
Bye for now,
Sure - Why rule #6? Ammo conservation? I can see a game balance
reason, but from playing against KV (in FT2 only, not FB yet), Human doctrine
is
pretty much 'Don't ever, for any reason, get close to a KV ship, or allow one
to get close to you'. They're supposed to be deadly.
As for #5, the KV models always screamed 'Modify me!'.
Noah
[quoted original message omitted]
> John and Roxanne Leary wrote:
> Los,
Oh Oh Oh! Please send me the link!
> Notes on the D'rk:
However it supports my "scavenger theory of technolgy acquuisition.
> 3) They do not have political pull to get the full compliment of
I like it. I thought you could only fire one scatter gun per turn anyway?
> Noah Doyle wrote:
Noah,
Sorry to be so slow in answering, but the real world keeps interfearing.
Ref rule #6: You are quite right, it is a balence feature. Mounting smaller
railguns tends to leave me with an excessive number of
scatterguns on the ship. (House rule not included in prior message:
No ship may mount scattergun mass more than two greater than the sum of all
other weapons systems. (Other weapons includes fighters)
A URL for those interested in Kra'Vak background (that I rather like):
http://oak.cats.ohiou.edu/~jm216295/thrust.htm
Bye for now,
> Brian Bell wrote:
...Snip...JTL
Just when I thought things couldn't get worse!
This sounds reasonable, I like it. I don't know if I can live
with it, but I like it.
Bye for now,
> Brian Bell wrote:
> IMHO, the Kra'Vak are a preditor species. It gained technology through
This is pretty good. If you have read any of my Rot Hafen story then you know
they havee secured the planet and are turning it into a logistical base
(perhaps to for themselves to support their meanderings in human space)
> They fight without fear, because what is behind them is far worse than
Oh Oh this doesn't bode well for humanity. If they ever manage to beat off teh
Kra'Vak there will be something worse right behind them. (hope they're bugz)
My run at the Kra'Vak is as follows: Kra'Vak (KV from now on) is (as others
have imagined) both a cast and a clan system.
Each KV must prove him/her/itself during adolesence to gain position in
the clan. Each clan can gain or loose favor by the actions of its members.
Rising a clan in cast takes GREAT effort, luck, and success. Dropping a clan's
status is somewhat more easy. The Matriarch decides which clan rises or falls.
Only the most favored clan can produce breeders to breed with the Matriarch.
IMHO, the Kra'Vak are a preditor species. It gained technology through trade.
However, the species that it gained the technology from betraed the KV. The KV
through superior will (and need) exterminated that species. This started the
KV xenophobia. They slowly expanded thier territory. Eight generations ago,
the edge of KV space was invaded by an, as of yet, unamed species. The KV was
driven from their territroy. As they flee this invader, they have become what
they fear. They exterminate everything in their path. They upgrade and use
factories of the species they conquer to replace the ships they loose in the
process. They fight without fear, because what is behind them is far worse
than anything they have run into. And failure means the extermination of thier
species. This explains why they have used bombardment from orbit to outer
colonies (which would not have major factories and no shipyards). But as they
get closer to the core of human society, they land troups to control factories
and minerals.
> You wrote:
> The Kra'Vak operate on a clan system based on familial units. They've
> about how they communicate or what their motivations are). There's no
> It would seem that this kind of cultural would have several inherent
I know this is an old topic, but I've been sitting back and watching.
Tony Wilkinson and I exchanged some e-mails on this topic a while back
and the Kra'Vak that emerged are an interesting bunch.
Yes, they are an agressive species, even against other clans. This is
mitigated by a strong "surrender/switch" reflex. When a Kra'Vak is in
such a bad situation that further resistance is futile, they will, as
individuals or as groups, surrender and switch sides. This has the
effect of limiting the damage inter-clan warfare does. This carries no
stigma for the defectors--in a larger or richer clan, they may need to
work for additional priviledges, but a smaller clan may immediately put
them in action-perhaps in the same battle. Culturally they are largely
innocent of betreyal, treason, or use of flase surrender/switches.
These reflexes are the glue that prevents species annihilation and violators
of this code are generally hunted down by all sides.
Leaders are also checked by this reflex--if a leader is doing truly
poorly, his followers/subjects may pack up and leave. This is again,
normal and accepted. They will have deep problems with the human concept of
fighting to the last man without considering surrender.
This urge to limit the devestation caused by inter-clan conflict also
explains their prediliction for kinetic weapons as opposed to
beam--limits collateral damage. Kra'Vak have a very long period of
'adolescence' where the K is not fully mature. Thise pre-sexual K make
up most of the "enlisted" elements of their armed forces. They are competing
for the right to progress to full sexual maturity, based on the
reccomendations of their superior "officers".
What an Effing great idea... We're the Kra'Vak's implacable foes.
Somewhere on the rim:
NAC Commander: No surrender to the Aliens! Take NO prisoners!
Kra'vak Overcommander: Vs! ka'tok Tr'A! Tcho'tak Kra'ka!A! (What the hell were
they thinking?!? We were offering them the place of honored
defeat...)
> ----------
> been >coming up from somewhere in the Galactic core. No one knows hold
> >about how they communicate or what their motivations are). There's no
> telling so >much how big a "Clan" is. Though each clan's ground forces
> are small in number.
> quite fragmented, >what with all the interclan squabbling going on.
> Tony Wilkinson and I exchanged some e-mails on this topic a while back
> and the Kra'Vak that emerged are an interesting bunch.
> mitigated by a strong "surrender/switch" reflex. When a Kra'Vak is in
> such a bad situation that further resistance is futile, they will, as
> work for additional priviledges, but a smaller clan may immediately
> last man without considering surrender.
Again, absolutely first rate! Excellent start on developing truly alien
psychologies. The 'competing for the right to progress to full sexual
maturity, based on the recommendations of their superior "officers"' could be
absolute, governed by biochemistry, say, pheremones administered by those
officers.
The_Beast
PS. I just realized how suggestive the above is. ;->=
They sound a lot like the Snouts (or Ffithp, if you're being PC) from
Pournelle and Niven's FOOTFALL.
> John Atkinson wrote:
> John Atkinson wrote:
> Yes, they are an agressive species, even against other clans. This is
> mitigated by a strong "surrender/switch" reflex. When a Kra'Vak is in
> such a bad situation that further resistance is futile, they will, as
[snip]
Interesting. Sounds similar to how the Mongol and related clans are
described, at least prior to Ghengiz - if a particular tribe or clan
leader was unsuccessful (ie, unable to defend and feed his tribe),
sub-groups left and joined someone who could feed/defend them instead
:-)
Later,
> John Atkinson wrote:
> > They will have deep problems with the human concept of fighting to
Well I'm primarily interested in all this (Besides having a large kra'Vak FT
fleet) due to my Rot Hafen Story. Someone had written an interesting rule
about Kra'Vak who fail their morale checks in DS/SG. Instead of
surrendiering they go beserk and automatically assault their source of fire or
nearest enemy.
For a while today I had a hard time reconcilling this rule with teh surrender
/switch rule described below. I like both and don't want to write
anything in teh story that goes against "conventional wisdom" here on the
list. That being said..
I think that the surrender/switch rule being the norm for KV/on KV
fights is great. The fact that they have now encountered the humans which
don't
"get"
this way of fighting, has caused them to go into erradication mode. (Being
that the option of surrender switch has been taken away from the KV in a human
encounter.) They reconcile this by defaulting to fail morale, go beserk.
This tragic situation will continue until the two sides can learn enough about
each others to understand how they think and to open a dialogue between
eachotehr. It's made worse by the fact (well it's been suggested in some
corners) that a WORSE enemy is actually driving the KV into human space. Sems
like the future could be dim for both races if at some point they don't get on
the same sheet of music.
Er, John...That was me. Sorry, Tony, I've got to claim the
'surrender/switch' as my own :). Anyway, no hard feelings - it's
difficult to keep track of all of this sometimes. And work still progresses on
the
'surrender/switch' Kra'Vak...
Noah
[quoted original message omitted]
> You wrote:
Except they realize rapidly they aren't dealing with people who
surrender/switch like they do and act accordingly--as if the entire
Human race were a bunch of dangerous lunatics.
> You wrote:
> Well I'm primarily interested in all this (Besides having a large
Instead of surrendiering >they go beserk and automatically assault their
source of fire or nearest >enemy.
This would be an alternate form of morale--but they will attempt to
signal surrender/switch first, probably about the time they hit broken.
> For a while today I had a hard time reconcilling this rule with teh
here on the list. That >being said..
Tony and myself hardly consistute list "Conventional Wisdom". I'm doing an
alternate campaign with an alternate take on the K'V. If Jon decides to adopt
our ideas in whole or in part I will of course be honored, but regardless I
will use them. I'm trying to think of a species that thinks as well as a man,
but not like a man. Without falling too far into SciFi cliches.
> I think that the surrender/switch rule being the norm for KV/on KV
It's likely that the first few battles in any campaign would see KV
trying to surrender/switch. After the first few a slaughtered they
will be going berserk.
> This tragic situation will continue until the two sides can learn
Of course, the NRE will become aware of the surrender/switch mechanism.
Rhomaioi always employed mercenaries and EPWs--generally on other
fronts (Belisarius's Vandal POWs went to the Persian Front or to Italy, not
garisson duty in North Africa). We'll see Kra'Vak ships and troops being used
against Islamic Federation and the FSE, while FSE and IF POWs who agree to it
will be used on the Kra'Vak Front.
been suggested in some >corners) that a WORSE enemy is actually driving the KV
into human space. Sems >like the future could be dim for both races if at some
point they don't get >on the same sheet of music.
I havn't decided on whether or not the K'V are fleeing some great menace. I do
know that for whatever reason, their only realistic
avenue of expansion is into Human space--and any species which produces
litters of the size they do must expand.
To John Atkinson:
We need some senarios for the Columus Day gaming at the Game Parlor,
Chantilly, VA 703-813-3114. Anybody interested in all day DS2 including
Bug Wars and WWII in the evening is welcome to join us. David
> [quoted text omitted]
> You wrote:
> John Atkinson wrote:
> You wrote:
> Er, John...That was me. Sorry, Tony, I've got to claim the
> One of you guys! There's about 4 or 5 people I'm consulting to build
> *Commits suicide in a loud and grotesque manner to atone for error of
Ewwwww, John, all I wanted was a little creative acknowledgement, not this
mess all over the rug.;)
Anyway, technically it's all GZG stuff anyway - hear that, Jon T.? Good
ideas here, use 'em!
I like the berserk idea - gives them a fallback when everything goes
wrong. more thoughts on that in another email...
> John Atkinson writes:
> Los wrote:
> Well I'm primarily interested in all this (Besides having a large
> This would be an alternate form of morale--but they will attempt to
> For a while today I had a hard time reconcilling this rule with teh
> Tony and myself hardly consistute list "Conventional Wisdom". I'm
I think we're doing a good job so far. A lot better than most 'aliens' that I
have seen in other mini games, or even RPGs, for that matter.
> I think that the surrender/switch rule being the norm for KV/on KV
> It's likely that the first few battles in any campaign would see KV
One reason that the Humans may not learn about the surrender/switch
behavior is that many of the first encounters will go the KV's way...
> This tragic situation will continue until the two sides can learn
> Of course, the NRE will become aware of the surrender/switch mechanism.
I like the idea of the KV being used as mercs/EPW levies against other
Human gov'ts. Hey, FSE, you like Gauss weapons? We'll give you Gauss
weapons...
> been suggested in some >corners) that a WORSE enemy is actually
> I havn't decided on whether or not the K'V are fleeing some great
Now that I think about it, I'm not sure that I like the 'KV runs from
UberAlien' scheme. Maybe it seems a bit cliche, or maybe I just haven't
thought of a good UberAlien to run from. If they have this UberAlien to
run from, why are they so surprised at Human behavior? Why is human space
their only expansion axis? Maybe it's not, but this could be the first real
Threat they have come up against. And they are worried. Not only are they
different looking, they're lunatics. Maybe the KV think that a show of force
will settle the Humans down. Or maybe they're gearing up for genocide... And
if they breed fast (made possible by the alleviation of population pressure
through interstellar migration) they want every planet they can
get their hands (manipulators, whatever) on. Imagine GIANT freighters full of
KV and their colonial equipment, built cheap with slow drives. They
spread out over the stars - now, any KV that can afford a steerage
ticket can go to a new colony, and be guaranteed consideration for
breeding...pretty soon you've got KV everywhere, and the growing colonies
create the pressures that drive more colonial migrations...and they're all
building fleets and armies, slowly, but there's a LOT of them.
> *Commits suicide in a loud and grotesque manner to atone for error of
Good ideas here, use 'em!
> I like the berserk idea - gives them a fallback when everything goes
For a scenario using a Kra'Vak attack on a UNSC research outpost which is
posted on my GZG LZ site and can found at:
http://www.geocities.com/Area51/Nebula/2470/gzghomehtml (Shameless Plug)
I came up with the following rules for berserk Kra'Vak using the standard
Morale levels that humans use. the more demoralised they get, the more
difficult they are to control. Here are the rules:
KraVak Psychology:
The KraVak have a different psychology to Humans. When they lose morale they
beome more aggressive, not less. As a result they will do the following:
Confident/Steady: The unit may make any actions that are normally
available to it.
Shaken: Before it activates, the squad must make a Reaction Test at
TL+1.
If it fails this test, it must make at least one Move Action toward the
nearest visible enemy unit. If the unit is within the squads maximum move
allowance, then it must pass the same test at TL+2 or declare a Close
Assault against that enemy with no chance of failing the Reaction or
Confidence Tests for charging.
Broken: Before it activates, the squad must make a Reaction Test at
TL+2.
If it fails, it must make either one fire and one move action or two move
actions directed at the nearest, visible enemy squad. If the unit is within
the squads maximum move allowance, then it must pass the same test
at TL+4 or declare a Close Assault against that enemy with no chance of
failing the Reaction or Confidence Tests for charging.
Routed: The squad must take both of its actions as Move actions toward the
nearest, visible enemy unit. It will Close Assault the nearest, visible enemy
unit if that unit is within the squads maximum move allowance with no chance
of failing the Reaction or Confidence Tests for charging.
KraVak also love the thrill of the Close Assault and as such rarely balk when
charging. As a result, they pass the Reaction test when declaring a Close
Assault at TL of 0 regardless of current Morale Level. If fired on by
Defensive Fire, the Threat Level for the Reaction Test is half normal (round
up). Kra'Vak cause Terror to Hu'Mans in Close Assault.
Just don't get aboard the one named KVSS Titanic....
'Neath Southern Skies
> -----Original Message-----
> At 01:18 AM 10/7/98 -0500, Noah Doyle wrote:
> And if they breed fast (made possible by the alleviation of population
> spread out over the stars - now, any KV that can afford a steerage
Now the Kra'Vak are sounding a LOT like Moties....
Gort, Klaatu barada nikto!
> John Atkinson wrote:
> This would be an alternate form of morale--but they will attempt to
A quick question re: surrender/switch. At what level does this happen
on? If two KV sqauds are fighting each other, do individuals switch and start
firing on their buddies? Does it work only on teh strike claw (bn) level,
squad levelo, or is the switch factor something that comes down from Clan HQ?
> Tony and myself hardly consistute list "Conventional Wisdom". I'm
True but since there's very little on teh KV and Jon doesn't usually dole out
such tidbits onthe list, and somethingis put out that makes sense, then that's
what I like to go with.
> It's likely that the first few battles in any campaign would see KV
Yes due to the alienness between the two races and the fact that first contact
starts out with combat, it's very easy for those early encounters to set the
tone for the entire war. Perhaps somewhat like us and Japan?
Rather than fleeing an UberAlien race, perhaps the Kra'Vak Exodus can be
explained (heisted) from Niven's Puppeteers.
The KV clan organization is so very long sighted and far thinking that they
are simply expanding(running) away from the center of the galaxy since it is
eventually going to flare out and die. They have a racial direction to expand
and since they know that they have to keep moving outwards AND that
they have a long time to do it, they can pursue their clan-based
rivalry.
They try and out-do each other and are at each other's throats from time
to time but they maintain their racial purpose of expansion.
Or not.;)
-=K'rrt
=====SNIP RESULTS======
> I havn't decided on whether or not the K'V are fleeing some great
Now that I think about it, I'm not sure that I like the 'KV runs from
UberAlien' scheme. Maybe it seems a bit cliche, or maybe I just haven't
thought of a good UberAlien to run from. If they have this UberAlien to
run from, why are they so surprised at Human behavior? Why is human space
their only expansion axis? Maybe it's not, but this could be the first real
Threat they have come up against. And they are worried. Not only are they
different looking, they're lunatics. Maybe the KV think that a show of force
will settle the Humans down. Or maybe they're gearing up for genocide...
> At 01:18 07/10/98 -0500, you wrote:
Thats all right cause I didn't have a clue as to what John was talking about.
> From Los
(Being
> that the option of surrender switch has been taken away from the KV in
Now I have some ideas for Kravak pyshcology that Andrew Cowell put on the list
a couple of years ago (have I been here that long?). From that i was imagining
that the Kravak fight for dominance at various stages of their life and that
the threat of combat hightens their fight response. This makes them a little
unsettled. I also imagined that the senior KV kept the lower ranks in line to
a degree by pheramones (you know what I mean even if I cant spell it) so that
if a leader is killed the effect on the troops is that they totally lose it.
Worse still if some of the lesser KV are nearing the next stage of maturity (I
thinking 5 or 6 distinct stages). With the Seniors scent no longer around this
nearly "mature" KV will fight for dominace of the group. The more life stages
they have been through the more quickly they will assert domination over part
of the group but the more savage the fight for dominace. Normal troops wont
assert any dominace and just go totally beserk.
> From Noah
> spread out over the stars - now, any KV that can afford a steerage
They might breed fast but this might also make life very cheap. I tend to
think that junveniles before their first molt/puberty/change/whatever
are to be consider valueless even though they probably do all the manual work
within KV society. And I doubt if there are any safety standards. In which
case you are going to have a heavy attrition of young KV in their 1st and 2nd
life stages. The KV are expanding but not as fast as their birth rate might
indicate. In their second stage young KV are probably chosen for a "life
path". With
this surrender/switch response you probably are not going to find castes
as such but young KV that show promise might be taken up by a mentor (5th or
6th life stage, sexually mature, probably male if the last life stage is
mature female laying eggs or some such, some personal fife) and trained to
follow a particular path. Say a young stage 2 KV has a gift for metalworking
(I still cant my thesis out of my head). A master
craftsman/woman/it might take the KV into his fife/workshop, after a
proper payment of somekind like tools or weapons. The young KV would start as
a
"go-fer" for a 3rd stage KV. The mentor probably has a number of these
novices as well as a number of older KV who are his "journeymen" and
"craftsmen" working for him. As the KV under whom he is working matured the
young KV might also advance a stage and begin actually learning the trade. BY
the time he reaches his 4th stage the young KV is the equvialent of a
Journeyman and may become a mastercraftsman in time if he survives, matures
and can fight for his position. Who as KVs parents are/were is
unimportant (probably no one knows anyway) but once they have been chosen for
a path they must stick to it unless they are able to become fully mature
females and lead their own clan. As they get older the KV's life becomes more
valued by his clan. This
would strengthen the switch/surrender response in older KV. They will
fight damn hard to maintain a position but only for as long as they see a
benefit in it. This means that capturing a leader will encourage that leader,
and their followers, to work for you. Kill the leader and the group will split
into factions and generally the KV become very unpredictable and very nasty.
from Noah
> Now that I think about it, I'm not sure that I like the 'KV runs from
> real Threat they have come up against. And they are worried. Not only
I cant say that I have ever liked this idea either. I do like the idea that
the KV are nomads and haven't been this way for a while. I sorta' think that
they are as agressive as they are because THE
Leader/Emperor/Khan/Mother of all Mothers has died and everybody is out
for themselves to establish their level of dominence in the new regime. Things
wont calm down until their is a new leader and that cant be desided until all
the clans have sorted out their pecking order. Once that is all done the KV
will probably be very settled for 20 years or so until the next ruler dies.
> You wrote:
> This would be an alternate form of morale--but they will attempt to
I can't imagine a squad changing over as individuals and starting an internal
firefight. But then again, I'm Hu'man. I can easily see a squad popping their
squad leader and signalling their surrender, and awaiting orders. For
simplicity's sake, I'd have in a DSII game, the
K'V surrender/switching as platoons, with higher level HQs
surrender/switching once a majority of their subordinates have, and
passing the decision down to still loyal subunits, who are of course free to
ignore it if they so choose. It's a very chaotic way of doing battle. KV
leaders know they can be replaced at the drop of a hat, so they try to
minimize the opportunity for random chance to turn the tide against them. Once
a KV force looses momentum and the tide turns, it turns FAST.
The fanfic I'm working on (no working title) has K'V surrendering as a whole
crew with the former captain accepting a lower status rather than being
killed. Then there's the raid on their scout base, but the SOF troopers tasked
with cleaning that out are under orders not to take
prisioners--priority is on taking the station quickly so as to have
computers to salvage.
> You wrote:
> run from, why are they so surprised at Human behavior? Why is human
Maybe the KV think that a show >of force will settle the Humans down. Or maybe
they're gearing up for >genocide...
I don't know why, I just know it is. Otherwise going to the time and effort to
smack away at the Humans doesn't make sense. Quite likely they are hemmed in
by Savasku on one or more sides, and possibly by other aliens in other
directions. I think that the storyline as it stands is the beginning of the
first real attacks, into NAC and NSL space. Probing attacks continue all along
Human space. The attacks are currently the sort of show of force that Kra'Vak
clans engage in to
determine the strength of a potential opponent--like Bighorn sheep
engaging in head butting. If the power diffential is too great, the weaker
clan is absorbed, otherwise they negotiate an end to the conflict.
> Phillip writes:
> Now the Kra'Vak are sounding a LOT like Moties....
Crap! I keep thinking I have these original thoughts, but then I find it's my
subconscious coughing up stuff I've read years ago!!!
Well, I still think it's a good idea, and a neat image. Especially for a race
whose breeding is directly linked to population...
> Los writes:
> A quick question re: surrender/switch. At what level does this happen
I'd say it starts on the squad level - If a squad gets too far down in
morale, special surrender/switch confidence/reaction tests must be made.
It will fail these, eventually (sooner rather than later), and at that point
is surrendered.
There are several options at this point: The squad could become combat
ineffective, and be removed from the board. It could move towards the enemy's
table edge. It could move towards the highest command level
on-table, where it could be re-assigned. It could count as a
suppressed, disordered squad for the enemy (now friend) that must be rallied,
unsuppressed, and reorganized before it can act. It depends on how you want to
run the scenario.
There would be morale penalties for a side that has squads defecting -
as more leave, the chance of leaving increases. Eventually, one side is
hemorrhaging squads, and is soon rendered ineffective. This would only
happen in a KV v. KV fight - most of these would be less bloody affairs
than Human/Human battles, as the losers in a KV/KV fight know they'll be
well-treated. When one side starts to lose really badly in a KV/KV
fight, the command & remaining elements either retreat, negotiate terms of
withdrawal, or surrender.
Sounds good. Maybe the big mystery is why they are doing what they're doing.
When asked, they might say "Why not?" But this is their 'path of least
resistance', and Hu'mans are in they way.
Actually, the fanfic I'm working on is just that - a probing attack on
an ESU rim colony world.
Noah
[quoted original message omitted]
> At 20:32 07/10/98 -0500, you wrote:
I'd say that surrender/switch starts at squads and occurs at
each level of command but depends on the leader. The leader decides when to
switch and those under him don't question it. If the leader is dead everyone
does their own thing with the next level fighting for dominance or
surrendering as each sees best. This being the case then the level of
leadership should play a role in determining who does what. Level 1 leaders
are good leaders but also have a better idea of when they are losing so that
once things reach a certain point they are more likely to switch. Level 3
leaders, the bad ones, are less likely to know when they are losing and thus
inclined to fight on.
StarGrunt. Treat KV troops that are Confident, Steady and Shaken as normal.
Broken troops might swap sides. Their squad leader takes a rally test but does
not add the leadership of the squad. If it passes normally then the squad
surrenders. If it fails they stay and fight. Similarly a higher level of
command may step in in which case a rally test is taken as normal but again if
passed, the squad surrenders but confidence level remains unchanged. This
means that bad leaders will stay and fight when good leaders and their troops
have changed sides. Routed troops automatically surrender.
Dirtside. The above system should also work for Dirtside but in this case
platoons are testing rather than squads.