KRA'VAK INVASION


Superseded by publication of FTFB2.

This is my own attempt at 'fixing' the Kra'vak for use with the new FTFB.  It gives a 'beam' feel to using railguns, but is still 'alien' enough that there are advantages & disadvantages against Hu'Man opponents.

Kra'vak also have access to a special fighter type: the Fa'tk'san fighter claws - dishonoured pilots who have equipped their fighters with a 'glory device'.

KV Ship Designs


Each railgun rolls 2 dice per class, hitting as per PT, but subtract 1 die for each full 6" of range.  All dice over 24" hit on a 6 only.  Railguns do not get rerolls.
All railguns are 1 arc only, except for railgun-1, which has 3 arcs and can target fighters & missiles within the arcs as per Human Class-1 beam batteries.

EG: a RG-1 rolls 2d at 6" & 1d at 12". A RG-3 rolls 6d at 6" & 1d at 36".
Any dice that roll a hit, are then rerolled to determine the actual damage inflicted.  This depends upon the level of KV armour on the target.

KV Armour 0: 1-3 = 1pt; 4-5 = 2pts; 6 = 3pts (no rerolls)
KV Armour 1: 1-4 = 1pt; 5 = 2pts; 6 = 3pts.
KV Armour 2: 1-4 = 1pt; 5-6 = 2pts.

(ie: 1 point per hit + normal beam damage roll)

If you think this isn't deadly enough, optional reroll damage can be used.  Reroll damage is scored the same as beam re-rolls after the initial damage roll & ignore any human armour (ie: 1-3=0, 4-5=1, 6=2 pts).

Damage Averages at Range:

 

 

6"

12"

18"

24"

30"

36"

42"

48"

 

 

2+

3+

4+

5+

6+

6+

6+

6+

RailGun-1

(2 d)

2.77

1.11

-

-

-

-

-

-

RailGun-2

(4 d)

5.55

3.33

1.66

0.55

-

-

-

-

RailGun-3

(6 d)

8.33

5.55

3.33

1.66

0.55

0.27

-

-

RailGun-4

(8 d)

11.11

7.77

5.00

2.77

1.11

0.83

0.55

0.27

Pulse Torp

(1 d)

2.92

2.33

1.75

1.16

0.58

-

-

-

Average damage per mass:

 

 

6"

12"

18"

24"

30"

36"

42"

48"

 

 

2+

3+

4+

5+

6+

6+

6+

6+

RailGun-1

2 mass/3 arc

1.39

0.55

-

-

-

-

-

-

RailGun-2

3 mass

1.85

1.11

0.55

0.18

-

-

-

-

RailGun-3

6 mass

1.38

0.93

0.55

0.27

0.09

0.05

-

-

RailGun-4

10 mass

1.11

0.77

0.50

0.28

0.11

0.08

0.06

0.03

PulseTorp

4 mass

0.73

0.58

0.44

0.29

0.15

-

-

-

Mass calculation: equivalent beam battery + 1/2 RG class.
Cost: mass x 3


KV design Summary (utilising the KISS principle)

Hull: as normal
Armour: as screen, but costs mass x 5
Manoeuvre Drives: costs mass x 3 (extra manoeuvreability)

Weapons:
Railguns: equiv. beam mass + 1/2 RG class (round up). Cost mass x 3.
Scatterguns: mass 1, cost 10 pts, 6" antiship/PDS range only.
Scatterguns require 1 separate firecon for each antiship target.
Fighters: 'Normal' KV fighters (heavy) - 30 pts (already paid for)
Fa'Tk'San KV fighters (suicide normal) - 24 pts
KV do not currently have the experience & expertise to field specialist fighter types (luckily!).

KV Ship Designs


I'm quite happy with the way it works out, & the masses fit into the standard FTFB class designations.
Kra'vak do NOT commit a Ko'San class Strike carrier frivolously, due to the cost & resources involved.  This may change as the war progresses & more advanced fighters are developed.

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