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Superseded by publication of FTFB2.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'.
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)
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: '
Fa'Tk'San KV fighters (suicide normal) - 24 pts
KV do not currently have the experience & expertise to field
specialist fighter types (luckily!).
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.