I've always wanted to pick up a Kra' Vak army so I placed a good 
sized order to Jon at Ground Zero Games 
 6 EACH  V15-32A 
 6 EACH  V15-31A 
 3 EACH  V15-33A
 3 EACH  V15-34A 
 3 EACH      V15-81A 
 2 EACH      SG15-K16 
 1  EACH   SG15-K15
 1 EACH  SG15-K14
 3 EACH  SG15-K13 
 3 EACH  SG15-K12 
 3 EACH      SG15-K11 
 3 EACH      SG15-K10  
 3 EACH  SG15-K01  
 3 EACH  SG15-K02
 3 EACH  SG15-K03 
 1 EACH  SG15-K05  
The Kra'Vak use a doctrine  of a 4 soldier element unit known as a claw. Most fists consist of 2 claws and a  commander, with specialist elements consisting of only one claw and commander.  The basic Kra'Vak force is based on a fist of two four man claws with a leader.  The second claw can function independently as detached units while the Fist  Overseer remains with the first claw giving the platoon a very flexible force.  It is a matter of pride with most arms that the first combat fist is made up of  the oldest and most experienced warriors (veterans). Normally the Last fist is  made up of the inexperienced, new recruits (greens). This same convention is  used by all platoons with the difference that the power armour and scout  recruits have proven themselves in the combat platoon and the lowest rating will  be regular with the first squad being elite. The rest of the squads will be  veteran. 
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The standard ground combat  arm consists of the command fist, six combat fists, and two augmented weapons  fists. It will also have a sniper and a Sia'Na as an independent figure. The  Sia'Na will attach themselves to the command fist. Both the standard power  armour arm and standard scout arm consist of the command fist and four combat  fists. The standard power armour is classed as fast and heavy. The scout arm  also is trained to act as forward observers for artillery strikes. They will  always have enough Kr'Gak riding beasts attached for every member of the arm.  They are trained to fight both from the back of the Kr'Gak and dismounted as  dragoons.
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It is not uncommon for a  combat arm to be mechanized with the addition of 9 Tu'Ha light ICVs. The  movement rate of the power armour precludes the need for transport in the combat  arena, and the stealth benefits of the Kr'Gak would be undermined by having  vehicles attached to them. There may also be one or two Ha'Iv main battle tanks  and as much as a fist of Sia'Kol Infantry Walker infantry walkers.
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The basic rifle for the  Kra'Vak foot soldier is the Ra'Sak gauss rifle. This weapon is configured to  fire shot bursts of up to four 4-mm sabots at very high velocity. The limit is  to prevent a soldier in the grips of Ro'Kah from emptying the weapon in a single  uncontrolled burst. In game terms it is a firepower 2 impact D12 weapon.
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The Da'Sak Gauss Machine Gun  is a larger, fully automatic weapon firing an 8mm armour piercing sabot. It is  often used with a giro-stabilized frame. It is a support firepower D10 impact  D12 weapon.
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The Va'Sak gauss tank killer  is the standard anti-armour weapon. It consists of 3 fixed barrels and a fourth  sabot in a chamber in the center of the weapon that is cycled into the first  chamber after it is fired. The sabot is a 40mm ferrous iron jacketed spent  uranium armour piercing shell with a shaped charge behind it to drive it further  into the target upon impact. In game terms it as a 4 shot IAVR firepower D10  impact D12* weapon. While the weapon cannot be reloaded on the battlefield it is  not considered disposable and is carried with the soldier for as long as is  possible. For long term deployments extra, loaded Va'Saks can be carried in the  Tu'Ha and can be exchanged by spending an action in contact with the ICV.  
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The general sniper rifle in  use is the Ki'Sak. It is a single shot gauss rifle firing a 25mm armour-piercing  sabot. Support firepower D10 impact D12 
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Independent Characters  
Sia'Na: The presence of a  Sia'Na on the battlefield can have a calming effect to all the forces on the  field. Like a command unit a Sia'Na can pass his activation on to other units.  Like a command unit his one activation will give the next unit two actions. The  limitations is that they can only be used to take a morale check or pass on down  the line. A failed check in this action will not negatively affect the squad's  morale. The normal morale check will still risk lowering the morale as per the  normal rules. The squad can improve its morale 2 levels by passing both tests.  It is possible to have more then one Sia'Na attached to a platoon for special  operations. Because of the rarity of the Sia'Na it is all but unheard of to have  one attached to each fist. To do so for one Arm would use more then half the  available Sia'Nas for the entire body.
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Sniper: The sniper is always  an Elite. The need for them to work alone, close to or behind, the enemy lines  requires they have the greatest possible control over Ro'Kah.  
Confidence Levels:
At Confident (CO) a unit may make any actions that are normally available to it.
At STEADY (ST) They are unable to transfer actions.
At SHAKEN (SH) a unit may not enter cover or retreat from an enemy unless it passes a REACTION TEST.
At BROKEN (BR) a unit must use one of its actions to advance towards the nearest enemy. They may not go into position. If they are fired upon they we immediately drop to routed.
At ROUTED (RO) the unit must use both its actions to attempt to close assault the nearest enemy unit. If they fail both reactions tests passed from a Sia'Na they will close assault the nearest unit regardless if it's friend or foe. If the Sia'Na that transferred the action is within close assault range they will assault that unit even if there is one closer.
At Confident (CO) a unit may make any actions that are normally available to it.
At STEADY (ST) They are unable to transfer actions.
At SHAKEN (SH) a unit may not enter cover or retreat from an enemy unless it passes a REACTION TEST.
At BROKEN (BR) a unit must use one of its actions to advance towards the nearest enemy. They may not go into position. If they are fired upon they we immediately drop to routed.
At ROUTED (RO) the unit must use both its actions to attempt to close assault the nearest enemy unit. If they fail both reactions tests passed from a Sia'Na they will close assault the nearest unit regardless if it's friend or foe. If the Sia'Na that transferred the action is within close assault range they will assault that unit even if there is one closer.
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Kra'Vak Physiology  
Zha'Vak has a very thin  ozone layer, as a result the Kra'Vak are much less susceptible to radiation then  humans. The low level radiation form spent uranium munitions as well as low  level dirty nukes do not have any major effect on them. 
The Kra'Vak Physiology is  somewhat redundant. With the exception of the brain they have at least 2 organs  to perform every task. This mixed with a dermis that is on average two to three  times tougher then a human's and you have a very tough creature. Even though  they wear Partial Light armour they are considered Full-Suit Light armour (D8)  
The Kra'Vak hip and knee  joint does not allow it to sit in what humans would consider a comfortable  position. In their resting state they crouch. The seating in all vehicles is  similar to a high performance motorcycle with the addition of a padded plate to  rest their chest on. There are also braces on the calf and the small of the back  to hold them in place during zero-g or rough maneuvering. 
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Progression of Command  Levels:
Team = Claw
Squad = Fist
Platoon = Arm
Company = Body
Battalion = War Family
Regiment = War Clan
Team = Claw
Squad = Fist
Platoon = Arm
Company = Body
Battalion = War Family
Regiment = War Clan
Basic Ground Combat Arm:  (Normal Troops on Foot: movement 6) 
Command Fist: (9 men at full  strength) 
Arm Overseer with Ra'Sak  gauss rifle
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First Claw
Claw Overseer with Ra'Sak gauss rifle
Communications Specialist with Ra'Sak gauss rifle
Rifleman with Ra'Sak gauss rifle
Rifleman with Ra'Sak gauss rifle
Claw Overseer with Ra'Sak gauss rifle
Communications Specialist with Ra'Sak gauss rifle
Rifleman with Ra'Sak gauss rifle
Rifleman with Ra'Sak gauss rifle
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Second Claw
Claw Overseer with Ra'Sak gauss rifle
Rifleman with Ra'Sak gauss rifle
Rifleman with Ra'Sak gauss rifle
Da'Sak Gauss Machine Gunner
Claw Overseer with Ra'Sak gauss rifle
Rifleman with Ra'Sak gauss rifle
Rifleman with Ra'Sak gauss rifle
Da'Sak Gauss Machine Gunner
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The command Fist has a  sniper with a Ki'Sak gauss sniper rifle and a Sia'Na with Ra'Sak gauss rifle  attached.
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Basic Combat Fist: (9 men at full strength) 
Fist Overseer with Ra'Sak  gauss rifle
First Claw
Claw Overseer with Ra'Sak gauss rifle
Rifleman with Ra'Sak gauss rifle
Rifleman with Ra'Sak gauss rifle
Da'Sak Gauss Machine Gunner
First Claw
Claw Overseer with Ra'Sak gauss rifle
Rifleman with Ra'Sak gauss rifle
Rifleman with Ra'Sak gauss rifle
Da'Sak Gauss Machine Gunner
Second Claw
Claw Overseer with Ra'Sak gauss rifle
Rifleman with Ra'Sak gauss rifle
Rifleman with Ra'Sak gauss rifle
Va'Sak Gauss Tank Killer
Claw Overseer with Ra'Sak gauss rifle
Rifleman with Ra'Sak gauss rifle
Rifleman with Ra'Sak gauss rifle
Va'Sak Gauss Tank Killer
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Augmented Weapons Fist: (9 men at full  strength) 
Fist Overseer with Ra'Sak  gauss rifle
First Claw
Claw Overseer with Ra'Sak gauss rifle
Da'Sak Gauss Machine Gunner
Da'Sak Gauss Machine Gunner
Da'Sak Gauss Machine Gunner
Second Claw
Claw Overseer with Ra'Sak gauss rifle
Va'Sak Gauss Tank Killer
Va'Sak Gauss Tank Killer
Va'Sak Gauss Tank Killer
First Claw
Claw Overseer with Ra'Sak gauss rifle
Da'Sak Gauss Machine Gunner
Da'Sak Gauss Machine Gunner
Da'Sak Gauss Machine Gunner
Second Claw
Claw Overseer with Ra'Sak gauss rifle
Va'Sak Gauss Tank Killer
Va'Sak Gauss Tank Killer
Va'Sak Gauss Tank Killer
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Power armour Arm (Fast Power armour: Movement 12) 
Command Fist: (5 men at full  strength) 
Arm Overseer
Claw
Rifleman with Ra'Sak gauss rifle
Rifleman with MLP and with Ra'Sak gauss rifle
Communications Specialist with Ra'Sak gauss rifle
Da'Sak Gauss Machine Gunner
Claw
Rifleman with Ra'Sak gauss rifle
Rifleman with MLP and with Ra'Sak gauss rifle
Communications Specialist with Ra'Sak gauss rifle
Da'Sak Gauss Machine Gunner
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Powered Combat Fist: (5 men at full strength)  
Fist Overseer with Ra'Sak  gauss rifle
Claw
Rifleman with Ra'Sak gauss rifle
Rifleman with Ra'Sak gauss rifle
Rifleman with MLP and with Ra'Sak gauss rifle
Da'Sak Gauss Machine Gunner
Claw
Rifleman with Ra'Sak gauss rifle
Rifleman with Ra'Sak gauss rifle
Rifleman with MLP and with Ra'Sak gauss rifle
Da'Sak Gauss Machine Gunner
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Scout Arm (Very Light Troops: Movement 8)  
Command Fist: (5 men at full  strength) 
Arm Overseer with Ra'Sak  gauss rifle
Claw
Rifleman with Ra'Sak gauss rifle
Rifleman with Ra'Sak gauss rifle
Rifleman with Ra'Sak gauss rifle
Communications Specialist with Ra'Sak gauss rifle
Five Kr'Gak Riding Beasts Attached (Movement 10)
Scout Combat Fist: (5 men at full strength)
Claw
Rifleman with Ra'Sak gauss rifle
Rifleman with Ra'Sak gauss rifle
Rifleman with Ra'Sak gauss rifle
Communications Specialist with Ra'Sak gauss rifle
Five Kr'Gak Riding Beasts Attached (Movement 10)
Scout Combat Fist: (5 men at full strength)
Fist Overseer
Claw
Rifleman with Ra'Sak gauss rifle
Rifleman with Ra'Sak gauss rifle
Rifleman with Ra'Sak gauss rifle
Rifleman with Ra'Sak gauss rifle
Five Kr'Gak Riding Beasts Attached
Claw
Rifleman with Ra'Sak gauss rifle
Rifleman with Ra'Sak gauss rifle
Rifleman with Ra'Sak gauss rifle
Rifleman with Ra'Sak gauss rifle
Five Kr'Gak Riding Beasts Attached
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Kra'Vak Vehicles:  
The basic design doctrine is  very simple; vehicles are designed to fit a specific role as well as possible.  The idea is to mix different specialized vehicles to best meet any eventuality.  A commander can achieve great renowned by coming up with unusual ways to combine  resource to accent the unit's strengths and overcome its limits.  
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Sia'Kol Infantry Walker
The Sia'Kol is unusual in that it is a 6 legged walker. It is usually meant to fill the place of the Tu'HA for the Power armoured fists. It is also the only vehicle in common use that is not GRAV based. (I use a Reaper CAV scorpion figure)
The Sia'Kol is unusual in that it is a 6 legged walker. It is usually meant to fill the place of the Tu'HA for the Power armoured fists. It is also the only vehicle in common use that is not GRAV based. (I use a Reaper CAV scorpion figure)
Class 1 Vehicle, Infantry  Walker Mobility, Armour Value 1, 1x Class 2 Gauss Cannon in Fixed Mount, Gauss  Machine Gun (SAW) 
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Tu'Ha light ICV
This is the standard workhorse of the Kra'Vak mechanized infantry. It is meant to support the disembarked infantry agents other foot soldiers and has a very limited anti-vehicle capability. The 10-man capacity allows for the addition of a sniper or other Independent Character. If there is no 10th soldier then the space can be used to carry 2 extra Va'Sak Gauss Tank Killers. The Va'Sak soldier must spend an action in contact with the back of the vehicle with the vehicle stopped to swap weapons.
This is the standard workhorse of the Kra'Vak mechanized infantry. It is meant to support the disembarked infantry agents other foot soldiers and has a very limited anti-vehicle capability. The 10-man capacity allows for the addition of a sniper or other Independent Character. If there is no 10th soldier then the space can be used to carry 2 extra Va'Sak Gauss Tank Killers. The Va'Sak soldier must spend an action in contact with the back of the vehicle with the vehicle stopped to swap weapons.
Class 3 Vehicle, Armour  Value 3, Grav Mobility, 10 Units of Infantry Transport, 2x Class 1 Gauss Cannon  in Turret Mount 
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Ha'Iv main battle tanks
This is the most common Kra'Vak vehicle seen on the battlefield. It is a vary capable tank mounting a very large main gun. It suffers in that it does not have the flexibility to adapt to changes in the battlefield that some human designs have. This can be seen as a limit with most of the Kra'Vak vehicles.
This is the most common Kra'Vak vehicle seen on the battlefield. It is a vary capable tank mounting a very large main gun. It suffers in that it does not have the flexibility to adapt to changes in the battlefield that some human designs have. This can be seen as a limit with most of the Kra'Vak vehicles.
Class 3 Vehicle, Armour  Value 3, Grav Mobility, 1x Class 5 Gauss Cannon in Turret Mount
 






 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

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