From Jon at Ground Zero Games:
Wednesday, October 3, 2018
Jons' Question On Kra'Vak Ships
From Jon at Ground Zero Games:
Friday, October 20, 2017
OFFICIAL - GZG: more SELWG show news - NEW RELEASES!
SELWG new releases!
SELWG (South East London Wargames Group) show is now only a few days away, so here's a quick preview of the NEW packs that will be released at the show!
Our SG15-X05 and X08 "Alien Mercenaries" packs have always been very popular since they were released quite a few years back, but until now I have never got round to expanding the range of these ugly, hairless, pointy-eared little guys - well, now I can finally announce the first HEAVY WEAPONS pack for them - in this new pack you get THREE complete weapon teams of a groundmount drum-fed Heavy Machine Gun with seated gunner, a gun commander standing with binoculars, and a heavily-laden ammo porter festooned with extra drums for the gun:
SG15-X20 Alien Mercs Heavy Machine Gun Teams - THREE teams each consisting of weapon and mount, sitting gunner, gun commander with binoculars and ammo porter with reload drums. £6.00 per pack inc VAT (£5.00 ex-VAT)
SG15-K24 Kra'Vak GRAV BIKES - two bikes with riders (bareheaded) and "flight" bases £6.00 per pack inc VAT (£5.00 ex-VAT)
SG15-K26 Kra'Vak Hunting Beasts - NINE beasts (3 each of 3 poses) plus two "handlers" £4.50 per pack inc VAT (£3.75 ex-VAT)
Some much-requested COMMAND AND COMMS figures for two existing ranges, the ESU Naval Infantry and the Islamic Federation troops:
SG15-E21 ESU Naval Infantry Command and Comms pack (8 figures) £3.00 per pack inc VAT (£2.50 ex-VAT)
SG15-IF23 Islamic Federation Command and Comms pack - in helmets (8 figures) £3.00 per pack inc VAT (£2.50 ex-VAT)
Finally, something a little different again: a set of Civilian Power Suits, personal exoskeleton rigs of a similar size to our military Power Armours but designed for heavy industrial work, cargo loading and similar duties - each pack has SIX suit bodies (3 each of 2 variant poses) plus NINE sets of arms, to give you plenty of variety in how you choose to assemble them; you get three sets each of standard manipulator arms, cargo-handling grabs, and work arms with plasma cutter in right hand and a portable power unit in the left. The suits have full enclosed helmets, and could also be used for EVA repair duties or as robotic work units.
SG15-V20 Civilian/Industrial Powered Work Suits - 6 bodies (3 each of 2 poses) plus 9 sets of arms - three standard manipulator sets, three cargo handling grab sets, three sets with plasma cutter and power unit £4.50 per pack inc VAT (£3.75 ex-VAT)
All of these NEW codes will be available at SELWG this coming Sunday (though please note that some will be in very limited quantities, so please get there early if you want them!), and very shortly after I'm back they will be added to the store for mailorder.
Thanks for reading, hope to see all our regulars at the show!
Jon (GZG), Thursday 19th Oct 2017.
www.gzg.com
Monday, August 21, 2017
Broken Stars & Burning Ships: Ground Zero Games 15mm Kra'Vak painted up
Broken Stars & Burning Ships: Ground Zero Games 15mm Kra'Vak painted up: Contrary to popular belief, I do paint things other than starships. Here we have a small showcase of most of Ground Zero Games' excelle...
Saturday, June 3, 2017
Röt Hafen Saga
| • Forward (by Thomas Barclay) |
The Röt Hafen Saga is a story about some of the earliest Human-Kra'Vak interactions and gives us one possible view of the early stages of the First Intersentient War. It presents some ideas on the way that conventional and unconventional forces operate in the GZGverse and it gives us a little bit of a glimpse at one author's version of the Kra'Vak. It is, as most work created by the fans of the Ground Zero Games universe, non-canonical and unofficial. But it does represent one view of how things could be, and a compelling vision at that.
For the information of those who may not know him, Carlos is a United States Army Special Forces soldier who tends to spend large chunks of his time away visiting interesting places and doing missions which pretty much require an Elite RED-1 quality counter. But this day job gives Carlos a good feel for the military millieu and some neat ideas for how Special Operations might be carried out in the future. His experience also gives him a good feel for the kind of men that serve in these units and the way they carry themselves and how they should best be portrayed.
The interesting part of this work is not only that it obviously entertains a certain "reality", but also that much of it was played out at the game table, from small unit actions to large scale fleet battles, using Ground Zero Games rules (and of course the obligatory house mods!). This just shows what a motivated gamer (read: individual of questionable sanity) can accomplish. It also illustrates in some detail how one can put together a series of linked games to form an interesting campaign and how that campaign can be documented for the benefit of other gamers.
The question one might think to ask is: Which came first, the games that spawned the saga or the ideas for the novel which lead to scenarios? (more on this point later)
Readers should find this story gripping and action-packed. It is, as the old saying goes, "a page turner" (or perhaps, in the electronic world, "a button-clicker"). My hope is that each and every one of you will enjoy it as much as I did and that you will take the time to visit Los' website and drop him some positive feedback. He deserves it after this gigantic effort and he undoubtedly will appreciate it!
But, I digress. I'm good at that! Anyway, stop reading my work, go to the left side nav bar, and start reading Röt Hafen! (Of course, you should read the acknowledgements and copyright statement and visit the game links too, but you can do that later!).
| • Acknowledgements (by Carlos Lourenco) |
Thanks to all on the GZG mailing list for providing the motivation to start this and the encouragement to keep going. And in particular: Jon Tuffley for cooking up the great GZG series of games, Tom Barclay, Owen Glover (the real one) Brian Bell, Chris Deboe, Beth Fulton, Jon Davis, Marc Kochte, Will Keyser, Bob Makowsky, Tim Jones (for the great graphics) and everyone else who has sent me feedback, criticism, advise, graphics and help along the way.
All errors in this work are mine alone but everything done right is the sum of all of the contributions.
I'd also like to thank the real members of ODA 946 and other Company A guys I've served with. Together they provided the experiences that form the foundation for the action here, (especially Ken).
Special acknowledgements must be made to the people who contributes the images which helped realize the Röt Hafen Saga. These people include....
Two last people to thank: One is my beautiful wife Natalie. She put up with all these late nights of obsession and also helped with the proofing (I am going to go back and incorporate all the changes now as well as add more GZG-gming pertinent information) and the other is Kurt Wasserman. He provided close on-going technical support and also helped me game out many of these battles, acting patiently as the kra'Vak commander while fighting usually with one arm tied behind his back. Weaselboy is da man!
| • Copyright Notice |
The Röt Hafen Saga, ©Carlos Lourenco, 1998.
Los' Notice:
I have written these stories for no other reason than pure enjoyment. The terms NSL, NAC and maybe a few others are copyright Ground Zero Games. Their use in the story is without permission and not meant as a challenge to said copyrights. If you plan to post it to your page GIVE ME CREDIT. ENJOY! These stories may not be used by anyone for profit or for sale. Copywright: Carlos Lourenco 1998.
Thursday, October 13, 2016
GZGs Kra' Vak Acquisition (Up Date)
Monday, October 10, 2016
Internet Novel by Carlos (Los) Lourenco : The Röt Hafen Saga
GZGs Kra' Vak Acquisition
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.
Team = Claw
Squad = Fist
Platoon = Arm
Company = Body
Battalion = War Family
Regiment = War Clan
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
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
Claw Overseer with Ra'Sak gauss rifle
Rifleman with Ra'Sak gauss rifle
Rifleman with Ra'Sak gauss rifle
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
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 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 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
Rifleman with Ra'Sak gauss rifle
Five Kr'Gak Riding Beasts Attached
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)
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 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.
Sunday, May 22, 2016
Small Soliders - Fight! Win!: Critical Mass Games Protolene (Kra'Vak) Assault Su...
Small Soliders - Fight! Win!: GZG 15mm Kra'Vak Grav Tanks
Monday, February 1, 2016
Small Soliders - Fight! Win!: 15mm GZG Kra'Vak Powered Armor
Small Soliders - Fight! Win!: 15mm GZG Kra'Vak Powered Armor: On Saturday I started and finished my two units of GZG Kra'Vak Powered Armor. There is not much really to say about these sculpts. The...
Saturday, January 30, 2016
Small Soliders - Fight! Win!: 15mm GZG Kra'Vak Cavalry
Small Soliders - Fight! Win!: 15mm GZG Kra'Vak Cavalry: Yesterday I started and finished two sets of Kra'Vak Cavalry from GZG. The models were relatively clean, with little clean up require...
Friday, July 16, 2010
Predators
Saturday, March 28, 2009
'When All Is Quiet' - STOP MOTION MOVIE

Saturday, May 24, 2008
Defense Of Sol

Game Type:FT:FB, Game Master:Mark Kochte,Players:2-12,
For over ten years Humanity has been fighting a losing war against the alien Kra'Vak. Now the Kra'Vak have not only pushed their way into the Core Worlds, but have invaded the very home of Humanity itself: Sol!
The Kra'Vak pushed relentlessly into the Sol system, but were unable to fully take it over due to the stronger presence of Human forces. And while the Humans prevented the Kra'Vak from actually taking over most of the worlds/planets/moons in the Sol system, they were unable to evict the Kra'Vak from Sol entirely for a few years. The Kra'Vak tried many times to take various planets, and paid the price dearly. Occasionally they were successful, usually they were not. Would this battle be one of their successes?
http://www.warpfish.com/jhan/ft/gzgecc/gzgecc4/thumbnails/Thumbnails.html
Monday, April 7, 2008
Kra'Vak Design Doctrine

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.
************************
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.
************************
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.
************************
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.
************************
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.
************************
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.
************************
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
************************
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.
************************
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.
************************
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.
************************
Progression of Command Levels:
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
************************
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
************************
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
************************
The command Fist has a sniper with a Ki'Sak gauss sniper rifle and a Sia'Na with Ra'Sak gauss rifle attached.
************************
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
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
************************
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
************************
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
************************
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
************************
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)
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
************************
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.
************************
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)
Class 1 Vehicle, Infantry Walker Mobility, Armour Value 1, 1x Class 2 Gauss Cannon in Fixed Mount, Gauss Machine Gun (SAW)
************************
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.
Class 3 Vehicle, Armour Value 3, Grav Mobility, 10 Units of Infantry Transport, 2x Class 1 Gauss Cannon in Turret Mount
************************
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.
Class 3 Vehicle, Armour Value 3, Grav Mobility, 1x Class 5 Gauss Cannon in Turret Mount
Intelligence Report #SN:0Z75432
Intelligence Report #SN:0Z75432
Security Level: Red
Neu Swabian Military Research Division
Re: Kra’Vak Military Equipment Analysis
Recent activities on the Sadako Rim have greatly enhanced the possibility of contact with Kra’Vak ground forces. The information you are about to read has been processed through various battle reports, satellite observations and recon information. We do NOT have any first hand account of the viability and strength of Kra’Vak ground forces. This is mainly because of three reasons.
First, every military ground contact with the Kra’Vak has ended in the annihilation of the contacting force.
Second, Kra’Vak NEVER take prisoners.
Thirdly, the Kra’Vak NEVER leave wounded. They are either eliminated or retrieved.
A truly detailed analysis of Kra’Vak weaponry, sensors and communications equipment is not available. The only pieces of information that our researchers have been able to determine are from the remains of equipment that are sometimes found on the battlefield. Little is know of the Kra’Vak social order, organization of troops, command structure, and logistics. What we are providing here is a brief military analysis that could be relevant in small arms contact with Kra’Vak forces.
Weaponry
The Kra’Vak have three distinct weapons on the battlefield. Each weapon seems to be linked with the same mass driver technology that is commonly found on their warships and are therefore quite deadly. Our researchers are still unable to determine the nature of the power source for this equipment, although is seems based on both a bio energy and cold fusion principle. Every weapon recovered from the battlefield has been non-operational. It is theorized that each weapon is somehow connected to its user and this connection supports the “bio-fusion” that powers it. Our scientist’s only successful attempt at firing one of the Kra’Vak weapons was through the use of a starship power supply, which destroyed the weapon in the process. More research is needed for further understanding therefore the capturing of a live Kra’Vak is of utmost importance. Each type of commonly used infantry based weapon is detailed below.
Kra’Vak Power Rifle
The Kra’Vak power rifle is the main infantry weapon of the Kra’Vak ground forces. The power rifle measures approximately 86.3 cm in length and weighs approximately 5.7 kg. The rifle uses an ammo “clip” that holds 227 rounds of ammunition. Each round of ammunition is composed of a pointed titanium carbide core compound stabilized in a ferrite magnetic casing. The entire round is rectangular shaped 6.3mm in length and only 8 mm in width. The power rifle works on a mass driving principle. The round is injected into a firing chamber where the power source converts the ferrite casing into a plasma state. The mechanism for this reaction is very precise and does not disrupt the core of the round. The plasma now surrounding the core is accelerated through the weapon by a very strong magnetic field and propelled out the muzzle. The entire process happens in less than one-twentieth of a second. This allows an effective rate of fire of approximately 300 rpm. The bio energy source derived from this reaction has the strange effect of turning the plasma into a bright light and the round makes light streak during the firing process. The superheating of a gaseous atmosphere can have various effects with the rifle, including changing it’s color, leaving burning trails or making a strange noises as it travels. In most nitrogen/oxygen atmospheres it has been observed as being a white streak and making a hissing or cracking noise. The rounds make a distinct metallic click when fired. In either case, the noise level of the rifle is very low and most troops do not “hear” the weapon. A firing weapon only 100 meters away is very quiet and this makes it very difficult to “key” into areas of a firefight.
This weapon has many advantages some of which are very deadly.
Firstly, the weapon requires no chemical reaction to supply the propelling force for the projectile. Therefore it can be fired in any type of atmosphere (presumably excluding flammable ones) or in a vacuum.
Secondly, the weapon’s high rate of fire and seemingly low energy consumption makes the power rifle extremely dangerous in a suppression role.
Thirdly, the speed of the projectile has been estimated to be somewhere near 2600 m/s at the muzzle. Different atmospheres and conditions (the gun CAN be fired underwater, but at a much less substantial effect) can change the down range velocity of the weapon sometimes substantially. The plasma field seems to dissipate as it travels with the round to a point where it can no longer support the projectile and it falls to the ground. The tremendous speed of the projectile give the power rifle two characteristics, it is extremely accurate and can penetrate most armor and cover with ease.
Wounds caused by the power rifle can vary greatly. Some wounds observed on corpses are nothing more than tiny penetrations that pass cleanly through the target. Due to the great accuracy of the weapon, most rounds pass through the head or other vital area. They plasma that the round is suspended in also seems to have the uncanny ability to disrupt the neural system and electronic gear of it’s target. The effect is not always certain and many times this effect is blocked by protecting armor. The armor will not stop the penetrator but will “splash” off the plasma suspending it. The projectile, after launching from the rifle, only measures approximately 6 mm in diameter. Most hits from this weapon in a non-vital area will have a non-lethal effect. Unfortunately, this works against most troops. Armor is used to protect vital areas of most ground forces, this armor is useless against the power rifle penetrator but very effective against the plasma field. Most non-vital areas are lightly protected or not protected at all, and although they will rarely result in a lethal hit by the penetrator, the plasma field is not blocked and therefore a disruption of the neural system may occur. This rarely results in death, but incapacitates the target nonetheless. This would explain the large number of MIA’s that usually occur during contact with Kra’Vak forces. Unfortunately, even the “splash” of the plasma can result in the disruption of electronic devices and unit leader’s communications gear can be severely disrupted when under fire from this weapon. Our scientists are working to develop a shielding mechanism against this electronic disruption.
SG Rules for Power Rifle
FP: 2 Impact: D12
Due to the bright streaks that the projectiles of the power rifle emits, any Kra’Vak unit that fires from a hidden position will be revealed immediately.
The Power Rifle ignores all but the hardest cover and slices though most materials. Troops facing Kra’Vak forces still get a die shift for cover to determine fire effects but do NOT get a die shift for armor impacts.
The plasma field can disrupt any communications or electronic warfare equipment. If an EW personnel or unit takes a hit from the Power Rifle (regardless of saves) it automatically looses one EW marker. Roll a d6, on a roll of a 1, the EW equipment is destroyed. Likewise, if a unit leader/forward observer is hit (regardless of saves) he looses one action on his following activation due to a disruption of his communication system. Roll a d6, on a roll of a 1 the leader/forward observer com system was destroyed and has the following effects. A leader may not call in fire missions or communicate with any other units unless he is within 6”. A forward observer looses his ability to contact any fire missions or other communications (calling case vac, etc.)
Kra’Vak Heavy Power Gun (also known as the “Auto Rail”)
The heavy power gun is the “big brother” of the power rifle. It differs in the following fashion.
The Heavy Power Gun (HPG) is much larger than the Power Rifle (PR). It measures 119.4 cm in length and weighs 7.7 kg. The HPG has a much larger “clip” that holds 672 rounds. Each round is composed of the same material and of nearly identical size. The major difference in the HPG and the PR is the rate of fire. The HPG estimated rate of fire is 1500 rpm. The HPG can put down a great swath of plasma charged projectiles. Even though the rate of fire is much higher, the velocity of each round is much slower. Presumably this is a trade off in power requirements. A round shot by the HPG has a muzzle velocity of only 1100 m/s, but given the small size of the round and its still “high” velocity it is very deadly. Neural effects due to the plasma are identical. What the HPG lacks in “punch” it makes up for in volume. The HPG appears to be limited by both the energy supply and the size of its “clip”. The clip seems to be very difficult to load, due to the size of the weapon and the positioning. After about three bursts from the weapon, it must be reloaded. An HPG in a mounted position, with larger power supply and a larger clip is a MUCH deadlier weapon.
SG Rules of Heavy Power Gun
FP: D12 Impact D10
Due to the bright streaks that the projectiles of the Heavy Power Gun emits, any Kra’Vak unit that fires from a hidden position will be revealed immediately.
The Heavy Power Gun ignores all but the hardest cover and slices though most materials. Troops facing Kra’Vak forces still get a die shift for cover to determine fire effects but do NOT get a die shift for armor impacts.
The Heavy Power Gun may fire three times (bursts) and must be reloaded. After the third firing of the weapon, it takes the Kra’Vak one action to reload it.
The plasma field can disrupt any communications or electronic warfare equipment. If an EW personnel or unit takes a hit from the Power Rifle (regardless of saves) it automatically looses one EW marker. Roll a d6, on a roll of a 1, the EW equipment is destroyed. Likewise, if a unit leader/forward observer is hit (regardless of saves) he looses one action on his following activation due to a disruption of his communication system. Roll a d6, on a roll of a 1 the leader/forward observer com system was destroyed and has the following effects. A leader may not call in fire missions or communicate with any other units unless he is within 6”. A forward observer looses his ability to contact any fire missions or other communications (calling case vac, etc.)
Kra’Vak Missile Launcher (Projector)
A strange Kra’Vak support weapon is the Kra’Vak Missile Launcher, although “missile launcher” seems to be a misnomer no other word accurately describes it. The Kra’Vak Launcher (KVL) works on a similar process as the other weapons in the Kra’Vak arsenal, but also on principles of weapons we use. The KVL measures 132 cm in length and weighs 10.9 kg. Each projectile measures 30 cm long and about 7.6 cm in diameter. Up to four projectiles can be loaded into the launcher. Once the last “missile” is launched the launcher must be reloaded. The “missile” is launched from the projector using a chemical propellant very similar to our own and uses a propellant stabilized flight system that is guided by the precise propellant flow through the rear of the projectile by tiny directing nozzles. The missile is smart and is capable of tracking it’s target in a fire and forget fashion. There the similarities end.
It appears that the missile’s guidance system would be disrupted by the plasma filed normally generated in other Kra’Vak weapons. Therefore, the Kra’Vak use a more conventional way to project the missile towards it’s target. Once the warhead has reached a preset distance from its target, a proximity fuse fires off its lethal charge. The following is only a theory on how the missile works. We have NOT captured an unfired missile for examination.
The missile, once reaching it’s target at a speed of only 313 m/s, appears to detonate and use the same plasma induced projectile system found in other Kra’Vak weapons. Erupting in a bright flash, the plasma “ball” is about 13 cm in diameter and contains hundreds of titanium carbide projectiles. In some circumstances the “cloud” of projectiles look almost like “smoke”. These projectiles are thought to be travelling at the speed on the order of at least those of the Power Rifle. The hundreds of projectiles also seem to be precisely aligned so they hit at approximately the same angle. This has the effect of literally pushing aside the molecules of any armor that the projectiles meet, which quickly punch through the armor and commence, in a deadly hail inside the vehicle. The secondary effect is that the plasma field, much larger than that generated by the other weapons, tends to “leak” though these holes and play havoc on electronic systems inside. The impact area of a KVL often looks like a patch of “burnt Swiss cheese” with many very tiny holes. The secondary and sometimes worse problem with this weapon is the plasma field. The puncturing of the armor by the projectiles dramatically increases the surface area that the plasma can contact. This often results in a spectacular blast as the plasma converts the armor into more plasma. The plasma is quickly consumed by this reaction but not before generating great amounts of heat (in excess of 3000 degrees C) and destroying the vehicle. The reaction is NOT certain and seems to be highly depended upon angle of attack, armor composition, and amount of penetration. Most AFV casualties have been either the crew incapacitated or killed by the projectiles/plasma or the AFV’s electronic systems are disabled. Once again, our scientists are working to develop some kind of shielding against this electronic disruption.
A KVL impact on a living target is not a pretty sight. Any living target stuck by a KVL (the detonator seems to be proximity timed to any target in the missile’s path) stands little chance of survival. Fortunately, in an open combat environment, the plasma field and the projectiles tend to disperse rather quickly.
SG Rules for Kra’Vak Missile Launcher
Guidance: Advanced D10 Impact: D12x2 (vs. dispersed targets D10) Rounds: 4
On a penetrating hit, the crew rolls a D4 vs. size class regardless of what type of armor they are equipped with. This means that crew exposed to a major penetration will always result in casualties.
Non-Penetrating hits on vehicles by the KVL are rolled for the same as any other non-penetrating hits with the following exception. A roll of 4-6 will result in a SYSTEMS hit due to the electronic disruption of the plasma field.
The KVL is a difficult weapon to load. Once the last missile has been fired it must be reloaded. It takes an entire action to load ONE round into the KVL. It would take FOUR actions to completely reload the weapon.
Kra’Vak Battle Equipment
Kra’Vak Communications Helmet
The Kra’Vak use a very sophisticated and advanced command and communication system. Once again, they are attached to the soldier and the same “bio-fusion” that powers many of the weapons also seem to power this equipment. The “helmet” or headgear of the Kra’Vak seems to provide a variety of functions. The Kra’Vak helmet is approximately one-third larger than any helmet used in our forces and has many electronic devices and displays within therefore it is quite heavy. The Kra’Vak physiology is more massive than humans and they appear to have no problems wearing it. The inside of the helmet has many tiny “button-like” controls and levers. The Kra’Vak have a variety of facial appendages (extra moveable teeth, grasping appendages, “tentacle-like” appendages, etc.) and appear to use these to activate different functions inside the helmet. A Kra’Vak warrior can be firing on your position with his Power Rifle and at the same time changing channels on his communication system. This makes the Kra’Vak frightfully efficient in combat. Although one has never been seen a helmet in use or even functioning properly the following has been theorized about it’s operation.
Fire control within a Kra’Vak squad is always very well coordinated. Therefore, the “squad leader” must be in constant commination with the warriors under his control. It is assume that the helmet not only allows communication with his warriors, but displays firing information, sensor detections, atmospheric conditions and a variety of other information. The helmet is also a breathing apparatus that attaches to a pack built on the back of the Kra’Vak armor. This allows breathing and climate control inside the helmet in any hostile atmosphere (even underwater), but NOT in a vacuum. This system also allows the Kra’Vak warriors to see through even the worst atmospheric conditions.
SG Rules for Kra’Vak
All Kra’Vak units have advanced sensors D10.
Kra’Vak units may operate in hostile environments, even underwater.
Kra’Vak units are never penalized for atmospheric conditions such a fog, rain, smog, etc.
Kra’Vak Armor
The armor used by Kra’Vak forces is a strange mixtures of ceramo-metallic compounds and bio engineered organic material. The armor is both flexible and extremely tough. A full suit of the armor only weights a surprising 4.5 kg, but once removed from the Kra’Vak warrior it looses it’s “flexibility”. The armor is actually inserted into different areas of the Kra’Vak body. It must be powered by the same “bio-fusion” process that powers the other Kra’Vak items. The armor’s metallic/ceramic plates are connected by a bio-engineered fibrous material that reacts to the Kra’Vak’s movement and bends according to this motion. This same material also seems to “enhance” the Kra’Vak’s strength. Enabling them to carry larger combat items without fatigue, leap large distances in a 1G environment, run exceedingly fast (up to 20km/hr) for extended periods.. Kra’Vak have been known to operate days in the field without any sign of fatigue. This bio material is almost as strong as the ceramo-metallic plates and seals the armor very well. Only a few exposed areas are present on any Kra’Vak warrior. In a deep space environment, there appears to be ‘extra” pieces added to the same armor layout that seals the suit from vacuum. The back of the armor has a bio-engineered processing plant that provides cooling to the suit, a breathable atmosphere and organic waste disposal for its wearer. It appears that the Kra’Vak rarely take their armor, as no Kra’Vak has ever been seen without it. It was assumed for a time that this was actually the Kra’Vak’s skin. It provides good protection against small arms fire, it’s lightweight, non-restrictive to its wearer, enhances physical ability and provides protection against biological, nuclear and chemical agents. There are many areas on the armor to “plug in” other pieces of equipment to provide “power” to them. The armor also incorporates a large titanium carbide blade that can be ejected out of the arm. The Kra’Vak use this weapon in great effect in close combat.
SG Rules for Kra’Vak Armor
Armor Value: D8
Move Rate 8” D8” (3D8 Burst Move)
Kra’Vak ignore chemical weapons, radiation and biological compounds. Kra’Vak in an environmentally sealed suit (against vacuum or hostile environments) have their move rate shifted down one die, but suffer no other penalties. Kra’Vak can also operate in a variety of temperature conditions from searing hot to freezing cold without penalties.
The same process that helps move the armor also enhances the Kra’Vak physical prowess. Kra’Vak can carry heavy objects without penalty. A Kra’Vak warrior can carry another warrior without move penalties, Leap up a single story, etc. It also makes the Kra’Vak more deadly in close combat. With the enhanced strength and large incorporated blade the Kra’Vak get an automatic die shift in close combat AND are treated as if wearing powered armor. Kra’Vak can operate days in the field without fatigue. Kra’Vak unit may conduct "burst movement” which is 3d8. After doing the move it must make a normal task check. Failure results in winding which gains it one suppression. Any Kra’Vak wounded but recovered in subsequent wound die roll in CC goes into Frenzy, Gets plus 1 die shift (again) in CC and cannot leave CC until all targets killed or it is killed.












