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K'Kree Starship Design questions...

It does say a Hull hit decompresses the Hull. (Not a section of the hull it decompresses the hull.) I guess in Book two compartmentalization has no real effect. (And for the short time that I actually fought combat under Book 2 I would always decompress before combat if given any warning at all anyway. (Matter of fact I have always decompressed the ship under all the rules as a roleplaying smart thing to do.) But I did forget that it was in Book 2.
Thanks.

Originally posted by Sigg Oddra:
</font><blockquote>quote:</font><hr />Originally posted by Bhoins:
The ship damage tables don't really cover explosive decompression explicitly either.
They do in book2 ;)
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; which, if applied to a K'kree ship, could kill everyone who doesn't make it to a vacc suit.
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I used to use the deckplans and roll for a hit on the "compartments" that the internal bulkheads created.
Oh it was fun to have random PCs blown into space ;)
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Which is why it is always a good idea to as part of Standing Operating Proceedures to wear your Vacc-Suit or Combat Armor from the point of departure on the ground until after you jump and from emergence out of Jump Space to landing.
If you aren't carrying passengers you can always evacuate the air from the hull at the same time. You can't do that in a K'kree Starship. They would avoid the Vacc Suits unless actually needed. Even then they would have all sorts of problems putting them on. (Psychologically if not physically.) I still think it would take longer for them to get a Vacc Suit on. (Primarily because they are a Hexaped and their back legs are so far behind the torso.) When putting on a Chemical Suit it is rough to shove your legs into it, especially when you are wearing boots, and I wear clothes every day. They don't wear clothes and if they did would have a difficult time putting on pants in the first place. Add the thoughts of Claustrophobia, and panic, when you have a hull breach, and poor compartmentalization and you have a recipe for disaster when it comes to them fighting a space battle. A comparitively minor hit would cause problems all out of proportion compared to other races' ships.


Originally posted by Sigg Oddra:
I used to use the deckplans and roll for a hit on the "compartments" that the internal bulkheads created.
Oh it was fun to have random PCs blown into space ;)
file_23.gif
That can only partially be allieviated by the use of Drone fighters. Even with expert computer systems until you get to TL16-17 AI isn't sufficeintly advanced to replace the brain for independent thought and if you have real time control of the drones your mother ship is in range of the enemy's big guns. With a 6G maneuver limit you run into the same problem with Drone fighters that you do with regular fighters, they aren't any faster than a Capital ship. If your Capital ships are armored they can sweep through your drones (killing most of them on the way through) and go after your fleet. To carry a significant number of fighters you lose elsewhere. Since you are already losing space to extra crew, bigger than normal crew and all the other things we already discussed a K'kree major fleet element would easily be run down by an Imperial BatRon and not have the firepower to stand up to it. Attach a Fleet Carrier to the Bat-Ron and you can use the fighters to engage the enemy fighters while you sweep through them and then take out the much larger but less capable K'kree ships. Run a real fleet action and the K'kree Navy gets swatted. It is probably a good thing that The Two Thousand Worlds doesn't share a border with the Solomani and they have no border with a major star power. The only border they have is with the Hive Federation (And that lack of conflict has already be covered in canon.) The Lesser Rift is Coreward and Spinward of their empire and there is a buffer zone between the Impreium and the Two Thousand Worlds of Mixed Client states two sectors deep between the Imperium and The Two Thousand Worlds. Perhaps the only way they have survived is they haven't fought a major campaign against a major star power. The Lesser Rift has a Jump-4 route to scattered Vargr Enclaves. (ANd since the Vargr have never been highly organized or cohesive and don't have a good tech base that will insulate them from major problems but would still have to deal with some Corsair activity.)
This is perhaps why they are still there and a Major Power. Not their Combat capability against equals but they control a major area where they dominated technologically Their disadvantages would be offset by being 4-5 tech levels above the systems they conquer.
 
NOBODY expects the SolSec Inquisition! Our chief weapon is surprise...surprise and fear...fear and surprise.... Our two weapons are fear and surprise...and ruthless efficiency.... Our *three* weapons are fear, surprise, and ruthless efficiency...and an almost fanatical devotion to the Party.... Our *four*...no... *Amongst* our weapons.... Amongst our weaponry...are such elements as fear, surprise.... I'll come in again.
 
And now for something completely different.

I too think that the K'kree are such good aliens that it would be a shame to get rid of them. They do need adjusting however.

In a novel by Harry Harrison called I think 'Spaceship Medic' an emergency vaccsuit was described that used robotic assistance to put it on quickly. The K'kree might use something like this.

As far as getting into space goes in AM2 they did so in order to exterminate a race of sentient carnivores on their moon. This would imply an industrial technology at least to detect them.

As the K'kree race increased in numbers from their primitive state they would have to cultivate intensively to support their burgeoning population. This would give them a basis for industrial development and explain their expertise with chemistry.

The development of grav drives might well be akin to the Manhattan Project with an immense ammount of resources ploughed into it.

As to the size of the 2000 worlds..... Yeah, it's got to be because they haven't faced serious opposition and just got lucky.
 
Wouldn't K'kree use emergency rescue ball type emergency vacc suits.

Picture the scene, 30+ K'kree in very large hamster balls floating around in space...

Each rescue ball could contain a mild sedative to calm the poor beastie until rescue.
 
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