N'Kakk Robots

Copyright 2003 by Mike Fischer
Last modified: 12/16/2005

I. Introduction

This booklet includes all the rules for playing StarMarines as the N'Kakk army.

The insectlike N'Kakk race experienced a religious revival about two centuries ago. As a result, they renounced the violence that had been a hallmark of their society, and embraced peace as a way of life. The galaxy at large had no problem with this, as the N'Kakk had rivalled the Norx in their aggressiveness. But it was hard for the N'Kakk, because aggressive expansion was the only way they knew to relieve the population pressure on their fast-growing empire.

Their Self-Defense Minister thought of a way out. The N'Kakk had built a series of armed robots, so their planets could be protected without a single N'Kakk having to fight. Why, he reasoned, couldn't they use these robots for attack? Would it violate their religion to let the robots do their fighting? All the N'Kakk waited while their theologians researched the question from every conceivable angle. At last they gave their verdict: "It is not forbidden." Less than a year later, the first N'Kakk robotic invasion fleets descended on their unsuspecting neighbors, bringing a new threat to the galaxy.

An N'Kakk robot force attacks as a cohesive body, sharing sensor and targeting data through radio and infrared links. They fight without imagination or flair, but advance relentlessly on legs, tracks, and antigrav. Perhaps the most frightening thing about an N'Kakk force is that, no matter how many casualties they suffer, they will never break and run -- robots never fail morale checks.

Instead of leader units, an N'Kakk force comes with controllers, which serve as an interface between the robots and their living commanders. If the robots have a weak spot, it is these controller units, because without them, the robots cannot be given orders. Instead, they will just keep obeying the last command they were given, and will shut down if that command cannot be carried out.

The basic specifications of each unit and weapon are listed in tables at the end of this rule book. A general description of the units and weapons, along with specifics about special rules, takes up most of the book.

II. Vehicle Summary

All N'Kakk units are considered vehicles. They fall into the following categories:

III. N'Kakk Soldiers

The basic unit of any N'Kakk formation is the four-robot team-1. Each robot in a team-1 will be the same kind of robot.

N'Kakk do not have to make separation checks, because they never make morale checks. However, they face a different limitation. They are programmed to obey the last command they were given, and then shut down when that command is fulfilled or cannot be obeyed; this is built into their programming to keep them from running amok. New commands come through the controller units, and a robot that is not in control range of a controller becomes uncontrolled.

Such a robot will attack any enemies in range. If no enemies are in range, but if moving straight forward for one turn would bring an enemy into range, the robot will move forward for that one turn. If one turn of moving straight ahead still leaves the robot with no targets, the robot shuts down. This acts just like being stunned, except that such a robot will re-activate itself if a controller unit moves within control range. Controller units are hyperlinked to each other and do not need to be in each other's range; only combat robots have this limitation.

N'Kakk robot programming absolutely prohibits killing enemy wounded or Doctor units in any way.

III-a. Forming an Army

N'Kakk armies must contain certain units, based on the size of the army you are buying.

N'Kakk robots are formed of 4-robot teams, regardless of the size of the robot.

Team-2 must contain 3 team-1's chosen from Pistol Carriers, SMG Carriers, Light-Weapon Carriers, and Medium-Weapon Carriers. No two of these team-1's can be the same type. You may optionally add up to three tanks, walkers, or carriers and 1-2 Repair Drones. You must have at least one SRC controller unit; you can add more if you wish.

Team-3 must contain 3 full team-2s, including at least one team-1 each of Pistol Carriers, SMG Carriers, Light-Weapon Carriers, and Medium-Weapon Carriers. It also includes a team-1 of Heavy-Weapon Carriers, a MRC, and an SRC. It can optionally include unlimited Repair Drones, tanks, walkers and carriers.

III-b. Soldier Types

Because all N'Kakk robots are considered vehicles, there are no soldiers in an N'Kakk formation. Some soldier-like functions, like the Fixer, are included in certain N'Kakk units, but they are still vehicles. But the following robots fill the roles of soldiers in other armies, so they are listed here.

When you buy an N'Kakk robot, it comes with weapons. You still have to choose its weapons, unless the robot description tells you which weapon must be used. You don't save any points by choosing lesser weapons, and if you pick a weapon that costs more than normal (such as a 3-point heavy weapon), you must pay the extra point. If the vehicle can carry troops, you must buy them as well. If a weapon's type is not given, it can be Light or Medium.

Name:Pistol Carrier
Type:Small ground vehicle
The Pistol Carrier is a tiny two-legged robot with a Stinger handgun mounted on top. It is lightly armored but sturdily built, and fairly quick.

Name:SMG Carrier
Type:Small skimmer vehicle
This remarkable little robot serves as an airborne soldier of sorts. It carries a Stinger SMG in a front mount, travels on an air cushion, and is capable of limited flight. It can make a normal move, or it can fly in a straight line up to 5 hexes in the direction it was facing at the start of its move, over any enemy or terrain, then land in an empty hex and fight normally. This obviously runs the risk of taking the SMG Carriers out of control range, so plan accordingly. It cannot make a flying move two turns in a row.

Name:Light-Weapon Carrier
Type:Small skimmer vehicle
This weapon can mount any light weapon in its 360 turret, normally a Stinger rifle. It has fairly good armor and reasonable speed.

Name:Medium-Weapon Carrier
Type:Small ground vehicle
A Medium-Weapon Carrier could be mistaken for a mechanical spider. It consists of an armored box and four spindly legs, with a mounting for any medium weapon.

Name:Heavy-Weapon Carrier
Type:Small ground vehicle
The Heavy-Weapon Carrier is a low armored box on tracks, with a heavy weapon mounted on top. It is slow, but it can move and fire in the same turn, unlike living heavy-weapon soldiers.

Name:SRC
Type:Small skimmer vehicle
The SRC (short-range controller) has a control range of 3 hexes. You can buy more SRCs than you need; these "extra" SRCs aren't attached to any formation, but can go wherever their control is needed.

There is one special controller, the SMG-SRC. This robot combines the functions of an SRC controller and an SMG carrier. If you intend to send your SMG carriers on long hops behind enemy lines, this robot can provide the control they need.

Name:MRC
Type:Small skimmer vehicle
An MRC (medium-range controller) must be part of every team-3. Its control range is 6 hexes.

Name:Repair Drone
Type:Small ground vehicle/Fixer
The Repair Drone can repair damaged N'Kakk robots anywhere on the battlefield. Each turn, a Repair Drone can do a level-1 repair on a N'Kakk vehicle in the same hex or in an adjacent hex, or it can do a level-2 repair if it rolls a 4-6. The vehicle cannot move during turns when it is being repaired, although it can attack normally.

III-c. Soldier Attributes

You cannot buy special attributes for N'Kakk robots. Nor can you buy experience for them; they are all considered Average.

III-d. Weapons

The N'Kakk do not have much variety in their weapons. Most of them are designed for good armor-piercing ability, but they have a few that do heavy damage.

III-e. Vehicles

Technically, every N'Kakk robot is a vehicle, but these robots are very similar to the combat vehicles of other races.

Name:Heavy Walker
Type:Large ground vehicle (walker)
This two-legged, two-armed robot is made for close combat. One arm has a light or medium weapon, and the other carries a heavy weapon. The arms cover the left/ahead and right/ahead sides respectively.

Name:Light Tank
Type:Small ground vehicle
The light tank carries armor similar to most soldiers; its role is to wade into a melee and support the front-line units. It carries a medium weapon in a 360 turret and a light weapon firing front.

Name:Medium Tank
Type:Large skimmer vehicle
This fast combat vehicle carries three medium weapons. Its role is to exploit breakthroughs and to support the light-weapons carriers.

Name:Heavy Tank
Type:Large ground vehicle (supertank)
This unit isn't as big or powerful as other races' super-tanks, but it can hold its own. It carries two heavy weapons and two light ones in turrets, and armor as thick as anything else on the battlefield.

Name:Robot Carrier
Type:Large skimmer vehicle
This N'Kakk APC-equivalent has room inside itself for two team-1's of light-weapons carriers, SMG carriers, or pistol carriers. Its armament is limited to one light weapon, but its armor is superb.

IV. Game Tables

N'Kakk Vehicles Table
Type CostMove ArmorToughWeaponsCarry
Pistol Carrier 3/42 2 2 1 pistol (front)none
SMG Carrier 4/42 (4 air)2 2 1 SMG (front)none
Light-Weapon Carrier 4/43 3 2 1 rifle (360)none
Medium-Weapon Carrier4/42 3 2 1 medium (front)none
Heavy-Weapon Carrier 4/41 4 3 1 heavy (front)none
SRC 1 3 4 3 nonenone
SMG-SRC 2 2 (4 air)3 2 same as SMG Carriernone
MRC 2 3 4 3 nonenone
Repair Drone 2 2 3 2 nonenone
Heavy Walker 3 1 4 4 1 heavy (ahead/right), 1 light/medium (ahead/left)none
Light Tank 2 2 2 3 1 medium (360), 1 light (front)none
Medium Tank 3 3 3 3 3 medium (360, left & right)none
Heavy Tank 4 2 4 4 2 heavy (left/ahead & right/ahead), 2 light (front & rear)none
Robot Carrier 3 2 4 3 1 rifle (360)2 team-1

N'Kakk Weapons Table
Type Class CostRangeAimAPDamageSpecial
Stinger PistolHand 0 2 0 3 1 -
Stinger Rifle Light 0 4 0 3 1 -
Stinger SMG Light 0 3 0 3 1 fire twice
Auto-Stinger Medium1 4 0 3 1 fire 3 times
Stinger Lance Medium1 5 0 4 2 -
Scorpion Medium1 4 0 3 4 -
Stinger CannonHeavy 2 8 0 5 3 -
Scorpion Bomb Heavy 2 7 0 3 5 hit 3 hexes

V. Revision History

07/16/2003: adjusted values for several vehicles, added a machine-gun weapon 12/16/2005: all units & weapons revised for better balance