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:
- Pistol Carriers are tiny combat walkers armed with a handgun.
- SMG Carriers are flying robots that carry submachine-gun-type weapons.
- Light-Weapon Carriers are skimmers, with a weapon in a rotating turret.
- Medium-Weapon Carriers are spider-like walkers.
- Heavy-Weapon Carriers are armored boxes on tracks.
- Controllers (SRC's and MRC's) provide guidance and control
for the robots. Every formation bigger than a team-1 must have a controller.
- Repair Drones can fix damaged robots, enabling them to keep fighting.
- Heavy Walkers are well-armored and carry multiple weapons.
- Light Tanks are built for front-line duty.
- Medium Tanks are skimmer-type combat vehicles.
- Heavy Tanks are the biggest battle robots in existence.
- Robot Carriers deliver smaller robots to the battle front in safety.
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.
- Hand weapons:
- Stinger Pistol is a lower-powered version of the Stinger rifle.
- Light weapons:
- Stinger rifle is a nasty anti-armor rifle.
- Stinger SMG is a slightly reduced Stinger rifle, capable of automatic fire.
It fires twice per turn, at the same hex or at two adjacent targets at -1 on the attack roll.
- Medium weapons:
- Auto-Stinger is a Stinger converted to a machine-gun. It can fire three times in a
turn, into the same hex or (at -1 on the attack rolls) into multiple adjacent hexes.
- Stinger Lance is an upgraded Stinger rifle, excellent against armored targets.
- Scorpion is an energy weapon designed for antipersonnel use.
- Heavy weapons:
- Stinger Cannon is an even bigger version of the Stinger, effective against even the heaviest armor.
- Scorpion Bomb is a long-range, high-powered Scorpion that affects three hexes in a triangle pattern.
Only the target hex needs to be in range.
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