Date: Thu, 5 Oct 1995 18:13:28 -0400
From: JJMJack@aol.com
To: FTGZG-L@bolton.ac.uk
Subject: Re: Dirtside

I have been playing Dirtside II with Steve Gibson for a while now. These are
some of the conversions that I have developed for those of us who happen to
like the Kra'Vak as introduced in Full Thrust. Since they tend to use some
very effective weapons that are called railguns. I decided to develop
infantry and vehicles weapons that would represent the lethality of the Full
Thrust ships on a ground combat scale.
	The infantry I pictured are basically Powered armor with a large shoulder
mounted railgun. The railgun can be switched from anti-infantry to
anti-vehicle. This means that they can fire a short stream of anti-infantry,
hence the 2 FP, or a single shot of accumulated power against vehicles.(Can't
you just hear that puppy humm as the power builds?!)  I increased the ranges
at which they can fire at infantry and against vehicles. But they also pay
for these abilities with their points cost.
	Steve and I debated over the points values and ranges of both, and we think
that we came up a fair combination.

KRA'VAK Infantry
Allways Powered Armor

MV = 6"
HTK = 5
FP = 2
RNG = 18"
Cost = 75
OTR = VS Vehicles IAVR's have a range of 8" these infantry railguns have an
effective range against vehicles of 8" they draw 2 chits and they all count.
Only Red against reactive armor. APFC has no effect on Kra'Vak IAVR's. 

KRA'VAK Vehicles - Railgun

Roll		Short d12		 Medium d10		 Long d8

Sizes	3	24"			36"			48"
	4	30"			42"			54"
	5	36"			48"			60"

DMG = Size of weapon . All chits count at all ranges, R&Y; against reactive
armor, Green against Infantry

	Spaces taken by weapon sizes
	
Size 3		4
Size 4		5
Size 5		6
			Can be turret mounted

Cost = Size X 25

Vehicle requirements = Must purchase Sup. Firecon and Reactive Armor. May not
have energy weapons if vehicle is pure Kra'Vak.

	Vehicle railguns are massive pieces of equipment. But they are also very
powerfull. They have excellent range and they are almost guarnateed a kill
per shot. A single size three vehicle with a turret mounted railgun should
have an excellent chance of taking out a size five vehicle. So what if you
can't put any other weapon on the thing?! One shot is all it takes!
Just add a small RFAC or additional APSW's. Remember Kra'Vak don't use energy
weapons so don't even think of putting HEL's on the thing.
	Any comments are appreciated

Subj: DS2: Rules for the Kra'Vak
From: Andrew Cowell 
  To: FTGZG-L@bolton.ac.uk
Date: Wed, 25 Sep 1996 05:04:44 EDT


I thought I would throw out some simple rules for the Kra'Vak in DS2.
I've play-tested them a little.  The affect seems like what I hear on
the list about the Kra'Vak in FT; they are more powerful, but not
necessarily overwhelming.  Note that something similar could apply to
SG2, also.  Let me know what you think.


Design:
Kra'Vak vehicle armor counts as 1 level higher against non-Kra'Vak tech,
  excepting HEL's and HKP's.  This does not affect the vehicle any other
  way (e.g., signature)
Kra'Vak may not use HEL's, DFFG's or Ablative armor.
Kra'Vak MDC's count as 1 class higher against non-Kra'Vak technology.
  This represents their Railguns.  Range for class 5 MDC in this case
  is 42"/54"/66".  That means, up to 42", all chits are valid.  Rough.

Psych: Kra'Vak are extremely agressive, for whatever reason.  To
represent this, I've basically reversed human psych.  Kra'Vak don't
panic and rout, they berserk and charge!  Despite this, being berserk!
has a disadvantage, since they attack the closest unit, friend or foe
(thus requiring leaders to try and _degrade_ their morale.  ;)

Note that NORMAL CTESTS on Kra'Vak actually increase their morale and
make them more aggressive.  Sometimes, you must make a REVERSE CTEST,
which lowers their morale as humans; this is how a leader would rally
berserk! troops.

             Effect on:
Confidence   Dismounted
Level        Infantry         Armor
===================================
Calm         Act normal       Act normal

Excited      Act normal       Act normal

Agressive    Successful R.    Act normal
             Test, otw.
             must advance

Rabid        Must advance,    Must pass R.
             must pass R.     Test or
             Test or close    advance
             assault enemy
             in range

Berserk!     Must advance,    Must advance
             no ranged fire.  toward and
             Must CA nearest  attack nearest
             unit (friend or  unit (friend or
             foe).            foe).

A CONFIDENCE TEST should be taken when any of the following apply:

A UNIT causes first casulty:                 +1
A UNIT causes subsequent casulty:            +0
The UNIT LEADER element is destroyed:        +3

REACTION TESTS are required as follows:

Dis. infantry at agressive, trying not
   to advance:                               +1
Dis. infantry at agressive or less
   UNDER FIRE, attempting to move:           +1
   (They're aggressive, not stupid)
Vehicles at agressive or less
   UNDER FIRE, attempting to move:           +1

CLOSE ASSAULTS:
Attackers take RTEST at:
+0 if calm or excited
-2 if aggressive
No RTEST needed if rabid
No RTEST allowed if berserk!

Defenders take CTEST at:
   Note: CTEST's usually make troops more aggressive, but not here
For calm or excited troops: +3 if powered armor, +2 if normal
For aggressive troops: +1 if PA, otw +0
   Note: For rabid and berserk troops, CTEST as normal (i.e., more
        aggressive); troops will always stand ground
For rabid troops: +2 if PA, otw +1
For berserk! troops: +1 if PA, otw +0

Calm, excited and aggressive defenders take REVERSE CTESTS as per the
usual rules during combat.  Rabid take normal CTESTS.

--
Andrew E. B. Cowell 
http://www.cs.utk.edu/~cowell/