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/