From: Andrew Cowell <cowell@c...>
Date: Wed, 25 Sep 1996 05:04:44 -0400
Subject: DS2: Rules for the Kra'Vak
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.