Wednesday, May 27, 2015

KLOANE WAR KNIGHTS - C.2 P.2

WEAPONS

KWN uses a slightly different weapons list than that provided in X-Plorers; refer to the following tables:

MELEE WEAPON
DAMAGE
Unarmed/Improvised
1D3 or 1D4
Hand Weapon (A)
1D6 or 1D8
Natural Weapon
1D6
Shield Blade (C)
2D6
Stun Staff (B)
1D8 + Stun
Beamrazor (D)
2D8

RANGED WEAPON
DAMAGE
RANGE
Thrown Weapon (A)
1D6
10 or 15
Archaic Weapon (B)
1D8
40
Slugger (B)
2D6
30
Heavy Slugger* (C)
3D6
100
Blaster (C)
2D8
50
Heavy Blaster (C)
3D8
100
Semi-Portable* (D)
4D8
200
Air Gun (C)
Special
70
Disruptor/Ionizer (C)
Stun
50
Flamer (D)
Special
20
Grenade (B)
5D6 or Smoke
15
Micro-Launcher (D)
6D6
100
Mini-Launcher* (E)
6D8
200
*Requires a crew and tripod set-up to operate. All team members move as if “weighed down.”

As with credits, the KWN setting isn’t concerned with tracking individual rounds of ammunition or energy units. Unless noted otherwise, PCs are considered to carry enough ammo to last through all encounters of a game session, stocking and charging their energy weapons to full capacity between sessions. Some specific scenarios might require that PCs are “running low on supplies” (and thus restricted in ammunition) but this should be unusual in a standard KWN game session.

Descriptions of weapons follow; the rules given for beamrazors are very important to the Star Knight character (including most if not all PCs) so pay careful attention to their special rules.

MELEE WEAPONS (PHY modifies both attack and damage)

Unarmed/Improvised: damage is D3 when using fists or feet, and D4 when hitting someone with a bar stool, pool cue, or similar.
Hand Weapon: any hand-held weapon designed to kill. Large weapons do 1D8 damage, require two hands, and cannot be concealed.
Natural Weapon: the claws and teeth of some of the more “gifted” non-human species.
Shield Blade: contains an energy cell that generates an energy field around it, causing more damage and protecting it from beamrazors.
Stun Staff: a two handed weapon that generates a powerful electric charge, capable of stunning an opponent that fails a PHY saving throw for D4 rounds. A stunned target cannot move or attack. Often used by law enforcement and security forces.
Beamrazor: the traditional Star Knight weapon; detailed below.

RANGED WEAPONS (AGI modifies attack; range is in meters)

Thrown Weapon: any thrown hand weapon; aerodynamic weapons designed for throwing (like spears) use the second range.
Archaic Weapon: bows, crossbows, and primitive firearms (like muskets). On some backwater planets, these represent the height of weapon tech. Except for bows, archaic weapons can only be fired every other round; however, bows do only D6 damage.
Slugger: portable projectile weapons of the kind used on Earth in the present day.
Heavy Slugger*: a heavier slugger, requiring a two-man fire team and a lot of heavy, belted ammunition. Requires D4 rounds to set-up before it’s ready to fire.
Blaster: a portable energy weapon, so called because it “blasts” large holes in its opponent. Sometimes known as a “laser blaster,” “plasma blaster,” etc.
Heavy Blaster: a larger, heavier blaster that is not concealable; requires the wearing of a heavy energy capacitor pack and a PHY 12 to prevent a movement penalty (PHY 14 if also wearing combat armor).
Semi-Portable*: an even larger, heavier blaster set-up requiring a three- or four-man fire team (two to carry the power generator) along with a tripod assembly. As named, the weapon is only semi-portable. Requires D4 rounds to set-up (D6 with only a 3-man crew) before it’s ready to fire.
Air Gun: a high powered dart weapon, used to deliver neurotoxins that render an opponent unconscious or dead (PHY saving throw to resist). Generally silent compared to other weapons, the air gun is tricky to use against armored opponents (-2 penalty to attack rolls if target wears ANY type of defensive suit).
Disruptors and Ionizers: both weapons deliver a powerful energy jolt designed to stun a target (PHY saving throw to resist being stunned D8 rounds; see stun staff description). A disruptor is used against living, organic targets while an ionizer is used against inorganic mechanicals (i.e. borgs). The latter can fry unprotected computer systems.
Flamers: spits flaming “space napalm” on target doing D8 damage initially and D4 additional damage every round thereafter unless extinguished. Flaming victims must make a PRE saving throw to extinguish themselves (or do anything else besides running around in pain and panic).
Grenades: these are exactly as those listed in the X-Plorers rulebook.
Micro-Launcher: a small, man-portable explosive delivery system. Ammunition consists of three high-yield rockets that deliver damage in a 10x10 meter area. Individuals in the blast radius (if not directly hit) can make an AGI saving throw to take half-damage.
Mini-Launcher*: a larger version of the mini-launcher, requiring a two-man crew (D4 rounds to set-up before the weapon can be fired). Ammunition consists of four (large) rockets, and damage is delivered in a 15x15 meter area.


[to be continued]

[Kloane War Knights is copyright 2013 by Jonathan Becker and Running Beagle Games. The X-Plorers rpg is copyright 2009, Dave Bezio & Grey Area Games. The X-Plorers trademark is used under the X-Plorers Trademark License]

5 comments:

  1. Just wanted to pop in and say that I, at least, am enjoying these posts, JB. A little surprised that there's not a single comment from anyone else on any of them, but then maybe you don't normally see many comments anyway. I usually follow in Feedly, so don't see the comments anyway.
    Still, just wanted to pipe in with my continued appreciation. :)

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    1. @ Reese:

      Thanks for the kind words...I appreciate it!

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  2. Great stuff, keep it up! I check every day for new KWN articles :)

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    1. @ Tarin:

      Thanks. A little weird that (based on readership stats), people seem to have missed Part 1 of Chapter 2. Since that explains the new way of "purchasing stuff" it's a little important (especially when we get to Chapter 5).

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    2. Just remind us all in C5 ;)

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