CHAPTER 4: SPACE
Space
travel and complications in space are an exceptionally important part of KWN.
Due in part to the scale of the setting (an entire fictional galaxy of
unmeasured dimensions) and other setting-specific rules (like abstract credit checks replacing standard
monetary calculations) several adjustments need to be made to the standard X-Plorers rules.
Buying a Ship
Purchasing
a ship and hiring a crew can be exceptionally difficult for players that don’t
have wealthy (i.e. high born) characters in their group. Once per game session,
a party can choose to “pool their resources” for a single, large purpose; the
PC with the best credit check adjustment makes the roll with a +2 bonus. If
successful, ALL characters suffer a -2 penalty to further credit checks for the
remainder of the game session.
Transportation and Travel Time
The KWN
setting takes place in the Galactic Republic, a huge galaxy with millions of
solar systems, many of which are inhabited by sentient species capable of space
travel and blaster technology. Rather than track the actual distances and map out where systems and species
are in relation to each other, the important thing for both Referees and
players to track is the actual destinations:
the action that takes place during a voyage or at the end point of a trip are
much more meaningful than the “reality” of light years and galactic quadrants.
Within a
system, travel between planets is relatively inexpensive (credit code B for
standard passage of a single individual, depending on the local economy and
availability of such transports). For passage on any interstellar ship, the
credit code should be considered a C,
regardless of actual distance, for a single passenger with normal traveling
gear. This code may be increased in the travel destination is a particularly
sought after tourist attraction, or a quarantined or restricted military zone,
and increased further if the passenger wishes to travel in luxurious
accommodation or with excess baggage (including personal vehicles for use at
the destination location).
Likewise,
the travel code can be reduced for traveling “no frills.” Cheap accommodation
in interstellar flight (bunking together in common rooms, bringing your own
food, etc.) is usually enough to reduce the credit code one step (to credit code B on ordinary journeys).
Traveling “steerage” can reduce the code TWO steps, but is not recommended:
generally, this involves being frozen in a suspended animation and shipped in
the cargo hold of the vessel. Player characters are generally immune to the
mishaps that might prove fatal during the “thawing out” process, but often
there are side effects (roll a PHY saving throw or suffer a -2 penalty to all
die rolls for D20 hours following arrival).
Most of
the actual “travel time” that occurs comes within “real space” upon arrival in
a planetary system; the ship is required to slow down for planetary bodies and
other “space traffic.” The actual time spent covering multiple light years in a
“jump” is a measure of luck, adjusted for the ship’s navigation system and the
pilot’s ability. Having an actual “jump route” programmed for routine trips
between well-known locations also cuts down on the travel time in comparison to
backwater and “mystery” routes.
TRIP IS…
|
TIME IS…
|
Intrasystem or planetary
“hop”
|
D6 hours
|
Interstellar trip,
well-known*
|
D8 days, including time spent in “real space”
|
Interstellar trip, uncommon
|
D20 days
|
*Both departure system and destination should
be regularly and frequently traveled.
If the
characters have booked passage aboard a NPC vessel, the time should be rolled
randomly as noted to determine the overall skill of the crew (“pleasure
cruises” where the voyage itself is the “vacation” may artificially extend this
time by tooling around real space to the delight of its passengers). If the PCs
are the ones crewing the ship, skill rolls may be made for both Computer and
Piloting: success on one cuts travel time in half, while success on both cuts
travel time to one-quarter.
Ships that
have had their navigation computers hacked or destroyed cannot make
interstellar jumps except with the use of a psychic talent (reflex
pilot). Ships that have their engines sabotaged or damaged may be
limited to specific and/or well-known destinations (determined by the Referee),
assuming their ship can travel at all.
Ship Classes
There are
eight different ship classes in the KWN setting, with slightly different
attributes than those listed in the X-Plorers
rulebook:
SHIP CLASS
|
TYPE
|
HULL
POINTS
|
WEAPON
DAMAGE
|
AC
|
XP VALUE
|
CREDIT
CODE
|
1
|
Fighter
|
5
|
1D6
|
10*
|
15
|
D
|
2
|
Small Ship
|
10
|
1D6
|
10*
|
60
|
D
|
3
|
Corvette
|
20
|
1D8
|
11
|
400
|
E
|
4
|
Frigate
|
40
|
1D8
|
11
|
1700
|
F
|
5
|
Destroyer
|
80
|
2D6
|
12
|
5300
|
**
|
6
|
Cruiser
|
120
|
2D6
|
12
|
8600
|
**
|
7
|
Battleship
|
240
|
2D8
|
13
|
19,100
|
**
|
8
|
Dreadnought
|
360
|
2D8
|
13
|
29,300
|
**
|
*Pilot may add AGI adjustment to Armor Class
of ship
**No single individual has the wealth to purchase or
construct such a vessel; it requires the resources of a mega-corporation or
planetary government(s) to do so
Ship class
indicates the size, complexity, and armaments of a ship. Class 1 and 2 ships
are small enough that a pilot’s AGI adjustment can be added to the ship’s Armor
Class (just like a character’s personal Armor Class) to represent their
maneuverability. Class 3 ships and greater are considered capital ships and are
too large for such deft manipulations, except as allowed in the standard combat
rules.
[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]
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