Tuesday, June 2, 2015

KLOANE WAR KNIGHTS - C.4 P.2

Crewing a Ship

Most ships require a minimum crew of three (pilot, engineer, and navigator) plus a number of gunners equal to the ship class; fighters are an exception to this having a maximum crew number of two. Capital ships (Class 3+) will often carry more crew than the minimum, doubling or tripling up on essential positions, plus carrying sundry positions like medical crew, ship’s cooks, deck officers and security, etc. Non-military vessels will have pursers and servants (both human and borg) to oversee guests, and cargo masters in charge of goods in the ship’s hull. Larger capital ships  (Class 5+) outfitted for war will generally carry one or more fighter squadrons (a squadron consisting of 12 fighters organized into four “wings” of three), plus their corresponding personnel (pilots and technicians), and even smaller military vessels will carry armed troops for use in both boarding actions and repelling boarders.

The cost to fully outfit such ships for a single mission (i.e. game session) is fairly close to the cost of the vessel itself: generally, one credit code less than the cost of the ship. The crew hired will have a skill rating equivalent to a character one levels below the class of the ship (minimum 1st level); hiring a “good crew” carries the same credit code as the ship itself with a skill level equal to the ship class, while hiring “elite crew” carries a cost one code higher, though elites have a skill level to the ship class plus one. After 10 missions (game sessions) an average ship crew becomes “good;” after 25 missions a “good” crew becomes “elite.” Even if the crew purchased consists of tireless mechanicals, the same price must be paid for their routine maintenance and regular upgrades.

For example: Ben Starjammer has acquired a sleek corvette and needs to hire a crew. He really can’t afford more than the average crew type (credit code D), required a pooling of resources from the other party members to even for that (see “Buying a Ship” above). The credit check is successful and Ben has an “average” skilled crew; all skill checks made by NPC crewmembers are the equivalent of a 2nd level character (one levels below the corvette’s Ship Class 3). If the crew stays together for 10 missions (game sessions) they will advance to “good” status and make checks as 3rd level characters.

Crew cost is paid at the beginning of a game session; even if a crew has been upgraded through experience (i.e. multiple missions), the cost remains the same as the original purchase price. 

It should be understood that the crewmembers do not have actual “levels,” but rather have a skill roll equivalent to a character of the indicated level. Their ability to operate at a given level is in part due to the class of the ship, their training, their ability to work in coordination with each other, etc. A good ship with a well-trained crew, experienced in working together, can be a formidable.

SPACE COMBAT

Because of the “space war” nature of the KWN setting, space combat is an important part of the game. Most of the space combat rules (including the order of events in a combat engagement) remain the same as the X-Plorers rulebook, but there are some important adjustments and clarifications based on the game setting.

Preparing for Battle

When a combat engagement begins (whether or not a shot is fired), the crew of a star ship goes into a readiness mode called “Battle Stations.” Crewmembers are assigned roles based on the four phases of combat operations…Navigation, Engineer, Pilot, or Gunner…unless designated for a non-operations role (like ship medic or boarding party). Capital ships with fighter complements may have an additional operations role of flight coordinator, described below. Although multiple crew members may be assigned to each of the main operations mode, with the exception of gunnery, only one character is designated “lead” for the role; this person will be the one who makes the choice of action for the round and make any skill checks required.

In addition, one crewmember is designated for the role of “Captain’s Chair.” This individual (usually the ship’s captain) has the role of coordinator in any combat engagement. The person designated as Captain’s Chair can act as a lead for either one or two of the standard operations roles; however, if acting as lead for two roles, then checks made for both role are done with a -2 penalty.

Other than the Captain’s Chair, no crewmember may be assigned more than one role during an engagement; it is up to the Referee whether or not a crewmember can switch roles mid-engagement. If a role remains unassigned (due to a lack of crew) no action can be taken in that particular phase of a combat round.

Military vessels have a number of gun batteries equal to their ship class. Each battery requires a lead gunner to operate. So long as they’re staffed by ready gunners, all gun batteries may fire once per round and may target independent of each other (when engaged with multiple ships).

Star Fighters: Fighters (Ship Class 1) are special exceptions. Because of their small size, they can never have more than two crewmembers (pilot and copilot); however, they are specifically designed for combat situations, with simplified controls and instrumentation. To reflect this, the Captain’s Chair (lead pilot) suffers no penalty for operating in two roles, so long as those two roles are pilot and gunner. The copilot (often a borg) may act in a single additional role as usual. Short-range fighters have the same stats as star fighter but are less expensive, have no jump capability, and have a maximum crew of one OR, if they have a copilot, the Captain’s Chair suffers the normal penalty when operating in two roles. Short-range fighters are generally only used by planetary defense forces or as part of a capital ship’s complement and are less expensive to purchase (usually credit code C).

Gunnery Phase Changes

As stated above, the number of gun batteries that can be fired in a single round is equal to the ship class of a combat vessel (for example, a fully staffed frigate of Ship Class 4 can fire up to four gun batteries during the gunnery phase). Because of the spacing of batteries and the relative sizes of ships, no ship may bring more guns to bear on a single opponent than the opponent’s ship class; big ships are capable of tremendous firepower, but they are more effective in engagements with multiple vessels or other large vessels.

For example: a Kloane Empire star cruiser (Ship Class 6) is chasing a Republican frigate (Ship Class 4); both ships are exchanging shots even as the frigate attempts to outrun the Kloanes. The frigate, with a full complement of gunners, can fire four times per round at the pursuing cruiser, while the cruiser can only target the frigate with four guns in return, despite having six batteries. If the cruiser was engages with TWO frigates it could target one with four guns and the second with two, or split its guns evenly (three and three) between the two ships.

Large capital ships (Ship Class 5+) are made for engagements with other capital ships and have a hard time targeting ships smaller than a corvette. To reflect this, their gunners receive a -2 penalty to hit Class 1 and Class 2 ships.


[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]

Monday, June 1, 2015

KLOANE WAR KNIGHTS - C.4 P.1


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.

[****EDIT: Due to the space constraints of blogger, the entire table above is not visible. The final column, CREDIT CODE should read: D, D, E, F, **, **, **, **. Only ship classes 1-4 are normally available for purchase as personal vehicles****]

[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]

Sorry, Folks...

...no day care this morning (or perhaps at all), so you may not get anything more than the scheduled installment of Kloane War Knights today.

In other news, I've had nearly 300 downloads of Frontier Space in less than three days.

[should've thrown some clip art on it and sold it for 50 cents a pop]

This despite Blogger telling me only half as many people have actually read the original post. What...are people downloading two copies each?

*ahem* ANYway...such enthusiasm probably shouldn't go unrewarded. I'll see if I can put together a follow-up piece or two...I'm thinking either a Referee/Adventure guide, a sample adventure, or a conversion of Knight Hawks (though I'll have to actually go back and read KH again...it's been a few years). Again, these are just one-sheets I'm talking about. Heck, maybe I'll pony up the dough for the system-neutral Strange Stars and do a quick conversion for its setting. Would anyone be into that?

Just let me know. I'm a little busy at the moment, but I'll get back to it.