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.
[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]
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.
ReplyDeleteStill, just wanted to pipe in with my continued appreciation. :)
@ Reese:
DeleteThanks for the kind words...I appreciate it!
Great stuff, keep it up! I check every day for new KWN articles :)
ReplyDelete@ Tarin:
DeleteThanks. 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).
Just remind us all in C5 ;)
Delete