Showing posts with label vehicles. Show all posts
Showing posts with label vehicles. Show all posts

Sunday, May 31, 2015

KLOANE WAR KNIGHTS - C.3 P.3

Damage & Death

Beamrazors and blasters, the ubiquitous weaponry of the setting, lead to especially grisly and traumatic (if not fatal) wounds. The critical hit table that follows should be used in place of the one found in the X-Plorers rulebook (adjust for PHY as normal):

ROLL 1D8*
RESULT
1 or less
Instant Death!
2
Mortal Wound
3 to 4
Grievous Wound
5
Incapacitated
6 to 7
Beaten
8 or more
Adrenaline Surge!
*Add PHY adjustment; if damage sustained is from unarmed attacks, treat all results of 5 or less as Incapacitated.

Instant Death! Just what the result says.
Mortal Wound: Character will die in D6 rounds (adjusted for PHY) unless intervention is provided in the form of a psychic talent (for example, resist death or vitality transfer).
Grievous Wound: As Incapacitated, but the character has been permanently maimed and/or scarred and will probably require cybernetic reconstruction to fully recover.
Incapacitated: The character is incapacitated with pain and will fall unconscious (for D6x10 minutes) unless she succeeds at a PHY saving throw. A conscious character can take one action (psychic or otherwise) per round, but all dice rolls are made at a -2 penalty and the only movement possible is very slow crawling.
Beaten: The character knows her luck has run out, but suffers no other ill effects. If wounded again, subsequent critical hit rolls are made at a cumulative -1 penalty.
Adrenaline Surge: As per the X-Plorers rulebook.

Star Knights are taught to revere life and act in its preservation whenever possible, though sometimes the greater preservation of life means ending the life of another (especially when it comes to Shadow Lords and other corrupt psychics). When using a beamrazor, a Star Knight may choose to Grievously Wound an opponent instead of killing it at 0 hit points, usually slicing away an opponent’s weapon hand or arm. If the target is a Shadow Lord roll 1D4 to see how many limbs are severed as dictated by “the will of the Star Force” (on a roll of “4” the Star Knight cannot help but cut the villain in twain, causing Instant Death).

Cybernetic Reconstruction

Cybernetic replacement in KWN is not a matter of improvement, but rather one of expedience: with the ubiquity of cyborgs (see Chapter 2), why take the time to grow a cloned organ for transplant when a borg limb is more cheaply installed (and without the threat of host rejection)? Due to the number and diversity of sentient species, the study of cybernetic installation is much easier to master than the medicine and biology of a million life forms spread across the galaxy; skilled surgeons in the KWN setting are more akin to a mechanic than a family practitioner.

Characters that sustain a Grievous Wound may require reconstruction as part of their healing process; roll on the following table:

ROLL 1D8
RECOVERY RESULT
1 to 4
Cybernetic reconstruction needed
5
No cybernetics, but -1 to INT*
6
No cybernetics, but -1 to AGI*
7
No cybernetics, but -1 to PHY*
8
Full miraculous recovery!
*Attribute permanently reduced.

A character requiring cybernetic reconstruction has to put in time in a capable medical facility, either shipboard or planet-side; until she does she cannot recover more than one-half her lost hit points.

Receiving cybernetic replacement diminishes a person’s sense of self, as they become less organic, more machine. For every incident of reconstruction, the character’s PRE score is permanently reduced by one point, reflecting the blow to the psyche. Because of the attribute’s importance, this can be a tremendous loss to a Star Knight or psychic character.

A character can elect to forgo cybernetic reconstruction even when indicated (she still requires a medical facility to fully recover). Doing so means permanently lowering the character’s max HPs by one point per level of experience. In addition, a character will suffer other challenges depending on the nature of the injury (damaged vision, loss of locomotion, missing hand/arm, inability to speak due to a missing jaw, etc.). Such effects will need to be adjudicated by the Referee.

An individual purposefully maimed by beamrazor (see Damage & Death above) always requires cybernetic reconstruction to replace the lost limb(s).

Vehicle Combat

Vehicle combat with atmospheric craft isn’t much different from normal combat: standard vehicles have hit points (not hull points) and AC just like PCs, and if brought to 0 hit points the vehicle ceases to function. All cycles have 10 hit points and AC 12, while cars have 20 hit points and AC 14. The pilot of a vehicle adds any AGI adjustment to AC (to reflect their maneuvering) and psychics may add their psychic defense bonus (PRE) as well. At high speeds, opponents have an additional penalty of -2 to hit a moving vehicle (individuals firing from such a moving vehicle receive the same penalty).

Explorer vehicles are a little less maneuverable and don’t receive AC bonuses from their pilot, but they are fairly sturdy with an AC 16 and 40 hit points.

[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]

Thursday, March 24, 2011

Swamp Boats & Stealth Bombers - Cut!


Vehicles are really starting to irritate me.

Mainly because I have too many listed in the new game. I now TOTALLY understand why game companies end up putting out supplements like Solo of Fortune or Rigger 2...there's just too much "stuff" to put into a main rule book; even a several hundred page main rule book.

And I don't have that many pages to play with.

So now I'm making cuts. Which IS irritating...mainly because of all the work I put in trying to scale vehicles against each other and game mechanics and real world models. I mean, do you know how hard it is to get cost information on a Czilim class ACV ("air conditioned vehicle")?How about the price tag on a new armored SWAT truck?

No, I am not being totally exact in my accounting...I like round numbers, too. Yes, I AM being overly particular/perfectionist about this whole exercise. So what? I can admit when I have a problem...

Anyway, the prices for vehicles is NOT based on U.S. dollars anyway...50 years from now (the setting of the game) al civilized folks are trading in World (Corporate) Credits ("CR") anyway. Of course, I did take the time to convert all vehicle prices into a true world currency on which CR is based...namely, USD circa 1981.

[why 1981? Figure it out]

Which means, of course, that some vehicles will be cheaper than those found in games like Shadowrun (which was published in 1989). Does this mean an individual will get more "bang for their buck" with money in the game? Well, kind of. All prices listed are "friend prices," generally only available at the time of character creation. Paying retail prices later on costs 2x to 5x as much...assuming items are even available (not every town has a "used gunship" lot).

What's this all about? Well, it's one of the ways I've re-vamped the concept of contacts. Now, if your character knows an armorer (for example), it's more interesting/beneficial than just hitting him up for info (what SR calls "legwork"). More on all that later...

The point is, I've got cuts to make. I should probably cut anything that isn't going to be used/purchased (would any self-respecting black ops merc be caught dead in a SmartCar?), but I like having stats for those "desperate situations" (maybe the SmartCar is the only thing available for a quick get away!).

Ugh. Maybe I'll just drop all the drones/RC stuff. I hate drones anyway.